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GURPS Unofficial

WARHAMMER
40,000: Imperium

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Cultural Familiarity Languages
Due to the incredible size of the Imperium, cultural familiarities Though the Imperium is exceptionally large, through some miracle,
are a tricky subject. The Imperium contains thousands of state standardized languages do exist. The main language spoken by nearly
instruments known as Adeptums that each contain their own banks all its citizens is known as Low Gothic, and is a conglomeration of

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of knowledge, cultures, and internal languages, and even within each millions of dialects and slang that has become ubiquitous throughout
Adeptum, there may be thousands of sub-cultures. On top of this, each the Imperium. Imperial nobles or important adepts may instead speak
world likely contains hundreds of disparate cultures. Below are some High Gothic, which is the precursor language of Low Gothic, and was

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guidelines for assigning Cultural Familiarity and Savoir-Faire skills. spoken by the Emperor himself, in his time.
With a solid understanding of Low Gothic and High Gothic, an
Adeptums Imperial citizen can navigate nearly any linguistic barrier, but some
Each Adeptum is treated as a separate Savoir-Faire skill. This
languages have been created entirely to be secret. Below is a list of
represent a general understanding of the cultural and political
secret languages that may be encountered by players and the Unusual
procedures of each Adeptums, and the Game Master should apply
Backgrounds typically necessary to speak them.

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familiarity penalties (-1 or -2) for more obscure sub-sects.
Inquisitorial Cants: Each Inquisitorial Ordos keeps it's own secret
If a game is to take place entirely within the realm of one Adeptum
cant, frequently updated with new codewords and grammar to evade
or feature that Adeptum as the primary patron of the campaign,
detection, and most clever Inquisitors invent such cants to keep the
such as an Inquisitorial Acolyte or Adeptus Astartes campaign, it is
prying eyes of other Inquisitors from their work. These cants are
appropriate for each sub-sect of that Adeptums to feature it's own
designed to sound like perfectly innocent Low Gothic or High Gothic
Cultural Familiarity. For example, an Inquisitor may be familiar with

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when spoken, but those in the know can detect codewords, inflections,
the culture of the Ordos Xenos and Ordos Hereticus, but unfamiliar
grammar patterns, and numbers sprinkled throughout, allowing the
with the Ordos Malleus.
transfer of covert information. Unusual Background (Inquisition) and
Chaos membership in the specific Ordos or patronage from an associated
In general, practically by definition, sects of Chaos do not have Inquisitor is required.
Cultural Familiarity or Savoir-Faire skills associated with them. The Techna-Lingua: Spoken exclusively by the Tech Priests of the
Hidden Lore skills listed later in this handbook are sufficient for Adeptus Mechanicus, and comprising of sharp bursts of static noise
questions about the culture or politics of a specific Chaos God, while representing binary digits. This language requires a special implant
Criminology and Psychology are sufficient for questions about cults included in the Cyber-Mantle to vocalize, making any speech outside
and cultists. the Adeptus Mechanicus impossible apart from a few Inquisitors.
Unusual Background (Adeptus Mechanicus) and the Cyber-Mantle
Worlds

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implant are required to speak this language.
It is appropriate to treat every world as a separate cultural Xenos Lexicons: All Xenos races have their own language, with
familiarity. At the Game Master's discretion, a familiarity penalty most having multiple, both widespread and secret. The Ork and Tau
(-1 or -2) is appropriate for the more obscure cultures of the world. languages are the most conducive to human understanding, while
For star sectors with similar cultures, such as multiple worlds with even basic understanding of the Eldar languages have long escaped
frequent communications and low populations, a cultural familiarity Inquisitorial understanding. While the Necron and Tyranids do have
for that sector may instead be appropriate. their own methods of communication, they are so foreign to the
Each class of world should be represented as a separate Savoir- human mind that understanding is practically impossible.
Faire skill; this represents learned skill at navigating the bureaucracy The Tau are one of the few races that have open diplomatic
and political landscape of similarly organized worlds. Remember to channels to the Imperium, and humans living within their borders
apply cultural familiarity penalties! For example, a death worlder will routinely speak their languages, making human speakers of Tau
would likely have Savoir-Faire (Death World). Even if he lands on a

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relatively common in the area around the Tau Empire. Meanwhile,
fundamentally different death world and may not understand local many clever guardsmen assigned to battlefields teeming with Orks
norms, he will immediately know appropriate behavior for a death have deduced their language well enough to understand it, if not be
world and the mindset of his new fellows. fluent. This is in part due to the primitive nature of the language, and
Xenos due to the latent Psychic field that surrounds all Orks influencing their
minds.

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It is appropriate for each Xenos race to have their own Savoir-
Faire skill in campaigns where interactions with Xenos are common, Other than these two exceptions, the Game Master should be harsh
with specific sects being noted as optional specialties of Savoir-Faire. in allowing humans to speak Xenos languages. Only a Rogue Trader
For most purposes, the Hidden Lore (Xenos) skill is more appropriate commonly working with Xenos or an Ordos Xenos Inquisitor would
for general knowledge of Xenos history and culture. truly have the resources to dedicate to such a project.
If a campaign is primarily focused around different types and
sects of Xenos, a Cultural Familiarity for each culture and a Savoir-
Faire for each sect is appropriate. For example, each Eldar Craftworld
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should be a separate Cultural Familiarity, while each Path is a separate What is power without being recognized for it? Unfortunately, in
Savoir-Faire skill. Optional specialties are still appropriate for more the 41st Millennium, power may quite literally include owning star
specific sects, such as Aspect of the Path of the Warrior. system or an entire fleet of battleships that may rival an Imperial

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Voidships battlefleet. Thus, to aid the Game Master and players in assigning
Due to the sheer size of voidships in the Warhammer universe, Status to characters, an exemplar table is provided on the proceeding
each individual ship is easily as large as a city and constitutes it's page to indicate how status scales.
own cultural hotspot, where million of men are forced to live together Status -2: Criminal scum, mutants, or other vilified populations.
for years at a time. Savoir-Faire (Civilian Voidships), Savoir-Faire Likely to be targeted in a purge, and actively hunted by the Adeptus
(Rogue Traders), and Savoir-Faire (Navis Imperialis) should be Arbites in actively policed regions.
used depending on the origin of the ship. For campaign focused on Status -1: The lowest class of accepted citizenry. Likely to be
voidships, a Cultural Familiarity for each ship is appropriate, at the worked to death in a dangerous factory or be conscripted into an
Game Master's discretion. Imperial Guard regiment.

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Status 0: An average Imperial citizen who resides in somewhat
livable conditions. Provided a cramped apartment and enough food Ranks
and luxuries to be content. May join the Imperial Guard to attempt to
gain position in life, or train to become an adept. The Imperium of Man consists of thousands of state branches,
Status 1: An adept, Imperial Guard officer responsible for hundreds responsible for solving the myriad of problems the Imperium faces. All
of these branches have rankings and hierarchies that are conveniently

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of men, or other such model citizen. Likely provided a comfortable
apartment or personal housing, good food, and opportunity to incompatible with every other branch. However, regardless of rank,
advance given enough dedication and fervor. the primary currency in the Imperium is power. The ranks listed here
should be used as guidelines within their own organizations, but
Status 2: Well-off citizens, Imperial Guard officers responsible for

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have inconsistent application beyond them. While an Lord Inquisitor
tens of thousands, deposed nobles living in exile, or rising Adepts.
has the rank to execute a Lord General and request the seizure of
Will likely own a large house in a good section of a planet, as well as
an Astartes Captain, he may find himself executed by firing squad or
their own mode of transportation and potentially a secretary or other
crushed by a power armored fist without the military and political
personal assistant that sees to most administrative matters.
support to actually perform these actions.
Status 3: Minor nobles, high ranking adepts, or Imperial Guard

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officers responsible for hundreds of thousands of men. Will likely Astartes Ranks
have a manor of some sort, multiple modes of transportation, and In general, any full Astartes (Rank 2) command great respect and
multiple servants. Advancement past this point will require political fear in the ranks of the Astra Militarum, and any officers below the
acuity. rank of Colonel (Rank 6) are likely to obey without question, perhaps
Status 4: Nobles of good lineage and master adepts. Will likely even disobeying the direct orders of their superiors to do so.
own multiple manors or a large chunk of important land, and may Depending on the Chapter of the Astartes, they may look out

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even own an entire block of a hive city for their own purposes. Their of the Guardsmen, garnering loyalty and building the image of a
resources are limitless compared to a standard Imperial citizen, true Emperor's Angel, or more likely treat their lives as disposable
though the risk of assassination or humiliation from political rivals compared to the tactical objectives at hand. Most Astartes will never
increases proportionally. Most Imperial citizens will view Astartes as follow orders given by a Astra Militarum commander, but may
having similar status. consider their advice on the state of a battlefield on a strategic scale.
Status 5: True highborn nobles and adepts responsible for entire All ranks given assume a Codex-compliant Chapter. Non Codex-
planets such as magi or cardinals. These men and women hold compliant Chapters may have wildly different rank structures.
great power, and likely have an entire city such as a hive spire or Rank 0: Those who have failed the initiation process and survived
mechanicus enclave they call their own. Whether by procurement of become serfs, the servants to the Astartes that ensure all administrative
small armies or the rarest vintage, such an individual can shape the and menial duties are fulfilled. Most Chapters draw serfs from other
political world of their planet with a few gifts and carefully placed means as well, holding separate trials or drawing from exceptional

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words. Only the Inquisition would pose a serious threat to such well- individuals rescued by the Chapter, and descendants of serfs often go
entrenched nobility. on to become serfs themselves.
Status 6: This status is mostly occupied by planetary governors and Due to their importance to the Chapter, serfs are typically treated
the poorest Rogue Traders. Whereas some before them have significant well by their Chapter, and are granted education, training, and
sway over the planet's working, these individuals, for all intents, own comfortable lifestyles. An entire ranking system within the serfs
the planet. As long as the Imperial tithe is flowing and rivals are kept exists, but the highest ranked serf is typically the Ordinator of the
under control, their power on the planet is limitless. Such individuals House, who acts as the personal assistant of the Chapter Master, and
can draft full armies at a whim and enslave continents through legion often may have as much trust and influence as an Astartes Lieutenant.
of Arbites, and will have significant connections throughout the star Rank 1: Those who have succeeded in the trials are called
sector. neophytes, and begin the process of becoming Astartes. Once they
Status 7: Individuals at this status govern entire star sectors, either

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have undertaken the most basic implants and training, they are
acting as a sector governor or a Rogue Trader presiding over their deployed as Scout Marines, acting as the vanguard and reconnaissance
rightfully garnered territory. Such individuals have began civil wars forces of the Astartes. While seniority between scouts exists, it is not
that pose real threat to the Imperium, and can bring to bear more officially recognized, and all scouts are under the command of a Scout
resources than Astartes chapters or Astra Militarum battle-groups. Sergeant (Rank 3).
There may be less than a thousand of these men alive in the Imperium, Rank 2: Held by most Astartes serving in devastator, assault, or

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and each know and plots against the others for power. tactical squads, typically referred to as full Astartes or battle brothers.
Status 8: A ruler of one of the five Segmentae of the Imperium, While each is directly under the command of a sergeant and seniority
with dominion over hundreds of star sectors. There is essentially no is recognized, it gives no level of Rank. Courtesy Rank is appropriate
problem that poses a challenge to these individuals; at this point, it for differences in seniority between devastator, assault, tactical, and
is a matter of logistics and resource allocation rather than whether Sternguard Astartes, and can be assigned in that order.
resources are available. Rank 3: Held by Astartes sergeants, including scout sergeants
Status 9: One of the High Lords of Terra, typically the Grand responsible for training neophytes. Sergeants typically have command
Master of an Adeptum. These twelve individuals serve as the of a squad of ten Astartes. Astartes from the elite First Company will
Senatorum Imperialis, and together direct the entire Imperium from often be seconded as Sergeants to other companies.
Terra, making strategic decisions that may cost billions of lives if Rank 4: Held by Astartes lieutenants, who typically command a
mismanaged. demi-company of fifty Astartes.

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Status 10: Lord Commander of the Imperium, holding total Rank 5: Held by Astartes captains, who typically command a
control over the Imperium and all it's workings. Prior to the Fall of company of one hundred Astartes.
Cadia, this rank had not been held for millennia. When Guilliman
returned from his slumber, he instated himself as Lord Commander Rank 6: Held by the Chapter Master, who command an entire
of the Imperium. Chapter of one thousand Astartes.
Note that Rank, Status, and Wealth coexist in Warhammer 40,000, Rank 8: Held by the Chapter's Primarch, who will command
so the rules from Basic Set for both Rank and Wealth granting both the entire Chapter and all successor Chapters. Before the Fall
additional status at no extra cost (pg 26, 29) are highly appropriate. of Cadia, no Chapters have a present Primarch; afterwards, only the
Social Engineering (pg. 13) has more detailed rules for this aspect. Ultramarines have such a rank.

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Adeptus Mechanicus Ranks Rank 0: Trooper. No responsibility apart from themselves.
The ranks of the Cult Mechanicus are defined by seniority and Rank 1: Corporal. Typically in command of a fireteam of 4 men.
knowledge rather than true authority. There are two main factions: Rank 2: Sergeant. Typically in command of a squad of around
the ruling priesthood who are relentless in their quest for knowledge, 12 men. The highest command given without specialized command
and the common priesthood who maintain and support the vast training.
swathes of industry required for the Imperium's continued survival.

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Rank 3: Lieutenant. Typically in command of a platoon of around
This counts both as a rank within the organization of the Adeptus
50 men. Storm troopers are typically seen by the rank-and-file as this
Mechanicus and a religious rank for those who recognize the Cult
rank, though their actual rank within their organization is typically
Mechanicus.
different.
Rank 0: The lowest rank of the Adeptus Mechanicus are the

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Rank 4: Captain. Typically in command of a company of around
menials, whose primary purpose is performing brute labor too
150 men. The highest rank that is likely to see direct combat alongside
complex for servitors to accomplish. From the ranks of these menials,
their men.
the more skilled are picked to be advanced into priesthood.
Rank 5: Major. Typically in command of a battalion of around
Rank 1: The first ranks of the priesthood are the rune priests
600 men. Most majors will be directly responsible for a single issue
and lex-mechanics. The rune priests are responsible for the correct

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of a regiment's operation, such as organizing logistics or teams of
carvings and interpretations of liturgies and runes, while the lex-
engineers.
mechanics acts as scribes that compile and sequence data into useful
forms. Other minor roles that only exist to repeat rote but skilled Rank 6: Colonel. Typically in command of a regiment of around
duties exist at this rank. 5,000 men. The highest rank in which an officer will be present on the
battlefield making direct decisions.
Rank 2: The enginseers, transmechanics, and other priests who
Rank 7: Major General. Typically in command of a division of

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are responsible for repairing and maintaining the machine spirits
exist at this rank. They hold little respect at the higher levels of the around 100,000 men. The lowest rank on a General Staff, and typically
Mechanicus, as their duties do not aid in the quest for knowledge. advises a Lieutenant General.
These priests are the most commonly seen throughout the Imperium, Rank 8: Lieutenant General. Typically in command of a corps
as they are broadly deployed to aid other Adeptums in their troubles. of over a million men. Advises the Lord General directly as a core
Rank 3: Past the rote duties of lower ranks, the artisans, genetors, member of his staff.
and logis of the Mechanicus are the first who actively seek knowledge, Rank 9: Lord General. Typically in command of an army group of
spending decades in both academic and practical studies. These priests over a hundred million men. An entire military theatre may have a
tend to only be seen on forge worlds, where they are responsible for dozen Lord Generals throughout that advise a Lord General Militant.
managing entire factories or production lines. Rank 10: Lord General Militant. Supreme commander of a theatre,
Rank 4: Once the search for knowledge reaches appropriate typically in command of over a billion men. Most crusades are led

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fervor, a priest will be dissatisfied simply managing a forge world, by a Lord General Militant who directly commands operations in
and will wish to seek out new knowledge, becoming an explorator conjunction with his Lord Generals.
and dedicating themselves to the exploration of the galaxy. Those who Rank 11: Lord Commander, responsible for the operations of
do not feel this urge to strike out on their own will continue down an entire Segmentae of the Imperium. Typically responsible for
their chosen path of artisan, genetor, or logis in search of sufficient hundreds of billions of men. A Lord Commander may be appointed
knowledge to be promoted to a magus. for a particularly large crusade that requires multiple Lord General
Rank 5: The Magi are the ruling ranks of the priesthood, experts in Militants.
their areas of study and well-respected throughout the Mechanicus. A Rank 12: Lord Commander Militant, responsible for the operations
magos may lead part of a forgeworld in research, or be responsible for of all forces the Astra Militarum has available. Typically in command
all parts of the production of an item through it's various factory. Those of tens of trillions of men, and a High Lord of Terra.
who seek out knowledge most actively may become magos errants or

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magos explorators, embarking into the stars in an Explorator Fleet to Navis Imperialis Ranks
seek out the lost knowledge of the Dark Age of Technology. The naval counterpart to the Astra Militarum, the Navis Imperialis
Rank 6: The archmagi are responsible for the functioning of an is responsible for all forms of void combat and policing. Much like
entire forge world, or lead Explorator Fleets into the most dangerous the Astra Militarum, while a Navis Imperialis captain may not much
reaches of the galaxy. Each is a singular example of the Mechanicus, individual power, they are in command of a truly stupendous amount
clad in countless implants and cybernetics, with centuries of of sheer firepower. Lesser known to their void exploits, the Navis

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experience dissected and laid out into strands of data. Imperialis is also responsible for all forms of dedicated aerial combat
within the Imperium, and ranks for pilots and flight leaders are also
Rank 7: The Fabricator-Locum refers to two roles within the
shown.
Mechanicus: the priest responsible for the day-to-day functions
of Mars, and the five priests responsible for the workings of each Rank 0: Sailors with no further rank, acting as part of the masses
Segmentae of the Imperium. Though he commands relatively few that ensure the smooth sailing of a voidship, overseen by a boatswain.
workers, due to the strategic and religious importance on Mars, the Rank 1: Boatswains are responsible for the smooth operation of
Fabricator Locum of Mars is the second-most powerful priest of the a deck partition, ensuring the common sailors duty is performed
Adeptus Mechanicus. adequately and enforcing discipline on those who fail. They often
Rank 8: The Fabricator-General of Mars both commands the work closely with a sergeant-at-arms, who is responsible for the
strategic aspects of Martian production, and acts as a High Lord of running of a squad of marines responsible for repelling or performing
boarding actions.

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Terra, commanding the priesthood in all matters.
The ground crews and other support personnel of the Aeronautica
Astra Militarum Ranks Imperialis are of similar rank, responsible for the maintenance of a
While the Astra Militarum is inferior to the both the Astartes squadron of aircraft.
and Inquisition in terms of individual power, high ranking officers Rank 2: Deck captains, not to be confused with captains, are
commands immeasurable power in the bodies of their men. However, warrant officers responsible for the operations of a single deck or gun
the actual responsibilities of any given officer vary wildly between aboard their ship. Watching their subordinates with great care, they
regiments and battlefronts; a lieutenant may be little more than a compel loyalty and efficiency through both praise and the whip. Even
figurehead in one regiment, while being a battle hardened warrior in so, they are typically highly respected among the men, as few deck
another. captains survive without their support.

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In the Aeronautica Imperialis, a pilot is of similar rank, flying a An Inquisitor will not have trouble apprehending any Astra
craft such as a Valkyrie or Thunderbolt after rigorous training. The Militarum officer below the rank of Colonel (Rank 6), but a power
survival time of most combat pilots is grim, but most pilots will be struggle will likely take place if they attempt to arrest any member of
assigned to fly logistical or support missions. a general's staff, or even the general themselves.
Rank 3: The lowest rank of officer in the Navis Imperialis is the To purchase Inquisitorial Rank, one must first purchase Legal

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midshipman. They are responsible for the working of a small portion Enforcement Powers [15] and Legal Immunity [10]. Inquisitorial
of an escort voidship, such as ensuring that part of the life support agents are bound by no law except their own by the letter of the Lex
system remains functional or that repair crews are deployed properly. Imperialis, and may do whatever they wish as long as they themselves
On a capital voidship, they act to support deck captains, and are often do not fall under the Inquisition's ever watchful gaze.

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seen as lesser rank by the men until they earn their respect. Rank 0: Acolyte. Lowest rank of the Inquisition, typically disposable
In the Aeronautica Imperialis, a flight-sergeant is of similar rank, agents with little training and recognition of their Inquisitorial status.
responsible for the smooth operations of a flight of five or more Rank 1: Throne Agent. Well trained individuals who have shown
aircraft, both from a logistical perspective and as the leader of a promise, and are responsible for most of an Inquisitor's wide net of
combat flight. investigations.

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Rank 4: Once a midshipman earns the respect of both his superiors Rank 2: Explicator. The apprentice of an Inquisitor, who trains
and the men, he is promoted to a lieutenant and acts either as the directly under their master.
second-in-command to an escort voidship, or oversees a small portion Rank 3: Interrogator. Fully trained explicators who act as full
of a capital voidship. Inquisitors, but lack the independence. Typically an Inquisitor's most
In the Aeronautica Imperialis, a squadron lead is of similar rank, trusted subordinates.
and is responsible for the workings of a squadron of five or more

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Rank 4: Inquisitor. Once an Explicator has shown loyalty to the
flights. This is typically the last rank in which an officer will take to Imperium and great skill, a council of three Inquisitors will meet to
the skies, and some intentionally choose to remain at this rank. grant them the full rank of Inquisitor. This is the final "official" rank
Rank 5: A lieutenant with promise will be promoted to the rank of the Inquisition.
of Commander, and either given command of an escort voidship or Rank 5: Lord Inquisitor. A particularly powerful and influential
a significant portion of a capital voidship, being only second to the Inquisitor who oversees a conclave of Inquisitors.
ship's captain. Each battery and system within a large voidship is
under the watchful eye of the commander, who coordinates with his Rank 6: Inquisitor Master. Typically responsible for a sector
lieutenants to ensure optimal performance. quadrant.
In the Aeronautica Imperialis, a group captain is of similar rank, Rank 7: Inquisitor Grandmaster. Typically responsible for an entire
and is responsible for the tactical and strategic deployment of a group sector.
of ten or more squadrons. These officers are typically veterans of Rank 8: Inquisitor Representative. Technically the highest ranked

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hundreds of flights and keenly aware of the best way their aircraft Inquisitor, but are usually considered figureheads and a relaxing job
can be deployed. for an Inquisitor to focus on academic research.
Rank 6: A Captain is responsible for all strategic operations of an The Rosette
entire capital voidship, and hold total command within his ship. As When an Inquisitorial candidate reaches the rank of Interrogator,
even a single light cruiser is sufficient to level a planet given enough they are granted an Inquisitorial Rosette, a simple metallic I
time, these men and women are amongst the most trained and representing the full force of the Inquisition, as well as the codes and
scrutinized individuals in the Imperium. authorizations to utilize Inquisitorial facilities. The true power of a
The highest rank afforded to the Areonautica Imperialis is that rosette lies in the terror it inspires. Brandishing a rosette can open
of division commander, responsible for overseeing all operations of doors to the most inner sanctums, but just as quickly set heretics
squadrons deployed to a battle or planet. They report to the lowest fleeing like rats. This allows an Inquisitor access far beyond his mere

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ranking flag officer of the Navis Imperialis present, typically a rear rank, and reminds all of the Inquisition's mandate to root out heresy.
admiral, who ensures coordination between division commanders.
Rank 7: A rear admiral is the lowest ranked flag officer of the Religious Rank
Navis Imperialis, and is responsible for the rearmost portions of a Rank 0: Held by the priests, nuns, and other lowly members of the
fleet's combat deployment. When not deployed, they are primarily Adeptus Ministorum that are responsible for day to day operations.
responsible for logistical matters, ensuring that ships within the fleet Rank 1: Preachers, responsible for keeping their flock on the

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are well supplied and in good repair, and the coordination of flight straighter narrow of the Imperium Truth.
divisions. Rank 2: Confessors, responsible for rooting out the personal
Rank 8: The vice admiral is responsible for the vanguard of a fleet, heresies and mutants that skulk amongst the good Imperial citizenry.
responsible for both recon and acting as the bulwark of the fleet. Commissars have similar religious rank as well as Astra Militarum
Rank 9: A full admiral is responsible for all strategic workings rank.
of a fleet, working together with his vice and rear admiral to form a Rank 3: Abbots, warrior monks responsible for the training
functional hammer to smash the Imperium's void-borne foes with. and maintenance of the Scholas Progenium. Sisters of the Adeptus
Rank 10: A Lord Admiral is responsible for all fleets in a sector, Sororitas are likely to have similar rank.
and is typically the commander of a battlefleet comprising of three or Rank 4: Deacons, responsible for the spread of the Imperial Truth
more fleets during a crusade or prolonged naval engagement. in a significant portion of a planet. Astartes do not hold religious rank,
but are seen as holy, and will likely inspire a similar level of fervor.

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Rank 11: A Lord High Admiral is responsible for all naval matters
within a Segmentae of the Imperium. Rank 5: Cardinals, responsible for ensuring a planet or small
Rank 12: The Lord High Admiral of the Navy is the supreme naval sector does not withhold heresies. Inquisitors are seen to have similar
religious rank, though their mandate is entirely separate from the
commander of the Imperium and a High Lord of Terra.
Ministorum. Arch-deacons also exist at this rank, being responsible
Inquisition Ranks for the logistical workings of a sector.
The Inquisition is granted broad powers to arrest or execute any Rank 6: The Ecclesiarch himself, who is always provided a seat
they see as a threat to the Imperium, but this does not extend to the at the Senatorum Imperialis by tradition, and is responsible for all
Astartes. Most attempts to interfere with the Astartes have led to near strategic planning within the Ministorum.
civil war.

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Tech Level Requisition Class
While Warhammer 40,000 is ostensibly an Ultra-Tech setting, In Warhammer 40,000, the cost of acquiring items is often not
the day to day of most individuals is actually quite mundane by measured in thrones or GURPS dollars, but the difficulty of finding
modern standards. The Imperium has grown as a staggering scale, such an item. In this write-up, it is assumed that the players are

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yet due to strict standardization of technology and lack of scientific controlling Inquisitorial acolytes, Rogue Traders, Space Marines, or
progress, many Imperial inventions are not particularly impressive other such characters backed by a powerful organization to which
once reduced to their core components. Very few items remain from money is no object. This book primarily uses a more detailed Legality

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the time of the Great Crusade, where humanity's grasp of technology Class value named Requisition Class to indicate rarity, as most items
contained extraordinarily destructive weaponry and sentient men of in Warhammer 40,000 are difficult to acquire with only currency.
iron.
This handbook uses three tech levels: TL 9, 10, and 11. It is Astartes
assumed for most campaigns that the starting Tech Level is 10. Low
TL is especially appropriate in this setting, but High TL (raising TL to This Requisition Class covers all equipment used by the Adeptus

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11) is exceptionally rare. A reference for each Tech Level is provided Astartes, and is important in a campaign where the players are or
below. Note that this handbook does not annotate skills with their TL; heavily interact with the Emperor's Angels. For reference outside these
the Game Master is free to do so if he wishes this level of granularity. campaigns, treat all Astartes equipment as essentially unavailable to
TL9: Creations such as bolters, layered ballistic fabrics, and all but the Inquisition, who may be able to obtain some examples with
chainswords that may well be invented in the modern age if such things great difficulty.

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were urgently required. These items are certainly more advanced than A-4 (7-17). These item are ubiquitous equipment for the Adeptus
current technology would allow, but primarily do not exist due to the Astartes, and even the most junior Scout Marine will either have free
lack of any scientific or military interest in their creation. access to these items from an armory, or will be issued most of these
TL10: Creations such as carapace and flak armor, las weaponry, items as personal equipment.
powered armor, and other equipment far outside of the current reach A-3 (16-18). These item are standard equipment for full Adeptus
of technology. The invention of even one of these items would be Astartes, and any Tactical Squad will have full access to as many
revolutionary for entire fields of study, and are leagues ahead of any items as necessary for their mission. Depending on the Chapter, Scout
available in our modern world. Marines may be issued these weapons as specialty equipment by
TL11: Mostly relegated to archeotech relics and other items from their Scout Sergeant, or may be given free access at a certain level of
the Great Crusade era. Practically none of these items are still in seniority.
production, as the patterns to create them have long since been lost. A-2 (17-20). These items are specialized equipment for the Adeptus

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If the Imperium were to regain the ability to make even a single type Astartes, and covers plentiful, but hard to replace weaponry and
of these items, it would likely be a turning point in it's history. armor, including the iconic Powered Armor each Astartes is issued.
Most Tactical Squads will have a smattering of these items, though

Wealth losing even a single example is a blow to any Chapter, and attempts
will always be made to recover these items.
A-1 (20-23). These items are highly specialized and uncommon
A Rogue Trader may trade a newly found planet for a suit of items for the Adeptus Astartes, and covers highly coveted weaponry
antique Power Armor, while an Inquisitor may receive such a gift and armor. Each one of these items is a relic in it's own right, issued
from the Adeptus Mechanicus as a reward for saving an Imperator only to Astartes captains and Sternguard veterans, and is considered
Titan's machine spirit. Both are priceless, yet how does one truly utterly irreplaceable by the Chapter, often being valued more than
quantify their costs? This handbook does not attempt to answer the the Astartes themselves, and for good reason. Even the most well-
main question of wealth, and does not provide costs for any of the

DISTRIBUTE
equipped Chapters only possess a few dozen examples of these items.
items listed. This decision was made due to the incredible variance in
A-0 (-). These items are archeotech relics, living pieces of a Chapter's
cost from world to world and the difficulty of acquiring items often
history, and likely date to the time of the Emperor's Holy Crusade. In
being more in status and rank than simple money.
most Chapters, the only examples will be the personal wargear of a
In some campaigns (especially Astartes, Inquisition, or Imperial Chapter Master, passed down through millennia, though some of the
Guardsman campaigns), wealth is a poor determination of equipment oldest Chapters will have a small number of these items granted to

LIMITED
accessibility. It may suit the theme better to treat the Wealth attribute their most trustworthy and effective First Company Astartes.
as a combination of the player's ability to call upon favors with a
Some Requisition Classes may be annotated AP-#. This indicates
quartermaster, convince a tech-priest to part with a machine spirit,
that these items are Primaris, and will not exist prior to the introduction
call upon the resources of their patron, or their knowledge of stashes
of Primaris Marines. They follow the same rules otherwise.
and safe-houses.
It is recognized, however, that inevitably the Game Master will
have to answer questions from their players such as "How much more General
do I need to purchase carapace armor?" or "Will the Quartermaster
This Requisition Class covers most items found in the Imperium,
allow me to bring fifty bolter magazines?". A modified version of the
broadly available to citizens, soldiers, and nobles. Most other
Abstract Wealth rules from Pyramid 3/44: Alternative GURPS II (pg.
Requisition Classes interact with General, as even the most well-
30) is recommended to deal with such questions.
equipped Inquisitor will inevitably require a relatively mundane item.

Fennefell#4034
Rather than listing price, each item has a Requisition Class (RC).
G-4 (4-10). These items are utterly ubiquitous throughout the
In the following section, a mapping between RC and threshold values
Imperium. Any planet of the requisite TL is liable to have nearly
for TL10 are given. If a specific price is required, the Game Master
infinite supplies, and no armory is complete without a large supply.
should assign a value between these two thresholds. For example, a
G-4 item has a range of 4-10 ($1.5 to $700); a Game Master may assign G-3 (10-14). Typically indicative of mass-produced equipment
a bayonet to cost $50, while a vox-caster could cost $600. rendered to the Imperial Guard or other large units. Any planet of the
requisite TL is liable to have nearly infinite supplies, but may require a
This mapping is purely for manufacturing cost; attempting to
license or gray market trading to acquire. Lower quality variants may
acquire an Astartes combat blade, despite it's low cost, would be near-
be acquirable at G-4, depending on the item.
impossible for a human, and difficult even for an Inquisitor.

6 GURPS UNOFFICIAL
G-2 (14-18). Indicative of specialist equipment rendered to small

Skill And Trait Options


units of the Imperium, such as Tempestus Scions, Commissars, and
Inquisitorial troops, or heavy weaponry issued to standard Imperial
Guard regiments. This equipment will be hard to acquire on most
planets, requiring black market contacts or specialist licenses. The Imperium is a large place, filled with disparate cults and

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G-1 (17-21). Equipment that is highly illegal and extraordinarily state instruments. To navigate these instruments, one will require the
destructive. Even small numbers falling into the hands of anti- correct skills and traits; but how to assign those abilities? This section
Imperium elements could lead to successful rebel uprisings or heresy. gives a breakdown on how to assign social skills and traits.
If examples can be obtained, they will have to come from a truly Blessed: In most depictions of Warhammer 40,000, the Emperor

GURPS
powerful enterprise, such as a major hive world crime lord or a high works in mysterious ways. Apart from a few true living saints that
ranking Imperial noble. Typical examples are artificer weaponry, channel the Emperor's power quite directly, the Imperial Cult's teeth
powered armor, or Astra Militarum tanks. come from chainswords and flamers, not any divine interfere.
G-0 (20+). Any element of this category is uniquely, utterly However, as a Game Master, you may make the decision that
destructive, and would be nearly impossible to obtain even for Blessed, Higher Purpose, and other "holy" advantages are suitable for
members of the Inquisition or Rogue Traders. Wars have been fought

UNOFFICIAL
your campaign.
over recovering examples, and planets traded over rumors. Examples History and Law: Due to the broad scale of the Imperium, it is
are archeotech relics, battleships, or Shadowsword super-heavy tanks. recommended that each Adeptum be treated as a limited geographical
Most personal equipment from High Tech and Low Tech translate region for the purpose of history specializations, and a specific field
to G-4 or G-3, though the Game Master is encouraged to weed out of a particular political region for the purposes of law specializations.
attempts to exploit this classification and provide more stringent In games spanning large expanses of the Imperium, the Game

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limitations on particularly large or effective weaponry, such as atomic Master should allow players to treat the Imperium as a broad
missiles. geographic region and political region for the purposes of history
and law specializations, but imposes significant penalties for specific
Inquisition information about any particular planet, Adeptum, person, or legal
area.
This Requisition Class covers all equipment used by the Inquisition, More specific specialties should be applied per Adeptum as listed
and is important in a campaign where the players are or heavily above, or per Segmatum, star sector, and planet as narrowing areas
interact with the Emperor's Inquisition. For reference outside these of specialty. Depending on the game, specialties per sub-sect of an
campaigns, treat I-4 and I-3 items as G-1, I-2 and I-1 items as G-0, and Adeptum, such as Astartes chapters or Astra Militarum regiments
I-0 equipment as equivalent to entire sectors in value. may be appropriate.
I-4 (7-12). These item are ubiquitous equipment for the

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Hidden Lores: The following hidden lore specialties are
Inquisition, and are acquirable by most Inquisitorial Acolytes from appropriate: Archeotech, Daemons, Heresy, Horus Heresy, Inquisition,
any Inquisitorial safe-house or armory. Mutants, Psykers, The Warp, Traitor Astartes, and Xenos. Additionally,
I-3 (11-16). These items are commonplace amongst the Inquisition, a hidden lore specialty for each Adeptum is appropriate; all have their
and readily available to any Inquisitor, though Acolytes will likely share of secrets.
need special blessings to readily acquire these items. Patrons: This handbook does not provide any specific rules for
I-2 (14-18). These items are the personal items of an Inquisitor, and Patrons or similar advantages, and does not indicate such advantages
most Inquisitors will have personally acquired at least some through on templates. A Game Master who believes these to be appropriate
other Inquisitors, seizures, or the Adeptus Mechanicus. Even the most should use the rules as laid out in Basic Set, but be wary of inflated
liberal Inquisitors are unlikely to grant these items to any Acolyte. patron point costs due to claiming entire Adeptums as patrons; ask
I-1 (17-21). These items are typically the personal equipment of your players to be specific. An Astra Militarum regiment or a major
officer within a battlegroup is an appropriate patron; the entire Astra

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the Chamber Militants and secretive agencies of the Inquisition, such
as Adeptus Sororitas or Imperial Assassins. Even the most powerful Militarum is not.
Inquisitor will have trouble getting their hands on these items without Unusual Backgrounds: This handbook only uses Unusual
the attached user, as these sects guard their secrets jealously. Backgrounds for truly unusual cases, where skills or equipment
I-0 (22+). These items are typically holy relics of the Imperium, granted is specialized enough to require extra point investment. Some
guarded in the deepest reaches of the Inquisition's fortresses. Lord sample point costs are provided below, but exact determinations must

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Inquisitors may sometimes petition for these items to be brought be made on a game by game basis.
forth to defeat truly vile threats against the Imperium, though these • 10-30 point Unusual Backgrounds are appropriate for
occurrences are few, for a single such item falling into the hands of Adeptus Mechanicus priests due to the advantages granted by
heretics or Xenos would be a terrible loss. the implants they are provided.
• 20-50 point Unusual Backgrounds are appropriate for
Xenos Psykers due to their incredible reality-warping powers. On
the other hand, the Game Master is encouraged be lenient
The equipment of the most foul Xenos falls under a broad category towards Blanks; in more cases than not, being a Blank is NOT
of Requisition Classes. As this is a handbook for the Imperium and an advantage.
not the various sorts of Xenos, detailed workings are not provided. • 50-150 point Unusual Backgrounds are appropriate for
All Xeno equipment is marked with a single "X", not followed by Inquisitors and other agents of the Inquisition due to the

Fennefell#4034
any number. Importantly, ALL Xenos equipment is heresy, and the enormous leeway they are given in acquiring unusual
only members of the Imperium likely to have any example are the equipment and traits. The Game Master should be especially
Inquisition and Rogue Traders. limiting of such agents if they are provided powerful items as
If an Inquisitor finds Xeno equipment in the service of the default gear, such as the Adeptus Sororitas powered armor.
Imperium, the level to which an Inquisitor prosecutes this heresy • 100-300 point Unusual Background are somewhat appropriate
depends entirely on their beliefs. Some Inquisitors may consider for Adeptus Astartes. However, the Game Master should be
Xeno equipment used in the service of the Emperor to be acceptable consider that in most campaigns, the sheer point cost of an
but dangerously close to heresy, while other may consider even the Adeptus Astartes is so high that such a background would not
smallest item to be a corrupting influence deserving of death. be practically useful.

7 GURPS UNOFFICIAL
Feral Warrior
Background Templates 19 points
You were born on a feral world where technology is non-existent
and the only law is that of the sword. When the planet wasn't trying
Listed below are some example background. This is not a definite
to kill you, your fellow humans were. You learned quickly that all

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list, and the Game Master should not force their players to pick a
you could rely on was your physical ability, and became a fearsome
template. They are only meant as examples of what a typical person
warrior. While the rest of the Imperium may look down upon you for
from varied background would look like. Talents that complement
your simple ways, one cannot deny the physical strength such a rough
listed skills are especially appropriate to be added.
life brings with it.

GURPS
Agri Worker Attributes Modifiers: ST+2 [20]; HT+2 [20].
27 points Advantages: Fit [5].
You were born on an agri-world, one of the thousands of planets Disadvantages: Low TL 7 [-35]. -10 points chosen from among
dedicated to providing trillions with food and potable water. You've Confused [-10]; Dyslexia [-10], Hidebound [-5], Innumerate [-5], Low
spent long hours, day after day, year after year tending to animals or TL 1-2 [-5-10], Nightmares [-5], Odious Personal Habits [-5], and

UNOFFICIAL
crops, each move instructed by the Adeptus Administratum, and any Selfish [-5].
deviation punished. Skills: Savoir-Faire (Feral World) @ IQ+2 [4]. 25 points chosen
If you were lucky, you were eventually given autonomy over your from among Animal Handling (One) @ IQ-1 [1]; Armoury (Body
fields while your yields were sufficient and kept all your limbs from the Armor or Missile Weapons) @ IQ [2]; Boating @ DX [2]; Bow @ DX+1
scything claws of the gigantic harvesting vehicles that swept the land. [4]; Brawling @ DX+1 [2]; Camouflage @ IQ-1 [1]; Climbing @ DX [2],

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For those not so lucky, the machines care little for the distinctions Crossbow @ DX+2 [4]; Farming @ IQ [2]; Fishing @ Per+2 [4]; Hiking
between human flesh and padonus rice. @ HT-1 [1]; Leatherworking @ DX+2 [4]; Melee Weapon (Axe/Mace
Attributes Modifiers: ST+1 [10]; HT+1 [10]. or Broadsword or Shortsword or Spear) @ DX+1 [4]; Melee Weapon
Secondary Attributes Modifiers: FP+1 [3]. (Knife) @ DX+2 [4]; Running @ HT-1 [1]; Smith @ IQ+1 [4]; Stealth @
DX+1 [4]; Survival (Pick One) @ Per+1 [4]; Thrown Weapon (Spear) @
Advantages: Fit [5].
DX+2 [4]; Wrestling @ DX [2].
Disadvantages: -15 points chosen from among Addiction (Lho
Sticks) [-5], Charitable [-15], Chummy [-5], Incurious [-5], Innumerate Forge Cleric
[-5], Missing Digit [-5], One Eye [-15], One Hand [-15], Status -1 [-5], 35 points
and Workaholic [-5]. You were born on a forge world dedicated entirely to the
Skills: Savoir-Faire (Agri-World) @ IQ+2 [4]. 10 points chosen from production of technological implements of war, stripped of it's

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among Administration @ IQ [2], Animal Handling (Pick One) @ IQ+1 ecosystem and replaced by expanses of factories stacked upon one
[4]; Biology @ IQ-1 [4], Farming @ IQ+1 [4], Gardening @ IQ+1 [2], another. Responsibility for a small part of a production tract ruled
Guns (Rifle or Shotgun) @ DX+1 [2], History (Adeptus Administorum) your life, with no deviation from a standard template construct lest
@ IQ-1 [2], Mechanic (Wheeled) @ IQ [2], and Naturalist @ IQ-1 [2]. the machine spirits be angered.
However, with time came advancement, and you were initiated
Death World Survivor into the Cult Mechanicus as a forge cleric; perhaps through wit, but
99 points
more likely through survival. While the metallic implants occasionally
You were born on a death world, a planet so intensely hostile that remind you of your steadily fading humanity, you know that the flesh
is has resisted Imperial colonization, where nature itself seemed is weak and cold logic is a superior ally.
hellbent on the destruction of any intruders in it's vicious ecosystem.
Attributes Modifiers: HT+2 [20] or IQ+1 [20].
Living a life on the edge of death, scrounging for every morsel and
seeing friend and family be ripped apart by savage beasts at a young Advantages: Unusual Background (Adeptus Mechanicus) [10].

DISTRIBUTE
age has led you to a certain cynicism about the nature of life. Disadvantages: -15 points chosen from among Bad Back [-15],
Some who have not seen the horrors firsthand may call you callous Callous [-5], Curious [-5], Greed [-15], Killjoy [-15], Loner [-5],
or overly pragmatic, but you have faced down existential threats and Missing Digit [-2-5], One Eye [-15], One Hand [-15], and Sense of Duty
lived, repeatedly. Through this rigorous process of natural selection, (Machine Spirits) [-10].
you are among the hardiest men that the Imperium can field, better Skills: Savoir-Faire (Adeptus Mechanicus) @ IQ+2 [4]. Choose 30

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trained in the art of avoiding death than most career guardsmen, and points from among Architecture @ IQ [2], Armoury (Pick up to three)
any Adeptum would jump at the chance to recruit you. @ IQ [2], Bioengineering @ IQ [4], Chemistry @ IQ [4], Computer
Attributes Modifiers: 60 points chosen from among ST+2 [20], Hacking @ IQ-1 [4], Computer Operation @ IQ [2], Computer
DX+1 [20], IQ+1 [20], HT+2 [20]. Programming @ IQ [4], Electrician @ IQ [2], Electronics Operation
(Pick up to three) @ IQ [2], Electronics Repair @ IQ [2], Engineer
Secondary Attributes Modifiers: Per+1 [5], Will+1 [5].
(Pick One) @ IQ [4], History (Adeptus Mechanicus) @ IQ [2], Law
Advantages: Combat Reflexes [15]; Fit [5]. (Adeptus Mechanicus) @ IQ [2], Machinist @ IQ+1 [4], Mechanic
Disadvantages: -25 points chosen from among Addiction (Lho- (Pick up to three) @ IQ [2], Physics @ IQ-1 [4], Research @ IQ [2],
Sticks) [-5], Bad Temper [-10], Bloodlust [-10], Callous [-5], Killjoy Savoir-Faire (Adeptus Mechanicus) @ IQ+1 [2], Smith @ IQ+1 [4].
[-15], Loner [-5], Missing Digit [-5], Nightmares [-5], No Sense Note: The Game Master is encouraged to allow forge clerics to
of Humor [-10], One Eye [-15], One Hand [-15], One Arm [-20], or begin with a cyber-mantle implant.

Fennefell#4034
Wounded [-5].
Skills: Savoir-Faire (Death World) @ IQ+2 [4]. 30 chosen from Highborn
among Armoury (Body Armor or Small Arms) @ IQ [2], Brawling @ 70 points
DX+2 [4], Camouflage @ IQ+1 [2], Climbing @ DX [2], Escape @ DX-1 You were born into the ranks of Imperial nobility, destined by
[2], Fast-Draw (Pick up to three) @ DX [1], Fist Aid @ IQ+1 [2], Fishing the grace of your superior genetic lineage to be a ruler of men. From
@ Per [1], Guns (Pick up to three) @ DX+2 [4], Intimidation @ Will [2], your first breath, you were carefully instructed and nurtured by the
Melee Weapon (Pick up to three) @ DX [2], Melee Weapon (Knife) best tutors Thrones can buy. As you grew, you learned of your true
@ DX+2 [4], Naturalist @ IQ [4], Navigation @ IQ [2], Scrounging existential threat: other Highborn seeking the same power and glory.
@ Per+2 [4], Stealth @ DX+2 [8], Survival (Pick one) @ Per [2], and By threading a fine line of unions, deceptions, and sweetened words,
Wrestling @ DX+1 [4]. you evaded the clawing grasp of your rivals.

8 GURPS UNOFFICIAL
These machinations leave little time for the disposable Imperial into the depths are quickly disposed of. For you, the concept of law is
citizenry. Every word spoken to one of your underlings has reinforced laughable, a corrupt code to ensure that your kind stay in the slums,
why you were born to rule, and they to serve. Perhaps when you tire while the good Imperial citizen spit upon you.
of living in creature comfort, you will take up a prestigious posting in Perhaps you joined the crew of a crime lord to keep yourself alive,
the Astra Militarum or Navis Imperialis to curry favor and allies, or or struck out on your own lest you end with a fate worse than death

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force out a weaker Highborn family to consolidate power. Whatever for some imperceptible slight. You did things you weren't proud of in
the case, the Imperium lies ready for your blessed presence. the name of survival, but you did survive.
Attributes Modifiers: IQ+1 [20]. Attributes Modifiers: +1 HT [10].
Advantages: Speak Language (High Gothic) @ Native [6], Status Secondary Attributes Modifiers: +1 Per [5].

GURPS
2 [10], Wealthy [20]. Choose one of Charisma 1 [5], Social Regard Advantages: 15 points chosen from Combat Reflexes [15], Fit [5],
(Feared or Respected) [5], and Status 3 [5]. Flexibility [5], High Pain Threshold [10], or Rapid Healing [10].
Disadvantages: -25 points chosen from among Bully [-10], Disadvantages: Secret (Possible Death) [-30], Status -1 [-5]. -15
Callous [-5], Combat Paralysis [-15], Cowardice [-10], Greed [-15], points chosen from Addiction (Lho-Sticks) [-5], Alcoholism [-15],
Lecherousness [-15], Overconfidence [-5], Sadism [-15], Selfish [-5], Bloodlust [-10], Berserk [-10], Bully [-10], Callous [-5], Dyslexia [-10],

UNOFFICIAL
Slow Eater [-10], Very Fat [-5], and Unfit [-5]. Greed [-10], Impulsiveness [-10], Paranoia [-10], Sadism [-15], Status
Skills: Savoir-Faire (Imperial Nobility) @ IQ+2 [4]. 30 points chosen -2 [-5], Stubbornness [-5], and Wounded [-5].
from among Accounting @ IQ [4], Acting @ IQ [2], Administration @ Skills: 15 points chosen from among Armoury (Body Armor or
IQ [2], Body Language @ Per [2], Carousing @ HT [1], Dancing @ DX Small Arms) @ IQ-1 [1], Brawling @ DX+1 [2], Carousing @ HT [1],
[2], Detect Lies @ Per [4], Diplomacy @ IQ [4], Fast-Talk @ IQ [2], Climbing @ DX [2], Fast-Draw (Pick One) @ DX+1 [2], Fast-Talk @
Guns (Pistol or Rifle) @ DX+1 [2], History (Imperium) @ IQ [2], Judo

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IQ [2], Filtch @ DX [2], First Aid @ IQ [1], Forgery @ IQ-1 [2], Guns
@ DX-1 [2], Karate @ DX-1 [2], Law (Imperium) @ IQ [2], Leadership (Pick up to two) @ DX+1 [2], Holdout @ IQ [2], Intimidation @ Will
@ IQ [2], Linguistics @ IQ-1 [2], Literature @ IQ-1 [2], Melee Weapon [2], Lockpicking @ IQ [2], Melee Weapon (Pick up to two) @ DX [2],
(Broadsword) @ DX+1 [4], Merchant @ IQ [2], Philosophy @ IQ-1 [2], Observation @ Per [2], Running @ HT [2], Scrounging @ Per [1],
Politics @ IQ+1 [4], Public Speaking @ IQ [2], Sex Appeal @ HT [2], Search @ Per-1 [1], Shadowing @ IQ [2], Smuggling @ IQ [2], Stealth
Strategy @ IQ-1 [2], Theology @ IQ-1 [2], and Writing @ IQ [2]. @ DX [2], Streetwise @ IQ+1 [4], Urban Survival @ Per+1 [4].
Shrine Preacher Note: Depending on the campaign, mutant abilities may be
54 points appropriate.
You were born on a shrine world, dedicated entirely to the worship
of the Emperor. From a young age, your duties were splits between
Voidborn Sailor
34 points
the menial work of maintaining the countless altars and shrines and

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being instructed in the theology of the Imperial cult and Ministorum. You were born on a voidship, one of the city-sized spacecraft that
As you grew, so did your righteous devotion to the God Emperor, are used to deploy resources and fight wars throughout the Imperium.
and you were chosen as a candidate for advancement in the Adeptus You have never truly seen a sunrise or felt solid earth beneath your
Ministorum. feet, and lived in constant fear of the surrounding void. The few times
you left the voidship to enjoy a space station, you were surrounded by
Taken under the wing of a shrine keeper, your days were merciless unfriendly faces peering down upon you for your strange, pale skin
and filled with relentless regimes, but you proved yourself well and tone and gravity-adjusted gait.
rejected all temptation. Armed with little more than faith and the
robes upon your back, you were sent out into the greater Imperium to A voidship's crew numbers in the hundreds of thousands, but
instill your sense of adoration and piety into the minds of those who important duties are relegated to clans who pass down knowledge
may doubt, or worse. from generation to generation, sometime on the most menial duties.
You had the good fortune of being born into a clan, avoiding the slaves
Attributes Modifiers: +1 IQ [20].

DISTRIBUTE
and riffraff of the lower decks, and were trained extensively on how to
Secondary Attributes Modifiers: Will+1 [5]. perform your duties, lest you fail the ship and the clan.
Advantages: Religious Rank 1 [10]. 15 points chosen from Attributes Modifiers: -1 ST [-10], +1 DX [20].
Charisma 1-3 [5-15], Empathy (Sensitive or full) [5-15], Indomitable Secondary Attributes Modifiers: +1 HP [2].
[15], Social Regard (Respected) 1-3 [5-15], Voice [10].
Advantages: G-Experience (0G) [1]. 15 points chosen from 3D
Disadvantages: -15 points chosen from Bloodlust [-10], Callous

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Spatial Sense [10], Combat Reflexes [15], Fit [5], Flexibility [5],
[-5], Charitable [-15], Code of Honor (Adeptus Arbites), Gregarious G-Tolerance (0.5G) [10], and Magery (Psyker) 0 [10].
[-10], Honesty [-10], Killjoy [-15], Overconfidence [-5], Selfless [-5],
Unfit [-5], Workaholic [-5]. Disadvantages: -10 points chosen from among Appearance
(Unattractive) [-4], Chummy [-5], Confused [-10], Incurious [-5],
Skills: Savoir-Faire (Adeptus Ministorum) @ IQ+2 [4]. 15 points Nightmares [-5], Paranoia [-10], Unnatural Features 1 [-1] and
chosen from Architecture @ IQ-1 [1], Diplomacy @ IQ-1 [4], Fast-Talk Workaholic [-5].
@ IQ [2], Guns (Pistol) @ DX [1], Hidden Lore (Mutants or Witches)
@ IQ [2], History (Adeptus Ministorum) @ IQ-1 [1], Law (Adeptus Skills: Savoir-Faire (Navis Imperialis) @ IQ [1]. 15 points chosen
Ministorum) @ IQ-1 [1], Leadership @ IQ [2], Linguistics @ IQ-1 [2], from among Armoury (Heavy Weapons) @ IQ [2], Armoury (Vehicular
Literature @ IQ-1 [2], Meditation @ Will-2 [1], Melee Weapon (Pick Armor) @ IQ [2], Artillery (Pick One) @ IQ [2], Astronomy @ IQ-2 [1],
one) [1], Propaganda @ IQ [2], Public Speaking @ IQ+1 [4], Research Brawling @ DX+1 [2], Environment Suit (Void Suit) @ DX [2], Fast-
@ IQ [2], Sociology @ IQ-1 [2], Theology @ IQ [4], and Typing @ DX+1 Draw (Pick One) @ DX [1], First Aid @ IQ [1], Free Fall @ DX [2],

Fennefell#4034
[2]. Gunner (Pick One) @ DX+1 [2], Guns (Pick up to two) @ DX+1 [2],
Melee Weapon (Pick up to two) @ DX [2], Navigation (Space) @ IQ [2],
Note: Depending on the campaign, Blessed or Higher Purpose may Physics @ IQ-3 [1], Piloting (High-Performance Spacecraft) @ DX [2],
be appropriate. Spacer @ IQ+2 [4], Tactics @ IQ-2 [1], and Wrestling @ DX [2].
Underhive Scum
-5 points
You were born in the underhive, the lowest levels of a hive city filled
with slums and vicious criminals. Little of the Imperium's influence
reaches there; the few preachers and Arbites foolish enough to venture

9 GURPS UNOFFICIAL
Human Armor
Torso
100%; locations 9-11

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TL Description DR Weight Don Holdout RC Notes
9 Ballistic Fiber 12/8* 1.5 5 -1 G-4 [1], [2], [3]
9 Layered Ballistic Fibers, Light 14/10* 3 5 -2 G-3

GURPS
9 Layered Ballistic Fibers, Medium 16/12* 3.5 6 -2 G-3
9 Layered Ballistic Fibers, Heavy 18/14* 4 7 -2 G-3
10 Carapace, Light 30 10 8 -4 G-3
10 Carapace, Medium 35 14 12 -5 G-2
10 Carapace, Heavy 40 18 16 -7 G-2
10 Flak, Light 12 4 10 -3 G-3

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10 Flak, Medium 18 6 12 -5 G-3
10 Flak, Heavy 24 8 14 -7 G-3
11 Synskin 15 1 - 0 I-1 [2], [4]
11 Xeno Mesh, Light 20* 2.5 5 -1 X [2], [3]
11 Xeno Mesh, Fine 32 4 5 -2 X [2]

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11 Xeno Mesh, Heavy 44 5.5 5 -3 X [2]

Arms
50%; locations 8,12
TL Description DR Weight Don Holdout RC Notes
9 Ballistic Fiber 12/8* 0.75 5 -1 G-4 [1], [2], [3]
9 Layered Ballistic Fibers, Light 14/10* 1.5 5 -2 G-3
9 Layered Ballistic Fibers, Medium 16/12* 1.75 6 -2 G-3
10 Carapace, Light 30 5 8 -4 G-3

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10 Carapace, Medium 35 7 12 -5 G-2
10 Flak, Light 12 2 10 -3 G-3
10 Flak, Medium 18 3 12 -5 G-3
11 Synskin 15 0.5 - 0 I-1 [2], [4]
11 Xeno Mesh, Light 20* 1.25 5 -1 X [2], [3]
11 Xeno Mesh, Fine 32 2 5 -2 X [2]
11 Xeno Mesh, Heavy 44 2.25 5 -3 X [2]

Legs
100%; locations 6-7,13-14

DISTRIBUTE
TL Description DR Weight Don Holdout RC Notes
9 Ballistic Fiber 12/8* 1.5 5 -1 G-4 [1], [2], [3]
9 Layered Ballistic Fibers, Light 14/10* 3 5 -2 G-3
9 Layered Ballistic Fibers, Medium 16/12* 3.5 6 -2 G-3
10 Carapace, Light 30 10 8 -4 G-3

LIMITED
10 Carapace, Medium 35 14 12 -5 G-2
10 Flak, Light 12 4 10 -3 G-3
10 Flak, Medium 18 6 12 -5 G-3
11 Synskin 15 1 - 0 I-1 [2], [4]
11 Xeno Mesh, Light 20* 2.5 5 -1 X [2], [3]
11 Xeno Mesh, Fine 32 4 5 -2 X [2]
11 Xeno Mesh, Heavy 44 5.5 5 -3 X [2]

Hands
10%; locations 15

Fennefell#4034
TL Description DR Weight Don Holdout RC Notes
9 Gloves, Ballistic Fiber 12/8* 0.15 5 -1 G-4 [1], [2]
9 Gloves, Layered Ballistic Fiber 14/10* 0.3 5 -2 G-3 [1], [5]
10 Gauntlets, Carapace 30 1 8 -4 G-3 [5]
10 Gauntlets, Flak 12 0.4 10 -3 G-3 [5]
11 Gloves, Synskin 15 0.1 - 0 I-1 [2], [4]
11 Gloves, Light Xeno Mesh 20* 0.25 5 -1 X [2], [3]
11 Gloves, Fine Xeno Mesh 32 0.4 5 -2 X [2], [5]

10 GURPS UNOFFICIAL
Feet
10%; locations 16
TL Description DR Weight Don Holdout RC Notes
9 Boots, Ballistic Fibers 12/8* 0.15 5 -1 G-4 [1], [2], [3]

warhammer
9 Boots, Layered Ballistic Fibers 14/10* 0.3 5 -2 G-3
10 Boots, Carapace 30 1 8 -4 G-3
10 Boots, Flak 12 0.4 10 -3 G-3
11 Shoes, Synskin 15 0.1 - 0 I-1 [2], [4]

GURPS
11 Shoes, Light Xeno Mesh 20* 0.25 5 -1 X [2], [3]
11 Shoes, Fine Xeno Mesh 32 0.4 5 -2 X [2]

Head

UNOFFICIAL
TL Armor Location DR Weight RC Notes
9 Ballistic Fiber Hood skull, neck 12/8* 0.4 G-4
9 Ballistic Fibers Hood, Layered skull, neck 14/10* 0.8 G-3
9 Ballistic Goggles eyes 12 1 G-3
9 Ballistic Visor face, eyes 15 2 G-3

RELEASE
10 Carapace Helmet skull 35 2.8 G-3
+ Gorget neck 30 0.5
+ Mask face 30 1
10 Flak Helmet skull 18 1.2 G-3
+ Gorget neck 12 0.2
+ Mask face 12 0.4
11 Synskin Mask skull, face, neck 15 1 I-1 [2], [4]
11 Light Xeno Mesh Hood skull, neck 20* 2.5 X [2], [3]
11 Fine Xeno Mesh Hood skull, neck 32 4 X [2]

Notes:

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[1] Split DR: use the first, higher DR against piercing and cutting [4] Provides Chameleon 2, Invisible (Infravision), Temperature
attacks; use the second, lower DR against all other damage types. Tolerance 5, and Vacuum Support to covered area. It also provides
[2] Concealable as or under clothing. Sealed if used with a Spy Mask. If a full matching set is worn, provides
Lifting ST 3 and Striking ST 3.
[3] Can be layered under other armor with no penalty.
[5] Gives Ham-Fisted 2 (p. B138)

Armor Descriptions Loadouts


Ballistic Fibers (TL9). Padded tight-weave ballistic fabric worn Ganger. A typical piece of criminal scum is likely to be wearing

DISTRIBUTE
as secondary protection under normal armor as blast padding by ballistic fiber clothing on their torso, arms, and legs. They may throw
experienced troops, or as clothing by assassins and spies. Too thick to on a light flak or layered ballistic fiber vest if a fight is expected.
be worn under powered armor. Arbites. The keepers of the Imperial peace are typically well-
Layered Ballistic Fibers (TL9). Layers of tight-weave ballistic fabric, armored. On a typical patrol, ballistic fiber clothing and a light layered
typically worn over other pieces of armor as secondary protection in ballistic fiber greatcoat or medium flak vest will ensure their safety. If
a greatcoat, or as primary protection by elements that cannot be seen a door must be kicked down, most offices will issue full-body light

LIMITED
as obviously armored. carapace armor, complete with a helmet and ballistic visor.
Carapace (TL10). Rigid, form-fitting plates of armaplas worn by Imperial Guard. On the front-lines of the Imperium, weight and
elite Imperial troops and paramilitaries. Provides a high chance of cost are everything. The typical Guardsman is armored by a medium
surviving most small-arms rounds and shrapnel. Often worn with a flak vest and flak helmet painted in his regiment's colors. Poorly
layer of blast padding for extra protection. equipped regiments may only be issued a light flak vest, while the
Flak (TL10). Layered ballistic fabrics structured onto a metal lucky sods in the Administratum's favor may be issued light Carapace
skeleton, and wrapped in a hardened shell of plasfibre. Ineffective vests and carapace helmets.
against most small-arms, but highly effective against fragmentation. Shock Troops. Elite companies of the Imperial Guard require elite
Synskin (TL10). Form-fitting ballistic nanoweave applied through equipment, and are typically issued full body suits of light carapace
an aerosol solution. Reactive compression of muscles grants highly with ballistic fiber undersuits. When resilience ranks higher than
mobility, light or medium layered ballistic fibers may be worn to act

Fennefell#4034
increased strength, and a secondary layer of cameleoline heat-
dispersive material provides near invisibility when stationary. Only as blast padding.
provided to Imperial assassins, each suit being unique and cannot be Tempestus Scions. To complement their impeccable training,
removed without destroying it. Usually worn with a Spy Mask that Storm Troopers are issued full body suits of medium or heavy
requires specialized implants to be functional. carapace armor, backed by ballistic fiber undersuits.
Xeno Mesh (TL10). Flexible nanoweave that hardens when exposed Commissar. The armor of the Imperium's political officers varies
to impacts, created by Xenos through methods unknown. Highly wildly, but a commissar will nearly always wear a ballistic fiber
illegal in Imperial space, although high-ranking Inquisition agents undersuit and a medium layered ballistic fiber greatcoat. Depending
often wear full suits as either concealed protection or lightweight on the unit they are responsible for, the commissar may wear a flak or
armor. carapace vest, or may decide to trust the Emperor for their protection.

11 GURPS UNOFFICIAL
Powered Human Armor
TL Description DR Weight Don Holdout RC Notes
10 Powered Armor, Godwyn-De'az 55/50/25 125lb 60 -9 I-1 [1], [2], [3]

warhammer
10 Powered Armor, Ignatus 55/50/25 165lb 90 -10 G-1 [1], [2], [3], [4]

Notes:

GURPS
[1] The armor grants Lifting ST 5, Pressure Support 2, Sealed, [3] Split DR: use the first value for attacks against the torso and
Striking ST 5, Temperature Tolerance (-270-500°C), and Vacuum head, the second value for attacks against other locations other than
Support to all parts it covers. It additionally increases the user's the eyes, and the third value for attacks against the eyes. Additionally,
Size Modifier to 1, if it is not already, and it's weight does not count all DR provided by the first and second values counts as Hardened 1.
towards the user's carrying capacity. [4] The armor is powered by a rechargeable battery that lasts for 5

UNOFFICIAL
[2] The helmet of this armor is removable, and grants the effects days of combat usage, or 100 days of non-combat usage. Recharging
of a photo-visor, Vox micro-bead, and Auspex sensor suite, as well as the armor takes one hour for each day of combat usage.
Disturbing Voice and Doesn't Breathe when worn.

Powered Armor, Godwyn-De'az (TL 10). Powered armor used Powered Armor, Ignatus (TL 10). Primitive by Astartes standards,

RELEASE
exclusively by the Adepta Sororitas, better known as the Sisters of Ignatus powered armor still provides incredible protection compared
Battle. Unlike typical human powered armor, it has an integrated to the toughest of carapace armor, though it is limited by it's short
micro-fusion generator that can provide effectively infinite power. operational lifespan. While the Inquisition are the most common
While the armor does not include most features of Astartes armor, it users, suits occasionally end up in the usage of rogue traders,
is the most effective human copy by far. commissars, and Imperial nobility.

Armor Materials Modifications


TL Description Applicability RC Effect TL Description Applicability RC Weight

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0 Xeno Hide Leather Armors G-3 x4 DR 10 Integral Life Support Carapace or Fiber G-3 +8 lbs
9 Plasteel Metal Armors G-3 x2 DR, -45% weight 10 Micro Void Cogitator Carapace G-2 +4 lbs
10 Cameleoline Fabrics G-2 Chameleon 2 10 Void Sealant Carapace G-2 +12 lbs
10 Ceramite Hard Armor G-2 Hardening 11 Hexagrammic Wards Hard Armors G-1 -
10 Expolitus Fibers Fabrics G-2 Auto-cleansing
Integral Life Support (TL 10). Some Astra Militarum regiments are
Xeno Hide (TL 0). Tough hides of fundamentally alien creatures deployed to nearly inhospitable planets and require protection past
do admittedly form viable, though heavy armor. Skins and vests of what a winter coat can provide. These regiments are typically issued
xeno hide are common on death worlds as expedient and plentiful life support suits, outfitted with temperature and pressure regulators,
protection, but some exotic specimens may be sought after by nobles to keep their bodies in fighting shape. These suits are always Sealed,
for their vibrant colors and prestige. For these rare examples, the cost and grants Temperature Tolerance, Pressure Support, and Filter Lungs

DISTRIBUTE
may be up to +999 CF! as required, up to a maximal range of (-100 - 150°C) and Pressure
Plasteel (TL 9). The standard armor-grade material of the Imperium, Support 1, only covering the areas covered by armor.
plasteel combines the weight and malleability of plastics with the Micro Void Cogitator (TL 10). A tiny cogitator system and a number
tensile strength of steel. Ancient armor designs are occasionally of micro thrusters built into the armor effectively provides a reaction
constructed of plasteel for ceremonial purposes, though some feudal control system in low-G environments. When operating in gravity

LIMITED
and death worlds without access to flak or carapace armor may indeed wells of 0.1G or less, the user gains the benefits of Catfall and Flight
use it as practical protection. (1m/s, Space Flight Only). This system requires specialized training
Cameleoline (TL 10). A miracle fabric from the glorious past of the to effectively utilize; if the user does not have Environment Suit (Vacc
Imperium, cameleoline fabric is a chemically refractive material that Suit/TL 10) as a Skill, they must make an IQ roll every turn to remain
blends itself with it's surrounding colors and textures to form a nearly in control of the thrusters. Otherwise, they careen unpredictably in a
instantaneous mimic of the landscape. Typically worn either in cloaks random direction.
or weaved into ballistic fabric, cameleoline must be the topmost piece Void Sealant (TL 10). By sealing all clearances and entry points
of armor worn to be effective, and only functions when perfectly still. into the armor, a suit of carapace armor can be effectively turned into
Ceramite (TL 10). A semi-flexible ceramic especially effective a void suit. The user gains Pressure Support 1, Sealed, Temperature
against heat-based weaponry. Provides Hardended 1 only against burn Tolerance 15 (-200 - 50°C), and Vacuum Support. Note that the sealant can only
damage, but also doubles weight. Refined ceramite is the primary seals the parts it covers, so the user must typically be wearing a full carapace suit
to be adequately protected. An external oxygen system is highly recommended!

Fennefell#4034
material used to construct powered armor and is extraordinarily
valuable; it is treated as G-1 and provides Hardened 1 while still Hexagrammic Wards (TL 10). Engraved runes and wards against
doubling weight. psychic attacks. These wards are typically only used by Inquisition
Expolitus (TL 10). Worn primarily by the ruling upper class, troops and Astartes chapters to protect themselves against the
expolitus consists of auto-cleansing fibers crawling with nanites that pernicious powers of the witch. These grant Magic Resistance 2 to the
immediately rip any foreign material off the clothing, keeping any dirt, user and grant Hardened 2 to the armor against any psychic attack.
blood, or other distressingly uncouth substances off. This material Furthermore, if any psychic attack would normally bypass or damage
has mostly no real combat applications, though it could provide some the armor, it only does so if it deals twice the armor's DR in damage.
protection against acids and other splash weaponry. Psykers cannot wear hexagrammic wards, and they only protect the
loyal servants of the Imperium, being useless to xeno and heretics.

12 GURPS UNOFFICIAL
Force Fields void ships, power fields are able to stop beam and projectiles through
some unknown means of removing kinetic energy. They retain all
the standard problems of force fields, including the inability to stop
Primarily used by Inquisitors, Rogue Traders, and veteran Astartes, slow-moving projectiles, but are significantly more efficient than
force fields provide protective shields of energy that can stop energy conversion fields, and do not short out when under heavy load.
and kinetic weaponry in their tracks. All force field listed below only

warhammer
Listed below are some examples of emplaced power fields of
function on projectiles moving at speeds greater than 150 m/s in appropriate size. Each requires a power generator with a weight
one direction, effectively making a force field provide no protection roughly equivalent. These force fields are compatible with GURPS:
against melee weaponry. Spaceships, and the Game Master may extrapolate further.

GURPS
Treat all DR provided by force fields as semi-ablative force field DR
with Hardened 5, effectively countering all armor divisors. A partially SM Radius Covered Weight DR Suitability
damaged force field regenerates 1 DR per second for every 10 DR 3 ~50 meters 50 tons 75 dDR Superheavy vehicles
the field started with (minimum 1 DR). If a user has multiple active
13 ~300 meters 15 kilotons 500 dDR Landing grounds
force field, they are layered, with the more powerful force field taking
damage first. 16 ~1 km 500 kilotons 200 cDR Large bases

UNOFFICIAL
20 ~5 km 50 megatons 750 cDR Small cities
Conversion Field (TL 11) 27 ~70km 150 gigatons 10,000 cDR Hive cities
The most common force field variant available in the Imperium,
the conversion field sees use amongst the Astartes, Ecclesiarchy,
Inquisition, and Rogue Traders alike, and while most Xenos would Handheld Shields
laugh at the primitive design, they cannot fault it's effectiveness.

RELEASE
When a conversion field is hit, it converts any kinetic energy that While the most common handheld shields are primitive hunks of
it encounters into heat and photons, producing a large flash of light. metal and cording, some shields use force fields in their construction,
This typically does not affect combat, but the user blazes with glorious allowing a surface to take incredible amounts of punishment without
light for a few moments, making stealth nearly impossible. Some less eroding. Due to the extreme danger of these shields, they are typically
scrupulous individuals have used this quirk to convince others of their only used by power armored individuals, and all shield given here are
"holiness". sized for SM +1 power armor. Astartes chapters often adapt shields to
have larger grips and surfaces for use with Terminator armor. Use the
If a conversion field takes enough damage to reach 0 DR, it shorts
same stats, but increase weight and HP by a factor of 4.25.
out, and must be manually reset, which takes five minutes and a
successful Armoury (Force Shields) roll. Below are listed some of the Handheld shields follow the rules listed for force fields, but do not
most common examples of conversion fields: provide force field DR, instead being used as regular shields with a
Defense Bonus and Block active defense. However, if the shield is hit,

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Conversion Field, Micro. A small field often used by nobles, Rogue
use the listed force field DR as a force field protecting the shield.
Traders and elite Inquisitorial acolytes. While quite compact, it's omni-
directional ability to stop projectiles makes it quite useful in short
Shield DB Weight DR/HP Force Field DR
firefights and to survive assassination attempts. Broadly available by
force field standards. 15 DR. 1lb. RC G-2. Breaching Shield 3 416lb 200/90 500
Conversion Field, Powered. Built into human suits of powered Combat Shield 1 84lb 56/60 80
armor, a fully powered conversion field can often stop blows that Lockshield 3 25lb 24/60 -
would breach even powered armor, and is particularly equipped to Storm Shield 2 280lb 112/75 150
defeat armor-piercing munitions. Only available to the wealthiest and
most connected Inquisitors and Rogue Traders. 80DR. 3.5lb. RC G-0. Breaching Shield. An ancient relic of the Horus Heresy, breaching
Crux Terminatus. A powerful holy relic granted to an Astartes only shields were used when Astartes were forced to board and capture the

DISTRIBUTE
when he has shown the combination of leadership, tactical ability, ships of their previous comrades. They are made to take heavy fire
and personal perfection that is required to join the elite ranks of and advance down hectic corridors, and even when their force field
the First Company. When such an Astartes sees it fit to don a suit of generator fails, the sheer size of the metal construction can stop most
Terminator Armor, his personal Crux Terminatus is implanted into projectiles in their tracks. RC A-1.
the left pauldron, powering a powerful Conversion Field generator. Combat Shield. A smaller shield meant to be used in active melee
500 DR. 45lb. RC A-1.

LIMITED
combat. Combat shields have very little use against projectiles due
Iron Halo. Simultaneously a marker of authority and a powerful to their weak force field, but can provide a distinct advantage if used
defensive tool, Iron Halos are only granted to the most heroic and correctly, especially against power weaponry. RC A-2.
deserving of Astartes. The Iron Halo is a ring of polished steel placed Lockshield. The main handheld shield used by the Adeptus Arbites,
behind the head of an Astartes in powered armor with an integrated a lockshield is little more than a large piece of magnetized metal with
conversion field generator that provides one of the most powerful a glasscrete viewport. When in a shield wall, an Arbitrator can activate
portable force fields available to the Imperium. 200 DR. 15lb. RC A-1. the magnetic locks to band his shield together with his brethren,
Refractor Shield. A simple form of a conversion field, a refractor forming an unbroken line of shields ready to be crashed upon. Some
shield refracts light around the wearer, and converts kinetic energy examples also contain a built-in vox-caster. RC G-3.
into a blast of multi-spectral waves. These field provide a -3 to all Storm Shield. Typically built to cover nearly the entirety of a
Vision-based checks to not be spotted due to their wavy motion, and power armored Astartes, storm shields are the primary handheld
emit both infrared and ultraviolet light on hit. 50DR. 2.5lb. RC G-1.

Fennefell#4034
shields used by Astartes due to their flexibility. When used by a skilled
Rosarius (TL9). Worn only by the Chaplains of the Astartes, a Astartes, a storm shield leaps into the path of deadly blows, making
Rosarius is a combination of holy symbol and force field generator. tactical use of it's force field's power. Due to it's immense weight and
While it is a relatively weak conversion field, the rosarius can provide size, however, it typically preclude an Astartes from using two-handed
an important moment of relief while the Chaplain enters his true weaponry, making forearm mountings or melee combat preferable.
calling, glorious melee combat, and Chaplains often carry both a In some cases, however, this immense size has been used as a fairly
Rosarius and Iron Halo. 60DR. 1.5lb. RC A-1. effective weapon, as a storm shield is still a power field generating
Power Field (TL 11) piece of metal, and what it lacks for in finesse it makes up for in it's
Poorly understood and typically only used in emplacements and sheer bulk. RC A-1.

13 GURPS UNOFFICIAL
Ranged Weapons
BEAM WEAPONS (PISTOL) (DX-4, OTHER BEAM WEAPONS-2, OR GUNS (PISTOL)-4)
TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes

warhammer
10 Plasma Pistol 5dx2 (5) cor 3 220/1,500 7.5/3.5 1 6 (35) 11 -3 3 G-1 [1]
overcharge 5dx4 (10) cor ex 2 360/2,500 - 1/5 - - - 5 -

BEAM WEAPONS (RIFLE) (DX-4, OTHER BEAM WEAPONS-2, OR GUNS (RIFLE)-4)

GURPS
TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
10 Meltagun 9dx4 (10) cor 4 10/25 35/8 1/3 4 (30) 12‡ -7 4 G-2
10 Plasma Gun 11d (5) cor 5 300/2,000 30/10 1/2 16 (60) 12‡ -7 4 G-2 [1]
overcharge 11dx2 (10) cor ex 3 600/3,500 - 1/5 - - - 5 -

UNOFFICIAL
GUNS (GRENADE LAUNCHER) (DX-4 OR MOST OTHER GUNS AT -4)
TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
8 Auxiliary Launcher 2d cr linked var. 1 10/400 5.5/1 1 1 (3) 9† -3 3 G-3 [2]
8 Grenade Launcher 3d cr link ed var. 2 10/460 17/6 1 6 (3i) 10† -5 2 G-3 [2]

GUNS (LAW) (DX-4 OR MOST OTHER GUNS AT -4)

RELEASE
TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
9 Missile Launcher var. 4+1 25/10,000 39/7.5 1 1 (4) 10† -7 1 G-3 [3]

GUNS (MUSKET) (DX-4 OR MOST OTHER GUNS AT -4)


TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
10 Laslock 9d (2) burn 2 500/2,500 10/0.05 1 1 (20) 9† -6 3 G-4
GUNS (PISTOLS) (DX-4 OR MOST OTHER GUNS AT -4)
TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
9 Bolt Pistol 5dx2 (2) pi++ 2 1,800/4,500 8.5/2 2 8+1 (3) 13 -4 4 G-2
follow-up 2d+2 ex cr

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10 Hotshot Laspistol 7d (2) burn 2 800/3,100 3.5/2 10 50 (3) 11 -3 2 G-2
10 Laslock Pistol 6d+2 (2) burn 2 465/2,325 3/0.05 1 1 (15) 9 -3 3 G-4
10 Laspistol 5d+2 (2) burn 2 1,050/4,200 2.5/1.2 3 30 (3) 10 -3 2 G-3
10 Needle Pistol 3d (5) burn 3 350/8,000 3/0.4 1 4 (3i) 10 -2 2 G-2 [4]
follow-up var.

GUNS (RIFLE) (DX-4 OR MOST OTHER GUNS AT -2)


TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
9 Boltgun 5dx2 (2) pi++ 4+2 1,800/4,500 21/5.5 5 20+1 (3) 13† -5 4 G-2
follow-up 2d+2 ex cr
10 Hotshot Lasgun 9d+2 (2) burn 5+2 950/3,400 15/3 20 80 (3) 11† -6 2 G-2

DISTRIBUTE
10 Lasgun 7d+2 (2) burn 6+2 1,175/4,700 11/2.4 12 60 (3) 9† -6 2 G-3
10 Needle Rifle 4d (5) burn 6 700/6,500 12/0.4 1 4 (3i) 10† -6 2 G-2 [4]
follow-up var.

GUNS (SHOTGUN) (DX-4 OR MOST OTHER GUNS AT -2)

LIMITED
TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
9 Combat Shotgun 4d+1 pi 3 50/1,000 13/11 5x8 20+1 (5) 11† -6 1 G-3
+ slug 12d pi++ 4 530/5,315 - 5 - - - 3 -
9 Shotgun 5d pi 3 58/1,150 17/4 2x8 8+1 (3i) 13† -5 1 G-4
+ slug 7dx2 pi++ 4 550/5,650 - 2 - - - 4 -
9 Shotlas 2d (2) burn 0 10/30 8/2.4 1x50 3 (3) 10† -5 1 G-4

LIQUID PROJECTOR (FLAMETHROWER) (DX-4 OR OTHER LIQUID PROJECTOR-4)


TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
9 Exterminator 3d burn - 15/30 3 Jet 1 8 -4 - G-4 [5]
9 Flamer 5d burn - 35/90 26/12 Jet 10x2s (5) 11† -6 - G-3 [5]

Fennefell#4034
9 Hand Flamer 4d burn - 10/35 18/5 Jet 10x1s (5) 11 -3 - G-3 [5]
9 Heavy Flamer 10d burn - 70/110 95/25 Jet 20x4s (9) 18M -9 - G-2 [5]

GUNNER (BEAMS) (DX-4, OR OTHER GUNNER-4)


TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
10 Lascannon 7dx8 (100) burn 6+3 10,500/35,000 310/15 1/5 2 (20) 23M -11 5 G-2
10 Multi-Melta 10dx9 (10) ex cor 3 40/100 151/12.1 1/5 8 (12) 30M -11 4 G-2
10 Plasma Cannon 11dx4 (5) ex cor 5 1,000/6,500 216/14.2 1/5 16 (300) 28M -11 4 G-1 [1]
overcharge 11dx8 (10) ex cor 2 2,000/8,000 - 1/15 - - - 5 -

14 GURPS UNOFFICIAL
GUNNER (MACHINE GUN) (DX-4 OR OTHER GUNNER AT -4)
TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
9 Autocannon 9dx4 cr 3 1,350/7,490 425/165 1 20+1(10) 30M -10 5 G-2
linked 6d+1x2 [4d] cr ex
9 Heavy Bolter 8dx3 (2) pi++ 4 3,800/10,000 110/50 10 50+1 (10) 26M -9 4 G-2

warhammer
follow-up 6d ex cr

Notes:

GURPS
[1] This weapon can be overcharged to fire a single, more destructive [4] The primary attack of this weapon deals no wounding
bolt. The wielder may spend a Ready maneuver to overcharge the damage. If it penetrates, the follow-up attack inflicts one dose of a
weapon, causing the next attack to be significantly more powerful, predetermined poison or acid.
but take up half the weapon's maximum ammunition. [5] This weapon emits a concentrated stream of exceptionally
[2] Damage listed for Munitorum fragmentation grenade. First flammable liquid. Use the rules listed for Flamethrowers on HT (pg.

UNOFFICIAL
Range figure is minimum range, not 1/2D. 178), but deal half the listed damage per second (rounded down to the
[3] Damage listed for Munitorum fragmentation missile. First nearest dice) instead of 1d.
Range figure is minimum range, not 1/2D.

Plasma Pistol, 70mm Hydrogen Cell (Kronos Mk. II, M.22) The Clovis Mk. IV pattern is more suited for dealing with masses of
The smallest example of Plasma weaponry, the venerable Plasma light vehicles or heavy infantry, with a single shot disintegrating into

RELEASE
Pistol is beloved by Inquisitorial troops for it's effectiveness against a burst of smaller plasma pellets: Damage 6d (3) cor, Acc 4, Range
heavy infantry and armored vehicles. Like all Plasma weaponry, 100/1,800, Wt. 28/10, RoF 1/2x5, Rcl. 2. However, it has no ability to be
however, it's Machine Spirit is fickle and dangerous at the best of times, overcharged. Similarly, the Dekker pattern uses two separate fusion
and often releases it's burst of angers in the form of superheated gas. core to increase it's effective rate of fire, at the cost of accuracy: Acc 2,
The Kronos Mk. II pattern is the most common pattern available Wt. 35/10, RoF 1 with Acc 0 in overcharge mode.
for general military usage. Well-equipped troops such as Inquisitorial Variants that use smaller fusion cells also exist; the Accatran Mk.
storm troopers are likely to use the Kronos Mk. III: Acc 2, Wt. 8/3.5, II pattern uses a 60mm fusion cell to fire a similarly sized blast with a
Rcl 2, RoF 2. Both the MK. II and III come with a stock groove to longer cooling period: Acc 4, Weight 21/5, RoF 1/5, 10 (60), Bulk -6*
install a fitted stock (+1 Acc, -1 Bulk, 1lb). with Acc 2, RoF 1/8 in overcharge mode.
Nobles or others more concerned with proper battlefield manners
Auxiliary Launcher, 65mm Saboted Grenade (Mars, M.2)
may carry the Ryza pattern, which overheats after every shot: Acc 3,

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A compact launcher intended for long-ranged deployment of
Wt. 5/3.5, Dmg 6dx2 (5) cor, Range 350/1,800, RoF 1/3, Shots 3, Bulk
grenades. It is listed as a standalone launcher with a stock, but can
-2. This pattern cannot be overcharged.
also be attached to the bottom of most rifles: Weight 3.5/1, +1 Bulk to
Meltagun, 85mm Fusion Cell (Mars, M.19) mounted weapon. It can load any Munitorum grenade that has been
The premier anti-vehicle weapon of the Imperium, the meltagun modified with a special polymer sabot.
operates by hyper-pressurizing gas until nuclear fusion occurs, and The Mezoa pattern launcher is a dedicated accurate single-shot
shunting the energy created through the barrel. Unfortunately for launcher without the option to be mounted: Acc 4, Range 10/650, Wt.
many Imperial Guardsmen, it's pitiful range and constant overheating 6/1, Bulk -4.
renders it ineffective in any environment past urban centers. Even
so, if a meltagun manages to hit a vehicle, the effects are devastating, Grenade Launcher, 65mm Saboted Grenade (Voss, M.2)
punching a hole nearly half a meter wide through most armors, and A large grenade launcher using a revolving magazine allowing

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massively weakening those it cannot penetrate. for quick deployment of multiple grenades. The grenades must be
loaded into polymer sabot before launch. The Cadian pattern uses
The handheld version can easily dispatch most light and medium
a detachable box magazine and specially made Munitorum standard
vehicles but has trouble penetrating the thick front armor of most
self-propelled grenades: Range 10/1,050, Wt. 23/14.5, RoF 3, Shots 12
heavy vehicles, relying on it's significantly larger mounted counterpart
(5), ST 12†, Bulk -7.
to dispatch any significant threats. However, repeated hits will
eventually pierce even hardened plating, leading to hit and run attacks

LIMITED
Missile Launcher, 84mm Missile (Locke, M.2)
with meltaguns being highly effective. The most basic missile launcher used by the Astra Militarum, the
The Accatran Mk. VIII pattern used by the Elysian Drop Troops use Locke pattern loads a single Munitorum standard missile. Due to it's
a two shot 75mm cell and a bullpup configuration for aerial assaults: recoilless configuration, it can be fired from any position, though all
Damage 8dx4 (10) cor, Acc 3, Wt. 17/2.5, Shots 2 (10), Bulk -6. On the variants have backblast (4d burn).
other hand, the Mezoa pattern is used by dedicated shock troops with The Cadian pattern launcher uses a magazine to load missile:
a backpack ammo supply: Wt. 40/35, Shots 18 (300), ST 14‡, Bulk -8. Acc 3+1, Weight 41/39, Shots 4 (5i), ST 11†. The Accatran pattern is a
lightweight variant that requires a special locking mechanism, making quick
Plasma Gun, 80mm Hydrogen Cell (Mars, M.22) shots impossible: Acc 3, Wt. 28/7.5, Shot 1 (15), ST 12†, Bulk -6. Disposable
The plasma gun is a rare long-range anti-armor weapon, firing
variants also exist, and are heavily used by regiments that consistently encounter
concentrated bolts of superheated hydrogen plasma that eat through
light vehicles: Acc 3, Weight 18, Shots 1, ST 11†, Bulk -6.
any target they find. This leads to a rather large, bulky weapon, with a

Fennefell#4034
semi-exposed chamber and massive heating coils to allow subsequent Laslock, 15mm Power Cartridge (M.10)
shots, but it's effectiveness cannot be denied. A shot from a plasma The laslock was the precursor to the lasgun, essentially a single-
gun can easily pierce the armoring of heavy infantry, chewing through shot variant with a high reload time. In most cases, it was not used to
powered armor and ceramite plating with ease, but it's true power lies great effect, and remains a fringe weapon used by frontier worlds and
in it's ability to be overcharged. other lawless places due to it's ease of manufacture and repair.
With a flick of a switch, a plasma gun can be modulated to fire Most laslocks are temperamental weapons with a tendency to
a significantly larger, though less efficient plasma burst. This bolt spontaneously detonate, primarily since whatever Standard Template
travels farther and hit harder, though it loses accuracy in it's inherent Construct was originally used has long since been lost. Most of the
instability, and requires a longer cool-down period before refiring. Adeptus Mechanicus consider modern laslocks to be aberrations.

15 GURPS UNOFFICIAL
Bolt Pistol, 14mm Bolt Shell (Ceres, M.24) a thin plasteel sheath, traveling at nearly 1,500 meters per second,
The smaller counterpart of the Boltgun, the Bolt Pistol fires the propelled by a tiny, invisible, high energy laser beam. When the dart
same 14mm bolt shell at full power. It is commonly seen among is close to the impact point, the laser beam pulses, drilling a tiny hole
Commissars as an instrument of power, as it can be easily heard over into the target's armor, and disintegrating the metal sheath, allowing
the din of battle. the dart to unload it's payload.

warhammer
Most bolt pistols can load from either 8-round sickle magazines as Needle pistols are virtually silent, with the only noise produced
listed, straight magazines (5 shots, 1lb, +1 Bulk), or drum magazines being a sonic boom as the round accelerates nearly instantly. They
(15 shots, 4lb, -1 Bulk). The slimmer Cinder pattern pistol fits a straight leave no visible wound, and take multiple seconds to affect the target,
magazine flush, but cannot load from sickle or drum magazines: Wt. making triangulating the shooter nearly impossible. However, the

GURPS
6.5/1, Bulk -3. Commissars are particularly fond of the Garm pattern, intense heat of the laser can be seen through thermal optics, leaving a
though mostly for it's prodigious size: Acc. 3, Wt. 11.5/2, Rcl 3. clear line leading directly to the shooter.
Both Astartes and Adeptus Sororitas versions of this weapon exist; The standard Belasco pattern charges from a standard 3cm laspack
see the respective sections for more information. which must be replaced every 30 shots, and loads each needle into
an internal tubular magazine. The Helios pattern loads specialized
Hotshot Laspistol, 3.5cm Power Pack (Cadian, M.10) ammunition that contain both a charge cell and a needle: Wt 2.5/1,

UNOFFICIAL
The hotshot variant of the laspistol use advanced circuity and gyro- Shots 5 (3).
stabilization to significantly increase fire rate and penetrative power.
They are commonly used by Imperial officers and storm troopers as Boltgun, 14mm Bolt Shell (Locke, M.24)
a light backup weapon, often being preferred over a bolt pistol for it's A large, inelegant weapon based on brute force and pure stopping
weight and large magazine capacity. power, the bolter fires an armor-piercing projectile known as a

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Inquisitorial storm troopers often make use of the backpack-fed bolt shell. The shell is first propelled by an initial explosive charge,
Lucius pattern, with a single heavy power backpack shared between which ignites a secondary rocket within the shell itself, massively
a hotshot pistol and lasgun: Wt. 3.3/30, Shots 800 (60), ST 12, Bulk -4. increasing the effective range of the shell. Once the shell impacts, it
If used from the same power supply as a hotshot lasgun, count every is led into the hapless target by an adamantium reinforced tip at full
lasgun shot as two shots. muzzle velocity. Once the mass-reactive fuse identifies penetration, a
secondary explosive charges detonates within the shell, shredding the
The Voss pattern is typically used as a primary weapon by
target from the inside out.
gunslingers, but is expensive and hard to acquire: Acc 2, Wt. 2.5/2,
RoF 12, Bulk -2. It comes with a fitted stock option (+1 Acc, -1 Bulk, At the GM's discretion, the follow-up attack may trigger once the
1lb). It also comes in a more accurate burst variant: Acc 3, Wt. 2.7/2, shell has hit DR/HP equal to half it's damage, it's full damage, allow
RoF 6, Bulk -2. the shooter to manually determine this, or simply allow the shooter
to choose when it detonates. In any case, once the follow-up attack

fc4599c PREV
Laslock Pistol, 12mm Power Cartridge is triggered, the projectile itself cannot do any additional damage.
Much like the full-size laslock, the laslock pistol is a weapon Remember the internal detonation rules from Basic Set (pg. 415)!
primarily used by necessity and not choice. However, it has seen The standard Boltgun holds 20 rounds in a sickle-shaped magazine,
relatively limited use aboard voidships due to it's higher stopping but can also be fitted with box (50 shots, 10 sec. reload, 14lb, -2 Bulk,
power than a proper laspistol. Sailors of low means occasionally -1 Malf.), drum (25 shots, 8lb, -1 Bulk, -1 Malf.), or straight (15 shots,
adorn their chests with braces of these pistols for a fraction the cost 3.5lb, +1 Bulk). Most models come with a detachable weighted stock
of a well-made laspistol. (+1 Acc, -1 Bulk, -1 ST, 2lbs).
Laspistol, 3cm Power Pack (Civitas, M.10) The Ceres pattern bolt carbine is made to be a lightweight, more
Alongside it's larger counterpart, the laspistol is a trusty weapon practical variant for equipping large numbers of elite troops. It uses
used by criminal scum and Inquisition storm trooper alike. The a two round burst and heavy springs to decrease felt recoil; listed in
standard Civitas pistol loads a power pack flush into the left side, it's default configuration with a fixed stock and straight magazine:

DISTRIBUTE
and is typically limited by the Adeptus Mechanicus to three shots for Acc 5+2, Wt. 15/3.5, RoF 2, Shots 15+1 (3), ST 12†, Rcl 3. The Accatran
controllability. A fitted stock is normally available (+1 Acc, -1 Bulk, pattern is designed in a bullpup configuration for increased maneuverability, but
1lb). sacrifices accuracy and fire rate: Acc 3+1, Wt. 17/5.5, RoF 3, Bulk -5.
Thousands of variants of the laspistol exist; only the most common The Mars pattern is more often used in a long-range support role;
are listed here. The Accatran Mk. II uses a full-sized lasgun pack listed with a fixed stock: Acc 6+3, Wt. 25/5.5, RoF 1, Bulk -7. Both
Astartes and Adeptus Sororitas versions of this weapon exist; see the

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inserted into the top to fire a more powerful shot, and is a favorite of
shock troops: Damage 6d+2 (2) burn, Range 1,175/4,700, Wt. 4/2.4, respective sections for more information.
RoF 2, Shots 60 (3), ST 11. Kantrel pattern las pistols are made to Hotshot Lasgun, 5cm Power Pack (Ryza, M.10)
be less bulky for close quarters fighting and feed from the bottom: A specialized pattern of lasgun, the hotshot fires a more penetrative
Damage 5d+1 (2) burn, Acc 1, Wt. 2.3/1.2, Bulk -2. bolt at higher rates of fire, but is heavy and unwieldy at the best of
The rare Sollex Mk. VII concentrates power into a single, massive times. They are commonly used as the standard weapons of storm
bolt, but tend to permanently damage their laspacks: Damage 8d, Acc troopers, but see little usage elsewhere due to their high cost and
0, Range 1,300/5,000, Wt. 4.5/1.2, RoF 1, Shots 8 (3), ST 12, Bulk -4. significant maintenance requirements.
On the other hand, the Triplex Mk. II pattern contains three rotating The Cadian pattern comes standard with a backpack mounted
barrels fed from a single bottom-fed laspack: Acc 1, Wt. 4.5/1.2, RoF ammo supply: Wt. 16/30, Shots 400 (60), Bulk -7. The Type XIV is a
3x3, ST 11, Bulk -4. heavier assault variant; listed in it's default configuration with a 2x

Fennefell#4034
For the more discerning customer, single shot dueling variants infrared scope: Damage 10d (2) burn, Acc 5+1, Range 1,050/3,400, Wt.
exist such as the Balasco pattern, which feeds small power cells: 21.5/3, RoF 15, Shots 55 (3), ST 12†.
Damage 7d (2) burn, Acc 4, Range 1,500/5,000, Wt. 1.4/0.3, RoF 1
(3), Bulk -2. The expensive Takara pattern is used by both assassins Lasgun, 4cm Power Pack (M37, M.10)
and nobles as a compact holdout pistol. The entire weapon is built The weapon of choice for vast swathes of the Astra Militarum,
around the power pack, and must be disassembled to reload: Acc 1, the lasgun focuses electrical energy into photon emissions fired
Wt. 1.5/1.2, RoF 1, Shots 30 (60), Bulk -1. as a single lasbolt. While certain autoguns retain higher stopping
power, the lasgun is ubiquitous for it's high magazine capacity and
Needle Pistol, 2mm Saboted Needle (Belasco, M.31) low production costs, and total reliability. The lasgun has countless
The needle pistol fires a dart of crystallized poison wrapped in patterns; some of the more interesting are shown here.

16 GURPS UNOFFICIAL
The M36 comes with a detachable carrying handle and a bayonet Shotgun, 23mm Shotgun Shell (Accatran Mk. XV, M.2)
lug. The listed stats for all patterns are for a fixed stock; folding stocks The shotgun is a time-honored weapon of the Imperium, used
are also available (HT pg. 160). Iron sights are standard, but both since ancient times to propel large munitions. They are commonly
collimating sights and 2-4x scopes are easily acquirable. Longer sickle seen among Imperial sailors and underhive scum for their power in
power packs (90 shots, 3.5lb, -1 Bulk) are available, but non-standard. close quarters. Proper shotguns use a manual action, typically a slide
The M35 pattern was the predecessor to the M36, and is slightly action, as opposed to the automatic action of the combat shotgun.

warhammer
heavier, though sickle power packs are easier to acquire: Wt. 11.5/2.4. Shortened variants also exist; use the rules listed in High Tech (pg. 106)
The M36G has a shorter barrel; Damage 7d (2) burn; Acc 5+2, Range for sawn-off variants.
1,125/4,500, Wt. 10/2.4, Bulk -5. Similarly, Catachan Jungle Fighters The Deliverance pattern uses a detachable straight magazine
use the Catachan Mk. 4, based off the M36G but firing at full power for increased capacity: Wt. 14/4, Shots 6+1 (3). The Lathe-pattern

GURPS
with a heavier power coil: Damage 7d+2 (2) burn, Acc 3+1, Wt. uses three separate barrels for significantly increased fire-rate, but
13.5/2.4, Bulk -5. is practically unusable past ten meters: Acc 0/0, Wt. 25.5/16.5, RoF
The longlas is a sniper variant, and primarily comes in two patterns. 6x8/6, Shots 25+1 (5), ST 13†, Rcl 1/5.
The Mars Mk. X pattern is the most typical: Damage 9d (2) burn, Acc
6+4, Range 1,250/4,900, Wt. 19/2.4, RoF 2, Shots 20 (3), ST 10†, Bulk -7. Shotlas, 4cm Power Pack (Footfall, M.10)

UNOFFICIAL
The Hadd pattern is often used as an anti-materiel rifle: Damage 10d+1 (2), Acc A unreliable modification to the lasgun, a shotlas uses an
5+3, Range 1,300/5,000, Wt. 24/2.4, RoF 1, Shots 12 (3), ST 11†, Bulk -7. internal refraction system to scatter the lasbolt into dozens of
smaller projectiles. It is typically only used by those in desperate
The Lucius pattern is commonly used by the Death Korps of Krieg, circumstances, as it's complete lack of accuracy and low stopping
with a more powerful shot and limited rate of fire: Damage 8d+1 (2) power per pellet remands it to use at point blank range. However,
burn, Acc 5, Range 1,250/4,800, Wt. 14/2.4, RoF 3, Shots 30 (3), ST 10†, it is popular on frontier worlds as a last resort to be pressed against

RELEASE
Rcl 3. The Mars Mk. II pattern is used by guerrilla regiments such as the Tallarn a target directly, especially as rechargeable power packs are more
Desert Raiders as an intermediate between an M36 and a longlas: Damage 8d (2) easily acquired than precious autogun ammunition. The Adeptus
burn, Acc 6+3, Range 1,200/4,750, Wt. 9.5/2.4, RoF 2, Shots 30 (3). Mechanicus heavily frowns upon the shotlas in all incarnations.
The Elysian Drop Troops use two patterns in a bullpup configuration for
areal assaults. The Accatran Mk. IV pattern is the standard variant: Wt.10/2.4, Exterminator, 5mm Promethium Sheet (Mars, M.12)
RoF 10, Bulk -5. The carbine variant (Accatran Mk. IVc) is also available: Damage A small flat cartridge filled with promethium, the exterminator
6d+1 (2) burn, Acc 5+1, Range 1,100/4,500, Wt. 8/2.4, RoF 15, Shots 80 (3), Bulk -5. is a reliable backup weapon used throughout the Imperium. Once
The Merevech pattern feeds from two separate power packs and is designed attached to a weapon, it can be triggered by pushing a small lever,
for shock troops usage in hive cities: Acc 5, Weight 15/4.8, Shots 60 x 2 (3), ST 10†. which ignites and fires the promethium in a wide sheet of destruction
More dedicated support variants exist; the Fractix pattern draws from two power While it can be used by itself, most exterminator cartridges are made
packs simultaneously, though it's heating coil is gargantuan: Acc 4, 25/4.8, RoF to be mounted onto an existing weapon's side, which add +1 Bulk
until the sheet is fired.

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25, Shots 120 (6), ST 11†, Bulk -7.
Elite troops who cannot justify the bulk of a hotshot variant often use Flamer, 3L Promethium Tank (Desolator, M.24)
expensive, hand-crafted patterns with increased efficiency. The Vostroyan The Desolator-pattern is the most common variant of one of
Firstborn are issued the wood-carved Vostroya pattern: Damage 8d (2) burn, Acc the Imperium's most brutally effective weapons, the flamer. The
7+2, Range 1,200/4,800, Wt. 9.5/2.4, RoF 10, Bulk -5. mechanism of a flamer ejects thick streams of a sticky napalm
The Minerva pattern is one of the rarest available, and is only commonly called promethium at the target area before igniting it, leaving any
seen in the use of Imperial nobility honor guards and Rogue Trader crews. It unfortunate enough to be splattered to burn to whithered husks. Due
uses the best components the Mechanicus can hand-craft, and features a unique to the oxidizing nature the compound, it functions even underwater
burst system that allows negligible recoil: Damage 8d (2) burn, Acc 7, Range and in space, though the stream's speed and range is heavily affected
1,200/4,800, Wt. 10.5/2.4, RoF 9#/15, Bulk -5. in thick atmospheres.
Unfortunately, the flamer shares many of the same drawbacks

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Needle Rifle, 2mm Saboted Needle (Belasco, M.31)
as the flamethrowers of old. It is practically useless against sealed
A larger, rarer version of the needle pistol that fires a more
armor, such as powered armor, and can be easily stopped by even the
powerful beam. It is similar in most other facets of it's construction
flimsiest of cover, requiring precious time to burn through. However,
and is primarily used for long-range assassinations. It also requires a
many improvements in the gel used have been developed over time,
standard 4cm laspack to function, which must be changed after every
and certain types of promethium make up for these weaknesses in
25 shots. Very few variants of this rifle see any actual combat use,

LIMITED
spades.
as many of the creatures this may be used against are resistant to
poison, leading to longlas rifles being the preferred Astra Militarum The Accatran pattern uses a replaceable tank strapped to the user's
sniper rifle. back with a tube leading to the weapon, rather than the tank being
attached to the weapon body itself: Wt. 30/12, Shots 10x2s (10), Bulk
Combat Shotgun, 20mm Shotgun Shell (Fecundia, M.2) -5. The Anoxis pattern uses a short burst of fuel rather than a jet:
The combat shotgun is typically differentiated from the standard Damage 4d+2 burn, Range 25/80, Wt. 24/12, Shots 15x1s (5).
shotgun based on it's automatic action and larger magazine capacity. The Hades pattern uses a large, irreplaceable promethium tank
Most combat shotguns are fed from a drum (as listed) or straight mounted as a backpack for increased reserves: Wt. 26/32.5, Shots
(8 shots, 3 sec. reload, 3.5lb, +1 bulk) magazine, and come with a 20x3s (5), Bulk -7. Poorly equipped pirates often use a weapon known
bayonet lug. It is relatively common to shear off either the stock or as a flameburst, a manually pumped variant that requires Ready
barrel to create a shorter weapon; use the rules listed in High Tech maneuver between shots: Damage: 3d+2 burn, Range 15/50, Weight

Fennefell#4034
(pg. 106). 13/12, Shots 15x1s (5), Bulk -7.
The Lucius-pattern use a revolving 8-round cylinder to cut down
on magazine weight: Wt. 15/2.8, Shots 8 (3i), Bulk -5. The Accatran Hand Flamer, 2.5L Promethium Tank (Mezoa, M.24)
pattern features a dual tube system and shortened barrel for a smaller The smaller cousin of the flamer, the hand flamer is a pistol-sized
overall profile: Damage 11d+1 pi++ /4d pi, Acc 2/2, Range 45/950/ variant capable of the same power as a full flamer, with a limited tank
500/5,000, Wt. 14/4.2, Shots 12+1 (3i), Bulk -4. and shorter range. It's use outside sealed armor is inadvisable, as
it's broad stream often projects close enough to burn the wielder's
The Arbites are especially fond of the Mars Mk. VII pattern for it's
hand, and the muzzle can become hot enough to burn exposed flesh.
large integral magazine and fast firerate: Weight 30/16, RoF 7x8/8,
However, it is still commonly seen among Adeptus Ministorum and
Shots 45+1 (3i), ST 11†, Bulk -7
Inquisitorial troops, if nothing more but for the terror it causes.

17 GURPS UNOFFICIAL
Heavy Flamer, 10L Promethium Tank (Ultima, M.24) and can feed out of either a disintegrating belt or a box magazine. In
A massive, twin-barreled variant of a flamer, the heavy flamer is most Imperial Guard formations, it functions as a crew-served heavy
primarily used as a mounted weapon in tight quarters or as a vehicle weapon, with three or four guardsmen lugging the massive weapon
mounted anti-swarm weapon. It is capable of firing for minutes before and ammunition into position.
reloading, and has a rather substantial range, allowing for entire Heavy bolters are typically fed from 50 rounds box magazines

warhammer
battle arenas to be covered in a thick layer of promethium burning all (listed), 150 round ammo boxes (125lb) that are carried alongside
those who walk among it. the weapon as a crew-served emplacement, or 300 round backpack
By default, the heavy flamer loads from an attached 10L tank of ammo supplies (300 second reload, 415lb, -2 Bulk) for those fortunate
promethium fuel, but a 50L mounted ammo supply (90x5s shots, 300 enough to be clad in powered armor.

GURPS
second reload, 98lb, -2 Bulk) is also available. Those large or insane The only other mass-produced pattern is the Accatran pattern,
enough to use a heavy flamer as a mobile weapon can attach this meant to be carried by a crew of two and used in hit and run attacks.
mounted supply as a backpack. It is a relatively compact weapon that feeds from 25 round magazines
that sit flush in the weapon, and can be carried by a single man;
Lascannon, 25 cm Power Pack (Mars, M.10) typical formations provides one man with the weapon, and the other
The Mars-pattern Lascannon is one of the most effective anti- with ammunition: Wt. 50/23, RoF 4, Shots 25+1 (5), Bulk -7, Rcl 3. It

UNOFFICIAL
armor weapons commonly used by the Imperium. Based on the same is typically equipped with a bipod and 2-4x magnified optic.
technology that powers a standard lasgun, the lascannon is simply
amplified to powers orders of magnitude higher. Due to it's accuracy
and range, it can stop even the heaviest of armor in their tracks, often
bypassing non-hardened armor in a single shot, though it struggles
Melee Weapons
against the hardened armors of baneblades and other super-heavy

RELEASE
armored vehicles.
By default, a lascannon is powered by a 250mm power pack, but a
Melee Weaponry
backpack mounted power array (10 shots, 300 second reload, 90lb, -2
Human melee weapons fall into four broad categories: Chain,
Bulk) is also available.
Force, Mono, and Power. Each weapon shown in this table is a
Multi-Melta, 30 cm Fusion Cell (Maxima, M.19) reference for some of the weapons provided in Low Tech, but is not
The larger cousin of the meltagun, the multi-melta counters the exhaustive. Presented alongside each category is a general rule for
range and accuracy of the las-cannon with sheer stopping power, as creating more weaponry of that type:
repeated hits will burn through any armor if exposed long enough, Chain. Chain weaponry consists of motorized bitting teeth
and the explosive properties of the melta stream grants it significant fashioned to rip through enemy flesh and armoring. They are loud,
effectiveness against heavy infantry and crowded formations. brutal weapons prone to spurts of blood and gore, and therefore, a

fc4599c PREV
Unfortunately, the short range and explosive nature can lead to favorite of the Imperium.
significant friendly fire if used in conjunction with other forces, but Creation: Multiply positive damage bonus by 3.5, add one dice
this is sometimes a sacrifice an Astartes is willing to make. and (3). Multiply weight by 1.7. Add +2 to effective ST. Typically RC
By default, a multi-melta is powered by a 300mm fusion cell, but a G-3.
backpack mounted fusion reactor (64 shots, 300 second reload, 121lb, Force. Force weapons are specialized Psyker weaponry, with a force
-3 Bulk) is also available. amplifier built into the hilt and striking surface allowing the Psyker to
channel their terrifying psychic abilities through the weapon and into
Plasma Cannon, 80mm Hydrogen Cell (Ragefire, M.22) their foe. Each weapon is made specifically for the Psyker, who wields
An appropriately sized anti-armor variant of the plasma gun, the it for the rest of their lifetime, and is often buried with them.
plasma cannon is a massive frame primarily consisting of a large
Creation: Use a mono weapon as a base. Add +2 weight. Add [1]
heat coil and vented muzzle. Standing strong amongst mounted anti-
to the note's field. Any individual with Magery (Psyker) 1 or higher

DISTRIBUTE
armor weapons, the plasma cannon's ordinary fire can shred through
may add a linked attack that deals his Magery (Psyker) level in dice of
armor, but it's overcharged blast can easily annihilate most armored
corrosive warp damage. Typically RC G-1.
vehicles at significant ranged. Unfortunately, this power is fed from a
number of small hydrogen cells that must all be individually replaced Mono. Mono weapons are practically identical to their primitive
upon running dry, so it is primarily useful as a long-range precision counterparts, but with a fine mono-molecular edge. Crushing weapons
weapon, or in hit and run tactics. can also be made into mono weapons, but instead by reinforcing their

LIMITED
striking surface with an adamantium head.
By default, the plasma cannon feeds it's fusion reactor from a
80mm hydrogen cell, but a backpack mounted hydrogen tank (80 Creation: Add +2 damage and (2). Typically RC G-4.
shots, 85lb, -3 Bulk) is also available. Power. Power weapons use an integrated power field that covers
the blade or striking surface to rip apart any matter at the molecular
Autocannon, 55mm Explosive Shell (Mars, M.2) level. They are incredible armor-penetrating weapons, easily keeping
The autocannon is the simplest heavy weapon used by the pace with the Imperium's most robust small arms, and exceptional
Imperium, little more than a massive autogun firing an extraordinarily dueling weapons. Most allowed to carry a power weapon do so with
large shell. It is rarely fielded by any units other than the Imperial pride, and a power weapon is a common sign of rank and authority.
Guard, as the heavy bolter is preferred for sheer killing power.
Creation: Use a mono weapon as a base. Add (5). Add +1 weight.
However, one should not underestimate the power of an autocannon.
It damages any weapon or body part it parries or which parries or
A single shell can easily rip through the heaviest infantry armor, and
blocks it unless that weapon is a force or power weapon. Typically

Fennefell#4034
coordinated fire can obliterate formations in seconds.
RC G-1.
Autocannons almost exclusively load from 20 round drum
Quality weaponry used by the Adeptus Astartes, Imperial nobility,
magazines (listed), but can also load from 45 round ammo boxes
and the Adepta Sororitas is significantly more effective. Plasma-
(320lbs) for crew-served emplacements.
treated chain weaponry have an armor penetrator of (5) instead of
Heavy Bolter, 25mm Bolt Shell (Maxima, M.24) (3), and well-made power weaponry can achieve an armor penetrator
The primary heavy machine gun of the Imperium, the heavy bolter of (10). Both are RC G-1, but would be nearly impossible to acquire
is one of the most versatile weapon in their arsenal. It is typically without significant contacts and effort if one was not part of the
chambered in the largest standard bolt shell used by the Imperium, Adeptus Astartes or Adepta Sororitas.

18 GURPS UNOFFICIAL
AXE/MACE (DX-5, FLAIL-4, OR TWO-HANDED AXE/MACE-3)
TL Weapon Damage Reach Parry Weight ST RC Notes
9 Chainaxe sw+3d (3) cut 1 0U 7 13 G-3
9 Shock Mace sw+3 cr 1 0U 6 12 G-3

warhammer
follow-up HT-5 aff
10 Force Axe sw+4 (2) cut 1 0U 5 11 G-1 [1]
10 Force Mace sw+5 (2) cr 1 0U 6 12 G-1 [1]
10 Power Axe sw+4 (5) cut 1 0U 6 11 G-2 [2]

GURPS
10 Power Mace sw+5 (5) cr 1 0U 7 12 G-2 [2]

BOXING, BRAWLING, KARATE, OR DX


TL Weapon Damage Reach Parry Weight ST RC Notes
9 Shock Gauntlet thr+1 cr C 0 1.5 - G-3
follow-up HT-5 aff -

UNOFFICIAL
10 Power Fist thr+4 (10) cr C 0U 7 - G-1 [2, 3]

BROADSWORD (DX-5, FORCE SWORD-4, RAPIER-4, SABER -4, SHORTSWORD-2, OR TWO-HANDED SWORD-4)
TL Weapon Damage Reach Parry Weight ST RC Notes
9 Chainsword sw+2d (3) cut 1 0 8 12 G-3

RELEASE
10 Force Sword sw+3 (2) cut 1 0 6 10 G-1 [1]
or thr+4 (2) imp 1, 2 0 - 10 - [1]
10 Power Rapier sw+2 (5) cut 1, 2 0 4 10 G-2 [2]
or thr+3 (5) imp 1, 2 0 - 10 - [2]
10 Power Sword sw+3 (5) cut 1 0 5 10 G-2 [2]
or thr+4 (5) imp 1, 2 0 - 10 - [2]

FLAIL (DX-6, AXE/MACE-4, OR TWO-HANDED FLAIL-3)


TL Weapon Damage Reach Parry Weight ST RC Notes
9 Chainflail sw+4d (3) cr 1 0U 10 14 G-3 [4]
10 Force Flail sw+5 (2) cr 1 0U 8 12 G-1 [4]

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10 Power Flail sw+5 (5) cr 1 0U 7 12 G-2 [4]

KNIFE (DX-4, FORCE SWORD 3, MAIN-GAUCHE-3, OR SHORTSWORD-3)


TL Weapon Damage Reach Parry Weight ST RC Notes
8 Bayonet sw (2) cut C, 1 -1 1 6 G-4
or thr+2 (2) imp C -1 - 6 -
9 Chainblade sw+1d (3) cut C, 1 0 3 9 G-3
9 Kraken Knife sw+1 (3) cut C, 1 -1 1.5 8 G-3
or thr+1 (2) imp C -1 - 8 -
10 Powerblade sw+1 (5) cut C, 1 0 2.5 9 G-2 [2]
10 or thr+2 (5) imp C, 1 0 - 9 - [2]

DISTRIBUTE
POLEARM (DX-5, SPEAR-4, STAFF-4, OR TWO-HANDED AXE/MACE-4)
TL Weapon Damage Reach Parry Weight ST RC Notes
9 Chainglaive sw+4d (3) cut 2, 3* 0U 14 13‡ G-3
10 Force Glaive sw+5 (2) cut 2, 3* 0U 10 11‡ G-1 [1]
or sw+5 (2) imp 1-3* 0U - 11‡ - [1]

LIMITED
10 Power Glaive sw+5 (5) cut 2, 3* 0U 9 11‡ G-2 [2]
or sw+5 (5) imp 1-3* 0U - 11‡ - [2]

SHIELD (DX-4)
TL Weapon Damage Reach Parry Weight ST RC Notes
10 Shield Bash w. Power thr+2 (5) burn 1 No - - - [2]

RAPIER (DX-5, BROADSWORD-4, MAIN-GAUCHE-3, SABER-3, OR SMALLSWORD-3)


TL Weapon Damage Reach Parry Weight ST RC Notes
10 Power Rapier sw+2 (5) cut 1, 2 0F 4 10 G-2 [2]
or thr+3 (5) imp 1, 2 0F - 10 - [2]

Fennefell#4034
SHORTSWORD (DX-5, BROADSWORD-2, FORCE SWORD-4, JITTE/SAI-3, KNIFE-4, SABER-4, SMALLSWORD-4,
OR TONFA-3)
TL Weapon Damage Reach Parry Weight ST RC Notes
9 Chain-gladius sw+1d (3) cut 1 0 4 10 G-3
9 Shock Baton sw cr 1 0 2 6 G-3
follow-up HT-3 aff
10 Power Cutlass sw+2 (5) cut 1 0 3 8 G-2 [2]
or thr+3 (5) imp 1 0 - 8 - [2]

19 GURPS UNOFFICIAL
SPEAR (DX-5, POLEARM-4, OR STAFF-2)
TL Weapon Damage Reach Parry Weight ST RC Notes
8 Bayonet thr+5 (2) cut 1, 2* 0 1 9† G-4
9 Chainblade (Bayonet) sw+2d (3) cut 1, 2* 0 3 9† G-3

warhammer
10 Powerblade (Bayonet) sw+5 (5) cut 1, 2* 0 2.5 9† G-2 [2]

TWO-HANDED AXE/MACE (DX-5, AXE/MACE-3, POLEARM-4, OR TWO-HANDED FLAIL-4)


TL Weapon Damage Reach Parry Weight ST RC Notes

GURPS
9 Chainaxe sw+4d (3) cut 1 0U 7 12† G-3
9 Shock Mace sw+4 cr 1 0U 6 12† G-3
follow-up HT-5 aff
9 Shock Maul sw+5 cr 1, 2* 0U 13 13 ‡ G-3
follow-up HT-7 aff
10 Force Axe sw+5 (2) cut 1 0U 5 10† G-1

UNOFFICIAL
10 Force Mace sw+6 (2) cr 1 0U 6 11† G-1 [1]
10 Power Axe sw+5 (5) cut 1 0U 6 10† G-2 [1]
10 Power Mace sw+6 (5) cr 1 0U 7 11† G-2 [2]
10 Power Maul sw+2d (5) cr 1, 2* 0U 14 13‡ G-2 [2]
11 Thunder Hammer sw+5d (10) ex cr 1, 2* 0U 17.5 15‡ G-0

RELEASE
TWO-HANDED SWORD (DX-5, BROADSWORD-4, OR FORCE SWORD-4)
TL Weapon Damage Reach Parry Weight ST RC Notes
9 Chainsword sw+3d (3) cut 1 0 8 11† G-3
9 Eviscerator sw+4d (3) cut 1, 2 0 13 14† G-3
10 Force Sword sw+3 (2) cut 1 0 6 9† G-1 [1]
or thr+5 (2) imp 1, 2 0 - 9† - [1]
10 Power Claymore sw+5 (5) cut 1, 2 0 8 12† G-2 [2]
or sw+5 (5) imp 1 0 - 12† - [2]
10 Power Sword sw+3 (5) cut 1 0 5 9† G-2 [2]
or thr+5 (5) imp 1, 2 0 - 9† - [2]

fc4599c PREV
Notes:
[1] This weapon has a force amplifier, allowing Psykers to use it to [3] Provides 45 (Hardened 1) DR to the user's hand and forearm,
great effect. Any individual with Magery (Psyker) 1 or above may add and grants Arm Strength 5 for the arm it is mounted on. The arm
a linked attack that deals his Magery (Psyker) level in dice of corrosive additionally counts as +1 SM for grappling purposes.
warp damage. [4] Attempts to parry flails are at -4; fencing weapons ("F" parry)
[2] This weapon's striking surface contains a power field generator, can't parry at all! Attempts to block such weapons are at -2.
allowing it to destroy any weapon it touches. It damages any non-force
or power weapon or body part it parries or which parries or blocks it.

DISTRIBUTE
Munitions
THROWING (DX-3 OR DROPPING-4)

LIMITED
TL Weapon Effect Weight Fuse Bulk RC Notes
9 Concussion Grenade, 55mm 5dx4 cr ex 1.2 2-3 -2 G-3
9 Fragmentation Grenade, 55mm 5dx3 [2d] cr ex 1.2 2-3 -2 G-3
9 Stun Grenade, 55mm HT-7 aff (10) 1.2 1-2 -2 G-3
9 Blind Grenade, 65mm Smoke (10 yards) 1.5 1-2 -3 G-3
9 Inhalation Grenade, 65mm Gas (10 yards) 1.5 1-2 -3 G-3
9 Whitefire Grenade, 65mm 6dx3 [2d burn] burn ex 1.5 3-4 -3 G-2
10 Haywire Grenade, 65mm 5dx2 fat ex sur 1.5 3-4 -3 G-1
9 Krak Grenade, 80mm 5dx9 (10) cr 2.5 4-5 -3 G-3

Concussion Grenade, 55mm (TL9). Essentially a plasteel cylinder Stun Grenade, 55mm (TL9). A compact core of concentrated

Fennefell#4034
packed with simple explosives, concussion grenades are highly magnesium and potassium nitrate shrouded in a non-disintegrating
effective in enclosed spaces and thick atmospheres. In a tight spot, shell. On detonation, the core creates a blinding flash and deafening
a concussion grenade can also be used as an improvised explosive crack, disorientating any target unfortunate enough to be without
charge, though it lacks any ability to penetrate armor. earshot. While quite effective in enclosed spaces, stun grenades are
Fragmentation Grenade, 55mm (TL9). A jacket of large, cut metal ineffective against any armor equipped with auto-senses or other
pellets surrounding an explosive core. When detonated, the explosive dedicated defenses.
force is relatively mild, but the pellets can cause significant injuries Blind Grenade, 65mm (TL9). A cannister filled with chemical
on unarmored targets. These are the most common grenades seen smoke that emits in a large cloud when detonated. This smoke is only
throughout the Imperium. effective in the visual spectrum.

20 GURPS UNOFFICIAL
Inhalation Grenade, 65mm (TL9). A generalized blind cannister Sights and Aiming Modules
filled with compressed gases that emit in a large cloud. Often used to All sights from High Tech, page 155-157, are available at RC G-4
pacify crowds or to inject lethal gas into rooms. for mundane sights and RC G-3 for Computer Sights and Thermal-
Whitefire Grenade, 65mm (TL9). Compressed white promethium Imaging Sights.
layered around an explosive core, similar to a fragmentation grenade. Additionally, the following targeting systems are available from
On detonation, a sheet of promethium is expelled, while smaller Ultra-Tech, page 149-152:

warhammer
fragments of flame-coated metal spread over a large area. Commonly • HUD Link. Standard issue for all Astartes weaponry. Relatively
used for munitions demolition and to provide area-denial capabilities. rare in Astra Militarum use. RC G-2.
Haywire Grenade, 65mm (TL10). This grenade emits an electric • Multispectral Laser Sight. Commonly used by Storm Troopers

GURPS
charge powerful enough to transmit through any atmosphere, with preysense goggles. LG G-2.
shorting unlucky machine spirits in the blast zone. They are sparingly
• Enhanced Targeting Scope. More typically known as an omni-
used, as their presence invokes the revulsion of the Mechanicus.
scope. Extraordinarily rare and typically only employed by
Krak Grenade, 80mm (TL9). The most common handheld anti- high ranking Astartes and Inquisitors. RC A-0, I-0.
armor equipment available to troopers, the krak grenade is one of the
most beloved multi-tools available to the Astra Militarum, consisting Poisons

UNOFFICIAL
of a rounded canister containing a shaped charge, gyroscopic The Imperium rarely use poisons in a large-scale capacity,
stabilization system, and magnetic attachment points. primarily due to the cost of creating customized poisons compared to
Typically, the shaped charge is faced upwards in the canister, but a lasgun or promethium, but they are occasionally used in needle rifle
if the grenade is magnetically attached, the gyroscope will rotate the rounds and gas grenades.
charge to face towards the attachment point. While ineffective against
Beta-Cyanide (TL9)

RELEASE
the frontal armor of most heavy vehicles, a krak grenade can make
short work of lighter armor, and is commonly used to breach doors, The most common poison used by assassins and soldiers alike,
walls, and occasionally in large numbers against heavy infantry. beta-cyanide is a simple, fast-acting poison that causes histotoxic
hypoxia, essentially suffocating the subject from inside their own
bloodstream. This poison is useless against any target without blood
Missiles or a respiratory system.
Munitorum missiles are primarily 84mm gyro-stabilized finned As a blood or respiratory agent, it has no delay. As a contact or
rockets meant to be used against large swarms or armored targets. digestive agent, it has a 10 minute delay. In all cases, there is no HT
Each missile has a minimum activation range of 15m and a maximum roll to resist! Inflicts 6d+1 toxic damage immediately. RC G-2.
range of 75km, though missiles can be tweaked to detonate before
Kraken Tranquilizer (TL9)
reaching maximum range automatically to prevent unintended
Commonly used to tranquilize dangerous creatures on agri-worlds

fc4599c PREV
detonation.
and death worlds, kraken tranquilizer acts as a powerful nervous
depressant, putting most creatures to immediate sleep, though
TL Weapon Damage Weight RC
overuse can easily kill the target. Despite the name, it is quite useless
9 Fragmentation Missile, 84mm 6dx8 [5d] cr ex 8lb G-2
against space krakens.
9 Flakk Missile, 84mm 10d (5) pi 8lb G-2
9 Krak Missile, 84mm 7dx11 (10) cr 8lb G-2 As a blood or respiratory agent, it has a 15 second delay, and as
a contact or digestive agent, it has a 3 minute delay. An HT-5 roll is
required to resist; failure inflicts 1d-2 fat damage. This is repeated
Fragmentation Missile, 84mm (TL9). A concussive missile jacketed
every five seconds, until 6 cycles have passed. RC G-3.
with edged plasteel fragmentation. Can be set to detonate on impact,
or as air-burst detonations at a specified range, though this takes three Triflic Superacid (TL9)
seconds and a dataslate per missile. Not actually a poison, but the only form of acid that can be stably

DISTRIBUTE
Flakk Missile, 84mm (TL9). An anti-air annular blast fragmentation loaded into a needle rifle round. Even a small dose can melt a man
missile with hardened adamantium spikes. Treat as a multiple alive from the inside, leaving little but bone and liquid residue behind.
projectile attack with ROF 1x550, Rcl 1. Can be set to a homing mode On contact, deal 1d corrosive damage, cyclically every second, up
that tracks either thermal or electro-magnetic emissions. to eight seconds. RC G-2.
Krak Missile, 84mm (TL9). Sharing much the same construction
as a krak grenade, but containing a significantly larger shaped charge, Neural Hyper-Stim (TL9)

LIMITED
Krak missiles can easily penetrate most vehicular armor, though it Practically the exact opposite of kraken tranquilizer, neural hyper-
lacks the ability to penetrate frontal armor of most tanks. It counts as stim attempts to overload the subject's nervous system with inputs,
a HEAT warhead for the purposes of laminated armor. flooding their body with neurotransmitters. For most subjects, this
results in a short period of simultaneous euphoria and pain, as every

Weapon Modifications
biological system sends conflicting reports to their nervous system.
As a blood or respiratory agent, it has a 4 second delay. As a contact
or digestive agent, it has a 2 minute delay. An HT-7 roll is required to
Dipole Maglock
resist; failure inflicts both Euphoria and Severe Pain (pp. B428) for
A dipole maglock consists of two parts; a small hyper-magnetic
five seconds per degree of failure. RC G-2.
insert which attaches to the user's armor, and an oppositely-charged
companion piece which is placed on the weapon's body. When brought Neurotoxin Alpha (TL10)

Fennefell#4034
close, the two magnets lock into place, ensuring that the weapon is A complex mix of neurotransmitters and nervous suppressors,
safely stored until it is needed. Each set of dipole maglocks has an neurotoxin alpha causes short-lived bursts of hyper-aggression in its
ST rating for the strength of the magnetic attraction, usually six for subjects, causing disr1uption throughout enemy lines. It is commonly
human variants, and twenty for Astartes variants. used as a preliminary attack against unsuspecting groups, causing
When the user wishes to unholster the weapon, he gains a +4 to friends to turn to foes and paranoia to spread.
any Fast-Draw check to do so. To gain the bonus, the user must be at This toxin can only be administered as a blood agent. It has a
least 4 ST higher than this limit. If he is not, he gains no bonus, and 10 second delay, and requires an HT-6 roll to resist; failure inflicts
if his Strength is lower than the ST rating, he must make a Strength Hallucinations and Paranoia, as well as the Bad Temper and Berserk
check to remove the item at all! 2lb. RC G-3 disadvantages for ten seconds per degree of failure. RC G-2.

21 GURPS UNOFFICIAL
Neurotoxin Gamma (TL10) degrade over time, lasting an hour in normal conditions.
A simple yet effective poison, neurotoxin gamma simply attempts Treat as slugs when used in a shotgun. Each attack does no
to collapse the target's nervous system entirely, stopping heart and damage, but counts as a Binding (pp. B40) with a ST equal to half
lung activity and eventually causing brain death. It is almost entirely the normal dices of damage. The Binding can only be damaged by
lethal against most humans, and can even be effective against Astartes burning, corrosive, or cutting damage, and is completely ineffective

warhammer
in large enough doses. against targets of 30 ST or larger. Multiply range by 0.4. RC G-2.
This toxin can only be administered as a blood or respiratory
agent. It has a 5 second delay, and requires an HT-12 roll to resist;
failure inflicts 1d toxic damage per five seconds, until ten cycles have

GURPS
H D
passed. Loss of 1/2 HP inflicts Neurological Disorder (Severe) and loss
of 2/3 HP inflicts Neurological Disorder (Crippling), permanently. RC uman rugs
G-1
The world of Warhammer 40,000 is littered with drugs of various
Shotgun Ammunition legality and effect. The most common drugs are alcohol, lho (similar
While the standard shot and slugs available for shotguns pale in to modern tobacco), obscura (similar to opium or heroin), and recaf

UNOFFICIAL
comparison to the standard bolt shell, the true power of a shotgun (coffee). All other modern narcotics and drugs have appropriate
lies it's flexibility as a platform to launch unconventional munitions. analogues, and this handbook focuses on drugs unique to the setting.
All ammunition options from High Tech are available, with the The following drugs from Bio-Tech are appropriate at the listed
exception of APDSDU and APFSDSDU rounds; any armor-piercing Requisition Classes. Some of these drugs are more appropriate than
slug chambered in 20mm shells or above are RC G-3. others; drugs with nicknames listed should be allowed in almost any

RELEASE
campaign:
Breaching Shot • Adder: Due to it's inherent side-effects, it would see little
Designed to take down doors, walls, and windows at short range, military usage, and would likely be an illegal narcotic.
breaching shot consists of small, mushrooming projectiles, ensuring However, it is part of a cocktail with Basic known as "slaught";
that the full force of a shell is focused onto a small area with little see the Basic entry. RC G-2.
over-penetration. While highly effective at close range, air resistance
• Antirad: This drug is highly appropriate, and sees constant
morphs the shot over long distances, severely limiting it's range.
use in both it's TL9 and TL10 form across irradiated worlds
Treat as shot. Change the damage type to cr. Multiply damage by throughout the Imperium. Troops entering irradiated areas
1.4. Multiply pellet count by 1.2. Multiply range by 0.3. RC G-3. through usage of atomics will likely be issued antirad to keep
Ignis Shot themselves alive. RC G-3.
By placing an incendiary micro-explosive charge in each shot • Ascepaline: This drug is more commonly known as "regen",

fc4599c PREV
pellet, ignis shot can quickly cover an area with flame and smoke, and is used by elite troops on long missions. It is rare outside
though it is no substitute for the proper cleansing power of a flamer. this context, and would only be available to nobles and other
Treat as shot. Change damage type to burn ex. Add an armor rich citizens. RC G-2.
divisor of (0.5); objects without DR get DR 1. Multiply range by 0.9. • Basic: Serves as the primary ingredient in a drug cocktail
RC G-3. known as "slaught", comprising of one dose of ST or DX
enhancing Adder and one dose of Basic. Highly popular
Razor-Web Shot among criminal elements for the combat boost it provides,
Not to be confused with webber slugs, razor-web shot expands in and sees limited, unsanctioned use in military units. RC G-2.
travel into a thin mono-fiber fabric that whips through any creature • Genericillin: This drug would be widely available to good
unluckily enough to be caught. Typically effective against masses of Imperial citizens on stable worlds, though it likely be a last
lightly armored infantry, often leaving maimed, screaming victims in resort. Nobles may use this as a first resort before resorting to

DISTRIBUTE
it's wake. more obscure treatments. RC G-3.
Treat as shot when used in a shotgun. Multiply damage by 1.2. • Hypercoagulin: Likely used by elite troops in standard medkits
Change damage type to cut. Add an armor divisor of (2). Multiply for particularly grievous wounds. It may also be used as a rare
range by 0.7. RC G-2. assassination tool, but far more effective poisons exist. RC
G-2.
Scrambler Shot

LIMITED
Primarily used as riot control and to capture live specimens, • Insenium: Used by Imperial nobles and Rogue Trader to
scrambler shot is coated with microscopic needles that inject potent stave off aging. This is the most effective anti-aging drug the
neurotoxins into the subject on impact, causing immense pain and Imperium has access to, and nobles often trade cities or even
potential unconsciousness. planets for a steady supply. RC G-0.
Treat as shot when used in a shotgun. Change damage type to fat. • Longevity: More common than Insenium and used by Imperial
Add an armor divisor of (0.2); objects without DR get DR 1. Add a officers, Inquisitors, and other important personnel to extend
linked HT-3 Agony Affliction. Multiply range by 1.2. RC G-3. their lifespan alongside constant rejuvenating surgeries. RC
G-2.
Shredder Slugs • Superstim: This drug is more commonly known as simply
A heavy fragmentation charge implanted in each slug shreds "stim". It is a very common drug in both civilian and military
through exposed flesh with minuscule mono-fibers. Ineffective against usage; many users eventually die of circulatory and mental

Fennefell#4034
most forms of armoring due to the lack of mass behind each fragment. damage caused by overuse. RC G-4.
Treat as slug when used in a shotgun. Change damage type to cut • Ursaline: Zero and low gravity environments are relatively
ex. Add fragmentation damage equal to the normal pellet damage. rare, as artificial gravity generators are ubiquitous on
Add an armor divisor of (0.5) to both the slug and fragmentation voidships. This would only be used by hard to replace void
damage; objects without DR get DR 1. Multiply range by 0.4. RC G-2. specialists who consistently operate in zero-G. RC G-3.
Webber Slugs While nanotech and biomod surgeries are appropriate, they
Designed to take live prisoners, webber slugs expand into sticky will not all be listed here. The Game Master is encouraged to make
gelatinous fibers shortly after leaving the barrel, making movement determinations on a case by case basis based on the thematic elements
and defense tremendously difficult for the victim. The fibers will of his campaign.

22 GURPS UNOFFICIAL
Equipment Medical
Due to the broad differences in effective Tech Level, the equipment
of Warhammer 40,000 is scattered from miraculous to mundane. Diagnostor (TL10). A large metallic wand attached to a dataslate
Below is listed some of the most common items found, but all items which can diagnose all known illnesses on a human or human-

warhammer
from High Tech and Low Tech are appropriate for the setting, and the adjacent race. The Diagnostor simply prints out the exact malady
Game Master should be generous in allowing novel items or Ultra- of the individual. The wielder must still succeed on a +10 Diagnosis
Tech gear he feels is appropriate. check to ensure he understands the information the readout provides.
Any Daemonic or truly bizarre (at the GM's discretion) malady is not

GURPS
contained within the Diagnostor. 4lb. RC G-4.
Communications Medi-Kit (TL9). Most medical kits within the Imperium are simple
Micro-Bead (TL9). Standard Munitorum "micro"-beads are often affairs made to keep their patient alive, but truly elite forces rely on
simple radio headsets, but a true micro-bead is a tiny bead that fits the advanced technology contained within a Medi-Kit to keep their
into an ear, and sub-vocalization patch that allow concealed radio patients fighting. Counts as a full crash kit and surgical kit for humans,
and contains a built-in Diagnostor, 5 stim packs, 2 ascepaline doses,

UNOFFICIAL
conversation. 5km range. neg. RC G-4.
and two single-use bionics (one arm and one leg). 20lb. RC G-2.
Vox-Caster (TL9). A large box containing a radio system allowing
long range radio broadcasting and receiving. 500km broadcast range. Narthecium (TL10). Specialized equipment issued to Astartes
32lb. RC G-4. Apothecaries to treat Adeptus Astartes casualties. Contains a small
adamantine chain-blade (treat as a chain large knife) that can pierce
Vox-Priv (TL9). Vox jamming device that broadcasts white noise on
and remove powered armor plates, and a reductor to extract gene-
standard channels, effectively blocking most communication within

RELEASE
seed into a cryo-chamber with a Surgery roll. Counts as a full crash kit
10km. A sufficiently powerful broadcaster or using a higher frequency
and surgical kit for Astartes only, and contains a built-in Diagnostor.
than the vox-priv's range can bypass the jam. 15lb. RC G-2.
55lb. RC A-3.
Repair Cement (TL10). Patches of quick-sealing ceramite cement
Climbing and Flying Gear applied to powered armor to fix sealant leaks. Multiple patches may
Grapnel (TL9). Pistol-like launcher that fires and retracts a magnetic be required for large injuries. Counts as restoring the Sealed trait on
grappling hook. Treat as Guns (Pistol) roll with Acc 2, and a maximum compromised armor, but does not actually repair the affected area.
range of 250m. See Grapnel under Guns (Pistol) for damage if used 5lb. RC A-4, I-1.
as a weapon. The launcher can winch up to 400lbs at a rate of 1m/s. Single-Use Bionic (TL10). A single bionic limb made to quickly
2.5lb. RC G-4. Astartes variants have a maximum range of 550m, and bond with the patient. Application requires a Surgery-3 roll, and
can winch up to 10,000lb as a rate of 5m/s. 12.5lb. RC A-4. is highly painful as the limb bonds with the bone and spinal cord.

fc4599c PREV
Grav-Chute (TL10). A pair of shoulder-mounted thrusters and a Counts as a 8 ST bionic limb with a battery that lasts 2 days. $10,000.
suspensor field that counters gravitic pull. Grants Flight (20m/s, Legs weight 10lbs, arms weight 5lbs. RC G-2.
Gliding) for up to 400lbs. 15.5lb. RC G-4. Astartes variants grant
Flight (100m/s, Gliding) for up to 10,000lb. 95lb. RC A-4.
Jump Pack (TL9). A massive pair of jet engines mounted on a Sensors
harness. Due to the intense heat produced, a jump pack is unusable
without powered armor, and the fuel reserve only lasts for five minutes Active Scanning Sensors
of powered flight. Adeptus Sororitas variants can lift up to 1,000lbs,
Auspex Array (TL10). A large array of sensors linked to a cogitator,
and grant Flight (15m/s, Cannot Hover). 35lb. RC I-1. Astartes variants
using arcane methods of detection and imaging to provide a real-
can lift up to 10,000lb, and grant Flight (25m/s, Cannot Hover). 130lb.
time map of the surrounding areas. Takes 5 minutes to fully set up.
RC A-3.

DISTRIBUTE
Grants Scanning Sense (Para-Radar, 5km) and Detect (Heat/Gas/
Mag-Boots (TL9). Electromagnetic boots that latch onto any Motion/Radiation, 5km), although any wall thicker than 5m will block
metallic surface, allowing the user to walk in low-gravity environments, detection. Larger military models can increase range up to 5km, and
usually built into armored boots. If the user is strong or light enough, naval models can scan planets! 75lb. RC G-3.
the boots also allow vertical movement in normal gravity. The boots
Cartograph (TL10). Made to map unexplored planets without the
can hold up to 400lbs, although the user's legs may not be as robust.
bulk of an auspex array. Grants Scanning Sense (Para-Radar, 5m) and

LIMITED
4.5lb. RC G-4. Astartes variants can hold up to 10,000lbs. 14lb. RC
records anything scanned. 8lb. RC G-4.
A-4.
Handheld Auspex (TL10). A small device bristling with attenas
and buttons, and a small screen that display readouts of the local
Covert Operations Gear environment. Gives Detect (Heat/Gas/Motion/Radiation, 50m) when
looked at, although any wall thicker than 50cm will block detection.
Chameleoline Cloak (TL9). Microscopic weave of sensors and
3.5lb. RC G-4.
cameras mixed into a chemically refractive material, often worn as
a cloak, that morphs into an image of the material behind it. The Siege Auspex (TL10). A massive device with a robust sensor suite
cloak must be worn on top of all equipment to gives its bonus. Gives built to penetrate any surface. Takes an hour to fully set up. Grants
Chameleon 2 only when standing still. 1.5lb. RC G-3. Scanning Sense (Para-Radar, 1km), irrelevant of any obstruction.
250lb. RC G-2.
Chameleoline Tarp (TL9). Low quality chameleoline fabric made

Fennefell#4034
in large sheets to camouflage large emplacements. Often combined Magnification Sensors
with manual camouflage appropriate to the environment. Gives Munitorum Magnoculars (TL9). Cheap and reliable magnification
Chameleon 1 only when placed on a still surface. 2.5lb/m2. RC G-3. equipment. From 2x to 32x magnification, changeable through a dial.
Stummer (TL9). A small device that emits counter-signals to Counts as a range finder with a 5km range, and can take images.
nearby sounds, with a tenancy to overheat. Gives a +3 to Stealth 3.5lbs. RC G-4.
rolls involving sound. However, the device lasts 5 minutes before Mars Magnoculars (TL10). Used by Astartes and Tempestus Scions.
overheating, at which point it requires 15 minutes to cool down. Any From 2x to 32x magnification, changeable through a dial. Counts as
individual within 8 meters of the stummer that succeeds on a Hearing a range finder with a 5km range, and can take images. Gives Night
roll notices sounds seem muddled, although he may not know exactly Vision 9 and Infravision. 3lbs. RC G-2.
what is causing it. 1lb. RC G-2.

23 GURPS UNOFFICIAL
Sensory Protection Explosives
Deadspace Earpiece (TL9). Small earpieces that emits a counter- Melta Bomb (TL 10). The main anti-materiel explosive device
signal to any exceedingly loud noise. Often used for industrial used by both the Astartes and the Astra Militarum, the melta bomb
purposes. Gives Protected Sense (Hearing) and Hard of Hearing. is an extraordinarily powerful device, capable of blasting through the
0.5lb. RC G-4. Military versions do not give Hard of Hearing. neg.

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thickest of bulkheads with consummate ease. It resembles a rounded
RC G-4. cylinder with a large protruding handle.
Filtration Plugs (TL10). Nose plugs with reactive materials that To arm the bomb, one must first remove the bottom plate, allowing
automatically disable any airborne toxins while allowing normal it to stick, either chemically or magnetically, to the intended target.

GURPS
aromatic materials to pass through. Often worn when a mask would The handle must then be pushed inwards, rotated, and pulled out, at
be too restrictive, or concealment is required.. Gives Protected Sense which point it comes loose, and the bomb is armed. An integral timer
(Smell). neg. RC G-4. can be set to detonate between one minute and 24 hours after being
Wearable Sensors armed.
Auto-Senses (TL10). Enhanced sensory systems typically only When detonated, a micro-fusion charge first heats whatever

UNOFFICIAL
found on Astartes power armor. Gives Acute Sense (Vision, Hearing) material it is attached, enough to turn even metal into plasma, and
2, Infravision, Night Vision 9, and Protected Sense (Hearing, Vision). then expels the newly-created plasma outwards, turning any material
Augmented systems found on Tactical Dreadnought armor or Artificer into deadly, molecular shrapnel. This combination explosion allows a
suits provide Acute Sense (Vision, Hearing) 4 instead. RC A-3. single melta bomb to breach through the hull of spacecraft with little
Photo Contacts (TL9). Contact lenses that slot into the eye socket. trouble, though it is an ineffective tool in tactical combat.
Gives Night Vision 6. 0.05lb. RC G-3. Treat as a 10dx5 (100) burn attack with a follow-up of 10dx10 [8d

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Photo-Visor (TL9). Lenses that project a colored IR image. Goggles burn] ex burn. 35lb. RC G-2.
attached to a helmet give No Peripheral Vision while in use; lenses
slotted into a helmet do not. Gives Night Vision 9 and Protected Sense
(Vision). 1.5lb. RC G-3.
Preysense Goggles (TL10). Often confused with thermal imaging,
Cybernetics
preysense uses powerful machine spirits to identify and highlight
creatures within it's sight as red silhouettes Treat as Infravision
functional on any target that emits heat or is in motion. 2.5lb. RC G-2. Bionics
Scout Goggles (TL10). Bulky goggles worn by Astartes Scouts. Bionic Limbs (TL 10). A highly complicated machine of servos and
Contains an in-built set of Mars Magnoculars and a Photo-Visor. plasteel that interfaces into the spinal column to provide capabilities

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Additionally grants Microscopic Vision 1, No Peripheral Vision, similar to the individual's natural limbs. The weight and cost of a limb
Ultravision, and 12 DR to the eyes when worn, although Astartes is based on the ST provided, but the weight never counts against the
armorers frown upon using scout goggles as protection. 6.5lb. RC A-3. user. An user cannot normally use a bionic with a ST rated higher
Spy Mask (TL10). Hyper-advanced goggles that provides the best of than their normal ST, as the musculature to support the limb does not
all Imperium technology, worn only by Vindicare assassins, requiring exist. Limbs are commonly implanted with a higher ST rating than
special implants to function correctly. Contains a micro-bead and required, and then restricted to the user's current ST, to modulate for
Mars magnoculars, and if the user has Vindicare Mental Implants, future changes. Cost and weight are listed for arms; double for legs.
grants Acute Senses 3 (Hearing, Vision), Filter Lungs, Hyperspectral 2lb/ST. RC G-3.
Vision, Protected Sense (Hearing, Vision). Additionally, provides 12 Bionic Organ (TL 10). Mechanized internal organs replacing a
DR to the face and eyes when worn. 2lb. RC I-1. human or Astartes organ, due to old age or damage. Weight is usually
similar to the organ being replaced. RC G-3.

DISTRIBUTE
Technological Equipment Bionic Senses (TL 10). A small sensory organ, often made to look
like it's predecessor, linking directly into the sensory cortex. Eyes and
Combi-Tool (TL9). A rather bulky device with many wires, buttons, ears are the most common, but enhanced smell and taste is popular
and extraneous screens. Basic equipment for interfacing with nearly amongst the nobles of the Imperium. 0.5lb. RC G-3.
all Imperium technology, and standard issue to all members of the
Adeptus Mechanicus. Cannot interface with archeotech, Astartes, or

LIMITED
Inquisition equipment. 2.5lb. G-3.
Dataslate (TL9). Miniaturized computers built into a flat slate Bionic Qualities
containing both controls and a screen. A standard dataslate cost
$1,200, weights 2lbs, and have Complexity 5 with a 15 TB storage Bionics vary wildly throughout the Imperium, in quality and
capacity. Smaller variants cost $500, weight 1lbs and have Complexity patterns. It is common for Imperial nobility and Rogue Traders to
4 with a 5TB storage capacity. Astartes-grade variants weight 5lbs, be festooned with high quality bionics that massively improve their
have Complexity 6, and have a 50TB storage capacity. abilities. Listed below are some of the most common qualities found,
with no particular listing of legality or restriction.
Multi-Key (TL9). A small device that attaches to a combi-tool. When
the combi-tool interfaces with electronic security measures, the multi- If the Game Master wishes to create or have more specific rules
key attempts any known code, and then exploits pre-programmed for bionic qualities, he is encouraged to view the Crafting optional
weaknesses in the system. The Multi-Key can open any standard ruleset. He is also encouraged to be liberal about allowing novel

Fennefell#4034
Imperial lock with no effort, and grants a +3 to hack into tougher bionic ideas, and to view the table below as suggestions rather than
security, such as Adeptus Arbites or Astra Militarum technology. It a definite guide.
almost certainly does not function on any Adeptus Mechanicus lock.
1lb. G-2. Description Applicability Effect
Omni-Tool (TL10). Larger than a combi-tool, an Omni-Tool is Dexterity Arms High Manual Dexterity 1
significantly more powerful, and can interface with both Astartes and Integral weapon of Bulk 4 or less, or a
Integrated Weapon Arms
Inquisition equipment. Grants a +2 to any check to interface with melee weapon at the GM's discretion.
Imperium technology, and contains both an Astartes-grade dataslate
Strength Arms Arm ST 1
and a multi-key. 6.5lb. A-4.

25 GURPS UNOFFICIAL
Description Applicability Effect Mechadendrites
Engravings General +1 Reaction from most Imperial nobility
Natural General +2 to portray bionic as biological limbs. Ballistic Mechadendrite (TL 10). A simple weapon mount on a two-
Plasteel Plating General +2 DR to affected areas meter long tentacle allows for enhanced, flexible firepower. Typically
Augmented Sensory Acute Sense 1 (Appropriate Sense) mounts a laspistol or bolt pistol due to it's limited strength. Grants
Protected Sensory Protected Sense (Appropriate Sense) Extra Arm (ST 11, Extra-Flexible, Long, Weapon Mount). G-2. 8lbs.

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Parabolic Sensory (Hearing) Parabolic Hearing 1 Exploratory Mechadendrite (TL 10). A small mechadendrite
Subsonic Sensory (Hearing) Subsonic Hearing optimized for exploration of new and hostile environments. Grants
Ultrasonic Sensory (Hearing) Ultrahearing Extra Arm (ST 10, Extra-Flexible). Contains an Auspex, compass,

GURPS
Baleful Eye Sensory (Vision) Contains a single laspistol shot glow-globe, and a suite of sample pods. G-2. 12lbs.
Photolens Sensory (Vision) Night Vision 9 Manipulator Mechadendrite (TL 10). A massive constructor of
Preysense Sensory (Vision) Infravision steel and artificial muscle, tipped with a large crushing pincer. More
Telescopic Sensory (Vision) Telescopic Vision 1 commonly known as a servo-arm. Grants Extra Arm with a maximum
Agility Legs Basic Move +1 ST equal to the user's ST times 5. G-2. 1lb per point of ST.
Claws Legs Talons or Long Talons Medicae Mechadendrite (TL 10). A small tentacle suitable for

UNOFFICIAL
Dexterity Legs +1 Manual Dexterity to this leg delicate surgery or vivisections. Grants Extra Arm (ST 5, Extra-
Spring Legs Super Jump 1 Flexible) and High Manual Dexterity 2 for that arm. Contains a full
Strength Legs +1 ST to this leg set of surgical tools for humans. G-2. 4lbs.
Cardiac Augment Vitals (Heart) HT +1 Optical Mechadendrite (TL 10). A wispy mechadendrite designed
Advanced Filterer Vitals (Liver) Resistance +3 (Poisons) for covert infiltration into small gaps and holes, tipped with a suitable

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Life Support Vitals (Lungs) Doesn't Breathe (Oxygen Storage, x25) sensor array. Grants Extra Arm (ST 4, Extra-Flexible, Long). Contains
Subdermal Plating Vitals (Skin) +2 DR a pict-sensor and glow-globe. G-2. 2.5lbs.
Reduced Consumption (Cast-Iron Utility Mechadendrite (TL 10). A small grouping of short tentacles
Chemical Grinders Vitals (Stomach)
Stomach) 1 that provide cable-like fingers to aid the subject in various tasks.
Grants Extra Arm (ST 5, Extra-Flexible, Short) and High Manual
Mechanicus Implants Dexterity 2 for that arm. G-2. 5lbs.

All cybernetics listed in this category, including mechadendrites,


first require the Cyber-Mantle to be installed, and may only be installed
by members of the Adeptus Mechanicus. Listed after each implant is
Other Cybernetics
the total weight of the system, though this does not count against the

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Autosanguine (TL 10). Nanomachines placed in the bloodstream
user's carrying capacity, only their overall weight. that self-replicate and mend the user's wounds at a microscopic level.
Augur Array (TL 10). Array of scanners and detectors, festooned Grants Very Rapid Healing. $387,0000. RC G-3. Advanced versions
with antenna, dishes, and wires that provide a constant readout of used by Astartes Tech Marines grant Regeneration (1HP/4 hours). RC
the surrounding areas. Grants Detect (Gas, Heat, Motion, Radiation, A-1.
50m). RC G-3. 35lbs. Calculus Logi (TL 10). Micro-cogitators implanted into the
Cyber-Mantle (TL 10). Framework of metal and wire bolted to the subject's cranial cortex allow near-instantaneous evaluation of all
spine and ribcage of the subject, with electro-grafts and inductors known mathematical expressions. Grants Intuitive Mathematician.
attached across the nervous system and a series of cogitator attached RC G-3.
to the skull. Grants Digital Mind, Damage Resistance 8, Eidetic Locator Matrix (TL 10). Array of magnetic sensors, gyroscopes,
Memory, Lighting Calculator, the ability to interface with most and micro cogitators that calculate the subject's position in three
standard Imperium technology, and to receive further Mechanicus

DISTRIBUTE
dimensions, overriding the human sense of direction. Grants Absolute
implants. RC G-3. 25lbs. Direction (3D Spatial Sense). RC G-3. 2lbs.
Ferric Lure (TL 10). Magnetic generators implanted under the Memorance (TL 10). A full cogitator array added to the subject's
user's skin and, potentially, on a large arm allow for somewhat precise cranial cortex allows for enhanced, nearly perfect memory, though the
manipulation of magnetic fields. Grants Telekinesis (2 ST, 10m, potential for implanted memories is somewhat disconcerting. Grants
Magnetic) per level. RC G-3. 5lbs/level. Photographic Memory. RC G-3. 2.5lbs.

LIMITED
Luminem Reservoir (TL 10). External power coils are added to Respirator Unit (TL 10). Simple respirator attached to the subject's
suplement the subject's potentia coil, allowing for the powering of neck, replacing their lungs and vocal cords. Often found on labourers
massive generators, though adding a great deal of bulk. The subject in the lower levels of Hive Worlds. Grants Disturbing Voice and Filter
gains a +2 to HT and 5 FP specifically for the purposes of using the Lungs. RC G-3. 5lbs.
Potentia Coil per level. RC G-3. 35lbs.
Synth-muscle (TL 10). Implanted synthetic muscle fibers can grant
Maglev Coils (TL 10). Magnetic repulsion coils that allow limited immense strength, but often impinge the subject's ability to actually
flight in metallic environments. Typically used in conjunction with manipulate objects. Popular amongst gangers and other criminal
a Potential Coil and Luminem Reservoir to provide power. Grants scum. Grants +1 ST per level, Ham-Fisted 1 for 4 levels or less, and
Flight (10ft Ceiling, 3 yards/second, 1FP/15 seconds). RC G-3. 40lbs. Ham-Fisted 2 for 5 levels or more. RC G-3. 8lbs
Potentia Coil (TL 10). Power coils that vary in size and capacity, Vocal Implant (TL 10). A series of sonic amplifiers allow amplification
but allow the user to power machines from either their own electro-

Fennefell#4034
of vocal patterns to nearly deafening levels. Unfortunately, the
inductors or an attached Luminem Reservoir. The subject may make amplifiers also distort and mangle standard speech. Popular with the
an HT check to power standard Imperium machines, with a penalty Adeptus Arbites. Grants the subject Disturbing Voice and the effects
equal to the SM of the machine. This costs 3 FP times the SM of the of a large megaphone. RC G-3. 1lbs.
machine for every minute of power generated. RC G-3. 55lbs.
Volitor Implant (TL 10). A series of impingement cogitators set
Mind Impulse Unit (TL 10). Cogitators implanted into the subject's throughout the cranial cortex allow for fine manipulation of the
nervous system allow for fine manipulation of MIU machine spirits. subject's thoughts and beliefs. If a preprogrammed thought or idea is
Grants the ability to interface with MIU systems as if they were the detected, the implant will either render the user unconscious through
user's body. G-2. 10lbs. an electric pulse, or explode, dealing 4d6 cr ex to the subject's skull,
ignoring DR. RC G-4. 3lbs.

26 GURPS UNOFFICIAL
Adeptus Astartes
Adeptus Astartes Throwing @ DX+1 [4]; Tracking @ Per [2]; Traps @ IQ [2].
867 points Implantation Stages

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The finest warriors of the Imperium, the Adeptus Astartes are the Creating an Astartes is no easy feat; it requires nearly a decade
first defenders of humanity, the bulwark against the terror that the of work from implanting various organs to constant indoctrination
Emperor foresaw. Each Astartes is taken as a child from their family through hypno-therapy. Between these stages, an Astartes is expected

GURPS
and run through grueling trials during which most die, and molded to serve in combat missions as a Scout Marine under a Scout
through selective genetic engineer into perfect warriors, clad in great Sergeant. For the purposes of playing a full Astartes, these stages are
armor and with the mightiest weaponry. irrelevant, but if a Game Master wishes to introduce Astartes partway
Each Astartes stand over at seven feet tall and nearly eight hundred through their training, the following stages and statistics for organs
pounds, with features more akin to various Xenos than humanity, are provided below, with each stage being additive onto previous
with a chest is wrapped in a black skin known as the Black Carapace, stages.

UNOFFICIAL
and ports dotting his thick skin. Many humans feels a phenomenon Phase One: The first official stage of Astartes training and
known as transhuman dread when they first lay eyes upon an Astartes, implantation, this phase consists of three gene-seed implants, all of
as the weight of their inferiority sets upon them. which boost the Neophyte's strength and fitness. These implants are
This template represents a fully trained Astartes who has just all placed early in the developing body in order to maximize their
completed his scout training and been implanted with the Black effect over time. Over the next few years, each implant will continue

RELEASE
Carapace. Depending on the chapter, he is to be moved to either to help the body grow to Astartes proportions.
Assault or Devastator duty. This template does not cover the Patron or Meanwhile, basic battlefield training is given to all Neophytes,
Rank of the Astartes, nor the Chapter from which they hail. giving them enough general knowledge to use the basic weapons and
Attributes: ST 25 (Size, -10%) [135]; DX 13 [60]; IQ 13 [60]; HT their bodies to conquer the trials of their initiation. Most of their days
15 [50]. consist of exercise and combat drills, with most of their free time
Secondary Characteristic Modifiers: Dmg 2d+2/5d-1; BL 125 consumed by reading and teachings upon the Adeptus Astartes and
lbs; HP 25 [0]; Will 14 [5]; Per 13 [0]; FP 20 [15]; Basic Speed 7 their chapter, in order to better serve it.
[0]; Basic Move 8 [5]; SM 1. Secondary Heart: Attribute Modification (+2 ST, +2 HT, +2 FP);
Advantages: Acute Senses 3 (Hearing, Vision) [12]; Ambidexterity Fit; Extended Lifespan 2; Rapid Healing.
[5]; Combat Reflexes [15]; Damage Resistance 5 (Tough Skin) [13]; Ossmodula (The Ironheart): Damage Resistance 2 (Tough Skin);
Damage Resistance 10 (Torso Only) [45]; Discriminatory Hearing Damage Resistance 2 (Torso Only); Increased Consumption 2; SM 0.

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[15]; Discriminatory Smell [15]; Discriminatory Taste [10]; Doesn't Biscopea (The Forge of Strength): Attribute Modification (+3
Breathe (Oxygen Storage 25x) [25]; Doesn't Sleep (2 FP/Day, Cannot ST).
Restore FP) [10]; Enhanced Move 1 [Ground] [20]; Extended Lifespan Training (Skills): Armoury (Small Arms) @ IQ-1; Climbing @ DX-
6 [12]; Filter Lungs [5]; High Pain Threshold [10]; Injury Tolerance 1; Fast-Draw (Knife, Long Arm, Pistol, Sword, Ammo) @ DX+1; First
(No Blood) [5]; Innate Attack (2d Crushing linked 1d Corrosive, Aid @ IQ; History (Adeptus Astartes) @ IQ-1; Guns (Rifle) @ DX; Judo
Close) [20]; Language (High Gothic, Low Gothic, N ative) [6]; @ DX-2; Karate @ DX-2; Melee Weapon (Broadsword) @ DX-1; Melee
Metabolic Control (Obvious Trance, Stasis) [20]; Mind Reading (Must Weapon (Knife) @ DX; Savoir-Faire (Chapter) @ IQ; Stealth @ DX-1;
Eat Target, Sensory) [25]; Nictitating Membrane 5 [5]; Night Vision 5 Swimming @ HT; Throwing @ DX
[5]; Perfect Balance [15]; Pressure Support 1 [5]; Radiation Tolerance
Training (Traits): Ambidexterity; Attribute Modification (+1 Will);
(5) [10]; Reduced Consumption 4 (Cast-Iron Stomach) [4]; Resistant
Combat Reflexes; Fearless 3; Code of Honor (Codex Astartes); Duty
(+3, Metabolic Hazards) [10]; Resistance (+8, Metabolic Hazards,
(Always, Extremely Hazardous); Extreme Fanaticism (The Imperium)

DISTRIBUTE
Emergency Only, Renders Unconscious) [10]; Social Regard 2 (Feared)
[-15]; Sense of Duty (Humanity).
[10]; Social Regard 2 (Respected) [10]; Temperature Tolerance 10 (-40
- 70°C) [10]; Unfazeable (Fear Only) [10]; Weapon Master (Combat Phase Two: The second stage of Astartes training and implantation,
Knife) [20]; Very Fit [15]; Very Rapid Healing [15]. this phase consists of an additional three gene-seed implants, all of
which boosts the Neophyte's physical endurance. These implants
Disadvantages: Code of Honor (Codex Astartes) [-10]; Duty
work in conjunction with the Neophyte's growing body and the
(Chapter, Always, Extremely Hazardous) [-20]; Extreme Fanaticism

LIMITED
effects of the first phase to continue increased muscular growth, while
(The Imperium) [-15]; Increased Consumption 2 [-20]; Sense of Duty
providing their own benefits towards stamina.
(Imperium) [-15].
The training in this phase continues upon the basic training given
Skills: Acrobatics @ DX [4]; Armoury (Battlesuits, Body Armor,
in the first phase, improving in every field, while new training focuses
Small Arms) @ IQ [6]; Artillery (Beams, Bombs, Cannon, Guided
upon tactical flexibility and mobility. The Neophyte learns the use
Missiles) @ IQ [8]; Beam Weapons (Pistol, Rifle) @ DX [2]; Blind
of the jump pack, a plethora of weapons and tools, and is drilled in
Fighting @ Per-1 [4]; Brawling @ DX [1]; Climbing @ DX [2];
basic military tactics. Throughout this phase, pain will be a constant
Crewman (Spacer) @ IQ+1 [2]; Driving (Motorcycle, Tracked) @ DX
companion, and the Neophyte soon learns it is nothing but data to be
[4]; Environment Suit (Battlesuit) @ DX+2 [8]; Escape @ DX-1 [2];
processed.
Explosives (Demolition) @ IQ+1 [4]; Fast-Draw (Ammo, Knife, Long
Arm, Pistol, Sword) @ DX+1 [10]; First Aid @ IQ+1 [2]; Forced Entry Haemastamen (The Blood Maker): Attribute Modification (+1
@ DX+2 [4]; Forward Observer @ IQ [2]; Free Fall @ DX [2]; Gunner DX, +1 HT, +1 FP); Enhanced Move 0.5 (Ground); Very Fit.

Fennefell#4034
(Beam, Cannon, Machine Gun, Rockets) @ DX+2 [16]; Guns (Rifle) Larraman's Organ (The Healer): Injury Tolerance (No Blood);
@ DX+3 [8]; Guns (GL, LAW) @ DX+1 [4]; Hiking @ HT [2]; History Pressure Support 1; Radiation Tolerance 2; Very Rapid Healing.
(Imperium, Adeptus Astartes) @ IQ [8]; Judo @ DX+1 [8]; Karate @ Catalepsean Node (The Unsleeping): Doesn't Sleep (2 FP/Day,
DX+1 [8]; Lifting @ HT [2]; Liquid Projector (Flamethrower) @ DX Cannot Restore FP).
[2]; Melee Weapon (Knife) @ DX+3 [8]; Melee Weapon (Axe/Mace, Organ Maturation: Attribute Modification (+5 ST, +1 HT, +1 FP);
Broadsword, Polearm) @ DX+1 [12]; Observation @ Per+1 [4]; Pilot Damage Resistance 2 (Torso Only); Extended Lifespan 2; Nictitating
(Aereospace, Flight Pack, Spacecraft) @ DX [6]; Running @ HT [2]; Membrane 2; SM +1.
Savoir-Faire (Chapter) @ IQ [1]; Search @ Per [2]; Shield (Force)
@ DX [1]; Stealth @ DX [2]; Swimming @ HT [1]; Tactics @ IQ [4]; Training (Skills): Acrobatics @ DX-2; Armoury (Battlesuits, Body

27 GURPS UNOFFICIAL
Armor) @ IQ-1; Armoury (Small Arms) @ IQ; Beam Weapons (Pistol, Neuroglottis (The Devourer): Discriminatory Smell.
Rifle) @ DX; Blind Fighting @ Per-3; Climbing @ DX; Escape @ DX-1; Organ Maturation: Attribute Modification (+2 ST; +1 DX; +1 IQ;
Fast-Draw (Knife, Long Arm, Pistol, Sword, Ammo) @ DX+2; First Aid +1 Will).
@ IQ+1; Forced Entry @ DX+1; Forward Observer @ IQ; Free Fall @
DX; Gunner (Beam, Cannon, Machine Gun, Rocket) @ DX; Guns (GL,
LAW) @ DX; Guns (Rifle) @ DX+1; Hiking @ HT; History (Imperium, Training (Skills): Acrobatics @ DX; Artillery (Beams, Bombs,

warhammer
Adeptus Astartes) @ IQ; Judo @ DX; Karate @ DX; Judo @ DX; Lifting Cannon, Guided Missiles) @ IQ; Blind Fighting @ Per-1; Crewman
@ HT; Liquid Projector (Flamethrower) @ DX; Melee Weapon (Axe/ (Spacer) @ IQ+1; Driving (Motorcycle, Tracked) @ DX; Environment
Mace, Broadsword) @ DX; Melee Weapon (Knife) @ DX+1; Pilot Suit (Battlesuit) @ DX+2; Explosives @ IQ+1; Gunner (Beam, Cannon,
(Flight Pack) @ DX; Running @ HT; Stealth @ DX; Tactics @ IQ - 1; Machine Gun, Rocket) @ DX+2; Guns (GL, LAW) @ DX+1 [4]; Guns

GURPS
Throwing @ DX+1; Tracking @ Per-1; Traps @ IQ-1 (Rifle) @ DX+3; Karate @ DX+1; Judo @ DX+1; Observation @ Per+1;
Pilot (Aereospace, Spacecraft) @ DX; Throwing @ DX+2.
Training (Traits): Attribute Modification (+1 IQ); High Pain
Threshold. Training (Traits): Weapon Master (Combat Knife).
Phase Three: The third phase of Astartes creation, this phase Phase Five: The final phase of Astartes training and implantation,
consists five smaller implants, three of which complements the the phase consists of two minors organs, followed by the two most

UNOFFICIAL
Astarte's prodigious durability, and two more which allow unparalleled important organs the Astartes will receive. Although Astartes are fully
cognition. Meanwhile, the prior implants near full maturity, with the biologically equipped, they are also fully sterile, and cannot generate
Astartes reaching his full height at this phase. His chest bone plate has any biological children. However, due to his gene-seed implants, he
fully formed, forming an effective last ditch defense to his organs, and may pass on a small portion of himself alongside his Primarch and the
his lifespan has become fully extended to the Astarte's limit. Emperor himself to a new generation of Astartes. These implants are
considered sacred beyond words, and when an Astartes falls, retrieval

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Training in this phase is focused upon combined armies, with
of the implants without damage is considered of the highest priority.
vehicular combat and artillery being emphasized. The Neophyte learns
to operate all standard Astartes land vehicles and artillery pieces, and Training at this stage is harsh and brutal, entirely focused upon
is taught how to use his newfound cognitive abilities to find and detail melee combat and Chapter-specific tactics. The Neophyte becomes a
targets. Meanwhile, training continues on all prior skills, with shields master of weaponry, able to trump even the most skilled mortal blade-
and mental attacks introduced to the drills. masters with ease, and he is constantly drilled in Chapter tactics.
Simultaneously, he is taught a strict exercise and training regiment
Preomnor (The Neutralizer): Reduced Consumption 4 (Cast-
he will continue for the rest of his life to keep his body and abilities
Iron Stomach); Resistant 3 (Metabolic Hazards).
perpetually ready for any foe. When not drilling in melee tactics, he
Omophagea (The Remembrancer): Mind Reading (Must Eat is extensively taught his chapter's tactical preferences and specialties.
Target, Sensory). It is not uncommon for Neophyte's to make extended use of their
Multi-Lung (The Imbiber): Doesn't Breathe (Oxygen Storage Catalepsean Node in this period.

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25x), Filter Lungs. Mucranoid (The Weaver): Temperature Tolerance 10 (-40 - 70°C)
Occulobe (The Eye of Vengeance): Acute Senses 3 (Vision); Betcher's Gland (The Poison Bite): Innate Attack (2d Crushing
Attribute Modification (+1 Per); Nictitating Membrane 3; Night Vision linked 1d Corrosive, Close)
5.
Progenoids (The Gene-Seed): Feature (Gene-Seed Reproduction).
Lyman's Ear (The Sentinel): Doesn't Sleep (2 FP/Day, Cannot
Black Carapace (The Interface): Damage Resistance 3 (Tough
Restore FP).
Skin); Damage Resistance 3 (Torso Only); Feature (No Nuisance Rolls
Organ Maturation: Attribute Modification (+2 ST; +1 DX; +1 HT; for Battlesuit Control).
+2 FP, +1 Basic Move); Damage Resistance 3 (Torso Only); Enhanced
Organ Maturation: Attribute Modification (+1 ST; +1 IQ).
Move 0.5 (Ground); Extended Lifespan 2; Unfazeable (Fear Only).
Training (Skills): Acrobatics @ DX-1; Armoury (Battlesuits, Body Chapters

DISTRIBUTE
Armor) @ IQ; Artillery (Beams, Bombs, Cannon, Guided Missiles) Each Astartes belongs to a Chapter, an autonomous unit usually
@ IQ-1; Blind Fight @ Per-2; Driving (Motorcycle, Tracked) @ DX-1; comprised of one thousand Astartes who represent their own history
Explosives (Demolitions) @ IQ; Fast-Draw (Knife, Long Arm, Pistol, and unique gene-seed. Some chapters are known as Codex-compliant,
Sword, Ammo) @ DX+1; Forced Entry @ DX+2; Gunner (Beam, meaning they follow the stringent rules laid out in the Codex Astartes,
Cannon, Machine Gun, Rocket) @ DX+1; Guns (Grenade Launcher, such as having a maximum of one thousand men at arms, and
LAW) @ DX+1; Guns (Rifle) @ DX+2; Judo @ DX+1; Karate @ DX+1; thousands of minute organizational rules.

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Melee (Axe/Mace, Broadsword, Polearm) @ DX+1; Melee (Knife) @ Others have no use for the Codex Astartes, seeing it as an artificial
DX+3; Observation @ Per; Search @ Per; Stealth @ DX; Tactics @ IQ; document that no longer has any merit. Most chapter live somewhere
Throwing @ DX+1; Tracking @ Per; Traps @ IQ. in the middle, following some rules and discarding other. Even the
Phase Four: The fourth phase of creating a new Astartes, this Ultramarines, whose Primarch wrote the Codex Astartes, and are
phase consists of four small implants, two of which are only for known as the archetypal Codex-compliant chapter, have a number of
emergencies, while the other pair close weaknesses in the Neophyte's suspiciously similar successor chapters who view the Ultramarine's
armor. The Neophyte has reached his full speed in this stage, and only Chapter Master as their supreme commander.
awaits a small boost in strength to be a physically complete Astartes. Listed below are some templates for the loyalist First Founding
Training is finalized at this stage, focusing on void and areo chapter (and the Black Templars), with sample advantages and
warfare, with the Neophyte learning how to crew and operate every disadvantages. The Game Master is encouraged to use these only as
vehicle and ship in the Astarte's arsenal. Meanwhile, all his prior reference point, and make their own determinations on skills and how

Fennefell#4034
training comes to a head, with no further improvement necessary powerful the disadvantages of each chapter should be. Ideas for what
upon his basic skills, although he will continue to drill them for the skills an Astartes of this chapter would be focused on perfecting are
rest of his considerable life. also provided.
Sus-an Membrane (The Hibernator): Metabolic Control
(Obvious Trance, Stasis). Black Templar
45 points
Melanochrome (The Skinshield): Radiation Tolerance (5).
Attributes: +2 ST [20]; +3 HT [30]; +3 Will [15].
Oolitic Kidney (The Purifier): Resistance +8 (Metabolic Hazards,
Emergencies Only, Renders Unconscious). Advantages: Indomitable [15]; Magic Resistance 5 [10].

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Disadvantages: Bloodlust [-10]; Callous [-5]; Extreme Fanaticism Mental Strength, Smithing.
(Crusade) [-15]; Stubbornness [-5]; Vow (Kill All Psykers) [-10]. Disadvantages: Gregarious [-10]; Pyromania [-5]; Selfless [-5];
Skill Focuses: Hidden Lore (Psykers), Intimidation, Melee Stubbornness [-5].
Weapon (Broadsword), Mental Strength.
Note: Due to gene-seed deficiencies, Black Templars lack the Space Wolves

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Metabolic Control (Obvious Trance, Stasis) and Innate Attack (2d 28 points
Crushing linked 1d Corrosive, Close) from the Astartes template. Attributes: +2 ST [18]; +2 HT [20].
They are also not Codex-compliant, and lack Code of Honor (Codex Advantages: Acute Sense (Smell, Taste) 3 [12]; Danger Sense [15];
Astartes). Temperature Tolerance 3 (-80 - -40) [3];

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Disadvantages: Berserk [-15]; Bloodlust [-10]; Stress Atavism
Blood Angels [-15].
30 points
Skill Focuses: Melee Weapon (Axe/Mace), Intimidation, Tracking,
Attributes: +1 DX [20]. Wrestling.
Advantages: Beautiful (Universal) [15]; Empathy [15]; Flexibility Note: The Space Wolves are not Codex-compliant, and lack Code

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[5]; Racial Memory (Passive) [15]. of Honor (Codex Astartes).
Disadvantages: Berserk [-15]; Bloodlust [-10]; Uncontrollable
Appetite (Blood) [-15]. Ultramarines
Skill Focuses: Acrobatics, Artist, Diplomacy, Melee Weapon 5 points
(Broadsword), Literature, Pilot. Advantages: Charisma 2 [10].

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Disadvantages: Hidebound [-5].
Dark Angels Skill Focuses: Melee Weapon (Broadsword), History, Leadership,
25 points
Strategy.
Attributes: +2 HT [20]; +1 IQ [20].
Note: The Ultramarines are so compliant to the letter of the Codex
Advantages: Indomitable [15]; Astartes that the Space Marine template, by necessity, essentially
Disadvantages: Extreme Fanaticism (The Fallen) [-15]; Killjoy models an Ultramarine.
[-15].
Skill Focuses: Hidden Lore (Traitor Legions), History, White Scars
Interrogation, Mental Strength. 30 points
Attributes: +2 DX [40]; +1 HT [10].
Imperial Fists Disadvantages: Bloodlust [-10]; Impulsiveness [-10].

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40 points
Skill Focuses: Acrobatics, Driving, Fast-Draw, Intimidation,
Attributes: +2 HT [20]; +1 IQ [20]; +3 Will [15]. Piloting.
Advantages: Indomitable [15].
Disadvantages: Addiction (Pain) [-15]; Callous [-5]; Guilt Complex Specialties
[-5]; Stubbornness [-5]. Most Astartes will progress to be placed in a Tactical Squad, a
flexible unit that forms the core of the Astartes combat capabilities.
Skill Focuses: Artillery, Forward Observer, Intelligence Analysis,
However, some recruits will be identified as particularly talented in a
Tactics, Strategy.
non-combat field of study, and receive extra training. The four main
Note: Due to gene-seed deficiencies, Imperial Fists lack the specialties recognized within the Codex Astartes are the Apothecary,
Metabolic Control (Obvious Trance, Stasis) and Innate Attack (2d Chaplain, Librarian, and Techmarine.
Crushing linked 1d Corrosive, Close) from the Astartes template.
The templates listed below are examples of what the lowest level of

DISTRIBUTE
Iron Hands each such specialty would look like in each chapter.
25 points
Attributes: +3 ST [27]; +1 IQ [10]; +1 HT [10]; +2 Will [10].
Apothecary
103 points
Disadvantages: Bully [-10]; Callous [-5]; Delusion (The Flesh is A specialist Astartes officer who possesses advanced biomedical
Weak) [-15]; No Sense of Humor [-10].

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and scientific training and who serves as a combat medic and
Skill Focuses: Armoury, Electronics Operation/Repair, Hidden research physician for his Chapter. An Apothecary's role in battle is to
Lore (Adeptus Mechanicus), Engineer. recover the gene-seed from slain Astartes and to tend to the wounded
and maimed. Outside of combat, Apothecaries are responsible for
Raven Guard monitoring the Chapter's Neophytes for mutation or flaws in their
14 points gene-seed and organ implants and for carrying out the implantation
Attributes: +1 DX [20]; +1 Basic Move [5]. process in their Chapter's Aspirants.
Advantages: Flexibility [5]; Night Vision 4 [4]. The Apothecary is well-versed in the arts of battlefield first aid as
Disadvantages: Killjoy [-15]; Stubbornness [-5]. well as advanced surgical techniques, cybernetics and bio-engineering.
Skill Focuses: Acrobatics, Camouflage, Intelligence Analysis, The Apothecary must be as courageous as his fellow Astartes if not
Observation, Stealth, Tactics. more so, for he must perform his life-saving surgeries in the midst of
the battlefield.

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Note: Due to gene-seed deficiencies, Raven Guard lack the
Temperature Tolerance 10 (-40 - 70°C) and Innate Attack (2d Crushing Advantages: Empathy (Sensitive) [5]; Hard to Kill 3 [6]; Hard to
linked 1d Corrosive, Close) from the Astartes template. Subdue 3 [6].
Disadvantages: Code of Honor (Apothecary) [-10]; Sense of Duty
Salamander (Gene-Seed) [-5].
40 points Skills: Animal Handling @ IQ [2]; Bioengineering (Genetic
Attributes: +3 HT [30]; +3 Will [15]. Engineering, Tissue Engineering) @ IQ [8]; Biology @ IQ+1 [12];
Advantages: Empathy [15]. Chemistry @ IQ+1 [8]; Diagnosis @ IQ+1 [8]; Forensics @ IQ [4];
Skill Focuses: Armoury, Diplomacy, Leadership, Liquid Projector, Hazardous Material (Biological, Chemical) @ IQ [4]; Hidden Lore

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(Mutants) @ IQ [2]; Interrogation @ IQ+1 [4]; Naturalist @ IQ [4]; Technician and engineer as well as a Astartes Battle-Brother, a
Pharmacy (Herbal, Synthetic) @ IQ [8]; Physician @ IQ+2 [12]; Tech-Marine is a fully initiated members of the Cult Mechanicus who
Physiology (Human, Astartes) @ IQ [8]; Poisons @ IQ [4]; Surgery @ provides their chapter with invaluable knowledge on the workings of
IQ+1 [12]; Veterinary @ IQ-2 [1]. their machine spirits. Prospective Techmarines are sent to Mars for 30
standard years of training, and taught the machine lore; how to divine
Chaplain the runes of engineering and study the liturgy of maintenance.

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104 points Upon returning to their Chapter, they are Space Marines of dual
The Chaplain of an Astartes company is responsible for the mental loyalties, pledged by blood to their Chapter, but bound in mind to
and spiritual wellbeing of all his brethren. He instills the Chapters the Omnissiah. Despite this dichotomy, Techmarines are held in
values and beliefs upon them, and keeps a close eye for the tinges of great esteem; a Chapter could not wage war without its technological

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corruption or doubt. In battle, a chaplain is a fearless warrior, leading tools. In spite of their mysterious calling, Techmarines remain fierce
from the front and seeking the most fierce fighting. If the Captain of warriors, and if a machine spirit is lost, they will fight for its retrieval
a company should fall in battle, most will immediately look to the as stridently as their brethren would to recover any other fallen
chaplain for orders, and many chaplains have led their companies comrade.
through the most heinous battlefields, their stern demeanor and Advantages: Speak Language (Techna-Lingua) [6].

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righteous words keeping their brethrens spirits high.
Disadvantages: Code of Honor (Mechanicus) [-15]; Sense of Duty
Chaplains are altogether strict, grim figures, adorning themselves (Machine Spirits) [-10].
in pitch-black armor and painting skulls upon their face-masks. They
Skills: Armoury (Battlesuits, Body Armor, Force Shields, Heavy
bear the Crozius Arcanum, a carved and inscribed power mace that
Weapons, Small Arms, Vehicular Armor) @ IQ+1 [20]; Computer
serves as both a practical battlefield weapon and a symbol of their
Programming @ IQ [4]; Cryptography @ IQ [4]; Electrician @ IQ+1
power. When a chaplain is not engaged in battle, he watches over the

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[4]; Eletronics Operation (Communications, Electronic Warfare,
chapters most sacred holy artifacts and leads his brothers in prayer
Force Shields, Security, Sensors) @ IQ [10]; Electronics Repair @
and meditation.
IQ+1 [4]; Engineer (Artillery, Civil, Combat, Electrical, Electronics,
While the Ecclesiarchy may claim that the Astartes are devout Materials, Small Arms) IQ-1 [14]; Hidden Lore (Adeptus Mechanicus,
worshipers of the Imperium Cult, this is widely not true. Each and Archeotech) @ IQ [4]; Machinist @ IQ+1 [4]; Mechanic (Fusion
every chapter has their own history, traditions, and religious views, Reactor, Reactionless Thrusters, Tracked, Wheeled) @ IQ+1 [20];
most of which are not compatible with each other or the Imperial Metallurgy @ IQ [4]; Savoir-Faire (Adeptus Mechanicus) @ IQ [1].
Cult. Depending on the chapter, the chaplain may teach that the
Note: All Tech-Marines will have a Cyber-Mantle implant and a
Emperor is truly a god amongst men, but most view him as a paternal
selection of other Mechanicus implants and mecha-dendrites.
figure that strives for humanity's safety, but is far from a perfect god.
Advantages: Empathy [15]; Hard to Kill 3 [6]; Hard to Subdue 3
[6]; Religious Rank 5 [25]

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Disadvantages: Code of Honor (Chaplain) [-15].
Skills: Body Language @ Per+1 [4]; Detect Lies @ Per [4]; Unpowered Armor (SM +1)
Diplomacy @ IQ+1 [8]; Intelligence Analysis @ IQ [4]; Intimidation
@ Will+2 [8]; Meditation @ Will [4]; Psychology @ IQ+2 [12]; Public Most Adeptus Astartes wear their trademark powered armor, as
Speaking @ IQ+1 [4]; Savoir-Faire (Chapter) @ IQ+4 [11]; Sociology it is superior in nearly every respect to it's unpowered counterparts.
@ IQ [4]; Teaching @ IQ+1 [4]; However, to effectively wear such armor, the Black Carapace implant
is required, leading to neophytes and scouts requiring their own sets
Note: Depending on the game, Blessed may be appropriate.
of unpowered armor. In very specific cases, such as environments that
Librarian interfere with their armor, or highly sensitive stealth missions, full
193 points Astartes will use unpowered armor, typically of the ceramite variety.
Molecular Ballistic Fibers (TL9). Ballistics fibers made of millions of

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Librarians are the psykers of the Astartes who survive a chapters
rigorous screening and training to bend the powers of the Warp to individually weaved sheets, each only a few molecules wide, separated
their will in service to the Emperor of Mankind. Beyond their psychic by plasteel inserts, provide flexible, force reactive protection similar
duties, the Librarians are expected to record the great deeds of their to layered ballistic fibers. Typically finished with a heat-sensitive
Chapter and maintain the Chapter's storehouse of ancient lore, the chemical that adjusts insulation provided based on felt temperature.
functions for which they are named. Scout Carapace (TL9). Rigid plates of armaplas backed by

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Often estranged from the other members of their Chapter due to plasteel inserts and a molecular layer of ceramite provides enhanced
their psychic abilities, Librarians use their abilities to serve the various protection past even heavy carapace armor, though weight and size are
undertakings of their Chapter; however, their actual place in the order comparable. Worn as standard armor by Astartes Scouts, with armor
of battle is with the Librarium. This inner sanctum of an Astartes grade varying on mission requirements and personal preference.
fortress-monastery stores the chapters vast base of knowledge, Ceramite (TL10). Similar in construction to the large plates worn
gathered over millennia of hard-fought battles and participation in on full Adeptus Astartes powered armor. Due to weight considerations,
engagements the length and breadth of the galaxy. ceramite scout armor is trimmed down and lacks many of the layers
Advantages: Eidetic Memory [5]; Magery (Psyker) 4 (Soul-Bound) of full ceramite plate, leading to slow degeneration when exposed
[108]. to constant impacts . Protection is still unparalleled by any other
unpowered armor in the Imperium, though even when cut down, the
Skills: Cartography @ IQ [2]; Hidden Lore (Astartes, Daemons,
plates are still incredibly heavy. Typically used by Scout Sergeants and

Fennefell#4034
Psykers, Traitor Legions, Warp) @ IQ [10]; History (Astartes,
full Astartes wearing unpowered armor for various reasons, though
Imperium) @ IQ+1 [8]; Intelligence Analysis @ IQ+1 [8]; Linguistics
senior Scouts will often elect to use a ceramite breastplate when
@ IQ [4]; Mental Strength @ Will+5 [16]; Philosophy @ IQ-1 [2];
engaging in direct action.
Propaganda @ IQ [2]; Research @ IQ+3 [12]; Strategy @ IQ+1 [8];
Tactics @ IQ+1 [8].
Note: Each Librarian will likely know at least one college skill at
Will+3 and at least two other at Will.

Techmarine
74 points

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Unpowered Astartes Armor (SM +1)
Torso
100%; locations 9-11

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TL Description DR Weight Don Holdout RC Notes
9 Molecular Ballistic Fiber 15* 6 5 -3 A-4 [1]
9 Scout Carapace, Light 35 12 8 -5 A-4

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9 Scout Carapace, Medium, 40 20 12 -6 A-4
9 Scout Carapace, Heavy 55 28 20 -8 A-4
10 Ceramite, Medium 40 35 35 -9 A-3 [2]
10 Ceramite, Heavy 60 60 35 -9 A-3 [2]

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Arms
50%; locations 8,12
TL Description DR Weight Don Holdout RC Notes
9 Molecular Ballistic Fiber 15* 3 5 -3 A-4 [1]
9 Scout Carapace, Light 35 6 8 -5 A-4

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9 Scout Carapace, Medium, 40 10 12 -6 A-4
10 Ceramite, Medium 40 17.5 35 -9 A-3 [2]

Legs
100%; locations 6-7,13-14
TL Description DR Weight Don Holdout RC Notes
9 Molecular Ballistic Fiber 15* 6 5 -3 A-4 [1]
9 Scout Carapace, Light 35 12 8 -5 A-4
9 Scout Carapace, Medium, 40 20 12 -6 A-4

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10 Ceramite, Medium 40 35 35 -9 A-3 [2]

Hands
10%; locations 15
TL Description DR Weight Don Holdout RC Notes
9 Gloves, Molecular Ballistic Fiber 15* 0.6 5 -3 A-4 [1]
9 Gauntlets, Scout Carapace 35 1.2 8 -5 A-4 [3]

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Feet
10%; locations 16
TL Description DR Weight Don Holdout RC Notes
9 Boots, Molecular Ballistic Fiber 15* 0.6 5 -3 A-4 [1]
9 Boots, Scout Carapace 35 1.2 8 -5 A-4

Head
TL Armor
9
9
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Molecular Ballistic Fiber Hood
Scout Carapace, Light
Armor Descriptions
9 Scout Carapace, Medium,
Location
skull, neck
skull, face, neck
skull, face, neck
DR
8*
35
40
Weight
1.2
2.4
6
RC
A-4
A-4
A-4
Notes
[1]

9 Scout Carapace, Heavy skull, face, neck 55 8.4 A-4


10 Ceramite, Medium skull, face, neck 40 12 A-3 [2]
10 Ceramite, Heavy skull, face, neck 60 18 A-3 [2]

Notes:

Fennefell#4034
[1] Provides Temperature Tolerance 7 (-40 - 50 °C) to all parts
covered. Additionally, this armor can be layered under other armor
with no penalty.
[2] All DR provided by this armor counts as Hardened 1.
[3] Gives Ham-Fisted 1 (p. B138)

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Powered Astartes Armor
TL Description DR Weight Don HT RC Notes
10 Powered Armor, Mk. II Crusade 50/45/25 700 600 13 A-1 [1]

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10 Powered Armor, Mk. III Iron 70/60/25 750 600 14 A-1 [1]
10 Powered Armor, Mk. IV Maximus 65/55/30 680 600 16 A-1 [1]
10 Powered Armor, Mk. V Heresy 60/50/30 710 540 14 A-1 [1]
10 Powered Armor, Mk. VI Corvus 60/55/30 520 480 16 A-2 [1]

GURPS
10 Powered Armor, Mk. VII Aquilas 75/65/30 560 400 16 A-2 [1]
10 Powered Armor, Mk. VIII Errant 85/65/30 600 400 16 A-2 [1]
10 Powered Armor, Mk. X Gravis 80/70/35 630 400 17 AP-2 [1]
10 Powered Armor, Mk. X Phobos 70/65/35 480 400 17 AP-2 [1]
10 Powered Armor, Mk. X Tacticus 90/75/35 580 400 17 AP-2 [1]
10 Tactical Dreadnought Armor 200/150/75 4,800 1200 25 A-1 [2]

Notes:

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[1] Split DR: use the first, highest DR for attacks against the torso
and head, the second value for attacks against locations other than
[2] Split DR: use the first, highest value for attacks against the torso
and head, the second value for attacks against locations other than the

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the eyes, and the third value for attacks against the eyes. Additionally, eyes, and the third value for attacks against the eyes. Additionally,
all DR provided by the first and second values counts as Hardened 1. all DR provided by the first value counts as Hardened 2, and all DR
provided by the second value counts as Hardened 1.
Powered Armor
All suits of Astartes powered armor do not count the weight listed movable helmet and external armored power cables. Most Astartes
against the carried weight of the user; it is listed as a reference for consider Mk. IV to be the apex of power armor design, blessed by the
calculating the user's total weight. Additionally, for the purposes of Emperor himself, though some are quick to point out the numerous
strength calculations, powered armor counts as a mounting point. improvements made in millennia past.
Advantages: Basic Move 1, Doesn't Breathe (While Helmet Sealed),
Mark II Crusade Power Armor (Mars, M.29) Flight (3 m/s, Space Flight Only), Lifting ST 10, Pressure Support
The first "true" suit of Astartes power armor, Mk. II pioneered most

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3, Reduced Consumption 4, Sealed, Striking ST 10, Temperature
features common in all subsequent patterns of Astartes armor, having Tolerance (-270-500°C), and Vacuum Support.
a fully contained life support system, allowing for void operations,
Disadvantages: Disturbing Voice (While Helmet Sealed), and
and full ceramite armoring over more cost-efficient plasteel. However,
Noisy 3 (Only When Moving).
it also had it's share of design defects, such as a fixed helmet, and the
lack of effective ceramite manufacturing led to the use of molecular Attached Equipment: Auto-senses, auto-injector, hexagrammic
ringed ceramite over plates, leading to light protection compared to wards, 10,000lb mag-boots, and vox micro-bead.
later models.
Mark V Heresy Power Armor (Mars, M.31)
Advantages: Basic Move 1, Doesn't Breathe (While Helmet Sealed), Remembered primarily for it's association with the Horus Heresy,
Flight (3 m/s, Space Flight Only), Lifting ST 7, Pressure Support Mk. V Heresy was, even at the time, much maligned. Created primarily
3, Reduced Consumption 4, Sealed, Striking ST 7, Temperature due to resource and time constraints, it was a downgrade from Mk. IV
Tolerance (-270-500°C), and Vacuum Support. Maximus armor in almost every respect, and the few suits that remain

DISTRIBUTE
Disadvantages: Disturbing Voice (While Helmet Sealed), No are often hidden far away from the battlefield due to their heretical
Peripheral Vision, and Noisy 3 (Only When Moving). associations.
Attached Equipment: Auto-senses, hexagrammic wards, 10,000lb Advantages: Doesn't Breathe (While Helmet Sealed), Flight (1
mag-boots, and vox micro-bead. m/s, Space Flight Only), Lifting ST 8, Pressure Support 3, Reduced
Consumption 4, Sealed, Striking ST 8, Temperature Tolerance (-270-

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Mark III Iron Power Armor (Mars, M.30) 500°C), and Vacuum Support.
Created shortly after Mk. II Crusade armor, Mk. III Iron armor
Disadvantages: Disturbing Voice (While Helmet Sealed), and
was never truly meant to replace Crusade armor, but supplement it as
Noisy 3 (Only When Moving).
a tougher, frontal assault armor, with larger ceramite plates and more
curved construction. Ultimately, due to its incredible propensity for Attached Equipment: Auto-senses, hexagrammic wards, 10,000lb
noisemaking, it never gained traction past specific usage as a corridor mag-boots, and vox micro-bead.
clearing behemoth.
Mark VI Corvus Power Armor (Mars, M.31)
Advantages: Basic Move 1, Doesn't Breathe (While Helmet Sealed), The brainchild of the Raven Guard, the Mark VI Corvus armor
Flight (3 m/s, Space Flight Only), Lifting ST 10, Pressure Support is the only suit of Astartes powered armor primarily concerned with
3, Reduced Consumption 4, Sealed, Striking ST 10, Temperature stealth and mobility over protection. It has the distinction of being
Tolerance (-270-500°C), and Vacuum Support. the oldest pattern of powered armor still in constant use by the

Fennefell#4034
Disadvantages: Disturbing Voice (While Helmet Sealed), No Astartes, considered even by contemporary standards to be excellently
Peripheral Vision, and Noisy 5. manufactured and designed.
Attached Equipment: Auto-senses, hexagrammic wards, 10,000lb Advantages: Basic Move 2, Doesn't Breathe (While Helmet Sealed)
mag-boots, and vox micro-bead. Flight (1 m/s, Space Flight Only), Lifting ST 9, Pressure Support
3, Reduced Consumption 4, Sealed, Striking ST 9, Temperature
Mark IV Maximus Power Armor (Mars, M.31) Tolerance (-270-500°C), and Vacuum Support.
The first pattern of powered armor to resemble the current Mk.
Disadvantages: Disturbing Voice (While Helmet Sealed).
VII variants, Mk. IV Maximus combined the benefits of the lighter
Mk. II and heavier Mk. III, while reducing the overall weight of the Attached Equipment: Auto-senses, auto-injector, hexagrammic
armor and increasing the mobility of the joints, notably adding a wards, 10,000lb mag-boots, and vox micro-bead.

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Mark VII Aquila Power Armor (Mars, M.29) Tactical Dreadnought Armor (Mars, M.31)
The last powered armor designed during the Horus Heresy, Mk. Much more commonly known as Terminator Armor, Tactical
VII Aquila is considered to be the mainstay of the Adeptus Astartes. Dreadnought Armor was built out of massive exosuits designed to
A reliable, well-designed suit combining the best features of each work with plasma reactors and nuclear fission. Unlike other powered
previous iteration without any trade-offs, most Astartes will swear by armor patterns, Terminator armor relies entirely on protection
their Aquila, and rightfully so. Notably, Mk. VII is fully backwards over mobility, acting as a mobile bulwark capable of stopping even

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compatible with Mk. VI Corvus armor, and most parts can be easily dedicated anti-armor weaponry in it's tracks.
transplanted from one suit to another. Each suit contains a number of systems far more advanced
Advantages: Basic Move 1, Doesn't Breathe (While Helmet Sealed), than most suits of powered armor, including a tiny fragment of the
Flight (3 m/s, Space Flight Only), Lifting ST 10, Pressure Support Emperor's own armor buried inside the Crux Terminatus, a metal

GURPS
3, Reduced Consumption 4, Sealed, Striking ST 10, Temperature insignia adorning the left pauldron of each suit. Unfortunately, the
Tolerance (-270-500°C), and Vacuum Support. Mechanicus has long ago lost all patterns to create new suits, meaning
Disadvantages: Disturbing Voice (While Helmet Sealed), and that each suit is a unique relic of it's own kind.
Noisy 2 (Only When Moving). Advantages: Basic Move -2, Doesn't Breathe (While Helmet
Attached Equipment: Auto-senses, auto-injector, hexagrammic Sealed), Flight (1 m/s, Space Flight Only), Lifting ST 30, Pressure

UNOFFICIAL
wards, 10,000lb mag-boots, and vox micro-bead. Support 3, Reduced Consumption 4, Sealed, SM 2, Striking ST 30,
Temperature Tolerance (-270 - 1,500°C), and Vacuum Support.
Mark VIII Errant Power Armor (Mars, M.40) Disadvantages: Disturbing Voice (While Helmet Sealed), and
The only upgrade to Mk. VII Aquila made since the Horus Heresy, Noisy 10 (Only When Moving). Additionally, the user receives a -15
Mk. VIII Errant is a marginal improvement, primarily characterized penalty to any Dodge roll.
by improved chest plating and a notable gorget. It is primarily issued

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Attached Equipment: Augmented auto-senses, augur array, auto-
to Sergeants and Sternguard Veterans due to it's low production
injector, hexagrammic wards, 25,000lb mag-boots, and vox-caster.
numbers.
Advantages: Basic Move 1, Doesn't Breathe (While Helmet Sealed),
Flight (3 m/s, Space Flight Only), Lifting ST 10, Pressure Support Optional Rule: Backpack Generator
3, Reduced Consumption 4, Sealed, Striking ST 10, Temperature
Tolerance (-270-500°C), and Vacuum Support. The primary power generator of powered armor is a bulky
Disadvantages: Disturbing Voice (While Helmet Sealed), and backpack unit containing a micro-fusion generator and reserve cells.
Noisy 2 (Only When Moving). Even minor damage to the module can have severe effects on an
Attached Equipment: Auto-senses, auto-injector, hexagrammic Astartes' combat effectiveness.
wards, 10,000lb mag-boots, and vox micro-bead. The backpack is the default hit location of a rear attack, and can be

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targeted at a -5 from the sides. It cannot be attacked from the front.
Mark X Power Armor (Mars, M.41) It uses the second DR value as it's default DR, including Hardening
The newest variant of powered armor, Mk. X is issued entirely to 1. However, it has multiple exhaust ports and other lightly armored
Primaris marines, leading to some level of resentment from veteran locations that can be targeted at a -10, similar to chinks in armor.
Astartes. The primary improvements made are in modularity, allowing If an attack penetrates the backpack's DR, it may damage the
multiple different patterns to be manufactured based on the same power generation systems. This requires an HT check from the armor,
base powered skeleton, and interchangeable armor plating to allow with a -1 penalty for every 10 points of damage that penetrate, and
for weight or protection considerations based on the mission at hand. an additional -5 if the damage has the surge modifier. If the armor
Mark X Gravis succeeds the HT check, nothing happens.
Advantages: Basic Move 1, Doesn't Breathe (While Helmet If the HT check fails by less than five degrees of failure, roll a
Sealed), Flight (20 m/s, 240 seconds), Lifting ST 10, Pressure Support 1d6 and consult the systems table shown below. This damage can be

DISTRIBUTE
3, Reduced Consumption 4, Sealed, Striking ST 10, Temperature repaired in the field with an Armoury (Battlesuits) roll at a -5 over ten
Tolerance (-270-500°C), and Vacuum Support. minutes.
Disadvantages: Disturbing Voice (While Helmet Sealed), and If it fails by more than five degrees, roll a second HT check with
Noisy 2 (Only When Moving). the same modifiers. Success on this check indicates that the reactor
Attached Equipment: Auto-senses, auto-injector, hexagrammic is damaged, but not compromised; the armor remains operation for
three hours on reserve cells. After this time, you suffer all the penalties

LIMITED
wards, 10,000lb mag-boots, and vox micro-bead.
of a compromised reactor shown below except for the radiation
Mark X Phobos damage. This damage can repaired in the field with a Mechanic
Advantages: Basic Move 2, Doesn't Breathe (While Helmet Sealed) (Fusion Reactor) roll at a -10 over two hours.
Flight (3 m/s, Space Flight Only), Lifting ST 10, Pressure Support If the check fails, the reactor is compromised. It begins emitting
3, Reduced Consumption 4, Sealed, Striking ST 10, Temperature 10 points of radiation a second, and loses all power. The user loses
Tolerance (-270-500°C), and Vacuum Support. all systems at shown below, and counts the weight of the armor as
Disadvantages: Disturbing Voice (While Helmet Sealed). carried weight. This cannot be repaired in the field.
Attached Equipment: Auto-senses, auto-injector, hexagrammic
wards, 10,000lb mag-boots, and vox micro-bead.
Roll System Effects
1 All major systems functional. No effect.
Mark X Tacticus 3 Actuator Bundles Lose Lifting and Striking ST

Fennefell#4034
Advantages: Basic Move 1, Doesn't Breathe (While Helmet Sealed) Lose Basic Move, gain Ham
Flight (3 m/s, Space Flight Only), Lifting ST 11, Pressure Support 3 Movement Servos
Fisted 2 and 3 levels of Noisy
3, Reduced Consumption 4, Sealed, Striking ST 11, Temperature Lose Doesn't Breathe,
Tolerance (-270-500°C), and Vacuum Support. 4 Life Support Reduced Consumption, and
Disadvantages: Disturbing Voice (While Helmet Sealed), and Temperature Tolerance
Noisy 2 (Only When Moving). Lose auto-sense, gain Hard of
5 Tactical Cogitators
Hearing
Attached Equipment: Auto-senses, auto-injector, hexagrammic Lose Flight, Sealed, and
wards, 10,000lb mag-boots, and vox micro-bead. 6 Void Systems
Vacuum Support

33 GURPS UNOFFICIAL
Astartes Melee Weapons
AXE/MACE (DX-5, FLAIL-4, OR TWO-HANDED AXE/MACE-3)
TL Weapon Damage Reach Parry Weight ST RC Notes

warhammer
9 Chainaxe sw+4d (5) cut 1 0U 15 20 A-3
10 Force Axe sw+3 (2) cut 1 0U 10 20 A-2 [1]
10 Force Mace sw+5 (2) cr 1 0U 12 20 A-2 [1]

GURPS
10 Power Axe sw+5 (10) cut 1 0U 10 20 A-2 [2]
10 Power Mace sw+6 (10) cr 1 0U 12 20 A-2 [2]
10 Thunder Hammer sw+6d (100) ex inc cr 1, 2* 0U 34 25 A-0 [3]

BOXING, BRAWLING, KARATE, OR DX


TL Weapon Damage Reach Parry Weight ST RC Notes

UNOFFICIAL
10 Chainfist thr+1d (100) cut 1 0U 30 25 A-0 [2, 4]
or thr+2d (50) cr C 0U - 25 - [2, 4]
10 Lightning Claw sw+2d (10) cut C, 1 0 21 20 A-1 [2]
or sw+4d (10) imp 1 0 - 20 - [2]
10 Power Fist thr+2d (100) cr C 0U 23 25 A-1 [2, 4]

RELEASE
BROADSWORD (DX-5, FORCE SWORD-4, RAPIER-4, SABER -4, SHORTSWORD-2, OR TWO-HANDED SWORD-4)
TL Weapon Damage Reach Parry Weight ST RC Notes
9 Chainsword sw+2d (5) cut 1, 2 0 15 15 A-4
10 Force Sword sw+2 (2) cut 1 0 10 15 A-2 [1]
or thr+3 (2) imp 1, 2 0 - 15 - [1]
10 Power Sword sw+3 (10) cut 1 0 11 15 A-2 [2]
or thr+4 (10) imp 1, 2 0 - 15 - [2]

FLAIL (DX-6, AXE/MACE-4, OR TWO-HANDED FLAIL-3)


TL Weapon Damage Reach Parry Weight ST RC Notes

fc4599c PREV
9 Chainflail sw+3d (3) cr 1 0U 23 20 A-3 [5]
10 Force Flail sw+5 (2) cr 1 0U 14 20 A-2 [5]
10 Power Flail sw+6 (10) cr 1 0U 14 20 A-2 [5]

KNIFE (DX-4, FORCE SWORD 3, MAIN-GAUCHE-3, OR SHORTSWORD-3)


TL Weapon Damage Reach Parry Weight ST RC Notes
8 Bayonet sw+1 (2) cut C -1 2.5 12 A-4
or thr+3 (2) imp C -1 - 12 -
8 Combat Knife sw+2 (2) cut C, 1 0 3.5 12 A-4 [6]
or thr (2) imp C 0 - 12 -
9 Chainblade sw+1d (5) cut C -1 4 12 A-3

DISTRIBUTE
10 Powerblade sw+2 (10) cut C 0 3.5 12 A-2 [2]
10 or thr+3 (10) imp C 0 - 12 - [2]

POLEARM (DX-5, SPEAR-4, STAFF-4, OR TWO-HANDED AXE/MACE-4)


TL Weapon Damage Reach Parry Weight ST RC Notes
9 Chainglaive sw+5d (5) cut 2, 3* 0U 24.5 20‡ A-2

LIMITED
or sw+5d (5) imp 1-3* 0U - 20‡ -
10 Force Glaive sw+5 (2) cut 1-3* 0U 16.5 20‡ A-2 [1]
or sw+5 (2) imp 1-4* 0U - 20‡ - [1]
10 Power Glaive sw+6 (10) cut 1-3* 0U - 20‡ A-2 [2]
or sw+6 (10) imp 1-4* 0U - 20‡ - [2]

SHIELD (DX-4)
TL Weapon Damage Reach Parry Weight ST RC Notes
10 Shield Bash w. Power thr+2 (5) burn 1 No - - - [2]
SHORTSWORD (DX-5, BROADSWORD-2, FORCE SWORD-4, JITTE/SAI-3, KNIFE-4, SABER-4, SMALLSWORD-4,

Fennefell#4034
OR TONFA-3)
TL Weapon Damage Reach Parry Weight ST RC Notes
8 Combat Gladius sw+3 (2) cut 1 0 4.5 15 A-4
or thr+1 (2) imp 1 0 - 15 -
10 Chain-gladius sw+1d (5) cut 1 0 10 15 A-3
10 Combat Knife sw+2 (2) cut 1 0 3.5 12 A-4 [6]
10 or thr (2) imp C, 1 0 - 12 -
10 Power Gladius sw+2 (10) cut 1 0 5.5 15 A-2 [2]
10 or thr+1 (10) imp 1 0 15 - [2]

34 GURPS UNOFFICIAL
TWO-HANDED AXE/MACE (DX-5, AXE/MACE-3, POLEARM-4, OR TWO-HANDED FLAIL-4)
TL Weapon Damage Reach Parry Weight ST RC Notes
9 Breaching Augur 6d (100) cut 1 No 110 25‡ A-3
9 Chain Great Axe sw+8d (5) cut 1, 2, 3* 0U 36 25† A-3
10 Force Axe sw+8 (2) cut 1, 2, 3* 0U 10 20† A-2 [1]

warhammer
10 Force Mace sw+3d (2) cr 1, 2 0U 12 20† A-2 [1]
10 Power Axe sw+3d (10) cut 1, 2, 3* 0U 10 20† A-2 [2]
10 Power Mace sw+4d (10) cr 1, 2 0U 12 20† A-2 [2]
10 Power Maul sw+6d (10) cr 1, 2, 3* 0U 30 25‡ A-2 [2]

GURPS
10 Power Scythe sw+2d (10) cut 1, 2 0 15 20† A-2 [2]
or sw+4 (10) imp 1, 2 0 15 20† A-2 [2]
or thr+2 (10) cut 1, 2, 3 0 15 20† A-2 [2]
11 Thunder Hammer sw+8d (100) ex inc cr 1, 2* 0U 34 25† A-0 [3]
11 Thunder Maul sw+13d (100) ex inc cr 1, 2, 3* 0U 55 35‡ A-0 [3]

UNOFFICIAL
TWO-HANDED SWORD (DX-5, BROADSWORD-4, OR FORCE SWORD-4)
TL Weapon Damage Reach Parry Weight ST RC Notes
9 Chainsword sw+2d (5) cut 1, 2 0 15 15† A-4
9 Eviscerator sw+6d (5) cut 1, 2, 3 0 28 20† A-3
10 Force Claymore sw+6 (2) cut 1, 2, 3 0 17 20† A-2 [1]

RELEASE
or sw+6 (2) imp 2, 3 0 - 20† A-2 [1]
10 Force Staff sw+4 (2) cr 1, 2, 3 0 10 15† A-2 [1]
10 Force Sword sw+4 (2) cut 1 0 10 15† A-2 [1]
or thr+5 (2) imp 1, 2 0 - 15† - [1]
10 Power Claymore sw+8 (10) cut 1, 2, 3 0 17 20† A-2 [2]
or sw+8 (10) imp 2, 3 0 - 20† A-2 [2]
10 Power Staff sw+6 (10) cr 1, 2, 3 0 10 15† A-2 [2]
10 Power Sword sw+5 (10) cut 1 0 11 15† A-2 [2]
or thr+6 (10) imp 1, 2 0 - 15† - [2]

fc4599c PREV
Notes:
[1] This weapon has a force amplifier, allowing Psykers to use it to [4] Provides 65 (Hardened 1) DR to the user's hand and forearm,
great effect. Any individual with Magery (Psyker) 1 or above may add and grants Arm Strength 10 for the arm it is mounted on. The arm
a linked attack that deals his Magery (Psyker) level in dice of corrosive additionally counts as +1 SM for grappling purposes.
warp damage. [5] Attempts to parry flails are at -4; fencing weapons ("F" parry)
[2] This weapon's striking surface contains a power field generator, can't parry at all! Attempts to block such weapons are at -2.
allowing it to destroy any weapon it touches. It damages any non-force [6] The handle contains a compass, fire-starter, solar reflector, 10m
or power weapon or body part it parries or which parries or blocks it. of nanoweave (1,500lb) rope, whistle, a flare capable of infrared, laser,
[3] This weapon's attacks deal double knockback and double blunt and light signals, a 3 liter bag, and a small data slate containing a
force trauma. radio-receiver, survival guides for most Imperial worlds, and a basic

DISTRIBUTE
cartograph.

Melee Weaponry
Astartes melee weapons fall into four broad categories: Chain, Mono. Mono weapons are practically identical to their primitive

LIMITED
Force, Mono, and Power. Each weapon shown in this table is a counterparts, but with a fine mono-molecular edge. Crushing weapons
reference for some of the weapons provided in Low Tech, but is not can also be made into mono weapons, but instead by reinforcing their
exhaustive. Presented alongside each category is a general rule for striking surface with a adamantium head.
creating more weaponry of that type, remembering to first translate The only weapon an Astartes will commonly carry that falls into
the weaponry to SM +1 as per Low Tech 2. this category is the trusty combat knife. The first weapon ever issued
Chain. Chain weaponry consists of motorized bitting teeth to an Astartes, the combat knife can vary from chapter to chapter, with
fashioned to rip through enemy flesh and armoring. They are loud, most issuing a mono-bladed knife, but axes, shortswords, and even
brutal weapons prone to spurts of blood and gore, and therefore, a claymores are considered to fulfill the same role in other chapters. If
favorite of the Imperium. an Astartes ever finds himself without weapon or in need of a tool, the
Creation: Multiply all damage by 3.5, and add (5). Multiply weight combat knife is the first, and often only, resort he will need.
by 2. Add +2 to effective ST. Creation: Add +2 damage and (2). -5% weight.

Fennefell#4034
Force. Force weapons are specialized Psyker weaponry, with a force Power. Power weapons use an integrated power field that covers the
amplifier built into the hilt and striking surface allowing the Psyker to blade or striking surface to rip apart any matter at the molecular level.
channel their terrifying psychic abilities through the weapon and into They are incredible armor-penetrating weapons, easily keeping pace
their foe. Each weapon is typically made specifically for the Psyker, with the Imperium's most robust small arms, and exceptional dueling
who wields it for the rest of their lifetime, and is often buried with weapons. Most Astartes allowed to carry a power weapon do so with
them. pride, and a power weapon is a common sign of rank and authority.
Creation: Use a mono weapon as a base. Add +2 weight. Add [1] Creation: Use a mono weapon as a base. Add (10). Add +2 weight.
to the note's field. Add [2] to the note's field. It damages any non-force or power weapon
or body part it parries or which parries or blocks.

35 GURPS UNOFFICIAL
Astartes Ranged Weapons chewing through powered armor and ceramite plating with ease, but
it's true power lies in it's ability to be overcharged.
With a flick of a switch, a plasma gun can be modulated to fire
Astartes weaponry is crafted for the Emperor's Angel physique, and a significantly larger, though less efficient plasma burst. This bolt
is unsuitable for human usage. Unless listed otherwise, all weapons travels farther and hit harder, though it loses a great deal of accuracy
listed in this chapter are SM+1, and their machine spirit will refuse to

warhammer
in it's inherent instability, and requires a significantly longer cool-
fire outside the hands of an Astartes. down period before refiring.
Inferno Pistol, 85mm Fusion Cell (Synod, M.19) Due to it's flexibility and light weight, the plasma gun is a favorite
Amongst the rarest of Imperium small arms, the Inferno Pistol weapon of the Astartes, being suitable for combat against most foes,

GURPS
is a relic of an age long past, a miniaturized handheld meltagun, and providing exceptional anti-vehicle capability to any tactical squad
easily able to punch through even heavy vehicle armor with a single with little downside.
shot. However, the techniques used to create this incredible weapon
have long been lost, and each remaining example is a marvel of
Graviton Gun, Graviton Canister (Ultra, M.26)
A Graviton Gun is a handheld siege weapon that fires beams of
craftsmanship, granted only to the most elite Astartes captains and
compressed gravitons, ignoring it's physical armoring and crushing

UNOFFICIAL
Chapter Masters.
the target with it's own weight. Fortunately for the enemies of the
Much like the Melta-Gun, the Inferno Pistol operates by hyper- Imperium, they are extraordinarily rare weapons, impossible to find
pressurizing gas until nuclear fusion occurs, and shunting the energy outside the hands of a select few Astartes chapters, and fielded with
created through the barrel. The Synod pattern uses a heat capacitive extreme caution.
Fusion Cell that reduces heat stress on the weapon, but holds only one
shot. Other patterns typically hold five shots, but require up to five Auxiliary Grenade Launcher, 70mm Grenade (Mk. V, M.2)

RELEASE
seconds to cool down after each shot. A compact grenade launcher intended for long-ranged deployment
of grenades. It is typically attached to the bottom of a boltgun, adding
Plasma Pistol, 70mm Hydrogen Cell (Sunfury, M.22) +1 Bulk, but can also be used as a standalone with a stock. It can load
The smallest example of Plasma weaponry, the venerable Plasma any 70mm Astartes grenade without modification, allowing standard
Pistol is beloved by Astartes sergeants and tactical squads for it's handheld grenades to be carried as ammunition.
effectiveness against heavy infantry and armored vehicles. Like all
Plasma weaponry, however, it's Machine Spirit is fickle and dangerous Grenade Launcher, 120mm Saboted Grenade (Mk. XI, M.2)
at the best of times, and often releases it's burst of angers in the form A large grenade launcher using a revolving magazine allowing
of superheated gas. for quick deployment of multiple grenades. The grenades must be
loaded into a specialized sabot before launch, unlike an auxiliary
Grav Pistol, Graviton Canister (Ultra, M.26) launcher, but gain a substantial increase in accuracy and range and
A miniaturized version of the Graviton Gun with the same punch,

fc4599c PREV
the ability to chamber any standard Astartes grenade. It is typically
the grav pistol is primarily limited by it's range and low magazine used by Astartes to deploy multiple different munitions over a large
capacity. Due to it's unique beam of compressed gravitons, it effectively area quickly.
ignore any physical armoring, making it supremely effective against
heavy infantry. These weapons are extraordinarily rare, and only a few Missile Launcher, 310mm Missile (Armorbane, M.2)
chapters have ready access to an example. The most basic missile launcher used by the Astartes, the
Armorbane-pattern missile launcher has an attached cogitator that
Immolation Rifle, 50mm Fuel Cell (Mk. 1, M.38) can be used to guide a missile in flight, either through an MIU or
One of the stranger examples of incendiary weaponry in the an attached dataslate. It chambers all standard Astartes missiles,
Imperium arsenal, immolation rifles fires extraordinarily quick pulses overriding the built-in gyroscopic stabilization unit and inserting it's
of heat at their target through the use of a complex nuclear pumped own machine spirit to give the user control. This control is commonly
laser system, cooking them alive while leaving their surroundings used to target weaker points in the enemy's armor, especially top

DISTRIBUTE
unscathed. They are primarily used as a tool by the Deathwatch when armor in tanks and joints in walking war machines.
a flamer's use is required, but the inaccuracy and residue of standard
promethium cannot be allowed. Missile Launcher, 310mm Missile (Icarus, M.2)
A complex piece of machinery, the Icarus-pattern missile launcher
Meltagun, 105mm Fusion Cell (Mars, M.19) is a magazine-fed launcher, built to cover Astartes from air-to-ground
The premier anti-vehicle weapon of the Imperium the meltagun weaponry. It can load up to five missiles into an integral magazine,

LIMITED
operates by hyper-pressurizing gas until nuclear fusion occurs, and typically homing anti-aircraft missiles, and fire as quickly as targets
shunting the energy created through the barrel. Unfortunately for can be acquired.
many Imperial Guardsmen, it's pitiful range and constant overheating
The launcher can further be mounted onto a fixed position, either
renders it ineffective in any environment past urban centers. Even
on a designated mount or dug into the ground, at which point an
so, if a meltagun manages to hit a vehicle, the effects are devastating,
on-board cogitator can be activated to automatically search the sky
punching a hole nearly half a meter wide through most armors, and
for targets. If it detects an unfriendly IFF signature, it will allow the
massively weakening those it cannot penetrate.
homing system to acquire the target and fires a single missile in it's
The handheld version can easily dispatch most light and medium general direction, continuing until it's integral magazine runs dry.
vehicles but has trouble penetrating the thick front armor of most Multiple emplacements allows small Astartes squads to set up man-
heavy vehicles, relying on it's significantly larger mounted counterpart portable automated anti-aircraft defenses over a large area.
to dispatch any significant threats. However, repeated hits will

Fennefell#4034
eventually pierce even hardened plating, leading to hit and run attacks Missile Launcher, 310mm Missile (Soundstrike, M.2)
with meltaguns being highly effective. The most common launcher used by Astartes tactical squads, the
Soundstrike-pattern missile launcher is a relatively light weapon that
Plasma Gun, 80mm Hydrogen Cell (Mk. 2, M.22) is able to fire all standard Astartes missiles. It typically is paired with
The plasma gun is a rare, but effective long-range anti-armor a backpack rack that can store and load up to six missiles before
weapon, firing concentrated bolts of superheated hydrogen plasma needing reloading for consistent firepower. The weight listed is for
that eat through any target they find. This leads to a rather large, bulky both the launcher and the missile rack. Without the rack, the weight
weapon, with a semi-exposed chamber and massive heating coils to of the launcher itself is only 43lbs, but takes five seconds to reload.
allow subsequent shots, but it's effectiveness cannot be denied. A shot
from a plasma gun can easily pierce the armoring of heavy infantry,

36 GURPS UNOFFICIAL
BEAM WEAPONS (PISTOL) (DX-4, OTHER BEAM WEAPONS-2, OR GUNS (PISTOL)-4)
TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
10 Inferno Pistol 6dx7 (10) cor ex 2 10/25 16/5 1 1 (3) 15 -3 4 A-1
10 Plasma Pistol 6dx2 (5) cor 3 250/1,500 28/8 1 12 (35) 15 -3 3 A-2 [1]
overcharge 6dx4 (10) cor ex 2 400/2,500 - 1/5 - - - 5 -

warhammer
11 Grav Pistol spec. 3 5/30 6/1 1/2 6 (60) 13 -3 4 A-0 [2]

BEAM WEAPONS (RIFLE) (DX-4, OTHER BEAM WEAPONS-2, OR GUNS (RIFLE)-4)


TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes

GURPS
9 Immolation Rifle 6d burn 4 20/65 34/15 150 3000 (6) 20† -7 1 A-2
10 Meltagun 10dx4 (10) cor 4 10/25 55/15 1/3 6 (8) 25† -6 4 A-3
10 Plasma Gun 7dx2 (5) cor 5 350/2,000 46/20 1/2 24 (60) 20† -7 4 A-2 [1]
overcharge 7dx4 (10) cor ex 3 650/3,500 - 1/5 - - - 5 -
11 Graviton Gun spec. 5 60/200 51/6 1/5 15 (30) 20† -7 3 A-0 [2]

UNOFFICIAL
GUNS (GRENADE LAUNCHER) (DX-4 OR MOST OTHER GUNS AT -2)
TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
8 Auxiliary Grenade Launcher 6dx2 [5d] cr ex 1 1,200 9/2 1 1 (3i) 10 -3 3 A-4 [3]
8 Grenade Launcher 6dx2 [5d] cr ex 3 1,600 34/36 3 8 (3i) 15† -7 2 A-4 [3]

RELEASE
GUNS (LAW) (DX-4 OR MOST OTHER GUNS AT -2)
TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
9 Missile Launcher (Armorbane) 6dx8 [9d] cr ex 6 50,000 1/18 1 1 (5) 25† -8 1 A-3 [4, 5]
9 Missile Launcher (Icarus) 6dx8 [9d] cr ex 7 50,000 201/114 1 5 (8i) 25† -10 1 A-2 [4, 5]
9 Missile Launcher (Soundstrike) 6dx8 [9d] cr ex 4 50,000 82/18 1 1 (3) 25† -10 1 A-3 [4, 6]

GUNS (PISTOLS) (DX-4 OR MOST OTHER GUNS AT -2)


TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
9 Bolt Pistol 6dx3 (2) pi++ 2 3,400/9,200 12/7 4 14+1 (3) 20 -4 3 A-4
follow-up 5d ex cr

fc4599c PREV
9 Heavy Bolt Pistol 6d+1x3 (2) pi++ 3 3,500/9,300 15/5.5 5 10+1 (3) 20 -4 3 AP-4
follow-up 5d ex cr

GUNS (RIFLE) (DX-4 OR MOST OTHER GUNS AT -2)


TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
9 Boltgun 6dx3 (2) pi++ 5 3,600/9,600 47/14 5 28+1 (3) 20† -5 3 A-4
follow-up 5d ex cr
9 Boltgun (Stalker) 6dx3 (2) pi++ 6+3 3,800/10,000 56/7.5 1 15+1 (3) 20† -6 4 A-3
follow-up 5d ex cr
9 Bolt Rifle 6d+1x3 (2) pi++ 6 3,800/10,000 51/13.5 6 25+1 (3) 20† -5 3 A-4
follow-up 5d ex cr

DISTRIBUTE
10 Needle Rifle 4d+2 (5) burn 7+3 1,000/15,000 33/2.8 1 8 (3) 15† -6 2 A-4 [7]
follow-up var.
10 Psycannon 8dx3 (2) pi++ 5 3,600/9,800 79/20 1 20+1 (8) 25† -7 4 A-0 [8]
follow-up 6d ex cr

GUNS (SHOTGUN) (DX-4 OR MOST OTHER GUNS AT -2)

LIMITED
TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
9 Combat Shotgun 5d pi 3 58/1,150 42/16 5x8 20+1 (3) 20† -5 1 A-4
+ slug 7dx2 pi++ 4 550/5,650 - 5 - - - 2 -
9 Shotgun 4d+1 pi 3 58/1,150 36/10.5 2x18 8+1 (3i) 20† -6 1 A-4
+ slug 9dx2 pi++ 4 750/7,200 - 2 - - - 2 -

LIQUID PROJECTOR (FLAMETHROWER) (DX-4 OR OTHER LIQUID PROJECTOR-4)


TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
9 Exterminator 4d burn - 15/30 4 Jet 1 10 -4 - A-4 [9]
9 Flamer 6d burn - 45/100 37/18.5 Jet 14x2s (5) 20† -7 - A-4 [9]
9 Hand Flamer 6d burn - 15/40 20/3.1 Jet 12x1s (5) 15 -3 - A-3 [9]

Fennefell#4034
9 Heavy Flamer 12d burn - 80/120 125/16.2 Jet 18x5s (9) 27M -9 - A-3 [9]

GUNNER (BEAMS) (DX-4, OR OTHER GUNNER-4)


TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
9 Lascannon 7dx8 (100) burn 6+3 10,500/35,000 310/15 1/5 2 (20) 30M -11 5 A-3
10 Multi-Melta 10dx9 (10) ex cor 3 40/100 151/12.1 1/5 8 (12) 30M -11 4 A-2
10 Plasma Cannon 11dx4 (5) ex cor 5 6,000/10,000 216/14.2 1/5 16 (300) 30M -11 4 A-2 [1]
overcharge 11dx8 (10) ex cor 2 9,000/15,000 - 1/15 - - - 5 -
11 Conversion Beamer 1d ex cr (spec.) 4 1,000 301/50 1/10 4 (240) 35M -11 5 A-0 [10]

37 GURPS UNOFFICIAL
GUNNER (MACHINE GUN) (DX-4 OR OTHER GUNNER AT -4)
TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
9 Assault Cannon 8dx4 (2) pi++ 5 2,400/10,000 410/1380 40! 1000 (60) 50M -11 2 A-2
9 Autocannon 9dx4 cr 3 1,350/7,490 425/165 1 20+1(10) 30M -10 5 A-3

warhammer
linked 6d+1x2 [4d] cr ex
9 Fragmentation Cannon 3d+2 [2d] cr ex 2 1,400/16,800 550/260 3x100 18+1(30) 35M -9 1 A-1
+ slug 9dx6 (2) pi++ 5 4,500/8,000 3
9 Heavy Bolter 8dx3 (2) pi++ 4 3,800/10,000 110/50 10 50+1 (8) 30M -9 4 A-3

GURPS
follow-up 6d ex cr

Notes:
[1] This weapon can be overcharged to fire a single, more destructive ten seconds, and each rocket loaded afterwards takes twenty seconds.
bolt. The wielder may spend a Ready maneuver to overcharge the [7] The primary attack of this weapon deals no wounding

UNOFFICIAL
weapon, causing the next attack to be significantly more powerful, damage. If it penetrates, the follow-up attack inflicts one dose of a
but take up half the weapon's maximum ammunition. predetermined poison or acid.
[2] This weapon deals crushing damage equal to the total non- [8] This weapon has a force amplifier, allowing Psykers to use it to
flexible DR of the target, up to a maximum damage of 150. This great effect. Any individual with Magery (Psyker) 1 may add a linked
damage counts as corrosive damage, and the attack cannot be blocked attack that deals his Magery (Psyker) level in dice of corrosive warp

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or parried by any means other than Force Field DR. damage.
[3] Damage listed for 70mm fragmentation grenade; see weapon [9] This weapon emits a concentrated stream of exceptionally
entry and Astartes grenades for other available options. flammable liquid. Use the rules listed for Flamethrowers on HT pg.
[4] Damage listed for 95mm fragmentation missile. 178, but deal half the listed damage per second (rounded down to the
[5] Guided attack (see p. B412). Gunner uses Artillery (Guided nearest dice) instead of 1d.
Missile) to attack. [10] This weapon's attacks gain power based on range. Divide the
[6] This weapon automatically reloads from a rocket pack filled range to impact by 10, and add that number as an armor divisor and
with six rockets and attached to the user's back. The user can pick damage multiplier. If the range to impact is above 1,000 meters, the
any rocket from the rack to load, and does not need to take a Reload attack explodes at 1,000 meters. This does not function outside an
maneuver. To reload the rack, it must first be detached, which takes atmosphere, and at the GM's discretion, particularly dense or sparse
atmosphere may modify this effect.

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Bolt Pistol, 19mm Bolt Shell (Mk. III, M.24) this, or simply allow the shooter to choose when it detonates. In any
The smaller counterpart of the Boltgun, the Bolt Pistol fires the case, once the follow-up attack is triggered, the projectile itself cannot
same 19mm bolt shell at full power. Nearly every Adeptus Astartes, no do any additional damage.
matter rank or role, carries a bolt pistol as a combat sidearm, as it's The standard Boltgun holds 28 rounds in a sickle-shaped magazine,
effective stopping power, flexibility, and reliability is undisputed. but can also be fitted with box (180 shots, 10 sec. reload, 89lb, -2 Bulk,
Due to the bolt pistol's size, it cannot be wielded in two hands by -1 Malf.), drum (50 shots, 36lb, -1 Bulk, -1 Malf.), or straight (18 shots,
power-armored Astartes. The standard Bolt Pistol holds 14 rounds 9lb, +1 Bulk).
in a sickle-shaped magazine, but can also be fitted with a straight
magazine (9 shots, 4.5lb, +1 Bulk). Stalker-Pattern Boltgun, 19mm Bolt Shell (Godwyn, M.24)
One of the most unique variants of the standard boltgun, the

DISTRIBUTE
Heavy Bolt Pistol, 20mm Bolt Shell (Mk. 1, M.41) Stalker-pattern is designed to be used in a designated marksman
Designed for use by Primaris special forces, the Heavy Bolt Pistol role, trading away volume of fire for accuracy and range. It sports a
shares much of the design of the original Bolt Pistol, but uses a larger longer barrel and manual cycling for increased accuracy, as well as an
caliber and streamlined frame to provide superior stopping power and integral silencer for use in a sniper role.
maneuverability. Stalker-pattern boltguns generate a 150 decibel sound when
Due to the elongated design, the Heavy Bolt Pistol can be held initially fired, but can be silenced further with Stalker ammunition

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in two hands by any Astartes. Additionally, it can load non-standard (see Bolter Ammunition), and comes equipped standard with a 8x
sickle-shaped magazines (13 shots, 7lb, -1 Bulk) or drum magazines variable-power scope, which is often replaced with a 32x (+5 Acc, -1
(30 shots, 23.5lb, -2 Bulk). Bulk) fixed power scope.

Boltgun, 19mm Bolt Shell (Godwyn, M.24) Bolt Rifle, 20mm Bolt Shell (Mk. II, M.41)
The Boltgun, also known as the Bolter, is a ubiquitous weapon The improved version of the Boltgun used by the Primaris Astartes,
amongst the Adeptus Astartes. A large, inelegant weapon based the bolt rifle's primary improvement over ten thousand millennia is a
on brute force and pure stopping power, it fires an armor-piercing slightly larger shell, marginally improving accuracy and range, and
projectile known as a bolt shell. The shell is first propelled by an a number of officially sanctioned modular attachments that allow a
initial explosive charge, which ignites a secondary rocket within the Primaris Astartes to customize their weapon's ergonomics to their
shell itself, massively increasing the effective range of the shell. Once liking.

Fennefell#4034
the shell impacts, it is led into the hapless target by an adamantium The standard Bolt Rifle holds 25 rounds in a sickle-shaped
reinforced tip at full muzzle velocity. Once the mass-reactive fuse magazine, but can also be fitted with box (125 shots, 10 sec. reload,
identifies penetration, a secondary explosive charges detonates within 79.5lb, -2 Bulk, -1 Malf.), drum (40 shots, 31lbs, -1 Bulk, -1 Malf.), or
the shell, shredding the target from the inside out. straight (16 shots, 8.5lb, +1 Bulk).
For most soft targets, count follow-up detonations aimed at the
torso to automatically hit vitals, and those aimed at the head to Needle Rifle, 8mm Saboted Needle (Mk. IX, M.31)
automatically hit the skull. At the GM's discretion, the follow-up One of the few dedicated marksmen weapons used by the Astartes,
attack may trigger once the shell has hit DR/HP equal to half it's the Mk. IX Needle Rifle has proven it's place in their venerable arsenal
damage, it's full damage, allow the shooter to manually determine through it's singular ability to silently eliminate high-value targets.
The needle rifle fires a dart of crystallized poison wrapped in a thin

38 GURPS UNOFFICIAL
plasteel sheath, traveling at nearly 10,000 meters per second, propelled Hand Flamer, 2.5L Promethium Tank (Phaestos, M.24)
by a tiny, invisible, high energy laser beam. When the dart is close The smaller cousin of the flamer, the hand flamer is a pistol-sized
to the impact point, the laser beam pulses, drilling a tiny hole into variant capable of the same power as a full flamer, with a limited tank
the target's armor, and disintegrating the metal sheath, allowing the and shorter range. It cannot be used outside of power armor, as the
dart to unload it's payload. Unlike most needle rifles, the Mk. IX relies broad stream projected can often touch the wielder's hand, and the
on a dual-stage saboted round that contains both the dart, and the muzzle is close enough to severely burn any exposed flesh. As such, it

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energy required to propel it, rather than using a built-in battery. This is reserved primarily for Astartes tactical squads that wish to have the
allows for a far more powerful laser beam, but requires each sabot to power of a flamer on quick reserve in tight spaces.
be manually cycled into the weapon.
Needle rifles are virtually silent, with the only noise produced being Heavy Flamer, 10L Promethium Tank (Ultima, M.24)

GURPS
a sonic boom as the round accelerates nearly instantly. They leave no A massive, twin-barreled variant of a flamer, the heavy flamer is
visible wound, and take multiple seconds to affect the target, making primarily used as a mounted weapon in tight quarters or as a vehicle
triangulating the shooter nearly impossible. However, the intense heat mounted anti-swarm weapon. It is capable of firing for minutes before
of the laser can be seen through thermal optics, leaving a clear line reloading, and has a rather substantial range, allowing for entire battle
leading directly to the shooter. The Mk. IX comes equipped standard arenas to be covered in a thick layer of promethium burning all those
who walk among it.

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with a 10x variable-power scope, which is often replaced with a 6x
thermal optic to coordinate with other shooters, or a 32x fixed-power By default, the heavy flamer loads from an attached 10L tank of
scope for long-range targets. promethium fuel, but a 50L backpack ammo supply (90x5s shots, 300
second reload, 98lb, -2 Bulk) is also available.
Psycannon, 25mm Bolt Shell (Malleus, M.33)
The Psycannon is a specialist boltgun only used by the Grey Knights. Lascannon, 250mm Power Pack (Mars, M.3)

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It fires a specialized high-caliber bolt shell that can be infused with a The Mars-pattern Lascannon is one of the most effective anti-
Psyker, making them exceptionally deadly to any Daemonic entities, armor weapons commonly used by the Imperium. Based on the same
bypassing all normal Warp-infused defenses. It is also outfitted with technology that powers a standard lasgun, the lascannon is simply
specialized anti-gravity generators that significantly lower it's weight, amplified to powers orders of magnitude higher. Due to it's accuracy
allowing the weapon to be carried and fired as a standard rifle, though and range, it can stop even the heaviest of armor in their tracks, often
it resembles a heavy bolter in construction. bypassing non-hardened armor in a single shot, though it struggles
against the hardened armors of baneblades and other super-heavy
Combat Shotgun, 23mm Shotgun Shell (Ultra, M.2) armored vehicles.
The standard automatic shotgun of the Astartes, the Ultra-pattern By default, a lascannon is powered by a 250mm power pack, but a
fires a significantly smaller shell than the Luna-pattern, but more than backpack mounted power array (10 shots, 300 second reload, 90lb, -2
makes up in magazine capacity and fire-rate. It is typically loaded with Bulk) is also available.

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a drum magazine, but can also be loaded from a box (55 shots, 10 sec.
reload, 41lb, -1 Bulk, -1 Malf.) or a straight (10 shots, 3 sec. reload, Multi-Melta, 300mm Fusion Cell (Maxima, M.19)
6.5lbs, +1 Bulk) magazine. The larger cousin of the meltagun, the multi-melta counters the
range and accuracy of the las-cannon with sheer stopping power, as
Shotgun, 55mm Shotgun Shell (Luna, M.2) repeated hits will burn through any armor if exposed long enough,
The Luna-pattern shotgun is the largest small arms shell the and the explosive properties of the melta stream grants it significant
Astartes field as a standard weapon, and is typically used to deliver effectiveness against heavy infantry and crowded formations.
most specialist munitions in cases where a smaller form factor than a Unfortunately, the short range and explosive nature can lead to
grenade is required. While the slide action has proven divisive for it's significant friendly fire if used in conjunction with other forces, but
low rate of fire, it allows the firing of low-power rounds that would not this is sometimes a sacrifice an Astartes is willing to make.
cycle the action of an automatic version. By default, a multi-melta is powered by a 300mm fusion cell, but a
backpack mounted fusion reactor (64 shots, 300 second reload, 121lb,

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Exterminator, 5mm Promethium Sheet (Mars, M.12)
A small flat cartridge filled with promethium, the exterminator -3 Bulk) is also available.
is a reliable backup weapon used throughout the Imperium. Once Plasma Cannon, 80mm Hydrogen Cell (Ragefire, M.22)
attached to a weapon, it can be triggered by pushing a small lever, An appropriately sized anti-armor variant of the plasma gun, the
which ignites and fires the promethium in a wide sheet of destruction plasma cannon is a massive frame primarily consisting of a large heat
While it can be used by itself, most exterminator cartridges are made

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coil and vented muzzle. Standing strong amongst mounted anti-armor
to be mounted onto an existing weapon's side, which add +1 Bulk until weapons, the plasma cannon's ordinary fire can shred through armor,
the sheet is fired. but it's overcharged blast can easily annihilate most armored vehicles
Flamer, 3.5L Promethium Tank (Desolator, M.24) at significant ranged. Unfortunately, this power is fed from a number
The Desolator-pattern is the most common variant of one of of small hydrogen cells that must all be individually replaced upon
the Imperium's most brutally effective weapons, the flamer. The running dry, so it is primarily useful as a long-range precision weapon,
mechanism of a flamer ejects thick streams of a sticky napalm or in hit and run tactics.
called promethium at the target area before igniting it, leaving any By default, the plasma cannon feeds it's fusion reactor from a
unfortunate enough to be splattered to burn to whithered husks. Due 80mm hydrogen cell, but a backpack mounted hydrogen tank (80
to the oxidizing nature the compound, it functions even underwater shots, 85lb, -3 Bulk) is also available.
and in space, though the stream's speed and range is heavily affected
Conversion Beamer, 1.5mm Antimatter Cell (Mk. I, M.31)

Fennefell#4034
in thick atmospheres.
A relic of a long since gone age of miniaturized siege weaponry,
Unfortunately, the flamer shares many of the same drawbacks as the conversion beamer uses small, negatively charged particles
the flamethrowers of old. It is practically useless against sealed armor, of antimatter to attract matter together, then annihilate itself in a
such as powered armor, and can be easily stopped by even the flimsiest spectacular explosion. Due to the matter required, it only functions
of cover, requiring precious time to burn through. However, many in atmosphere, and gains significant power over the range it
improvements in the gel used have been developed over time, and travels. Luckily for the enemies of the Imperium, the technology to
certain types of promethium make up for these weaknesses in spades. manufacture this weapon was lost long ago, and the few remaining
A typical Astartes tactical squad will have at least one flame for both examples are only occasionally found in the Imperium's most brutal
providing quick smoke cover, and quickly burning through a swarm of sieges.
troops before being overwhelmed.

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Assault Cannon, 28mm Solid Shell (Mk XVI, M.24) Fragmentation Cannon, 125mm Shell (Mk. III, M.28)
The assault cannon is a six-barreled, rapid fire weapon which Oft used by Dreadnoughts and Terminators, the fragmentation
makes up for it's lack of accuracy through sheer quantity of fire. It cannon resembles a massive shotgun, firing shells filled with shot
is typically used either in an anti-infantry role, or as a Terminator- or slugs over short distances. It is far less flexible than an assault
mounted secondary weapon. In most cases, it is fed from an attached cannon, and it's inherent need to be reloaded is a distinct weakness,

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crate of ammunition, or a backpack ammo supply. but the sheer amount of metal put into the air per shot makes it a
While the assault cannon can fill the same role as a heavy bolter, tremendously effective weapon for enclosed spaces, where the shots
the bolter is typically preferred due to it's relative lightness and the can go nowhere but into the flesh of it's targets.
explosive potential of it's bolt shells when fired over a large, scattered
Heavy Bolter, 25mm Bolt Shell (Maxima, M.24)

GURPS
area. It is only typically seen when heavy infantry take the field
The primary heavy machine gun of the Imperium, the heavy bolter
prepared to deal with heavy bolter rounds, as the increased energy of
is one of the most versatile weapon in their arsenal. It is typically
the assault cannon can punch through most powered armor.
chambered in 25mm bolt shell, even outside of Astartes use, and can
Assault cannons are typically loaded from attached backpack ammo feed out of either a disintegrating belt or a box magazine. In most
supplies (listed), but can also load from 200 round box magazines Imperial Guard formations, it functions as a crew-served heavy

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(275lb, 10 second reload, +2 Bulk) or 500 round ammo boxes (583lb) weapon, with two or three guardsmen lugging the massive weapon
to serve as a crew-served emplacement. and ammunition into position.
Autocannon, 55mm Explosive Shell (Mars, M.2) When used by the Astartes, it is typically used as part of a
A weapon sparsely used by the Emperor's Angels, but often used Devastator squad, with a single Astartes carrying the weapon and
by their traitor brothers, the autocannon is more commonly found on using a backpack mounted ammo supply, and being covered by his

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vehicles or as an Imperial Guard weapon, due to it's low ammo count brethren. However, both tactical and scout squads will often carry a
and relatively low effectiveness compared to other heavy weaponry. heavy bolter when they expect to be stationary, as the firepower it can
bring to bear is unparalleled by standard small arms.
Autocannons almost exclusively load from 20 round drum
magazines (listed), but can also load from 45 round ammo boxes Heavy bolters are typically fed from 50 rounds box magazines
(320lbs) for crew-served emplacements. (listed), 150 round ammo boxes (125lb) that are carried alongside the
weapon as a crew-served emplacement, or 300 round backpack ammo
supplies (300 second reload, 415lb, -2 Bulk).

Astartes Munitions
Munitions provided for the Adeptus Astartes are typically far larger Concussion Grenade, 70mm (TL9). Essentially a plasteel cylinder
packed with simple explosives, concussion grenades are highly

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variants of those fielded by the Astra Militarum. Much like Astartes
weaponry, they require the touch of an Astartes to be activated, effective in enclosed spaces and thick atmospheres. In a tight spot,
refusing to be cajoled by human hands, lest they waste the prodigious a concussion grenade can also be used as an improvised explosive
talent of the machine spirit. All munitions listed are designed to be charge, though it lacks any ability to penetrate armor.
used by the SM+1 Astartes. Fragmentation Grenade, 70mm (TL9). A jacket of large, cut metal
pellets surrounding an explosive core. When detonated, the explosive
Grenades force is relatively mild, but the pellets can cause significant injuries
on unarmored targets.
Astartes grenades are broadly divided into 70mm, 90mm, and Stun Grenade, 70mm (TL9). A compact core of concentrated
110mm variants, depending on the size of the warhead and the magnesium and potassium nitrate shrouded in a non-disintegrating
fuse system. Typically, 70mm grenades are used in direct offensive shell. On detonation, the core creates a blinding flash and deafening

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capabilities with impact detonation, while 90mm grenades are used crack, disorientating any target unfortunate enough to be without
in a utility role with more specific applications and 110mm grenades earshot. While quite effective in enclosed spaces, stun grenades are
act as miniature detonation charges. ineffective against any armor equipped with auto-senses or other
All Astartes grenades can be set to latch onto metallic targets, and dedicated defenses.
can be set to start their fuse on impact or nearby motion. However, Nova Grenade, 70mm (TL10). A small canister of suspended plasma
only 70mm grenades can be set to detonate on impact; other grenades wrapped in an explosive shell. When detonated, the shell forces the

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must burn down their fuse first. It is somewhat common to cook plasma together, creating a brief prompt criticality event. The light
fuses, though this occasionally leads to premature bionic limbs. released is utterly blinding, and can easily overwhelm even dedicated
defensive systems, and is primarily used to blind hostiles Astartes or
other heavy infantry.
THROWING (DX-3 OR DROPPING-4)

TL Weapon Effect Weight Fuse Bulk RC Notes


9 Concussion Grenade, 70mm 7dx4 cr ex 2lb 2-3 or Impact -3 A-4
9 Fragmentation Grenade, 70mm 6dx2 [5d] cr ex 2lb 2-3 or Impact -3 A-4
9 Stun Grenade, 70mm HT-8 aff (15m) 2lb 2-3 or Impact -3 A-4
10 Nova Grenade, 70mm HT-15 aff (Blinding, 25m) 2lb 2-3 or Impact -3 A-2

Fennefell#4034
9 Blind Grenade, 90mm Chaff (10 yards) 3.5lb 2-3 -3 A-4
9 Incendiary Grenade, 90mm 6dx5 [3d burn] burn ex 3.5lb 2-3 -3 A-4
9 Inhalation Grenade, 90mm Gas (15 yards) 3.5lb 2-3 -3 A-4
10 Cryogenic Grenade, 90mm 5dx5 fat ex 3.5lb 2-3 -3 A-2
10 Haywire Grenade, 90mm 5dx3 fat ex sur 3.5lb 2-3 -3 A-2
10 Monoball Grenade, 90mm 3dx7 [5dx3 (2) cut] cr ex 3.5lb 2-3 -3 A-1
9 Anti-Plant Grenade, 110mm 6dx8 tox ex 5lb 4-5 -4 A-4
9 Krak Grenade, 110mm 9dx7 (10) cr 5lb 4-5 -4 A-4
11 Vortex Grenade, 110mm 15dx10 (∞) 5lb 4-5 -4 A-0

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Blind Grenade, 90mm (TL9). A canister filled with a combination Concussive Missile, 95mm (TL9). A simple warhead of packed
of electrical and thermal chaff. When detonated, the entire grenade explosives, the concussive missile's sheer explosive power makes it
blasts apart filling the air with smoke, while the thermal and electric the most flexible missile available to the Astartes, being particularly
compounds combust, filling the air with interference. This effectively effective in enclosed spaces.
blinds all conventional, thermal, and electrical systems, stopping Fragmentation Missile, 95mm (TL9). Similar to concussive missiles,
nearly all incoming fire. Some biological systems, such as vibration but jacketed with edged plasteel fragmentation. Can be set to detonate

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sensors or highly advanced psychic divination, can bypass the chaff on impact, or as air-burst detonations at a specified range, though this
through non-conventional means. takes three seconds and a dataslate per missile.
Incendiary Grenade, 70mm (TL9). Compressed promethium Flakk Missile, 95mm (TL9). An anti-air annular blast fragmentation
layered around an explosive core, similar to a fragmentation grenade.

GURPS
missile with hardened adamantium spikes. Treat as a multiple
On detonation, a sheet of promethium is expelled, while smaller projectile attack with ROF 1x800, Rcl 1. Can be set to a homing mode
fragments of flame-coated metal spread over a large area. Commonly that tracks either thermal or electro-magnetic emissions.
used for munitions demolition and to provide area-denial capabilities. Krak Missile, 95mm (TL9). Sharing much the same construction
Cryogenic Grenade, 90mm (TL10). Suspended liquid nitrogen in a as a krak grenade, but containing a significantly larger shaped charge.
vacuum sealed shell, propelled by a miniature plasma charge. Rarely Krak missiles can easily penetrate even dedicated frontal armor, only

UNOFFICIAL
used by the Astartes, but effective at capturing live specimens. The encountering significant resistance when pitched against hardened
Deathwatch have occasionally used cryogenics to great effect against armor.
fire-based Xenos creatures. Anti-Plant Missile, 95mm (TL10). Dedicated anti-organic warhead
Haywire Grenade, 90mm (TL10). This grenade emits an electric primarily comprised of anti-organic acid. Effective at deforesting
charge powerful enough to transmit through any atmosphere, areas for further ordinance and any soft organic targets. Commonly

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shorting unlucky machine spirits in the blast zone. They are sparingly used against Orks and Tyranids.
used, as their presence invokes the revulsion of the Mechanicus.
Monoball Grenade, 90mm (TL10). A potent device with dubious
Bolter Ammunition
A solid, armor-piercing, explosive rocket-propelled project, the
origins, a monoball grenade consists of tightly coiled monowire
faithful bolter shell is ubiquitous amongst the Adeptus Astartes, and
packed around a small plasma charge. When detonated, the plasma
widely used by Imperium heavy weapons and special forces teams.
charge propels the wire at terrifying speeds, carving through flesh,
Bolter shells vary in size, but are usually between fifteen and twenty-
bone, and armor, and leaving bloody piles of finely minced meat where
five millimeter in caliber, and the integral explosive charge is often
enemies once stood. They are, unfortunately, rare, and sparingly used.
replaced with more specialized compounds. However, such rounds
Anti-Plant Grenade, 110mm (TL9). One of the strangest elements of require specialized materials and are expensive to provide in large
the Astartes arsenal, the anti-plant grenade consists of various potent quantities, relegating them to use by elite units.
acids and organic poisons aerosolized into a plasteel canister. Once
A standard bolt shell generates a sound of 160 decibels when initially

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triggered, the mix will quickly dissolve any unshielded organic life
fired, followed by a sound of 90 decibels following the projectile until
caught in its wake, quickly providing a clearing to land in a jungle, or
it impacts, at which point the follow-up attack generates a noise of
more practically, melting the flesh of unfortunate Xenos.
150 decibels.
Krak Grenade, 110mm (TL9). The most common handheld anti-
armor equipment available to the Astartes, the krak grenade is one of Inferno (IF) (TL9)
the most beloved multi-tools available to an Astartes tactical squad, Designed for area-denial and smoke cover in enclosed or highly
consisting of a rounded canister containing a shaped charge and a flammable areas, inferno rounds contain a smaller integral explosive
gyroscopic stabilization system. charge wrapped in a sheet of promethium, effectively resulting in a
Typically, the shaped charge is faced upwards in the canister, but fiery explosion that often engulfs the target whole. While not designed
if the grenade is magnetically attached, the gyroscope will rotate the for this purpose, inferno rounds have found great use against light
charge to face towards the attachment point. While ineffective against vehicles, as the smoke effectively blinds most visual sensors, and

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the frontal armor of most heavy vehicles, a krak grenade can make volume fire can often force retreat due to overheating.
short work of lighter armor, and is commonly used to breach doors, Multiply follow-up damage by 0.8. Add burning fragmentation
walls, and occasionally in large numbers against heavy infantry. with damage equal to 0.4 times the original follow-up damage to the
Vortex Grenade, 110mm (TL9). Enigmatic in it's creation, and follow-up attack. This fragmentation generates smoke on any target
extraordinarily rare, a vortex grenade generates a swirling vortex hit (usually confined to a 1 meter area around impact). RC A-2.
of warp energy powerful enough to suck matter it touches into the

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Kraken (KR) (TL9)
warp, ignoring any armoring in it's way. Attempts to determine
Kraken rounds replace most of the standard bolt shell's machinery
whether contents of the grenade are heresy have been stymied by the
with a complex multi-stage anti-armor projectile. The bolt shell's
Mechanicus.
adamantine reinforced tip is extended to travel the length of the
round, with a hollow center. When the mass reactive fuse activates,
Missiles explosives within that center drive the adamantine needle through the
target with immense energy, defeating most armor with ease. Kraken
Astartes missiles are primarily 95mm gyro-stabilized finned rounds are often used against heavy infantry and light vehicles due to
rockets meant to be used against large swarms or armored targets. the mobility afforded by the bolter, but lack the energy to penetrate
Each missile has a minimum activation range of 15m and a maximum deeply into heavier armor.
range of 75km, though missiles can be tweaked to detonate before
reaching maximum range automatically to prevent unintended Multiply initial damage by 1.1. Improve the armor divisor of the

Fennefell#4034
detonation. initial damage to (3). Remove the follow-up attack. RC A-2.

Metal Storm (MS) (TL9)


TL Weapon Damage Weight RC Designed to suppress and cause mass casualties among soft targets,
9 Concussive Missile, 95mm 6dx13 cr ex 18lb A-4
metal storm rounds replace the adamantine reinforcements and
9 Fragmentation Missile, 95mm 6dx8 [9d] cr ex 18lb A-4 mass-reactive fuse with rows of shrapnel and a proximity fuse. When
9 Flakk Missile, 95mm 7dx2 (5) pi 18lb A-4 the round detects thermal signatures or movement past a minimum
9 Krak Missile, 95mm 9dx14 (10) cr 18lb A-4 range, it self-destructs, hurling tiny fragments of adamantium in a
10 Anti-Plant Missile, 95mm 6dx14s tox ex 18lb A-4 large area. While not individually effective, mass fire results in a cloud
of fragmentation covering an area, shredding all those trapped within.

41 GURPS UNOFFICIAL
Multiply initial damage by 0.8. Multiply follow-up damage by 0.4. follow-up damage as if it impacted on the weapon, with no reduction
Add cutting fragmentation damage equal to 0.6 times the original for the weapon's DR or HP. RC A-0.
follow-up damage, with an armor divisor of (3). This fragmentation
counts as airburst, and the round explodes when it reaches within 2 Witch (W) (TL10)
meters of a heat or motion signature, past a minimum range of 10 Infused with the very essence of the Emperor, witch rounds
contain fine dust particles gathered from the Golden Throne, filled

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meters. RC A-2.
with the very power of the Anathema itself. One of the few weapons
Stalker (SA) (TL9) that can truly kill a Daemon, Witch rounds are incredibly rare, and are
Produced in limited numbers alongside the Stalker-pattern bolters, only deployed against major Psyker threats, or Daemonic incursions.
stalker rounds are designed to maximize precision and minimize

GURPS
Multiply initial damage by 0.6,and add the "warp" modifier.
noise. Unlike most bolt shells, the stalker round contains neither an Remove the follow-up attack for any targets except as stated below.
integral explosive or a secondary thruster, relying on accuracy and If the round deals at least one point of wounding to a target, it takes
sheer stopping power to counter-balance the lack of payload. Once a -10 to cast any Psychic power for a day. If the target is Daemonic,
fired by an oversized load, the bolt shell engages multiple small it takes the full follow-up damage every second until the round is
thrusters arranged around it's rim, massively increasing it's spin, then removed, which takes a -10 Will check. If a Daemon is banished from

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glides silently onto it's target, much like an ancient solid projectile this damage, it truly dies.
round.
Multiply initial damage by 1.2. Remove the follow-up attack. Flamer Ammunition
Multiply 1/2D range by 0.75. Multiply range by 0.9. +1 Acc. Reduce Normally, a Flamer fires promethium, a jellied concentrate of
noise generated by firing to 150 decibels, or 140 when using a Stalker- refined hydrocarbons and oxidization agents, but throughout the
pattern bolter. Remove noise generated in flight. RC A-3. millennia, many different additives have been added to promethium

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in an attempt to create a more generally useful variant.
Dragonfire (DF) (TL10) None of the experiment have been met with much success,
Designed to eliminate soft targets behind hard cover, dragonfire typically being limited by cost and resources, but the Astartes are able
rounds contain highly pressurized gas that is super-heated by the to field some of these variants for specialized missions. For flamer
shell's propellant. Once the round impacts onto a surface, it explosively ammunition, do not recalculate the follow-up burn damage unless
discharges the gas in a cloud, burning any target unfortunate enough explicitly listed.
to be within range alive. While highly effective against targets in
unsealed armor, the lack of significant force behind the gas makes it Balefire (BF) (TL10)
useless against harder targets, and the gas cools too quickly to be used Replacing many of the stabilizing agents of flamer-grade
as an effective area-denial weapon. promethium with highly radioactive astatine, the dark green balefire
Multiply initial damage by 0.8. Multiply follow-up damage by 1.2. that emits is a truly vile compound, guaranteeing either a swift death

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Change follow-up damage type to burn thermobaric (divide damage at the hands of the promethium, or a slow wasting death at the hands
by (2 x distance in yards from center of blast)) ex. Multiply range by of radiation poisoning. Balefire is sparingly used, as even sparse usage
0.9. RC A-2. can make large areas anathema to life, and is only deployed when the
strategy objectives have turned from reclamation to scorched earth.
Hellfire (HF) (TL10) Multiply initial damage by 0.7. Reduce follow-up burn damage
Replacing the explosive charge of the bolter shell with a super- by 1d. Add the radiation damage modifier to all damage dealt. The
acidic substance, hellfire rounds were designed specifically to fight radiation follow-up deal radiation damage forever. RC A-2.
against the Tyranid threat. The acid melts through organic tissue and
armor alike with terrifying speed, with volume fire often resulting in Hellfire (KR) (TL9)
targets becoming little more than piles of liquidized tissue. However, Typically used against heavily armored biological threats, hellfire
due to the space taken up by a special sealant to ensure that the acid mixes heat-resistant super acids into a more liquid promethium

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is not prematurely released, the effective payload and stopping power mixture, creating a flowing stream of superheated, dark purple acid
of these rounds is significantly reduced. which melts through any opposition, armored or otherwise. Due to
Multiply initial damage by 0.7. Multiply follow-up damage by 0.5. the incredible danger posed by the acid mixture, hellfire is typically
Change follow-up damage type to a corrosive attack with Cyclic (1 not used when near friendly troops or inside any structures. If the acid
seconds), which can be removed by washing the acid off, and lasts up fails to find any suitable targets, it has been known to contaminate
to five seconds. Multiply range by 0.85. RC A-2. nearby water supplies, leading to gruesome fates for those unlucky

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enough to rely upon it.
Vengeance (V) (TL10) Multiply initial damage by 1.2. Multiply range by 1.3. Multiply
Purpose-designed for the single, murderous purpose of combating shots by 0.7. Change the damage type of both the initial damage and
fellow Adeptus Astartes, the vengeance round is engineered to follow-up to corrosive. RC A-2.
optimally defeat heavy, hardened armor plating, and utterly annihilate
the target held within. Replacing the integral explosive with a micro Nightfire (SA) (TL9)
plasma generator, and replacing the entire shell's composition with Where standard flamer smoke conceals and chokes, nightfire
adamantium, vengeance rounds penetrate deep into their target imbues promethium with poisonous fumes, liable to scorch the
before detonating in a cloud of superheated adamantine shrapnel and lungs and flesh of any who inhale from the inside out. A thick, black
plasma energy, leaving a grim reminder of humanity's past glory. substance filled with industrial refuse, nightfire began as an attempt
However, forge worlds are no longer capable of the perfect designs to create lower-quality promethium during the Horus Heresy, and

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that laid in the Imperium's past, and the technology to stabilize while it's effect were ignored by the traitor Astartes, many humans
plasma generators is long lost. Vengeance rounds are temperamental who fell into their grasps were burned away by nightfire during the
at the best of times, and the unbridled rage of the machine spirit is Siege of Terra, or burned away as they were unable to escape the
just as often targeted at their wielder as their target. fumes in cramped corridors.
Multiply initial damage by 1.5. Multiply the follow-up attack by Multiply initial damage by 0.8. Multiply follow-up damage by 0.5.
2.5. Add cutting fragmentation damage equal to 1.2 times the original If the smoke is inhaled, the subject takes the full follow-up damage as
follow-up damage. Add an armor divisor of (3) to the initial damage, tox damage every ten seconds, up to five times. RC A-3.
follow-up attack, and fragmentation. -2 Malf. If this round does
malfunction, it explodes in the barrel of it's weapon, dealing it's full Psy-flame (MS) (TL9)
Used only by the elite of the Ordos Malleus, psy-flame is blessed

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many-fold and psychically charged with minuscule particles emitted
by the Emperor's Golden Throne, and anathema to all that is the
Warp. Glowing bright white with purpose, the jet of flame extruded Optional Rule: Armor Modifications
burns bright as any, but where mundane flamers fail to penetrate
While standard patterns of Astartes armor exist, most Astartes will
the vile armorings of a Daemon, psy-flame burns to the very core of
customize their armor over their centuries to fit their needs. For most,

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the Warp infestation, obliterating the Daemon's soul with purpose
this will comprise of a few small modifications or enhancements, but
granted by the Emperor's will.
those who truly understand their armors may create suits known as
Multiply follow-up damage by 1.3. Add the warp damage modifier Artificer Armor, treasured beyond words, and kept within the Chapter
to both the initial damage and follow-up. RC A-1. long after their death.

GURPS
Sutur's Breath (SA) (TL9) Below is a sampling of rules meant to emulate the progression of
An iridescent, vaporous fuel borne of microscopic explosive crystals Artificer Armor and provide rules for long-running Astartes campaigns.
and a healthy disregard for safety, Sutur's breath was developed by Each modification will have a Mod. Point value, maximum number
the Salamander chapter specifically to engage armored threats with of levels (if applicable), and a classification of Semi-Compliant, Non-
flamers, as their normally beloved weapon could not affect the armor Compliant, and Radical.

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of foul Xenos and heretic Astartes. It is most commonly seen used by The Mod. Points and classification provided are only meant
the Deathwatch, who give great credit to it's flexibility, often seeing to be guidelines to aid the Game Master in deciding how much a
use in conjunction with hellfire fuel to eradicate swarms of heavily modifications are worth compared to other modifications, and what
armored Xenos. sorts of chapters would use these modifications. The Mod. Points
Multiply range by 0.7. Add (2) to both the initial damage and would be appropriate as a crafting penalty or usage with Abstract
Wealth; if the Game Master wishes to allow a "point buy" system,

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follow-up damage. RC A-1.
Mod. Points should be mapped to the Size column in the Speed/

Weapon Modifications Range table, and the Measure column should be used to calculate
approximate value.
Fire Selector
A large device resembling a box magazine, the fire selector is a General Modifications
favorite of Deathwatch and Sternguard troops amongst the Astartes.
Rather than feeding each round linearly into the weapon, a fire Blast Padding. Semi-reactive dilitant fluids occupies voids between
selector accepts three magazines, and can switch which magazines it the Black Carapace and under-suit. Upon impact, the fluid absorbs
is loading rounds from every time the weapon cycles. This both allows significant portions of a blastwave and protects the Astartes beneath
a significantly large magazine, and the flexibility of having multiple from significant damage. Gives Damage Resistance 50 (Crushing,
Large Area Injury). Mod. Points 2, Semi-Compliant.

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projectile options available simultaneously.
In general, the fire selector can load rounds from straight, sickle, Form Fitting. Armor molded specifically to the physique of an
and drum magazines for solid projectile weapons, and can load Astartes, similar to that of the Blood Angels Chapter Master Dante.
promethium tanks and fusion cells for flamers and plasma weapons. Significant effort is placed in miniaturizing internal systems and
They can only be attached to small arms (GM's decision), and while forging custom ceramite plates. An Astartes clad in such armor counts
they can be built for unconventional weapons, such as inferno pistols, as SM+0. The extensive modifications restrict this suit of armor to
they are exceedingly rare and will likely require to be built from only being worn by it's intended, molded wearer. Mod. Points 3, Non-
scratch. Compliant.
The fire selector itself weights 15lbs, and effectively loads three Integral Blind Ejectors. Pauldron-mounted grenade tubes set to
magazines at full weight and shot values. It can only be added or quickly eject blind grenades. As a free action (including as a defense),
removed from a weapon with specialized tools, and cannot removed the wearer may launch an Astartes blind grenade (page 42) at any
spot within 10 meters (use an effective skill of 8 before modifiers if

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in the field. To reload a magazine, the user must take five seconds to
open the fire selector, the normal reload time to replace the magazine, relevant). The launchers hold 6 grenades before requiring reloading
and then another five seconds to close the fire selector. -2 Bulk. RC (15i) and take standard Astartes blind grenades. Mod. Points 3,
A-2. Radical.
Integral Jump Pack. A jump pack integrally attached to the armor's
Forearm Mounting backpack generator. Integration allows more efficient fuel storage

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Popular amongst Astartes serving in Terminator Armor or those and tranfer, as well as usage of the backpack's generator. Treat as an
wishing more room to engage their opponent in the glories of melee Astartes-grade Jump Pack with 10 minutes of fuel with no weight
combat, a forearm mount consists of a clamping mechanism attached added. Mod. Points 4, Non-Compliant.
to the armor's forearm, and a similar receiver attached to the weapon's Plasma-Treated Ceramite. Plasma hardening to external ceramite
base. This receiver takes the place of the weapon's magazine well, and plates and heat ruggedization to internal servos allows significant
connects to an externally mounted belt-fed ammo supply. resistance to plasma and heat-based weaponry. Gives Damage
The forearm mounting clamp weights 35lbs, and can mount any Resistance 100 (Hardened 1, Burn, Corrosive). Mod. Points 3, Semi-
weapon with a ST rating of below 25 on standard Astartes powered Compliant.
armor, or under 55 on Terminator armor. It additionally counts as Reinforced Plating. Additional, spaced ceramite plating added
a mounting point for any weapons with a mounted ST, such as the to key locations. Add 5 DR to one of arms and hands, legs and feet,
assault cannon. If the weapon is not already fed by a backpack ammo skull, or torso. Mod. Points 1, Maximum Level: 5 per location, Semi-

Fennefell#4034
supply, it must have a custom ammo supply installed, which weights Compliant.
45lbs and carries 6 (fully weighted) magazines in reserve, but cannot
be reloaded in the field.
The wielder can use the weapon as if it was held in his hands,
Torso Modifications
though the weapon takes a -2 penalty to Accuracy. If the wielder Adamantium Plating. Thin covering plates of Adamantium placed
wishes to use his hand for any other purpose, he takes a penalty over front torso and pauldrons to disrupt penetrators. Grants an
equivalent to the bulk penalty of the weapon. RC A-1 additional level of Hardened on front torso and pauldron DR. Mod.
Points 3, Semi-Compliant.
Hardened Reactor. Redundant systems and additional armor plating

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added to the backpack generator. Removes up to -5 in modifiers from Artifier Machine Spirit. Beyond the mere confines of the Black
any HT check made to keep the backpack generator functional. Mod. Carapace Mind-Impulse Unit, an Artificer machine spirit acts in
Points 2, Semi-Compliant. complete harmony with the wearer. The wearer gains Common
Integral Weapon Mount. Shoulder-mounted hardpoint capable of Sense, Intuition, and Photographic Memory. Furthermore, if he is
independently operating a weapon systems through a Mind Impulse ever knocked out, he acts as if he has the Recovery advantage, and

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Unit. This system can mount a weapon with up to -6 Bulk and allow if the Game Master ever requires the armor to roll for any reason,
the user to aim and fire (but not reload) separately as if they had the the armor gains a +5 modifier. An Artificer machine spirit also allows
Extra Arm (Hardpoint) advantage. A second level allows either two other Cogitator modules to function abnormally well. Mod. Points 5,
mounting, or a single mounting with up to -7 Bulk. Mod Points 2, Radical.

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Maximum Level: 2, Radical. Combat Intelligence. Multitudes of sensors, data preprocessors,
predictive cogitators, and bio-mechanical impulse units act to predict
Helmet Modifications the reactions of the wearer, executing faster than conscious thought.
Grants Enhanced Time Sense (Combat Only). With Artificer Machine
Glasscrete Visor. Armored visor with transparent section for Spirit, the armor also fight independently if the wearer is incapacitated,
additional protection to the face and eyes. Grants 30 additional DR following orders from whoever it believes holds commands, until the

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to the faces and eyes when dropped, but also grants No Peripheral user has recovered. Mod. Points 5, Beyond Radical.
Vision. The visor can be raised or lowered as a Ready maneuver. Mod. Linguistic Cogitator. Linguistic data-banks and real-time translator
Points 2, Radical. cogitators allow the wearer to understand and speak all known
Image Reconstructor. Upgrades to auto-sense circuitry to allow real- languages at Accented. If the wearer has a Vox-Preprocessor, he
time image reconstruction from incomplete data. Grants Darksight also gains Mimicry. With Artificer Machine Spirit, the wearer can

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and two levels of Telescopic Vision. Points 3, Radical understand and speak all known languages at Native. Furthermore,
Vox Pre-Processor. Upgrades to vox circuitry and enhanced pass- if a unknown language is identified, rolls to understand or learn are
through systems allow natural speech. Removes the Disturbing Voice made with an effective Linguistics skill of 20. Mod. Points 3, Radical.
disadvantage from the armor; this can be turned on or off at will by Medicae Cogitator. Medical data-banks, augmented reality manuals,
the user. Mod. Points 1, Non-Compliant. hand stabilizers, and onboarded diagnostic tools grant the wearer a +3
to Diagnosis, First Aid, Pharmacy, Physician, Physiology, Surgery, and
Arm Modifications Veterinary. If better, the wearer can also roll against an effective skill
of 14 for any of these skills before modifiers. With Artificer Machine
Articulated Micro-servos. Miniaturized servo-motors and upgraded Spirit, the wearer also gains Animal Empathy, Empathy, and Plant
nervous interface allows more precision in hand motions. Grants one Empathy, and raises the skill bonus to a +5. Mod. Points 3, Radical.
level of High Manual Dexterity. Mod. Points 1, Maximum Level: 2, Tactical Cogitator. Omni-directional sensory array and tactical

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Semi-Compliant. processor allows near-total battlefield awareness. Grants the wearer
Bio-Mechanical Twitch-Fibers. Replacing twitch-fibers used for Danger Sense and 360° Vision, and +2 to Tactics and Strategy. With
quick movement with bio-mechanical replacements allows significant Artificer Machine Spirit, the wearer gains Enhanced Time Sense.
increases in quick movement. Grants Striking Strength 2, Mod. Point Mod. Points 5, Radical.
1, Maximum Level: 5, Non-Compliant. Void Cogitator. Enhanced 3D avionics and directional processing
Sensory Microweave. Direct nervous-link weave added to gauntlets, allows. Grants the wearer Catfall and G-Experience (All). With Artificer
allowing sense of touch orders of magnitude more effective than Machine Spirit, the wearer multiplies his effective Flight speed from
standard pressure servos. Grants Sensitive Touch. Mod. Points 1, his armor by three in zero-G, and also gains 3D Spatial Sense.
Semi-Compliant.

Leg Modifications

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Bracing Superstructure. Added exo-skeleton and magnetic clamps
allows significant increase in effective strength when stabilized. When
standing still, the user can take a Ready maneuver to brace and gain
20 Lifting Stength. This bonus remains until the user moves more

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than one meter per round. Mod. Points 3, Radical.
Fluid Macro-Servos. Replacement of macro-servos with fluid-
bearing hydraulics allows dampened movement across all surfaces.
Grants one level of Silence. Mod. Points 2, Maximum Level: 2, Non-
Compliant.
Regenerative Recoil Dynamo. Opposite elastic pressure allows more
force per step through conserving wasted energy. Grants one level of
Basic Move. Mod. Points 2, Maximum Level: 3, Semi-Compliant.
Hyperdense Spring Servos. Replaces standard spring servos with
hyperdense, elastic material capable of storing orders of magnitude
more energy. Grants Super Jump 1, Mod. Point 2, Non-Compliant.

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Machine Spirit Modifications
The modifications listed under this section are radical even by
the Imperium's standards, and potentially run afoul of the Adeptus
Mechanicus' hatred of the Abominable Intelligence. The Game Master
is encouraged to only use these rules if Astartes powered armor
gains it's own personality throughout usage, and should keep such
deviations a chapter secret.

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Adeptus Arbites
Adeptus Arbites Ranks Adeptus Arbites within an entire Segmentae, primarily acting as
As the primary police force of the Imperium, the Adeptus an administrative and strategic head. Most lord marshals are cold,

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Arbites are the closest analogue to Police Rank that the Imperium calculating men who see little of worth in the world but the letter of
recognizes. Any rank requires Legal Enforcement Powers [10]; the Lex Imperialis, and tolerate no failure beneath them.
Arbites have Imperium-wide jurisdiction, are free to engage in covert Rank 8: Among the Lord Marshals, a Grand Provost Marshal is

GURPS
investigations, and can carry whatever weaponry you see fit, but must chosen to lead the Adeptus Arbites from Terra, acting as the final stop
follow the legal codes of the Lex Imperialis to the letter. for strategic decisions. However, in their presence on Terra, they act
While they do not have the authority to summarily execute or as the Marshal of the trillions that call the planet their home, and
violate civil rights on a whim, the Lex Imperialis is a harsh code. No watch the other High Lords of Terra with a close eye, lest they violate
citizen is guaranteed a fair or expedient trial, and Arbitrators act as the Lex Imperialis.
judge, jury, and executioner in the field. However, the Arbites is a

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circle of accountability; an Arbitrator who executes an innocent man
by the letter of the law may soon find himself with the same fate, and
a Judge who makes decisions based on hunches or personal belief is
Cyber-Mastiffs
considered the most dangerous and devious of heretics. One of the most recognized symbols of the Adeptus Arbites, the
Rank 0: The lowest rank of the Arbites known as Troopers, these cyber-mastiffs are relentless servitors of the Imperium, massive
cybernetic hounds clad in plasteel armor and often blood-strained

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men and women are in training, and will undertake constant patrols
and readings under the tutelage of an Arbitrator until they are content mono-molecular teeth. Though their capacity for savage combat is
of their understanding of both practical skills and the Lex Imperialis. renowned, the true danger of cyber-mastiffs lie in the network of
sniffer arrays spread throughout the mastiff's shell, able to track scum
Rank 1: Some Arbites do not take to the Lex Imperialis well enough
through day-old trails with little but a scrap of cloth.
to be considered for full Arbitrators, but their understanding of
practical matters is undeniable. These Arbites either take the path of Some cyber-mastiffs are little more than vat-grown hounds
the Enforcer, who are primarily sent into situations where little more outfitted with cybernetic implants and controller implants, but those
than combat expertise is required, or Regulators, who police locations used by the Arbites are truly cybernetic, with little more organic flesh
known for their criminal and heretic notions and primarily respond to than required to route nervous activity, often wrapped around the
crimes in progress with little room for legal interpretation. nerve-stapled brain of a particularly unlucky scum, devoid of freedom
or emotion beyond their controller.
Rank 2: Once a Trooper has been sufficiently instructed by his

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tutor in the ways of the Arbites and has passed both a practical and Cyber-mastiff teeth and claws are modular and can be easily
written exam, he is made into a full Arbitrator. These Arbites are the swapped to accommodate their intended target. Use the modifiers
main bulk of the policing force of the Imperium, acting as the judge, listed in melee weapons to create mono, chain, and power teeth and
jury, and executioner of the Lex Imperialis. claws. Injector teeth are also made; use a mono base, but add a follow-
up attack that injects a poison of the user's choice.
Rank 3: If an Arbitrator shows particular promise for a field, he
may be promoted to a specialist rank within the Arbites. Investigators Cyber-Mastiff
act alone, often undercover, to root out criminals through their tongue 114 points
and understanding of criminology and psychology. Intelligencer, on
Attributes: ST 16 [36]; DX 13 [36]; IQ 4 [-120]; HT 12 [20].
the other hand, are experts on forensic science and intelligence work,
and form networks of spies and informants to keep their precinct Secondary Characteristic Modifiers: Dmg 1d+1/2d+2; BL 51 lbs;
informed on dealings within the criminal world. HP 16 [0]; Will 12 [30]; Per 12 [30]; FP 12 [0]; Basic Speed 7 [15];

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Basic Move 8 [5].
Those who show an aptitude for leadership, tactics, and a strong
understanding of the Lex Imperialis will become Proctors, responsible Advantages: Acute Smell 4 [8]; Combat Reflexes [15]; Damage
for leading squads of Enforcers or Regulators into combat or riot Resistance 30 [150]; Discriminatory Smell [15]; Fit [5]; Enhanced
situations, and keeping these men on the path of the Lex Imperialis. Move 1/2 (Land) [10]; High Pain Threshold [10]; Infravision [10];
Machine [25]; Night Vision 6 [6]; Unfazeable [15].
Rank 4: Veteran Proctors who show an especially strong academic
Disadvantages: Automaton [-85]; Quadruped [-35].

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understanding of the Lex Imperialis and strategic leadership will
be promoted to the rank of Judge. These Arbites both lead their Disadvantages: Born Biter 2; Tail.
precincts, often from the front lines, and deal with crimes where Skills: Brawling @ DX+2 [4]; Intimidation @ Will+1 [4]; Running
detailed knowledge of the Lex Imperialis is required for judgment. @ HT+1 [4]; Tracking @ Per+2 [8].
On planets with low population, a Judge may be the highest ranking
Arbites on the planet.
Rank 5: Magistrates are senior judges that have presided over
thousands of cases and can be trusted to administer the Lex Imperialis Loadouts
accurately in the most complex and winding of cases. They often travel
between planets or sectors to find cases that stump even Judges. On Unlike the Imperial Guard, the Arbites prefer projectile weaponry
the other hand, those senior Judges who show exceptional leadership to las, coveting the shotgun and bolt pistol for their intimidation
factor and flexibility. The most immediately identifiable of these is

Fennefell#4034
skills are promoted to Marshals, and find themselves responsible for
the workings of the Arbites within an entire, highly populated planet. known as the Enforcer Boltgun, which is simply a standard boltgun
Rank 6: Justicars are responsible for the workings of the Adeptus fitted with a drum magazine and extended grip.
Arbites within entire star sectors, and typically work to root out When close combat is called for, the Arbites favor shock weaponry
corruption and heresy at the highest levels of a planet's governance, and lock shields, as scum who survive can be later pried for
bringing rogue noblemen and marshals to task all the same. Their information. A typical enforcer carrying out an enforcement warrant
powers are incredibly broad within their sector, and even Inquisitors will carry a shotgun or boltgun, shock mace and lockshield, and be
will give justicars great respect when traveling through their sectors. clad in carapace armor reinforced with ballistic padding. An enforcer
Rank 7: A Lord Marshall is responsible for the workings of the on patrol may carry a shock baton and bolt pistol, though on some
planets where patrols may last weeks, las weapons are more common.

45 GURPS UNOFFICIAL
Trooper
Character Templates Attributes: ST 11 [10]; DX 10 [0]; IQ 10 [20]; HT 11 [10].
44 points

Secondary Characteristic Modifiers: Dmg 1d-1/1d+1; BL 24 lbs;


Arbitrator HP 11 [0]; Will 11 [5]; Per 11 [5]; FP 11 [0]; Basic Speed 5.25 [0]; Basic

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114 points Move 5 [0].
Attributes: ST 12 [20]; DX 10 [0]; IQ 11 [20]; HT 12 [20]. Advantages: Combat Reflexes [15]; Fit [5]; Legal Enforcement
Secondary Characteristic Modifiers: Dmg 1d-1/1d+2; BL 29 lbs; Powers [10]; Rank 0 (Adeptus Arbites) [0].

GURPS
HP 12 [0]; Will 12 [5]; Per 12 [5]; FP 12 [0]; Basic Speed 5.50 [0]; Basic Disadvantages: Code of Honor (Adeptus Arbites) [-10]; Duty
Move 5 [0]. (Imperium, Extremely Hazardous, Always) [-20]; Sense of Duty
Advantages: Combat Reflexes [15]; Fit [5]; Legal Enforcement (Imperium) [-15]. Pick -15 points from among Addiction (Lho Sticks)
Powers [10]; Rank 2 (Adeptus Arbites) [10]. [-5], Callous [-5], Charitable [-15], Fanaticism (Lex Imperialis) [-15],
Disadvantages: Code of Honor (Adeptus Arbites) [-10]; Duty Honesty [-10], Killjoy [-15], No Sense of Humor [-10], Overconfidence
(Imperium, Extremely Hazardous, Always) [-20]; Sense of Duty [-5], Paranoia [-10], Selfless [-5], Stubbornness [-5], and Truthfulness

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(Imperium) [-15]. Pick -25 points from among Addiction (Lho Sticks) [-5].
[-5], Callous [-5], Charitable [-15], Fanaticism (Lex Imperialis) [-15], Primary Skills: Brawling @ DX+1 [2]; Criminology @ IQ-1 [1];
Honesty [-10], Killjoy [-15], No Sense of Humor [-10], Overconfidence Guns (Pick two of Pistol, Rifle, or Shotgun) @ DX+2 [4]; Intimidation
[-5], Paranoia [-10], Selfless [-5], Stubbornness [-5], and Truthfulness @ Will [2]; Law (Lex Imperialis) @ IQ-1 [2]; Melee Weapon (Axe/Mace)
[-5]. @ DX [2]; Melee Weapon (Shortsword) @ DX [2]; Observation @

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Primary Skills: Brawling @ DX+1 [2]; Criminology @ IQ [2]; Guns Per [2]; Savoir-Faire (Adeptus Arbites) @ IQ [1]; Search @ Per [2];
(Pick two of Pistol, Rifle, or Shotgun) @ DX+2 [4]; Intimidation @ Streetwise @ IQ [2]; Wrestling @ DX [2].
Will [2]; Law (Lex Imperialis) @ IQ+1 [8]; Melee Weapon (Axe/Mace) Secondary Skills: Armoury (Melee Weapons or Small Arms) @ IQ
@ DX+1 [4]; Melee Weapon (Shortsword) @ DX+1 [4]; Observation @ [1]; Body Language @ Per [2] or Detect Lies @ Per-1 [2]; Diplomacy @
Per+1 [4]; Savoir-Faire (Adeptus Arbites) @ IQ+1 [2]; Search @ Per+1 IQ-2 [1] or Fast-Talk @ IQ-1 [1]; Tactics @ IQ-2 [1]; Tracking @ Per-1
[4]; Streetwise @ IQ+1 [4]; Wrestling @ DX+1 [4]. [1].
Secondary Skills: Armoury (Melee Weapons or Small Arms) @ IQ Background Skills: Area Knowledge (Local Area) @ IQ [1];
[1]; Body Language @ Per [2] or Detect Lies @ Per-1 [2]; Diplomacy Climbing @ DX [2] or Hiking @ HT [2] or Swimming @ HT [2]; Driving
@ IQ-1 [2] or Fast-Talk @ IQ [2]; Forensics @ IQ-2 [1]; Hidden Lore (Pick one) @ DX-1 [1]; First Aid @ IQ [1]; Running @ HT [2]; Survival
(Heresy or Mutants) @ IQ-1 [1]; Interrogation @ IQ [2]; Psychology @ (Pick One) @ Per [2] or Urban Survival @ Per [2]. Add 5 points in skills
IQ [1]; Tactics @ IQ-2 [1]; Tracking @ Per-1 [1]. relevant to your policing area.

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Background Skills: Area Knowledge (Local Area) @ IQ [1];
Climbing @ DX [2] or Hiking @ HT [2] or Swimming @ HT [2]; Driving Judge
(Pick one) @ DX-1 [1]; First Aid @ IQ [1]; Running @ HT [2]; Survival 246 points
(Pick One) @ Per [2] or Urban Survival @ Per [2]. Add 5 points in skills Attributes: ST 12 [20]; DX 12 [40]; IQ 13 [60]; HT 12 [20].
relevant to your policing area. Secondary Characteristic Modifiers: Dmg 1d-1/1d+1; BL 24 lbs;
HP 12 [0]; Will 14 [5]; Per 14 [5]; FP 12 [0]; Basic Speed 6.00 [0]; Basic
Enforcer Move 6 [0].
138 points
Advantages: Combat Reflexes [15]; Fit [5]; Legal Enforcement
Attributes: ST 12 [20]; DX 12 [40]; IQ 10 [0]; HT 12 [20]. Powers [15]; Rank 4 (Adeptus Arbites) [20].
Secondary Characteristic Modifiers: Dmg 1d-1/1d+2; BL 29 lbs; Disadvantages: Code of Honor (Adeptus Arbites) [-10]; Duty
HP 12 [0]; Will 12 [10]; Per 12 [10]; FP 12 [0]; Basic Speed 6 [0]; Basic (Imperium, Extremely Hazardous, Always) [-20]; Sense of Duty

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Move 6 [0]. (Imperium) [-15], Fanaticism (Lex Imperialis) [-15]. Pick -25 points
Advantages: Combat Reflexes [15]; Fit [5]; Legal Enforcement from among Addiction (Lho Sticks) [-5], Callous [-5], Charitable [-15],
Powers [10]; Rank 1 (Adeptus Arbites) [5]. Honesty [-10], Killjoy [-15], No Sense of Humor [-10], Overconfidence
Disadvantages: Code of Honor (Adeptus Arbites) [-10]; Duty [-5], Paranoia [-10], Selfless [-5], Stubbornness [-5], and Truthfulness
(Imperium, Extremely Hazardous, Always) [-20]; Sense of Duty [-5].

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(Imperium) [-15]. Pick -25 points from among Addiction (Lho Sticks) Primary Skills: Brawling @ DX+1 [2]; Criminology @ IQ+2 [8];
[-5], Bloodlust [-10], Callous [-5], Charitable [-15], Fanaticism (Lex Guns (Pick two of Pistol, Rifle, or Shotgun) @ DX+2 [4]; Intimidation
Imperialis) [-15], Honesty [-10], Killjoy [-15], No Sense of Humor @ Will+1 [4]; Law (Lex Imperialis) @ IQ+1 [8]; Melee Weapon (Axe/
[-10], Overconfidence [-5], Paranoia [-10], Selfless [-5], Stubbornness Mace) @ DX [2]; Melee Weapon (Shortsword) @ DX [2]; Observation
[-5], and Truthfulness [-5]. @ Per+1 [4]; Savoir-Faire (Adeptus Arbites) @ IQ+2 [4]; Search @ Per
Primary Skills: Brawling @ DX+2 [4]; Forced Entry @ DX+2 [4]; +1 [4]; Streetwise @ IQ+2 [8]; Wrestling @ DX [2].
Guns (Pick one of Rifle or Shotgun) @ DX+3 [8]; Intimidation @ Secondary Skills: Armoury (Melee Weapons or Small Arms) @ IQ
Will+1 [4]; Law (Lex Imperialis) @ IQ-1 [2]; Melee Weapon (Axe/Mace) [1]; Body Language @ Per+1 [4]; Detect Lies @ Per [4]; Diplomacy
@ DX+2 [8]; Melee Weapon (Shortsword) @ DX+1 [4]; Observation @ @ IQ [4] or Fast-Talk @ IQ+1 [4]; Forensics @ IQ [4]; Hidden Lore
Per+1 [4]; Savoir-Faire (Adeptus Arbites) @ IQ+1 [2]; Search @ Per+1 (Heresy) @ IQ [4]; Hidden Lore (Mutants) @ IQ [4]; Interrogation @
[4]; Wrestling @ DX+2 [8]. IQ+2 [8]; Psychology @ IQ+2 [4]; Tactics @ IQ [4]; Tracking @ Per [2].

Fennefell#4034
Secondary Skills: Armoury (Melee Weapons or Small Arms) @ IQ Background Skills: Area Knowledge (Local Area) @ IQ+2 [4];
[1]; Body Language @ Per [2]; Hidden Lore (Heresy or Mutants) @ Climbing @ DX+1 [4] or Hiking @ HT+1 [4] or Swimming @ HT+1
IQ-1 [1]; Interrogation @ IQ [2]; Tactics @ IQ-2 [1]. [4]; Driving (Pick one) @ DX [2]; First Aid @ IQ+1 [2]; Running @ HT
Background Skills: Area Knowledge (Local Area) @ IQ [1]; [2]; Survival (Pick One) @ Per [2] or Urban Survival @ Per [2]. Add 15
Climbing @ DX [2] or Hiking @ HT [2] or Swimming @ HT [2]; Driving points in skills relevant to your policing area.
(Pick one) @ DX-1 [1]; First Aid @ IQ [1]; Running @ HT [2]; Survival Alternative Lens: Some judges are more enforcer than arbitrator,
(Pick One) @ Per [2] or Urban Survival @ Per [2]. Add 5 points in skills and focus on direct combat; -1 IQ [-20], +1 DX [20], move 20 points
relevant to your policing area. of skills from policing-related skills to combat-related skills and
techniques.

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Astra Militarum
The Astra Militarum, more commonly known as the Imperial Attributes: ST 11 [10]; DX 10 [0]; IQ 10 [0]; HT 11 [10].
Guard, consists the bulk of the Imperium's fighting forces. While the

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Secondary Characteristic Modifiers: Dmg 1d-1/1d+1; BL 24 lbs;
Adeptus Astartes embark on specialist missions and crusades and HP 11 [0]; Will 10 [0]; Per 10 [0]; FP 10 [0]; Basic Speed 5.25 [0]; Basic
the Inquisition roots out heresy from within, the Imperial Guard has Move 5 [0].
the less desirable duty of providing the billions of fighting men and Advantages: Fit [5].

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women that acts as the Imperium's first line of defense against all
threats. Disadvantages: Duty (Imperium, Extremely Hazardous, Always)
[-20].
Typically broken up into regiments who keep their own traditions,
banners, training, and equipment, the Imperial Guard is a highly Skills: Brawling @ DX [1]; First Aid @ IQ [1]; Guns (Rifle) @
non-standardized unit. Some regiments are specialized, such as the DX [1]; Hiking @ HT-1 [1]; Melee Weapon (Knife) @ DX [1]; Melee
Catachan Jungle Fighters whose upbringing on the lethal death world Weapon (Spear) @ DX-1 [1]; Savoir-Faire (Military) @ IQ [1]; Soldier

UNOFFICIAL
of Catachan provides a lifetime of training on jungle warfare. Others, @ IQ-1 [1].
such as the thousands of regiments who hold the fortress world of Equipment: Lasgun with three charge packs, light flak vest and
Cadia from the encroaching threat of Chaos are highly standardized helmet, bayonet, basic kit.
to Adeptus Administratum guidelines.
Guardsman
Character Templates
52 points

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The first line of defense, the humble guardsman stands against all
the horrors of the universe, knowing that by his sacrifice, others will
Listed below are templates for the various major positions in live. A typical guardsman receives six to eight month of training before
the Astra Militarum. Each template should also include specialized being deployed, and while the common view of a guardsman puts life
training and kit from the regiment each guardsman is serving in, expectancy in the days, this is only true on the harshest frontiers.
and is only meant as a starting points for the basic training such Attributes: ST 11 [10]; DX 11 [20]; IQ 10 [0]; HT 12 [20].
an individual would receive. Player are encouraged to augment the
Secondary Characteristic Modifiers: Dmg 1d-1/1d+1; BL 24 lbs;
templates with lenses and skill packages as necessary.
HP 11 [0]; Will 11 [5]; Per 11 [5]; FP 12 [0]; Basic Speed 5.75 [0]; Basic
Seals in Vietnam (pg. 13-16) provides a good overview of such Move 5 [0].
packages and potential disadvantages, while the Style Components
Advantages: Fit [5].
and Gunfighters chapters in Tactical Shooting provide good ideas for

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various different styles of combat. Disadvantages: Duty (Imperium, Extremely Hazardous, Always)
[-20]; Sense of Duty (Imperium) [-15].
Commissar Skills: Brawling @ DX+1 [2]; First Aid @ IQ [1]; Guns (Rifle) @
162 points DX+2 [4]; Hiking @ HT [2]; Melee Weapon (Knife) @ DX [1]; Melee
A political officer of the Officio Prefectus, the commissar is Weapon (Spear) @ DX [2]; Running @ HT [2]; Savoir-Faire (Military)
assigned to an Imperial Guard unit to maintain morale and devotion @ IQ [1]; Soldier @ IQ+1 [4]; Survival (Pick One) @ Per [2]; Throwing
to the Imperium. They have the authority to summarily execute any @ DX-1 [1]; Wrestling @ DX [2].
they feel is shirking their duty, and technically exist outside the Astra Equipment: Lasgun with five charge packs, medium flak vest and
Militarum command structure. Long-lived commissars use this power helmet, bayonet, two fragmentation grenades, basic kit.
sparingly. Note: This template provides a guardsman directly out of training
Attributes: ST 12 [20]; DX 11 [20]; IQ 11 [20]; HT 12 [20]. who has seen no combat experience. Those who have seen combat

DISTRIBUTE
Secondary Characteristic Modifiers: Dmg 1d-1/1d+2; BL 29 lbs; will have Combat Reflexes.
HP 12 [0]; Will 14 [15]; Per 11 [0]; FP 12 [0]; Basic Speed 5.75 [0];
Basic Move 5 [0]. Tempestus Scion
264 points
Advantages: Combat Reflexes [15]; Fearless 2 [4]; Fit [5]; Military
Rank (Astra Militarum) 3 [15]; Social Regard (Feared) 2. The elite special forces of the Astra Militarum, a storm trooper

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is picked from the finest Imperial stock and given the best training
Disadvantages: Callous [-5]; Duty (Always; Extremely Hazardous)
and equipment the Schola Progenium can provide. A squad of storm
[-20]; Extreme Fanaticism (Imperium) [-15].
troopers is only rivaled by the Adeptus Astartes and Adepta Sororitas
Skills: Brawling @ DX+2 [4]; Detect Lies @ Per-2 [1]; First Aid in their combat effectiveness.
@ IQ [1]; Guns (Pistol) @ DX+3 [8]; Hiking @ HT [2]; Intelligence
Attributes: ST 13 [30]; DX 13 [60]; IQ 13 [60]; HT 12 [20].
Analysis @ IQ-1 [2]; Intimidation @ Will+1 [4]; Leadership @ IQ+2
[8]; Melee Weapon (Broadsword) @ DX+2 [8]; Propaganda @ IQ [2]; Secondary Characteristic Modifiers: Dmg 1d/2d-1; BL 34 lbs; HP
Public Speaking @ IQ [2]; Running @ HT [2]; Savoir-Faire (Military) 13 [0]; Will 14 [5]; Per 14 [5]; FP 12 [0]; Basic Speed 6.25 [0]; Basic
@ IQ+1 [2]; Soldier @ IQ [2]; Strategy @ IQ [4]; Survival (One) @ Per Move 6 [0].
[2]; Tactics @ IQ [4]. Advantages: Combat Reflexes [15]; Military Rank 2 [15]; Very Fit
Equipment: Bolt Pistol or Laspistol with 3 magazines, Chainsword [15].
or Mono Longsword, Medium Layered Ballistic Fiber Coat (Torso, Disadvantages: Duty (Imperium, Extremely Hazardous, Always)

Fennefell#4034
Arms). Most commissars will additionally carry kit standard for their [-20]; Fanaticism (Imperium) [-15]; Sense of Duty (Imperium) [-15].
regiment. Skills: Armoury (Small Arms) @ IQ [2]; Brawling @ DX+2 [4];
Camouflage @ IQ [1]; Climbing @ DX [2]; Driving (Heavy Wheeled,
Conscript Tracked) @ DX [4]; Explosives (Demolition) @ IQ [2]; Fast-Draw
13 points (Ammo) @ DX [1]; First Aid @ IQ [1]; Forward Observer @ IQ [2];
While most Guardsmen join willingly, some are conscripted from Guns (LAW) @ DX+1 [2]; Guns (Rifle) @ DX+3 [8]; Hiking @ HT+1
prisons, labor camps, or in times of great needs, the streets of a Hive [4]; Leadership @ IQ [2]; Melee Weapon (Knife, Spear) @ DX+2 [12];
city. These men are given little training and sent to the battlefield with Observation @ Per [2]; Running @ HT [2]; Savoir-Faire (Military) @ IQ
little more but a lasgun, flak armor, and their wits to keep them alive. [1]; Soldier @ IQ+2 [8]; Stealth @ DX [2]; Strategy @ IQ [2]; Swiming

47 GURPS UNOFFICIAL
@ HT [1]; Survival (Pick Three) @ Per+1 [12]; Tactics @ IQ+1 [8];
Tracking @ Per [2]; Traps @ IQ [2].
Ratling
15 points
Equipment: Hotshot lasgun with five charge packs or backpack A Ratling (Homo sapiens minimus) is a member of a small, loud,
ammo supply, hotshot laspistol with two charge packs, full set of hungry and lecherous Abhuman species. Ratlings are granted full
medium/heavy carapace, bayonet, three fragmentation grenades, Imperial citizenship despite their mutant status and in the past have

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three krak grenades, two stun or blind grenades, basic kit. often served in the regiments of the Astra Militarum. However, they
Veteran Sergeant are still distrusted by the more Puritanical members of the Inquisition.
170 points Attributes: ST 8 [-20]; DX 12 [40]; IQ 10 [0]; HT 11 [10].

GURPS
The model guardsman, a veteran sergeant is a courageous, battle- Secondary Characteristic Modifiers: Dmg 1d-3/1d-2; BL 13 lbs;
hardened trooper who has seen and survived more campaigns than HP 8 [0]; Will 10 [0]; Per 11 [5]; FP 11 [0]; Basic Speed 5.75 [0]; Basic
most actual officers, and dragged his squad through battlefields Move 5 [0]; SM -1.
that would make most men shudder in their boots. Few men are Advantages: Flexibility [5].
as respected or feared as a veteran sergeant, and many battles have Disadvantages: Gluttony [-5]; Chummy [-5]; Lecherousness [-15].
been saved by the din of their shouted commands keeping terrified

UNOFFICIAL
guardsmen in line.
Attributes: ST 12 [20]; DX 11 [20]; IQ 12 [40]; HT 12 [20]. Vehicles
Secondary Characteristic Modifiers: Dmg 1d-1/1d+2; BL 29 lbs;
HP 12 [0]; Will 14 [10]; Per 13 [5]; FP 12 [0]; Basic Speed 6 [5]; Basic Baneblade
Move 6 [0]. The heaviest standard vehicle fielded by the Astra Militarum, the

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Advantages: Combat Reflexes [15]; Fit [5]; Military Rank 1 [10]. Baneblade super-heavy tank is closer to a building on treads than
any of it's smaller brethren. A single baneblade can turn the tide of a
Disadvantages: Duty (Imperium, Extremely Hazardous, Always)
battle, ripping through fortified lines with it's massive battle cannon
[-20]; Sense of Duty (Imperium) [-15].
as return fire bounces off it's frontal armor. Unfortunately, due to their
Skills: Administration @ IQ [2]; Brawling @ DX+1 [2]; First Aid rarity, they are rarely deployed, and their loss is felt throughout the
@ IQ [1]; Guns (Rifle) @ DX+4 [12]; Hiking @ HT [2]; Intelligence Imperium.
Analysis @ IQ [4]; Leadership @ IQ+1 [4]; Melee Weapon (Knife) @
The chassis of a baneblade is massive, consisting of two treads,
DX+1 [2]; Melee Weapon (Broadsword, Spear) @ DX [4]; Navigation
a main rotating turret with a pintle-mounted machine gun, two
(Land) @ IQ [2]; Running @ HT [2]; Savoir-Faire (Military) @ IQ [1];
sponsons with twin-linked heavy bolters and rotating lascannon
Soldier @ IQ+1 [4]; Survival (Pick One) @ Per [2]; Tactics @ IQ+1 [8];
turrets, a forward twin-linked heavy bolter and forward-fixed smooth-
Throwing @ DX-1 [1]; Wrestling @ DX [2].
bore demolisher cannon.

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Equipment: Lasgun with five charge packs, laspistol with two
The main turret can rotate 60° per second and has an elevation
charge packs, heavy flak vest and helmet, flak boots, bayonet, two
adjustment between -10° and +55°. The lascannons and twin-linked
fragmentation grenades, two krak grenades, basic kit.
bolters on the sponsons can independently rotate 180° from the front
to rear, and have elevation adjustment between -15° and +65°. The
Racial Templates forward twin-linked heavy bolter can rotate 60° on each side from
the front, and has elevation adjustment between -10° and +45°. The
demolisher cannon is set at 25° elevation and can rotate in a ball joint
Ogryn up to 20° in any direction.
69 points
The crew consists of at least ten men: four gunners, a loader for
The Ogryn (Homo sapiens gigantus) are a huge and physically the demolisher cannon, driver, commander, radio operator, tactical
powerful Abhuman mutant subspecies of humans, often employed as officer, and an Adept of the Mechanicus acting as a technical officer.

DISTRIBUTE
shock troopers in the Astra Militarum. Ogryns possess many traits The driver sits in the front compartment next to a viewport, and
prized by the Imperium; they are brutally strong, completely loyal, uses Driving (Tracked). Each sponson holds two gunners who use
and true believers in the Imperial Cult. Unfortunately, they are also either Gunner (Beams) or Gunner (Machine Gun). The demolisher
remarkably stupid creatures, with an intellect that could be charitably cannon and battle cannon gunner use Artillery (Cannon) and Gunner
described as child-like, which restricts their battlefield role to simple (Cannon) depending on the target.
and direct assaults.

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The command crew uses Observation, Electronics Operation
The smartest amongst the Ogryn are given substantial cybernetic (Communications), and Tactics to effectively command the tank.
implants, making them as smart as a human teenager, qualifying The Adept can use Mechanic (Tracked), but likely has secondary skill
them for positions of command among their Ogryn counterparts as such as Electronics Repair (Communications) to aid the tank crew.
bone'eads. However, this crew only encompasses the mere minimum required to
Attributes: ST 20 (Size, -10%) [90]; DX 9 [-20]; IQ 7 [-60]; HT 13 operate the tank.
[30]. It is common for baneblades to carry extra technical crew to aid
Secondary Characteristic Modifiers: Dmg 2d-1/3d+2; BL 80 lbs; the Adept in his tasks, mechanized infantry to clear obstacles or repel
HP 20 [0]; Will 13 [30]; Per 9 [10]; FP 13 [0]; Basic Speed 5.5 [0]; Basic any boarding attempts, or to be used as the local command hub and
Move 6 [5]; SM 1. carry high ranking officers and their staff. This also assumes that the
Advantages: Damage Resistance 8 (Tough Skin) [24]; Fearless 4 battle cannon is using an auto-loading system; add another loader

Fennefell#4034
[8]; High Pain Threshold [10]; Temperature Tolerance (-30-30°C) [4]. if this is not the case. While the Baneblade is not a troop transport,
Disadvantages: Bestial [-10]; Claustrophobia [-15]; Confused due to it's sheer size, it can carry an impressive complement of 25
[-10]; Dyslexia [-10]; Innumerate [-5]; Hidebound [-5]; Odious extra men aboard, which can be relatively quickly disgorged through
Personal Habits [-10]; Stubbornness [-5]. a number of hatches spread throughout the hull.
Skills: Brawling @ DX+1 [2]; Melee Weapon (Axe/Mace) @ DX [2]; The Baneblade comes equipped with a fire suppression system,
Wrestling @ DX+1 [4]. searchlight (normal and IR), and smoke dischargers, all of which can
be found in High Tech (pg. 229), as well as a vox-caster. The battle
Lens cannon mount is equipped with a 2-32x variable telescopic sight (+1-
Bone'ead (+54 points): Add +2 IQ [40]. Add Damage Resistance 6 5 Acc), 5,000 yard laser rangefinder (+3 Acc), targeting cogitator (+1
(Skull Only) [9]. Buy off Hidebound [5]. Acc), and 2-16x infrared optic (+1-4 Acc and Infravision) for night

48 GURPS UNOFFICIAL
operations. The demolisher cannon is equipped with a 2-32x variable taken up by a crew compartment and massive engines, earning it
telescopic sight (1-5 Acc), targeting cogitator (+1 Acc), and uses the a reputation amongst vehicles crews as a hot and claustrophobic
same laser rangefinder as the battle cannon. working environment. However, what it lacks for in comfort, it
The standard armaments are a Baneblade Cannon (80 rounds) more than makes up for in speed, easily ranking amongst the Astra
mounted on the turret with a co-axial Autocannon (200 rounds) and Militarum's fastest land vehicles.

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pintle-mounted machine gun (Browning M2HB, High Tech pg. 137, The crew typically consists of two men: a driver and a gunner.
1,000 rounds), a demolisher cannon (50 rounds), twin-linked heavy The driver sits on the front compartment next to a viewport and
bolters (5,000 rounds), and two side sponsons with lascannons (no uses Driving (Tracked) and Mechanic (Tracked). The gunner stands
round limit) and twin-linked heavy bolters (3,500 rounds). on a platform and operates the pintle-mounted weapon with Gunner

GURPS
The Baneblade chassis typically has 4,500 DR (Hardened 1) on it's (Machine Gun). In combat scenarios, one of the passenger slots is
front and sides, and 1,700 DR (Hardened 1) on it's rear body. The taken up by a third crew member who acts as a commander, typically
turret has 4,500 DR (Hardenened 1) on it's front, 3,000 DR (Hardened using Electronics Operator (Communications) to command the
1) on it's sides, and 1,200 DR on it's top. Both the underside and vehicle.
top of the body have 1,500 DR. All armoring is laminated; use the A typical centaur comes equipped with a fire extinguisher and
rules in High Tech (pg. 229). In addition, it boasts electromagnetic searchlight, both of which can be found in High Tech (pg. 229), a vox-

UNOFFICIAL
armor (Ultra-Tech, pg. 187); the internal power banks can sustain one caster, and a front dozer blade that allows it to clear out obstacles. The
discharge per minute. pintle-mounted machine gun is typically a heavy stubber (Browning
The Baneblade has many variants, but most simply replace the M2HB, High Tech pg. 137, 1,000 rounds), but crews have been known
main cannon either a titan-killer class weapon or an artillery piece. to replace it with marginally more effective handheld weaponry such
The only variant listed here is the Shadowsword, which replaces both as bolters, flamers, or grenade launchers.

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cannons with a Volcano Cannon (10 shots), a weapon more than Some variants of the centaur come with a front-facing hatch
capable of threatening titans and small voidships, though the latter through which a handheld weapon can be pushed through and fired.
would require some truly exceptional strategic maneuvering. This is occasionally used to fire heavy weaponry, such as a plasma or
melta gun through the front, but these variants are generally disliked
Basilisk by troops, as the hatch leaves a large gap in the already pitiful armor
The Basilisk is a self-propelled artillery piece commonly used of the centaur.
by the Astra Militarum. It is entirely an artillery gun mounted onto
a Chimera chassis, but little more is needed given the incredible Chimera
destructive power of the Earthshaker Cannon. It's only direct-fire The Chimera acts as the primary armored personnel carrier of the
weapon is a heavy bolter mounted on a fixed frontal mount. Astra Militarum, providing both safe transportation to it's destination
The crew typically consists of eight men: two ammunition and fire support upon reaching it's destination. It is typically used by

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handlers, two gunners, two loaders, a commander, and a driver. specialized units known as Armored Fist Squads that are trained to
One of the gunners (referred to as the chief gunner), and all four of take advantage of the mobility and fire superiority provided by the
the loaders and ammunition handlers are responsible for loading, Chimera.
aiming, and firing the earthshaker cannon, and remain in the crew The chassis consists of a boxy body with a forward-fixed weapon
compartment when the vehicle is moving. The driver, secondary mount, two caterpillar treads, and a rotating turret atop. The turret
gunner, and commander operate the chimera chassis itself: refer to can rotate 60° per second and has an elevation adjustment between
the Chimera entry for more information. -10° and +50°. The forward mount can adjust up to 15° in any
A typical basilisk comes equipped with a fire suppression system direction. It is common for a weapon to be pintle-mounted on top of
(High Tech pg. 229) and a vox-caster. A fixed frontal turret mounts the turret, and some variants come with lasgun firing ports.
a heavy bolter (400 rounds), and half of it's crew compartment is The crew typically consists of four men: a driver, two gunners,
taken up by 30 earthshaker cannon shells. Smoke dischargers and and commander. The driver sits on the front compartment next to

DISTRIBUTE
pintle-mounted heavy machine guns are common among paranoid a viewport and uses Driving (Tracked) and Mechanic (Tracked). One
commanders. gunner sits in the turret while another sits next to the driver; both use
Gunner (Beams) or Gunner (Machine Gun) to operate their weaponry.
Centaur The commander sits in the turret next to one the gunners and uses a
Centaurs are used throughout the Imperium as both personnel periscope to view the battlefield. If conditions are suitable, he may
carriers and utility vehicles, resembling a box with two caterpillar open the hatch and fire the pintle-mounted weapon, typically with

LIMITED
treads and a pintle-mounted machine gun. Most interior space

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Locations Notes
10 Baneblade 400 -3/6 12x 1/10 535 35 +5 10+25PS 4,500 550 2CT6tX [1]
10 Basilisk 185 -2/5 10x 2/17 43 3 +4 4+4 400 400 2CTt
10 Centaur 125 -2/5 10f 3/30 16 1 +3 2+5 150 600 2CX
10 Chimera 173 -2/5 10f 2/20 40 3 +3 4+12 400 450 2CTX
10 Leman Russ 226 -1/5 11x 2/12 105 15 +4 5PS 2,500/1,500 375 2CT [2]
with sponsons 238 -2/5 11x 2/10 120 15 +4 5PS 2,500/1,500 375 2CT2t [2]
10 Sentinel (Armored) 87 1/3 11f 4/12 7 0.3 +3 1PS 150/100 325 2LT [3]

Fennefell#4034
10 Sentinel (Scout) 96 2/2 10f 5/14 5 0.2 +3 1 120/100 500 2LOT [3]

Notes:
[1] DR listed is for vehicle's front and sides, and is treated as Additionally, the higher DR is treated as Hardened 1, and all DR
Hardened 1 and laminated. See the vehicle's description for more is treated as laminated. See the vehicle's description for more
information. information.
[2] Higher DR is for body front, lower DR is for body sides. [3] Higher DR is for body front, lower DR is for all other parts.

49 GURPS UNOFFICIAL
Gunner (Machine Gun). are 2/18. It is rare to see Annihilators mounted with sponsons due to
A typical chimera comes with equipped with a fire extinguisher their weight, and the forward-fixed mount is typically a twin-linked
(High Tech pg. 229) and a vox-caster. The turret typically mounts a heavy bolter for anti-infantry purposes.
multi-laser (4,500 rounds), but can also mount an autocannon (150 The Demolisher variant mounts a close-range bombardment
rounds), heavy flamer (100x4s), or twin-linked heavy bolter (1,000 cannon known as the Demolisher Cannon (30 rounds), and is used in

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rounds). The pintle-mount is usually a heavy bolter (200 rounds). The close range fire support against armored positions and heavy infantry.
forward-fixed mount can mount either a heavy bolter (500 rounds) or It is effectively helpless against other armored vehicles, as it's cannon
a heavy flamer (60x4s). On some variants, six lasguns are placed near is inaccurate and slow-firing, so it is typically mounted with either
the back as firing ports, three on each side, though the actual tactical plasma cannon or multi-melta sponsons to increase it's survivability.

GURPS
usefulness of this is debatable. Tougher side armor on both body (2,000 DR) and turret (2,000 DR)
are common.
Leman Russ The rare Executioner variant mounts a massive plasma cannon
The Leman Russ serves as the main battle tank of the Astra (30 rounds) known as a Plasma Destroyer, and is typically only used to
Militarum, taking part in countless conflicts throughout the Imperium. hunt super-heavy vehicles. The plasma destroyer is a fickle weapon at
It is beloved for it's simplicity and survivability, and dozens of variant the best of times, and many crews have melted into slag at the hands

UNOFFICIAL
patterns exist with mixtures of weaponry based on the same chassis. of a malfunction. Most crews assigned to pilot an Executioner are
While having poor acceleration and top speeds, the Leman Russ is either true fanatics, insane, or unfortunate enough to pick the short
renowned for it's handling, with veteran pilots being able to turn in straw.
place to place their front armor towards threats.
The Exterminator variant mounts twin-linked Exterminator
The chassis consists of a boxy body with a forward-fixed weapon Autocannons (800 rounds) on it's turret, acting as a deterrent to light

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mount, two caterpillar treads, and a rotating turret atop. A sponson infantry and occasionally aircraft. It is most commonly seen with a
can be added to each side with a secondary weapon, requiring another heavy bolter forward-fixed weapon and two sponsons also equipped
crewman for each. The turret can rotate 30° per second and has with heavy bolters for maximum anti-infantry power. Exterminators
elevation adjustment between -10° and +20°. The forward mount can are seldom deployed to battlefields with enemy armored presence, as
adjust up to 15° in any direction, and the sponsons can be adjusted to they are easy pickings for larger vehicles.
face directly forward or up to 85° away from the body, with up to 20°
The Punisher variant mounts the formidable Punisher Gatling
in adjustment in any direction.
Cannon (21,000 rounds), a massive six-barreled stub gun that fires
The crew typically consists of five men: a commander, driver, main non-explosive projectiles at a incredible rate of fire, shredding through
gunner, secondary gunner, and loader. The driver sits in the front light vehicles and heavy infantry. It's lack of armor penetration or
compartment next to a viewport, and uses Driving (Tracked) and explosive capability make it unsuited to fight other armored vehicles,
Mechanic (Tracked). The secondary gunner sits to the right of pilot, making sponsons mounting plasma cannons or multi-meltas common.

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and mans the forward-fixed weapon, typically with either Gunner Tougher frontal armor on it's body (2,700 DR) and turret (2,700 DR)
(Beams) or Gunner (Machine Gun). are common to combat heavy infantry weaponry.
The main gunner and loader sit in the turret, and are typically
both redundantly trained with Gunner (Cannon). The commander sits Sentinel
behind the main gunner underneath the tank's hatch next to a viewport. The Sentinel is a combat walker frequently used by the Astra
He will typically use Electronics Operation (Communications) to Militarum as a scout and light attack vehicle. It's incredible
command the vehicle. If the tank has sponsons, each will require an maneuverability and acceleration allows for heavy weapons to be
additional crewman who requires Gunner (Machine Gun). quickly brought to bear in any situation, though the trade offs in
The typical Leman Russ comes equipped with a fire supression survivability have lead to guardsmen viewing Sentinels as deathtraps.
system, smoke discharger, and searchlight (normal and IR), all of The chassis consists of a cockpit with an engine and turbine
which can be found in High Tech (pg. 229), as well as a vox-caster. attached directly behind, with a single weapon turret attached on

DISTRIBUTE
Some variants will come equipped with a front dozer blade to clear the right side and two independent legs attached underneath the
out any obstacles. The turret mount is equipped with a 2-16x variable engine. The scout chassis leaves the pilot's head exposed apart from
telescopic sight (+1-4 Acc), 5,000 yard laser rangefinder (+3 Acc), a minimal roll cage, which the armored variant provides full sealed
targeting cogitator (+1 Acc), and 2-8x infrared optic (+1-3 Acc and protection. The turret is attached to the sentinel's chassis, and must
Infravision) for night operations. be aimed by turning the chassis. The pilot can maneuver the chassis
The standard armaments are a 120mm battle cannon (50 rounds) body independently of the legs, between -45° and 70° elevation and

LIMITED
mounted on the turret with a twin-linked heavy bolter (600 rounds) 60° rotation. The crew consists of a single crewman, who fulfills all
on the forward-fixed weapon mount. If sponsons are attached, they duties.
typically use twin-linked heavy bolters (600 rounds) or a heavy flamer The typical Sentinel comes equipped with a fire extinguisher and
(80x4s), though multi-meltas (50 rounds) and plasma cannons (100 searchlight (normal and IR), both of which can be found in High
rounds) are available to particularly well-equipped units. Tech (pg. 229), as well as a vox-caster. The turret is typically equipped
Depending on the manufacturing world, a Leman Russ may also with a Multi-Laser (15,000 rounds), and the cockpit provides both 2x
come equipped with a heavy stubber (Browning M2HB, High Tech telescopic sighting and infrared sighting for night operations. Smoke
pg. 137, 800 rounds) as a coaxial weapon operated by the gunner or dischargers are commonplace due to the fragile nature of the Sentinel.
replace the forward-fixed heavy bolter with a lascannon (15 rounds). There are few substantially different variants of the sentinel.
The Leman Russ chassis typically has 2,500 DR (Hardened 1) on Most variants replace the turret weapon for differing uses, such as
a lascannon (25 rounds) or multi-melta (35 round) for anti-armor

Fennefell#4034
it's front body, 1,500 DR on it's sides, and 800 DR on it's rear body.
The turret has 2,500 DR (Hardened 1) on it's front, 1,700 DR on it's purposes, an autocannon (100 rounds) or heavy bolter (650 rounds)
sides, and 250 DR on it's top. Both the underside and top of the body to engage heavy infantry, or a heavy flamer (70x4s) for close-quarters
have 150 DR. All armoring is laminated; use the rules in High Tech combat.
(pg. 229). The only major variant is the Elysian variant, which is more
The Annihilator variant replaces the battle cannon with a set of attuned for deployment with shock troops. It can fold it's legs into
twin-linked lascannons (100 rounds), turning the vehicle into a tank itself, reducing it's effective SM to +2 for purposes of transportation,
hunter. To aid in this purpose, it is typically mounted with more and features heavier armor (170/135 DR) and a wider leg base for
efficient engines and piloted by more veteran drivers. Such a tuned improved stability (SR 4), but loses speed (Move 4/9) and range (270
Annihilator can reach up to Move 3/20, though more typical number miles) due to it's increased weight (8.5 tons).

50 GURPS UNOFFICIAL
TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
9 Punisher Gatling Cannon 6dx6 pi++ 5+2 1,800/13,500 600/950 50! 3500 (30) 60M -12 2 G-1
9 Multi-Las 10d (2) burn 5+2 1,100/3,500 105/30 100! 700 (10) 23M -8 1 G-1
9 Earthshaker Cannon 6dx20 (0.5) pi++ 6+3 5,500/28,500 24,000/135 1 1 (12) - -20 - G-1
linked 6dx40 cr ex [7d]

warhammer
10 Baneblade Cannon 6dx55 (10) cr ex 7+4 17,000/25,000 -/200 1 1 (15) - -19 - G-0
linked 6dx12 cr ex
10 Battle Cannon 6dx15 (10) cr ex 5+3 4,500/13,000 -/45 1 1 (5) - -18 - G-1
linked 6dx5 cr ex [4d]

GURPS
10 Demolisher Cannon 6dx35 (2) pi++ 3+3 1,500/8,000 -/88 1 1 (20) - -20 - G-1
linked 6dx25 cr ex [6d]
10 Plasma Destroyer 11dx10 (5) cor 6+3 3,500/9,000 -/25 1/8 4 (40) - -16 8 G-1
overcharge 11dx15 (10) cor 3+3 5,000/13,500 - 1/20 - - - - G-1
10 Exterminator Autocannon 9dx6 cr 4+2 2,500/8,500 -/3,800 3 400 (600) - -15 4 G-1
linked 6dx4 [5d+2] cr ex

UNOFFICIAL
11 Volcano Cannon 8d6x56 (100) cor 5+4 6,000/35,000 - 1 1 (60) - -20 8 G-0

The damage listed above is for an HEDP round (High Tech,

Vehicular Weaponry pg. 169). Thermobaric (see High Tech, pg. 170 for other effects),
incendiary (change linked damage and fragmentation to burning, see
White Phosphorus in High Tech, pg 172 for other effects) and airburst

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Punisher Gatling Cannon, 18.5mm Shell canister (Dmg 6d pi+, RoF 1x3000, Rcl 1) are also available. Due to the
relatively low velocity of earthshaker rounds, anti-armor munitions
One of the oldest weapons used by the Imperium, the Punisher
cannot be typically loaded.
Gatling Cannon is nothing more than six barrels firing a simple, metal
slug at extreme rates of fire. Each shell is capable of ripping through
even powered armor through pure kinetic energy, and the Leman
Baneblade Cannon, 150mm Shell
Exclusively used in the venerable Baneblade Super-Heavy tank, the
Russ Punisher is often deployed specifically to hunt heavy infantry Baneblade Cannon is a misnamed weapon, as it is significantly more
and medium vehicles. similar to a missile launcher than a cannon. It's incredible accuracy
The stats listed as for feeding from a 3,500 round disintegrating and penetrative power makes the weapon a threat even to small titan-
belt, standard for Leman Russ Punisher tanks, who typically carry six class threats, and a single shot can often leave little evidence of a
such belts. Smaller loadings are possible, as the belt can be split up; standard tank.

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simply reduce the weight and shots proportionally. Belts under 100 Each meter long baneblade shell is comprised of three separate
rounds are unreliable (Malf. 14). stages. The first stage is a typical explosive charge that detonates within
While the simple slug round is by far the most fielded round, the cannon itself, while the second stage is a solid rocket thruster
other loadings are possible. Armor piercing (Dmg 6dx6 (2) pi+), high that allows the shell to remain at speed for nearly twenty kilometers.
explosive (Dmg 6dx6 (0.5) linked 1d ex cr [1d-3 cut]), and HEAT Once within a kilometer of it's target, the third stage actives a second
(Dmg 6dx6 (10) linked 1d ex cr) are also common loadings, though set of plasma thrusters, capable of burning for only one second but
commanders loading such rounds should be wary of excessive accelerating the projectile to near-railgun speeds before impact.
penetration or engaging targets near friendly units. Due to the incredible size of each shell, operational of the baneblade
Multi-Las, 25cm Power Pack cannon is an entirely automated process, a concession only allowed
due to the unparalleled reputation and pedigree of the baneblade.
Counterpart to the lascannon, the Multi-Las is a rapid-fire
Such autoloaders are almost completely reliable, and entrenched

DISTRIBUTE
infantry-grade weapon meant to engage and suppress infantry and
so thoroughly into the core of a baneblade that any effective attack
light vehicles, and is more comparable to a hotshot lasgun in power,
would also carve the super-heavy tank itself apart.
though it's incredible rate of fire has been known burrow holes
through armor if not neutralized. While typically vehicle-mounted, The damage listed above is for an HEDP round (High Tech, pg.
it's relatively light weight makes the weapon suitable for deployment 170), which is capable of reliably penetrating nearly all fielded armor.
as a heavy squad support weapon. Other standard rounds are thermobaric (Dmg 6dx55 (0.5) pi++,

LIMITED
see High Tech, pg. 170 for other effects) and HDEFP (Hyper-Dense
The multi-las can load from a power pack cross-compatible with
Explosively Formed Projectile) (Dmg 6dx77 (5), no linked explosion).
the lascannon, granting a great deal of logistical versatility to it's
HEAT and MS-HEAT warheads are also available, but rarely used.
usage, or be wired directly from a powered grid. In most vehicles, a
reserve battery is used to power the multi-las, which can be recharged
over time, to ensure the multi-las does not burn through the vehicle's
Battle Cannon, 120mm Shell
The workhorse of the Astra Militarum's armored corps, the Battle
entire energy output. Cannon is an initially unimpressive weapon, firing a 120mm shell
Earthshaker Cannon, 350mm Shell through a smoothbore barrel, but within each shell fired lies forty
millenia of human engineering, resulting in a terrifyingly effective, if
A testament to the simplicity and brutal pragmatism of human
primitive, weapon.
engineering, the Earthshaker Cannon fires a nearly meter long
shell that requires four humans to carry (or two with specialized Operation of the battle cannon is a relatively simple affair; the

Fennefell#4034
equipment). When used in batteries, earthshaker cannons can reduce loader unlocks the breach through a lever, opens the breach, slots a
fortresses to rubble in a matter of hours, filling the battlefield with new shell into the battle cannon, and then closes and locks the breach.
their signature seismic rumblings upon impact. When the battle cannon fires, the entire shell is consumed, leaving
behind little but residue, and significantly speeding up loading of the
To load the earthshaker cannon is a terrifying process, as each
next round.
350 pound shell require careful coordination, and many artillerists
have been maimed by falling shells. Once in position underneath the The damage listed above is for a HEDP round (High Tech, pg. 170),
breach, a ratchet harness is used to eject the previous shell from the which is capable of reliably penetrating the side armor of most fielded
breach, and load the next. A properly trained crew can sustain nearly tanks. Other standard rounds are HDEFP (Hyper-Dense Explosively
six shells a minute, though permanent hearing loss is very common. Formed Projectile) (Dmg 6dx21 (5), no linked explosion), thermobaric
(Dmg 6dx15 (0.5) pi++, see High Tech, pg. 170 for other effects), and

51 GURPS UNOFFICIAL
canister shot (Dmg 4d pi+, Range 75/750, RoF 1x500, Rcl 1). HEAT
and MS-HEAT warheads are also available, but rarely used.

Demolisher Cannon, 350mm Telescoping


A short-range, large-bore smoothbore cannon primarily aimed
at breaking entrenched positions through pure fire superiority, the

warhammer
Demolisher cannon is effectively a significantly shortened Earthshaker
shell capable of being loaded and fired from a Lemun Russ Demolisher,
and more famously, the Baneblade super-heavy tank.

GURPS
Operation of the Demolisher cannon is entirely through an semi-
automated auto-loader, as the shells are far too heavy for anything
short an Ogryn to manually load. The loader oversees the process and
is responsible for clearing any malfunctions in the internal system. In
essence, however, the demolisher cannon loads in the much the same
manner as the battle cannon through a locked breach system.

UNOFFICIAL
The demolisher cannon exclusively fires a specially designed,
telescoping shell. As the shell is fired from the short cannon, the
explosive forces form the entire shell into a smaller penetrator, similar
to an EFP projectile. At the center of this penetrator, surrounded
with a hyper-dense material layer, is a plasma warhead capable

RELEASE
of generating an explosive force orders of magnitude larger than a
standard explosive.

Exterminator Autocannon, 75mm Shell


Exclusively used by the Exterminator Leman Russ, the
Exterminator Autocannon is a heavier pattern of the standard
autocannon specifically designed to engage infantry and aircraft. The
most obvious differences lie in the significantly larger shell, increased
fire rate, and belt-loading capability that allows a single Exterminator
Leman Russ to fire eight hundred shells in two minutes before
requiring rearming.
The exterminator is ill-suited to loading different types of rounds

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due to it's specialized usage, though some attempts have been made
to chamber a HEAT variant (Dmg 9dx6 (10) cr linked 6dx5 cr ex,
Malf 15.). The most common variant rounds are a simple proximity-
fuse variant for anti-aircraft usage, and a timer fuse variant for anti-
infantry usage.

Volcano Cannon, Fission Reactor


The Volcano Cannon is effectively an undepowered voidship
lance mounted onto the chassis of a Baneblade variant known as
the Shadowsword. This variant is rarely fielded except by specialized
titan-hunter, positioning this incredible weapon as to strike a single,

DISTRIBUTE
lethal blow against gargantuan foes.
The Game Master may note that no titans are included in this
handbook; it is simply outside of scope. If the Game Master feels
inclined to add such vehicles, he is advised to use GURPS: Spaceships
to more accurately portray the level of armament and weaponry

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capable.

Fennefell#4034
52 GURPS UNOFFICIAL
Navis Imperialis
atmospheric flight mode, and is occasionally used in such a capacity

Aircrafts Voidcrafts
as a tactical bomber due to it's exorbitant speed and voidcraft-grade

warhammer
and armor.
The crew consists of a pilot and two weapon systems officer.
Aquilas Lander The pilot is responsible for flying the voidcraft with Piloting (High

GURPS
The Aquilas Lander is a small transport shuttle used by the Performance Spacecraft), while both of the weapon systems officers
Imperium to transport important personnel such as dignitaries and are responsible for the usage of all weapons, typically with Gunner
military officers between void ships and to planetary bodies. While (Cannon or Rockets) and Artillery (Bombs or Guided Missiles).
ostensibly a civilian craft, most Aquilas landers are heavily armored, Particularly well-equipped Fury's have a fourth crew member, either
easily being able to withstand small arms fire, as well as boasting a an Astropath or a Mechanicus Adept.
small ventral turret. Due to it's role, the Fury's systems resemble more that of a full

UNOFFICIAL
The crew consists only of the pilot, who is responsible for flying voidcraft than a fighter. The chassis holds enough life support
the aircraft with Piloting (Aereospace) and operating the turret with equipment for the crew, including beds and other living necessities, to
Gunner (Machine Gun). However, the Navis Imperialis standard crew operate independently for weeks at a time. Furthermore, the crew are
compliment requires at least one additional pilot to be onboard at all issued specialized pressurized suits to counteract the extreme inertial
times for emergency situations. The chassis is equipped with a fire forces of an accelerating Fury.

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suppression system (High Tech pg. 229). The full weapons complement of a Fury is two sets of wing-
The lander is typically equipped with a heavy bolter (200 rounds) mounted, forward-fixed twin-linked Lascannons, an additional two
fixed to a ventral turret, though this turret is awkward to operate wing-mounted, forward-fixed Lascannons, and a front-mounted,
and takes a -2 to Gunner (Machine Gun) rolls to fire. This turret can turreted set of twin-linked Lascannons, for a total of 12 Lascannons,
be replaced with a multi-laser (5,000 rounds) or an autocannon (25 all of which feed directly from the Fury's reactor. The Fury also boasts
rounds). 16 wing hardpoints, typically used to carry four Cinderstrike anti-
voidship missiles.
Avenger
The Avenger is the primary close air support aircraft of the Navis Lightning
Imperialis. The main chassis is built around the formidable Avenger The Lightning is a dedicated air superiority aircraft built for speed
Bolt Cannon, capable of tearing through infantry and vehicles alike, and maneuverability, and one of the few vertical take-off and landing
strike craft used by the Navis Imperialis. Due to it's weak armor and

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and boasts an unusual amount of armor for a strike craft.
blistering speed, Lightning pilots are some of the most daring (and
The crew typically consists of a pilot and weapon systems officer
often short-lived) in the Navis Imperialis.
(WSO). The pilot is responsible for flying the aircraft with Piloting
(Aerospace) and firing the Avenger Bolt Cannon with Gunner (Machine The crew consists only of the pilot, who is responsible for flying the
Gun). The weapon systems officer is responsible for the usage of aircraft with Piloting (Aerospace) and operating all weapon systems
all other weapons, typically with Gunner (Cannon or Rockets) and with Gunner (Cannon) and Artillery (Bombs or Guided Missiles). The
Artillery (Bombs or Guided Missiles), including the rear-facing heavy pilot seat is equipped with an ejection seat, and the chassis is equipped
stubber in dogfight. Both crew seats are equipped with ejection seats, with a fire suppression system (High Tech pg. 229) and infrared chaff.
and the chassis is equipped with a fire suppression system (High Tech The full weapons complement of a Lightning is a ventral-mounted
pg. 229) and infrared chaff. autocannon (25 rounds), twin-linged wing mounted lascannons
The full weapons complement of an Avenger is a ventral-mounted (20 shots, shared), and four wing hardpoints, all forward-fixed. All

DISTRIBUTE
Avenger Bolt Cannon (1,400 rounds), twin-linked wing-mounted weapons can be used with a 2-16x variable telescopic sight (+1-4 Acc),
lascannons (30 shots), and two wing hardpoints, all forward-fixed. It 5,000 yard laser rangefinder (+3 Acc), targeting cogitator (+1 Acc), and
is also equipped with a heavy stubber (Browning M2HB, High Tech 2-8x infrared optic (+1-3 Acc and Infravision) for night operations.
pg. 137, 400 rounds) in a top-mounted ball turret. All weapons can be The autocannon can be replaced with a multi-laser (1,100 rounds) or
used with a 2-16x variable telescopic sight (+1-4 Acc), 5,000 yard laser a heavy bolter (150 rounds)
rangefinder (+3 Acc), targeting cogitator (+1 Acc), and 2-8x infrared
Marauder

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optic (+1-3 Acc and Infravision) for night operations.
The Marauder is the primary aerospace strategic bomber of the
Fury Navis Imperialis, boasting up to 70,000lbs of internal bomb storage.
The Fury Interceptor is the primary voidfighter used by the Navis In most cases, Marauders will either operate in squadrons, escorted
Imperialis, shielding Imperial voidships from torpedoes, enemy by a wing of Thunderbolt or Lighting fighters, or will operate in a
bombers, and boarding craft. Though rare, the Fury can operate in an tactical bomber capacity once air superiority has been established to
aid in ground assault or eliminate hardened targets of opportunity.

PILOTING/TL (AEREOSPACE) (IQ-6, PILOTING (HIGH-PERFORMANCE AIRPLANE)-2, OR OTHER PILOTING-2)


TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Locations Notes

Fennefell#4034
10 Aquilas Lander 110 +0/3 10 4/160 20 3.5 +5 1+7PSV 115 2800 grRtWi
10 Avenger 110 +1/3 11 5/220 24 8 +4 2PSV 200 3500 g2sWi
10 Fury 393 +3/3 12 60/850 950 30 +8 5PSV 600 - g2Wi
10 Lightning 115 +3/2 10 18/700 41 2.5 +4 1PSV 55 4200 g2sWi
10 Marauder 230 -1/4 12 4/350 238 35 +7 6PSV 320 9500 g4sWi
10 Thunderbolt 140 +2/3 11 11/550 30 9 +5 2PSV 150 5500 g2sWi
10 Valkyrie 125 +1/3 11 6/200 24 5 +5 4+26PSV 130 2100 gWi
10 Vendetta 130 +1/3 11 6/200 24 5 +5 4+10PSV 160 2100 gWi
10 Vulture 130 +1/3 11 7/240 26 3 +5 2PSV 200 2500 gWi

53 GURPS UNOFFICIAL
The crew typically consists of a pilot, weapon systems officer, operations. The twin-linked autocannon can be replaced with a twin-
electronic systems officer, and two gunners. The pilot is responsible linked multi-laser (2,500 rounds) or a twin-linked heavy bolter (350
for flying the aircraft with Piloting (Aerospace) and sits in a dorsal rounds).
cockpit. The weapon systems officer is responsible for deploying
internal and hardpoint munitions with Artillery (Bombs and Guided Valkyrie
The Valkyrie is the primary transport aircraft of both of the Navis

warhammer
Missiles), and sits below the pilot. The electronics system officer is
responsible for communication, navigation, and identifying targets Imperialis and Astra Militarum, capable of vertical take-off and
with Electronics Operations (Communications, Sensors) and landing and carrying up to 26 marines or guardsmen. It can also act
Navigation (Land), and also sits below the pilot. Both gunners sit as a gunship, boasting an impressive compliment of anti-infantry

GURPS
in ball turrets, one on the nose, one on the tail, and operate their weaponry, though the more dedicated Vendetta and Vulture gunships
weaponry with Gunner (Cannons). Some Marauder variants have a are superior in this capacity.
third ball turret mounted dorsally, which holds a third gunner. The crew consists of a pilot, co-pilot, and two door gunners. The
If the Marauder sustains significant damage, the crew section pilot and co-pilot have identical roles, flying the aircraft with Piloting
holding the pilot, weapon systems officer, and electronic systems (Aerospace), though the co-pilot also typically operates the weapon
officer can eject from the aircraft, though this typically has low systems with Gunner (Machine Gun) and Artillery (Guided Missiles).

UNOFFICIAL
chances of success. The chassis is equipped with a fire suppression The door gunners are responsible for operating the door guns with
system (High Tech pg. 229) and infrared chaff. Gunner (Machine Gun), as well as acting as loadmasters. The pilot
The full weapon complement of a Marauder is a twin-linked and co-pilot seats are equipped with ejection seats, and the chassis
lascannons (40 shots, shared) on the forward ball turret, twin-linked is equipped with a fire suppression system (High Tech pg. 229) and
heavy bolters (500 shots, shared) on the rear ball turret, eight wing infrared chaff.

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hardpoints, and up to 70,000lbs of bombs in an internal bay. All The full weapons complement of a Valkyrie is a nose-mounted
weapons can be used with a 2-16x variable telescopic sight (+1-4 front-fixed multi-laser (8,000 rounds), two wing hardpoints, a heavy
Acc) and an 2-8x infrared optic (+1-3 Acc and Infravision) for night bolter mounted on each side to be used as a door gun (500 rounds
operations. The weapon system officer uses a milimeter-wave radar each), and two belt-fed bolters (300 rounds each) facing down the
system that can provide real time 3D projections of expected impact boarding ramp. The multi-laser can be replaced with a lascannon (20
locations. rounds).
Although the Valkyrie is primarily a troop transport, it can be
Thunderbolt modified to haul other cargo. Stripped down Valkyries with more
The Thunderbolt is the main multirole combat aircraft of the potent engines are used by Elysian Drop Troops to deploy Elysian
Navis Imperialis, a reliable middle ground of speed, maneuverability, Sentinels by grav chutes; a Valkyrie modified in this way has no door
armor, and firepower. It is the most commonly used strike craft in the guns, but can hold a collapsed Elysian sentinel and four troopers.
Imperium, and flights of Thunderbolts are often deployed in lieu of

fc4599c PREV
The Vendetta is a Valkyrie variant equipped to act as an anti-armor
more specialized aircrafts due to logistical ease. gunship, replacing the multi-laser and both wing hardpoints with
The crew consists only of the pilot, who is responsible for flying an impressive array of three twin-linked Lascannons (150 rounds,
the aircraft with Piloting (Aerospace) and all weapon systems Gunner shared). This comes at the cost of most of the Vendetta's troop
(Cannon) and Artillery (Bombs or Guided Missiles). The pilot seat is capacity, leading to it's common use as a elite troop transport that can
equipped with an ejection seat, and the chassis is equipped with a fire quickly switch roles to provide anti-armor support.
suppression system (High Tech pg. 229) and infrared chaff. The Vulture is the dedicated gunship variant of the Valkyrie with
The full weapons complement of a Thunderbolt is a twin-linked it's entire troop compartment being redesignated to hold ammunition
nose mounted autocannon (60 rounds), twin-linked wing mounted and weapon systems. The full weapons complement of a Vulture is
lascannons (30 shots, shared), and four wing hardpoints, all foward- a nose-mounted turreted heavy bolter (1,500 rounds), a front-fixed
fixed. All weapons can be used with a 2-16x variable telescopic sight twin-linked multi-laser (30,000 rounds), and six wing hardpoints. The

DISTRIBUTE
(+1-4 Acc), 5,000 yard laser rangefinder (+3 Acc), targeting cogitator multi-laser can be replaced with a twin-linked lascannon (100 rounds)
(+1 Acc), and 2-8x infrared optic (+1-3 Acc and Infravision) for night or a twin-linked autocannon (250 rounds).

ARTILLERY (BOMBS) (IQ-5)


TL Weapon Damage Acc Range Weight RoF Shots RC Notes
10 Desolator Bomb 6dx52 [9dx2] cr ex 0 - 800 - 1 G-2 [1]

LIMITED
10 Havoc Bomb Pod 6dx24 [6dx2] cr ex 0 - 900 - 3 G-2 [1]

ARTILLERY (GUIDED MISSILE) (IQ-5


TL Weapon Damage Acc Range Weight RoF Shots RC Notes
10 Hellstrike Missile 6dx30 (10) cr ex 6 250/45,000 800 - 1 G-2 [1], [2]
follow-up 6dx5 cr ex
10 Hellfury Missile 6dx20 [6dx4] cr ex 6 200/45,000 800 - 1 G-2 [1], [2]
10 Cinderstrike Missile 6dx130 cr ex 5 600/1.5M 4,200 - 1 G-1 [2], [3]
10 Stormseeker Missile 6dx20 cr ex 8 550/110,000 1,100 - 1 G-2 [1], [2]
10 Tempest Missile 6dx3 (5) pi 6 400/35,000 800 1x1,500 1 G-2 [1], [4]

Fennefell#4034
GUNNER (ROCKETS) (DX-4 OR OTHER GUNNER AT -4)
TL Weapon Damage Acc Range Weight RoF Shots RC Notes
10 Hellstorm Rocket Pod 6dx7 [4d+2] cr ex 2 80/12,000 700 8 16 G-2 [1]

Notes:
[1] This weapon can be mounted on a standard wing hardpoint. [3] This weapon can be mounted on four standard wing hardpoints.
[2] Homing attack (see p. B413). Gunner uses Artillery [4] ABF warhead (High Tech, p. 174) – a multiple-projectile attack
(Guided Missile) to aim. with Rcl 1.

54 GURPS UNOFFICIAL
Hardpoint Weaponry Atomics
Most Navis Imperialis aircraft and small voidcraft are built to be  Warhammer 40,000 exists in a strange, in-between place with

warhammer
equipped with modular weaponry based on their intended mission, nuclear weapons. Nuclear weapons (called atomics) are known to
primarily mounted on wing hardpoints. Below is a list of the most exist and seem to be relatively widely used, both during the Horus
common such weaponry, though fuel pods, E.W systems, enhanced Heresy and modern times. They appear to be mass-produced and
sensors, and other less destructive systems are also available. mass-fielded, yet their actual use is practically never seen on a large

GURPS
scale. For internal balance of the settings, this is acceptable.
Cinderstrike Missile However, GURPS requires the setting to be balanced with both
The main anti-voidship missile used by Navis Imperialis Spaceships and High Tech, which use realistic nuclear weapons that
voidfighters. Powered by a micro super-fusion reactor, it can deliver would be the be-all end-all of both space and ground warfare. As
nearly 3,000lbs of precisely targeted explosives to the weakpoints of a such, some options are provided below to prospective Game Masters
voidship from standoff distances, though most pilots prefer to launch on why atomics are not mass-deployed. None of these options are

UNOFFICIAL
their Cinderstrikes from within the voidship's point-defense net. directly compatible with Warhammer 40,000 lore.
Cinderstrike missiles have also been rarely used as atmospheric Atomic Rarity: Nuclear material, for one reason or another, is
missiles targeting particularly entrenched positions, though their particularly difficult to find, enrich, or otherwise create meaningful
sheer cost makes their use far less economical than human lives, and weapons with. Atomics may be deployed to a field, but cannot be
their effective range is severely limited by planetary curvature. mass-produced and are eschewed in favor of less powerful, yet more

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Desolator Bomb widely available conventional and plasma warhead. They may still
The most common bomb used by the Navis Imperialis, the be present in special operations, but would be very difficult to use
Desolator is a simple weapon, consisting of a metal shell, proximity effectively. This may be combined with nuclear detection sensors
fuse, four stabilizing fins, and 600lbs of explosives. It is most being hyper-active, thus causing any atomic carrier to be focused as
commonly used as part of carpet bombing campaigns with Marauder a prime target.
bombers, though it has some tactical usages. Dampers: Nuclear dampers are so common and practical that
nuclear weapons cannot be effectively used in space or on any
Havoc Bomb Pod battlefield. Any use would require strategic operations to neutralize
Commonly used in small pods, Havoc bombs are significantly nuclear dampers in the area before deploying such weapons. Nuclear
smaller than the Desolator, but can provide significantly more weapons would not be mass-manufactured or deployed due to this,
coverage, especially against spread out targets. Much like the but could be procured and manufactured easily for special operations.

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Desolator, they are dumb fire weapons consisting of little more than Doctrine: The Imperium has the capacity to mass-produce and
metal casing over 200lbs of explosives. distribute nuclear weapons, but do not as a matter of doctrinal policy,
either due to fears of arming rebels and heretics or as an irrational,
Hellfury Missile
long bygone policy of the Administratum. This explanation is relatively
A dedicated anti-armor weapon, the Hellfury missile is designed to
weak, and may be used as a cover for another option.
target and neutralized enemy heavy armor, easily defeating the frontal
armor of a Leman Russ tank. The Hellfury can lock onto any slow Different Physics: The physics of the Warhammer 40,000 universe
moving, heat or electro-magnetic emitting target and automatically are simply different and do not function with real nuclear weapons.
engage the target once released. They are orders of magnitude less effective than our nuclear weapons ,
and therefore are not used in any effective capacity when conventional
Hellstorm Rocket Pod weaponry is more cost effective and less irradiating.
Hellstorm rocket pods are primarily used as a support weapon Radiation and the Warp: Nuclear weapons interact with the

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in Valkyrie gunships due to their inaccuracy and dumb fire nature. Warp, and can cause unwanted instability that may result in Warp
Little more than an explosive warhead attached to a rocket thruster, invasions or the strengthening of existent Chaotic forces. This would
their high capacity and large area of effect makes their distinctive cause atomics to only be used in truly dire circumstances or in very
screaming a favorite of Imperial infantry, though they struggle to controlled environments, such as Exterminatus. Nuclear production
engage any armored threats. and usage would be directly monitored by the Inquisition and would

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never be widely dispersed.
Hellstrike Missile
Essentially an oversized fragmentation missile, the Hellstrike Of course, the option also exists to leave nuclear weapons at the
missile is designed to inflict maximal casualties to swarming foes, stats GURPS provides and attempt to resolve this disparity through
especially effective against waves of Tyranids and Orks. The airburst other means. In any case, some option should be explored to minimize
warhead ensures that fragmentation is scattered over a massive area, the effectiveness of nuclear weapons, as this handbook assumes that
and the sheer size of the fragments can turn the hardiest infantry in REF has progressed to between 2-5, depending on the application,
scattered shards of flesh and bone. whereas nuclear weapons exist in the millions or tens of millions. This
could be explained in tactical situations, makes strategic situations
Stormseeker Missile difficult, and makes space warfare as described effective impossible.
A dedicated long-range anti-air missile, the Stormseeker missile is The only exception to these rules may be the fabled Nova Cannon,
one of the longest range atmospheric missiles in the Navis Imperialis an extraordinarily powerful (and inaccurate) warhead oft used by

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arsenal, as well as one of the smartest. Unlike the Tempest, the the Adeptus Mechanicus from specialized spinal weapons. It is
Stormseeker is a direct-strike warhead capable of piercing the heaviest appropriate to use either nuclear or antimatter warheads to represent
aerial armor with sophisticated milimeter-wave radar homing. these cannons, though the GM should take special care to explain why
they cannot be pointed towards planets, as annihilating continents
Tempest Missile would be a trivial task with such a massive warhead.
The premiere short-range anti-air missile of the Navis Imperialis,
the Tempest can lock on to any heat or electro-magnetic emitting
target within range. Upon reaching a preset distance, the annular
blast warhead detonates, showering the target in adamantium spikes,
though heavily armored aircraft often resist the brunt of the damage.

55 GURPS UNOFFICIAL
Voidcraft Dauntless Light Cruiser
This handbook focuses on ground and combined arms warfare, One of the most recognized classes of voidships, the 4,500

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but rules for voidcraft are provided for reference, as well as one sample meter long (SM +18), 100,000 kiloton Dauntless Light Cruiser is the
build in the Dauntless Light Cruiser, using the GURPS: Spaceships archetypal Imperial warship, combining overwhelming firepower
framework. Ships in Warhammer 40,000 are typically absolutely with blistering acceleration and heavy armaments. It is a tactically
massive, with the smallest cruisers reaching SM +16. As such, it is inflexible craft, with three forward-fixed Voidsunder lances and two

GURPS
heavily recommended to operate ships using century scale rather than sets of macrocannon batteries, primarily made to fulfill a specific
the decade scale typically used by Spaceships. This affects little, but doctrinal role, outmatched in any extended knife-fight.
tends to speed up calculations. Strategically, the brilliant design of the Dauntless shines through,
Computers are relatively slow in the 41st Millenium; both electro- as it's full 4G acceleration and Mars-pattern heavy void shields allow
mechanical computers (Spaceships 1, pg. 31) and no computers a clever captain to dart into range and fire lance volleys powerful
(Spaceships 7, pg. 24) are appropriate, depending on the ship. The enough to obliterate escorts while heavy void shields withstand fire

UNOFFICIAL
ships of the Adeptus Mechanicus may have full computers, while from larger ships and point defense annihilate incoming torpedoes.
Navis Imperialis ships may only have electro-mechanical, and civilian Front Hull System
vessels may have none. At the GM's discretion, moving this scale down, [1-3] Nanocomposite Armor (210 cDR / Ram)
such that only the Adeptus Mechanicus have any computers at all, is [4-6!!!] Major Batteries (3 fixed 30TJ UV Lasers)*
also appropriate.
Central Hull System

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Almost all sensors and communication happens at sublight speeds;
[1] Nanocomposite Armor (70 cDR)
the only exception is the usage of astropaths, who reach through
[2-5!!!!] Medium Batteries (12 fixed 80cm E.M Guns)*
the Warp to transmit messages. These are incredibly expensive and
[6!] Tertiary Batteries (30 14cm [Very Rapid Fire] turret
in quite high demand, so only larger naval ships or particularly
E.M Guns)*
wealthy civilian vessels are likely to have any, and only for the most
vital of communications. FTL Comms and Multiscanner Arrays are [Core¡] Warp Drive*
appropriate, while FTL Sensors are almost certainly not (Spaceships Rear Hull System
1, pg. 33). [1] Nanocomposite Armor (70 cDR)
Both physical armoring and force screens (known as void shields) [2] Control Room (C9 Computer, Comm/Sensor: 17,
are appropriate for Imperial ships. Void shields use the Hardened, 200 Stations)*
Reality Stabilized, and Velocity variants, and may use the Adjustable [3 ‡ ‡] Super Fusion Reactor (4 power points)*

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variant at the GM's discretion. Furthermore, providing an implicit [4¡¡] Heavy Force Screen (300 cDR, 600 cDr w/ 2 PP)*
Nuclear Damper is appropriate if that option is selected (see Atomics). [5-6!!] Hot Reactionless Engines (2G acceleration each)*
The highest tier of armor for standard ships is nanocomposite, but [Core ‡ ‡] Super Fusion Reactor (4 power points)*
archeotech vessels and stations may be armored with diamondoid. * 10,000 workspaces per system
Most Navis Imperialis vessels are streamlined and have some sort of
ram (Spaceship 7, pg. 22), as well as a massively armored front hull The Dauntless Light Cruiser uses both Artificial Gravity and a
section meant to face the enemy and take the brunt of fire. Most Navis Gravitic Compensator (if that option is available in the campaign),
Imperialis ships of any meaningful size have some sort of artificial and Electro-Mechanical computers. A typical crew is about 150,000
gravity generator; it is left to the GM to decide whether gravitic men, a bustling city existent entirely in the corridors and tunnels of
compensators are also included. the ship, complete with markets and cathedrals of the Imperial Cult.
The command crew numbers some 200 men, with an inner council
Super Fusion reactors and Hot Reactionless engines are the

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of fifteen answering directly to the captain, and the rest spread
standard amongst Navis Imperialis ships, though archeotech stations
throughout the ship to command directly from their assigned deck
may use Total Conversion reactors. The only faster-than-light travel
or guns.
option available to the Imperium is the Warp-Drive, which relies on
a paired Gellar Field to safely traverse the Warp; both of these are
PILOTING/TL10 HIGH PERFORMANCE SPACECRAFT
typically a single core system similar to a Stardrive. These trips are
often deadly; rules are not provided for gellar field mishaps. TL Name cSt/cHP Hnd/SR HT Move LWt.

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10 Dauntless Light Cruiser 3,000 -3/5 13 2G/c 100,000
There are three main classes of weaponry used by the Imperium;
macrocannons (conventional, electro-magnetic, plasma), lances (laser, Load SM Occ cDr Range
UV Laser), and torpedoes (missile launcher). All ballistic launchers 15,000 (from crew/passengers) +18 150,000SV 210/70/70 + 300/600* 1x
use conventional warhead, though the GM may allow inventive forms
of such warheads, such as incendiary or electric warheads. * Force Screen (cDR 300, or cDR 700 if using two Power Points.
If the GM should feel void combat happens too slowly, some options Force Screen uses Hardened, Reality Stabilized, and Velocity variants.
are available to speed it up. The main option is to allow a step up from

The Teleportarium
UV Laser to X-ray Lasers and Electromagnetic Guns to Grav Guns.
Removing Hardened from void shields is also appropriate, though it
should be taken with care to not render void shields impotent.

Fennefell#4034
If the GM should feel void combat happens too quickly, there are A teleportarium is a standalone system that allows teleportation
multiple options to slow it down. Firstly, slowing down turn lengths of a small amount of matter from one location to another. The route
from minutes to hours may be appropriate, keeping the same rate of a teleportarium must be a roughly straight line, and it cannot
of fire and acceleration to emphasize the slow, ponderous nature of penetrate matter; any atmosphere or up to five meters of solid
voidships. It may also be appropriate to increase void shields to having matter will cause catastrophic malfunctions, as will active void
infinite hardness, thus ignoring all armor divisors; this makes most shields. They are commonly used in void combat to transport crack
ships far hardier. Additionally, increasing armoring a step, placing boarding teams, but can be used to teleport explosives, though most
the highest tier of armor normally available at diamondoid, or giving void ship armor is built with the expectation to be targeted by such
standard armor hardness, is also appropriate to emulate the sturdy tactics, rendering them mostly ineffective. A teleportarium beacon is
nature of voidships. required to precisely teleport in, or to teleport out at all.

56 GURPS UNOFFICIAL
Attributes Modifiers: +2 DX [40]; +1 HT [10].

Character Templates Secondary Attributes Modifiers: +2 Per [10]; +1 Will [5].


Advantages: 3D Spatial Sense [10]; Acceleration Tolerance [1];
Combat Reflexes [15]; Fit [5]; G-Experience (0G) [1]; Improved
Listed below are templates for typical examples of some positions G-Tolerance (0.5G) [10]; Rank 2 (Navis Imperialis) [10];.

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within the Navis Imperialis. Note that the Navis Imperialis' primary
Disadvantages: Duty (Imperium, Extremely Hazardous, Always)
position deals with the Void, it is also responsible for providing
[-20]; Sense of Duty (Imperium) [-15]. -10 points chosen from
atmospheric support to the Astra Militarum on an on-demand basis.
among Appearance (Unattractive) [-4], Chummy [-5], Incurious [-5],
Most Valkyries transports and Vulture gunships are flown by Navis
Nightmares [-5], Overconfidence [-5]; Paranoia [-10], Unnatural

GURPS
Imperialis pilots, not Astra Militarum guardsmen. Some specialized
Features 1 [-1] and Workaholic [-5].
regiments, such as the Elysian Drop Troops, straddle the line and
operate their own atmospheric craft, but these craft are still nominally Skills: Armoury (Heavy Weapons, Vehicular Armor) @ IQ-1
controlled by the Navis Imperialis. [2]; Artillery (Bombs, Missiles) @ IQ [4]; Camouflage @ IQ [1];
Environment Suit (Void Suits) @ DX [2]; First Aid @ IQ [1]; Free Fall
Rating Armsman @ DX [2]; Electronic Operation (Sensors) @ IQ-1 [1]; Gunner (Pick

UNOFFICIAL
64 points two from Beams, Cannon, Machine Gun, and Rockets) @ DX+2 [8];
A rating is the first true rank of the Navis Imperialis, a sailor that Guns (Pistol, Rifle) @ DX [1]; Hiking @ HT-1 [1]; Mechanic (Pick one
has enlisted rather than been pressed or indentured. Their primary of Aereospace, High-Performance Airplane, or High-Performance
duties are relatively menial but far less dangerous than those below Spacecraft) @ DX-1 [1]; Navigation (Land) @ IQ-1 [1]; Navigation
them; hauling high value cargo, basic maintenance, and armed (Air, Space) @ IQ+1 [8]; Parachuting @ DX [1]; Piloting (Pick one
of Areospace, High-Performance Airplane, High-Performance

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compliance patrols. Typically, a rating will enlist to a passing voidship
as a method of escaping a miserable life on a deadly world, and such Spacecraft) @ DX+2 [12]; Piloting (Areospace OR High-Performance
positions are often coveted. Spacecraft) @ DX-1 [2]; Savoir-Faire (Navis Imperialis) @ IQ [1];
Survival (Pick Two) @ Per-1 [2]; Tactics @ IQ [4].
The rating listed here is an Armsman, whose main responsibilities
are, in times of peace, to patrol their section and enforce order
throughout the ship. These men are typically among the most trusted
Void Captain
186 points
ratings, as they are allowed to carry weaponry throughout the ship,
The highest rank attainable on a singular voidship, the captain is
and must be resistant to mutiny attempts. When a voidships engages in
responsible for all strategic maneuvering and holding full command
battle, the armsmen flood out into boarding pods and teleportariums
of the voidship. Most captains have risen through the ranks, beginning
to engage in boarding actions, often taking heavy casualties in the
their careers as a midshipman and rising to command decks, sections,
process. However, successful boarding actions hold the promise of
and finally an entire voidship. These men are not to be trifled with, as

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advancement and looting rights; spots amongst the first wave are
they represent some of the most astute and mentally stalwart men the
deadly, but hold the most prestige.
Imperium has to offer.
Attributes Modifiers: +1 ST [10], +1 DX [20], +1 HT [10]
While any officer who commands a voidship may be called a
Secondary Attributes Modifiers: +1 Per [5]; +1 Will [5]. captain, the Navis Imperialis only grants the title of captain to those
Advantages: Combat Reflexes [15]; Fit [5]; G-Experience (0G) [1]; who command a ship of light cruiser class or above. Those who
Rank 0 (Navis Imperialis) [1]. 10 points chosen from 3D Spatial Sense command escort ships ranks as Commanders, and are considered
[10], G-Tolerance (0.5G) [10], and Magery (Psyker) 0 [10]. under the command of the ranking captain. There may even be a
Disadvantages: Duty (Imperium, Extremely Hazardous, Always) captain amongst them who is responsible for directing the escort
[-20]; Sense of Duty (Imperium) [-15]. -10 points chosen from squadron.
among Appearance (Unattractive) [-4], Chummy [-5], Incurious The captain is considered to be in total control of his voidship
[-5], Nightmares [-5], Paranoia [-10], Unnatural Features 1 [-1] and and it's crew, and only results matter. It is common for captains to

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Workaholic [-5]. summarily execute cowardly, mutinous, or otherwise undesirable
Skills: Brawling @ DX+1 [2]; Fast-Draw (Knife) @ DX [1]; First Aid personnel in the heat of battle. While some may view captains as
@ IQ [1]; Environment Suit (Void Suit) @ DX+1 [4]; Free-Fall @ IQ @ occasionally suicidal, the mind of a captain simply views themselves
IQ+1 [2]; Guns (Rifle) @ DX+2 [4] OR Guns (Shotgun) @ DX+2 [4]; as a cog in the larger fleet, willing to sacrifice themselves to secure
Melee Weapon (Knife) @ DX+1 [2]; Melee Weapon (Pick One) @ DX strategic victory for the Imperium or retreat to fight another day if no

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[2]; Savoir-Faire (Navis Imperialis) @ IQ [1]; Soldier @ IQ [2]; Spacer such victory exists.
@ IQ+1 [2]; Tactics @ IQ-2 [1]; Throwing @ DX-1 [1]; Wrestling @ DX Attributes Modifiers: +3 IQ [60].
[2]. Secondary Attributes Modifiers: +1 Will [5].
Veteran Pilot Advantages: 3D Spatial Sense [10]; Acceleration Tolerance [1];
127 points G-Experience (0G) [1]; Rank 6 (Navis Imperialis) [30]. Pick one of
Charisma 3 [15], Combat Reflexes [15], Indomitable [15].
Known throughout the Imperium for their devil-may-care attitude
and skill, the individual pilot forms the backbone of the fighter corps, Disadvantages: Duty (Imperium, Extremely Hazardous, Always)
consisting both of the void pilots that swam out from hanger bays to [-20]; Sense of Duty (Imperium) [-15]. -20 points chosen from among
protect their carriers from bombers and boarding torpedoes, and the Alcoholism [-15], Appearance (Unattractive) [-4], Bloodlust [-10],
members of the Aereonautica Imperialis who provide atmospheric Callous [-5], Code of Honor (Soldier) [-5], Cowardice [-10], Fanaticism
support to the Astra Militarum. Regardless of their posting, each pilot [-15], Incurious [-5], Nightmares [-5], Overconfidence [-5]; Paranoia

Fennefell#4034
is hand-picked and trained through both simulators and training [-10], Unnatural Features 1 [-1] and Workaholic [-5].
flights before even seeing a battlefield. Skills: Administration @ IQ [2]; Astronomy @ IQ-1 [2]; Body
The pilot listed here is a veteran of many combat flights, either Language @ Per [2]; Cartography @ IQ [2]; Diplomacy @ IQ [4]; Free
through skill or sheer tenacity. He will have been assigned control Fall @ DX [2]; History (Navis Imperialis) @ IQ-1 [2]; Intelligence
of a single craft, likely a Valkyrie, Thunderbolt, or Fury Interceptor, Analysis @ IQ+1 [8]; Leadership @ IQ+3 [12]; Navigation (Space) @
and is considered the ranking officer amongst his crew. While others IQ [2]; Public Speaking @ IQ+1 [4]; Savoir-Faire (Navis Imperialis) @
consider survival a matter of luck, a veteran has developed a sense IQ+3 [8]; Shiphandling @ IQ+3 [20]; Spacer @ IQ+2 [8]; Strategy @
of battlefield intuition, able to preempt the movement of PDCs and IQ+1 [8]; Tactics @ IQ+1 [8]. Pick 15 points of background skills from
enemy fighters, controlling his craft as an extension of the body. the captain's previous role and 10 points of combat skills.

57 GURPS UNOFFICIAL
Psykers and the Warp
Magic in the 41st Millennium is primarily performed by Psykers The spells provided in GURPS: Magic are ill-suited to provide a
(also known as witches) who extract their power from the extra- good basis for psychic powers. As such, the Game Master is highly

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dimensional realm known as the Warp. Performing this extraction is encouraged to allow Psykers to use their college skill to cast bespoke
a extraordinarily dangerous act, as the power can easily overwhelm psychic powers, and only use GURPS: Magic as a very loose guide. If
the Psyker, or even worse, something else could come through with it. a spell sounds as if it would fit within a college thematically, all that is
Due to this, almost all human Psykers are either killed, or their souls needed is a cost and prerequisite penalty.

GURPS
are brought to Terra and fed to the God-Emperor. Example: Ignis Magnus, Sanctioned Psyker and Master Pyromancer,
Those lucky few that survive are either made into Astropaths, is being attacked by a swarm of Nurglings, and wishes to burn them
individuals blessed with the ability to send messages through the away with righteous fire! He knowns both Mental Strength and
vastness of space, or Sanctioned Psykers, who form the main militant Pyromancy at 20, and has a Will of 15. He wishes to create a cone of fire
branch of the Imperium's Psykers. Regardless, the hapless Psyker dealing 20 dice of damage. The Game Master decides that this spell has

UNOFFICIAL
must survive a process known as Soul-Binding, where a minuscule a -8 penalty and will cost 3 energy per dice of damage. Ignis must roll
fragment of the God-Emperor's Psychic powers enters their bodies, under a 12, or the spell will fail.
imbuing them with preternatural resistance to Daemonkind and other Regardless of what he rolls, he has exceeded his tally count
perils of the Warp. (previously at 0) by 60, and must make a Mental Strength roll at a -12,
While the very presence of a Sanctioned Psyker is inherently for an effective skill of 8. Since his Will is 15, it will also take 4 minutes
dangerous, they are given control beyond their years through the for him to fully regain control of his powers, at a rate of 15 per minute.

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Soul-Binding, and can be relatively safely used as combatants, where
their incredible Psychic Powers are invaluable to the Astra Militarum. Perils of the Warp
These individuals often catch the eye of an Inquisitor, who may decide If a Psyker fails his Calamity check, the results are potentially
their Psychic powers qualify them for a position as an Acolyte. deadly and occasionally apocalyptic. Listed below is a table of
However, these are not the only Psykers humanity can call upon. potential results and their lethality; the Game Master is encouraged
While the Astartes recruits children far too young to show direct to be liberal with descriptions and come up with their own calamities
Psychic potential, such power often results in a child succeeding at the if they feel it is appropriate. Remember, one can never intentionally
selection trials, and being picked as a Neophyte. Once their Psychic cause a specific calamity to occur; this hubris will only be punished
abilities become clear, they are indoctrinated into the Librarium of by the Architect of Fate.
the chapter, where they are taught how to effectively use their powers Failure by 0-4: Typically a minor deviation from the intent of the
to support the chapter. spell, as energy is misguided and rerouted through the Psyker. These

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Fortunately, the intense training and genetic mutations neophytes calamities need not be unwelcome to the Psyker, but should certainly
undertake leads to incredibly willful and stable Psykers. They are be unpredictable. Some ideas are listed below:
often only deployed in limited numbers, as the few Librarians that a • The caster inadvertently casts another spell from the same
chapter can muster are coveted, and will spend their days recording school. The GM selects the spell, and it is cast with the same
the chapter's history and learning from the great banks of knowledge parameters.
stored in the Librarium. Senior Librarians are often the Chapter • If the spell is targeted, the target is randomized. Otherwise,
Master's direct advisors, bringing far more knowledge to bear than if applicable, the focal point of the spell is shifted by 3d6 in a
simple military tactics. random direction. Otherwise, no effect.
Rarest amongst all those with Psychic powers are the Untouchables, • The spell takes two additional seconds to cast. If the Psyker
sometimes referred to as Psychic Blanks. Rather than possessing any chooses to stop casting before the spell is cast, he takes 2d6
ability to channel the Warp, they are anathema to the Warp, actively FP damage.

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repelling it. They are seen as vile creatures throughout the Imperium, • Three additional copies of the spell, with the same parameters
as their mere presence makes others feel uneasy, and gazing upon are randomly cast within a 20 meter area.
them is to know the true face of a soulless man. The few that survive
• The spell is cast as if it had drawn half the energy it was cast
to be adults are almost without fail recruited into the Inquisition,
with from the Warp.
to be used to man the Black Ships that travel the Imperium to find
Failure by 5-14: The Psyker accidentally summons additional

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Psykers, or to be part of an Inquisitor's personal retinue.
Warp energy, which causes unintended side effects. These effects are
Psychic Powers typically not directly harmful, but can lead to unrelated consequences,
Psykers use two variant magic systems in GURPS: Thaumatology; such as the Psyker being summarily executed by his paranoid "friends".
Ritual Magic (pg. 72) and Threshold-Limited Magic (pg. 76). For the Some ideas are listed below:
purposes of Ritual Magic, the Psyker uses Mental Strength as their • Blood weeps from everything non-living organic material
core skill. The Game Master should allow the following schools as within 30 meters of the Psyker.
college skills: Aeromancy (Air, Sound), Biomancy (Body Control, • All non-sentient, living creatures within 5d6 meters of the
Healing), Divination (Knowledge), Pyromancy (Fire), Telekinesis caster go berserk. They attempt to run, trample, attack, or do
(Gate, Movement), and Telepathy (Communication and Empathy, whatever their typical fear reaction is.
Mind Control); these should be used as replacements for the standard
• All reflective surfaces within 35 meters of the caster shatter,
colleges of magic.

Fennefell#4034
crack, distort, or whatever other method is required for them
For the purposes of Threshold-Limited Magic, the effective tally to not reflect.
of a Psyker is ZERO; casting any psychic spells is always dangerous!
• All organic life within 5d6 meters take 1d6+2 tox damage that
Additionally, a Psyker's skill level in a spell does not provide any energy/
penetrates non-sealed DR, and the area is briefly irradiated in
time reduction. Psykers have their advantages; all spells only take one
a soft green glow.
second to cast, they roll versus Mental Strength instead of a flat 3d6
on a calamity check, and their tally recovery is equivalent to their Will • The area for 5d6 meters around the Psyker is plunged into
every minute, making repeated castings only dangerous within a short pure darkness for three seconds. This darkness cannot be
period of time. The maximum amount of energy any Psyker can put breached by any means except by light emitted by Sanctified
into a spell is ten times his level of the Psyker advantage. weapons or religious symbols.

58 GURPS UNOFFICIAL
Failure by 16+: By stretching himself far past his limit, the Psyker
has truly invoked the perils of the Warp. These effects can be lethal,
New Advantages
The advantages listed here are similar to those listed in Basic Set,
but some are even apocalyptic. Due to the lethal effects of these but have several thematic differences. A Game Master not willing to
failures, a full table is provided below, but the Game Master is free to put up with the hassle of using these rules is free to simply rely on
improvise, especially in unusually Warp-active areas. Basic Set.

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• 16: A small blast of Psychic energy focused on the Psyker
occurs. They have enough time to contain it, but are launched Anathema
backwards 5d6 yards. 25 or 50 points
• 17: The Psyker does not regenerate his tally. At the end of You are the polar opposite of a Psyker, an Anathema or Untouchable

GURPS
each day, he must succeed on a -5 Will check to regain his with little to no connection to the Warp. Most Psychic powers have
regeneration. trouble affecting you, and your mere presence can cause great pain to
• 18: The caster apparently falls unconscious. In reality, he is Psykers. Unfortunately, most people view you as a soulless monster,
entirely conscious, but locked into his own mind. Each round, as you truly lack the connection to the Warp that most associate with
he can roll 3d6, and must roll exactly 13 to escape. a soul. This ability comes in two levels:

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• 19: Whispers of things beyond and unnatural fill the air. All Untouchable: You negate any psychic power or energy that
creatures within 10d6 meters must make a Fright check. If touches you, effectively becoming immune to any direct psychic
they fail, they are stunned, and permanently lose a point of attack. However, you also garner a -6 on any reaction roll, doubled for
Will. Psykers. Most uninformed Imperial citizen will likely attempt to kill
• 20: A massive blast of Warp energy is emitted from the caster, you if your presence persists, as they will see you as a monster. If a
causing 20d6 tox ex damage centered on the Psyker. Any Psyker touches you, they must immediately make a Fright check at a

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creature that takes at least one point of damage from this -5 penalty, and must make a Quick Contest of Will to cast any psychic
explosion permanently loses a point of HT. power while in direct contact.
• 21: The Psyker rapidly ages 2d+13 years, and loses 1d-3 Blank: You exude an aura of anti-Warp energy. This is similar to
from each of his primary attributes in addition to any aging Untouchable, except you nullify any Psychic powers that occur within
penalties. Will-3 yards from you. All effects stated above occur, except you need
not touch a Psyker to cause a Fright check or a Quick Contest of Will.
• 22: The Psyker's mind is trapped in a pocket of the Warp for a However, you take a range penalty to any Will check made to oppose
mere second in the Materium, but an eternity in the Warp. He a Psyker's casting, and the Psyker gains a similar bonus to any Fright
gains a permanent -15 point disadvantage, and must make a check made; consult the Size and Speed/Range Table for the exact
-5 Fright check or permanently lose two points of Will. penalty.
• 23: Part of the Psyker's cerebral cortex is burned away by In either case, Daemons that either touch you or your aura suffer

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Warp energy. They take an unavoidable 1d6 burn damage to severe penalties. An Anathema is one of few things that causes true
their brain, and permanently lose 1d6 points of IQ. fear within a Daemon, as their connection to the Warp, and therefore
• 24: A storm of hellish Warpfire surrounds the caster for a their immortality, is threatened. Most Daemons must make an
moment, wasting away all near him. Any creature within 10 immediate Fright check as if they were a Psyker, and their Damage
meters of the Psyker (including the Psyker) take 5d6 burn Resistance (Warp) will immediately fade. If a Daemon is slain while
damage, and must make a -5 Will check or lose 1d6 HT under your effects, it does not return to the Warp. Instead, it's soul
permanently. is scattered throughout the Immaterium, being the closest thing a
• 25: A fissure into the Warp opens at a location near the caster, Daemon can experience to true death.
at the GM's discretion, sucking any creature within 1 meter
into the Warp. The rift sucks power from the Psyker, causing Magery (Psyker)
2 FP damage per second until the Psyker either succeeds on a 10 points for Psyker 0, +20 points/level

DISTRIBUTE
-10 Will roll or dies. If the Warp rift is allowed to survive for You are psychically adept. This is the base advantage that all
long enough, Daemons may take interest. Psykers must take in order to access Psychic powers. You must
• 26: Fragments of the Warp embed themselves into the Psyker, purchase Psyker 0 before buying higher levels of Psyker.
assuredly dooming him to a horrid fate. The Psyker begins Psyker 0: This is basic "Psychic awareness". It grants access to
to emanate 2 rad per minute, and must undertake a rare and Witch-Sight, allowing a Psyker to view a creature's Psychic aura and

LIMITED
expensive procedure to extract the Warp fragments. For most detect nearby disturbances in the Warp. When a nearby psychic power
Psykers, this entails a bolt shell to the head. is cast, you may make Perception-based Mental Strength roll to detect
• 27: A Daemon takes interest in the caster, and attempts to it. On a 3 or 4, you can even identify it's exact nature. However, you
possess him. The caster must make a Will contest versus the may not cast any psychic powers; this is simply being "warp-aware".
Daemon at a -10 penalty (typical Will for Daemons is between You may also make a Perception-based Mental Strength roll to
15-25). If he fails, a Daemon worms it's way into his mind. attempt to discern the psychic aura of a creature you are able to see.
This may not be obvious, and the Game Master should not Each Psyker's vision of an aura is different, but creatures ruled by
inform his compatriots of this information. their darkest emotions will always appear as degraded monsters of
• 28: As 27, but the Daemon immediately attempts to some sort. This ability is useless against other Psykers; their mental
materialize, brutally eviscerating the Psyker along the way. defenses can regulate their auras to appear normal. Blanks simply do
• 29: The Psyker dies. The Game Master should be inventive on not have a psychic presence; they appear as dark holes, and can often

Fennefell#4034
how exactly this happens, but it is typically horrific, gory, and be disorientating to view.
traumatizing for all those who witness it. Psyker 1+: Later level of Psyker allow the ability to cast psychic
• 30+: The Psyker has caught the eye of a Greater Daemon, or powers. Add your Psyker level to any Mental Strength, college skill, or
perhaps even a Chaos God directly. With this level of failure, individual spell roll you make (but only at most once). Additionally,
the Psyker will always either die or be turned to Chaos. In any each level of Psyker raises the amount of energy you can put into a
case, he is probably removed from play. The Game Master single spell by 10 points.
is encouraged to make such a failure potentially apocalyptic, In general, the highest level a human Psyker can safely achieve is
as Daemons spout from the Psyker or he turns newfound Psyker 4 (Delta-grade), while Astartes Librarians can achieve Psyker
Chaotic boons onto his compatriots. 8 (Beta/Alpha-grade). These are not hard limits; Alpha-level human

59 GURPS UNOFFICIAL
Psykers do exist. However, their lifespan tends to be short.

Special Enhancements
Soul-Bound: By binding one's soul to that of the Anathema, a
Psyker can depend upon their small fragment of the Emperor's power
in their times of need. The Psyker receives a +10 bonus to any Will roll

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made against a Daemonic source. All Imperial Psykers must take this
enhancement and the Social Stigma (Sanctioned Psyker) disadvantage
or the Secret (Unsanctioned Psyker) disadvantage. Astartes Librarians
count as soul-bound, but need not take any disadvantage or perform

GURPS
the soul-binding ritual. +20%.

New Disadvantages
The disadvantages listed here are meant to compliment Psykers
in play as player characters. Most human Psykers will either have a

UNOFFICIAL
Secret or Social Stigma.

Secret (Unsanctioned Psyker)


-30 points
You are a Psyker who has not been sanctioned by the Scholastia
Psykana. If this is discovered by almost anyone, you will likely face

RELEASE
summary execution or worse. To lose this disadvantage, you must
find a way on-board an Inquisitorial Black Ship and survive the trials
of the Scholastia Psykana, which only marginally improves your
chances of survival. If you survive, it is appropriate to spend some of
the points from this disadvantage on the Soul-Bound enhancement
for your Magery (Psyker) and Social Stigma (Sanctioned Psyker).

Social Stigma (Sanctioned Psyker)


-15 points
You are a sanctioned Psyker, tolerated by the Imperium for your
usefulness. Most people regard you as somewhere between a liability

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and a monster to be put down. If anything bad happens, you will likely
be blamed, and even the smallest deviation in your psychic powers
can lead to paranoid troopers filling your back with lasbolts.

New Damage Modifier


To represent damage done by Warp-active attacks, the Warp
damage type is introduced. All damage done by direct psychic powers
deals warp damage, including channeling power through Force
weapons. Warp damage treats force field DR as ablative rather than
semi-ablative and can effectively penetrate the anti-Materium wards
that Daemons shield themselves with. It is annotated as 'warp' damage
on a damage roll.

DISTRIBUTE
When warp damage encounters armor unshielded by hexagrammic
wards or other forms of Warp protection, first calculate whether the
maximum warp damage possible on the roll is higher than the armor
value. If it is, the warp damage damage simply ignores the armor. For
example, a 10d attack would ignore up to DR 30 of un-warded armor.

LIMITED
New Drug: Spook
A strange psychic drug made from concentrations of rotten
human protein. Incredibly illegal in all sections of the Imperium, as
it temporarily creates new Psykers that can easily cause catastrophic
incidents. Paradoxically, it is still somewhat easy to obtain due to it's
high profit margins for those spire nobles who look the other way, and
while the Inquisition stamps production out at every opportunity, it is
simply too easy to produce to fully stop. RC G-2.
If a non-Psyker takes Spook, they gain Magery (Psyker) 1 for 25-
HT hours, though they do not gain any particular ability to control

Fennefell#4034
this power. In this form, Spook is totally addictive. A single dose taken
will create a mental dependence that leads to horrifying deaths if a
dose cannot be found at least once a week. Most such users die either
of uncontrolled Psychic power or lack of Spook.
If a Psyker takes Spook, they gain an additional level of Magery
(Psyker) for 25-HT hours. However, they take a -5 to all Mental
Strength or Will rolls related to Psychic powers, including calamity
rolls! In this form, Spook is not immediately addictive, though
repeated use can lead to mental addiction.

60 GURPS UNOFFICIAL
Bestiary
Tragically for the Imperium, while countless Xenos threats have Scummer Thug
been extinguished throughout the millenia, some threats continue Minoris

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to reemerge, time after time, whether heretic, xenos, or daemon. ST 13; DX 11; IQ 10; HT 12; HP 12. (Enc. Light)
This handbook does not describe all threats in exorbitant detail, but
Will 13; Per 11; Speed 5.75; Dodge 9; Move 6.
instead attempts to arm the Game Master with the basic equipment,
templates, and difficulty of prospective foes. Naturally, these templates Skills: Brawling 14, Guns 12, Knife 13, Sword 13

GURPS
and equipment could also be used by servants of the Imperium, if one Traits: Combat Reflexes, Fit.
were so inclined to such Radical methods. Equipment: Ballistic Fiber, Medium Flak Suit, Flak Helmet,
Each foe listed below contains a Threat Level, an abstract signifier Mono-Knife, Combat Shotgun OR Chainsword and Lockshield, 1
of relative power, to aid a Game Master in challenging their players Concussion/Stun Grenade.
in the correct manner. Of course, the Game Master should remember Armor: 12/8* to Body (Ballistic Fiber), 18 to Body and Skull (Flak).

UNOFFICIAL
that intelligence is the king of warfare, and even a minor threat can be DB 3 from Lockshield if applicable.
lethal if deployed correctly. The Threat Levels are as follows: Weapons -
• Minima: A potential threat in large numbers to trained Chainsword (13): 4d-1 (3) [1] cut.
soldiers, but otherwise unremarkable.
Mono-Knife (13): 2d-1 (2) [C,1] cut OR 1d+2 (2) [C] imp.
• Minoris: Forms a significant threat to trained Guardsmen
Combat Shotgun (12): 4d+1 pi, Acc 3, ROF 5x8, Shots 20 (5).

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man-for-man. In large numbers, could pose a minor threat to
elite troops, light vehicles, or Astartes. Scummer Outlaw
• Majoris: Singular examples could obliterate trained Minoris
Guardsmen with ease, if given the chance. Even in small ST 12; DX 11; IQ 10; HT 12; HP 12. (Enc. Medium)
numbers, poses a significant threat to elite troops, light
Will 11; Per 12; Speed 6; Dodge 10; Move 6.
vehicles, or Astartes.
Skills: Brawling 12, Guns 13, Knife 13.
• Extremis: Poses a major threat to Astartes and elite troops.
Could conceivably, either through cunning or sheer power, Traits: Combat Reflexes, Fit.
destroy an Astartes squad and attack heavy vehicles. Equipment: Ballistic Fiber, Medium Flak Torso, Flak Helmet,
Guardsmen would stand no chance except to delay the threat. Mono-Knife, Lasgun or Sniper Rifle, 2 Fragmentation Grenades.
• Terminus: Poses a severe threat to any Imperium troops, Armor: 12/8* to Body (Ballistic Fiber), 18 to Torso and Skull (Flak).

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potentially on a planetary or larger scale. Deathwatch squads, Weapons -
Grey Knights, Officio Assassinorum assasins, or other hyper- Mono-Knife (13): 1d+2 (2) [C,1] cut OR 1d+1 (2) [C] imp.
elite units will likely be deployed to contain the threat.
Lasgun (13): 7d+2 (2) burn, Acc 6+2, ROF 12, Shots 60 (3).
Sniper Rifle (13): 6dx2 (2) pi, Acc 6+3, ROF 1, Shots 10 (3).

The Foul Heretic Ogryn Bruiser


Majoris
Often little more than a wretch granted power by the Chaos Gods, ST 22; DX 9; IQ 7; HT 13; HP 22. (Enc. Light)
heretics are the most abundant threat to the Imperium, from the Will 13; Per 9; Speed 5.5; Dodge 9; Move 6.
lowly scummers that maraud the lowest levels of a Hive-City, to the
sad shambling of Nurgle Poxwalkers and the inhuman ecstasies of Skills: Brawling 13, Guns 12, Mace 14, Wrestling 10.

DISTRIBUTE
Slaaneshi pleasure-seekers. The good Imperial citizen must constantly Traits: Combat Reflexes, Fit, Fearless 4. See Ogryn template.
be on his guard to ensure he does not commit heresy, even accidentally, Equipment: Ballistic Fiber, Heavy Flak Suit, Flak Helmet, Heavy
lest he be rightly accused; after all, innocence proves nothing. Stubber or Ripper Gun, Mono-Club.
Armor: 12/8* to Body (Ballistic Fiber), 24 to Torso and Skull
Criminal Scum (Flak). Tough Skin 8.

LIMITED
A waste of the Emperor's Gift of life, hive scummers often claim and
patrol territory in the Underhive, fighting both amongst themselves Weapons -
and the Adeptus Arbites. Though often little but criminal scum, the Mono-Club (13): 5d+1 (2) [1,2] cr.
merchant guilds that employ these wretches often have their own, Heavy Stubber (13): 7dx2 pi+, Acc 5, ROF 8, Shots 200 (5).
well equipped enforcers they draw from the criminally-inclined. Ripper Gun (13): 5d pi, Acc 2, ROF 5x25, Shots 35 (3).
Scummer Misfit Guild Enforcer
Minoris Majoris
ST 11; DX 10; IQ 10; HT 11; HP 11. (Enc. None) ST 12; DX 12; IQ 11; HT 12; HP 12. (Enc. Medium)
Will 10; Per 11; Speed 5.5; Dodge 9; Move 5. Will 13; Per 12; Speed 6.5; Dodge 10; Move 6.
Skills: Brawling 12, Guns 11, Knife 11. Skills: Brawling 13, Guns 14, Sword 14.

Fennefell#4034
Traits: Combat Reflexes, Fit. Traits: Combat Reflexes, Fit.
Equipment: Ballistic Fiber, Mono-Knife, Autopistol OR Laspistol. Equipment: Ballistic Fiber, Medium Carapace Chestplate,
Armor: 12/8* to body (Ballistic Fiber). Carapace Helmet, Heavy Flak Suit, Ceres Boltgun or Fractix Lasgun,
Weapons - Chainsword, 2 Blind/Fragmentation/Stun grenades.
Mono-Knife (11): 1d+1 (2) [C,1] cut OR 1d+1 (2) [C] imp. Armor: 12/8* to Body (Ballistic Fiber), 35 to Skull and Torso
Autopistol (11): 2d+2 (2) pi, Acc 2, ROF 10, Shots 32 (3). (Carapace). 30 to Neck and Face. 18 to Body (Flak). 12 to Eyes.
Laspistol (11): 5d+2 (2) burn, Acc 2, ROF 3, Shots 30 (3). Weapons -
Chainsword (14): 3d+2 (3) [1] cut.

61 GURPS UNOFFICIAL
Boltgun (14): 5d+2 (2) pi-++ follow-up 2d+2 ex cr, Acc 5+2, ROF Chainsword (13): 4d-1 (3) [1] cut.
2, Shots 15 (3). Hand Flamer (11): 4d burn, ROF Jet, Shots 10x1s (5).
Fractix Lasgun (14): 7d+2 (2) burn, Acc 4, ROF 25, Shots 120
Slaaneshi Pleasure-Seeker
(6). Minoris

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Gang Leader ST 11; DX 13; IQ 10; HT 11; HP 11. (Enc. None)
Majoris Will 13; Per 10; Speed 8; Dodge 12; Move 8.
ST 14; DX 13; IQ 13; HT 13; HP 12. (Enc. Medium) Skills: Guns 13, Knife 14, Whip 14.
Will 13; Per 13; Speed 7; Dodge 11; Move 7. Traits: Combat Reflexes, Fit, High Pain Threshold.

GURPS
Skills: Brawling 14, Guns 16, Sword 16. Equipment: Kantrel Laspistol, Chainblade, Mono-Whip.
Traits: Combat Reflexes, Fit. Weapons -
Equipment: Ballistic Fiber, Heavy Carapace Chestplate, Medium Chainblade (14): 2d+1 (3) [C,1] cut.
Carapace Arm and Legplates, Medium Carapace Helmet w/ Gorget Mono-Whip (14): 1d+1 [1-6*] cut.
and Mask, Bolt Pistol, Power Sword.

UNOFFICIAL
Laspistol (13): 5d+1 (2) burn, Acc 1, ROF 3, Shots 30 (3).
Armor: 12/8* to Body (Ballistic Fiber), 40 to Torso (Carapace).
35 to Arms and Legs (Carapace). 30 to Face, Feet, Hands and Neck Tzeentch Psyker
(Carapace). 12 to Eyes (Ballistic Goggles). Majoris
Weapons - ST 9; DX 10; IQ 13; HT 9; HP 9. (Enc. None)
Power Sword (16): 3d (5) [1] cut OR 2d+1 (5) [1,2] imp Will 14; Per 10; Speed 5; Dodge 8; Move 5.

RELEASE
Bolt Pistol (16): 5dx2 (2) pi++ follow-up 2d+2 ex cr, Acc 2, ROF Skills: Mental Strength 16, Telekinesis 17, Telepathy 17.
2, Shots 8+1 (3). Traits: Psyker 3.

Renegades
Cults of Chaos No grievance, however legitimate, can justify a loyal servant of
The most dangerous of all heretics, a Chaos cultist has left their the Emperor breaking from the fold. And yet, thousands of worlds,
mind unguarded, and succumbed to the influence of the Chaos Gods, corrupted by the sweetened words of the vile pacifist or the cunning
corrupting their bodies and minds into mockeries of the Emperor's politician, has turned away from the Imperial light, only to be
will. The only mercy that can be afforded to such feeble men is death. righteously cleaned by the Emperor's faithful servants. Such a waste.
For all renegades listed below, the equipment would be standard,
Cultist

fc4599c PREV
personal kit. Crew-served weapons (such as the Heavy Bolter) or role-
Minima specific equipment (Flamers, Launchers, Plasma Guns, Shotguns,
ST 10; DX 10; IQ 10; HT 10; HP 10. (Enc. None) etc.) would likely be carried on a squad or platoon level; use Guns as
Will 11; Per 10; Speed 5; Dodge 8; Move 5. the applicable skill level for such specialists.
Skills: Axe 10, Brawling 9, Guns 10, Knife 10. Renegade Conscript
Equipment: Autopistol, Club or Mono-Knife. Minima
Weapons - ST 11; DX 10; IQ 10; HT 11; HP 11. (Enc. Light)
Mono-Knife (10): 1d (2) [C,1] cut OR 1d (2) [C] imp. Will 10; Per 10; Speed 5.25; Dodge 8; Move 5.
Club (10): 1d+3 [1] cr. Skills: Brawling 10, Guns 10, Knife 10, Spear 9.
Autopistol (10): 2d+2 pi, Acc 2, ROF 3, Shots 18 (3). Traits: Fit.

DISTRIBUTE
Equipment: Lasgun, Light Flak Vest and Helmet, Mono-Knife.
Poxwalker
Minoris Armor: 12 to Torso (Flak), 18 to Skull (Flak).
ST 12; DX 8; IQ 7; HT 13; HP 12. (Enc. None) Weapons -
Will 11; Per 10; Speed 5.25; Dodge 8; Move 5. Mono-Knife (10): 1d+1 (2) [C,1] cut OR 1d+1 (2) [C] imp.
Bayonet (9): 1d+2 (2) [1,2*] imp.

LIMITED
Skills: Axe 11, Brawling 11, Wrestling 11.
Traits: Injury Tolerance (Undead), Hard to Kill 2. Lasgun (10): 7d+2 (2) burn, Acc 6+2, ROF 12, Shots 60 (3).
Equipment: Great Axe OR Mace. Renegade Guardsman
Weapons - Minoris
Great Axe (11): 2d+3 [1,2*] cut. ST 11; DX 11; IQ 10; HT 12; HP 11. (Enc. Light)
Mace (11): 2d+3 [1] cr. Will 11; Per 11; Speed 5.75; Dodge 8; Move 5.
Skills: Brawling 12, Guns 13, Knife 11, Spear 11.
Khornite Gore Butcher
Minoris Traits: Fit.
ST 13; DX 11; IQ 9; HT 12; HP 13. (Enc. None) Equipment: Ballistic Fiber, Lasgun, Medium Flak Vest and
Helmet, Mono-Knife, 2 Fragmentation Grenades.

Fennefell#4034
Will 9; Per 9; Speed 6; Dodge 10; Move 6.
Armor: 12/8* to Body (Ballistic Fiber), 18 to Torso and Skull (Flak).
Skills: Axe 13, Brawling 12, Liquid Projector 11, Sword 13.
Weapons -
Traits: Combat Reflexes, Fit, Fearless 4.
Mono-Knife (11): 1d+1 (2) [C,1] cut OR 1d+1 (2) [C] imp.
Equipment: Ballistic Fiber, Heavy Flak Chestplate, Chainaxe OR
Chainblade and Hand Flamer. Bayonet (11): 1d+2 (2) [1,2*] imp
Armor: 12/8* to Body (Ballistic Fiber), 24 to Torso (Flak). Lasgun (13): 7d+2 (2) burn, Acc 6+2, ROF 12, Shots 60 (3).
Weapons - Renegade Veteran
Chainaxe (13): 5d-1 (3) [1] cut. Minoris

62 GURPS UNOFFICIAL
ST 12; DX 11; IQ 12; HT 12; HP 12. (Enc. Light) Combat Knife, Chainsword, Bolt Pistol, Boltgun.
Will 14; Per 13; Speed 6; Dodge 10; Move 6. Armor: 15 to Body (Molecular Ballistic Fiber). 60 to Face, Neck,
Skills: Brawling 12, Broadsword 11, Guns 15, Knife 12, Spear 11. Skull, and Torso (Ceramite). 40 to Arms and Legs (Carapace). 35 to
Hands and Feet (Carapace). 2 to Body, 7 to Torso, 5 to Eyes (Natural
Traits: Combat Reflexes, Fit.
DR).
Equipment: Ballistic Fibers, Mars Mk. II Lasgun, Laspistol, Heavy

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Weapons -
Flak Vest and Helmet, Flak Boots, Mono-Knife, two Fragmentation/
Krak grenades, Combat Knife (16): 5d+1 (2) [1] cut OR 2d+2 (2) [C,1] imp.
Armor: 12/8* to Body (Ballistic Fiber), 24 to Torso (Flak). 18 to Chainsword (14): 7d-1 (5) [1,2] cut.

GURPS
Skull (Flak). 10 to Feet (Flak). Bolt Pistol (13): 6dx3 (2) pi++ follow-up 5d ex cr, Acc 2, ROF
Weapons - 4, Shots 14+1 (3).
Mono-Knife (12): 1d+2 (2) [C,1] cut OR 1d+1 (2) [C] imp. Boltgun (15): 6dx3 (2) pi++ follow-up 5d ex cr, Acc 5, ROF
Bayonet (11): 1d+2 (2) [1,2*] imp 5, Shots 28+1 (3).
Mars Mk II Lasgun (15): 8d (2) burn, Acc 6+3, ROF 2, Shots 30
Fallen Tactical Marine

UNOFFICIAL
(3).
Extremis
Laspistol (13): 5d+2 (2) burn, Acc 2, ROF 3, Shots 30 (3).
ST 35; DX 14; IQ 13; HT 15; HP 25. (Enc. Light)
Renegade Tempestus Scion Will 14; Per 14; Speed 7; Dodge 11; Move 9, SM +1.
Majoris Skills: Brawling 13, Guns 16, Knife 16, Sword 15.
ST 13; DX 13; IQ 13; HT 12; HP 13. (Enc. Medium)

RELEASE
Traits: Acute Vision 3, Combat Reflexes, Enhanced Move 1, High
Will 14; Per 14; Speed 6.25; Dodge 10; Move 6. Pain Threshold, Very Fit, Weapon Master (Chainsword, Combat
Skills: Brawling 15, Guns 16, Knife 15, Spear 15. Knife).
Traits: Combat Reflexes, Very Fit. Equipment: Powered Armor (Mk. VII Aquilas), Combat Knife,
Chainsword, Bolt Pistol, Boltgun, 4 Fragmentation/Krak grenades, 3
Equipment: Ballistic Fibers, Hotshot Lasgun, Hotshot Laspistol,
Stun/Blind Grenades.
Heavy/Medium Carapace Bodysuit, Mono-Knife, three Fragmentation/
Krak Grenades, 2 Stun/Blind Grenades. Armor: 75 to Torso and Head, 30 to Eyes, 65 to all other locations
(Powered Armor). 2 to Body, 7 to Torso, 5 to Eyes (Natural DR).
Armor: 12/8* to Body (Ballistic Fibers), 40 to Torso (Carapace).
35 to Arms, Legs, Skull (Carapace). 30 to Face, Feet, Hands and Neck Weapons -
(Carapace). 12 to Eyes (Ballistic Goggles). Combat Knife (16): 10d+1 (2) [1] cut OR 6d (2) [C,1] imp.
Weapons - Chainsword (15): 12d-1 (5) [1,2] cut.

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Mono-Knife (15): 1d+2 (2) [C,1] cut OR 1d+1 (2) [C] imp. Bolt Pistol (16): 6dx3 (2) pi++ follow-up 5d ex cr, Acc 2, ROF
Bayonet (15): 1d+2 (2) [1,2*] imp 4, Shots 14+1 (3).
Hotshot Lasgun (16): 9d+2 (2) burn, Acc 5+2, ROF 20, Shots Boltgun (16): 6dx3 (2) pi++ follow-up 5d ex cr, Acc 5, ROF
80 (3). 5, Shots 28+1 (3).
Hotshot Laspistol (16): 7d (2) burn, Acc 2, ROF 10, Shots 50 (3).
Fallen Assault Marine
Renegade Sororitas Extremis
Majoris ST 40; DX 15; IQ 13; HT 15; HP 28. (Enc. Light)
Todo: Fill this in after finishing the Sororitas template. Will 14; Per 14; Speed 8; Dodge 12; Move 11, SM +1.
Fallen Astartes

DISTRIBUTE
Skills: Brawling 15, Guns 15, Knife 17, Sword 17.
It is a dark day indeed when the Emperor's Angels themselves Traits: Acute Vision 3, Combat Reflexes, Enhanced Move 1, High
defect to the Imperium's enemies. Unlike Chaos Astartes, Fallen Pain Threshold, Very Fit, Weapon Master (Chainsword, Combat
Astartes are well within their faculties, other than their betrayal of the Knife).
Emperor, and can pose a significant, sector-wide threat until quashed, Equipment: Powered Armor (Mk. VII Aquilas), Combat Knife,
typically by their former brothers. Chainsword, Bolt Pistol, Boltgun, 4 Fragmentation/Krak grenades, 3

LIMITED
It is simply not reasonable to list every trait and faculty provided Stun/Blind Grenades, Jump Pack.
to the Astartes; the blocks shown below are condensed to the most Armor: 75 to Torso and Head, 30 to Eyes, 65 to all other locations
pertinent details; see the Astartes section for more information. (Powered Armor). 2 to Body, 7 to Torso, 5 to Eyes (Natural DR).
For all renegades listed below, the equipment would be standard, Weapons -
personal kit. Crew-served weapons (such as the Heavy Bolter) or role- Combat Knife (16): 11d+1 (2) [1] cut OR 6d+2 (2) [C,1] imp.
specific equipment (Flamers, Launchers, Plasma Guns, Shotguns, etc.)
Chainsword (15): 13d-1 (5) [1,2] cut.
would likely be carried on a squad level; use Guns as the applicable
skill level for such specialists. Bolt Pistol (15): 6dx3 (2) pi++ follow-up 5d ex cr, Acc 2, ROF
Keep in mind that all Ceramite armor counts as Hardened 1! 4, Shots 14+1 (3).

Fallen Scout Fallen Marine Sergeant

Fennefell#4034
Extremis Extremis
ST 22; DX 12; IQ 11; HT 15; HP 22. (Enc. Light) ST 38; DX 15; IQ 14; HT 15; HP 28. (Enc. Light)
Will 13; Per 13; Speed 7; Dodge 11; Move 8, SM +1. Will 16; Per 16; Speed 8; Dodge 12; Move 10, SM +1.
Skills: Brawling 12, Guns 15, Knife 16, Sword 14. Skills: Brawling 15, Guns 17, Knife 16, Sword 17.
Traits: Acute Vision 3, Combat Reflexes, Enhanced Move 0.5, Very Traits: Acute Vision 3, Combat Reflexes, Enhanced Move 1, High
Fit. Pain Threshold, Very Fit, Weapon Master (Combat Knife, Power
Sword).
Equipment: Molecular Ballistic Fiber, Heavy Ceramite Chestplate,
Medium Scout Carapace Arm and Legplates, Heavy Ceramite Helmet, Equipment: Powered Armor (Mk. VIII Errant), Combat Knife,

63 GURPS UNOFFICIAL
Power Sword, Plasma Pistol, Boltgun, 4 Fragmentation/Krak all other locations (Powered Armor). 2 to Body, 7 to Torso, 5 to Eyes
grenades, 3 Stun/Blind Grenades. (Natural DR). Crux Terminatus grants 500 Force Field DR.
Armor: 85 to Torso and Head, 30 to Eyes, 65 to all other locations Weapons -
(Powered Armor). 2 to Body, 7 to Torso, 5 to Eyes (Natural DR). Combat Knife (19): 14d+2 (2) [1] cut OR 11d+1 (2) [C,1] imp.
Weapons - Thunder Hammer (19): 22d (100) [1,2*] ex inc cr.

warhammer
Combat Knife (16): 10d+2 (2) [1] cut OR 6d+1 (2) [C,1] imp. Storm Shield (18): DB 2, DR 112, HP 75, Force Field DR 150.
Power Sword (17): 11d (10) [1] cut OR 7d+2 (10) [C,1] imp. Assault Cannon (19): 8dx4 (2) pi++, Acc 5, ROF 40!, Shots 1000
Plasma Pistol (17): 6dx2 (5) cor, Acc 3, ROF 1, Shots 12 (35). (60).

GURPS
Boltgun (17): 6dx3 (2) pi++ follow-up 5d ex cr, Acc 5, ROF
5, Shots 28+1 (3).
The Revolting Xenos
Fallen Marine Captain
What greater threat can there be to humanity than those who are
Terminus
not human? The Xenos may look like us. It may think like us. But it
ST 45; DX 15; IQ 15; HT 16; HP 30. (Enc. Light)

UNOFFICIAL
holds only one thought in it's alien head, to destroy all that you hold
Will 18; Per 18; Speed 10; Dodge 14; Move 12, SM +1. dear. From the cunning and treacherous Eldar to the ruinous Ork and
Skills: Brawling 17, Guns 20, Melee 20. the seductive lies of the Tau, the Xenos threat can only be rebuked
Traits: Acute Vision 3, Combat Reflexes, Enhanced Move 1, High through faith, plasteel, and boltgun.
Pain Threshold, Very Fit, Weapon Master (All). For the following racial templates, any socially relative traits are
considered to be relative to the human eye. For example, the Asuryani

RELEASE
Equipment: Powered Armor (Mk. VIII Errant, Modified), Iron
Halo, Combat Knife, Inferno Pistol and Power Fist OR Power Maul, and Drukhari are considered attractive by humans, and have Unusual
Boltgun with Kraken Rounds, 4 Fragmentation/Krak grenades, 3 Biochemistry when interacting with human drugs, but neither of
Stun/Blind Grenades. these traits would be relevant in a game set aboard a Craftworld.
Armor: 95 to Torso and Head, 40 to Eyes, 75 to all other locations
(Powered Armor). 2 to Body, 7 to Torso, 5 to Eyes (Natural DR). 100
Asuryani
152 points
DR (Hardened 1) to Body versus Burn or Corrosive. Iron Halo grants
One of the oldest races in our galaxy, the Aeldari once ruled these
200 Force Field DR.
stars, yet their greed, lecherousness, and sloth led to their fall, and the
Weapons - rise of She Who Thirsts. Perhaps the closest to humans in external
Combat Knife (20): 12d (2) [1] cut OR 8d (2) [C,1] imp. appearance, many have been led astray by the wiles of the Asuryani,
Power Fist (20): 12d (100) [C] cr.. only to face an uncaring, alien mind, more cunning and devious than

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Thunder Maul (20): 22d+1 (100) [1,2,3*] ex inc cr. any man.
Inferno Pistol (20): 6dx7 (10) cor ex, Acc 2, Range 10, ROF 1, Attributes: ST 9 [-10]; DX 12 [40]; IQ 12 [40]; HT 10 [0].
Shots 1 (3). Secondary Characteristic Modifiers: Dmg 1d-1/1d+1; BL 24 lbs;
Boltgun (20): 5dx4 (3) pi++, Acc 5, ROF 5, Shots 28+1 (3). HP 9 [0]; Will 12 [0]; Per 12 [0]; FP 10 [0]; Basic Speed 5.5 [0]; Basic
Move 5 [0]; SM 0.
Fallen Librarian Advantages: Beautiful [12]; Flexibility [5]; Enhanced Time Sense
Terminus [45]; Lifting ST 2 [6]; Magery (Psyker) 0 [10]; Striking ST 2 [10];
ST 35; DX 14; IQ 14; HT 15; HP 25. (Enc. Light) Perfect Balance [15]; Resistance to Sickness (+3) [5]; Unaging [15].
Will 18; Per 16; Speed 7; Dodge 11; Move 9, SM +1. Disadvantages: Doomed Soul [-10]; Manic-Depressive [-20]; Sense
Skills: Brawling 13, Guns 14, Knife 16, Staff 18. Three psychic of Duty (Spirit Stones) [-5]; Unusual Biochemistry [-5].

DISTRIBUTE
schools at 20. Quirks: Distinctive Features [-1].
Traits: Acute Vision 3, Combat Reflexes, Enhanced Move 1, High
Pain Threshold, Psyker 6, Very Fit, Weapon Master (Chainsword,
Combat Knife).
Equipment: Powered Armor (Mk. VII Aquilas), Combat Knife,

LIMITED
Force Staff OR Force Sword.
Armor: 75 to Torso and Head, 30 to Eyes, 65 to all other locations
(Powered Armor). 2 to Body, 7 to Torso, 5 to Eyes (Natural DR).
Weapons -
Combat Knife (16): 10d+1 (2) [1] cut OR 6d (2) [C,1] imp.
Force Staff (18): 11d (2) [1,2,3] cr + 6d cor warp.
Force Sword (18): 10d+1 (2) [1] cut + 6d cor warp OR 7d+1 (2)
[1,2] imp + 6d cor warp.

Fallen First Company Terminator


Extremis

Fennefell#4034
ST 60; DX 15; IQ 14; HT 16; HP 30. (Enc. Light)
Will 14; Per 14; Speed 7; Dodge 0; Move 7, SM +2.
Skills: Brawling 15, Guns 19, Melee 19, Shield 18.
Traits: Acute Vision 3, Combat Reflexes, Enhanced Move 1, High
Pain Threshold, Very Fit, Weapon Master (All).
Equipment: Tactical Dreadnought Armor, Combat Knife, Thunder
Hammer, Assault Cannon OR Storm Shield.
Armor: 200 to Torso and Head (Hardened 2), 75 to Eyes, 150 to

64 GURPS UNOFFICIAL
Adepta Sororitas
History (Imperium, Adepta Sororitas) @ IQ [8]; Judo @ DX [4]; Liquid

Character Templates
Projector (Flamethrower) @ DX+2 [8]; Melee Weapon (Knife) @ DX+2

warhammer
[4]; Melee Weapon (Broadsword) @ DX+1 [4]; Observation @ Per [2];
Pilot (Flight Pack) @ DX[2]; Running @ HT [2]; Savoir-Faire (Adepta
The templates listed below are the minimum competencies that Sororitas) @ IQ [1]; Swimming @ HT [1]; Tactics @ IQ [4]; Throwing
@ DX [2].

GURPS
each Sister would be required to meet, effectively representing a fresh
Battle Sister. They do not include any Unusual Backgrounds, but
due to the magnitude of specialist equipment granted to the Sister Sororitas Pacificus
Militant, an Unusual Background is highly appropriate. 10-50 point 143 points
of Unusual Background is appropriate in a game where combat is While the most well-known of the Adepta Sororitas are the militant
not the main focus, while 50-100 points of Unusual Background is orders, some orders follow less violent paths in their quest to serve

UNOFFICIAL
appropriate for a game with significant combat. the Emperor. Listed below are three major non-militant orders: the
medics of the Order Hospitaller, the advisers of the Order Famulous,
Sister Militant and the diplomats of the Order Dialogous.
270 points Unlike their militant counterparts, the Sororitas Pacificus are not
A Sister Militant is the lowest full rank of the militant branch of trained in the usage of powered armor. One should not mistake this
the Adepta Sororitas. Such a sister is typically picked for the Schola for lack of battle fervor, as even a Sister of the Orders Famulous is a

RELEASE
Progenium from tithes due to the Astra Militarum in her early capable warrior in times of need.
adulthood, but may also have proved herself on the battlefield or Attributes: ST 11 [10]; DX 11 [20]; IQ 13 [60]; HT 12 [20].
showed exceptional will and dedication to the Emperor in a shrine
Secondary Characteristic Modifiers: Dmg 1d-1/1d+2; BL 29 lbs;
world.
HP 12 [0]; Will 14 [5]; Per 13 [0]; FP 12 [0]; Basic Speed 5.75 [0]; Basic
Three long years of training follow, both of academic and physical Move 5 [0].
matters. Utter discipline is expected, and many perish, either to the
Advantages: Combat Reflexes [15]; Fit [5]; Rank 1 (Adepta
hands of instructors or due to the brutality of the training regime.
Sororitas) [5]; Social Regard 2 (Respected) [10].
Those who survive are hand-picked based on their talents to serve in
the many Adepta that feed from the Schola Progenium; for women, Disadvantages: Duty (Imperium, Always, Extremely Hazardous)
the most coveted roles are those of the Adepta Sororitas. [-20]; Extreme Fanaticism (The Imperium) [-15]; Sense of Duty
(Imperium) [-15].

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Once indoctrinated into the Adepta Sororitas, a sister militant will
undergo another two full years of training to forge both body and Skills: Armoury (Small Arms) @ IQ [2]; Brawling @ DX+1 [2];
mind into that of a Sororitas, becoming one with their suit of armor Explosives (Demolition) @ IQ-1 [1]; Fast-Draw (Ammo, Knife, Pistol)
and learning the way of the bolter and flamer. Once emerged, even @ DX [3]; First Aid @ IQ+1 [2]; Forward Observer @ IQ-1 [1]; Gunner
the newest Sororitas is amongst the most dangerous warriors of the (Beam, Machine Gun) @ DX [2]; Guns (Pistol, Rifle) @ DX+1 [4];
Imperium, rivaled only by the Tempestus Scion and Adeptus Astartes. Hiking @ HT [2]; History (Imperium, Adepta Sororitas) @ IQ [8]; Judo
@ DX-1 [2]; Liquid Projector (Flamethrower) @ DX [2]; Melee Weapon
Attributes: ST 13 [30]; DX 13 [60]; IQ 12 [40]; HT 13 [30].
(Knife) @ DX+1 [2]; Melee Weapon (Broadsword) @ DX [2]; Running
Secondary Characteristic Modifiers: Dmg 1d/2d-1; BL 34 lbs; HP @ HT [2]; Savoir-Faire (Adepta Sororitas) @ IQ [1]; Swimming @ HT
13 [0]; Will 15 [15]; Per 13 [5]; FP 13 [0]; Basic Speed 6.5 [0]; Basic [1]; Tactics @ IQ-1 [2]; Throwing @ DX [2].
Move 7 [5].
Advantages: Ambidexterity [5]; Combat Reflexes [15]; Fit [5]; High Lenses (Pick One)

DISTRIBUTE
Pain Threshold [10]; Rank 1 (Adepta Sororitas) [5]; Social Regard 2 Orders Hospitaller (+36 points): Add Diagnosis @ IQ+1 [4],
(Respected) [10]. Pharmacy @ IQ+1 [8], Physician @ IQ+1 [8], Psysiology @ IQ [4],
Disadvantages: Duty (Imperium, Always, Extremely Hazardous) Psychology @ IQ [4], and Surgery @ IQ [8].
[-20]; Extreme Fanaticism (The Imperium) [-15]; Sense of Duty Orders Famulous (+32 points): Add Accounting @ IQ [4],
(Imperium) [-15]. Administration @ IQ+1 [4], Cooking @ IQ+1 [4], Heraldry @ IQ [2],
Housekeeping @ IQ+2 [4], Savoir-Faire (High Society) @ IQ+2 [4].

LIMITED
Skills: Armoury (Battlesuits, Small Arms) @ IQ [4]; Beam
Weapons (Rifle) @ DX [1]; Brawling @ DX+2 [4]; Climbing @ DX [2]; Pick 10 points of skills from the Order Dialogous Lense.
Driving (Tracked) @ DX [2]; Environment Suit (Battlesuit) @ DX+2 Orders Dialogous (+34 points): Add Body Language @ Per [2],
[8]; Explosives (Demolition) @ IQ [2]; Fast-Draw (Ammo, Knife, Diplomacy @ IQ+1 [8], Fast-Talk @ IQ [2], Leadership @ IQ [2],
Pistol) @ DX [3]; First Aid @ IQ+1 [2]; Forward Observer @ IQ [2]; Linguistics @ IQ+1 [8], Merchant @ IQ [2], Propaganda @ IQ [2],
Free Fall @ DX [2]; Gunner (Beam, Machine Gun) @ DX+1 [4]; Guns Psychology @ IQ-2 [1], Research @ IQ [2], Savoir-Faire (Pick One) @
(Pistol, Rifle) @ DX+2 [8]; Guns (LAW) @ DX [1]; Hiking @ HT [2]; IQ+2 [4], Sociology @ IQ-2 [1]

POWERED ARMOR
TL Description DR Weight Don Holdout RC Notes
10 Powered Armor, Godwyn-De'az 55/50/25 125lb 60 -9 I-1 [1], [2], [3]

Notes:

Fennefell#4034
[1] The armor grants Lifting ST 5, Pressure Support 2, Sealed,
Striking ST 5, Temperature Tolerance (-270-500°C), and Vacuum
Support to all parts it covers. It additionally increases the user's
Size Modifier to 1, if it is not already, and it's weight does not count
towards the user's carrying capacity.
of a photo-visor, Vox micro-bead, and Auspex sensor suite, as well as
Disturbing Voice and Doesn't Breathe when worn.
[3] Split DR: use the first value for attacks against the torso and
head, the second value for attacks against other locations other than
the eyes, and the third value for attacks against the eyes. Additionally,
[2] The helmet of this armor is removable, and grants the effects all DR provided by the first and second values counts as Hardened 1.

70 GURPS UNOFFICIAL
GUNS (PISTOLS) (DX-4 OR MOST OTHER GUNS AT -4)
TL Weapon  Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
9 Bolt Pistol (Godwyn-De'az) 5dx3 (2) pi++ 2 2,250/6,000 10/5 3 10+1 (3) 15 -4 4 I-1
follow-up 4d ex cr

warhammer
GUNS (RIFLE) (DX-4 OR MOST OTHER GUNS AT -2)
TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
9 Boltgun (Godwyn De'az) 5dx3 (2) pi++ 5 2,250/6,000 38/10.8 4 25+1 (3) 18† -6 4 I-1

GURPS
follow-up 4d ex cr

ARTILLERY (ROCKET) (IQ-5)


TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl RC Notes
9 Exorcist Rocket (Melta) 11dx10 (10) ex cor 3+2 50/40,000 500 2 24 (10i) - -20 1 I-1
9 Exorcist Rocket (HE Frag) 6dx30 cr ex [5d+2] 3+2 50/40,000 500 2 24 (10i) - -20 1 I-2

Armor
UNOFFICIAL
Powered Armor, Godwyn-De'az (TL 10). Powered armor used
Vehicles
Rhino

RELEASE
exclusively by the Adepta Sororitas' Sister Militants. Unlike typical The Rhino APC is the mainstay of the miniscule roster of vehicles
human powered armor, it has an integrated micro-fusion generator that the Adepta Sororitas fields, effectively acting as light fire-support
that can provide effectively infinite power. While the armor does not and battle taxis for the Sisters Militant. While more than capable in
include most features of Astartes armor, it is the most effective human these roles, especially in it's upgunned and uparmored variants, the
copy by far. Rhino is no tank, and is not capable of standing toe-to-toe with most
vehicular threats, or even sustained attack by anti-vehicular infantry
Weapons weaponry.
The chassis consists of a boxy body with two caterpillar treads,
Bolt Pistol & Boltgun, 16.5mm Bolt Shell (Godwyn-De'az, and a pintle-mounted turret atop. The turret must be manned, and
M.36) typically provides no protection. The crew typically consists of two: a
Similar to both the standard human and Astartes variants, the driver and a gunner. The driver sits in the front compartment next to

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Godwyn-De'az boltgun is the primary weapon of the Adepta Sororitas' a viewport, and uses Driving (Tracked) and Mechanic (Tracked). The
Sister Militants, whose powered armor allows a significantly more gunner mans the pintle turret with Gunner (Machine Gun) and acts
powerful 16.5mm shell to be fired compared to the 14mm shell of the as a spotter.
human variants. The typical Rhino comes equipped with a fire supression system,
However, given ocassional supply shortages, the Godwyn-De'az smoke discharger, and searchlight (normal and IR), all of which
bolt pistol and boltgun are capable of being modularly adapted to can be found in High Tech (pg. 229), as well as a vox-caster. Some
firing 14mm shells through replacing the barrel and adjusting the variants will come equipped with a front dozer blade to clear out any
headspacing, allowing Sister Militants to fight with local supplies. Use obstacles. The standard armaments is a simple Heavy Bolter on the
the same stats as above, but use the damage of the Boltgun (Locke, pintle mount (350 rounds). Other weapons can be mounted, such as a
M.24) listed on page 14. Heavy Flamer (25x4s) or a Multi-Melta (20 rounds) if required.
The bolt pistol can load from either 10-round sickle magazines as Two major variants builts upon the Rhino chassis exist. The

DISTRIBUTE
listed, straight magazines (6 shots, 2.5lb, +1 Bulk), or drum magazines Immolator is more suited as a front-line vehicle, with significantly
(18 shots, 10lb, -1 Bulk). The Boltgun holds 25 rounds in a sickle- harder armoring and a double twin-linked heavy flamers (120x4s)
shaped magazine, but can also be fitted with box (60 shots, 10 sec. upon a protected, rotating turret. The turret can turn up to 90° per
reload, 26lb, -2 Bulk, -1 Malf.), drum (40 shots, 19lb, -1 Bulk, -1 Malf.), second, with elevation adjustment between -15° and +50°. While a
or straight (20 shots, 8.5lb, +1 Bulk). gunner is still required, a transparent shield (150 DR) protects against

LIMITED
attacks in a 180° arc from the turret's front. The double twin-linked
Exorcist MLRS, 85mm Rocket heavy flamers can be replaced by double twin-linked multi-meltas (80
Only mounted on the Exorcist Rhino variant, the Exorcist MLRS is rounds), or heavy bolters (1,500 rounds).
more than capable of felling foes far outside of it's weight class due to The other major variant, the Exorcist, is a mobile Multiple Rocket
it's unique armor-piercing melta missiles, capable of posing a severe Launch System, replacing all transport capacity with a rear-mounted
threat to heavy tanks and even small titans when fired in volleys. turreted rocket system. The turret can turn up to 30° per second,
However, even the more standard HE Fragmentation round should with an elevation adjustment between -10° and +130°, can mount
not be underestimated. While not as impactful over time as a full 24 Exorcist-class missiles, and comes equipped with a sophisticated
Earthshaker barrage, the sheer killing power able to be deployed from targeting system that provides a +2 to Artillery (Guided Missile) rolls.
such a small vehicle is more than commensutrate. When fired, each An Exorcist further carries two additional crewmembers, both trained
tube must be reloaded independently, taking about ten seconds per in Artillery (Rocket), who calculate trajectories, fire, and reload the
launcher.

Fennefell#4034
tube, though the launcher can be fired when only partially reloaded.

TL Vehicle ST/HP Hnd/SR HT Move LWt. Load SM Occ. DR Range Locations Notes
10 Exorcist 202 -3/6 12x 2/17 61 1 +4 4 650 500 2CT
10 Immolator 214 -4/5 12f 2/15 78 2.5 +4 2+6 1,150 550 2CT
10 Rhino 196 -3/5 11 2/20 55 4 +4 2+10 575 650 2CX

71 GURPS UNOFFICIAL

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