Professional Documents
Culture Documents
WEAPONS
Credits
Written By
Kari Lauri Salonen
(aka LeGurmux) (Finland)
Contributors
Eero Kasurinen (Finland)
Anssi Pöyhönen (Finland)
Antti Kangas (Finland)
Risto Koponen (Finland)
Markus Markamo (Finland)
Petteri Heikkinen (Finland)
Pasi Laurén (Finland)
Playtesting
Special Thanks To
Eero Kasurinen (Finland)
For Proof Reading and Ideas
Disclaimer
This document is completely unofficial and in no way endorsed by Games Workshop Limited or Fantasy Flight Games.
© Fantasy Flight Games. Warhammer 40,000 is a trademark of Games Workshop, Ltd. All Rights Reserved.
Dark Heresy, Rogue Trader, Deathwatch, Black Crusade, Only War, 40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian,
Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, Codex, Daemonhunters, Dark Angels, Dark
Eldar, Dawn of War, ‘Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, the Fire Warrior logo, Forge World, Games
Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo,
Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord
of Change, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space
Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, the
Tzeentch logo, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks,
names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are
either ®, TM and/or © Copyright Games Workshop Ltd 2000-2007, variably registered in the UK and other countries around the
world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
1
Published
Tampere, Finland - 02 August 2023
TABLE OF CONTENTS
OVERHEATS .................................................................... 17
WEAPON CRAFTSMANSHIP ........................................... 8 Table: Weapon Overheating .............................................. 17
POOR .............................................................................. 8 PLASMA ......................................................................... 17
GOOD.............................................................................. 8 POWER FIELD ................................................................. 18
BEST................................................................................ 9 PRECISE ......................................................................... 18
PRIMITIVE ...................................................................... 18
WEAPON QUALITIES ................................................... 9 PROVEN (X) ................................................................... 18
ACCURATE ........................................................................ 9 PULSE............................................................................ 18
AGILE .............................................................................. 9 PUMP............................................................................ 18
AGONIZING ...................................................................... 9 QUIET ........................................................................... 19
BALANCED ...................................................................... 10 REACH ........................................................................... 19
BEST QUALITY / INVARIABLE .............................................. 10 RECHARGE ..................................................................... 19
BLAST (RADIUS) .............................................................. 10 RECOIL (X) ..................................................................... 19
BOLT ............................................................................. 10 RELIABLE........................................................................ 19
CLUMSY ......................................................................... 11 REVOLVER ...................................................................... 19
CONCEALABLE ................................................................. 11 ROBUST (X) .................................................................... 19
CONCUSSIVE (X) .............................................................. 11 SCATTER ........................................................................ 20
CORROSIVE ..................................................................... 11 SHIELD (AP/T)................................................................ 20
COVER (AREA) ............................................................... 11 SHOCKING ...................................................................... 20
CRUSHING ...................................................................... 11 SLOW ............................................................................ 20
CYBERNETIC .................................................................... 12 SMOKE (X) ..................................................................... 21
DEFENSIVE ..................................................................... 12 SNARE (X) ...................................................................... 21
DINGED (X) .................................................................... 12 Immobilised Body parts ...................................................... 21
EXPLOSIVE MISHAP .......................................................... 12 SPLINTERING .................................................................. 21
FAST.............................................................................. 12 SPRAY ........................................................................... 22
FELLING ......................................................................... 12 STICK............................................................................. 22
FLAME ........................................................................... 13 TEARING ........................................................................ 23
FLEXIBLE ........................................................................ 13 TIRING ........................................................................... 23
FLIMSY .......................................................................... 13 TOXIC (X)....................................................................... 23
GRABBER ....................................................................... 13 UNARMED...................................................................... 23
GRAPPLE ........................................................................ 13 UNBALANCED ................................................................. 23
HAYWIRE (RANGE) .......................................................... 13 UNRELIABLE ................................................................... 23
HEATS ........................................................................... 14 UNSTABLE ...................................................................... 24
HOLY / BLESSED / SANCTIFIED ........................................... 14 Unstable Weapon Fire ........................................................ 24
IGNITING ........................................................................ 14 UNWIELDY ..................................................................... 24
IMPACT (RANGE) ............................................................. 14 WEB ............................................................................. 24
INACCURATE ................................................................... 14 WOODEN / WEAK ........................................................... 24
INTEGRATED ................................................................... 15
KNOCKBACK (STRENGTH) .................................................. 15 SHOOTING WEAPONS ................................................. 25
KRAK ............................................................................. 15 LAS WEAPONS ............................................................. 25
LAS ............................................................................... 16 Cadian Pattern Hellgun ...................................................... 25
LETHAL .......................................................................... 16 Cadian Pattern Hellpistol ................................................... 25
LIGHT ............................................................................ 16 Civitas Pattern Laspistol ..................................................... 25
LINGER (X) ..................................................................... 16 Crank Laslock ..................................................................... 26
MELTA........................................................................... 16 “Death Light” Sollex Pattern - IX Lasgun ............................ 26
MIU-LINK ...................................................................... 17 D’Laku Crusade Pattern Hellgun ........................................ 26
NUMBING ...................................................................... 17 Drusus Prime Pattern Lasgun ............................................. 26
“Fury” Triplex Pattern Assault Laspistol ............................. 26
2
Hellgun................................................................................ 27 Panoptic 0-5 Automata pistol ............................................ 41
Khayer-Addin Duelling Las .................................................. 27 “Pax Factorem” Raffir Rifle ................................................ 42
Lasburst Twin Lasgun ......................................................... 28 Phobos Stubber .................................................................. 42
Lascannon ........................................................................... 28 Pump-Action Shotgun ........................................................ 42
Las Carbine ......................................................................... 28 Puritan-14 Hax-Orthlack Execution Pistol .......................... 42
Laslocks ............................................................................... 28 Raffir Ringleader Pistol ....................................................... 43
Laspistol .............................................................................. 28 “Ripper Clip” Volg Autopistol ............................................. 43
Lasgun ................................................................................ 28 “Salvation” Sulymann Holdout Auto .................................. 43
Long Las .............................................................................. 29 “Scalptaker” Westingkrup Model 20 Stub Revolver ........... 43
Mars Pattern Mark III Short Lasgun ................................... 29 Shotgun .............................................................................. 43
Mars Pattern Mark IV Command Laspistol ......................... 29 Shotgun Pistol .................................................................... 44
Merovech-Pattern Assault Lasgun ...................................... 29 “Slayer” Westingkrup Pump Shotgun ................................ 44
Minerva-Aegis Las Carbine ................................................. 29 Snare Gun ........................................................................... 44
Multi-laser .......................................................................... 30 “Spectre” Cadence Assault Device ..................................... 44
Roth Pattern Lightning Lasgun / Long Las .......................... 30 Steadholder Lever Gun ....................................................... 45
Series-S “Venom” Belasco Compact Laspistol ..................... 30 Sting-Blunt.......................................................................... 45
“Steel Burner” Sollex Pattern - VII Heavy Laspistol ............. 30 Stormchild HandCannon .................................................... 45
Stormfront Lasgun .............................................................. 31 Stub Automatic .................................................................. 45
Synapse Disruptor ............................................................... 31 Stub Revolver ..................................................................... 45
Takara Palatine Compact Laspistol .................................... 31 Talon Mark III Short Autopistol .......................................... 46
Voss Pattern Hellgun .......................................................... 31 Vanaheim Pattern Skitarii Assault Shotgun ....................... 46
Voss Pattern Hellpistol ........................................................ 32 Volg Mercy Killer ................................................................ 46
SOLID PROJECTILE WEAPONS ...................................... 32 Vox Legi-Pattern Arbites Combat Shotgun ......................... 46
.54 Tranter Hand Cannon ................................................... 32 BOLT WEAPONS .......................................................... 47
Alcher Mark IV Combat Autogun ........................................ 32 Angelus Bolt Carbine .......................................................... 47
Armageddon Pattern Autogun ........................................... 32 Bolt Pistol ........................................................................... 48
Armsman-10 Pattern Hax-Orthlack Service Pistol .............. 33 Boltgun ............................................................................... 48
Assault Cannon ................................................................... 33 Cinder Crag Forge “Mauler” Bolt Pistol .............................. 48
Autocannon ........................................................................ 33 Garm Pattern Service Bolt Pistol ........................................ 48
Autogun .............................................................................. 33 Godwyn-De’az Pattern Bolter ............................................ 48
Autopistol ........................................................................... 34 Godwyn-De’az Pattern Storm Bolter .................................. 49
Baraspian Palm Gun ........................................................... 34 Heavy Bolter ....................................................................... 49
“Blackhammer” Scatheros Defence Shotgun ...................... 34 Sacristan Bolt Pistol ............................................................ 49
Bulldog Heavy Stubber ....................................................... 34 Scourge Mars Pattern Mark II Boltgun .............................. 50
Carnodon Pattern Westingkrup Precicion Hand Cannon .... 35 Storm Bolter ....................................................................... 50
Chimera Pistol Sword .......................................................... 35 Volg “SpitFire” Bolt Pistol ................................................... 50
Combat Shotgun ................................................................. 35 MELTA WEAPONS ....................................................... 50
“Crank Cannon” Volg VI Heavy Stubber ............................. 35 Inferno Pistol ...................................................................... 51
Creed-9 Hax-Orthlack Autogun........................................... 35 Mars-Pattern Meltagun ..................................................... 51
Dorcas Pattern Trophy Stub Automatic .............................. 36 Mars-Pattern Multi-Melta ................................................. 51
Echon Pattern Mark III Assault Stubber .............................. 36 Melta-Cutter....................................................................... 51
Encarmine Sulymann Service Autopistol ............................. 36 Mezoa-Pattern Meltagun................................................... 51
“Fate Bringer” Khayer-Addin Forge Long Pistol .................. 36 Mezoa-Pattern Multi-Melta ............................................... 52
“Flametongue” Fykos Forge Howdah Pistol ....................... 36 Seraphim Inferno Pistol ...................................................... 52
Hack Shotgun ...................................................................... 37 Thermal Lance .................................................................... 52
Hand Cannon ...................................................................... 37 Ultimo Voss Pattern Mark III Meltagun ............................. 52
Haywire Rifle ....................................................................... 37
Heavy Stubber..................................................................... 37 PLASMA WEAPONS ..................................................... 52
Hecuter 9/5 Heavy Combat Autopistol ............................... 38 Kronos Mark III Plasma Pistol ............................................. 53
Hell Rifle .............................................................................. 38 Plasmablaster .................................................................... 53
Hunting Rifle ....................................................................... 38 Plasma Cannon .................................................................. 53
“Ironclaw” Cypra Mundi Shotgun ....................................... 38 Plasma Gun ........................................................................ 53
“Irontalon” Cypra Mundi Pistol........................................... 39 Plasma Pistol ...................................................................... 54
Ius Automatic...................................................................... 39 Sunfury Mars Pattern Mark III Assault Plasmagun ............ 54
“Judgeslayer” HandCannon ................................................ 39 FLAME WEAPONS ....................................................... 54
Mariette Cylinder Pistol ...................................................... 40 Burst Pattern Anoxis Flamer .............................................. 54
“Meat Hammer” Volg Scattergun ...................................... 40 “Destroyer” Cadence Promethium Incineration Device ..... 54
Naval Shotcannon............................................................... 40 Flamer ................................................................................ 55
“Nomad” Fykos Forge Hunting Instrument ........................ 40 Gas Torch Flamer ............................................................... 55
Orthlack Mark IV Thollos Autopistol ................................... 41 Hand Flamer ....................................................................... 55
Othlack / Ursid Pattern Heavy Stubber............................... 41 Heavy Flamer ..................................................................... 55
3
Seraphim Hand Flamer ....................................................... 56 Hallucinogen ...................................................................... 71
“Stingray” Pattern Anoxis Rifle ........................................... 56 Haywire Grenades .............................................................. 71
Tox Spray ............................................................................ 56 Inferno Thermal Grenades ................................................. 72
Nightfire Pattern Voss Flamer ............................................ 56 Karrikian Frost Grenades .................................................... 72
VEHICLE AND EMPLACEMENT WEAPONS ................... 57 Krak .................................................................................... 72
Baneblade Cannon.............................................................. 57 Nail Bomb ........................................................................... 73
Battle Cannon ..................................................................... 57 Photon Flash....................................................................... 73
Chain Melee Weapon (Vehicle)........................................... 57 Powder Bombs, Fervious .................................................... 73
Demolisher Cannon............................................................. 58 Psykotroke Grenades ......................................................... 73
Dreadnought Close Combat Weapon ................................. 58 Psyk-Out Grenade .............................................................. 74
Earthshaker Cannon ........................................................... 59 Rad Grenades ..................................................................... 74
Harvester Cannon ............................................................... 59 Stink Bombs........................................................................ 74
Havoc Missile Launcher ...................................................... 59 Stun Grenade ..................................................................... 75
Hunter Killer Missile ............................................................ 60 Virus ................................................................................... 75
Inferno Cannon ................................................................... 60 EXPLOSIVES ................................................................. 76
Iron Claw / Crushing Claw................................................... 60 Demolition Charge ............................................................. 76
Mawcannon ........................................................................ 61 Det-cord and Det-tape ....................................................... 76
Reaper Autocannon ............................................................ 61 Fyceline .............................................................................. 76
Vanquisher Cannon............................................................. 61 Cressin Pattern Limpet Mine .............................................. 76
Warpsword ......................................................................... 61 Meltabomb......................................................................... 76
PRIMITIVE WEAPONS .................................................. 62 Melta Gel............................................................................ 76
Bolas ................................................................................... 62 Promethium ....................................................................... 76
Bow ..................................................................................... 62 EXOTIC WEAPONS ....................................................... 77
Catechist Pattern Stake-Crossbow ...................................... 62 Aegis Anbaric Shock Blaster Pistol ..................................... 77
Composite Bow ................................................................... 62 Aegis Redback Pattern Heavy Webber ............................... 77
Crossbow ............................................................................ 63 Artifico-Biologis, 0.5i Hypo pistol ....................................... 77
Deuce Pistol ........................................................................ 63 Condemnor Combi-Boltgun ................................................ 78
Drive Nailer ......................................................................... 63 Conversion Beamer ............................................................ 78
“Father Shot” Siskan Musket .............................................. 63 Dardanos Frost Sprayer ...................................................... 78
Flick Bow ............................................................................. 63 Digital Weapons ................................................................. 79
Flintlock Pistol ..................................................................... 64 Empyrian Brain Mines ........................................................ 79
Hand Bow ........................................................................... 64 Executioner Pistol ............................................................... 80
Heavy Crossbow.................................................................. 64 Exitus Rifle .......................................................................... 80
Impaler ............................................................................... 64 Exitus Pistol ........................................................................ 81
Iocanthos Blunderbuss........................................................ 65 Fedrid Razor Disk ................................................................ 81
Javelin ................................................................................. 65 Galvian Needler, Belasco.................................................... 81
Longbow ............................................................................. 65 Graviton Gun ...................................................................... 81
Long rifle ............................................................................. 65 Heavy Webber, Aegis Redback Pattern .............................. 82
Musket ................................................................................ 65 Heavy Webber, Tyranicus Pattern ...................................... 82
Scrap Cannon ...................................................................... 66 Hellax Infernus ................................................................... 82
Sling .................................................................................... 66 Malleus Psycannon ............................................................ 83
Spear ................................................................................... 66 Needle Pistol ...................................................................... 83
Throwing Knife/Star............................................................ 67 Needle Rifle ........................................................................ 83
Vibe Spear ........................................................................... 67 Purgatus Crossbow............................................................. 84
Volonx Bone Bolas .............................................................. 67 Rad-Cleanser ...................................................................... 84
LAUNCHERS ................................................................. 67 Volonx Thunderclap ........................................................... 85
Auxlliary Grenade Launcher................................................ 68 Webber............................................................................... 85
Disposable Missile Launcher ............................................... 68 Web Pistol .......................................................................... 85
Disposable RPG Launcher ................................................... 68 “Widower” Cadence Dart Caster Device ............................ 85
Gorge Pattern Grenade Launcher ....................................... 68 INTEGRATED WEAPONS .............................................. 86
Grenade Launcher .............................................................. 68 Catalytic Mass Driver ......................................................... 86
Missile Launcher ................................................................. 69 Coil-Whip ............................................................................ 87
Rocket Propelled Grenade (RPG) Launcher......................... 69 Graviton Pulse Launcher .................................................... 87
GRENADES AND MISSILES ........................................... 69 Heavy Catalytic Mass Driver .............................................. 87
Anti-Plant ............................................................................ 69 Integrated Lathe-Laspistol ................................................. 87
Blind .................................................................................... 70 Integrated Lathe-Lasrifle .................................................... 88
Choke Gas ........................................................................... 70 Integrated Lathe-Lasblaster ............................................... 88
Fire Bomb ............................................................................ 70 Lathes Arc-Welder .............................................................. 88
Frag ..................................................................................... 71 Phased Plasma Rifle ........................................................... 88
Gunmetal Solid Mark III Frag Grenade ............................... 71
4
MELEE WEAPONS..................................................... 89 CHAIN WEAPONS ...................................................... 104
Chain Axe ......................................................................... 104
PRIMITIVE WEAPONS .................................................. 89
Chain Flail ......................................................................... 104
Anoxis Pattern Boarding Pike ............................................. 89
Chain Glaive ..................................................................... 104
Armoured Gauntlet ............................................................. 89
Chain Knife ....................................................................... 105
Axe ...................................................................................... 89
Chain Sword ..................................................................... 105
Baptismal Mace / Hammer ................................................ 89
Eviscerator ....................................................................... 105
Bastard Sword .................................................................... 90
Blackwing Halberd .............................................................. 90 EXOTIC WEAPONS ..................................................... 105
Bolo Knife ............................................................................ 90 Breacher ........................................................................... 105
Brass Knuckles / Knuckle Dusters ........................................ 90 Chain-Sticks, Fervious ....................................................... 106
Bucklers .............................................................................. 91 Damaskin Kineblades ....................................................... 106
Burn Weapons .................................................................... 91 Double Flail, Penolpass .................................................... 106
Chimera Pistol Sword .......................................................... 91 Freeze Baton, Haddrack ................................................... 107
Club ..................................................................................... 91 Lightning Chain, Acreage ................................................. 107
Combat Knife ...................................................................... 92 Lightning Gauntlets, Acreage ........................................... 108
Cutlass ................................................................................ 92 Neuro-Gauntlet ................................................................ 108
Daemon Pike ....................................................................... 92 Omnissian Rod ................................................................. 108
Daggered Vambraces ......................................................... 93 Vivisector .......................................................................... 109
“Devil’s Kiss” Landrian Stiletto ............................................ 93 POWER WEAPONS .................................................... 109
Ecclesiarchy Corsesque ....................................................... 93 Agni-Pattern Power Maul ................................................ 109
“Emperor’s Whisper” Landrian Blade ................................. 93 Bakka-Pattern Power Ram ............................................... 110
Enforcer Riot Shield............................................................. 94 Cyclopea-Pattern Power Maul ......................................... 110
Foil ...................................................................................... 94 Electropick ........................................................................ 111
Flail ..................................................................................... 94 Lathe-Pattern Power Maul ............................................... 111
Great Weapons ................................................................... 94 Lightning Claw.................................................................. 112
Guard Shield ....................................................................... 95 Mordian Power Sword ..................................................... 112
Hammer .............................................................................. 95 Null Rod ............................................................................ 112
Improvised .......................................................................... 95 Omnisian Axe ................................................................... 113
Knife/Dagger/Dirk .............................................................. 95 Power Axe ........................................................................ 113
Kraken Tooth Dagger .......................................................... 96 Power Blade ..................................................................... 113
Long-Sabre, Fervious .......................................................... 96 Power Fist ......................................................................... 113
Mace/Maul ......................................................................... 96 Power Flail ........................................................................ 114
Man-Catcher ....................................................................... 96 Power Spear ..................................................................... 114
Mirror Shield, Sepheris........................................................ 97 Power Sword .................................................................... 114
Moon Blades, Balecarne ..................................................... 97 “Serpentine” Khayer-Addin Power Blade ......................... 115
Naval Shield ........................................................................ 97 Sollex-Aegis Energy Blade ................................................ 115
Navitus-Pattern Percussion Mallet ..................................... 98 The Power Stakes of Witch Hunter Rykehuss ................... 115
Punch Dagger ..................................................................... 98 The Twelve Daemonhammers of the Crusade ................. 116
“Punisher” Magistratum Chastisement Baton ................... 98 Thunder Hammer ............................................................. 116
Quicksilver Blade ................................................................ 98 Ultima-pattern Arbites Power Maul................................. 117
Rapier ................................................................................. 98 Waller Pattern Mark VI Power Longsword ...................... 117
Reliquary Sword .................................................................. 99 Witch Lance ...................................................................... 117
Render, Landrian ................................................................ 99
Sabre ................................................................................... 99
SHOCK WEAPONS ..................................................... 118
Scoriada .............................................................................. 99 Hredrian Shock-Staff ........................................................ 118
"Grudge"-Pattern Orthlack Extendable Shock Baton ....... 118
Scythe ............................................................................... 100
Shocker ............................................................................. 118
Shield ................................................................................ 100
Short Sword ...................................................................... 100 Command Baton .............................................................. 119
“Sigilite” Landrian Knife .................................................... 100 Concussion Mace.............................................................. 119
Crusader Suppression Shield ............................................ 119
Spear ................................................................................. 101
Electro-Flail ...................................................................... 119
Spetum.............................................................................. 101
Spindlethorn Sieve Blade .................................................. 101 Hydraphur-Pattern Suppression Shield ............................ 120
Neural Whip ..................................................................... 120
Staff .................................................................................. 101
Officer’s Cutlass................................................................ 120
Steam Drill ........................................................................ 102
Stiletto .............................................................................. 102 Shock Gauntlet ................................................................. 120
Sword ................................................................................ 102 Shock Maul ....................................................................... 121
Shocking Staff................................................................... 121
Synford-Pattern "Lockshield" ............................................ 102
Shock Staff........................................................................ 121
Tower Shield ..................................................................... 103
Trophy Knife ...................................................................... 103 FORCE WEAPONS (PRIMITIVE)..................................... 121
Truename Staff ................................................................. 103
Venator Blade ................................................................... 103 ANOINTED WEAPONS .............................................. 122
5
CREATING AND GENERATING ANOINTED WEAPONS ............ 123 BOLT SHELLS ................................................................ 144
APPEARANCE OF AWE .................................................... 126 BULLETS....................................................................... 144
POWER OF FAITH........................................................... 126 CHARGE PACK............................................................... 144
CRYO PACIFICATION SHELLS ............................................ 144
DAEMON WEAPONS ................................................127 CRYPTUS SHOTGUN SHELLS ............................................. 145
WEAPON ATTRIBUTES .................................................... 127 DUMDUM BULLETS........................................................ 145
OBTAINING DAEMON WEAPONS ...................................... 128 EXECUTIONER SHOTGUN SHELLS ...................................... 145
INFAMOUS DAEMON WEAPONS ...................................... 129 EXITUS AMMUNITION .................................................... 145
Anguish ............................................................................. 129 Exitus Hyper-Density Penetrators .................................... 146
Gore Thirster ..................................................................... 129 Shield-Breaker Round ................................................... 146
The Whispers of Delight .................................................... 129 Hellfire Round ................................................................ 146
The Lash of Bitterness ....................................................... 130 Turbo-Penetrator Round .............................................. 146
The Mace of Judgement ................................................... 130 EXOTIC ........................................................................ 146
Midnight ........................................................................... 131 FLECHETTE SHELLS ......................................................... 146
Rot Giver ........................................................................... 132 FREEZE BOLTS (HADDRACK AND KARRIKIAN) ...................... 147
Hesht: Granter of Vengeance ........................................... 132 FUEL ........................................................................... 147
The Sceptre of Ten Thousand Moons ................................ 133
HEAVY ROUNDS ............................................................ 147
The Spear of Countless Eyes ............................................. 133
HELLGUN CAPACITOR ..................................................... 147
HOT-SHOT CHARGE ....................................................... 147
XENOS WEAPONS....................................................134
HYPER-DENSITY PENETRATORS ........................................ 148
DARK ELDAR WEAPONS .................................................. 134 INFERNO SHELLS............................................................ 148
Splinter Pistol .................................................................... 134
MAN-STOPPER BULLETS ................................................. 148
Splinter Rifle ...................................................................... 134
MELTA CANISTER .......................................................... 148
ELDAR WEAPONS .......................................................... 135 MONO TIP ARROWS / QUARRELS .................................... 148
Eldar Shuriken Weapons ................................................... 135
OVERCHARGE PACK ....................................................... 148
Avenger Shuriken Catapult ............................................... 135
PLASMA FLASK .............................................................. 148
Harlequin’s Kiss ................................................................. 135
Shuriken Catapult ............................................................. 135 PSYBOLT AMMUNITION .................................................. 149
Shuriken pistol .................................................................. 135 PSYCANNON BOLTS ....................................................... 149
Ranger Long Rifle .............................................................. 136 PSYFLAME AMMUNITION................................................ 149
ORK WEAPONS ............................................................. 136 PURITY ROUNDS............................................................ 149
Big Choppa........................................................................ 136 SHELLS......................................................................... 149
Big Shoota......................................................................... 137 SHOT........................................................................... 149
Choppa.............................................................................. 137 SHOTGUN BOLT SHELLS, MODIFIED .................................. 150
Grot Blasta ........................................................................ 137 SOLID SLUGS ................................................................ 150
Power Klaw ....................................................................... 138 SOUBIROUS POWER PACK ............................................... 150
Rokkit Launcha ................................................................. 138 STALKER BOLT ROUNDS .................................................. 150
Shoota............................................................................... 138 STUN SHELLS ................................................................ 150
Skorcha ............................................................................. 138 TEMPEST BOLT SHELLS ................................................... 151
Slugga ............................................................................... 139
TRACER ROUNDS ........................................................... 151
Snazzgun ........................................................................... 139
VOID ROUNDS .............................................................. 151
TAU WEAPONS ............................................................. 140 WEBBER FILAMENTS ...................................................... 151
Tau Pulse Weapons .......................................................... 140
Pulse Carbine .................................................................... 140
WEAPON UPGRADES ............................................... 151
Pulse Pistol ........................................................................ 140
Pulse Rifle ......................................................................... 141 BIPOD ......................................................................... 152
Rail Rifle ............................................................................ 141 CHAIN ATTACHMENT ..................................................... 152
OGRYN WEAPONS ......................................................... 141 COMBI-WEAPONS ......................................................... 152
Ripper Gun ........................................................................ 141 COMPACT .................................................................... 153
DUPLUS AMMO CLIPS .................................................... 153
AMMUNITION ........................................................142 EXTERMINATOR............................................................. 153
AMPUTATOR ROUNDS .................................................... 143 EXTRA GRIP .................................................................. 153
AMPUTATOR SHELLS ...................................................... 143 FIRE SELECTOR .............................................................. 153
ARROWS / QUARRELS .................................................... 143 FOREARM WEAPON MOUNTING ...................................... 154
BLAZER SHELLS.............................................................. 144 GENE-GRIP BIO-VERATOR .............................................. 154
BLEEDER ROUNDS.......................................................... 144 LATHE BLADE ................................................................ 154
BLESSED AMMUNITION .................................................. 144 MELEE ATTACHMENT ..................................................... 154
MONO ........................................................................ 155
6
PERCUSSIVE MUZZLE BRAKE ............................................ 155 COLLECTED WEAPON TABLES ..................................... 161
PISTOL GRIP ................................................................. 155 SHOOTING WEAPONS .................................................... 161
RED-DOT LASER / HOLO SIGHT ........................................ 155 Las Weapons .................................................................... 161
SANCTIFIED/BLESSED/HOLY WEAPON .............................. 155 Solid Projectile Weapons .................................................. 162
SARISSA ....................................................................... 155 Bolt Weapons ................................................................... 165
SILENCER...................................................................... 156 Melta Weapons ................................................................ 166
TARGETER .................................................................... 156 Plasma Weapons.............................................................. 167
TELESCOPIC SIGHT ......................................................... 156 Flame Weapons ............................................................... 167
TRIPOD ........................................................................ 156 Primitive Weapons ........................................................... 168
Thrown Power Weapons .................................................. 169
TWIN-LINK ................................................................... 157
Launchers ......................................................................... 169
Grenades and Missiles ..................................................... 170
WEAPON CUSTOMISATIONS .......................................158 Exotic Weapons ................................................................ 172
OBTAINING WEAPON CUSTOMISATIONS............................. 158 Integrated Weapons ........................................................ 173
CUSTOMISATIONS .......................................................... 158 Vehicle and Emplacement Weapons ................................ 174
Custom Grip ...................................................................... 158 MELEE WEAPONS ......................................................... 175
Deactivate Safety Features ............................................... 159 Primitive Weapons ........................................................... 175
“Duplus” Ammo Clips ........................................................ 159 Chain Weapons ................................................................ 178
Extended Barrel ................................................................ 159 Exotic Weapons ................................................................ 179
Fluid Action ....................................................................... 159 Power Weapons ............................................................... 180
Home Materials ................................................................ 159 Shock Weapons ................................................................ 181
Modified Stock .................................................................. 159
Quick-Release ................................................................... 159
XENOS WEAPONS.......................................................... 182
Reduced Weight ............................................................... 160 Shooting Weapons ........................................................... 182
Reinforced ......................................................................... 160 Melee Weapons ............................................................... 183
Sacred Inscriptions ............................................................ 160
Sawn-Off ........................................................................... 160
Trigger Adjustments ......................................................... 160
7
WEAPON CRAFTSMANSHIP
All the weapons detailed in weapon descriptions are of Common craftsmanship unless otherwise stated. For
weapons of better or worse manufacture there are some modifiers already given in the description the weapons
have.
In addition to these or in their place you may use following modifications:
POOR
These cheaply constructed ranged weapons are more prone to malfunction. A ranged weapon of Poor
craftmanship has the Unreliable quality and loses its Accurate and Agile qualities. If the weapon already has
Unreliable quality then it will jam on any failed roll to hit. Melee weapons of Poor craftsmanship incur a –10
penalty to tests made to attack and lose their Balanced and Fast qualities or if they had neither, add +25% to their
weight. Any Flame, Melta and Plasma quality weapons are also likely to receive Heats, Overheats, Unstable or
Recharge rules. Any weapons with Power Field are likely to receive Heats quality.
Poor quality weapons also often suffer from smaller clip sizes and short battery life.
Poor quality weapons can never have Robust quality.
The GM should also concider giving weapons Unwieldy, Slow, Weak /Wooden, Dinged or Flimsy qualities.
GOOD
More carefully constructed and finished, these weapons are consequently more reliable. Any Good quality
weapons have Robust(1) quality.
Ranged weapons of Good craftsmanship have the Reliable (if it had Unreliable quality, the weapon loses that
instead). If it already has Reliable quality, choose one of the following:
• Weapon becomes Accurate (if it had Inaccurate quality, the weapon loses that instead)
• If Weapon does not have Slow or Unbalanced qualities, it gains Agile quality with its weight reduced by
25%.
• Lose Unbalanced or Slow quality.
• Add +10% to clip size (minimum of 1).
• Reduce level of Recoil quality by one.
• The weapon may have several sights attached or it may have Mind Impulse Unit link.
Melee weapons of Good Craftsmanship choose one:
• Add a +5 bonus to Tests made to attack and gain Balanced quality unless they have Unbalanced, Slow, or
Unwieldy qualities. If a melee weapon cannot become Balanced or already has this quality, then its weight
is halved or it loses Unbalanced quality.
• Add +5 bonus to Tests made to Parry and level of existing Shield quality is increased by one.
• Gain +1 Penetration.
• Lose Wooden/Weak quality
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BEST
A work of art as much as a weapon, these items are created by skilled artisans and are often centuries old.
Weapons of Best Craftmanship always have Robust(3) quality.
Ranged weapons of Best craftsmanship give the benefits of Good Craftsmanship, and have one of the following:
• Never suffer from jamming or overheating in addition to effects from Good Craftsmanship. If a roll would
result in either of these occurrences, simply count it as a miss instead.
• Weapon without Slow and Unbalanced qualities may gain Agile quality and lose 25% of their weight and
Gain Proven(3) quality or increase level of existing Proven quality by 2.
• Lose Unstable quality.
• Add +25% to clip size (minimum of 2).
• Lose Unbalanced quality and lower Recoil quality by one level.
• Lose Recharge quality and amount of shots fired does not alter the overheat threshold of Overheat
quality.
• Add +1 to their Penetration and either lower Recoil quality by one level or reduce weight by 10%.
Melee weapons of Best craftsmanship give the benefits of Good Craftsmanship, and have one of the following:
• Add a +10 bonus to tests made to attack instead of +5 and add 1 to the Damage they inflict.
• Add +1 to their Penetration and gain Proven(2) quality or increase level of existing Proven quality by 1.
• Lose their Unbalanced quality and gain Proven(3) quality or increase level of existing Proven quality by 2.
• Exchange Slow or Unwieldy quality to Unbalanced quality.
• Add +10 bonus to Tests made to Parry instead of +5 and level of existing Shield quality is increased by
one.
• Lose Flimsy and Unarmed qualities.
WEAPON QUALITIES
ACCURATE
Some weapons are designed with precision in mind and respond superbly in skilled hands. They grant an additional
bonus of +10 to the firer’s Ballistic Skill when used with an Aim Action, this is in addition to the bonus granted from
Aiming. If an accurate weapon is fitted with a telescopic sight its range is increased by 20% (rounding down to
nearest full meter).
AGILE
These weapons are easy to keep on hand and compact enough to carry comfortably for prolonged periods. They
are also quite compact in size making them usable in tight spaces. Agile ranged weapons can be Aimed as a Free
Action, but this only gives +5 bonus to Ballistic Skill though there is no benefit to hit if the weapon is inaccurate.
Agile melee weapons give their wielder +10 to Weapon Skill when used against a foe without Agile weapon in tight
space such as narrow corridor or foe that has bee surrounded in melee by three or more other attackers.
Agile weapons can be fired in one hand with only a –10 penalty rather than the normal –20 for basic weapons.
Agile quality weapons can be used to make a Standard Attack as part of a Ready Action but this attack cannot be
combined with any Aim Action.
AGONIZING
The weapon is capable of dealing very painful wounds and any opponent, who receives a hit to an unarmoured
location from an Agonizing weapon, must make a Difficult (-10) Toughness Test if he is capable of feeling pain.
Should he fail this Test, he suffers Pain(1) and if the Test is failed by three or more degrees, he suffers Pain(2)
instead.
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BALANCED
Some weapons, such as swords, are designed so that the weight of the hilt balances the weight of the blade,
making the weapon easier to wield. Balanced weapons grant a +10 bonus to Weapon Skill Tests made to Parry.
When Balanced weapon is used to make a Counter-Attack it grants +5 bonus to Weapon Skill. If the weapon used
to make Counter-Attack is of Best Craftsmanship, this bonus is raised to +10.
Balanced ranged weapons have been wonderfully stabilized and do not inflict any penalties to hit due to the
movement of the user and while remaining still their wielder only needs to spend a Half Action to benefit from
Full Action Aim.
Balanced weapons with reach quality only inflict -10 Penalty to Weapon Skill when fighting in crowds or tight
spaces.
BLAST (RADIUS)
Many missiles, grenades and some guns create an explosion when they hit their target or weapon may have some
other way of affecting large area. Blast weapon affects area that is rather round with given in meters and its effects
and Damage apply within this radius in metres. This area is centred into point of impact resolved after weapon fire.
Any characters within Blast weapon area of effect automatically suffers a hit. If the Blast weapon deals any direct
Damage, this is increased by X and counts as having Proven(X) quality, where the X is equal to the given Radius in
metres.
Blast weapons halve their Penetration (rounding down) against any targets that are not directly at the point of
impact, and for each such target use Effective X that is equal to Radius minus one for each full meter the target is
from the centre of the Blast. Any Prone targets that are at least one meter away from the blast centre also halve
the Effective X (rounding down).
Note that Blast weapons that deal Damage are likely to damage, tear or even destroy any clothing worn by those
who suffer a hit from the Blast. As Blast is always hitting targets within area and therefore always considered to hit
the Body location. Any Poor Craftsmanship or Unreliable ammo with Blast quality may have long enough delay
after impact to allow target’s to use Reaction to make a Dive for Cover Action before the explosion occurs. Usually
this is represented so that if only up to one Degree of Success is scored when launching such ammo, the target can
make a Hard(-20) Dodge Test to as Dive for Cover Action.
Weapons with Blast quality do not cause Critical Hits unless causing Critical Hits from Damage. Any effects from
Righteous Fury are applied only to the target that is directly at the centre of the Blast.
BOLT
Bolt ammunition is capable of penetrating deep and explodes after reaching inner tissues of its target. When
rolling for Damage, for each hit with Explosive Damage type choose one d10 rolled for its Damage to be used also
as a Check Die simultaneously. For each hit this Check Die result (apply Proven quality prior to this check) is
checked against the target’s Toughness Bonus. If this Check Die equals or exceeds the target’s TB, then reduce the
target’s Toughness Bonus by 1 and receive +1 Pen for this hit. This check roll does not benefit from Proven quality
for the purposes of this check, though the Proven quality can normally affect the actually dealt Damage.
Bolt rounds are usually made to bore through armour before exploding. This setting can usually be chosen
manually for each bolt before loading into the weapon or by Machine Spirit in some Good and Best Craftsmanship
weapons. When bore through is selected, if only up to half (rouding up) of the Penetration from this hit is required
to reduce the target’s AP to zero, there’s another possible target quite directly behind the original target but
within same range bracket, then there’s a 60% chance the secondary target is also hit (use the reversed to hit
check roll for determining hit location for this secondary hit). Whether or not the secondary hit finds the target,
the primary hit changes Damage Type to P and the Damage is reduced by 1. The Pen for the secondary hit is the
Halved (round down) Pen of the primary hit. If there’s enough Pen left to repeat this process, then do so and
determine also a tertiary hit but the Damage. The tertiary hit will always be the last one and the Bolt ammo will
explode during that.
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CLUMSY
If the wielder of a Clumsy weapon fails a Weapon Skill Test with it by a number of Degrees of Failure greater than
his Weapon Skill Bonus, he immediately resolves an attack as though he had successfully struck himself, but scored
no additional Degreees of Success and the wielder’s Strength Bonus is considered to be 0 until the beginning of his
next turn. The character in Guarded Attack or Defensive Stance may spend his Reaction to automatically evade this
self-hit from a Clumsy quality, but Parrying is not possible.
CONCEALABLE
Weapon is small in size making it easy to have it ready without anyone noticing. Any Awareness tests made to
notice that concealable weapon is readied suffer -30 penalty. If concealable weapon is hidden within clothing or in
a concealed cavity or something similar, any tests made to find this concealed weapon suffer -20 penalty.
CONCUSSIVE (X)
Some weapons create a deafening blast or shock wave when they hit. When a target is struck by a Concussive
weapon, he must take a Toughness Test with a penalty equal to 10 times the number in parentheses (X). For
example, a weapon with Concussive (2) would impose a –20 on Toughness Tests and Concussive (0) would be a
Test with no penalty. If he fails, the target is Stunned for 1 Round per Degree of Failure. Additionally, if the target
takes Damage greater than his Strength Bonus, he is knocked Prone. Should the target become both Knocked
Prone and Stunned for 4 or more Rounds, the target suffers also Unconscious(X).
Any beings with Incorporeal, Machine, From Beyond, Stuff of Nightmares, Undying, Deamonic or Strange
Physiology Traits are unaffected.
CORROSIVE
Some weapons utilise highly caustic acids which cause damage to both the wearer and their equipment. If a target
is hit by an attack from a Corrosive weapon, the any armour worn by the target in that location (with Blast or Spray
weapons consider hitting every hit location) suffer Amour Damage(1) for each beginning 5 points of rolled
Damage. If the Armour Points of the armour are reduced below 0 or the target is not wearing any armour in that
location, the excess amount of Armour Damage (the whole amount if the target is wearing no armour in that
location) is added to the rolled Damage before applying it. For armours with Unyielding and Environment Sealed
qualities, halve (rounding down) the caused Armour Damage.
This weapon also reduces the target’s Toughness Bonus by same amount as it did add extra Damage when
applying the Damage. Corrosive weapons with area of effect, are always considered to hit targets in the body and
add +1 Damage for each Level of Soak.
Note that Corrosive weapons that deal Damage are likely to damage or destroy any clothing worn by those who
suffer a hit from the Corrosive or in many cases even when no Damage is caused.
COVER (AREA)
The shield can be used to as a cover that protects either One, Half or Full body of a human sized character. This
extends the protections offered by Shield quality to cover other parts of wielder’s body, one of which must always
be the hand holding the shield and protected body parts must be connected. Cover level Half means that either
hands and the head or legs are always left without cover. Cover level One allows covering of the hand holding a
shield and one additional hit location.
Using Cover quality shield to protects head prevents shields holder from seeing into direction of cover.
CRUSHING
Weapon delivers impacts that bend armour letting pressure into body causing often broken bones and internal
bleeding. When checking for Critical Hit from Damage, the target's Toughness Bonus is halved even when the
target does benefit from Protection quality. Also, the target loses the benefits from Protection quality if the AP of
their armour is reduced to 0.
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CYBERNETIC
The weapon differs from the regular design in that the entire forearm is removed and replaced, making it almost a
form of cybernetic weapon. The Cybernetic weapon must replace either the user’s left or right arm. The gun itself
replaces the hand and forearm, joining at the elbow. The arm cannot be used for anything else once the
Cybernetic weapon has been installed. Installing a cybernetic weapon is a time-consuming and delicate procedure
that requires trained professionals, and therefore follows the rules for attaching bionics and implants. A Cybernetic
weapon is not a normal cybernetic, however, and thus does not grant the user Unnatural Toughness.
Cybernetic weapons do not need to be Braced (but can benefit from this) and they do not suffer from the effects
of Recoil quality.
DEFENSIVE
Defensive quality weapons that also feature Agile or Fast quality can used to Parry Counter-Attacks even in Neutral
Stance.
Due to the more protective nature of Defensive weapons, when Parrying with Defensive weapons you always gain
one additional Degree of Success on top of any rolled and if a Defensive weapon is used for Attacking, the amount
of scored Degrees of Success is reduced by one (down to Standard Success).
DINGED (X)
The weapon has suffered some structural damage that will affect its performance and makes the weapon more
likely to suffer structural failure or even become utterly broken. When a weapon with Dinged quality is used to
strike anything, check the to hit roll die for “ones”. If this roll is equal to or lower than the amount of Dinged the
weapon has, the weapon suffers another level of Dinged. Also, whenever the level of Dinged is increased for the
weapon, check if the to hit die roll for “tens” was lower than the level of Dinged. If so, the weapon now breaks a
bit and gains Weak quality. If it already had Weak quality, the weapon breaks totally and is only usable as
improvised primitive weapon.
EXPLOSIVE MISHAP
Whenever a jam results from throwing a grenade or firing a grenade, something unfortunate has happened. Roll
on the table below to find out the results.
Explosive Mishaps
Roll Result Description
1–5 Dud. The explosive or round fails to explode and, in the case of grenade launchers, the weapon must be reloaded before it can
fire.
6–8 “It might be ok…” Nothing happens. This one explosive has Unstable quality and if it already had this, it also has Unrealiable quality.
9–0 BOOM! The round or explosive detonates immediately. Centre the effect on the character. If this was the result of firing a grenade
launcher, the grenade detonates in the barrel, having its normal effect as well as destroying the weapon.
FAST
Weapon is very light and agile to use. If this weapon is used to make an attack in melee, it grants its wielder +2 to
Agility Bonus when determining Initiative. When used to make a Counter-Attack fast weapons grant +10 to
Weapon Skill. Opponents that would Parry an attack against a weapon with the Fast quality take a –10 penalty on
their Weapon Skill Tests unless the opponent is Parrying with a weapon that has Fast, Shield or Defensive quality.
Fast quality ranged weapons allow the wielder to spend his Reaction to make an Agility Test. If the Test is
successful he may choose to ignore any Penalties caused by the movement speed of the target for his next shot.
FELLING
Designed to puncture and to mangle, this weapon is capable of toppling even the mightiest foes. If the weapon
hits, it ignores a number of levels of Unnatural Toughness possessed by the target equal to the number in the
parenthesis. For instance, a Felling (1) weapon ignores the benefits of Unnatural Toughness (x1) and would reduce
the benefits of unnatural Toughness (x3) by one multiplier.
If the target does not have Daemonic, Stuff of Nightmares, Undying or Unnatural Toughness Trait, his Toughness
Bonus is halved (rounding down) against hits from a Felling weapon. Any vehicles that are hit with Felling weapon
do not apply their Structural Integrity Bonus to reduce the damage.
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FLAME
Flame weapons produce visible burning and can set things easily on fire. If the Flame weapon has Spray quality,
weapon projects flame out to the weapon’s area of effect and all creatures in the flame’s path are forced to try
avoiding flames unless they are protected against flames, highly resistant or immune to heat, fearless, mindless or
daemons. Avoiding flames uses up the character’s Reaction. Those trying to avoid flames try moving out from the
flame by shortest possible route. Those unable to avoid flames, take Damage normally adding +1 to the Damage
total for each level of Soak. Flame weapons with area of effect, are always considered to hit targets in the body.
Any character hit by a Flame weapon must immediately succeed on a Challenging(+0) Agility Test or be set on fire.
This test suffers an additional -10 Penalty for each Level of Soak. Cover does not protect characters from attacks
made by Flame weapons unless the cover is fully enclosed or significantly blocking to the direction of the attack
and is made of materials that do not get immediately burned. When in partial cover the Levels of Soak suffered are
reduced by up to 3 as determined by the GM (a rough guide is that for each -10 a normal ranged attack would have
suffered as a Penalty reduces one Level of Soak). If a Flame weapon also has Igniting quality, it automatically sets
its victim on fire.
Note that Flame weapons that deal Damage are likely to damage or destroy any clothing worn by those who suffer
a hit from the Flame or in many cases even when no Damage is caused.
FLEXIBLE
Some weapons are made up from lots of loosely connected segments, such as chains or supple woven hides, such
as whips. These kinds of weapons lash about when used to attack and cannot be Parried except with Shields.
Flexible weapons are quite unfitting for Parrying and cannot be used to make a Parry.
FLIMSY
The weapon has very weak structure and is not able to withstand hard blows. If a Flimsy weapon is used to make a
Parry, it will break if Fumble or result between 96 and 00 is rolled.
The weapon is also very poorly fit to penetrating armour and any armour has its AP increased by one against hits
from this weapon. In addition Flimsy weapons used to Attack when using All-Out Attack stance, break when any
Fumble is rolled.
GRABBER
The weapon is designed to pull its victim either towards the wielder or to pull riders from their mounts. After a
successful hit with a grabber weapon you may immediately make a pulling attempt. This is an Opposed Strength
Test. Mounted opponents suffer -10 penalty, if they took any Damage from the hit. If you win by two or more
degrees, the opponent is pulled towards you and loses balance effectively pulling him down from his mount or
leaving opponents that did not have a mount lying at your feet. Should you win by less than two degrees, the
opponent struggles to keep his feet, but loses his next Half-Action.
Grabber quality weapon are unaffected by Unyielding, Deflect and Impact Absorption qualities.
GRAPPLE
These weapons are in use when trying to capture or take down someone without killing him. They have special
desing that allows using them effectively in a Grapple. These weapons do not cause any Penalties to the user’s
Strength when grappling.
HAYWIRE (RANGE)
Haywire weapons use blasts of electromagnetic radiation to destroy the inner workings of machines and
technological devices. Everything within the field’s radius (in metres), indicated by Range, is affected. Roll 1d10 on
the table below (adding any modifiers from the weapon) to determine the strength of the effect. As the field
dissipates, the effect lessens one step each Round until it becomes Insignificant (i.e. a result of Major Disruption
would become Minor Disruption the following round and then cease to have an effect the round after that).
Additional Haywire attacks in the same area do not stack, but instead create a new effect that will either be
ignored if lower than the current effect or replace it if higher.
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TABLE: HAYWIRE FIELD STRENGTHS
Roll Field Strength
1 Insignificant: There is no noticeable effect on nearby technology.
2-3 Minor Disruption: All actions utilising technology, including driving vehicles, firing Ranged weapons without the Primitive
Quality, Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics suffer a
–10 penalty. The Base Movement of anyone in power armour is reduced by 1.
4-6 Major Disruption: All actions utilising technology, including driving vehicles, firing Ranged weapons without the Primitive
Quality, Tech-Use Tests, and any physical actions attempted while wearing Powerd armour or employing cybernetics suffer a
–20 penalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological
components function as a Primitive weapon of the analogous type.
7-9 Dead Zone: Technology within the affected area completely ceases to function. Powered armour becomes unpowered,
reducing the wearer’s Movement to 1. Vehicles slow to a halt. Characters with cybernetic replacements to any internal
organ(s) suffer one level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological
components (i.e., power swords) function as a Primitive weapon of their type.
10 Prolonged Dead Zone: As Dead Zone (if this result is rolled, the field lasts for two Rounds as it lessens to Dead Zone during
the following Round).
HEATS
The weapon produces such amounts of heat that even its user suffers soe effects. Firing a weapon that Heats
requires the user to make a Heat Test(+10). Users benefit from wearing protective clothing and also wearing an
environment sealed armour ignores this quality.
IGNITING
Weapon uses intense heat generating ammunition, spreads long burning flaming materials or simply fires
extremely hot flames. If target is hit and is even somewhat flammable it catches on fire automatically. Any targets
that are either immune to or highly resistant against heat are protected against igniting weapons. If an Igniting
weapon also has Flame quality it always sets its victim on fire and when trying to avoid flames from Spray quality
weapons, each level of Soak adds +2 to the Damage total instead of +1. Also, weapons with both Flame and
Igniting qualities cause an additional -20 Penalty to any Heat Tests their victims must make due to being aflame
and to any attempts for putting out those flames for first three Rounds after the attack.
Note that igniting weapons quite likely damage the clothing worn by their victim.
IMPACT (RANGE)
Weapon fires high power bullets that are able to penetrate even through hard armour as long as they haven't lost
too much energy or the weapon is sufficiently well formed or heavy enough to allow it to cut through armour with
relative ease or at least cause serious damage even when armour is not fully penetrated. If target of an Impact
weapon is at up to given Range bracket then the armour without Impact Absorption quality does not offer
Protection quality if AP is reduced to 0. Also if these hits would cause Critical Hits which would deal Protected
Impact Critical Results of Severity 4 or higher, those Critical Results are checked as Unprotected Impact Critical
Results of equal severity instead. Against vehicles, each full 10 points of Damage adds 1 Penetration and reduces
Structural Integrity Bonus by 2.
INACCURATE
Weapons with this quality are either badly designed or simply woefully made, and regardless of the care taken
when used, offer little better than a lucky chance to hit. Firer only receives a bonus equal to his Perception Bonus
to Ballistic Skill with Aim action that takes Half Action. Aiming for Full Action doubles the bonus.
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INTEGRATED
Part weapon system and part bionic, the integrated weapons are linked directly to a Potentia Coil (thus requiring
the user to have one), giving them a near-endless amount of energy to draw from, and allowing these ancient
weapons to deliver punishing volleys of fire without pause.
Integrated Weapons that would use charge packs as their ammunition have unlimited ammunition and do not
need to be reloaded (unless otherwise noted). Integrated Weapons do not Jam. This quality disregards any effects
of Unreliable and Realiable qualities. Instead whenever an Integrated Weapon would suffer a Jam, the user instead
takes 1 Level of Fatigue as the drain on their own Potentia Coil starts to wear them down.
Integrated Weapons are always physically linked to their user, and cannot be dropped or discarded without first
disconnecting them from the user’s Potentia Coil. Disconnecting or reconnecting an Integrated Weapon to a
Potentia Coil requires an Ordinary (+10) Tech-Use Test and is a Half Action. Some Integrated Weapons take the
place of limbs, or are mounted within the body such as at a shoulder or above the hip. In these instances, quick
removal might be impossible and might require dedicated medical staff and the correct facilities before they can
be disconnected. It is up to the GM to determine how difficult removing such a weapon would be, as well as
whether it is possible to remove it in the first place.
KNOCKBACK (STRENGTH)
The weapon greanerates a blast wave or maybe has very heavy weight ammunition that is very likely to throw any
lesser being to ground. Each character who is affected by this weapon must test for Pinning and can be thrown to
ground, if the character’s Strength Bonus is same or lower than the Strength of Knockback effect. Characters who
are at risk of being thrown make a Challenging(+0) Strength Test with -10 Penalty for each point of Strength Bonus
below the Strength of Knockback. For each size bracket above normal the character’s Strength Bonus counts as
two points higher. Failure in this Test means that the character is thrown off his feet and must stand up to get back
standing. Failure by two or more degrees means also that the character either staggers or is thrown d5 meters
away from the center of the blast or away from the impact.
KRAK
The weapon is designed to burn through armour and then delivers a secondary blast to destroy the actual target.
Krak weapons also need to have their hit properly aligned for the secondary blast and therefore lose some
potential if the hit lands only somehow. When rolling for Damage, for each hit choose one d10 rolled for its
Damage to be used also as a Check Die simultaneously. For each hit where this Check Die result plus the Pen of the
hit equals or exceeds the target’s AP, the shot is maximally effective causing the AP and the Toughness Bonus (in
case of vehicles Structural Integrity Bonus) of the target to be reduced by 2 (apply these effects prior to checking
Deflect or Unyielding amour qualities) and the target does not benefit from Protection quality if their AP is reduced
to 0 when resolving effects of the Damage. The reduction to Toughness Bonus does not affect creatures with
Daemonic, Stuff of Nightmares or Undying Traits.
If the check die results 1 or 2 (before applying any Proven quality) the hit from Krak weapon is misaligned and
suffers -3 to their Penetration. Note that both effects, maximally effective and misaligned can occur
simultaneously. Against vehicles all hits that do not count as misaligned benefit from the maximally effective
results.
15
LAS
As las weapons fire laser beams they are relatively accurate and hitting moving targets is also somewhat simple.
Therefore hitting targets beyond short range is one step easier than normally. Also dodging laser beams is almost
impossible because beams reach their target instantaneously. Shots from las weapons cannot be dodged unless
otherwise stated. Nature of automatic fire with las weapon is more like constant beam which has pulsating energy
peaks. When firing las weapons the firer gains +10 to Ballistic Skill and suffers no penalties from movement rate of
the target. However, without Pulse quality using Semi-Auto or Full-Auto Burst does not grant any additional
bonuses to hit.
Also due to their more continuous beam nature, when firing Las weapons with Semi-Auto or Full-Auto Burst,
instead of scoring several hits, these hits are resolved as one stronger combined hit on the main target gaining also
any modifications to Proven quality from Semi-auto burst as normal. For each additional hit that would have been
scored with Full-Auto or Semi-Auto burst this combined hit has Damage and Penetration increased by +1.
Las weapons without Pulse quality cannot be used to fire Suppressive Fire, to make Spray and Pray attempt or to
purposefully attempt to hit several targets. They also do not inflict any Collateral Damage. If the target is immune
or resistant to heat, this affects the Damage caused by Las quality weapons.
LETHAL
If penetrating target's armour does not absorb all of the Penetration from hit, then any leftover Penetration
reduces target's Toughness Bonus when determining Critical Hits from Damage. If some Penetration is still left
after this, any leftover reduces the target’s Toughness Bonus also when reducing the Damage from this hit.
LIGHT
When a Light weapon is used to Parry an incoming blow, its wielder may make a Counter-Attack if he wins the
Parry by one or more Degrees. Also, a Light quality weapon allows its user to spend his Reaction to attempt a Parry
against a Counter-Attack with -10 Penalty even when in Neutral or All-Out Attack Stance.
If a Light weapon has also Fast quality Guarded Attack stance does not cause any Penalties to Attacking with
Standard Attack. Also, when in All-Out Attack stance the wielder has one additional Attack with Multiple Attacks
Action. This extra Attack can be combined with any other bonuses, Skills and Talents that give more attacks or with
wielding two weapons.
LINGER (X)
The cloud generated by this weapon disperses at a rate appropriate to the environmental conditions. A wind clears
the area in 1d5+X Rounds while in strong wind this cloud lasts only X Rounds. Windy conditions also move the area
at the downwind direction each Round by half the wind speed present at environment. Indoors, the cloud settles
after 2d10+X Rounds.
MELTA
Melta weapons use small laser pulse to clear out the path for its High-Heat gas burst. The "tunnel" made for gas
beam is only able hold beam for a short period. After flying through tunnel for a short period the gas beam spreads
and forms a small fireball in the air whether it did hit something or not. Melta weapons cannot be fired beyond
Short Range and therefore their Range value indicates their Short Range. If fired beyond half their range, melta
weapons halve their Penetration value rounding fractions up.
Melta weapons ignore Impact Absorption amour quality and if the hit is scored with two or more additional
Degrees of Success they also ignore Unyielding and Deflect qualities. Any Hits to Vehicles withing half range are
automatically Critical Hits.
If the target is immune or resistant to heat, this affects the Damage caused by Melta quality weapons.
16
MIU-LINK
The weapon has in-built Mind Impulse Unit link. This allows its user to connect with the weapon using his Mind
Impulse Unit. Connected user always has knowledge about remaining ammunition and can attempt to Unjam the
weapon as Free Action once per round. The user may also set the weapon into mode where it won’t fire unless the
MIU is connected. Good or Best Craftsmanship versions offer the user a possibility to prevent anyone else from
being able to fire the weapon. This can be overridden with an Arduous (-40) Security Test, by any user with Mind
Impulse Unit and Tech-Use skill as trained.
MIU-link also provides lots of data from the weapon to any auto-senses the user has. If the weapon has Targeter,
then the user with auto-senses is able to reduce time needed for Aim Action by Half, meaning that Half Action Aim
is a Free Action and Full Action Aim only takes a Half Action.
NUMBING
Weapon is somewhat meant or suited more to numb and bruise than straightforwardly cause lethal injuries. If the
victim is wearing any armour, the AP of this armour is increased by one. The target will always be considered to
benefit from Protection quality even when not wearing any armour.
OVERHEATS
Certain weapons are prone to overheating, either because of poor design or they fire unstable super-heated
ammunition. An unmodified to hit roll of 91 or higher causes the weapon to Overheat. For each shot that would be
fired without having at least two rounds of time to cool down, the limit of causing weapon to overheat is reduced
by 2. Roll d10 and consult Table 5-6: Weapon Overheating to see what happens. Poor quality weapons add +2 to
the result and best quality weapons deduct -2 from the result. This effectively prevents best quality weapons from
exploding.
T ABLE : W EAPON O VERHEATING
Roll Effect
1–2 Weapons cooling system activates and the weapon cannot be fired for 2 Rounds. The user must make a Heat Test(+20).
The weapon cannot be fired for 1d10+1 Rounds. During each round the weapon is inoperable, the firer must make a Heat
3–5
Test(+10). Failing this Test also causes user to drop the weapon.
The firer must make a Heat Test(-20) and he drops the weapon. In addition for 1d10+1 Rounds the weapon is too hot to pick up
6–8
(anyone trying must make a Heat Test(-20) and failing also causes the weapon to drop).
The weapon explodes and is destroyed. Firer must make a Challenging (0) Agility Test to be able to throw the weapon further
9-10 away from himself. Weapon is thrown away amount of meters equal twice the degrees of success made in the Agility Test.
Anyone within two metres of the exploding weapon takes Damage as if they had taken a single hit from the weapon.
PLASMA
Hits from plasma weapons are very efficient even against any highly advanced armour. Plasma weapons ignore
Unyielding, Deflect and Impact Absorption armour qualities. If the target is immune or resistant to heat, this
affects the Damage caused by Plasma quality weapons.
Plasma weapons are less likely to deal widespread damage against targets that have enough armour to protect
them. If the target’s AP is not fully negated by Penetration, then convert Damage to Penetration so that two points
of Damage is transformed into 1 point of Penetration until the amour is either fully penetrated or the damage is
reduced to 0. If this has the target’s armour fully penetrated, add Plasma weapon’s Proven value to any Damage it
deals after penetration.
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POWER FIELD
A field of power wreathes weapons with this quality, increasing its Damage and Penetration. Such modifiers are
already included in the weapon’s profile. When you successfully use this weapon to Parry an attack made with a
weapon that lacks this quality, you have a 75% chance of destroying your attacker’s weapon. If weapon with power
field is Parried with weapon that has not this quality, the weapon used to Parry the attack has 50% chance of
becoming destroyed.
When power field is activated, it makes a fast crackling noise that continues as low humming noise. This humming
strengthens when weapon is moved through air. This gives anyone within 20 metres +20 to tests involving hearing
the use of power field.
Weapons with Power Field active ignore Deflect and Impact Absorption amour qualities, also disregarding any
negative effects from Unarmed quality. Power Field weapons with Weak or Flimsy qualities cannot be broken
when used to parry other weapons.
PRECISE
Weapon is lightweight, easily handled and it is mostly used to make piercing strikes. This combination makes it
easier to decide where your hits will land. Precise weapons suffer only -10 penalty when making Called Strikes, and
when used to make the Called Strike for hitting Exposure or Weak Area, treat the level of these qualities as one
step higher than it is. If the target’s armour does not have Exposure or Weak Area quality, a Called Strike to
Exposure or Weak Area with 2 or more Degrees of Success treats the armour as having Weak Area where this hit
has just landed while a Critical Hit (not Critical Hit from Damage) treats the amour as having had Exposure where
this Critical Hit is now applied.
Precise ranged weapons fire extremely adjustable, predictable and thin shots or bursts that can easily be adjusted
to hit the exact position where is wanted to hit. Ranged precise weapons also suffer only -10 penalty when making
called shots and when used to make the Called Shot after Aim Action for hitting Exposure or Weak Area, treat the
level of these qualities as one step higher than it is. If the target’s armour does not have Exposure or Weak Area
quality, a Called Strike to Exposure or Weak Area with 3 or more Degrees of Success treats the armour as having
Weak Area where this hit has just landed while a Critical Hit (not Critical Hit from Damage) treats the amour as
having had Exposure where this Critical Hit is now applied.
PRIMITIVE
Crude and basic in design, these kinds of weapons, while still deadly, are less effective against modern armour. All
Armour Points are doubled against hits from Primitive weapons, unless the armour also has the Primitive quality.
Primitive weapons grant only a bonus of +10 to Ballistic Skill with Aim Action. Any Poor Craftsmanship Primitive
ranged weapons are of Inaccurate quality and any Poor Craftsmanship melee weapons are always Unbalanced.
Primitive armour offers only half (rounding down) AP against hits from weapon without Primitive quality.
PROVEN (X)
Weapons with a Proven quality always inflict massive trauma and treat any die roll for Damage lower than X as if it
were X even if the X is greater than actual maximum that could be achieved with the die.
PULSE
This Las weapon is able to fire several strong pulses in a short period of time. Las weapons with Pulse quality may
fire also normally if the wielder so wishes, meaning that firing Semi-Auto or Full-auto burst can generate several
hits and the weapon can be used for Suppressive Fire and Spray and Pray attempts. When firing normally, the hits
are scored normally and without any modification to their Damage or Penetration from Las quality. Also the
normal rules for the amount of Collateral Damage and normal rules for Bonuses to hit apply. Though a Las weapon
that is fired with Pulse mode also grants its wielder an additional +10 to hit and ignores any penalties from target
movement rate as other Las weapons.
PUMP
As Half Action, Pump-Action weapon can be reloaded with single shell of any type to be fired next.
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QUIET
The weapon can be fired without noise or it makes such a small amount of noise that hearing the sound is virtually
impossible in any but the most silent environments.
REACH
Weapon is long enough to make an attack beyond melee distance. These weapons can be used to make a melee
attack at distance up to their range value. Typical reach weapons include spears and whips. However, while taking
this advantage the wielder may not use All-Out Attack Stance. If a weapon with Reach is used in Guarded Attack
Stance, the wielder may as a Reaction make an opposed Weapon Skill Test to keep an opponent who is in front of
him from being able to move closer.
If a weapon with Reach quality also has Fast quality, its wielder, if not already engaged in a hand-to-hand combat,
automatically gains Initiative over any opponent that charges him. This does not however apply against mounted
enemies that are attacking with Reach quality weapons with higher range.
Weapons with Reach quality are likely to be unusable in confined spaces and crowds inflicting -20 Penalty to their
wielder’s Weapon Skill in narrow corridors etc. and when surrounded by three or more foes.
RECHARGE
Because of the volatile nature of the weapon’s ammunition or due to the way it fires, the weapon needs time
between shots to Recharge. The weapon must spend the Round after firing building up a charge and cannot be
fired—in effect you can only fire the weapon every other Round.
RECOIL (X)
Such is the weapon’s ferocious recoil it requires Strength Bonus of X to be used without problems. Weaker
characters suffer a –10 BS penalty for each point of Strength Bonus below X. If recoil weapon is classed as Pistol,
then owing to their sheer ungainly size and recoil unless the firer has a Strength Bonus of X or more, recoil weapon
counts as a Basic weapon and must be used with two hands.
Spray weapons with recoil only ever inflict levels of Soak if the user has Strength Bonus of X.
If recoil weapon is braced add +2 to Strength Bonus of its firer when checking for recoil weapon Strength Bonus
requirement. Mounted weapons are unaffected by recoil quality.
RELIABLE
Based on tried and true technology, Reliable weapons seldom fail. If a Reliable weapon Jams, roll 1d10 and only on
a roll of 10 has it in fact Jammed, otherwise it just misses as normal. Note that this quality works differently if the
weapon has certain other qualities too. These differences are then described in the descriptions for these other
qualities.
REVOLVER
The weapon has a rotating ammo feed chamber that offers the functionality of a Fire Selector.
ROBUST (X)
The weapon has good structural strength. Whenever the weapon would otherwise break instead that weapon
loses one level of Robust quality. Only if the Robust quality was already reduced to zero when a break occurs, the
weapon is broken as usual.
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SCATTER
The standard ammunition of these weapons spreads out when fired, hitting more of the target. If fired at a foe
within Short range, each two degrees of success the firer scores, indicates another hit. This effect is cumulative
with any extra hits scored for using semi-auto or full auto fire mode. However, when assigning hits with semi-auto
or full-auto fire modes, they are randomly assigned other targets near the original target. When a hit is scored with
scatter weapon, aiming or degrees of success do not grant or modify Proven quality nor Penetration, even when
using semi-auto or full auto fire modes. Scatter weapon cannot be used to make called shots. All additional hits to
same target are not resolved as separate hits but instead each additional hit gives the combined hit a Proven(3)
quality or increases an existing Proven quality for this combined hit by one level. If this combined hit would gain
Proven quality with level 5 or more, the target will suffer a secondary combined hit to some connected hit location
and this hit is similar in all terms to the primary combined hit but has -3 to the Damage.
In addition to any hits scored normally any potential targets at up to normal range are in danger and for each shot
fired, one additional hit is scored against any one random victim other than the original target in this area. These
additional hits have -3 to their Damage. Consider the area of danger to be rather narrow though. Should the to hit
roll result into a Critical Hit, then the amount of additional hits at targets within danger zone is doubled
At Point Blank range the weapon has Proven(4) quality, and at all ranges the spread of shots makes it easier to hit
granting +10 bonus to Ballistic Skill. At longer ranges this spread and energy loss of small projectiles reduces
weapons effectiveness. Scatter weapons cannot be fired at extreme range. All Armour Points and Toughness
Bonuses are increased by 2 (this can however up to double any value) against hits from scatter weapons at Long
Range.
SHIELD (AP/T)
Weapon is large enough to offer some protection even when it is not intentionally used to Parry incoming blows
etc. Shields offer given amount of AP against shots and strikes that came from behind them and hit into arm
holding the shield. If this AP is not fully penetrated the shield offers given level of Toughness Bonus that is also
reduced from the Damage.
Any hits to the shield can Damage it permanently. All Critical Hits automatically reduce the T of a Shield by one. T is
further reduced by an additional point for each multiple of T Damage applied to the Shield. If the Damage Type is
Rending, double the amount of points reduced from the Shield’s T. Should the T be reduced to 0, the shield breaks
so badly that it cannot be used nor repaired anymore.
Shields are very poorly fit for attacking and impose -20 penalty to Weapon Skill when used to make an attack.
Shield weapons grant a +25 bonus to Parry attempts. You may attempt to Parry Attacks and Counter-Attacks with a
Shield weapon even when in Neutral Stance.
Unless a Shield weapon has Agile, Fast or Light quality you must spend a Reaction to Parry with a shield.
SHOCKING
Shocking weapons can Stun their opponents with a powerful surge of energy. A target that takes at least 1 point of
Damage from a Shocking weapon, after Armour but before Toughness, must make a Hard (-20) Toughness Test,
though they receive a +10 bonus for every Armour point they have left after Penetration on the location hit. If the
target fails, he is Stunned for a number of Rounds equal to Degrees of Failure. If the target has Unnatural
Toughness Trait then the target gains +10 bonus to this Toughness Test for each level of Unnatural Toughness.
A character that is stunned for at least three Rounds also loses his feet and must succeed on a Challenging (+0)
Toughness Test or lose Consciousness for equal time instead of being Stunned.
Shocking quality does not affect any unliving creatures or those with Incorporeal, Undying, Daemonic, Machine or
Strange Physiology Traits.
SLOW
Weapon is somewhat cumbersome due to its weight and/or structure. Slow weapons cannot be used to make
Counter-Attacks and impose a -5 penalty to Weapon Skill when used for Parrying. When used to make an attack in
slow weapons reduce its wielder’s Agility Bonus by 2 when determining Initiative. Slow weapons cannot be used to
take Feint Action in combat.
Slow missile weapons also incur -20 penalty to their firer’s Ballistic Skill when firing while at move or at a running
target.
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SMOKE (X)
Rather than inflicting Damage, these weapons throw up dense clouds of smoke to create cover. When a hit is
scored from a weapon with the Smoke quality, it creates a smokescreen Xd10 metres in diameter from the point of
impact. Unless X is not defined, then X is 1. This screen lasts for 2d10 Rounds, or less in adverse weather conditions
or if this weapon also has Linger quality, use that quality to define the time this effect lasts.
For the first 5 Rounds the weapon will replenish any smokescreen move due to Linger quality or if the screen does
not move, its radius will grow by 2m each round during this period unless already deemed dispersed.
Any creatures that move through the smoke screen area treat the area as treacherous terrain requiring characters
to make an Ordinary(+10) Agility Test each time they use Run or Charge action. If this terrain was treacherous
already, the smoke screen increases the difficulty instead by one step.
Also the smoke reduces any visibility to about 1,5 meters to anything within the smoke.
SNARE (X)
Weapons with this quality are designed to entangle enemies. On a successful hit, the target is immobilised. Level
to which the target is immobilised is determined by the X which is the number of immobilized body parts. Consult
table Immobilised Body Parts to see which locations are snared. An immobilised body part cannot be used to
anything else except to try to escape the bonds. The target can attempt as a Full Action to burst the bonds (a Hard
(-20) Strength Test) or wriggle free (a Hard (-20) Agility or Contortionist Test) in his Turn. A success releases one
body part of choice per Degree of Success. The target is considered helpless until he escapes if all arms are
immobilised. If the weapon was of Good Craftsmanship it imposes a further -10 Penalty to attempts to burst the
bonds or wriggle free. Best Craftsmanship weapons inflict additional -10 Penalty to bursting and wriggling free on
top of the one from Good Craftsmanship.
I MMOBILISED B ODY PARTS
Number of immobilised body parts
Hit location 1 2 3 4 5 6
Head Head Torso Left arm Right arm Right leg Left leg
Torso Torso Right arm Left arm Right leg Left leg Head
Left arm Left arm Torso Right arm Head Left leg Right leg
Right arm Right arm Torso Left arm Head Left leg Right leg
Left leg Left leg Right leg Torso Left arm Right arm Head
Right leg Right leg Left leg Torso Left arm Right arm Head
SPLINTERING
Weapon fires bullets that are designed to inflict maximum tissue damage. Ammunition of these weapons break
apart upon impact. Any armour protects against these bullets with double AP. If target's Armour Points were
reduced to zero by weapon's penetration or target had no armour at all then add +1 to Damage and add +2 to the
Severity of any Critical Hits caused. Otherwise only add +1 to the Severity of any Critical Hits caused and double
any damage caused to armour from this hit.
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SPRAY
Spray weapons project a cone of liquid, flame or something similar out to the range of the weapon. Unlike other
weapons, Spray weapons have just one range, and when fired, cast their attack out to this distance. The wielder
does Test Ballistic Skill for the full effects, but for actual hits he simply points and fires the weapon and creatures in
the path of the spray – a cone-shaped area extending in a 30-degree arc from the firer out to the weapon’s range
unless otherwise stated – are struck by the spray. Those creatures may (but do not need to) immediately try
avoiding spray. Avoiding spray uses up character’s Reaction to attempt a Dive for Cover Action. Those trying to
avoid spray try moving out from cone by shortest possible route or beyond any obstacle within reach.
Attempt to avoid spray is not an Opposed Test, is made as a Difficult (-10) Dodge Test unless the Attacker
succeeded their Ballistic Skill Test, in which case the Dodge Test is Hard(-20) and should the Attacker roll a Fumble
the test to avoid the Flames is Ordinary (+10) Dodge Test. A successful Dodge test moves the character to the edge
of the area of effect, as long as it is no further away than the character’s Agility bonus in metres. If the character
would need to move further than this to avoid the attack, or is unable to be moved out of the way due to an
obstruction of some sort (such as the confines of a tight corridor), then he automatically fails the Test. Those
unable to avoid spray due to failure in Dodge Test or because avoiding did not take them out from the area of
spray take Damage from the Spray weapon normally gaining a level of Soak for each Degree of Failure to a
maximum of three levels, which is also the result if there was no way of avoiding the spray or the creature did not
try avoiding the Spray. The exact effect of Soak levels (if there is any) is detailed by other qualities of the weapon
or in its description. If the Attacker succeeds his Ballistic Skill Test, then for each two Degrees of Success he may
add one additional level of Soak to any target that was not able to avoid the Spray. Against vehicles, simply always
add 4 levels of soak.
Because Spray weapons make no actual roll to hit, they are always considered to hit targets in the body.
Spray quality weapon consumes additional ammo for each Degree of Failure the Attacker suffers with their Ballistic
Skill test. However, only up to two extra ammos in total are consumed even if the result is higher. If the weapon
does not have enough ammunition in the clip to pay up the higher consumption, the attack has its Damage and
Penetration reduced by one per unavailable ammo for any Damage rolls that are still to be made for this attack.
Reliable Flame weapons never consume extra ammo while Unreliable versions can consume up to 4 additional
ammos.
Weapons with Spray quality do not cause Critical Hits unless causing Critical Hits from Damage. Any effects from
Righteous Fury are applied only to one of the targets (player’s choice) that were already otherwise affected with
the Spray.
STICK
The weapon is designed so that it is very hard to pull off from a wound or piece of armour. When a hit with Stick
quality weapon is scored with 1 or more degrees of success, the weapon becomes stuck into the opponent or if the
hit was parried successfully with a Shield quality weapon, it gets stuck into the shield.
The shield or limb, that has a Stick quality weapon stuck to it, is hard to use and there is a -30 penalty to all tests
with that shield or limb. A character who was hit with a Stick quality weapon that did penetrate his armour fully
has the weapon stuck into his flesh and he must pass a Challenging (0) Toughness Test each round of combat or
gain a level of Fatigue.
Removing a stuck weapon is a Full Action and is done as a Difficult (-10) Strength Test. If the Stick quality weapon is
stuck in the flesh then each time the removal is attempted the character suffers Rending unprotected Critical Hit
from Damage with Severity 1 (make still a d100 from the Severity Table to get the final Severity) to the location
where the weapon is stuck.
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TEARING
Tearing melee weapons are vicious devices, often using multitudes of fast-moving jagged teeth to rip into flesh and
bone. Ranged weapons use explosive or multi-shot ammunition that is very likely to cause severe damage by
shredding the victim’s tissues. These weapons deal devastating damage to any unarmoured target and to those
whose armour is too weak to protect them. If the victim does not benefit from Protection armour quality, these
weapons add +3 to the severity of any Critical Hit.
TIRING
Tiring weapons are either very heavy to use or difficult handle in a longer fight. Tiring weapons become Slow and
the wielder receives -1 penalty to Strength Bonus (down to minimum of 0) each Round after first 2 Rounds of
combat.
TOXIC (X)
Some weapons rely on toxins and poisons to do their damage. Anyone that takes Damage from a Toxic weapon,
after reduction for Armour must make a Toughness Test with a –5 penalty for every point of Damage taken over
Toughness Bonus. Success indicates that victim suffers one level of Fatigue but there is no further effect from the
weapon. Failure however causes one level of Fatigue and deals an immediate X (if X is not given, use 1d10) points
of Impact Damage to the target with no reduction from Armour or Toughness Bonus. If poisonous effect dealt 4 or
more points of Damage then the victim is overwhelmed with agony and loses his next Round. After initiative for
the next round has been resolved victim must make a Challenging (+0) Toughness Test or suffer further X/2 (round
down) points of Impact Damage with no reduction from Armour or Toughness Bonus.
Note that the Damage done with Toxic quality is separate from the actual Damage done by the weapon and it does
not share any other qualities the weapon’s normal Damage has. Also the Damage from Toxic quality is not added
to the weapon’s Damage when checking for Critical Hits or Critical Effects. Damage done by Toxic quality does not
cause Critical Hits, but instead it instantly kills its victim, if he has had his Wounds reduced to 0 and there’s still
unapplied Damage from Poison quality equal to amount above his Toughness Bonus.
Toxic weapons do not affect those that have Daemonic, Stuff of Nightmares/Undying, Machine or Incorporeal
Traits.
UNARMED
The weapon is a mere upgrade to your fists or legs and their reach is somewhat limited. When fighting against
opponent with a weapon that does not have the Unarmed quality, you are still considered unarmed. However,
against foes without any weapon at all, you still count as being armed.
UNBALANCED
Heavy and difficult to ready after an attack, these kinds of weapons impose a –15% penalty when used to Parry.
Unbalanced weapons cannot be used to make Counter-Attacks. Unbalanced ranged weapons impose -10 penalty
to Ballistic Skill unless they are Braced.
UNRELIABLE
Certain weapons misfire more often than normal because they are badly maintained or constructed. An Unreliable
weapon suffers a Jam on a roll of 90 or higher, and on 85+ if fired on Full Auto. On any roll of double less than 90
the weapon does not Jam but fails to fire, but still uses up one round of ammunition. Unreliable weapons add +1 to
any roll on overheat or any other weapon mishap table.
23
UNSTABLE
Weapons with this quality use ammunition that is both volatile and unstable and can react unpredictably when
detonated. When an Unstable weapon is fired check the result on dice that was rolled for ones and consult table
Unstable Weapon Fire. If weapon does not need roll for to hit (ex. for having Flame quality) roll 1d10 to see what
effect the Unstable quality provides. Note that these effects are in addition to those that otherwise are caused by
firing the weapon and rolling Jam or Mishap.
U NSTABLE W EAPON F IRE
Roll Effect
Weapon fired with slightly lower power imposing -2 penalty to Damage. If the to hit roll resulted a Jam, the weapon must be re-
8
prepared (Full Action) before it can be fired again.
Weapon fired with very low power. Damage is halved rounding up left over Damage. If the to hit roll resulted a Jam, the weapon
9 must be cleared of all the remaining ammo and reloaded before it can be fired again, meaning that the weapon needs to be
reloaded twice.
Weapon was fired with exceptional power granting +2 to Damage and +1 to Penetration. If the to hit roll result was a Jam the
0 weapon explodes dealing its normal damage to firer and if the weapon had ammunition with Blast quality, the Blast is centred on
the firer or if the weapon had Spray quality it explodes with as if having had Blast(2) quality.
UNWIELDY
Huge and often top-heavy, Unwieldy weapons are too awkward to be used defensively. Unwieldy weapons cannot
be used to Parry. When using unwieldy weapon its user cannot take Feint or Defensive Stance Actions in combat.
WEB
The weapon fires special chem-filaments that entangle its victim. Targets are quickly entangled in a painful
embrace; if they attempt to struggle the filaments constrict even more, further entrapping them. In addition to the
normal effects of Snare weapons, each time an ensnared character fails a Strength or Agility Test to escape he
imposes a cumulative –10 penalty on future tests. Should this exceed –30, the character takes 1d5+1 Damage for
each future failed test. The webbing breaks down on its own and flakes away after 1d5 hours or with special
solvent.
Web quality weapons cannot be fired beyond their Normal Range as the web spreads and falls about after a short
flight.
WOODEN / WEAK
The weapon either of weak structure or is made completely from wood. When Wooden or Weak quality weapon
may break if it is used to Parry an Attack or the Attack made by it is Parried with a weapon that does not have the
Flimsy quality.
Wooden and Weak quality weapons break when a Parry with them results a Fumble while Parrying an Attack
without Flimsy quality; or an Attack with them results a Fumble while a Parry without Flimsy quality succeeds.
Weak and Wooden weapons do not gain any bonuses to Penetration when used in All-Out Attack Stance.
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SHOOTING WEAPONS
LAS WEAPONS
Laser or “las” weapons are the most numerous weapons found in the Imperium. Based on reliable technology,
they are cheap to manufacture and easy to maintain. Las weapons work by emitting short, sharp pulses of laser
energy emitted from high-storage fast-discharge capacitors, with a flash of light and a distinctive snap like the
cracking of a whip as the trigger is pulled. To use the various classes of las weapons you must have the Pistol
Training (Las), Basic Weapon Training (Las) or Heavy Weapon Training (Las) talents.
C ADIAN P ATTERN H ELLGUN
Class: Basic (Las)
There are many different variants of the boosted lasweapons known as hellguns and hellpistols, although as a
general rule these weapons hit harder and cut through more armour than the standard lasgun. Their prohibitive
manufacturing requirements, reliance on bulky backpack power units, and less reliable nature keeps them from
being issued en masse to Imperial Guard regiments. However, hellweapons (or ‘hotshot las-weapons’ as they are
also known) are still favoured by the Imperial Guard’s elite Storm Troopers—as well as any number of agents for
the Throne—as powerful weapons.
The Calixian Storm Trooper Companies prefer to equip their forces with the Cadian pattern hellweapons. Constant
warfare means these weapons have been enhanced to the point that they can cut through something as tough as
power armour, making them extremely popular on the front lines. Cadian Pattern Hellguns can either be used with
a Backpack Power Pack (350 Thrones, Rare, 20kg, Clip: 85), or smaller backpack units designed to be slung under
standard field packs. These smaller units weigh 10 kg, and provide the hellgun with the listed ammunition capacity
and reloading times. Each small Backpack Unit costs 100 Thrones and is Rare.
Cadian pattern hellguns are also equipped with built-in targeters. This does not count towards the weapon’s one-
sight limit.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Las, Good Quality,
Cadian Hellgun Basic 80m S/3/– 1d10+4 E 6 30 2Full Pulse, Built-in 6kg† 540 Rare
targeter
† Not including backpack unit
25
Millions of these pistols are in circulation, from a simple polysteel and resin model an underhive declamator might
own in hopes of defending his wares in the Tranch warrens, to a family heirloom furnished in hand-carved night
corral and worn with pride by one of the sailwrights on the edgeworld of St Astrid’s Fall.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Civitas Pistol 25m S/2/– 1d10+1 E 0 25 Full Las, Reliable 1,8kg 40 Common
C RANK L ASLOCK
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Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Las, Reliable, Agile,
Fury Pistol 20m -/2/5 1d10+2 E 0 30 Full 2.5kg 100 Scarce
Pulse, Special
H ELLGUN
Class: Basic (Las)
A Hellgun is a pattern of Imperial Lasgun that possesses a more advanced and powerful laser plasma generation
system intended to provide more energetic laser fire on-target. This makes the Hellgun superior in both range and
power output compared to the standard-issue Lasgun. However, the higher power output requires superior quality
power cells or the use of a separate backpack power supply, and the more complex inner workings of the weapon
require more time and resources to manufacture than the standard Lasgun.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Las, Good Quality,
Hellgun Basic 100m S/3/– 1d10+4 E 5 40 3Full 6kg† 670 Rare
Proven(2)
† Not including backpack unit
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L ASBURST T WIN L ASGUN
Class: Basic (Las)
Considered old even among the ancient nature of most Imperial weapons, twin lasguns are a rare sight on the
battlefield. First produced millennia ago, their design was never perfected as other patterns soon superseded the
Lasburst’s unreliable nature. Still some appear on battlefields, either as ancient devices or low-grade versions
manufactured in lesser munitions factories. While not as dependable as a regular lasgun, Lasbursts offer a much
stronger fire rate by literally doubling the normal firepower.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Las, Tearing,
Twin Lasgun Basic 100m S/3/– 1d10+4 E 0 18 Full 7kg 220 Rare
Unreliable
L ASCANNON
Class: Heavy (Las)
Built for war, lascannons use huge power packs that provide enough energy to punch holes in the thickest armour
even at very long ranges. Lascannons are very heavy and also require separate power packs, which is why they are
often both crewed by two or more people and mounted. Lascannon power cells are very heavy weighting 12 kg. As
an alternative to using a lascannon with attached power cells, you may instead have a backpack and feed line,
which doubles the clip size, adds 19 kg to the weight and increases the cost by 100 Thrones.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Las, Lethal, Slow,
Lascannon Heavy 300m S/–/– d10*3 +9 E 23 5 2Full 55kg 5000 Very Rare
Igniting, Proven(4)
L AS C ARBINE
Class: Basic (Las)
A lighter, cut down version of the lasgun, the las carbine has fewer shots and a shorter range but is easier to carry
and aim, often coming with a folding stock.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Las Carbine Basic 60m S/2/– 1d10+2 E 0 40 Full Las, Reliable, Agile 3kg 75 Common
L ASLOCKS
Class: Basic (Las)
Sometimes known as “blaze guns” or “las-muskets”, no two of these cobbled together and ill-made weapons are
ever quite the same. Often found in the hands of desperate and poorly equipped insurgents or renegades, las-locks
are usually scratch built or modifications of antique or damaged lasrifles brought back into service by scav-
workshops and heretek forges. Laslocks’s jury-rigged capacitors are temperamental things at best, but still potent,
firing a more powerful discharge than that of a standard lasgun.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Laslock Basic 70m S/–/– 1d10+4 E 0 1 Full Las, Unreliable 4.5kg 40 Plentiful
L ASPISTOL
Class: Pistol (Las)
The laspistol is a light, compact and reliable weapon, common throughout the Imperium. Designs vary widely and
can range from elaborate heirloom devices inscribed with ornate carvings and gold filigree, to simplistic but
brutally robust weapons used by gangs and criminals.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Laspistol Pistol 25m S/–/– 1d10+2 E 0 30 Full Las, Reliable 1.5 kg 50 Common
L ASGUN
Class: Basic (Las)
Produced in a multitude of different styles and patterns, the lasgun can be found on almost every world of the
Imperium, where its robust design and dependability make it a favoured weapon of both the Emperor’s faithful
and many of their foes.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Lasgun Basic 90m S/3/– 1d10+3 E 0 60 Full Las, Reliable 4 kg 75 Common
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L ONG L AS
Class: Basic (Las)
Favoured by snipers, the long las is a specially modified version of the lasgun constructed for added range, strength
and accuracy. As its name implies, a long las also has a much longer barrel than a lasgun, sometimes being up to
twice the length, making it unwieldy in close quarters. Long las has also stronger inner capacitors that enable firing
of much stronger pulses than normal lasguns.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Las, Accurate,
Long Las Basic 150m S/3/– 1d10+4 E 1 20 Full Reliable, Slow, 4.5kg 100 Scarce
Proven(3)
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Popular with the more notable mercenary companies and private guild armsmen, the Minerva-Aegis is a
sophisticated las carbine that unusually features a high cycle-charge chamber allowing it a rapid pulse mode
comparable to fully automatic fire. Fruit of the Aegis Fragment and currently produced under title to the Takara
Fane of Gunmetal, the high-grade materials needed for its construction mean its cost is significantly more than
more commonplace lasguns. It is an undoubted sign of discerning professionalism in a hired scummer (or aptitude
in stealing from their betters), for them to be wielding a Minerva-Aegis. Minerva-Aegis cannot be fired without
using Pulse-mode.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Las, Reliable, Pulse,
Minerva-Aegis Basic 60m S/4/8 1d10+2 E 0 40 Full 4.1kg 210 Scarce
Agile, Special
M ULTI - LASER
Class: Heavy (Las)
A vehicle-mounted weapon, commonly found on the Chimera APC and the Sentinel Walker, a multi-laser’s rapid-
pulse configuration allows a multitude of shots to be fired in bursts. While much less powerful than lascannon,
they offer a high sustained rate of fire that makes them excellent as suppression and anti-personnel weapons.
Multilaser power cells are very heavy weighting 12 kg. As an alternative to using a multi-laser with attached power
cells, you may instead have high-energy battery and feed line, which doubles the clip size, adds 19 kg to the weight
and increases the cost by 100 Thrones.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Multi-Laser Heavy 250m –/5/12 d10*2 +1 E 6 60 3Full Las, Slow, Pulse 58kg 4400 Scarce
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Sollex weapons use standard power packs. However, owing to their more powerful charge, they get
commensurately fewer shots from them. It is possible to hotshot or overcharge Sollex weapons but dangerous. If
this is done they become subject to the Overheats rule. Sollex weapons have Scarce Availability in Magnogorsk and
are Very Rare elsewhere.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Steel Burner Pistol 30m S/–/– 1d10+4 E 2 8 Full Las, (Overheats) 2.5kg 100 Very Rare
S TORMFRONT L ASGUN
Class: Basic (Las), Melee (Primitive)
The use of this local variant of the standard Kantrael pattern lasgun by the widely renowned Brontian regiments
has secured this weapon’s “cold steel” reputation in Calixian military circles. The Stormfront lasgun features an
integral mono-bayonet and a wooden stock as part of its solid construction, and the rifle is balanced for the close-
quarters fighting at which the Brontians excel.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Stormfront Basic 100m S/3/– 1d10+3 E 0 60 Full Las, Reliable 5kg 85 Very Rare
Stromfront† Melee – – 1d10+SB P 2 – – Balanced
†Requires two hands to use in melee
S YNAPSE D ISRUPTOR
Class: Basic (Las)
The Terlain Cluster, found trailing from the Hazeroth Abyss, has long been a hub of the Cold Trade. It is home to
many unscrupulous weapon smugglers and Rogue Traders visiting who seek out exotic items to fill the vaults and
armouries of jaded Calixian nobles. While of limited battlefi eld use, Synapse Disruptors are carried by the
reptilian-looking Vault-Keepers of the cluster. The weapon has found populararity with flesh merchants, pit-
fighters, and those who simply delight in the unusual for their methods of inflicting pain and discomfort.
Insidiously, the weapon is often manufactured to look like a standard Imperium lasgun and only by taking it apart
or seeing it in operation can one discern its true nature. For that reason, Ordo Malleus agents make use of the
weapon when seeking to capture or disrupt cult activities without overt force.
Synapse Disruptors fire a near-invisible beam at their target, the initial effect of which is a dull-ache beginning in
the extremities. To have the full effect on target, the beam must be maintained for three rounds requiring a
successful Ballistic Skill Test each round to keep it “locked” on the victim, if the target moves about or the firer is
distracted. If the beam is maintained then the target must make a Difficult (-10) Willpower Test. The first failure
causes a delusional state, requiring the target to roll on the Hallucinogen Effects Table. If the Synapse Disruptor is
kept trained on the target then for each further three rounds the beam is maintained the target must make a
second Hard (-20) Willpower Test. Each time the target fails the effects escalate and the target suffers a –20
penalty (the penalty is not cumulative) to any Test requiring concentration and must make an additional roll on the
Hallucinogen Effects Table. This effect lasts for 1d5+1 minutes after exposure .
Synapse Disruptors often appear as normal lasguns but require special power cells that cost 200 thrones each, but
can be recharged in the same manner as a normal power cell.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Synapse Disruptor Basic 50m –/2/– Special 0 14 2Full Las, Special 5kg 3500 Very Rare
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Class: Basic (Las)
Utilising advanced techniques of manufacture and internal gyro-stabilisation, high power “hellguns” are the
chosen weapons of the elite Inquisitorial Stormtroopers and Imperial Guard grenadier forces. Costly and difficult to
manufacture, the primary source for these weapons in the Calixis Sector is the Takara Fane of Gunmetal City.
Hellguns are far more energy-hungry than standard las weapons and fed from power capacitor backpack units
weighting 6kg and with a cost of 50 Thrones. They may use standard las weapon charge packs, but consume four
charges per shot thus giving effective clip size 10.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Las, Good Quality,
Voss Hellgun Basic 100m S/3/– 1d10+4 E 4 40 3Full 6kg† 510 Rare
Agile, Proven(3)
† Not including backpack unit
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First imported to the hive factories of Calixis to supply loyalist forces in the Tranch insurrection and the massive
wave of mutant uprisings in Tranch’s Soot Warrens that followed, the Armageddon pattern proved itself both in
the Tranch conflict and the decade of petty cult-inspired civil wars that plagued the Malfian sub in the following
years. Still manufactured primarily on Malfi itself, the Armageddon is loud, lethal and uncomplicated; a heavy-
hitter for an autogun, it fires large calibre solid slugs from a fifteen-round short box clip and can stand a
phenomenal amount of abuse and keep firing. Since the uprisings, the Armageddon has become a staple of the
arms trade in the Malfian sub and has started to make inroads into frontier areas where its stopping power and
robust design rapidly gains converts.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Reliable,
Armageddon Basic 100m S/2/6 1d10+4 P 1 15 Full 6.5kg 100 Average
Impact(Normal)
A SSAULT C ANNON
Class: Heavy (SP)
Assault cannons are equipped with six rapidly rotating barrels in a gatling-style configuration firing diamantine
tipped shells. The barrels wear out quickly due to the intense heat generated by the internal motor that spins
them, and normally require replacements after each mission to prevent jamming or catastrophic failure.
Assault cannons are nasty for their sheer rate of fire that lets them progressively “chew” through targets. any
bonus to Penetration from Impact quality applies to all hits that are scored on the main target.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Tearing, Unreliable,
Impact(Normal),
Assault Cannon Heavy 120m –/–/25 d10*2 +4 P 7 200 3Full 60kg 7000 Very Rare
Recoil(8), Slow,
Unbalanced
A UTOCANNON
Class: Heavy (SP)
An autocannon is a crew-served heavy weapon, a selfloading, high calibre cannon that uses dense solid shells to
punch through armour. Though unlikely to fully penetrate the ceramite of Space Marine power armour, they
decimate light to medium vehicles and see widespread use in the Imperial Guard and many renegade armies.
Varied autocannon designs exist and they are usually only usable while mounted on a platform or vehicle.
The M34 autocannon is an older version of a common Imperial Guard pattern used throughout the Calixis Sector
and uses a tripod mount. It can be manned by one person, though it ideally employs a crew of two to move and set
up.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Tearing, Proven(4),
Impact(Long),
Autocannon Heavy 300m S/3/- d10*2 +7 P 10 10 3Full 55kg 1000 Scarce
Recoil(8),
Unbalanced, Slow
A UTOGUN
Class: Basic (Solid Projectile)
Cheap and easy to produce on even the lowest-tech planets, autoguns are a staple weapon across the Imperium.
Durable, rugged and easily stocked with readily available ammunition, these weapons are a common sight
especially in the rougher parts of the galaxy.
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Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Autogun Basic 100m S/3/10 1d10+3 P 1 30 Full Impact(Normal) 3.5kg 100 Average
A UTOPISTOL
Class: Pistol (Solid Projectile)
Compact and rapid-firing, autopistols are favourites of gangers and outlaws.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Autopistol Pistol 30m S/–/6 1d10+2 P 0 18 Full — 2 kg 75 Common
B ARASPIAN P ALM G UN
Class: Pistol (SP)
Palm guns are a popular choice for those who wish a covert weapon without the high expense of a digi-weapon.
When assembled they appear as a small barrel with horizontal hand-grip. To fire, they are clasped within the fist
with the barrel sticking out between the middle fi ngers. Single-shot only, they are dangerous to use, and many
wielders have lost a finger due to imprecise or hasty fi ring. While prevalent throughout the sector, they originated
on the Hive world of Baraspine and it is there that the “art” of the palm gun is at its highest, with overt weaponry
being considered crass within the hive.
Baraspian Palm Guns are difficult to detect and can be readily taken apart into unobtrusive objects, often
appearing as simple tools or items of jewellery to those unfamiliar with the weapon. It takes an Ordinary (+10)
Tech-Use Test to assemble or disassemble a Palm Gun and, when deconstructed, searches and Tests to recognize it
as a weapon have a –30 penalty. A roll of 94-00 on the firer’s Ballistic Skill Test when using it indicates that the user
has shot himself — resolve as a successful attack on the arm location used to fire the weapon with 1 degree of
success.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Baraspian Palm Concealable,
Pistol 5m S/–/– 1d10 P 0 2 Full 0.5kg 150 Rare
Gun Special
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Recoil(5), Slow,
Proven(4)
Reliable, Tearing,
Bulldog Heavy Impact(Normal),
Heavy 120m –/4/9 1d10+4 P 4 200 2Full 32kg 830 Rare
Stubber (Belt) Recoil(5), Slow,
Proven(4)
C OMBAT S HOTGUN
Class: Basic (Solid Projectile)
These automatic shotguns, often fed from a drum magazine, are designed purely for warfare and are even deadlier
than the normal shotgun. In addition to their short-range destructive power, they hammer out an intimidating
racket when being fired.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Combat Shotgun Basic 30m S/3/– 1d10+4 P 0 18 Full Scatter 6.5kg 150 Scarce
35
The Creed-9 is a compact autogun designed for close-quarter warfare and constructed to a local variant of a long
established design intended for Naval boarding troopers. Made using lightweight materials and fitted with a
telescopic stock, the Creed-9 is not much larger than a military autopistol in size and is the favoured weapon for
many enforcer kill squads, as well as the private armies of numerous noble houses and Chartist Captains. Because
of this “elite” role, it’s common to see Creeds sporting numerous upgrades and modifications such as red-dot
sights, expanded mag-ports and fire selectors.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Impact(Short),
Creed-9 Basic 55m S/3/10 1d10+3 P 0 35 Full 2.5 kg 115 Average
Agile
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The Fykos Forge of Gunmetal is a prestigious clan of master gunsmiths who specialise in elaborate and finely made
hunting weapons, and the Flametongue is no different. This simple and reliable weapon is a compact twin-
barrelled hand cannon, chambered to fire huge, custom-made soft alloy rounds that break apart on impact to
cause horrific wounds.
Intended as a powerful last line of defence should a hunter be ambushed or have the tables turned on him,
anything that can’t be put down with the Flametongue’s twin shots you probably shouldn’t have been hunting
anyway. Flametongue rounds count as Exotic ammunition with the Splintering quality.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Splintering,
Flametongue Pistol 20m S/2/– 1d10+6 P 0 2 2Full 2kg 140 Rare
Reliable, Recoil(4)
H ACK S HOTGUN
Class: Pistol (SP)
Known by a wide variety of nicknames on different worlds, this is a conventional double-barrel shotgun, cut down
to the smallest possible size and rigged to fire both of its barrels at once from a single trigger pull. Although very
short-ranged and hardly a precision weapon, the twin blast is still devastating against “soft targets” (such as
unarmoured civilians), and the sight of one can have a very salutary effect on bystanders. A Hack is no substitute
for a true combat weapon though, as many a ganger faced with carapace-armoured enforcers has found to their
cost.
Although it only fires a single blast, it uses two shotgun shells at once. The Scatter quality now provides +30 to hit
and double the amount of hits against random victims. Also the area of danger is rather conelike just as with Spray
weapons. If loaded with a single shell it only inflicts 1d10+1 P Damage.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Inaccurate, Scatter,
Hack Shotgun Pistol 10m Special 1d10+3 P 0 1 2Full Concealable, 3kg 60 Common
Special
H AND C ANNON
Class: Pistol (Solid Projectile)
A variant of the stub revolver, the huge hand cannon fires enormous rounds designed to not only take down a
target but make a loud and intimidating noise when doing so. These weapons produce ferocious recoil.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Impact(Short),
Hand Cannon Pistol 35m S/–/– 1d10+4 P 1 5 2Full Proven(2), 3kg 75 Average
Revolver, Recoil(4)
H AYWIRE R IFLE
Class: Basic (SP)
Proscribed by the Adeptus Mechanicus for its effects on their holy engines, this short, brutish weapon fires large-
calibre rounds specifically designed to defeat servitors and other mechanical constructs. The ammunition contains
a directed energy discharge that effectively passes through augmetic armour or machine plating. A woefully slow
rate of fire and short range counter this useful trait. Whilst useful for missions where the nature of the defences is
known in advance, it has limited use against more varied targets. The Haywire Rifle doubles its Pen value and gains
Shocking and Plasma qualities against targets with the Machine Trait, or those judged by the GM to be similar in
nature (such as the lock system for a blast door). The Shocking quality of Haywire rifle affects Machine Trait, even
though Machine Trait would normally grant immunity to Shocking quality.
Haywire rile uses special exotic ammunition with the cost of 50/1 and Very Rare availability.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
(Shocking, Plasma),
Haywire Rifle Basic 10m S/–/– 1d10+3 P 2* 6 Full 5kg 400 Very Rare
Special
H EAVY S TUBBER
Class: Heavy (Solid Projectile)
37
A mainstay support weapon on lower-tech planets, and also popular with outlaws and hive gangers, the heavy
stubber is ideal for fighting off large numbers of enemies or even lightly armoured vehicles. Heavy stubbers can
also be used with an ammunition drum (rather than belt fed), changing its clip size to 40 and increasing is cost by
100 Thrones but decreasing its reload time to a single Full Action. Heavy Stubber fires full-sized rounds that are
also used in Hunting Rifles.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Impact(Normal),
Heavy Stubber Recoil(5), Slow,
Heavy 120m –/5/10 1d10+4 P 3 100 2Full 25kg 750 Scarce
(Belt Box) Unbalanced,
Proven(3), Tearing
Impact(Normal),
Heavy Stubber Recoil(5), Slow,
Heavy 120m –/5/10 1d10+4 P 3 40 Full 22kg 850 Scarce
(Drum) Unbalanced,
Proven(3), Tearing
H ELL R IFLE
Class: Basic (Solid Projectile)
Hell Rifles are frowned upon by more puritanical elements within the Ordo Malleus as a sign of Radicalism. Their
effectiveness, however, cannot be disputed. Intricate weapons that often appear ancient, Hell Rifles fire impossibly
sharp shards of matter that may be Daemonic in origin. No Inquisitor of the Calixian Ordo Malleus has relinquished
a specimen to the Adeptus Mechanicus, so the true function of the weapon may be lost forever. Ammution to Hell
Rifles cost 550 thrones each and are Unique.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Felling(3),
Hell Rifle Basic 300m S/–/– d10*2 +4 P 7 — — 10kg — Unique
Proven(4)
H UNTING R IFLE
Class: Basic (Solid Projectile)
Hunting rifles can be found in the hands of a frontier hunter, or carried by a wealthy sportsman in the pursuit of
prey. Highly accurate in the arms of a trained user, even at extreme long ranges, a hunting rifle can bring down its
target be it man or beast. Hunting rifle fires rounds that are able to penetrate deep and deal high impact damage
to tissues surrounding hit location.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Accurate, Recoil(4),
Impact(Long),
Hunting Rifle Basic 150m S/–/– 1d10+4 P 3 5 Full 5kg 150 Scarce
Slow, Proven(3),
Tearing
38
Ironclaw Basic 30m S/2/– 1d10+4 P 0 12 Full Reliable, Scatter 6.5kg 80 Scarce
Unbalanced,
As club Melee — — 1d10-1+SB I — — —
Primitive, Numbing
I US A UTOMATIC
Class: Pistol (SP)
Not even planetary lords can gainsay an Arbites Precinct commander’s choice of the weapons issued to his officers.
Load-outs range from innocuous unpowered batons to full blown military weapons like bolters or krak grenades.
However, there are certain weapons that are distributed to the Arbites by Lord Marshal Goreman as a matter of
course, and the Ius pistol falls within this category. Normally used as a backup weapon alongside the Arbites
shotgun, the Ius is ubiquitous amongst both the Calixian Arbites and planetary enforcers of Scintilla. This weapon is
a solid and unspectacular yet utterly reliable pistol, crafted by the gunsmiths of Gunmetal city to be as sturdy as
possible.
Typically issued to junior ranks within both organisations, this weapon is designed to be foolproof and to withstand
punishment that would damage other firearms. Many of these humble weapons are thousands of years old, having
served generations of lawmen and women in some of the toughest hives in the galaxy.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Ius Automatic Pistol 30m S/3/- 1d10+3 P 0 11 Full Reliable 1.7kg 95 Average
39
M ARIETTE C YLINDER P ISTOL
Class: Pistol (SP)
Named for the Malfian noble house said to have originated the design—or at least first championed its use within
their assassin cadre, the Mariette is an extremely concealable compact stub pistol crafted from polyflex and
ceramics with no metallic or powered components. Its four-chamber barrels are self-contained and the whole
pistol is designed to easily break down into a handful of small parts. Disassembled, the Mariette can be easily
concealed about the person or inside some innocuous object (such as a lamp or data-slate) with almost no chance
of detection and be re-assembled to fire in mere seconds.
The Mariette when disassembled and hidden is virtually impossible to find (–30 penalty on Search Tests) as the
parts don’t show up on scanners or auspexes as weapons. The ammunition-barrel cylinders for the Mariette are
themselves Rare items and cost a base price of 100 Thrones each.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Accurate, Reliable,
Fate Bringer Pistol 40m S/–/– 1d10+3 P 2 5 2Full Special, 1.6kg 200 Rare
Concealable
N AVAL S HOTCANNON
Class: Heavy (SP)
Shotcannons can lay waste to hordes of attackers in the confined spaces of a shipboard action and a close-range
hit from one can literally explode a man into a spray of shredded clothing and flesh. These huge weapons generate
fearsome recoil when fired and must be securely mounted or fired from a braced position to be effectively used.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Scatter, Unreliable,
Shotcannon Heavy 40m S/3/– d10*2 P 0 24 2Full Recoil(8), Slow, 12kg 700 Scarce
Unbalanced
40
O RTHLACK M ARK IV T HOLLOS A UTOPISTOL
Class: Pistol (SP)
Produced by the Fane of Orthlack in Gunmetal City, the “Thollos” or “Tholl” has long been a popular backup
weapon for line officers in Calixian Guard units, who favour its stopping power over most regulation sidearms.
Indeed, so common has the practice of carrying one become that many old military families often present their
sons and daughters with a commemoratively inscribed Thollos to mark their first commission.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Orthlack Mark IV Pistol 30m S/–/6 1d10+4 P 0 12 Full — 2.5kg 75 Scarce
41
“P AX F ACTOREM ” R AFFIR R IFLE
Class: Basic (SP)
Both Assassins and the Enforcers in Gunmetal city make use of sharpshooter teams, snipers who ensconce
themselves among the gargoyles, heating ducts, and gantries of the great hives, the better to watch over every
aspect of the lives of the fearful citizens below, and, when needed, to bring death. A variety of local-pattern sniper
rifles are used for this purpose, including long-las and needler weapons. However, many skilled riflemen rely upon
more traditional solid projectile weapons, such as the Raffir “Pax Factorem”, a large calibre semi-automatic rifle of
sturdy construction common amongst the weapons made in Gunmetal City.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Accurate, Reliable,
“Pax Factorem” Basic 150m S/2/– 1d10+4 P 4 5 Full Impact(Long), 6.5kg 750 Rare
Tearing, Recoil(5)
P HOBOS S TUBBER
Class: Pistol (SP)
Found across the length and breadth of the Imperium and no doubt predating its founding in design, these cheap
stub automatics are turned out locally in the tens of thousands by both the Fane of Doru in Gunmetal City and by
the Belasco Deathworks on Malfi (where it is known as a “rake” in local parlance) and exported across the sector.
This commonplace pistol can be found everywhere from the stalls of underhive scav-traders, to frontier mining
camps and Administratum supply depots (where it goes by the nickname of the “Sigma-9”, after the opening code-
line of the relevant requisitioning forms needed for an adept to get hold of one).
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Phobos Stubber Pistol 30m S/3/– 1d10+3 P 0 9 Full — 1.3kg 50 Plentiful
42
R AFFIR R INGLEADER P ISTOL
Class: Pistol (SP)
Gifted to the Arbites as part of the planetary tithe by the Raffir clan manufactory smithmasters of Hive Subrique,
these beautiful weapons are produced under licence using ancient Adeptus Mechanicus archprints. The pistols
produced are huge, intimidating shock-and-terror weapons, designed for the execution of high profile targets at
the height of anti- Imperial riots These weapons are issued to senior Arbites officers, not so much for their
accuracy or utility in a firefight, but for the damage they inflict on both the person of rabble rousers and on the
morale of their followers.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Raffir Ringleader
Pistol 30m S/-/- 1d10+4 P 3 5 2Full — 2.5kg 500 Rare
Pistol
S HOTGUN
Class: Basic (Solid Projectile)
Even the lowest-tech factories can produce these weapons, making them a common sight in the galaxy. Favoured
for urban and shipboard combat, where their short-range stopping power comes into play, shotguns have found
their way into the arsenal of many Imperial organisations. Shotguns have two barrels that can be fired either
separately or simultaneously.
43
If both barrels are fired simultaneously at target within point blank range, hits have tearing quality. Should both
barrels be fired together treat shotgun as having been fired with semi-automatic fire at fire rate of 2.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Shotgun Basic 30m S/2/– 1d10+4 P 0 2 2Full Reliable, Scatter 5kg 60 Common
S HOTGUN P ISTOL
Class: Pistol (SP)
Compact single shot hand cannon, designed to fire shotgun cartridges. These weapons are often the preferred
sidearm of petty officers and bosuns who carry them to discourage any thoughts of mutiny, earning the weapon
the nickname of “persuaders” in Naval slang.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Reliable, Scatter,
Shotgun Pistol Pistol 10m S/–/– 1d10+4 P 0 1 Full 1kg 60 Average
Recoil(5)
S NARE G UN
Class: Basic (SP)
When bringing one’s quarry in alive is of tantamount importance, those without access to more sophisticated
weapons (such as webbers) will resort to this more simple, yet still effective weapon. It fires a snare at the end of a
spool of thin adamantine cable, lassoing the target and allowing them to be reeled in. The spool has a quick release
so if the quarry becomes too much to handle, the entire weapon isn’t lost.
When struck by this weapon, the snared victim makes an Opposed Test using their Strength or Agility against the
firer’s Strength to break free.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Snare(1), Grabber,
Snare Gun Basic 30m S/–/– — 0 1 Full 3.5kg 100 Scarce
Special
44
S TEADHOLDER L EVER G UN
Class: Basic (SP) / Melee (Primitive)
Made in millions by the Fane of Westingkrup (and copied by a dozen lesser sources), the Steadholder is a heavy
calibre rifle, loaded by a simple and distinctive lever mechanism. The Steadholder may not be the finest or most
famed weapon to come from the forges of Gunmetal, but it is all that stands between starvation and an
unpleasant death on the margins of many a world and justly respected for that. Although mainly intended for
frontier settlements and agri-worlds, many Steadholders spill onto the black markets of the worlds where they are
manufactured, ending up in the hands of gangs and low-rent hired guns. Considerable numbers have found their
way into the hands of Redemptionists where the gun’s ease of use and low cost make it suitable for fresh and
untrained converts to the cause. These so called “saviour guns”, often rippling with prayer parchments and votive
tokens, have sent many a soul unwillingly to the Emperor.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Steadholder Basic 100m S/–/– 1d10+4 P 1 6 Full Impact(Normal) 5kg 60 Plentiful
S TING -B LUNT
Class: Pistol (SP)
Most commonly found throughout the Malfian Subsector, Sting- Blunts are popular with Malfian Bloodsworn
undertaking a warrant that requires their target be taken alive. Low calibre pistols, Sting-Blunts are a fusion of
technologies, requiring a power pack as well as specially created ammunition. After being loaded into the gun, the
circuitry-traced bullets are given an electro-static charge. This results in the characteristic high-pitched whining
crack of the Sting-Blunt, and causes those hit to be given an electric shock together with the impact of the bullet.
Ammunition for the Sting-Blunt costs 50 Thrones per magazine.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Sting-Blunt Pistol 30m S/2/– 1d10 P 0 5 Full Shocking, Numbing 1.5kg 350 Common
S TUB A UTOMATIC
Class: Pistol (Solid Projectile)
Just as common as the revolver variant, the stub automatic allows for a greater rate of fire and clip capacity,
though at the cost of reliability.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Stub Automatic Pistol 30m S/3/– 1d10+3 P 0 9 Full — 1.5kg 50 Plentiful
S TUB R EVOLVER
Class: Pistol (Solid Projectile)
Based on an ancient and well-tested design, the stub revolver is an ideal backup weapon. Revolver design is very
robust and its mechanism nearly never malfunctions. Revolvers are therefore reliable.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Stub Revolver Pistol 30m S/–/– 1d10+3 P 0 6 2Full Reliable, Revolver 1kg 40 Plentiful
45
T ALON M ARK III S HORT A UTOPISTOL
Class: Pistol (SP)
Another common Imperial pattern, manufactured to a high standard by the Fane of Sulymann in Gunmetal (along
with several other makers), the Talon is a medium calibre, fully-automatic caseless cartridge pistol of a sturdy and
practical design. Easily maintained, capable of laying down a hail of fire and handy enough to be easily used in
confined spaces, autopistols such as the Talon are very popular for hive warfare and used extensively by enforcers
and scum alike.
Like most military autopistols, the Talon may also use an extended 30 round clip, but if this is the case, it may not
be holstered and must be fired two-handed or the weapon imposes a further –10 penalty to Ballistic Skill Tests.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Talon Mark III Pistol 30m S/2/6 1d10+2 P 0 18 Full — / (Special) 2.3kg 70 Common
46
A huge variety of different shotgun designs are used in different Precinct Fortresses across the galaxy, depending
upon local forge worlds. The Vox Legi-pattern is particularly widespread amongst the Arbitrators of The Periphery,
and is broadly typical of the weapons favoured by Calixian Arbitrators. Effectively a large-bore, locally
manufactured version of the shotgun designs used by many planetary enforcers, the Vox Legi is a devastating and
adaptable weapon that fires shotgun shells nearly the size of those employed by the Adeptus Astartes. The
increased size of the weapon reduces its ammunition capacity compared to that of its fellow shotguns, but it still
remains more powerful and adaptable than a standard shotgun. Most patrolling Arbitrators take advantage of this
flexibility by carrying a variety of shotgun shell types so as to offer them different tactical options in the event of
encountering a situation that requires their intervention.
Over-engineered by a considerable margin, the weapon is also perfectly capable of being used as a large club—
indeed, it is expressly designed with this secondary purpose in mind. It is also designed for maximum psychological
impact, with a very audible pump action (standard Arbites riot training makes use of this). The sound of a hundred
Arbitrators simultaneously chambering their weapons has ended countless riots over the millennia.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Vox Legi-pattern
Reliable, Scatter,
Arbites Combat Basic 30m S/2/- 1d10+6 P 0 14 2Full 7kg 400 Very Rare
Recoil(5), Pump
Shotgun
Unbalanced,
As club Melee — — 1d10-1+SB I — — —
Primitive, Numbing
BOLT WEAPONS
If there is one weapon type that defines the Imperium, it is the bolter. No other weapon combines high technology
levels with deliberate brutality, and no other race would consider making it but mankind. Bolter weapons fire
rounds of self-propelled mass-reactive shells called bolts, set to explode just after penetration. Overall they are
superb, if temperamental, devices requiring skilled maintenance using the correct rituals and blessings.
Furthermore, these are all very rare weapons, available only to the lucky or well-connected few. Many are
centuries old, handed down from veteran to successor, and some have long legends attached to them of their
great lineage. It would be a mistake to confuse these “civilian” issue weapons with those of the Adeptus Astartes.
Bolter ammunition is expensive and difficult to manufacture, and only the elite of the Imperium has ready access
to it. The standard bolter round is .75 calibre and has a super-dense metallic core with a diamantine tip. To use the
various classes of bolt weapons you must have the Pistol Training (Bolt), Basic Weapon Training (Bolt) or Heavy
Weapon Training (Bolt) talents.
A NGELUS B OLT C ARBINE
Class: Basic (Bolt)
The fanes of Gunmetal, among their most important duties, hold an oath-bond to manufacture the casing and
primary propulsion charges for Astartes calibre bolt shells. Production of the Astartes bolts is carefully controlled
and monitored, and once made, each case is stamped with the aquila and its maker’s mark before being passed on
to the Adepts of the Machine God. Despite the security and precautions inherent in this sacred duty, it is said a few
of these shells never see the aquila stamp. These so called “blind shells” are both utterly illegal and highly
desirable, but on their own, blind shells are useless without a weapon to fire them. Consequently, the Fane of
Fykos makes in secret a weapon known as the “Angelus”.
Bluntly elegant in shape and crafted from the finest materials, the Angelus’s lacquered stock houses its magazine
and unlocks to take three Astartes calibre (Heavy Bolter) bolt shells snugly nose to tail. Provided only to their
richest and most trustworthy of clients, the exclusivity and terrible killing power of the Angelus is favoured by the
wealthiest of bounty hunters and the most accomplished of beast-slayers in the Calixis Sector. Carrying one of
these powerful, but highly illegal weapons entails certain risks all of its own.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Bolt, Tearing,
Angelus Basic 95m S/–/– d10*2 X 5 3 3Full Proven(3), 11kg 2800 Very Rare
Accurate, Recoil(7)
47
B OLT P ISTOL
Class: Pistol (Bolt)
Carrying a bolt pistol is a sign of high status in the Imperium, one that only a minority can afford due to the high
cost of maintenance and ammunition. However, few can argue with their destructive power in combat and after
experiencing their potent capabilities, a man might beggar himself to own one.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Bolt, Tearing,
Bolt Pistol Pistol 30m S/2/– 1d10+4 X 4 8 Full Proven(3), 3,5 kg 450 Rare
Recoil(4)
B OLTGUN
Class: Basic (Bolt)
Boltguns are known for the unique roar they make when fired, as the propellant in their shells ignite, followed
shortly by the explosive detonation as they hit their target. It is an experience only slightly less satisfying than
seeing the results of such a weapon in action.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Bolt, Tearing,
Boltgun Basic 90m S/2/– 1d10+4 X 4 24 Full Proven(3), 7 kg 750 Very Rare
Recoil(4)
48
Godwyn-De’az pattern bolter are also equipped with built-in targeters. This does not count towards the weapon’s
one-sight limit.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Bolt, Tearing, Agile,
Proven(3), Reliable,
Godwyn-De’az
Basic 90m S/2/– 1d10+5 X 4 30 Full Recoil(4), Built-in 6kg 2100 Very Rare
Boltgun
targeter, Good
Quality
H EAVY B OLTER
Class: Heavy (Bolt)
A larger support version of the boltgun, the heavy bolter is seldom seen outside military organisations. It uses a
much larger version of the standard bolt shell, with more propellant for greater distance and stopping power,
which also makes it more deadly to armoured vehicles.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Bolt, Tearing,
Proven(4),
Heavy Bolter Heavy 120m -/4/8 d10*2 +2 X 7 60 2Full Recoil(6), 40 kg 2950 Very Rare
Impact(Normal),
Unbalanced
49
S COURGE M ARS P ATTERN M ARK II B OLTGUN
Class: Basic (Bolt), Melee (Primitive)
Favoured by the warrior-sisters of the Order of the Ebon Chalice at the Abbey of Dawn on Iocanthos, the Scourge
comes equipped with a sarissa as the bayonet fixture. The sharp spiked attachment can easily rip open any heretic
in the hands of a power-armoured Adepta Sororitas fighter. When used in close combat Mars Pattern boltgun
requires two hands to use.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Bolt, Tearing,
Proven(3), Reliable,
Scourge Boltgun Basic 90m S/2/– 1d10+6 X 4 24 Full 10kg 650 Extremely Rare
Recoil(4), Sarissa
attachment
Unbalanced,
Sarissa† Melee – – 1D10+1+SB R 3 – –
Impact(Melee)
†Requires two hands to use.
S TORM B OLTER
Class: Basic (Bolt)
The storm bolter is a double-barreled version of the bolter. As it is designed for brutal assault, and consumes more
ammunition than a normal bolter, they are not normally utilized by Space Marines in regular power amour.
However, they are standard issue for Space Marine Terminator, and are often a tank's pintle weapon. Like
boltguns, Imperial Guard veterans and officers sometimes carry a storm bolter. The Sisters of Battle will sometimes
designate a member of a squad to carry a storm bolter as a special weapon. Due to high munitions consumption,
most Storm Bolters are fed from a large box magazine, carrying approximately 40-150 rounds depending on the
size and style. The 40 round box magazine is a standard issue for carried versions of a storm bolter.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Bolt, Tearing,
Storm Bolter Basic 90m -/4/8 1d10+5 X 4 40 2Full Proven(3), 12kg 1450 Rare
Recoil(5)
MELTA WEAPONS
Melta weapons (also known as cookers or melters) are a specialist type of weapon that have short ranges but are
devastatingly powerful. Most work by combining highly pressurised gases into an unstable sub-molecular thermal
state, which is fired out in an intense blast of heat that can turn even tank armour into molten slag. Targets are
vaporised within seconds, usually accompanied by a distinctive hissing sound as the beam boils away the water
vapour in the air. Melta weapons use a sort dual fire mechanism as the first fire a short laser pulse to clear out a
small "tunnel" into air and right afterwards the pressurized high-heat gas is released through this tunnel. To use
the various classes of melta weapons you must have the Pistol Training (Melta), Basic Weapon Training (Melta), or
Heavy Weapon Training (Melta) talents.
50
I NFERNO P ISTOL
Class: Pistol (Melta)
The technology behind the inferno pistol is hard to reproduce, making these weapons exceptionally rare and
expensive. Possessing an inferno pistol is sign of status, and usually only powerful and influential individuals have
the honour of owning one of these valuable relics.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Melta, Lethal,
Inferno Pistol Pistol 8m S/–/– d10*2 +4 E 15 3 Full 2.5kg 7500 Very Rare
Igniting, Proven(4)
M ELTA -C UTTER
Class: Basic (Melta)
Used to cut and weld sheet metal in macro construction facilities, the melta cutter is extremely large and
cumbersome and not designed as a weapon, but it takes little imagination to turn this piece of industrial
equipment into an unwieldy but highly effective killer. The melta beam produced by the cutter is of a very short
range but can quickly breach most sealed bulkheads and reduce a fully armoured Arbitrator to hot gas and ash
with ease.
The melta cutter has a maximum range of 10 metres. It also receives no bonus to hit for firing at closer ranges than
this. Melta cutters require a Strength Bonus of 4 or more to be used effectively as a weapon. Weaker characters
suffer a –10 BS penalty for each point of Strength Bonus below 4
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Melta, Lethal,
Melta-Cutter Basic 10m† S/–/– d10*2 +4 E 17 5 3Full Heats, Proven(3), 30kg 600 Scarce
Igniting, Special
Mezoa Meltagun Basic 20m S/–/– d10*2 +6 E 19 25 4Full Melta,Igniting, 15kg 4350 Rare
Felling(1), Lethal
51
Proven(4)
T HERMAL L ANCE
Class: Heavy (Melta)
A more refined melta weapon, a thermal lance uses additional magnetic containment beams to guide the
superheated flow through an extended barrel, resulting in less dispersion and tighter control. It is often used for
precise cutting, but doubles nicely as a weapon for slicing through armour and bulkheads in focused cuts.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Melta, Lethal,
Thermal Lance Heavy 85m S/–/– d10*3 E 19 3 2Full Felling(2), Precise, 54kg 9500 Rare
Igniting, Proven(5)
PLASMA WEAPONS
Plasma weapons represent an almost lost art for the Imperium. The secrets of their manufacture are now known
to but a handful of the inner circle of the Adeptus Mechanicus Magos Munitorum and their tech-adept artisans.
They function by using sturdy flasks of hydrogen suspended in a photonic state to provide the fuel needed for the
plasma reaction. This photohydrogen fuel core gives off tremendous heat when fired and the firer often must wait
for the core to cool and recharge between shots. To use the various classes of plasma weapons you must have the
Pistol Training (Plasma), Basic Weapon Training (Plasma) or Heavy Weapon Training (Plasma) talents.
52
K RONOS M ARK III P LASMA P ISTOL
Class: Pistol (Plasma)
In addition to seeing military service, this sophisticated plasma pistol is offered for sale by the Mechanicus weapon
smiths of the Lathes at an exorbitant price for those who wish to purchase its sacred power. Just why this rare and
potent device of the Omnissiah’s divine wrath is available for sale while other lesser weapons are not remains
another inscrutable mystery of the Mechanicus.
The Kronos has two settings: on the maximal setting it consumes three shots from the clip at once, and requires
two Rounds after firing to recharge.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Recharge , Lethal,
Kronos Pistol 30m S/–/– 1d10+8 E 15 10 4Full Plasma, Proven(4), 4kg 5000 Very Rare
MIU link, Special
Overheats, Plasma,
Proven(4), Lethal,
Maximal power 30m 1d10+10 E 16
Recharge, Unstable,
MIU link, Special
P LASMABLASTER
Class: Basic (Plasma)
A unique variant crafted as a combi-weapon, it incorporates two plasma guns which, when fired together, give
twice the effective Fire Rate, but also at a higher risk to the user. The guns share the same fuel canisters, lowering
the weight of the weapon but keeping the number of shots it can fire to roughly the same as a regular plasma gun.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Overheats, Lethal,
Recharge, Plasma
Plasma Blaster Basic 60m S/2/4 1d10+10 E 16 20 8Full 20kg 7500 Very Rare
Unreliable,
Proven(4)
P LASMA C ANNON
Class: Heavy (Plasma)
Most often seen on Imperial vehicles, a plasma cannon requires a large separate fuel container. It can also be fired
in maximal mode, which consumes six shots worth of fuel but provides a blast of solar heat on impact, creating a
fireball of stellar temperatures.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Overheats, Plasma
Recharge, Lethal,
Plasma Cannon Heavy 120m S/–/– d10*2 +12 E 17 24 5Full 38kg 8500 Very Rare
Proven(4), Heats,
MIU link,Special
Overheats, Plasma,
Recharge, Unstable,
Maximal power d10*2 +15 E 18/9 Blast(3), Lethal,
Proven(5), Heats,
MIU link,Special
P LASMA G UN
Class: Basic (Plasma)
An uncommon weapon, even in the ranks of the Imperial Guard or illustrious Space Marine forces, most extant
plasma guns are hundreds if not thousands of years old. However, as a testament to their design, they remain as
deadly today as they were on the day of their fabrication. As an alternative to using a plasma gun with attached
plasma flasks, you may instead have a backpack and feed line, which triples the clip size, adds 6.5 kg to the weight
and increases the cost by 100 Thrones.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Overheats, Plasma,
Plasma Gun Basic 90m S/2/– 1d10+10 E 16 20 8Full Recharge, Lethal, 11kg 3000 Very Rare
Proven(4)
53
P LASMA P ISTOL
Class: Pistol (Plasma)
Few pistols are deadlier than the plasma pistol, and those willing to take the risk of using one possess a weapon
capable of taking down almost any foe at close range.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Overheats, Plasma,
Plasma Pistol Pistol 30m S/–/– 1d10+8 E 15 10 4Full Recharge, Lethal, 4kg 4000 Very Rare
Proven(4)
FLAME WEAPONS
Flame weapons all operate in much the same manner by firing gouts of flame at the target. They use a fuel
generically referred to as promethium, though it can also consist of home-made concoctions or other chemical
brews depending on the local technology level. Once produced, the intense jet that spurts from the barrel creates
a torrent of liquid fire, which spreads out in an inferno that burns even on water. Once set ablaze, enemies are
hard-pressed to put out the fire. To use the various classes of flame weapons you must have the Pistol Training
(Flame), Basic Weapon Training (Flame) or Heavy Weapon Training (Flame) talents.
B URST P ATTERN A NOXIS F LAMER
Class: Basic (Flame)
Also known (very informally) as “Hax’s Breath”, this flamer variant weapon shoots a quick pulse of fire designed
more to frighten and repel than seriously injure. Unlike regular flame weapons, they do not spray a promethium
stream so the targets are not smothered with flammable liquid. Unless hit at point-blank range, targets instead
receive 1d10-3 E Damage.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Burst Anoxis 1d10 E / Spray, Flame,
Basic 5m S/–/– 0 1 2Full 3kg 50 Scarce
Flamer (1d10-3 E) Primitive, Special
54
F LAMER
Class: Basic (Flame)
Flamers are terrifying and indiscriminate weapons ideal for attacking enemies in cover or confined spaces. As an
alternative to using a flamer with an underslung canister, you may instead have a backpack and fuel hose, which
doubles the clip size, adds 6 kg to the weight and adds 100 Thrones to the cost.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Spray, Flame,
Flamer Basic 20m S/–/– 1d10+4 E 3 3 2Full 6 kg 300 Scarce
Igniting, Proven(3)
G AS T ORCH F LAMER
Class: Basic (Flame)
The “torch” or “gas-lighter”, as most call it, is not strictly a weapon but an industrial tool that uses incandescent
vapour to burn debris and clear the fungal growths that plague many hive duct-systems. The “gas-lighter” also
serves well enough as a flamer for many low-rent hive gangs who can’t afford the real thing and is frequently
found in the hands of insurrectionists. The “torch” is nowhere near as effective (or stable) as a true flamer, but it is
easy to procure and the wash of burning gas can still crisp flesh to cinders. The weapon it self is very light, but it
requires a heavy tank of gas that is usually carried separately with a backpack offering only a feeding tube for the
flamer. These canisters have Plentiful availability and they cost around 5 thrones and each refill costs about 2
thrones.
Gas torches use bulky, ill-protected canisters to carry their fuel. If an individual carrying a gas torch flamer suffers a
Wounding hit to the body from the rear, there is a 25% chance that the canisters explode—treat this as an
explosion centered upon the carrying person, causing 1d10+3 X Damage with Penetration 3 together with Blast(4)
and Igniting qualities, the wearer however automatically cathes on fire.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Spray, Flame,
Gas Torch Basic 5m S/–/– 1d10+1 E 1 15 2Full 2+18kg 150 Scarce
Special
H AND F LAMER
Class: Pistol (Flame)
Flame pistols or hand flamers are designed for personal combat at close range where their very short range and
poor accuracy are not an issue.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Spray, Flame,
Hand Flamer Pistol 10m S/–/– 1d10+4 E 2 2 2Full 3,5 kg 200 Rare
Igniting
H EAVY F LAMER
Class: Heavy (Flamer)
Large and heavy, these weapons require a crew of two men, one to aim and carry the barrel, and the other
saddled with the delightful job of having a large tank of promethium strapped to their back. Heavy Flamers are
ideal for immolating entire swaths of enemy with each shot, and serve as an effective terror weapon.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Spray, Flame,
Heavy Flamer Heavy 40m S/–/– d10*2 +4 E 8 10 2Full Igniting, Lethal, 45kg 1000 Rare
Heats, Proven(5)
55
S ERAPHIM H AND F LAMER
Designed for use in pairs, Seraphim Hand Flamers can spew forth gouts of flame from both pistols at once. In
addition the hand flamers are designed to be used in melee combat and can release small controlled bursts of
flame that use negligible amounts of promethium. The weapon can be used both as a ranged weapon and a melee
weapon by those who are properly trained.
A character with two Seraphim Hand Flamers and the Dual Shot talent may make a combined attack with both
weapons. Ammunition is expended from both flamers but the attack imposes further -20 Penalty to avoiding
flames and gains Proven(5) quality. Additionally the weapon may be used to attack a single target in melee combat
without expending ammunition, although the GM may rule that some is used over a long battle.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Spray, Flame,
Seraphim Hand
Pistol 10m S/–/– 1d10+4 E 2 6 2Full Proven(3), Igniting, 2kg 1000 Extremely Rare
Flamer
Special
T OX S PRAY
Class: Basic (Flame)
The tox spray is a terrifying weapon found in the hands of the worst kind of gang scum in the most polluted hive
sumps. The weapon uses an unholy mixture of highly corrosive industrial residue and toxic waste contained under
high pressure, unleashed through a jury-rigged spray gun. The effects of the mixture on flesh are truly horrific but
armour is quite effective protection against the mixture. Notoriously, the tox spray is used by the gangers of Hive
Volg on Fenksworld to execute traitors and informants in the most gruesome manner possible—and without doubt
there are few worse ways to die.
Tox Spray does not cause things to ignite, but the constant effect of corrosive poison is in the same way as if target
had been caught in flames, however the damage is caused by corrosion not by heat. The damage caused by “being
aflame” is also toxic.
Tox Spray uses special toxic waste canisters that cost 30 Thrones each and are Rare.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Spray, Flame, Toxic,
Tox Spray Basic 10m S/–/– 1d10 E 1 3 3Full 8kg 200 Rare
Unstable, Special
56
VEHICLE AND EMPLACEMENT WEAPONS
These weapons are large constructions that are inbuilt to vehicles or some large emplacements. Usually these
weapons cannot be carried by anyone and they are used with operating skills instead of Ballistic Skill in most cases.
B ANEBLADE C ANNON
The Mega Battle Cannon, also called the Baneblade Cannon, is a larger, 10-metre-long version of the standard
Imperial Battle Cannon and fires rocket-propelled ammunition.
It is the primary armament of the Baneblade Super Heavy Tank, the most commonly deployed super-heavy tank of
the Astra Militarum.
The Baneblade Cannon is possessed of great range, able to strike targets many kilometres away. Each of its shells is
a metre in length and is outfitted with rear-mounted stabilization fins and a small amount of solid rocket
propellant in multiple stages precisely calibrated to allow the shell to cross a given range in a precise amount of
time.
Each shell leaves the cannon's barrel under the force of the initial explosion, but once in flight, the rocket stages
ignite in turn, with each booster falling away as the next ignites, carrying the shell onto its target with a speed and
range that cannot be achieved using a single, explosive charge alone.
Though the rocket propellant allows the Baneblade Cannon's shells to be fired over a great distance with an
unusual amount of accuracy, it can also increase the chance of grave damage to the cannon if there is a build-up of
explosive gasses given off from the propellant within the weapon's barrel.
To prevent this, the Baneblade Cannon possesses a double-sleeved barrel studded by gas venting ports around the
muzzle to allow the harmful exhaust to escape with each shot.
Name Class Range RoF Dam Pen Clip Rld Special
Blast(15), Reliable, Krak, Proven(5),
Baneblade Cannon Vehicle 950m S/–/– d10*3 +10 X 24 12 3Full
Impact(Extreme), Concussive(4)
B ATTLE C ANNON
The Battle Cannon is the standard ballistic weapon used as the primary turret armament of the Leman Russ Battle
Tank and the Rogal Dorn Battle Tank. It is a formidable weapon whose shells can deal significant damage from a
long distance against both vehicle and infantry targets.
The Battle Cannon devastates an area and may be fired from behind cover though the weapon requires a line of
sight. The sheer power of this weapon makes it an excellent addition to the Astra Militarum's arsenal.
The Battle Cannon is a fairly conventional 120 millimetre smoothbore cannon. The standard munition is an
Armour-Piercing High Explosive (APHE) round capable of penetrating all but the heaviest armour with ease but also
containing a substantial impact-fused explosive charge with a large blast radius. This makes the Battle Cannon an
effective dual-use armament capable of taking out light and medium vehicles as well as groups of heavy infantry.
Name Class Range RoF Dam Pen Clip Rld Special
Blast(10), Reliable, Krak, Proven(4),
Battle Cannon Vehicle 750m S/–/– d10*3 +5 X 18 12 3Full
Impact(Long), Concussive(3)
57
D EMOLISHER C ANNON
The Demolisher Cannon is a short-range, large-bore ballistic cannon utilised throughout the Imperium's military
forces on some of their most powerful armoured vehicles. It is intended to be used primarily as an anti-armour
weapon.
Mounted on the Leman Russ Demolisher, Thunderer Siege Tank, and the Space Marine Vindicator, the Demolisher
Cannon is a weapon designed to get up close and personal before it is fired. The Demolisher Cannon is the weapon
of choice when faced with dug-in enemy infantry in a dense environment such as urban warfare or the siege of a
fortified enemy stronghold.
The terrific blast unleashed by the detonation of the huge Demolisher shells is often sufficient to bring down
buildings in which the enemy take cover, crushing them beneath tons of fallen masonry. It is amongst the
strongest weapons fielded by the Astra Militarum at the regimental level and is highly effective when utilised for
smashing bunkers, siege warfare and urban bombardment. The sheer damage this weapon is capable of causing is
enough reason to risk firing at close-range at an enemy position. This has led to improved armour on Imperial
armoured vehicles to increase its survivability on the battlefield when facing a Demolisher Cannon.
The Demolisher Cannon's ammunition is a large calibre, rocket-assisted siege shell larger than that used in the
Battle Cannon, composed of an armour-piercing tip, heavy shell casing and large explosive charge. Each shell's
rocket engine, fuelled by a solid propellant, is shaped to control time and rate of burn for maximum accuracy. In
order to avoid the build-up of rocket back-blast, this gas is vented when the cannon is fired to prevent the barrel
from deforming or bursting from the over-pressure. Once fired, the shell is designed to explode micro-seconds
after penetration, achieving maximum damage to the target structure and its occupants.
The Demolisher Cannon is most often used in a bunker-buster role, by driving up close to enemy fortifications and
firing into them at very short range, and allowing allied forces to assault through the breach. They are also used in
urban areas, where they are aimed at the base of an enemy-held building and fired, causing the building to
collapse.
Name Class Range RoF Dam Pen Clip Rld Special
Blast(12), Krak, Proven(4),
Demolisher Cannon Vehicle 80m S/–/– d10*4 +10 X 22 1 2Full
Impact(Extreme), Concussive(4)
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E ARTHSHAKER C ANNON
The Earthshaker Cannon is the standard heavy artillery piece used by the siege regiments of the Imperial Guard. Its
shells are packed with powerful high-explosives that will destroy nearly anything within a sizable radius. Besides its
field artillery companies, the backbone of any siege regiment of the Imperial Guard are its heavy artillery
companies. The heavy artillery pieces used by these companies are the big guns, deployed well back from the front
lines to provide a sustained bombardment of the enemy forces during a major set-piece engagement. Imperial
heavy artillery includes the Imperial Guard's workhorse Earthshaker Cannon, and the aging Medusa heavy siege
gun. Both types of heavy artillery fire sustained bombardments, box barrages to isolate a battlefield from enemy
reinforcements, harassing fire during an enemy advance, counter-battery fire to suppress enemy artillery and
destructive fire at selected enemy units, all spotted for by artillery officers who serve in the dangerous duty as
forward observers on the front lines.
These weapons are often fired in a suppression mode, where the actual enemy cannot be seen and only their
rough location is known. In these cases, shells and the like can be fired without any actual line of sight required,
often in conjunction with a spotter who directs fire from the weapon. Any ally with an auspex or who can see the
target can assist with indirect fire. When making any ranged attack Action with an Earthshaker Cannon, the attack
does not have to target a location in line of sight of the active player, but is made at a –10 penalty and requires a
Full Action instead of the normal Half Action. The active character, however, must be aware of his intended target,
either by using the target’s last known position, through the use of a spotter, or through other means. The GM
makes the final determination on whether or not the character is aware of his target’s location and may add
penalties to this ranged attack based on how aware the character is of his target.
For each hit with the ranged attack, roll once on the Scatter Diagram. The hit instead strikes the ground at a
location a number of metres away from the intended target, in the direction rolled on the Scatter Diagram, equal
to 1d10 minus the firer’s Ballistic Skill Bonus—to a minimum of zero.
Name Class Range RoF Dam Pen Clip Rld Special
Earthshaker Blast(20), Krak, Proven(4), Special,
Vehicle 3500m S/–/– d10*4 +10 X 22 1 Full
Cannon Impact(Extreme), Concussive(4)
H ARVESTER C ANNON
A Harvester Cannon is a large, multi-barrelled, rapid-firing weapon that is wielded by Soul Grinder Daemon
Engines. The Soul Grinder is usually armed with a single Harvester Cannon on one arm, used in conjunction with an
Iron Claw close combat weapon located on its other arm.
The weapon is attached to the Daemon's wrist, on its right arm and can be used with an organic pincer version of
the Iron Claw that it wields on its other arm or with a daemonic Warpsword.
The Harvester Cannon is capable of firing large calibre solid shells that are effective against infantry and light
vehicles and can also fire specialised flak shells to engage enemy aircraft.
Name Class Range RoF Dam Pen Clip Rld Special
Impact(Extreme),
Harvester Cannon Vehicle 120m –/–/15 1d10 +8 P 4 – –
Proven(6), Tearing
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H UNTER K ILLER M ISSILE
They are effectively Krak Missiles with massively extended range, although only one can be mounted on a vehicle
due to their vast size. They are also unique in that they are guided weapons with an on-board artificial intelligence,
known as a "logis-engine." Sensors in the missile's nose transmit information on the target and surrounding
environment to the logis-engine, which guides the missile in flight by manipulating its stabilising fins, allowing the
missile to match the target's movements and avoid obstacles. The missile's warhead is an impact fused shaped
charge, designed for maximum armour penetration. Other instruments include an internal gyroscope for stable
flight and a small battery to power the sensor and logis-engine. When fired at vehicles, Hunter-Killer missiles that
do not suffer from Fumble always hit their target to rear armour even if the Test to hit roll is failed. Always count
Hunter-Killer that hits a vehicle as having scored 4 Degrees of Success.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Impact(Extreme),
Hunter-Killer Blast (1), Krak,
Vehicle 4000m S/–/– d10*2 +8 X 16/8 1 8Full 1.5kg 5500 Very Rare
Missile Proven(6), Explosive
Mishap
I NFERNO C ANNON
The Inferno Cannon is an immense Flamer weapon used by Imperial and Traitor Titans. This weapon is commonly
mounted on Warhound-class and Warlord-class Titans but they can also be mounted on the carapace hard points
of an Imperator-class Titan. This weapon is also the primary weapon system of the Imperial Guard Malcador
Infernus super-heavy tank and Hellhound-pattern Chimera. The Inferno Cannon is composed of three linked
barrels that propel a liquid incendiary chemical called Promethium, a petroleum-like jelly that can stick to a target
and is very similar to the twenty-first century incendiary called napalm, that bursts into flames as it leaves the
weapon. The Inferno Cannon is primarily used as an anti-infantry weapon against ground troops on open
battlefields or under heavy cover.
Inferno cannons are usually linked to inbuilt fuel pods within the vehicle and usually cannot be loaded during
battle, but instead the fuel pods need to be refilled.
Name Class Range RoF Dam Pen Clip Rld Special
Inferno Cannon Vehicle 100m S/–/– d10*3 +10 E 10 100 — Spray, Flame, Igniting, Lethal
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M AWCANNON
The Mawcannon is a terrible Warp-based energy weapon that is used by Soul Grinders. Mawcannon is the name
given to the Soul Grinder's natural ability to unleash different types of lethal Warp energies through their mouths.
The weapon-mouth of a Soul Grinder can vomit forth a torrent of burning Warpfire known as a "Baleful Torrent"
which is capable of engulfing entire structures in blazing ethereal energy. The Soul Grinder's Mawcannon can also
spit out huge roiling masses of mutating phlegm at incredible distances, destroying entire enemy squads in one
great blast.
It can continue this form of attack throughout its time on the battlefield, which is known as a "Phlegm
Bombardment." There are some Soul Grinders that are capable of using their Mawcannon to fire their whip-like
tongues like searing energy rays.
Name Class Range RoF Dam Pen Clip Rld Special
Mawcannon Spray, Corrosive, Lethal, Toxic(1d10),
Vehicle 80m S/–/– d10*3 E 6 – –
(Baleful Torrent) Proven(5)
Mawcannon Corrosive, Lethal, Proven(5), Power Field,
Vehicle 15m –/2/– d10*3 +5 E 15 – –
(Tongue Whip) Flame
R EAPER A UTOCANNON
The Reaper Autocannon is a double-barrelled variant of the standard Autocannon. The Reaper Autocannon was
originally designed during the Great Crusade for use as a heavy support weapon for the Terminator Squads of the
Space Marine Legions. The weapon features two barrels and is capable of a high rate of fire, but it requires the
incredible strength available to those who wear Terminator Armour to be carried as an infantry-portable weapon.
This is because the recoil of this weapon is too great for even Power Armour-wearing Space Marines to unleash it
effectively.
The weapon usually features a large blade on the end of the barrels that can be used in close combat if needed. By
the time of the late 41st Millennium, the Reaper Autocannon is no longer used by the Astartes forces of the
Imperium of Man, who have replaced it with the more effective Assault Cannon. However, Reaper Autocannons
are still a relatively common sight amongst the fragmented warbands of the Heretic Astartes. The Reaper
Autocannon is usually found in use by Chaos Terminators, but it is also employed by Defiler and Blight Drone
Daemon Engines, Helbrute walkers, and the mighty Decimator super-heavy tank.
Name Class Range RoF Dam Pen Clip Rld Special
Tearing, Proven(4), Impact(Long),
Reaper Autocannon Vehicle 300m –/4/7 d10*3 +1 P 10 60 3Full Recoil(10), Unbalanced, Slow, Twin-Linked
upgrade
V ANQUISHER C ANNON
The Vanquisher Cannon is a more complex variant of the standard Imperial Battle Cannon. The most obvious
difference between the Vanquisher Cannon and the Battle Cannon is that it is almost twice as long. The cannon
uses specialised, shaped high explosive shells to take down enemy tanks from afar. The Vanquisher Cannon is most
commonly used on Imperial Leman Russ Vanquisher tanks and the Macharius Vanquisher Heavy Tank.
Name Class Range RoF Dam Pen Clip Rld Special
Blast(3), Accurate, Krak, Proven(5),
Vanquisher Cannon Vehicle 1050m S/–/– d10*3 +15 X 28 6 2Full
Impact(Extreme), Concussive(1), Lethal
W ARPSWORD
A Warpsword is a massive Daemon Weapon that is used in combat by Soul Grinder Daemon Engines. The
Warpsword is an ever-shifting blade of pure Warp energy that is the physical manifestation of the imprisoned
daemon's hatred at being trapped within the machine-body of a Soul Grinder. The weapon is fully capable of
cutting through enemy infantry and vehicles with contemptuous ease. Soul Grinders can choose to wield one of
these massive blades in place of a second Iron Claw. When the Warpsword is wielded it is taken in the beast's right
hand, and used alongside the creature's Harvester Cannon.
Name Class Range Dam Pen Special
Warpsword Vehicle (4m) d10*2 +(SBx2) +WB R 12 Warp Weapon, Tearing, Lethal, Proven(WB), Balanced
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PRIMITIVE WEAPONS
Even in the 41st Millennium there is a call for low-tech weapons, found on feral, undeveloped planets or post-
apocalyptic environments where technology has collapsed, or on vicious hive worlds that see combat take on all
forms. Though these weapons may be hopelessly outdated by more advanced firearms, in the hands of a skilled
user they can be just as deadly. To use the various classes of primitive weapons you must have the Thrown
Weapon Training (Primitive), Pistol Training (Primitive), Basic Weapon Training (Primitive) or Heavy Weapon
Training (Primitive) talents.
B OLAS
Class: Thrown (Primitive)
Bolas are normally non-lethal and as such can be seen employed by bounty hunters or local law enforcement
members, where the swirling balls (some styles use up to eight of these dense objects) can entangle a target with
heavy cords or wire.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Primitive, Flexible,
Bolas Thrown 10m S/–/– — 0 1 — Inaccurate, 1.5kg 10 Average
Snare(2)
B OW
Class: Basic (Primitive)
Bows have changed little through their many countless centuries of usage, and can be found across the galaxy in a
variety of designs and constructions. Even on high-tech worlds, these weapons, like hand bows, are a favourite
amongst assassins and gangers for their silence and reliability. Best quality bows are either fitted with some sort of
a pulley mechanism or equivalent special form. Best quality bows have their Damage and Penetration increased by
+1.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Primitive, Reliable,
Bow Basic 30m S/ AB/2 /– 1d10+2 P 0 1 Half 2kg 10 Common
Quiet
C OMPOSITE B OW
Class: Basic (Primitive)
Composite bows are constructed from a variety of materials such as wood, sinew and horn fused together under
pressure to give the bow a compact design without sacrificing power. Accurate and quick to use, composite bows
require substantial craftsmanship to make and care to look after, but offer notable advantages over most primitive
black powder weapons. Composite bows created on advanced worlds use the same principal as their forbears but
are crafted from superior materials, enabling them to shoot custom arrows that would not necessarily fly from a
bow of classical design.
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Any best quality composite bows are pulley bows with lightweight composite body. This makes best quality bows
weight 1 kg less. Moreover this structure also increases bows damage and penetration by 1.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Quiet, Primitive,
Composite Bow Basic 35m S/–/– 1d10+3 P 1 1 Half 3kg 50 Uncommon
Reliable
C ROSSBOW
Class: Basic (Primitive)
Crossbows are less common than bows as they require more advanced mechanical fittings, but they are equally as
deadly. Crossbows are relatively easy to handle and use for nearly anyone and if used without Basic Weapon
Training (primitive) talent they only imposed a penalty of -10 to user's Ballistic Skill.
Any best quality crossbows are pulley crossbows with composite (or equivalent material with low weight and high
durability) body. This makes best quality crossbows weight 1 kg less and their reload time is Full instead of 2Full.
Moreover this structure also increases crossbows damage and penetration by 1.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Crossbow Basic 40m S/–/– 1d10+3 P 1 1 2Full Quiet, Primitive 3,5kg 10 Common
D EUCE P ISTOL
Class: Pistol (Primitive)
This twin-barrelled flintlock pistol is popular on many worlds where duelling is common, and it also serves as a
useful hunting sidearm. Most models of the deuce pistol feature separate triggers, one for each barrel, thus
allowing the wielder to fire twice before having to reload. Typically, they can both be pulled at once—whether the
powder takes or not is another matter.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Primitive,
Deuce Pistol Pistol 10m S/2/– 1d10+2 P 0 2 3Full 2,5kg 10 Common
Unreliable
D RIVE N AILER
Class: Basic (Primitive)
One of the first weapons to appear in the hands of heretics in a hive uprising, the drive nailer is simply a high-
power nail or rivet-driving gun of the type common to the millions who toil in hive construction and reclamation
crews across the Imperium. With its power setting turned up to maximum and its safety features disabled, the
drive nailer can make a messy but effective weapon.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Primitive, Slow
Unbalanced,
Drive Nailer Basic 5m –/3/– 1d10+1 P 3 15 3Full 7kg 50 Common
Unreliable,
Inaccurate
F LICK B OW
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Class: Pistol (Primitive)
A flick bow is a compact version of the hand bow and is a popular sidearm for coachmen, ladies of negotiable
affection and criminal gangs on many medieval worlds, although the finest crafted examples are made by the
artisans of Balecaster. Constructed so that its span folds inwards for easy concealment, a flick bow can be hidden
in a boot, muffler or sleeve for use in unexpected and unpleasant situations. Before firing this weapon, you must
spend a Full Action to “lock” the bow.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Quiet, Primitive,
Flick Bow Pistol 8m S/–/– 1d10+1 P 0 1 Full 1kg 30 Scarce
Special
F LINTLOCK P ISTOL
Class: Pistol (Primitive)
These primitive black powder weapons can take many forms, from finely crafted pistols constructed for the nobles
of low-tech worlds, to simple pipe and powder affairs used by underhive scum.
Any best quality flintlock pistols are rifled in addition to other effects. Therefore best quality flintlock pistols are
accurate. Any good or better quality flintlock pistols have their Damage increased by +1.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Primitive,
Flintlock Pistol Pistol 15m S/–/– 1d10+2 P 1 1 3Full 2kg 10 Common
Unreliable
H AND B OW
Class: Pistol (Primitive)
This weapon offers the hitting power of a crossbow but in a pistol grip, suitable for one-handed operation but at
shorter ranges. The ease at which they can be broken down and concealed, as well as their silent operation, makes
them a favoured weapon of assassins.
Any Best quality hand bows are pulley operated and have composite body making them weight only 1 kg and
granting them +1 Penetration.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Hand Bow Pistol 15m S/–/– 1d10+3 P 0 1 Full Quiet, Primitive 1,5kg 200 Rare
H EAVY C ROSSBOW
Class: Basic (Primitive)
The heavy crossbow or arbalest is a ranged weapon of considerable size and is capable of delivering bolts with
astonishing force, easily able to punch through primitive armour. Heavy crossbows find use in the endless wars of
feudal kings, whilst others are gaudy, hunting toys of the nobility. In either case, the hefty damage that these
weapons inflict is not to be ignored.
User needs to have Strength Bonus of 5 or more to reload heavy crossbow. If user has a suitable winch there is no
requirement for Strength. Any Best quality heavy crossbows are pulley operated which decreases the Strength
Bonus requirement to 3+ and lowers the weight to 4 kg due to light weight composite materials.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Quiet, Primitive,
Heavy Crossbow Basic 80m S/–/– 1d10+4 P 2 1 4Full† 5kg 75 Rare
Slow, Special
† Requires Strength Bonus of 5+ or suitable winch to reload.
I MPALER
Class: Heavy (Primitive)
Carried by the most slab-muscled of gang heavies and other degenerate scum, Impalers (also known as the
“harpoon cannon”), as primitive as they are, can still launch a spear of metal capable of punching straight through
a human body with ease. Usually made by desperate and ill-equipped hive or mutant gangs from discarded
industrial springs and high-tensile cable, the harpoons used are often little more than a length of metal piping with
its tip ground to a wicked point.
Up-hive gunslingers and enforcers may scoff at the crudity of these weapons but sometimes find that it is much
harder to laugh when pinned to a wall by a metre-long spear.
A Strength Bonus of at least 4 is required to operate the mechanism to reload an Impaler.
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Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Primitive, Stick,
Impaler Heavy 30m S/–/– 1d10+5 P 2 1 2Full† Unbalanced, 22kg 100 Scarce
Unreliable
† Requires Strength Bonus of 4+ to reload
I OCANTHOS B LUNDERBUSS
Class: Basic (Primitive)
A common primitive form of the black powder weapon is the blunderbuss. Essentially a large metal tube equipped
with a primitive firing mechanism, these weapons are favoured for their ease of use and the havoc that they cause
more than the damage they deal.
Blunderbusses are also worthy of note for their seemingly indestructible ability to fire anything placed into the
barrel, and it is unsurprising to know that they are also called “scrappers” or “pelters” on some worlds, referring
largely to their foraged ammunition. A particular example, the Iocanthos blunderbuss has a notoriously short range
but a very wide spray from its conelike bore. Anything unlucky enough to be standing in front of one, when it’s
fired, is likely to be badly lacerated with metal scrap, lead shot and burning embers.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Inaccurate, Scatter,
Iocanthos
Basic 10m S/–/– 1d10+2 P 0 1 4Full Primitive, Unstable 4kg 35 Rare
Blunderbuss
Unreliable,
J AVELIN
Class: Thrown (Primitive)
A form of light spear intended for throwing, used both for hunting and fighting. The javelin is a common sight on
very primitive worlds that have devolved into savagery, such as Faldon Kise, and carried in clusters by the chariot-
mounted warriors of Monrass. Any best quality javelins also add their user's Agility Bonus to their Range.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Javelin Thrown 12+SBm S/–/– 1d10+SB P 1 1 — Primitive, Stick 1,5kg 8 Plentiful
L ONGBOW
Class: Basic (Primitive)
A longbow is a larger variant of the more traditional bow, designed to send projectiles through dense steel plates
and against much more distant targets. A longbow is typically crafted from the heartwood of a tree and most
measure two metres or more in length. The quality of the weapon is wholly dependent on where it originates.
Even on more advanced worlds, longbows see use, although this may be more for sport and hunting than for
actual combat. Bows manufactured on these worlds use modern materials like laminates and plexi-chromes.
Longbows are quite heavy to pull and if its user has Strength less than 35 then for each point under this reduces
longbows range by 1 and for each full 3 points of strength under 35 longbows suffer -1 to Damage.
Any Best quality longbows are pulley operated which decreases the Strength requirement to 20 and lowers the
weight to 2 kg due to light weight composite materials.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Quiet, Primitive,
Longbow Basic 50m S/–/– 1d10+3 P 1 1 Half 3kg 20 Average
Special
L ONG RIFLE
Class: Basic (Primitive)
Few weapon experts make rifled long barrelled versions of muskets for nobles to use as hunting rifles and for ship
captains to use for taking down important officers on enemy ships. These carefully made pieces of weapon art are
very reliable and accurate.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Primitive, Accurate,
Long Rifle Basic 55m S/–/– 1d10+4 P 3 1 4Full 8,5kg 350 Rare
Slow
M USKET
Class: Basic (Primitive)
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These crude devices can only fire once before reloading, are prone to failure, and only the most low-tech savage or
desperate renegade would generally fight with one. When they do strike, however, they are deadly against
unarmoured foes. Some are made by expert weapon smiths and these weapons are highly priced and usually they
are found in the hands of nobles or their bodyguard.
Any best quality muskets are rifled in addition to other effects. Therefore best quality muskets are accurate and
gain +10 meters to range. Also Good and Best quality muskets use harder barrels and locks allowing stronger loads
granting +1 to Damage and Penetration and their reload time is reduced to 4Full. Should a musket be of Poor
quality it is of Inaccurate quality.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Unreliable,
Musket Basic 30m S/–/– 1d10+3 P 1 1 5Full 7kg 45 Common
Primitive, Unstable
S CRAP C ANNON
Class: Heavy (Primitive)
For underhive gangs who cannot steal or buy more effective heavy armament, the best they can bring to a turf war
is a scrap cannon. Made from a crudely reinforced length of pipe packed with black powder and rammed with
nails, bolts and anything else nasty scraped from the underhive floor. Scrap cannons are hugely unwieldy and not
actually very lethal. However, they look scary and make an impressively enormous bang and pyrotechnic blast
when fired, added to which the ammo is more or less free!
Scrap cannon are Very Rare items outside of the Underhive, and have Average availability in their depths.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Scatter, Unreliable,
Scrap Cannon Heavy 15m S/–/– 1d10+3 P 0 1 3Full Primitive, Unstable, 40kg 150 Very Rare
Slow
S LING
Class: Thrown (Primitive)
Slings are a difficult weapon to master, but can be used to throw anything from rocks picked off the ground, to
specialised metallic balls, to even grenades. When using a sling to throw grenades, replace the sling’s Damage with
the effects of the grenade but retain the weapon’s Range. Sling is used with throwing skill, but the actual sling is
not thrown but its bullet.
Any Best quality slings are Staff Slings, which are long staves fitted with sling mechanisms. This allows gaining
much higher momentum for additional Damage and Range.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Quiet, Inaccurate,
Sling Thrown 10+SBm S/–/– 1d10–2+SB I 0 1 Full 0.5kg 10 Plentiful
Primitive
Invariable, Quiet,
Staff Sling† Thrown 12+2xSBm S/–/– 1d10-2+SB I 0 1 Full Inaccurate, Primitive, 1.5kg 45 Scarce
Proven(SB)
† Reguires two hands to use
S PEAR
Class: Thrown (Primitive), Melee (Primitive)
Common on feral and medieval worlds, spears can equally be found in the hands of hunters as well as warriors.
Spears are versatile weapons that can be used with one or two hands. Most spears are also usable as throwing
weapons. Spear can also be used as a staff.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Spear Thrown 8+SBm S/–/– 1d10+SB P 1 – – Primitive, Stick 3kg 15 Abundant
Spear 1-handed Melee (1,5m) – 1d10+SB P 0 Primitive, Reach
Primitive, Reach,
Spear 2-handed Melee (2m) – 1d10+1+SB P 1
Balanced
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T HROWING K NIFE /S TAR
Class: Thrown (Primitive)
Throwing knives and stars are designed purely to be thrown; carefully crafted, their sharp cutting edges can inflict
serious wounds. In many occasions users of these weapons to make them more effective by using some form of a
poison.
Throwing stars are small enough that their user can hold and throw more than one at once. Their user may ready
number of throwing stars equal to his Agility Bonus – 2 (minimum of 1). When throwing stars they can be either
thrown singly or all of them at once.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Throwing Knife Thrown 5+SBm S/–/– 1d5+1+SB P 1 – – Primitive, (Toxic) 0.2kg 4/(10) Plentiful
Throwing Star Thrown 3+SBm S/ –/ AB-2 1d5+SB P 0 AB-2 – Primitive, (Toxic) 0.1kg 3/(9) Average
V IBE S PEAR
Class: Thrown (Primitive)
This nasty weapon, hailing from Endrite, appears to be a simple spear of fresh-cut wood to the untrained eye.
However, any scrutiny of the spearhead reveals tiny backwards-curving barbed thorns protruding from the fibrous
point. Once the wielder sinks this weapon into the target, the barbs bite deep and the thorned head may break off
in the wound, and any subsequent movement sees the barbs dig deeper into the flesh.
The Endrites use vibe spears to bleed and wear down prey animals. Removing the barbed point from human flesh,
without further harm, is a delicate business. Any living creature injured by a vibe spear must pass a Challenging
(+0) Toughness Test or also suffer 1 level of Fatigue. Successfully removing the spear requires a Challenging (+0)
Medicae Test, with failure inflicting a further 1d5 Damage which does not get reduced by Toughness or Armour.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Primitive, Stick,
Vibe Spear Thrown 10+SBm S/–/– 1d10+SB P 1 – — 2kg 18 Uncommon
Snare(1), Special
LAUNCHERS
In a galaxy raked by war and disorder there is a high demand for extremely destructive ordnance. To that end the
forge worlds of the Imperium send out a steady stream of explosives, grenades and similar weaponry, some of
which may find its way into the hands of Acolytes and their foes. To use the various classes of launchers you must
have the Pistol Training (Launcher), Basic Weapon Training (Launcher) or Heavy Weapon Training (Launcher)
talents.
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A UXLLIARY G RENADE L AUNCHER
Class: Basic (Launcher)
A small single-shot version of the regular grenade launcher fitted onto another ranged weapon such as a lasgun,
allowing the user to either fire a single grenade instead of firing as normal. The added weight and cumbersome
nature means that most users rarely bother to reload the launcher once it is expended. An auxiliary grenade
launcher can be fitted to any basic weapon adding the weight as listed in its profile. A character using a weapon
with an auxiliary grenade launcher can choose to either fire the launcher or the weapon it is attached to in their
Turn but not both at once.
If auxiliary grenade launcher is fitted on a weapon with Agile quality, then that weapon loses its Agile quality.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Aux GL Basic 45m S/–/– † † 1 Full Recoil(4), † +2.5kg 250 Rare
† Damage, Penetration, and any other special qualities are determined by the ammunition (e.g. grenade) fired
G RENADE L AUNCHER
Class: Basic (Launcher)
The standard grenade launcher uses compressed gas charges to launch a variety of grenade types at the enemy.
These shots can be arced high into the air as suppressive fire at unseen targets as well as being used directly
against foes.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Recoil(3),
11kg
Grenade Launcher Basic 60m S/–/– † † 6 Full Unbalanced, † 500 Scarce
† Damage, Penetration, and any other special qualities are determined by the ammunition (e.g. grenade) fired
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M ISSILE L AUNCHER
Class: Heavy (Launcher)
The most powerful launcher weapon, they fire a variety of specialised rounds at long distances. Each missile is
fitted with stabilization and guidance systems to aid their accuracy.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Slow, Accurate,
Unbalanced,
Missile Launcher Heavy 250m S/–/– † † 1 Full 20kg 3000 Scarce
Targeter
attachment†
† Damage, Penetration, and any other special qualities are determined by the ammunition (e.g. missile) fired
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B LIND
Blind grenades explode with a burst of dense smoke, IR bafflers and broadband EM-spectrum chaff, all of which is
designed to block detection through the cloud. Sensors and vision that would pierce normal smoke cannot see
through haze created by a blind grenade. Also the generated cloud only allows vision of about 20 cm within it
making all those within effective suffer from Blinded while inside the cloud.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Smoke (1), Special,
Blind Hand 2m x
Thrown S/–/– — 0 1 — Explosive Mishap, 0.5kg 25 Scarce
Grenade (SB+AB/2)
Linger(30)
Smoke (2), Special,
Big Blind Charge Thrown SBx2m S/–/– — 0 1 — Explosive Mishap, 1.0kg 30 Scarce
Linger(50)
Smoke (1), Special,
Blind Grenade † † † — 0 † † Explosive Mishap, 0.5kg 26 Scarce
Linger(30)
Smoke (1), Special,
Blind Missile † † † — 0 † † Explosive Mishap, 0.7kg 38 Scarce
Linger(30)
† Class, Range, Rate of Fire, Clip and Reload speed are determined by the weapon used to shoot the grenade
C HOKE G AS
A particularly indiscriminate and potentially lethal weapon designed for crowd control and riot dispersal, choke gas
contains a powerful irritant that attacks the eyes and respiratory system. A few lungfulls of the thick bluish gas can
reduce the most ardent of mobs to a sobbing, coughing morass. Despite its undoubted effectiveness, choke gas is
not a weapon of first choice for the Adeptus Arbites and is usually relegated to heavy raids or serious civil
crackdowns, as it has a tendency to spread through the air filtration systems common to many hives, and is
powerful enough to kill or seriously harm those of weak constitution.
Each Turn that a character is caught in the blast radius of choke gas, they suffer -20 penalty to all Tests they take
and must Test Toughness. A failed Test indicates the victim gains a level of Fatigue (multiple Rounds are
cumulative). The harmful effects of choke gas last while the character is in the blast area plus 1d10 Rounds. If a
victim of choke gas fails the Test by four or more degrees, they also reduce their Toughness Characteristic by 1d10
for 1d5–1 hours. Choke gas comes in the form of canister grenades and as launcher rounds. Choke Gas does not
affect creatures with Daemonic, Incorporeal, From Beyond, Undying, Stange Physiology or Suff of Nightmares
Traits.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Blast (1d10+3),
2m x
Choke Gas Canister Thrown S/–/– Special 0 1 — Explosive Mishap, 0.5kg 40 Scarce
(SB+AB/2)
Linger(10)
Blast (1d10+3),
Choke Gas Grenade † † † Special 0 † † Explosive Mishap, 0.5kg 44 Scarce
Linger(10)
† Class, Range, Rate of Fire, Clip and Reload speed are determined by the weapon used to shoot the grenade
F IRE B OMB
A relatively primitive grenade, the fire bomb is normally a breakable canister of flammable liquid with a fuse made
from cloth or other material that the liquid can soak into. Once the fuse is set aflame, the bomb is hurled at the
enemy; the canister breaks open on impact to release the now burning liquid. Fire bombs cannot be used with
RPGs, Missile Launchers or Grenade Launchers.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Primitive, Flame,
2m x Igniting, Proven(3),
Fire Bomb Thrown S/–/– 1d10+1 E 0 1 — 0.5kg 5 Uncommon
(SB+AB/2) Blast (2), Explosive
Mishap
70
F RAG
These grenades use an explosive charge and special fillers of shrapnel fragments. Imperial frag grenades are
roughly the size of a clenched fist and covered with a heavily notched shell, both to increase the shrapnel
produced and provide a more secure grip for throwing.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Blast (4), Proven (4),
2m x
Frag Hand Grenade Thrown S/–/– d10*2 X 0 1 — Concussive(1), 0.5kg 10 Common
(SB+AB/2)
Explosive Mishap
Blast (4), Proven (4),
Frag Grenade † † † d10*2 X 0 † † Concussive(1), 0.5kg 20 Average
Explosive Mishap
Blast (6), Proven (4),
Frag Missile † † † d10*2 X 4/2 † † Concussive(1), 0.8kg 70 Average
Explosive Mishap
† Class, Range, Rate of Fire, Clip and Reload speed are determined by the weapon used to shoot the grenade or missile
H ALLUCINOGEN
These kinds of grenades induce a variety of short-lived psychological states and delusions. Anyone within
detonation of a hallucinogen grenade must succeed on an Arduous (–40) Toughness Test or be overcome with
delusions and hallucinations.
When the character is first affected by a hallucination grenade, roll on Table 5–8: Hallucinogen Effects to see how
the character behaves for the next 1d10+10 Rounds. Hallucinogen does not affect creatures with Daemonic,
Incorporeal, From Beyond, Undying or Suff of Nightmares Traits.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
H AYWIRE G RENADES
Despite their harmful effects upon machines, haywire devices are sanctioned by the Adeptus Mechanicus, and
various patterns of Haywire Grenade are manufactured throughout the Calixis Sector.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
2m x Haywire(3),
Haywire Grenade Thrown S/–/– Special 0 1 — 0.5kg 290 Very Rare
(SB+AB/2) Explosive Mishap
Haywire(3),
Haywire Grenade † † † Special 0 † † 0.5kg 320 Very Rare
Explosive Mishap
† Class, Range, Rate of Fire, Clip and Reload speed are determined by the weapon used to shoot the grenade
71
I NFERNO T HERMAL G RENADES
Modern grenade that holds combination of sticky long burning paste and fast burning high heat generating
compound. The mixture is spread over large area by a small explosive charge. Fast burning compound is meant to
burn holes through armour and paste is supposed to take down the victim.They are not as powerful as a melta-
bomb and thus cannot burn through most armour, but are useful for melting down simple barricades and doors or
for starting fires. These grenades can be purchased to be used either by hand (thrown) or in grenade or RPG
launchers. They can also be found in a missile form.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Flame, Igniting,
Inferno Thermal 2m x
Thrown S/–/– 1d10+4 E 7/3 1 — Proven(5), Blast(3), 0.6kg 60 Rare
Hand Grenades (SB+AB/2)
Explosive Mishap
Flame, Igniting,
Inferno Thermal
† † † 1d10+4 E 7/3 † † Proven(5), Blast(3), 0.5kg 65 Rare
Grenades
Explosive Mishap
Flame, Igniting,
Inferno Thermal
† † † 1d10+5 E 8/4 † † Proven(6), Blast(4), 0.8kg 95 Rare
Missiles
Explosive Mishap
† Class, Range, Rate of Fire, Clip and Reload speed are determined by the weapon used to shoot the grenade or missile
K RAK
Krak grenades have powerful concentrated explosives designed to punch holes in armoured targets such as
vehicles or bunkers. While stronger than frag grenades, krak detonations do not produce a Blast effect and their
more focused explosion makes them impractical for use against people.
Krak Missiles are used as tank-killers, there is little that can survive a direct hit from a krak missile. Krak missiles
can only be used in missile launchers.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Impact(Extreme),
Krak Hand 2m x
Thrown S/–/– d10*2 +4 X 8 1 — Krak, Proven (3), 0.5kg 50 Rare
Grenade (SB+AB/2)
Explosive Mishap
Impact(Extreme),
Krak Grenade † † † d10*2 +6 X 13 † † Krak, Proven(5) , 0.6kg 55 Rare
Explosive Mishap
Impact(Extreme),
Blast (1), Krak,
Krak Missile † † † d10*2 +8 X 16/8 † † 1.45kg 95 Rare
Proven(6), Explosive
Mishap
† Class, Range, Rate of Fire, Clip and Reload speed are determined by the weapon used to shoot the grenade
72
N AIL B OMB
The confines and dense crowds of a hive make weapons such as frag grenades perfectly suited to sowing terror
and destruction there. For this reason anti-personnel devices are usually heavily proscribed, but that doesn’t stop
the more inventive criminal scum from fashioning their own. The nail bomb presented here is an explosive charge
packed around with rusted nails, metal spoil, crushed glass and other assorted nastiness, all packed into a
convenient length of pipe or an old food canister and fitted with a home-made fuse that hopefully is reliable
enough not to kill the user.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Blast (2), Unreliable,
Nail Bomb Thrown SB×2m S/–/– 1d10+1 X 0 1 — 1kg 20 Average
Explosive Mishap
P HOTON F LASH
Photon flash grenades detonate like a small star, blinding anyone nearby and bright enough to overload cheap or
primitive vision protection systems. Anyone within 15 metres of a photo flash grenade when it detonates is
blinded for 1d5+5 Rounds. Characters intentionally looking away with eyes closed and covered are unaffected.
Double the time this affects the target if there’s rather dark or no light at all.
Does not affect creatures with Daemonic, Incorporeal, From Beyond, Undying, Stange Physiology or Suff of
Nightmares Traits.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Photon Flash Hand 2m x Blast (15), Explosive
Thrown S/–/– Special 0 1 — 0.5kg 60 Scarce
Grenade (SB+AB/2) Mishap
Photon Flash Blast (15), Explosive
† † † Special 0 † † 0.5kg 65 Scarce
Grenade Mishap
† Class, Range, Rate of Fire, Clip and Reload speed are determined by the weapon used to shoot the grenade
P SYKOTROKE G RENADES
The nerve agent within these grenades is incredibly psychoreactive. The smallest amount can cause hallucinations
or even a psychotic breakdown through its mere presence—there is no need to breathe it in. Thus, sealed suits are
useless against it. Anyone in the blast radius of the grenade must pass a Hard (–20) Willpower Test or roll on the
Hallucinogen Effect Table. For every degree by which the victim fails the Willpower Test, add a +5 to the
Hallucinogen Effect roll.
This does not affect creatures with Daemonic, Incorporeal, From Beyond, Undying, Stange Physiology or Suff of
Nightmares Traits.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
73
P SYK -O UT G RENADE
Terrifying to psykers, Psyk-Out grenades are extremely rare and controlled weapons, typically available only to the
most fervent and loyal of the Imperium’s servants. Manufactured solely on Holy Terra, Psyk-Out grenades contain
minute dust particles which are impregnated with negative psychic energies. The exact manufacture of these items
is a secret to all but the highest powers of the Imperium, and the loss or battlefield theft of these weapons has
been cause for entire Imperial Guard regiments to be dispatched to ensure they do not fall into the hands of xenos
or heretical forces.
Any Psyker within the blast radius of a psyk-out grenade when it explodes, or entering the dust field before it
dissipates, must make a Punishing (–50) Willpower Test. For each degree of failure, Psykers who fail the Test lose 1
Psy Rating and suffer 1d5 Damage that is not reduced by Armour, Fields or Toughness. Psy-Rating lost this way
returns at the rate of 1 Psy Rating every six hours. In addition, a Psyker who loses two or more Psy Rating from the
Psyk-Out grenade suffers -10 Penaty to his Invocation when Focusing to manifest a psychic power for 10 rounds
minus his Willpower Bonus after being affected by the grenade.
Any Psyker who attempts to manifest a psychic power within the area of the blast before the dust has dispersed
automatically fails.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Psyk-Out Grenade Blast(3), Special,
2m x
Thrown S/–/– 1d10 X 0 1 — Linger(3), Explosive 1kg 5000 Near Unique
(SB+AB/2)
Mishap
R AD G RENADES
The tiny radioactive particles housed within this grenade create a cloud of dense radiation with such a miniscule
duration that only those in the initial blast radius are affected. The Damage dealt by Rad grenades ignores targets
Toughness and Armour unless the armour has Environment Sealed quality.
In addition to the damage dealt by the blast of radiation, a victim hit by the blast must pass a Very Hard (–30)
Toughness Test or suffer d10*2 Toughness Damage and gain Disorientend(Intensive Medical Care) . On a
successful test this Damage is reduced to 1d5 Toughness Damage and Disoriented(First Aid).
This does not affect creatures with Daemonic, Incorporeal, From Beyond, Undying or Suff of Nightmares Traits.
Creatures with Machine Trait halve (rounding down) any Damage and do not suffer from Disoriented.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
2m x Blast(2), Special,
Rad Grenades Thrown S/–/– 1d10 E 0 1 — 1kg 580 Very Rare
(SB+AB/2) Explosive Mishap
S TINK B OMBS
These are used on a variety of primitive worlds, although the most renowned are those from the planet of Munsk.
Created by collecting the faeces of a large worm-like creature, the excrement is then mixed with virulent pollen
from the yellowpetalled plant known locally as the “dung-bloom” for its distinctive odour. The mixture is then
balled up and encased in a dried mud shell. Once the fragile mud-shell is cracked an intolerable stench is released
(an eight metre diameter per bomb). Most humans will not be able to stand the odour and must vacate the area or
experience severe nausea and even loss of consciousness if they suffer prolonged exposure. Anyone exposed to a
stink bomb must succeed each Round on a Very Hard (-30) Carouse Test each Round or gain one level of Fatigue
for each Degree of Failure and suffer Disorieted(Medical Care). Three or more Rounds of consecutive Failure will
require the victim to also to check Stun(-30).
This effect does not affect any creatures without sense of smell or those that have Daemonic, Incorporeal, From
Beyond, Undying or Suff of Nightmares Traits or have Strange Physiology trait.
The affected area will clear from the smell so that all tests are one step easier after each five minutes until after
half an hour there’s just a bad smell, but no more Tests are needed. The stench clear completely within some
hours.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
74
S TUN G RENADE
Designed to incapacitate and disorient rather than kill, a stun grenade’s concussive effect, thunderous noise,
pressure wave and bright flash is highly effective and usually causes no lasting injury.
Any beings with Incorporeal, Machine, From Beyond, Stuff of Nightmares, Undying, Deamonic or Strange
Physiology Traits are unaffected.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Blast (3),
2m x 1d5+3 X/
Stun Hand Grenade Thrown S/–/– 0 1 — Concussive(2), 0.4kg 40 Scarce
(SB+AB/2) Special
Explosive Mishap
Blast (3),
1d5+3 X/
Stun Grenade † † † 0 † † Concussive(3), 0.4kg 45 Scarce
Special
Explosive Mishap
† Class, Range, Rate of Fire, Clip and Reload speed are determined by the weapon used to shoot the grenade
V IRUS
The Virus grenade contains a genetically tailored virus which is released by the exploding grenade. The virus has
been genetically programmed so that it mutates very rapidly. As a result, its initial effect is devastating but it
quickly degenerates and eventually dies out. This genetically engineered self-destruct mechanism means that viral
warfare is raletively safe. Indeed the most effective way of depopulating a planet is with giant viral missiles fired
from space.
However, there is always a small element of risk. It has been for a virus to lie dormant for centuries and reapper
only when the planet has bee repopulated. Most rare of all, the virus may evolve into a stable but deadly form
making the whole world uninhabitable.
These drawbacks are more of a problem with large scale viral bombardment. The amount of virus in a grenade is
small, so its potential for unpredictable genetic development is almost non-existant. Only Xeno race that is usually
totally immune to Virus grenades are Tyranids whose constant mutation and weird origins make them far variant
to be targeted with viral organisms, though Genestealer Hybrids are usually vulnerable due to their human
genome.
The viral organisms within grenade are very likely to penetrate even through respirators and re-breathers thus
those only grant +10 bonus to resisting virus-infection.
The grenade can be set to have a long delay and this allows setting it to explode after up to 10 Rounds.
Anyone caught within the blast area and not immune to viruses are affected. Those affected need to make a
Punishing(-50) Toughness Test or suffer the effects from Toxic(d10*3 ) after 1d5+5 Rounds. Each round any
characters remaining within blast area or within 10 metres from a being that died within 10 Rounds becomes
affected / re-affected and they need to make an Arduous (-40) Toughness Test to resist infection. After d10*2 + 10
minutes the virus mutates into safe form and the effects end.
Any beings with Incorporeal, From Beyond, Stuff of Nightmares, Undying or Deamonic Traits are unaffected.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Virus Hand Blast (3), Explosive
Thrown SB×2m S/–/– Special 0 1 — 1.6kg 1340 Issued Only
Grenade Mishap, Special
Blast (3), Explosive
Virus Grenade † † † Special 0 † † 0.6kg 1445 Issued Only
Mishap, Special
† Class, Range, Rate of Fire, Clip and Reload speed are determined by the weapon used to shoot the grenade
75
EXPLOSIVES
For setting and defusing explosives see the Demolition skill. Explosives do not benefit from Righteous Fury and
they all have Explosive Mishap quality.
D EMOLITION C HARGE
A demolition charge is a simple explosive device, commonly used for blowing open doors, breaching walls and
destroying bridges. The cost and weight for a demolition charge represents 1 kg of explosives, though it is possible
to rig charges together thus increasing their destructive potential. When a demolition charge explodes, anyone (or
anything) caught within its blast radius takes d10*2 + 3 X Damage with Penetration and Proven of four times and
Concussive of two times the weight in kilograms. The explosion has Blast(X) quality where X is five times the weight
of the charge in kilograms.
Setting demolition charges does not require usage of Demolition skill.
D ET - CORD AND D ET - TAPE
Det-cord and det-tape are the two most common types of timer material, often used in conjunction with tube-
charges. The delay is set by either peeling back the tape or cutting the cord to the desired length. Both can be used
as a low-grade explosive material in an emergency, inflicting 1d10 X Damage for every one kilogram used. The
explosion has Concussive(1), Blast(X) and Proven(X) qualities where X is two times the weight of the charge in
kilograms.
F YCELINE
A chemical used in many standard Imperial explosives, it is mined from rare ores and its production often becomes
the primary tithe for many planets. Refined fyceline can be used to fashion crude explosives. Fyceline explosives
inflict d10*2 X Damage with Penetration and Proven of four times and Concussive of two times the weight in
kilograms. The explosion has Blast(X) quality where X is five times the weight of the charge in kilograms.
C RESSIN P ATTERN L IMPET M INE
A less powerful and less expensive directional explosive similar to the melta bomb, it is applied directly to the
target structure and focuses the blast against it. The resulting explosion is more powerful than a regular krak
detonation. When a limpet mine explodes, it deals d10*4 X Damage to anything directly on it, with a Penetration
of 8 and Proven(5). The explosion also affects an area around it dealing d10*2 X Damage with Blast(1) quality, but
this does not affect the target that was directly on it unless it was larger than Hulking.
M ELTABOMB
Designed to be manually fixed to their target with mag-adhesives, melta bombs detonate with a charge of intense
heat similar in effect to a melta weapon, and are ideal for destroying bulkheads, vehicle hulls and other heavily
armoured targets. Imperial melta bombs are roughly domed in shape but heavy and unwieldy and not designed to
be thrown. When a melta bomb explodes it deals d10*4 Energy Damage with a Penetration of 19. Explosion has
Blast(1) quality. These hits are considered Proven(6), Felling(2), Melta, Lethal and Igniting. Meltabombs always
ignore Unyielding armour quality. Meltabombs weight 3,5kg each.
M ELTA G EL
This term covers a wide variety of extruded gelatine similar to dental paste, usually bright red or some other strong
colour and sticky enough to adhere to most surfaces. Once applied and activated by an electric spark, it rapidly
burns through bulkhead plating without the need for oxygen. Ideal for opening up a spacecraft from the outside or
working in areas where air has escaped, most repair crews carry several tubes in their kits. A tube of melta gel can
cover five metres in a thin line, or a surface area of one metre square. Along this line or area it deals Damage as a
melta bomb over the course of about a minute as it burns through whatever it is applied to before becoming inert.
P ROMETHIUM
Petrochem-based liquid fuel, promethium is the jelly-like substance used to power flamer weapons. It can also be
used to create anti-personnel explosives and bombs as it is highly flammable. Promethium explosives inflict
1d10+2 E Damage. The explosion has Concussive(1), Blast(X) and Proven(X) qualities where X is three times the
weight of the charge in kilograms. Hits from promethium blasts have Flame and Igniting qualities, but only
anything within half blast radius always catches flames.
76
EXOTIC WEAPONS
Many weapons are not only uncommon in the Imperium, but also unimaginable to most of its citizens. These
weapons are always expensive and beyond the reach of all but the elite or most resourceful. Because these
weapons are so specialised, a character must have a Talent for each individual exotic weapon he wishes to use. For
example, to use a needle pistol a character would need Exotic Weapon Training (Needle Pistol).
A EGIS A NBARIC S HOCK B LASTER P ISTOL
Class: Exotic (Shock Blaster)
This unusual weapon is a rarity, even among the Magos militant and the Skitarii, and is doubtless a product of the
legendary Aegis Fragment. Taking the shape of a bulky, tubular pistol, when fired it discharges a blast of
electromagnetic force capable of completely overloading a human’s nervous system or just as usefully disrupting
the control systems of a rogue servitor. These weapons are configured to use standard laspistol power packs,
though because of their high-energy requirements, they get only a relatively few shots from each pack. The
Shocking quality from a Shock Blaster affects creatures with Machine Trait.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Shock Blaster Pistol 15m S/2/– 1d5+2 E 5 4 Full Shocking, Special 3kg 650 Rare
77
C ONDEMNOR C OMBI -B OLTGUN
Class: Exotic (Condemnor)
Extremely hard to acquire, the Condemnor Boltgun is a highly-specialised combi-weapon found almost exclusively
in the hands of Ordo Hereticus Inquisitors and their Acolytes. It combines a boltgun with a crossbow armature that
can be loaded with a variety of quarrels, and between the two deadly ammunitions, surely no heretic can survive.
The crossbow armature of the Condemnor has a clever pulley winch that allows quick and effortless reloading of
its very strong mechanism without need for excessive strength. Unlike normal Combi-Weapons the crossbow
armature of the Condemnor can be reloaded and fired several times.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Bolt, Tearing,
Condemnor (Bolt) Basic 90m S/2/– 1d10+5 X 4 30 Full Proven(3), Reliable, 7.5kg 2100 Very Rare
Recoil(4), Special
Condemnor Quiet, Primitive,
Basic 80m S/–/– 1d10+4 P 1 1 Full
(Quarrel) Recoil(4)
C ONVERSION B EAMER
Class: Exotic (Conversion Beamer)
A small number of these rare and deadly archaeotech devices circulate through the hands of senior Inquisitors. A
Conversion Beamer can annihilate creatures, vehicles, or anything its beam reaches, provided it is given time to
build to critical mass. When fired, a conversion beamer expels a stream of neutron bombarded particles, beginning
an atomic chain reaction that converts matter to energy in a blazing beam that hurtles towards the target. As the
escalating reaction travels, more and more air molecules are converted into a deadly blast that finally consumes
the target in an explosive release of energy.
Conversion Beamers are more powerful at long ranges as they can absorb more matter into the blast’s strength. At
distances of up to 15 metres, a conversion beamer does 1d10+9 Energy damage and has a Penetration of 4 and
Proven(3) quality. Over that distance and up to Short range, it doesd 10*2 +9 Energy damage with a Penetration of
12 and gains Felling (1), Blast(1) and Proven(5) qualities. Against targets further than Short Range it does d10*3
+12 Energy Damage with a Penetration of 16 and possesses Felling (2), Proven(6) and Blast (4) qualities.
Conversion Beamer cannot be fired beyond Normal range.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Conversion Unbalanced,
Heavy 100m S/–/– † † 4 2Full 85kg — Unique
Beamer Special†
†The effect of this weapon depends on how far the target is.
78
Frost Sprayer requires a standard chargepack which allows firing of each Karrikian Frost tube in a full drum. Also
the Frost Sprayer requires tubes of Karrikian Frost. These tubes preserve Karrikian Frost for several years are about
the size of two charge packs each. Firing a Frost Sprayer breaks the tube rending it useless. Each tube costs 30
thrones and they are Extremely Rare outside Karrik where they are only Rare. One tube weights 0,8kg.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Spray, Recharge,
Frost Sprayer Basic 20m S/–/– Special 3 5 3Full 8kg 750 Extremely Rare
Special
D IGITAL W EAPONS
Class: Exotic (Digital Weapons)
Digital weapons, or digi-weapons, appear to be rings or other jewellery, but are actually powerful ranged weapons,
either archeotech or of xenos manufacture. The most common of these (if common can be used to describe such
wondrous items) are crafted by the ape-like aliens known as the Jokaero. Their creations are so marvellously
constructed that even Throne Agents of the Holy Ordos have been known to wear them. Two of the most popular
types of digital weapons amongst the agents of the Calixian Conclave are the digi-las weapons, and digital
explosives. Digi-las weapons are usually modelled in the form of rings, and can be used in close combat as a pistol.
Digital explosives are made to look like a wide variety of jewellery, are armed by applying precise pressure to
certain points, and then thrown. Of course, both have their drawbacks: digi-las weapons take considerable time to
replenish their tiny power reserves (1d5 hours before the weapon may be fired again), and digital explosives are
strictly one use only, making them an expensive investment. Due to their nature, digital weapons are always
considered concealed and any attempts to find them suffer additional -20 penalty.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Las, Concealable,
Digi-las Pistol 3m S/–/– 1d10+5 E 3 1 Special 0.1kg 2200 Extremely Rare
Agile, Special
Concealable, Agile,
Digital Explosive Thrown SBx4 S/–/– d10*2 X 2/1 — — 0.1kg 1350 Extremely Rare
Blast(3), Special
79
E XECUTIONER P ISTOL
Class: Exotic (Executor Pistol)
This combi-pistol is rarely seen in Imperial space, despite (or perhaps because of) the fact that it is used by one of
the Imperium’s most dangerous killers. The Eversor Assassins, skull-faced slaughterers of the Officio Assasinorum,
carry these weapons in addition to their lethal array of close-combat gear. The Executioner is an unusual example
of a combi-weapon. Instead of being one weapon grafted crudely onto another, it is a seamless joining of two
individual firearms. The Executioner is a bolt pistol with an under-slung needle pistol beneath the barrel, allowing
the wielder to choose between the destructive power of the bolt weapon, or the quiet lethality of the needle
weapon. It is this versatility, combined with the exquisite craftsmanship of every Executioner pistol, that makes
them such a popular choice for one of the Imperium’s sanctioned assassins.
The weapon incorporates the heights of arcane tech-lore in its construction. It incorporates a bi-stabilised
targeting sight, and its polymorphic grip is genetically coded to the individual Assassin. Even if an opponent was
able to somehow gain control of an Executioner, he would be unable to fire it. In addition, the needle pistol uses a
synthesised neuro-toxin to incapacitate its target.
An Executioner Pistol can always be fired as either a bolt pistol or needle pistol, although the bearer may only fire
it in one mode per turn. An Executioner Pistol is programmed to be used by a single individual when it is crafted.
Changing the weapon’s programming requires either access to secret Officio facilities (something that is almost
impossible even for members of the Holy Ordos), or success on a Hellish (–60) Tech-Use Test. In addition, the
needle pistol’s toxins are so potent that whenever a target suffers at least one point of Damage after reduction
from Armour (but not from Toughness), the effects of Toxic quality will kick in.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Bolt, Tearing,
Proven(4), Lethal,
Executor Pistol
Pistol 30m S/2/– 1d10+6 X 5 10 Full Accurate, Recoil(5), 5.5kg 8900 Near Unique
(Bolt)
Best Quality,
Special
Toxic,
Executor Pistol Impact(Normal),
1d10 P 1 10 Full
(Needle) Best Quality,
Special
E XITUS R IFLE
Class: Exotic (Exitus Rifle)
The signature weapon of the Vindicare Temple, this rifle is amongst the finest examples of Imperial
weaponsmithing. Hand-crafted by a Magos-Artisan of the Adeptus Mechanicus, each Exitus rifle is part of a
matched set—both pistol and rifle customised to the specifications of the individual Assassin.
The Exitus weapons contain sophisticated machine-spirits and utilise ammunition constructed from special heavy-
gravity alloys to penetrate nearly all forms of known protection. The Exitus rife uses specially modified Exitus
Hyper Density Penetrator rounds, which is already applied to its profile.
All Exitus rifles incorporate a silencer and have a built-in telescopic sight.
The firer may load one round as a half action (normally for one of the special issue ammunition loads). If the firer
has the Rapid Reload Talent, he may instead use a Reaction to load a single round.
Special Exitus Ammunition: Vindicare Assassins are normally issued a set of special ammunition when sent on an
assignment. These unusual shells are near unique, each extremely difficult and time-consuming to craft. Therefore,
the Assassin is usually given a single shell of each type.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Special, Accurate,
Proven(4),
Impact(Extreme),
Exitus Rifle Basic 150m S/–/– d10*2 P 8 10 Full 9kg 9600 Near Unique
Best Quality, Built-
in Telescopic Sight
and Silencer
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E XITUS P ISTOL
Class: Exotic (Exitus Pistol)
The Exitus pistol is a masterpiece of craftsmanship, a weapon as elegant as it is deadly. Unlike the larger rifle, the
Exitus pistol is mainly considered a backup weapon for the Vindicare Temple, primarily used in those rare
circumstances where the Assassin is discovered, cornered, or in need of rapidfire capability. Under those
circumstances, the Exitus pistol performs admirably, and more than a few Vindicare Assassins owe their lives to
this weapon. The Exitus Pistol has a built-in silencer.
As The Exitus rifle, the Exitus Pistol also uses only specially modified Exitus Hyper Density Penetrator rounds and
their bonuses are already applied to the weapon profile.
Special Exitus Ammunition: Vindicare Assassins are normally issued a set of special ammunition when sent on an
assignment. These unusual shells are near unique, each extremely difficult and time-consuming to craft. Therefore,
the Assassin is usually given a single shell of each type.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Special, Accurate,
Proven(4),
Impact(Extreme),
Exitus Pistol Pistol 25m S/3/– 1d10+6 P 7 5 Full 5kg 8000 Near Unique
Best Quality,
Recoil(4), Built-in
Silencer
G RAVITON G UN
Class: Exotic (Graviton Gun)
An extremely rare device, the so-called graviton gun is a little understood relic unlikely to have been originally
designed as a weapon at all. When fired at a target area, the energy field generated by the gun creates a sudden
and powerful gravitational flux. Whilst unlikely to do more than knock living creatures violently to the floor, the
effect can be extremely damaging to the internal mechanisms and moving parts of vehicles, and can be particularly
lethal to skimmers and other devices with their own grav-engines quickly destabilised and overloaded by the flux-
field.
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Everything caught in the gun’s blast area is violently pressed to the floor and must take a Very Hard (–30) Strength
Test or be knocked down. Being thrown to a solid surface from a standing position and forced to the ground in this
way is enough to inflict 1d5+2 I (Primitive) Damage—treat this as effecting the Body location—although what the
character or object is thrown against and how far they fall may well make this effect far worse.
Additionally, anyone attempting to move or perform physical actions within the blast radius for d5*2 Rounds
afterwards must first pass an Opposed Strength Test versus Strength 60 (Unnatural (×2)) each Round. At the GMs
discretion, the flux may shatter brittle objects, collapse loose flooring, rupture containment vessels, damage
vehicles and machinery, plus wreak any other chaos deemed appropriate
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Graviton Gun Basic 30m S/–/– special — 3 2Full Blast (5) 5kg 3500 Very Rare
H ELLAX I NFERNUS
Class: Exotic (Hellax Infernus)
In the dark history of the Conclave Calixis, one individual is spoken of with equal parts dread and admiration;
Cassilda Cognos. Little is known about the mysterious inquisitor, save that she was the founder of the Tyrantine
Cabal, and is now long dead. However, her legacy lives on in the deep data vaults of the Bastion Serpentis, in the
activities of the Tyrantine Cabal itself, and in the rare artefacts associated with her that have been scattered across
the Calixis Sector.
The Hellax Infernus is a weapon both elegant and extremely potent. In appearance, it is an antique inferno pistol,
with a long thin barrel, sculpted handle, and barrel-basket with everflickering flame. However, the Infernus is
constructed with strange, arcane technology. Its flames sear hotter than even the most potent melta-weapon; hot
enough, it is said, to burn one’s very soul.
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The Hellax Infernus ignores the defences from Fields and all protective benefits granted by psychic powers
(including benefits such as bonuses to Dodge, as well as powers that specifically reduce energy damage or damage
from melta-weapons). In addition, if a target is hit by the Hellax Infernus and survives, he must make a Challenging
(+0) Willpower Test. If he fail, he permanently reduces his Willpower by 1d10. The Hellax Infernus uses the
standard ammunition for inferno pistols.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Sanctified, Melta,
Lethal, Igniting,
Hellax Infernus Pistol 10m S/–/– d10*2 +6 E 17 5 2Full 2kg 12000 Unique
Best Quality,
Special
M ALLEUS P SYCANNON
Class: Exotic (Psycannon)
Psycannons are powerful weapons, often reserved for the Ordo Malleus. Similar in form to the Holy Heavy Bolter,
a psycannon fires powerful ammunition charged with psychic energy and possessing ritually inscribed silver tips
backed by a rare isotope explosive. Each blessed round can unerringly penetrate the psychic defences and shields
of a target, making them a preferred weapon for Inquisitors planning to hunt the daemon or the witch. In addition,
a powerful psyker can imbue each shot with a measure of his mental force, bringing ruin to his target with each
shot. However, psycannons are rare weapons, each handcrafted by artisans watched and sanctified by the Adeptus
Ministorum and the Holy Ordos. Psycannon only accepts Psycannon bolts as its ammunition.
Malleus psycannons also have in-built Suspensor technology, meaning that the wielder counts as possessing the
Auto- Stabilised Trait. Finally, an individual with a Psy Rating may imbue the psycannon with additional damage
equal to the user’s Psy Rating. This is considered a Minor Psychic power with a Psy Rating 2 that can be used as a
Free Action.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Tearing, Reliable,
Malleus
Heavy 120m –/4/6 d10*2 X 6 40 3Full Proven(4), Bolt, 20kg 3800 Extremely Rare
Psycannon
Sanctified, Special
N EEDLE P ISTOL
Class: Exotic (Needle Pistol)
Needle pistols use a low-power laser beam to propel small slivers of crystalline coated in viral toxins. Enemies
wounded by them are almost instantly paralysed or dead within moments. As they are virtually silent and have no
muzzle flash, needle weapons are ideal for assassins. Needle weapons are quite ineffective against armoured foes.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Quiet, Accurate,
Needle Pistol Pistol 30m S/–/– 1d10 P 0 6 Full 1.5kg 1250 Very Rare
Toxic(1d5+5)
N EEDLE R IFLE
Class: Exotic (Needle Rifle)
Prized by snipers, the needle rifle offers the perfect combination of range, stealth and deadliness. Needle rifles use
low-power laser beam to propel small slivers of crystalline coated in viral toxins. Enemies wounded by them are
almost instantly paralysed or dead within moments. As they are virtually silent and have no muzzle flash, needle
weapons are ideal for assassins. The only argument against these exquisite weapons is that they are next to
useless against heavily armoured targets.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Quiet, Accurate,
Needle Rifle Basic 180m S/–/– 1d10 P 0 6 2Full 2.2kg 1000 Very Rare
Toxic(1d5+5)
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P URGATUS C ROSSBOW
Class: Exotic (Purgatus Crossbow)
Throughout the millennia, Witch Hunters have seen the humble crossbow as a symbol of their trade, able to drive
a thick bolt of thrice-blessed wood into the heart of a daemonic or heretical opponent. With that in mind, some
Inquisitors have commissioned skilled artisans to transform these primitive weapons into something far more
deadly. The Purgatus appears a fusion of boltgun and crossbow, able to fire with more force than a shotgun blast.
However, it is its ammunition that is the true marvel; heavy wood and silver stakes inscribed with wards and runes
designed to disrupt a creature’s contact with the immaterium.
If the Purgatus does at least one point of damage, the stake becomes lodged in the target. Removing the stake
without proper medical care and operating facilities (such as on the field of battle) takes one Full Action, and deals
1d5+1 wounds to the target removing it, ignoring armour or Toughness. For every round a creature with the
Daemonic Trait leaves a Purgatus stake in itself, it must make a Warp Instability Test at a –10 Penalty, even if it
would not normally be required to test for Warp Instability. As long as any creature with a Psy Rating has a
Purgatus stake imbedded in it, the Psy Rating requirement for any psychic powers it manifests is increased by 2.
Ammunition: Purgatus Crossbows fire blessed stakes that must be handcrafted. A quiver of 10 has an Availability
of Very Rare and costs 2000 Thrones.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Reliable, Sanctified,
Purgatus
Basic 50m S/–/– 1d10+5 P 2 5 2Full Good Quality, 6.5kg 850 Very Rare
Crossbow
Special
R AD -C LEANSER
Class: Exotic (Rad-Cleanser)
Rad-cleansers are potent weapons said to be relics of the long-past Dark Age of Technology, and they are certainly
powerful and terrible enough in effect to justify that mythic claim. Victims caught in the rad-cleanser’s blast suffer
an agonising death as their tissues are blown apart on a cellular level and they are boiled alive from within. Even
metals may combust in the powerful blast created by a rad-cleanser. These horrific weapons are extremely difficult
to manufacture and heavily proscribed by the Cult Mechanicus They are however not as rare amongst the Magos
retinues of the Calixis Sector as they are elsewhere, pointing to some Archmagos or facility in the sector that
possesses the baleful secret of their construction.
The “toxic” effect listed on this weapon’s profile actually represents massive radioactive contamination, and
should be treated accordingly. Rad-cleansers are reloaded by refuelling their bulky reactor-core units, which
cannot be done during combat
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Blast (2), Recharge,
Rad-Cleanser Basic 30m S/–/– d10*2 +2 E 7/4 20 — 26kg 7000 Very Rare
Toxic (1d5+2)
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V OLONX T HUNDE RCLAP
Class: Exotic (Thunderclap)
The tribal warriors of Volonx are famed for their strange scavenged weapons. Perhaps the strangest (and most
suicidal) employed by these innovative fighters is the thunderclap. A thrown weapon with a surprisingly good
range, the thunderclap is a carved from a light piece of hollow wood with a 45 degree bend about a third of the
way along its length. At each end, a fearsome piece of sharpened bone juts out, whilst the innards are packed with
a primitive and volatile explosive that detonates when striking a hardened surface. When thrown, the weapon flies
in a wide circular arc and returns to the thrower if it does not strike a target, who then may (if brave and nimble
enough) catch it again without blowing themselves to pieces!
Catching a missed thunderclap is a Challenging (+0) Agility Test. Failing this Test by three or more degrees will
result in an Explosive Mishap as if Jam was rolled with Explosive Mishap quality.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Blast (2), Unstable,
Volonx
Exotic 9+SBm S/–/– 1d10+1 X 0 1 — Inaccurate, Special, 1 kg 45 Very Rare
Thunderclap
Primitive
W EBBER
Class: Exotic (Webber)
The most commonly used web weapon, it is often called into play to subdue those violating the Emperor’s Law.
They have a longer range and each shot can cover a small group of people, incapacitating entire crowds when used
in large numbers.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Blast(2), Snare(4),
Webber Basic 40m S/–/– — 0 1 Full 8kg 1800 Rare
Web
W EB P ISTOL
Class: Exotic (Web Pistol)
Web pistols fire masses of filaments, which expand in the air to form a small web of sticky, near-unbreakable
material. These weapons are most often used to restrain specific targets as the web they produce is not large
enough capture more than a human sized creature. Target is quickly entangled in a painful embrace; if he attempts
to struggle the filaments constrict even more, further entrapping him. The webbing breaks down on its own and
flakes away after d5*2 Rounds.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Snare(3), Web,
Web Pistol Pistol 20m S/–/– — 0 1 Full 3.5kg 1200 Rare
Special
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INTEGRATED WEAPONS
The Lathe Worlds are host to many astonishing weapon designs. As rare as they are deadly, these weapons sit high
above the common small arms that permeate the Calixis Sector, and form the backbone of the Mechanicus’
military in the sector.
JURY RIGGING INTEGRATED WEAPON SYSTEMS
The Potentia Coil is an arcane device that is, for the most part, simply unavailable to anyone outside the Cult of the
Omnissiah. For that reason, integrated weapon systems are largely outside of the forces of the Mechanicus, as
more conventional weapons are often more convenient than attempting to force an integrated weapon to work
with a non-standard power source. That said, there are many who have tried to make captured or stolen
integrated weapons operate without the need for a Potentia Coil. The results are often far from perfect, but at
least the weapon can be used. However the jury rigging cannot be done to weapons with Cybernetic quality.
NON-STANDARD POWER SOURCES
Assuming the player has an external power source of some kind (Hellgun backpack, Isotropic Fuel Rod, etc.), it can
be adapted for use with the Integrated Weapon by making either a Hard (–20) Tech-Use Test or a Hard (–20) Trade
(Armourer) Test. If the Test is successful, the Integrated Weapon is usable, albeit with some disadvantages (see
below). If the Test is failed, then the character has been unable to adapt this power source to the Integrated
Weapon, but may try again with a different power source if he has one. If this Test is failed by two or more
Degrees of Failure, something has gone horribly wrong, damaging the weapon and burning out the power source.
Treat both items as destroyed.
IT’S WORKING… JUST!
As connecting an Integrated Weapon to something other than a Potentia Coil is tantamount to tech-heresy, it is
unsurprising that the machine-spirits of these weapons would rebel against such an impure method of power
generation, resulting in some significant drawbacks.
As noted above, once connected to a non-standard power source the Integrated Weapon is usable. However, if the
Integrated Weapon is a ranged weapon, it also gains the Unreliable Weapon Quality (and loses the Reliable
Weapon Quality if it happened to have it), and any Jam results in a forced disconnection from the power source,
requiring it to be reconnected as described above. If the integrated weapon is a Melee weapon, then the unusual
and unregulated energy currents flowing through the weapon give it the Unwieldy Weapon Quality (and cause it to
lose the Balanced Weapon Quality if it happened to have it). If the user ever fails a Weapon Skill Test to Parry an
incoming attack, a roll of 91 or higher results in a forced disconnection from the power source, requiring it to be
reconnected as described above.
C ATALYTIC M ASS D RIVER
Class: Exotic (Integrated Ranged Weapon)
Despite a strange and unexplained aversion to melta-weaponry, the Crimson Guard are not bereft of armour-
cracking firepower. Catalytic Mass Drivers are one of the strongest weapons in service to the Venatorii, and one of
the few known integrated ballistic weapons. The gun uses energy from the Potentia Coil to propel tiny shards of
metal at alarmingly high velocities, enough to rip through most known types of personal armour.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Lethal, Integrated,
Catalytic Mass
Basic 120m S/2/5 1d10 P 9 30 3Full Impact(Long), Best 7kg 6000 Near Unique
Driver
Quality
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C OIL -W HIP
Class: Exotic (Integrated Melee Weapon)
Often seen in the hands of Venatorii Decani, and sometimes even the fabled Electro-Priests, Coil Whips are long,
segmented chains that glow brightly with electrical energy. Swung in a great arc that fills the air with forks of man-
made lightning, this integrated melee weapon can knock a man in full power armour off his feet with a single blow.
When using coil-whip against armour with Powered quality, the opponent loses his feet if you win the Test for
Grabber quality.
Name Class Range Dam Pen Special Wt Cost Availability
Integrated, Cybernetic,
Flexible, Shocking,
Coil-Whip Melee (8m) 1d10+5 E 4 3kg 1500 Extremely Rare
Reach, Agile, Grabber,
Special
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I NTEGRATED L ATHE -L ASRIFLE
Class: Exotic (Integrated Ranged Weapon)
Originally derived from an ancient archeotech design, the Integrated Lathe-Lasrifle packs a greater punch than
regular Lasguns. The standard weapon of the Crimson Guard.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Integrated, Las,
Lathe-Lasrifle Basic 100m S/3/– 1d10+5 E 2 N/A N/A Good Quality, 4.5kg 250 Very Rare
Accurate
L ATHES A RC -W ELDER
Class: Exotic (Integrated Melee Weapon)
Whilst not technically a weapon, this manufactorum tool is mostly used for delicate construction work in the
Lathes system, but can easily double as an extremely dangerous melee device. Capable of firing intense blasts of
heat at very short ranges, an arc-welder easily cuts through most personal armour, and the resulting electrical
damage to the target can fry organs from the inside out.
Aside from its profile in melee, an arc-welder is capable of cutting through metres of adamantine plating, up to 40
centimetres thick every minute (thinner material can be cut through faster). Arc-welders are usually mounted on
the wrist and can rapidly extend outwards for use, making them easily concealable.
Name Class Range Dam Pen Special Wt Cost Availability
Fast, Concealable,
Lathes Arc-Welder Melee — 1d10+5 E 7 Integrated, Unwieldy, 2kg 2700 Extremely Rare
Igniting
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MELEE WEAPONS
Close combat weapons are a common sight throughout the galaxy, and in many places it would be unthinkable to
venture without at least one such weapon on your person. Depending on the planet’s level of technology (and the
wealth of the user), these can range from simple metal blades to high-tech weapons of plastic or exotic metals and
can include swords, axes, pole arms, clubs, mauls, bludgeons and other simple devices. To use melee weapons you
must have the Melee Weapon Training (Primitive) talent to use them effectively in close combat and the Thrown
Weapon Training (Primitive) talent for ranged attacks.
PRIMITIVE WEAPONS
†Requires two hands to use. This only applies to boarding pike when used to detonate the charge.
A RMOURED G AUNTLET
Class: Melee (Primitive)
Originally designed as protection when handling overheated conduit pipes or plasma coils, many armsmen have
adapted them into melee weapons. The padded exteriors are stripped away and extra metal riveting is added,
sometimes with spikes or other adornments to increase the force of each blow.
Name Class Range Dam Pen Special Wt Cost Availability
Primitive, Grapple,
Flimsy, Weak, Fast,
Armoured Gauntlet Melee — 1d5+1+SB I 0 0.5kg 35 Common
Light, Unbalanced,
Agile, Unarmed
A XE
Class: Melee (Primitive)
An axe sports a brutal blade, used both as a tool and weapon. While they generally do not have the reach of a
sword and lack its ability to parry away blows, a strike from an axe will generally create a more lethal effect when it
lands, ripping apart flesh, cutting armour and shattering bone with ease.
Name Class Range Dam Pen Special Wt Cost Availability
Impact(Melee),
Axe Melee — 1d10+1+SB R 1 4kg 20 Average
Primitive, Unbalanced
Unbalanced, Crushing,
Baptismal Hammer Melee — 1d10+1+SB I 0 4.5kg 500 Scarce
(Toxic/Igniting)
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B ASTARD S WORD
Class: Melee (Primitive)
The bastard sword, or hand-and-a-half, finds the most use among the Harrowguard, an elite core of Iocanthos
warriors in the employ of Warlord Vervai Skull. So called because the blade falls between the more traditional
longsword and the far larger two-handed sword, having a long blade and heavy weight prevents all but the best
trained warriors from wielding it one-handed. To accommodate all users, these weapons feature a longer grip to
provide flexibility, giving the wielder the option to use it one or two-handed. Wielding bastard sword in one hand
requires Strength Bonus of 4 or more. Good and Best quality bastard sword are also Balanced.
Name Class Range Dam Pen Special Wt Cost Availability
Primitive,
Bastard Sword† Melee — 1d10+1+SB R 1 5kg 13 Average
(Balanced††)
†Requires two hands to use unless wielder has Strength Bonus of 4 or more. †† Only Good and Best quality bastard swords are Balanced.
B LACKWING H ALBERD
Class: Melee (Primitive)
On certain volcanic asteroids within the Koronus Expanse, sheer black cliffs tower above seas of liquid magma. The
stone of these mighty edifices resembles obsidian but is stronger than steel and nearly impossible to quarry.
Expertly-placed explosives can fracture this rock into thin, striated slivers that resemble the wing of a black bird—
albeit one that’s sharper than a razor blade. Affixed to a suitable shaft, the result is a weapon of matchless speed
and elegance, perfectly balanced for both offence and defence.
Name Class Range Dam Pen Special Wt Cost Availability
B OLO K NIFE
Class: Melee (Primitive)
Owing its origins to the time long ago when the hive world of Malfi was once largely covered in dense jungle, the
bolo is a heavy single-edged cutting tool that for centuries has doubled as a brutally effective weapon. Crafted
from mono-serrated plexsteel, the average bolo has a distinctive 40 centimetre long, inwardly curving blade that
widens somewhat before the tip. This shape makes the bolo perfect for heavy slashing blows and, in skilled hands,
it can lop-off limbs or open-up a man gut to gullet in a single stroke. Still used on Malfi as an everyday tool, it
retains a murderous reputation and a favoured place in local folklore. The bolo is also favoured as a gang weapon
among Malfi’s jacker-gangs and dacoits, who traditionally mark noteworthy kills and exploits by acid-etching their
blades with crude murder-glyphs known as “gris”.
The weapon has Common Availability on Malfi and is Rare elsewhere.
Name Class Range Dam Pen Special Wt Cost Availability
Primitive, Grapple,
Light, Fast, Flimsy,
Brass Knuckles Melee — 1d5–1+SB I 0 0.5kg 5 Plentiful
Unwieldy, Agile,
Unarmed
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B UCKLERS
Class: Melee (Primitive) or Thrown (Primitive)
Bucklers are small shields used to attain some degree of protection without sacrificing mobility. The buckler’s small
size makes it inadequate for protecting against primitive ranged weapons such as arrows or crossbow bolts.
However, it is effective for deflecting blows from hand-to-hand weapons. Some bucklers have a large barbed spike
or point mounted on the outside and so can also be used offensively. On Acreage, buckler-style weapons have
developed with small metal spikes protruding from the shield’s edge, transforming a generally protective item into
a deadly weapon.
Name Class Range Dam Pen Special Wt Cost Availability
Defensive, Primitive,
Buckler Melee — 1d5–2+SB I 0 1kg 30 Common
Fast, Unarmed
Defensive, Fast,
Acreage Buckler Melee — 1d5+SB P 0 1kg 32 Common
Primitive
Name Class Range RoF Dam Pen Clip Rld Special
Acreage Buckler Thrown 6+SBm S/–/– 1d5+SB P 0 – – Primitive, Inaccurate
B URN W EAPONS
Class: Melee (Primitive)
Sometimes the harshness and difficult conditions of hive worlds call for extrme measures from the gangers when
trying to maintain their territories and gain advantages over other competing parties. One rather common way is
to create somewhat perculiar weapons that allow better performance and higher level of intimidation. Burn
weapons are one of those categories where somewhat questionable rigging has been made to increase the
potential of some weapons. These weapons have one or more standard charge packs brutally rigged to specially
crafted versions of some rather normal versions of melee weaponry to make them more potent by creating a
trigger that heats their blades or shafts into red hot. Thus burn weapons that would cause Blood Loss as a Critical
Effect only cause only less level of Blood Loss.
Each burn weapon requires at least one chargepack that lasts up to 2 hours of continuous use.
Name Class Range Dam Pen Special Wt Cost Availability
Impact(Melee),
Burn Axe Melee — 1d10+1+SB R 1 4kg 40 Scarce
Unbalanced, Special
Chimera Pistol
Melee — 1d10+1+SB R 2 — 3.5kg 130 Scarce
Sword
Name Class Range RoF Dam Pen Clip Rld Special
Chimera Pistol Sword Pistol 20m S/(2)/– 1d10+2 P 0 1 or 2 Full Splintering, Reliable, Tearing
C LUB
Class: Melee (Primitive)
Clubs and bludgeons are amongst the most primitive melee weapons, relying on weight and strength to cave in a
foe’s skull but mostly they are more suited on hurting than killing.
Name Class Range Dam Pen Special Wt Cost Availability
Primitive,
Club Melee — 1d10-1+SB I 0 Wooden/Weak, 2kg 5 Abundant
Numbing, Flimsy
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C OMBAT K NIFE
Class: Melee (Primitive)
These oversized bladed weapons are almost to the size of a short sword. Each has a heavy, straight-edged blade
designed to cut flesh as well as puncture light armour, and can be affixed to most basic weapons as a bayonet.
Name Class Range Dam Pen Special Wt Cost Availability
C UTLASS
Class: Melee (Primitive)
This short and heavy bladed weapon is most popular with naval officers and crews, and can be found on feudal
worlds throughout the Imperium. Designed for close-quarter fighting, it is a simple weapon, relying on the
wielder’s brute strength rather than finesse or skill. When found among officers in the Imperial Navy, cutlasses are
enhanced with power fields and other technological improvements.
Name Class Range Dam Pen Special Wt Cost Availability
D AEMON P IKE
Class: Melee (Primitive)
These weapons range in length from three to four metres (sometimes longer). Mounting a blade of adamantine-
silver edged with diamantine on a hollow steel tube, Daemon Pikes weigh far too much to be thrown. Instead, they
are often used to break the charge of daemons, mutants, and other creatures of the warp. The blade and shaft of a
Daemon Pike are inscribed with chants, prayers, and sermons meant to ward off evil, while the metre of shaft
below the head is set with short forward-point spines, ending in two broad blades. These blades serve two
purposes—they keep the wielder from thrusting his weapon too deep into a foe, and prevent daemons and other
creatures from advancing down the Pike to attack the user.
The etched prayers, as well anointing with blessed waters and sacred oils make Daemon Pikes “Holy” weapons,
which has certain effects on some Daemonic and warp entities (as will be noted in their description).
This weapon is very long one. This makes it ideal for attacking opponents from far beyond their ability to strike
back and also these weapons are ideal for stopping cavalry charges. The length however makes them useless when
opponent gets up close. When an opponent is closer than 3 meters away from the weapon’s wielder, the daemon
pike cannot be used to make attacks against them.
When a used against Charge coming from the direction whence the weapon is readied, the wielder may make a
free standard attack against the charger as soon as this comes within reach.
When used against charging daemon, the free attack is made with +10 bonus to Weapon Skill and attack gains +2
to Damage
Name Class Range Dam Pen Special Wt Cost Availability
Unbalanced, Reach,
Daemon Pike† Melee (5m) 1d10+SB P 2 4kg 1000 Rare
Holy, Special
†Requires two hands to use.
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D AGGERED V AMBRACES
Class: Melee (Primitive)
Amid the madness and slaughter of battle, a few seconds delay can cost even the mightiest warrior his life. Many
deathblows have been dealt in the time it takes to drop a gun and draw a sword. Daggered Vambraces are an
attempt to remedy this problem. Vicious curved blades affixed to stiff metal bracers, Daggered Vambraces allow
their wearer to wield a ranged weapon in each hand and still strike in melee. The bearer may make melee attacks
with the vambraces even when his hands are otherwise occupied.
Name Class Range Dam Pen Special Wt Cost Availability
E CCLESIARCHY C ORSESQUE
Class: Melee (Primitive)
Used as a symbol of authority by certain members of the Ministorum, an Ecclesiarchy Corsesque takes the symbol
of the Ecclesiarchy and fashions it into a physical weapon with which to strike down the heretic and mutant. The
edges of the symbol are made razor sharp, while any points are extended outwards into long armour-piercing
spikes. Blessed and baptised, the Corsesque is one of the Calixian Ministorum’s favoured symbols of its might and
authority. As such, they can’t be purchased, but must be made specifically for an individual, who must be of
sufficient rank within the Ecclesiarchy to warrant such a weapon. Those who possess a Corsesque tend to bring
them out only rarely (such as before a major campaign or crusade), but when they do, they will always be at the
forefront of any advance. Due to the nature of their forging, all Ecclesiarchy Corsesques are “Holy” weapons and
will have additional certain effects on some Daemonic creatures and warp entities (as will be noted in their
description).
Name Class Range Dam Pen Special Wt Cost Availability
Unbalanced, Crushing,
Corsesque Melee — 1d10+SB I 2 6kg — Issued Only
Holy
Emperor’s Whisper Melee — 1d5+3+SB R 2 Light, Fast,Weak, 0.5kg 150 Very Rare
Balanced
Name Class Range RoF Dam Pen Clip Rld Special
Emperor’s Whisper Thrown 2+SBm S/–/– 1d5+3+SB P 2 – –
93
E NFORCER R IOT S HIELD
Class: Melee (Primitive)
These transparent circular shields have a diameter of about 70 centimeters, and are constructed of lightweight
polycarbonate that offers protection against impact attacks and limited protection against many other types of
assault. Because the shield is attached at the wrist, an Enforcer may prefer this shield over other protection, as it
keeps his hand free to operate other equipment (such as a vox) or a pistol. An Acolyte using an Enforcer riot shield
may still carry and manipulate objects in his shield hand, up to pistol-sized weapons.
Against hits with Primitive quality weapons or those withImpact Damage Type the Enforcer Riot Shield does not
have Primitive quality.
Name Class Range Dam Pen Special Wt Cost Availability
Shield(2/6),
Cover(One), Light, Fast,
Riot Shield Melee — 1d5-2+SB I 0 1.5kg 40 Scarce
Agile, (Primitive),
Special
F OIL
Class: Melee (Primitive)
A foil, or epee, is a slender square-section blade with a cup hilt. It has the benefit of being quick and accurate in
actual combat. In exchange for speed, it gives up some of its potential to deal damage. Skilled fencers begin with
foils before graduating to rapiers.
Name Class Range Dam Pen Special Wt Cost Availability
F LAIL
Class: Melee (Primitive)
Flails consist of one or more heavy spiked balls attached to the weapon’s pole (with lengths of chain or metal
rods), and while difficult to wield, they are capable of inflicting terrible wounds.
Name Class Range Dam Pen Special Wt Cost Availability
Flexible, Primitive,
Flail Melee — 1d10+3+SB I 1 4kg 20 Scarce
Crushing, Tiring
G REAT W EAPONS
Class: Melee (Primitive)
Most melee weapons can also be found in larger and heavier versions, usable only with two hands. Great weapons
of this kind (such as huge axes, giant hammers, double-handed swords, and so on, including huge clubs) are
massive, brutal weapons that can inflict serious damage with each blow.
Name Class Range Dam Pen Special Wt Cost Availability
Primitive, Unwieldy,
Great Axe† Melee (1,5m) 1d10+3+SB R 1 Slow, Proven(SB), 7kg 70 Scarce
Impact(Melee), Reach
Primitive, Unwieldy,
Great Hammer† Melee (1,5m) 1d10+2+SB I 1 Proven(SB), Slow, 8kg 50 Scarce
Crushing, Reach
Primitive, Proven(SB),
Great Sword† Melee (1,5m) 1d10+2+SB R 1 6kg 85 Scarce
Slow, Reach
Primitive, Unbalanced,
Huge Club† Melee (1,5m) 1d10+1+SB I 1 Proven(SB), Slow, 6kg 20 Average
Reach
†Requires two hands to use.
94
G UARD S HIELD
Class: Melee (Primitive)
Several guard regiments use modern shields as part of their combat style, particularly the Wasteland Legionnaires
who often advance through hostile areas with camouflaged shields. They are generally made from quality plasteel
plates, lighter than they would appear. Some even have small visors of glassteel so that the user can peer out
without sacrificing protection. Guard shields can provide cover for the user concealing all of their body should they
choose.
Name Class Range Dam Pen Special Wt Cost Availability
Shield(4/12),
Guard Shield Melee — 1d5+SB I 0 Cover(Full), Unarmed, 8.5kg 100 Scarce
Slow, Unwieldy
H AMMER
Class: Melee (Primitive)
Hammers are heavier versions of the regular hand tool, using a large weighted end to inflict a harder and deadlier
blow. Many Imperial servants favour the hammer as an enduring symbol of the Emperor’s righteous justice.
Name Class Range Dam Pen Special Wt Cost Availability
Primitive, Unbalanced,
Hammer Melee — 1d10+1+SB I 0 4kg 10 Common
Crushing
I MPROVISED
Class: Melee (Primitive)
Improvised weapons can take many forms, but are generally any handy weighted object such as table legs, severed
limbs or artillery shell casings. Hitting someone with the butt of a basic ranged weapon (such as a lasgun or
boltgun) counts as an improvised weapon. Improvised weapons Are also quite likely to be even clumsier than what
is represented here and this may be represented with Unarmed, Slow, Unwieldy and Inaccurate qualities.
Name Class Range Dam Pen Special Wt Cost Availability
Primitive, Unbalanced,
Improvised Weapon Melee — 1d10–3+SB I 0 Varies — Abundant
Flimsy, (Numbing)
95
K RAKEN T OOTH D AGGER
Class: Melee (Primitive) or Thrown (Primitive)
Legends abound of gargantuan creatures hiding on the edges of system space, ready to attack vessels just as they
emerge from the warp. Whilst no concrete evidence exists, huge pearlescent teeth have been fashioned into
gleaming knives by many void born, who will only say that they were recovered from debris found in the void.
Some are decorated with intricate scrimshaw carvings depicting horrendous beasts tearing apart ships, oddly
enough making such daggers good luck charms.
Name Class Range Dam Pen Special Wt Cost Availability
Light, Concealable,
Kraken Tooth Dagger Melee – 1d5+1 P 1 Weak, Fast, Precise, 0.4kg 200 Rare
Unarmed
Name Class Range RoF Dam Pen Clip Rld Special
Kraken Tooth Dagger Thrown 2+SBm S/–/– 1d5+1+SB P 1 – – Inaccurate
Balanced, Primitive,
Long-Sabre† Melee (1,5m) 1d10+3 R 2 3.5kg 70 Very Rare
Reach
†Requires two hands to use unless wielder has Strength Bonus of 5 or more.
M ACE /M AUL
Maces and mauls are improved versions of a club that are more suited on killing their targets as their heavy tops
do much more harder impacts.
Name Class Range Dam Pen Special Wt Cost Availability
Primitive, Unbalanced,
Mace Melee — 1d10+SB I 0 3kg 20 Plentiful
Crushing
M AN -C ATCHER
Class: Melee (Primitive)
A long two-handed pole with a huge spring-loaded claw at the end, it is primarily used to corral mutineers. When
the pole strikes an enemy the claws snap shut, trapping the foe in a harsh metal grip, which depending on the
body part caught could ensnare, injure or even kill. Man-catcher may be used against man-sized or scrawny
creatures.
While the victim remains snared, it won’t be able to move away from the other end of the man-catcher. Any
attempt the victim makes to free himself is done as an Opposed Test against wielder’s Weapon Skill.
Name Class Range Dam Pen Special Wt Cost Availability
Primitive, Snare(2),
Man-Catcher† Melee (2.5m) 1d10 I 0 Unwieldy, Reach, 8kg 60 Scarce
Grabber, Special
96
M IRROR S HIELD , S EPHERIS
Class: Melee (Primitive)
Made famous by the Royal Scourges of Sepheris Secundus, the mirror shield is an ornate rectangular device
capable of covering about two-thirds of its wielder’s body. Constructed from layers of metal and stained crystal—
silicate glass, baring the colourful crests and armorials of the nobility, the refractive glass gives the shield a
mirrored effect known to repel las weapon shots of low strength. As such, it is considered an exemplar of ennobled
warfare and “affairs of honour” on a world where such advanced weapons are restricted to the elite retainers of
the ruling barons.
If used as cover against ranged attacks, thanks to its special construction sepherin mirror shield retains its full AP
value against las weapons.
Name Class Range Dam Pen Special Wt Cost Availability
Defensive, Primitive,
Mirror Shield Melee — 1d5–1+SB I 0 Cover(Half), Shield (6), 3kg 60 Rare
Special
N AVAL S HIELD
Class: Melee (Primitive)
Naval armsmen often carry one of these, to protect them as they protect their vessel. Each shield is a huge solid
plate of plasteel, rectangular and heavy. Unlike most Imperial shields they are flat and smooth surfaced, so that
they can also be used as emergency hull or bulkhead sealers. A Naval shield can be used as cover, concealing the
user completely if desired.
Name Class Range Dam Pen Special Wt Cost Availability
Unwieldy, Cover(Full),
Naval Shield Melee — 1d5+1+SB I 0 9kg 75 Average
Shield (8), Slow
97
N AVITUS -P ATTERN P ERCUSSION M ALLET
Class: Melee (Primitive) or Thrown (Primitive)
Never intended for combat, the Navitus-Pattern Percussion Mallet was designed to enhance the brute strength of
the user in any task that required a hammer—anything from beating weld-nails to hammering dents out of hull
plating. Used widely among the menials that toil endlessly within the forges of the Lathe Worlds, Percussion
Mallets are relatively common, although finding someone willing to sell one and risk the Adeptus Mechanicus’
wrath is often a far harder task.
Name Class Range Dam Pen Special Wt Cost Availability
Unwieldy, Crushing,
Percussion Mallet Melee — 1d10+1+SB I 0 Proven(SB), 4kg 3000 Rare
Impact(Melee)
Name Class Range RoF Dam Pen Clip Rld Special
Crushing, Proven(SB),
Percussion Mallet Thrown 5+SBm S/–/– 1d10+SB I 0 – –
Impact(Extreme), Inaccurate
P UNCH D AGGE R
Class: Melee (Primitive)
A punch dagger is a simple weapon consisting of a blade mounted onto the hand in a way similar to how brass
knuckles are worn. While not as efficient as swords or larger weapons, a punch dagger is an invaluable aid when
fighting in confined quarters and tight spaces, where more traditional weapons would prove to be a liability.
Name Class Range Dam Pen Special Wt Cost Availability
Primitive, Grapple,
Punch Dagger Melee — 1d5+1+SB P 1 Light, Flimsy, Weak, 0.5kg 4 Plentiful
Unbalanced, Unarmed
Numbing, Crushing,
Punisher Baton Melee — 1d10-1+SB I 0 1.5kg 50 Average
Fast
Q UICKSILVER B LADE
Commonly found among the nobility of Kulth, these duelling blades were forged by a xenos race of unknown
origin, and are possessed of such fluid grace that they are difficult to track with the human eye. They seem to bend
and twist in the wielder’s hand, a blurred silver arc whistling through the air, and are nearly impossible to Parry or
Dodge. Opponents attempting to Parry or Dodge the blade suffer a –10 penalty to their Test.
Name Class Range Dam Pen Special Wt Cost Availability
R APIER
Class: Melee (Primitive)
A rapier is similar to foil, with a broader straight blade and long quillions added to the cup. Some rapiers have
basket hilts instead of cups. Though not as precise as the foil, its broader blade and capacity to slash as well as
pierce make this blade a more popular weapon in actual battle.
Name Class Range Dam Pen Special Wt Cost Availability
98
R ELIQUARY S WORD
Class: Melee (Primitive)
Reliquary Swords are buried with the bodies of saints and seers, laid across their breasts and swaddled in holy
grave-shrouds. In times of dire need, these swords are retrieved from the crypts and catacombs where they have
rested for centuries and pressed into service once again. Reliquary swords are of exceptional craftsmanship and
grant +15 to their wielder’s Weapon Skill.
Name Class Range Dam Pen Special Wt Cost Availability
Balanced, Sanctified,
Reliquary Sword Melee (1,5m) 1d10+2+SB R 3 Best Quality, Reach, 3kg 3000 Very Rare
Special
R ENDER , L ANDRIAN
Class: Melee (Primitive)
Considered a cursed and ill-omened blade on Landunder for its dark history, the Render was created to take its
victim apart slowly, piece by painful piece. A butcher-blade as long as man’s forearm, its double cutting edges are
covered with dozens of intricate serrations and hooks to maximize the victim’s suffering and blood loss. Perhaps
unsurprisingly, the Render clan, nominally meat-mongers and tanners, have been repeatedly linked with murder
cults and the worst criminal atrocities, and of all the Landrian clans they have the most sadistic and sinister
reputation.
Name Class Range Dam Pen Special Wt Cost Availability
S ABRE
Class: Melee (Primitive)
A favoured weapon of cavalry troops and other mounted warriors, commonplace on worlds such as Iocanthos and
Volonx, a sabre is a sword with a long, curved, single-edged blade. The weapon’s excellent balance allows riders to
keep a hand free to control their mounts, and its utility and effectiveness make it a very responsive weapon in
skilled hands. Sabres persist in use in far more sophisticated climes and are popular with many Imperial Guard
officers and hive nobles, often featuring mono edge blades and even power field generators to enhance their
effectiveness. While their wielder is mounted, sabres gain Fast quality.
Name Class Range Dam Pen Special Wt Cost Availability
Balanced, (Fast),
Sabre Melee — 1d10+SB R 0 2kg 15 Common
Primitive
S CORIADA
Class: Melee (Primitive)
Scoriada are whips made from strips of knotted cloth or soft leather. They are used to inflict corporal mortification,
either on one’s self or on another. While the Scoriada does little to no damage by itself, extended use can cause
severe bruising and raise welts.
A Scoriada only does damage equal to the character’s Strength Bonus when used as a weapon. When used by a
character with the Flagellant talent to perform daily mortification, the character may make a Hard (-10) Toughness
Test, and if successful they do not suffer a wound as a result of using the Flagellant talent.
Name Class Range Dam Pen Special Wt Cost Availability
Primitive, Unarmed,
Scoriada Melee (1.5m) SB I 0 1kg 5 Scarce
Flexible, Reach, Special
99
S CYTHE
Class: Melee (Primitive)
Although principally an agri-tool, scythes have a history of “double duty” as weapons. Generally, they are far from
practical in this respect, being unwieldy and ineffective against all but the most inexperienced opponents. Instead,
scythes find their most common use as props in rituals or to convey a specific image. For instance, Inquisitor Gard
Justarcker of the Callixian Conclave is known to wield a scythe wreathed in red, crackling energy bands. Good and
Best quality scythes lose Slow quality.
Name Class Range Dam Pen Special Wt Cost Availability
Slow, Primitive,
Scythe† Melee — 1d10+2 R 0 5kg 12 Uncommon
Unwieldy
S HIELD
Class: Melee (Primitive)
Shields are a useful protective device, either in conjunction with armour or on their own. They can be made from a
variety of materials, ranging from improvised wooden or plastic sheets to advanced metal or armourplas plates.
Sizes can range from light bucklers to huge full-body shields as large as a man. Better quality shields are likely to
have Shield (3/7) quality.
Name Class Range Dam Pen Special Wt Cost Availability
Primitive, Cover(Half),
Shield Melee — 1d5+SB I 0 3,5kg 25 Average
Shield(2/5)
S HORT S WORD
Class: Melee (Primitive)
As decks can be too cramped to effectively wield a normal sword, these shortened versions are popular with
boarding parties and armsmen. Longer than a combat knife, but not by much, they are heavy and brutal weapons
designed to stab rather than strike and most have wide flat blades which can be used for incapacitating side
strikes.
Name Class Range Dam Pen Special Wt Cost Availability
Primitive, (Numbing),
Short Sword Melee — 1d10–1+SB R 0 1.5kg 12 Common
Balanced
100
S PEAR
Class: Melee (Primitive) or Thrown (Primitive)
Common on feral and medieval worlds, spears can equally be found in the hands of hunters as well as warriors.
Spears are often balanced to be useable also as throwing weapons.
Name Class Range Dam Pen Special Wt Cost Availability
Primitive, Reach,
Spear 2-handed Melee (2m) 1d10+1+SB P 1
Balanced
Name Class Range RoF Dam Pen Clip Rld Special
Spear Thrown 8+SBm S/–/– 1d10+SB P 1 – – Primitive, Stick
S PETUM
Class: Melee (Primitive)
A spetum is a pole-arm equipped with three single-edged prongs on the “business” end. Most commonly found on
Balecaster, it serves as a ceremonial weapon by the Inner Guard of the Star Sanctum. Although the opportunity to
use these weapons in combat is somewhat rare, the warriors who form the Inner Guard are highly trained in its
use, having spent countless hours honing their technique to achieve complete mastery.
Name Class Range Dam Pen Special Wt Cost Availability
Primitive, Unbalanced,
Spetum† Melee (2.5m) 1d10+SB P 2 6kg 45 Rare
Reach
†Requires two hands to use.
Balanced, (Numbing),
Sieve Blade Melee — 1d10–1+SB R 1 0.5kg 75 Scarce
(Toxic), Special
S TAFF
Class: Melee (Primitive)
Longer basic weapons use a staff of wood or other material, with the longer reach useful for hitting an enemy
before he can strike. The staff is just that, and is a common sight especially among pilgrims trekking throughout the
galaxy to retrace the steps of the saints. There are many sorts of staffs available and those that have some
reinforcement to their structure are deadly enough to lose Numbing quality.
Name Class Range Dam Pen Special Wt Cost Availability
Fast, Balanced,
Wooden/Weak,
Staff† Melee (2m) 1d10+SB I 0 3kg 10 Plentiful
Primitive, Reach,
(Numbing)
†Requires two hands to use.
101
S TEAM D RILL
Class: Melee (Primitive)
These bulky, temperamental devices are primitive mining rigs used on worlds such as Sepheris Secundus and
Coseflame, where more sophisticated tools, like the breacher units favoured by the Mechanicus, would be
impossible to maintain. Powered by a weighty, scolding hot, backpack steam-compressor that serves to turn a
huge boring drill-bit, they are not intended as weapons, however, are capable of inflicting very serious damage
should an unfortunate get in the way of the drill head.
Steam drills require a Strength Bonus of 4 or more to be used effectively as a weapon. Weaker characters suffer a
–10 WS penalty for each point of Strength Bonus below 4. Such is the bulk of a Steam Drill that they impose a –10
to Agility while carried.
Name Class Range Dam Pen Special Wt Cost Availability
Primitive, Unwieldy,
Steam Drill† Melee — d10*2 I 3 18kg 100 Very Rare
Special
†Requires two hands to use.
S TILETTO
Class: Melee (Primitive)
A long dagger equipped with a narrow blade, stilettos are designed for easy concealment and also for driving deep
into the flesh to pierce vital organs. A stiletto is not designed for prolonged combats, but rather to give the wielder
a chance to eliminate his foe quickly and quietly. Stilettos are found throughout feudal worlds, especially in places
where heavy armour sees widespread use, since these weapons are capable of slipping between heavy plates to
reach the tender flesh within.
Name Class Range Dam Pen Special Wt Cost Availability
S WORD
Class: Melee (Primitive)
Swords can range from short dagger-like models to longer elaborate duelling blades. The nature of the blade
(single or double-edged, curved or straight, flexible or stiff, cutting or stabbing, and so on) varies with the intent of
the sword and the taste of its user.
Name Class Range Dam Pen Special Wt Cost Availability
Shield(4/9),
Lockshield Melee — 1d5+SB I 0 Cover(Half), Unarmed, 4.5kg 90 Rare
Unwieldy, Special
102
T OWER S HIELD
Class: Melee (Primitive)
A tower shield is an immense shield of wood or metal, used to provide a mobile barrier more than an active
defence. Simple plated iron examples are a common sight in the canyons and narrow passageways of Coseflame,
while the inlaid bronze and wood shields found on Monrass are considered works of art in their own right. Tower
shields can be used as cover.
Name Class Range Dam Pen Special Wt Cost Availability
Primitive,
Shield(4/10),
Tower Shield (metal) Melee — 1d5+2+SB I 0 7kg 60 Rare
Cover(Full), Slow,
Unbalanced
Primitive, Shield(3/8),
Tower Shield (wood) Melee — 1d5+1+SB I 0 Cover(Full), Slow, 5kg 40 Uncommon
Unbalanced
T ROPHY K NIFE
Class: Melee (Primitive)
Many fighters use the remains of their kill to fashion a memento of the action, and xenos fighters are no exception.
A thriving secondary business goes on in many regiments where claws and teeth from alien creatures are removed
and honed into valuable weapons. Each is a unique creation representing some of the monstrous races that have
threatened the sector, some even unknown by scholars. They serve to show off the battlefield prowess of a
warrior to their fellow troopers.
Name Class Range Dam Pen Special Wt Cost Availability
Balanced, Primitive,
Trophy Knife Melee — 1d5+1 P 1 0.6kg 775 Very Rare
Fast, Light, Unarmed
T RUENAME S TAFF
Class: Melee (Primitive)
True Names hold particular dread for daemons. To capitalize on this, the Ordo Malleus created Truename Staves—
ornate staves etched with the True Names of nine and ninety daemons. Each blow from a Truename Staff tears at
the essence of daemonhood itself. Truename Staves are of Exceptional Craftsmanship granting +10 to its wielder’s
Weapon Skill.
Name Class Range Dam Pen Special Wt Cost Availability
V ENATOR B LADE
Class: Melee (Primitive) or Thrown (Primitive)
Only ever seen in the hands of the Crimson Guard, the Venator Blade is a long dagger of Lathe construction. Like
other Lathe weapons, its exceptional craftsmanship makes it almost impossible to destroy, whilst dealing far more
damage than normal. A Venator Blade grants its user a +15 to Weapon Skill Tests and cannot be destroyed by the
effects of a Power Field. It counts as having an Armour value of 35 if directly attacked. Venator Blades are always
considered Best Craftsmanship, and these bonuses are already included in their rules.
Name Class Range Dam Pen Special Wt Cost Availability
103
CHAIN WEAPONS
Chain weapons are popular amongst most warriors in the 41st Millennium, as most races and planets have the
basic technology to produce these brutal weapons. They all have fast-moving chains of serrated metallic teeth
running across what would normally be the weapon’s bladed edge. Even the slightest hit can rip open flesh, and
solid strikes can cut through armour. Most are loud and all are visibly dangerous, and the sight of one can
demoralise even the most fanatical opponent. To use chain weapons you must have the Melee Weapon Training
(Chain) talent.
C HAIN A XE
Chain axes are heavy, brutal weapons that deliver hideous damage with each blow. Like a regular axe, these can
have one edge or be two-sided. Each open edge contains its own chain loop, meaning that the double-sided
version can still operate if one side is fouled.
Name Class Range Dam Pen Special Wt Cost Availability
Unbalanced, Tearing,
Chain Axe† Melee — 1d10+3+SB R 2 Impact(Melee), Special, 7kg 450 Very Rare
Proven(3)
†Chain Axe requires two hands to use unless wielder has Strength Bonus of 4 or more.
C HAIN F LAIL
Class: Melee (Chain)
Combining the indiscriminate lethality of the chainsword with the savagery of the flail, a Chain Flail is truly a
weapon for one whose faith in the Emperor is unbreakable and unquestioning. A solid grip with a trigger attached
by various adamantine cables to a whirring head lined by four parallel rows of voracious teeth, the Chain Flail
reminds all who see it that its wielder’s faith is untainted by the fear of death.
When a blessed version of a Chain Flail is wielded by a character with Pure of Faith Talent, a Chain Flail inflicts
Righteous Fury if any of its Damage dice result in a natural 9 or 10.
Name Class Range Dam Pen Special Wt Cost Availability
C HAIN G LAIVE
Class: Melee (Chain)
Wielded by some members of certain Rough Rider formations, chain glaives are vicious weapons that combine the
reach of a pole weapon with the gnashing fury of a chain weapon. These weapons come in a startling variety based
on the sundry forge worlds and eras in which they were manufactured, but all are extremely deadly.
Name Class Range Dam Pen Special Wt Cost Availability
Tearing, Proven(3),
Chain Glaive† Melee (2m) 1d10+2+SB R 2 10kg 320 Very Rare
Reach
104
C HAIN K NIFE
Class: Melee (Chain)
The chain knife works on the same principle as its larger kin: the chain sword. It often appears similar to a short
cleaver or wide dirk, with a squat and murderous look to it. Powered by a compact cell in the hilt, the weapon’s
buzzing teeth rip through flesh with ease and splatter onlookers with hot gore. Chain knives, also known variously
as “buzz blades” and “chain rippers”, are almost entirely a hive-bound weapon and common from the infamous
shredder gangs of the Sibellian underhive to the fighting cages of Malfi.
On Landunder, the buzz blade is famously the province of the labour gangs that control the docking airlocks of the
eight cities, notorious as they are for quelling dissent with a single ragged cut to the belly, the art of which is to
leave the victim screaming as long as possible before death.
Name Class Range Dam Pen Special Wt Cost Availability
Tearing, Unbalanced,
Chain Knife Melee — 1d5+3+SB R 2 2.5kg 80 Scarce
Fast
C HAIN S WORD
Chain swords are roughly sword-like in shape as the name suggests, with a large flat housing containing the chain.
Generally only the forward curved section is open, and is thrust at the enemy where the spinning chain teeth can
bite into flesh and bone.
Name Class Range Dam Pen Special Wt Cost Availability
Balanced, Tearing,
Chain Sword Melee — 1d10+2+SB R 2 Impact(Melee), 6kg 275 Rare
Proven(3)
E VISCERATOR
Class: Melee (Chain)
Favoured by Ecclesiarchy zealots and witch-hunters, the eviscerator is an obscenely large double-handed chain
weapon fitted with a crude version of the disruption field generator more commonly found on power-blades.
Although very unwieldy and tiring to use, the eviscerator is fully capable of ripping an armoured man in half or
tearing open the most blasphemously corrupted mutant in a single stroke.
Name Class Range Dam Pen Special Wt Cost Availability
EXOTIC WEAPONS
B REACHER
Class: Exotic (Breacher)
A breacher is a high-power drilling device made from hyper-dense adamantine alloys and fitted with a matter-
wave generator, designed to drill through the toughest materials and ore deposits, break up blocks, and puncture
bulkheads. Sometimes carried as a heavy slung rig, but more commonly implanted into the flesh of a servitor or
bonded labourer, the breacher can also be used as a devastatingly potent weapon, cable of ripping through
armour and flesh like paper.
Because of its bulk and vibration when activated, unless mounted as a purpose-built implant, a Strength Bonus of
at least 5 is required to wield a breacher as a combat weapon. Weaker characters suffer a –10 WS penalty for each
point of Strength Bonus below 5. If a breacher successfully causes Righteous Fury it deals additional 1d10 Damage
before any other effects.
Name Class Range Dam Pen Special Wt Cost Availability
Special, Tearing,
Breacher† Exotic — 1d10+5 R 4 18kg 750 Scarce
Unwieldy
†This weapon requires two hands and Strength Bonus of 5 or more to use unless mounted as a purpose-built implant.
105
C HAIN -S TICKS , F ERVIOUS
Class: Exotic (Chain-Sticks)
Chain-sticks are made from two batons, linked together by a length of tough sinew. Variations on this design,
especially on other more advanced worlds, feature a tough chain and steel construction. On Fervious, the ends of
the batons are coated with venom harvested from the deadly Fervious serpent. Consequently, a wielder must be
skilled to avoid poisoning himself while trying to strike his enemy.
Name Class Range Dam Pen Special Wt Cost Availability
D AMASKIN K INEBLADES
Class: Special, Requires manifesting of Precision Telekinesis psychic power
A true telekine prefers not to stoop to using the mundane weapons of non-psychic ‘blunts.’ Instead, they rely on a
weapon that is infinitely more elegant, concealable, and— under the control of the right mind—lethal. In
appearance, the kineblade can be best compared to a two-edged knife that lacks a hilt. The thin, strong blades
taper to a needle point on either end, making them impossible for a non-psyker to pick up and wield. Underneath
the outer layers of razor-sharp alloy, kineblades are inlayed with psychoactive materials, granting their user much
greater control and finesse. In the hands of a trained user, a cloud of kineblades can fly, swoop, and slash as if they
had minds of their own.
To use a kineblade, the wielder must manifest Precision Telekinesis psychic power. The power is manifested as
normal. However, instead of its usual effect, the user animates a number of kineblades equal to half his Psy Rating
(rounding up). He must sustain the power if he wishes to animate the blades over multiple turns. The blades hover
and fly in mid-air. They must remain within the psyker’s Willpower Bonus in metres. However, the psyker may
move them anywhere within that zone as a Reaction (within reason, of course. Kineblades cannot move through
solid objects). During the psyker’s turn, he may attack with his kineblades as a Full Action (Resolve multiple attacks
as if the psyker had chosen Multiple Attacks Combat action). To attack, he must make a Willpower Test for each
kineblade instead of a Weapon Skill Test.
The psyker may attempt Test Invocation normally to concentrate on a single massive blow. The Invocation Test
requires a Full Action to make and if it is successful, the psyker may at his next turn make a single attack that is
resolved as if having made an All-Out Attack though this adds his Psy Rating to the Penetration and Damage.
Kineblades are also desirable for their easily-concealed nature. They can be woven into clothing, inlayed on
equipment, or disguised in any number of other cunning ways.
Name Class Range Dam Pen Special Wt Cost Availability
† A successful Invocation Test adds his Psy Rating to the Penetration and Damage.
Flexible, Fast,
Double Flail† Exotic (1m) 1d10+3+SB I 1 Primitive, Special, 5kg 28 Scarce
Reach, Tiring
Flexible, Primitive,
(As Flail) †† Melee — 1d10+1+SB I 1 2.5kg
Tiring, Fast
† This weapon requires two hands to use. †† This weapon requires only one hand to use.
106
F REEZE B ATON , H ADDRACK
Class: Exotic (Freeze Baton)
Local people of Death World haddrack have lived under much strife during the centuries of imperial control. The
environment is harsh and some lifeforms both deadly and resilient. A genus of particularly large reptile-like
creatures, langaashi, is used as source of food in some areas of Haddrack. The genus of langaashi is rather resistant
to the hard winds of the planet and therefore near immune to physical pain and also immune to Shock, making
hearding difficult. Locals have developed a special form of long baton that uses a charge pack to power its pumping
mechanism that casts amount of special freezing jelly out when something is struck with it. The jelly drains heat
very rapidly and this makes langaashi very tired thus allowing efficient herding.
Some freeze batons have been brought from Haddrack by many travelers who have tested their courage by
walking upon the planet. Also mechanicus has had some interest in these weapons and they have brought quite
many for them to study.
Many freeze batons also feature a “quick pacifying” function by having the other end of the baton fitted with a full
canister of freeze gel rigged with a small explosive and a carefully crafted cone that projects the explosion. This
allows the user to point the baton upon the target and press the triggering mechanism to lauch a freezing cone.
The cone is likely to cause the environment to freeze too. Any being cauhght in the cone must make Cold Test(-10).
When an opponent is successfully hit with Freeze Baton the ielder may make a Challenging (+0) Agility Test to use
the freeze jelly pump. Successful use forces the target to make a Cold Test(+0). The jelly reserve last for 10 uses
and replacement canisters weight 0,5 kg, cost 10 Thrones and are Extremely Rare. Exchanging the empty canister
takes two Full Actions.
Name Class Range Dam Pen Special Wt Cost Availability
Primitive, Reach,
Freeze Baton† Exotic (2m) 1d10+SB I 0 2kg 80 Extremely Rare
Special
Name Class Range RoF Dam Pen Clip Rld Special
Freeze Baton† Exotic 15m S/–/– Special 0 1 6Full Spray, Recoil(5), Special
†This weapon requires two hands to use.
Flexible, Shocking,
Lightning Chain† Exotic (2,5m) 1d10+1 I 0 4kg 100 Very Rare
Reach
107
L IGHTNING G AUNTLETS , A CREAGE
Class: Exotic (Lightning Gauntlets)
Made from the same metal alloys as the Acreage lightning chain, the gauntlets are much rarer as they require far
more skill to create. As the gauntlets cannot be swung as fast as the lightning chain, the kinetic effect is lessened.
Still, being struck in the face by a lightning gauntlet is likely to do some serious damage or even kill the unfortunate
on the end of the punch. A layer of the same hides used by lightning chain wielders can be found inside the
gauntlets affording the same kind of protection.
Name Class Range Dam Pen Special Wt Cost Availability
Primitive, Shocking,
Lightning Gauntlet Exotic — 1d10-3+SB I 0 Unwieldy, Fast, Weak, 2kg 80 Very Rare
Flimsy, Unbalanced
N EURO -G AUNTLET
Class: Exotic (Neuro-Gauntlet)
Neuro-Gauntlets are subtle weapons, but no less vicious for that. Prized by assassins and torturers, the neuro-
gauntlet is a glove constructed from a flexible adamantine hyperalloy, with neuro-toxin injectors fitted into each
finger. Each injector is diamond-hard and incredibly sharp, allowing it to slice through armour and into the
vulnerable flesh below. The cuts from a neuro-gauntlet are deceptively small.
The Neuro Gauntlet is a specialised weapon only used by the Eversor Assassins of the Imperium of Man's Officio
Assassinorum. The weapon is a glove or gauntlet comprised of a hyper-alloy glove whose fingers end in sharp
hypodermic needles that inject a potent neurotoxin into the Assassin's victim. When the glove strikes an
opponent, the needles immediately inject their toxin into the person's bloodstream. The lethal effect is almost
instantaneous and causes a horrifically painful death as the victim is completely paralyzed while his organ systems
shut down one by one.
However, the poisons they produce are some of the most potent and crippling toxins known to the Officio
Assassorium. Neuro-Gauntlets have the Toxic Quality and they also affect creatures with Deamonic Trait; In
addition to suffering Damage as normal, all target’s Characteristics are halved for 1d5 minutes even when the
Toughness Test is successful. This specific effect is not cumulative, and does not affect targets with the From
Beyond, Daemonic or Machine Traits.
The toxins within the neuro-gauntlets may be replaced by different toxins (including one that mimics the effect of
a Hallucinogen Grenade).
Name Class Range Dam Pen Special Wt Cost Availability
O MNISSIAN R OD
Class: Exotic (Omnissian Rod)
The Omnissian Rod is an exceptionally rare device, gifted only to the highest-ranking members of the Cult
Mechanicus. Longer than a man is tall, the rod is adorned with the doubleheaded eagle of the Imperium as well as
the cog and skull symbol of the Mechanicum, in a way that shows the unity of the two organisations and the
alliance the God-Emperor struck with the Mechanicum millennia ago. The Omnissian Rod is more than just a
symbol, however, but is in fact a dangerous weapon, capable of blasting enemies at range and smashing them to
pieces in melee. The Rod comprises flexible, linked sections that come apart into a thick chain at the whim of the
user, and each swing crackles with barely contained energy that is very hard to defend against. The rod can return
to a rigid length of metal in an instant, making it an excellent defensive weapon. Energy can also be channelled
along the length of the rod, and fired in a series of blasts that have a similar effect to a plasma weapon, meaning
that no one can escape the Magos’ fury. When striking with Omnissian Rod, it has Flexible quality, but when using
it otherwise, it has Balanced quality.
The bearer of an Omnissian Rod receives a +20 bonus to Interaction Tests involving followers of the Machine God,
and due to its prominent display of the Imperial Aquila— something of an oddity among the Adeptus
Mechanicus—it will improve the Disposition of those loyal to the Imperium interacting with the bearer of the rod
by one step. An Omnissian Rod is gifted only to high-ranking Tech-Priests, and thus not available for normal
purchase except through illegal trading dens and the like.
108
The Omnisian Axe has connectors for user’s Potentia Coil and it cannot be powered without connection to a
Potentia Coil. Reloading depleted Omnissian Rod requires amount of energy equal to 8 standard charge packs,
partial reload giving 5 ammos per reloading with energy equal to standard charge pack. Also having Omnissian Rod
on consumes 5 ammos per hour.
Name Class Range Dam Pen Special Wt Cost Availability
V IVISECTOR
Class: Exotic (Vivisector)
The Vivisector is a long ornate gauntlet that locks over the user’s forearm. Servo-augmented articulation extends
over the fingers, which are tipped with laser cutters, bio-solvents, shears and flensing instruments. While the
ignorant may confuse the Vivisector with a medical device, this is no instrument of healing. Designed to dissect and
portion organic tissues in the flesh works of forge worlds, it can be turned into an unwieldy but horrific weapon at
a whim.
A Vivisector grants the wielder a +10 bonus on Interrogation and Intimidation Tests, as well as a +10 bonus to
Medicae Tests for the purposes of repairing servitors or conducting autopsies. For an additional 500 Thrones, the
Vivisector may also be fitted with injector rigs, giving it the additional quality of Toxic.
Name Class Range Dam Pen Special Wt Cost Availability
Tearing, Unwieldy,
Vivisector Exotic — 1d5+5 R 0 (Toxic), Unarmed, 1.5kg 650 Rare
Special
POWER WEAPONS
Power weapons work by projecting a disruptive energy field along the length of a blade or head of a weapon,
allowing it to slice through most armour as well as limbs. Many of these weapons conceal their true nature via
subtle power packs and energy projection veins, appearing as a normal weapon until activated when crackles of
lightning run across the blade. Most can function as a simple weapon when powered down, a useful ability should
their energy source run dry or become dangerous to use. To use power weapons you must have the Melee
Weapon Training (Power) talent. If not activated, the weapon counts as a normal weapon and characters with the
appropriate Melee Weapon Training (Primitive) talent can use it without penalty.
A GNI -P ATTERN P OWER M AUL
Class: Melee (Power)
A relatively small and inexpensively manufactured model of power maul, this weapon is weighted towards the hilt,
and as such is regarded by some power weapon connoisseurs as somewhat graceless. It is common in “second
line” precincts (as they are locally known) where trouble is not particularly expected, or among vehicle crews who
value its handy proportions. Like all true power mauls, it has energy settings which can be adjusted to the
circumstances.The user may switch settings on their power maul between low and high power once per turn as a
Free Action. The battery last about 5 minutes of continuous use or 10 high power hits and is rechargeable with any
las gun charge pack which takes about 15 minutes.
Name Class Range Dam Pen Special Wt Cost Availability
Good Quality,
Agni-pattern Power
Melee — 1d10-2+SB I 0 Unwieldy, Shocking, 1kg 700 Rare
Maul (Low Power)
Numbing, Fast, Special
Good Quality, Power
Agni-pattern Power Field, Unwieldy, Fast,
1d10+2+SB R 3
Maul (High Power) Proven(3),
Impact(Melee), Special
109
B AKKA -P ATTERN P OWER R AM
Class: Melee (Power)
This power ram is a heavy tube with a pair of long handles running down each side of its length. Inside the tube is a
potent power fi eld connected to a piston, the head of which is often sculpted to resemble an Imperial Aquila.
These tools were crafted for use on Karrik, and other Calixian worlds with high gravity, because of the requisite
sturdy construction of the doors and walls. Usually held by two Arbitrators, who swing it against a door or even a
wall, the Bakka-pattern Power Ram drives the piston forward, surrounded by the flickering energies of the
disruption field. The weapon is powerful enough to blow most doors clean off their hinges, and is more than
capable of knocking holes in solid brick walls in seconds.
Although this weapon can theoretically be used in combat, it is really not designed for this— its primary use is as
an entry device. All Weapon Skill Tests made using the weapon in melee combat are at -30 to represent how bulky
it is. However, the ram is assumed to do double damage against inanimate structural objects such as doors and
walls. Unless the GM wishes, for dramatic reasons, to prevent a wielder entering a building, this weapon should
allow entry into most normal structures instantly. Any hits cause Critical Damage as if the Critical Damage was
dealt with Blast quality.
Name Class Range Dam Pen Special Wt Cost Availability
Unbalanced, Unwieldy
Power Field, Tiring,
Power Ram† Melee — d10*2 +SB X 12 Impact(Melee), 25kg 1250 Rare
Tearing, Proven(SB),
Special
110
E LECTROPICK
Class: Melee (Shock)
Criminals who routinely encounter heavily armoured Arbitrators or enforcers often seek ways to penetrate their
defences. These efforts range from the pathetic to the surprisingly lethal. A fine example of the latter comes from
the 812.M41 Ghul Mine uprising on Sepheris Secundus, when mutant gangs successfully isolated and hacked to
death a small Arbites patrol using tools equipped with heavily modified disruptor fields from mining rigs. Few
samples of these weapons now exist, as the Arbites infamously purged the rebellious Ghul Mine with nerve gas,
but the examples that did survive now command a fi ne price on the Calixian black market.
There are no better verions of this weapon available and the Power Field quality only applies when attacking with
an electropick.
Charge pack lasts 4 hours.
Name Class Range Dam Pen Special Wt Cost Availability
111
L IGHTNING C LAW
Class: Melee (Power)
A Lightning Claw is a specialized type of power weapon, based on the design of the Powerfist. A Lightning Claw
consists of a powered gauntlet, fitted with three or four blades. A matter-disrupting energy field is projected
around the blades, allowing them to cut through armour and flesh with minimal effort. Lightning claws are almost
invariably worn as pairs. They are most commonly used by legendary Adeptus Astartes Space Marine Terminator
Assault Squads.
The blades are somewhat retractable, but this does not allow much more dexterity for the arm. Lightning Claw fist
cannot be used to do anything that requires ability to have precision of movement.
Lightning Claws are more common as part of power armour suits where the massive power requirements can be
met by integral energy packs, but some elite Imperial forces and high-ranking officers also use them with the aid of
backpack power sources. Backpack energy stores cost 100 Thrones and weight 12kg. They give Lightning Claw
enough energy for 12 hours.
Name Class Range Dam Pen Special Wt Cost Availability
N ULL R OD
Class: Melee (Power)
These mysterious obsidian rods crackle and pop with Warp-disrupting energy, threatening daemons’ hold on
reality and filling psykers’ heads with nausea and vertigo. A Null Rod emits a powerfield and has additional effects
against daemons and psykers.
Null rod forms a field of nullifying force around it. The field has a radius of 10 meters. All psychic powers used
within or entering the field have a 40% chance of failure. This Test should be made before checking for any Psychic
Phenomena; if the Null Rod prevents the psychic power from working then no Psychic Phenomena are invoked.
For every 10 continuous Rounds a psyker spends within the area of an activated Null Rod, he must make a
Challenging (+0) Willpower Test or gain 1 Insanity Point. Daemons within ten metres of a character bearing a null
rod receive a –10 penalty to their Weapon Skill and a –20 penalty to all Warp Instability Tests they are forced to
make.
Name Class Range Dam Pen Special Wt Cost Availability
112
O MNISIAN A XE
Class: Melee (Power)
A holy icon of the Cult Mechanicus, the Omnisian axe or glaive is granted to adepts who have shown their faith to
the Machine God in battle. No common weapon, it is forged with the finest materials and using secrets of
tempering and field generation. These fearsome weapons have no equal amongst power weapons. Saw-toothed
and marked with sacred equations, to the followers of the Machine God, the bearer f an Omnisian glaive is a most
blessed figure, a furious incarnation of the Machine God’s power in war.
The bearer of an Omnisian axe receives a +10 bonus to Interaction Tests involving followers of the Machine God.
The Omnisian glaive also functions as a multi-tool. An Omnisian axe may never be bought or deliberately
obtained—it is gifted only to tech-priests by their superiors.
The Omnisian Axe has connectors for user’s Potentia Coil and it consumes energy as if reloading a standard charge
pack every 4 hours.
Name Class Range Dam Pen Special Wt Cost Availability
P OWER A XE
Class: Melee (Power)
Power axes are rare sight among any troops of the Imperium, but some do exist. Quite many of these are relics
collected from battles against traitor legions of chaos space marines. Power axe is somewhat clumsier than power
swords, but they can deliver blows that split even power armour with ease.
Charge pack lasts 5 hours.
Name Class Range Dam Pen Special Wt Cost Availability
P OWER B LADE
Class: Melee (Power)
Power blades are dagger-sized weapons made infinitely more dangerous than their size would suggest by the
addition of a power field. They are also easily concealed, making them popular with those who prefer to appear
unarmed.
When power Field s not active, Power Blade is a mono dagger.
Charge pack lasts 3 hours.
Name Class Range Dam Pen Special Wt Cost Availability
P OWER F IST
Class: Melee (Power)
Rather than encasing an edged weapon with a power field, the energy field here is instead used to disrupt material
in a more violent fashion. Worn as a hugely oversized glove, when the mechanically augmented fist strikes or
clenches its target it can tear open the heaviest armour. Unprotected enemies simply erupt in a shower of ruined
flesh, as if a grenade had exploded inside them. Power fists are more common as part of power armour suits
where the massive power requirements can be met by integral energy packs, but some elite Imperial forces and
high-ranking officers also use them with the aid of backpack power sources. Backpack energy stores cost 100
Thrones and weight 12kg. They give Power Fist enough energy for 10 hours.
Name Class Range Dam Pen Special Wt Cost Availability
113
P OWER F LAIL
Class: Melee (Power)
Like all flails, the power flail is a blunt, jointed apparatus capable of inflicting significant harm upon anyone
unfortunate enough to be within its arc even without its power field. With the seething power field activated,
however, it is a true instrument of destruction, shattering armour and defences with a crushing, inexorable swing.
A power flail acts as a whip with mono upgrade when the power field is not active.
Charge pack lasts 5 hours.
Name Class Range Dam Pen Special Wt Cost Availability
P OWER S PEAR
Class: Melee (Power) or Thrown (Power)
Throughout history, the spear has consistently proven itself a deadly and efficient weapon, and the Imperium of
Mankind honours its legacy of bloodshed through various creations such as the explosive-tipped hunting lance and
the power spear. Officers in certain Rough Rider regiments prefer to wield power spears over weapons like cavalry
sabres, or even wield them as a secondary weapon for use after a hunting lance charge.
This weapon can also be held with one hand, but its Balanced quality is then replaced with Unbalanced. The Power
Field quality only applies when attacking with power spear, when Parrying, it counts as a Primitive spear.
Charge pack lasts 12 hours.
Name Class Range Dam Pen Special Wt Cost Availability
P OWER S WORD
Class: Melee (Power)
Power swords are rare and valuable weapons within the Imperium, often being passed down through generations
as valued family heirlooms. In addition to being a potent status symbol, a power sword is also utterly deadly in the
hands of a skilled swordsman.
Charge pack lasts 5 hours.
Name Class Range Dam Pen Special Wt Cost Availability
114
“S ERPENTINE ” K HAYER -A DDIN P OWER B LADE
Class: Melee (Power)
Although blade weapons concealed in walking canes, rods of office and even umbrellas are far from uncommon
among the Calixis Sector’s rich and powerful, few such weapons are as potent or as exclusive as the Serpentine. A
thin rapier-like blade of the highest quality adamantine alloys and equipped with a miniaturised disruption field
generator of great sophistication, it is a lightweight weapon and potentially devastating “surprise” for the unwary.
Serpentines are custom made by commission and most take the form of elaborately carved walking sticks that
disguise the weapon’s nature until activated. Famously, the notorious duellist and libertine, the Marchioness
Alyssa Marque, formerly of House Llahst, is said to have a Serpentine variant concealed in the form of an exquisite
lady’s fan that springs into lethal shape when triggered.
When Power Field is not active, Serpentine is a mono stiletto. Charge pack lasts 3 hours.
Name Class Range Dam Pen Special Wt Cost Availability
115
T HE T WELVE D AEMONHAMMERS OF THE C RUSADE
Class: Melee (Power)
Daemonhammers are more than simply a powerful and legendary weapon. When an Inquisitor wields one, he is
wielding the very symbol of the Ordo Malleus. Daemonhammers are large, twohanded hammers made from rare
ores and composites from humanity’s ancient past. Their hafts are covered in hexagramic wards and seals of
warding, while their heads are emblazoned with the burning sigil of the Inquisition, from which emanates a
crackling power-field.
Daemonhammers are extremely rare, and granted only to the most trusted and respected Inquisitors of the Ordo
Malleus. Although no details are known, it is rumoured that the number of Daemonhammers the Calixian Conclave
possesses is very small. It is possible the only Daemonhammers in the Sector are those known as the Twelve
Daemonhammers of the Crusade; legendary weapons said to be wielded by the Council of Twelve. These heroic
daemonhunters are said to have fought at the forefront of the Angevin Crusade, and their weapons are in great
demand amongst the Conclave’s most powerful members.
It is said that there were actually 13 Daemonhammers, but that one has been long lost to the forces of the arch-
enemy. If this is true, the person who could return such a weapon to the Holy Ordos would be lauded amongst its
ranks. When used against a creature with the Daemonic trait, the Daemonhammer gains Lethal and Felling(2)
qualities and its wielder scores Righteous Fury on any damage die result of 8–10, instead of only natural 10s as
normal and each time the Righteous Fury is scored, the daemon must immediately make an additional Warp
Instability Test with additional -10 to its Willpower.
In addition, Daemonhammers grant +10 to the wielder’s Weapon Skill Tests.
Charge pack lasts 12 hours.
Name Class Range Dam Pen Special Wt Cost Availability
T HUNDER H AMMER
Class: Melee (Power)
Thunder Hammers are ancient and mighty weapons that release a terrific blast when they strike an opponent.
They are designed to thoroughly incapacitate foes, smashing them to the ground with stunning force. It is a
fearsome foe indeed that can absorb a blow from a Thunder Hammer and carry on the fight. Usually both
unarmoured and armoured foes are brutally smashed to bits.
Thunder Hammers require awfully lot of energy and usually they are only used with power armour which can
provide them enough energy by integral energy packs, but some Imperial very high-ranking veteran officers also
use them with the aid of backpack power sources. Backpack energy stores cost 100 Thrones and weight 12kg. They
give Thunder Hammer enough energy for 8 hours.
If a Thunder Hammer strike damages systems inside a vehicle or penetrates armour of a bunker or like then it
creates inside the vehicle/building a shocking effect that deals 1d5+2 Damage and has Blast(1) and Shocking
qualities. This effect only affects those inside the vehicle/building.
Name Class Range Dam Pen Special Wt Cost Availability
116
U LTIMA - PATTERN A RBITES P OWER M AUL
Class: Melee (Power)
The power maul of the Adeptus Arbites is as much a symbol as it is a weapon, and one that is seared into the
minds of petty criminals and serious recidivists alike. While rank-and-file arbitrators make do with simple shock-
mauls, veteran proctors or the feared Judges prefer to wield something far more impressive.
The power maul is a versatile, one-handed weapon with two power settings. At its low setting, the maul’s head
delivers an electrical shock powerful enough to stun (and sometimes kill) its targets, just like a regular shock maul.
At the high setting however, the energy forms a crackling power field that can sunder steel, armour, and flesh.
The user may switch settings on his power maul once per turn as a free action. Using High Power drains the
weapons batteries in 2 hours.
Name Class Range Dam Pen Special Wt Cost Availability
Arbites Ultima-
Good Quality, Shocking,
pattern Power Maul Melee — 1d10+SB I 0 3kg 2900 Rare
Numbing, Fast, Special
(Low Power)
Arbites Ultima- Good Quality, Power
pattern Power Maul 1d10+5+SB R 6 Field, Fast, Proven(SB),
(High Power) Impact(Melee), Special
W ITCH L ANCE
Class: Melee (Power) or Thrown (Power)
A potent weapon that is a mix of the techno-arcane and the sacred, the Witch Lance, sometimes also known as a
“power stake” or “excoriator” is designed to destroy rogue psykers and witches utterly and without mercy. A
heavily modified power weapon taking the form of a metre and a half long spear or stake of cold iron and
adamantine, it contains at its heart a pressure-release reservoir of concentrated promethium mixed with sacred
oils and anti-psy compounds. Should the lance successfully impale the victim’s body this mixture is explosively
vented, consuming the victim utterly in a blast of holy fire.
While Witch Lance has its mixture container filled, against foes with Sorcery, Psy Rating or Daemonic Trait it causes
Righteous Fury with results of 7, 8, 9 and 10 instead of just 10.
117
Whenever Righteous Fury results while fighting with a witch lance against foes with Sorcery, Psy Rating or
Daemonic Trait, the weapon deals an additional d10*2 E Holy Damage and sets the victim on Holy fire in lieu of the
normal results of Righteous Fury. This consumes all the mixture in the container and it must be filled before it can
be activated again. The mixture required to fill the tank costs 400 Thrones per shot and is Very Rare.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Power Field,
Witch Lance Thrown 10+SBm S/–/– 1d10+2+SB P 10 — — 5kg 2800 Very Rare
Tearing, Special
SHOCK WEAPONS
Shock weapons are designed to be generally non-lethal, attacking the subject with incapacitating force through
electrical shocks released on impact. As shock weapons have little or no destructive impact on flesh other than
burn marks, they are useful for crowd control and “encouraging” workers such as shipboard press gangs or other
forced labour. To use shock weapons you must have the Melee Weapon Training (Shock) talent.
H REDRIAN S HOCK -S TAFF
Class: Melee (Shock)
These unusual weapons are used by the noble Hallmarshals of Hredrin. On a hive world rife with knife wielding
thugs, these brave enforcers patrol the vast underground chambers of the great tunnel-cities armed with elegant
metal poles surmounted at each end with buzzing shock generators.
The Hallmarshalls have developed a unique style of fighting which enables them to keep opponents well beyond
arm’s length before they lunge in and drop them gasping to the cold floor by use of the stunning energies of their
weapons.
Name Class Range Dam Pen Special Wt Cost Availability
Numbing, Shocking,
Hredian Shock-Staff† Melee (2m) 1d10+SB I 0 4kg 325 Rare
Reach, Balanced
Grapple, Numbing,
Shocking, Fast, Light,
Grudge Shock Baton Melee — 1d5+1+SB I 0 Agile, Unbalanced, 0.5kg 200 Scarce
Unarmed, Concealable,
Special
S HOCKER
Class: Melee (Shock)
These are small, box-shaped devices with a pair of tiny spikes at one end. When a button on the back of the box is
pressed, blue sparks arc between them and a smell of ozone fills the air. When pressed against the exposed skin of
a victim, they will receive a substantial electrical shock, stunning them into immobility. This is an ancient
technology, and mankind returns to it time and time again, in a variety of different guises.
Name Class Range Dam Pen Special Wt Cost Availability
Grapple, Numbing,
Weak, Shocking,
Shocker Melee — 1d5+1 E 0 0.5kg 200 Scarce
Flimsy, Agile, Unwieldy,
Unarmed, Concealable
118
C OMMAND B ATON
Sometimes wielded by officers as a display of authority, the command baton also serves as both a tool of discipline
and a battlefield weapon. The head of a command baton is decorative and often ornate, with skulls, aquilas, or the
winged skull of the Imperial Guard’s popular iconography.
With the press of a rune, this decorative headpiece is charged with crackling energy, delivering punishing shocks to
the enemies of the Emperor, or insubordinate Guardsmen.
Name Class Range Dam Pen Special Wt Cost Availability
Numbing, Shocking,
Command Baton Melee — 1d10+SB I 0 4kg 430 Very Rare
Fast
C ONCUSSION M ACE
Class: Melee (Shock)
Desperate times call for desperate measures, which may explain the Concussion Mace’s recent popularity as a
melee weapon. Designed on Hadd for use by asteroid miners who need an instrument they can employ within the
tight confines of a tumbling zero-gravity rock, the Concussion Mace is essentially a small explosion on a stick.
The flanged shell of the “mace” acts as a sort of containment cage for an ancient fragment of gravity plate, which
activates when the mace strikes a target with sufficient force creating a small crushing field. Unfortunately, the
mace does not discriminate between friend and foe, and many overzealous Acolytes have been the unwitting
cause of their own demise by attempting to use this weapon in tight quarters. The shaft is 1.5 metres in length, so
when properly used the wielder is out of the effective blast radius. On a Weapon Skill roll of 94–00 the user is
within the blast radius and takes damage equal to the weapon’s normal damage.
Name Class Range Dam Pen Special Wt Cost Availability
Unwieldy, Blast(1),
Concussion Mace† Melee (2m) 1d10+3 I 4 Reach, Splintering, 15kg 200 Scarce
Special
†This weapon requires two hands to use.
E LECTRO -F LAIL
Class: Melee (Shock)
Electro-flails are groups of tendril-like lashes, attached to a short staff or handle. These flails have a short reach,
but as they strike in devastating masses of hits they can be extraordinarily effective at incapacitating a foe. The
tendrils are so numerous that if the victims armour has Exposure quality (on any location, not just on the location
where the main hit lands), then two or more additional Degrees of Success means that the armour provides no
protection at all against Shocking quality.
Name Class Range Dam Pen Special Wt Cost Availability
Flexible, Shocking,
Electro-Flail† Melee — 1d10+1 I 1 Recharge, Proven(5), 2.5kg 375 Rare
Special
†This weapon requires two hands to use.
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H YDRAPHUR -P ATTERN S UPPRESSION S HIELD
Class: Melee (Shock)
Suppression shields are common equipment for the Adeptus Arbites, although upon seeing their effectiveness,
many other organisations and individuals have moved to obtain them. The suppression shield is both a bulwark
and a weapon, a heavy slab of ceramite large enough for the wielder to take cover behind. Each has a builtin arc-
lumin at the top, and a powerful shock-plate in the shield’s centre. If the wielder strikes with the shield or the
opponent throws himself against the shield, the wielder can discharge the shock-plate on impact, delivering a
powerful electrical blow.
Suppression shields have the Recharge quality, since the shock-plate takes time to build to dangerous levels. It can
still be used as a weapon during rounds where it is recharging, however, in those cases it loses the Shocking quality
and gains the Primitive quality. A suppression shield requires one hand to use, and APs it provides do not become
Primitive when the shield is Recharging.
Arbites suppression shields are also designed with lockgrips on the upper corners. These allow a character to fire
one basic class weapon with one hand without penalty and witout exposing himself. He is however limited to firing
at about 45 degree arc to the direction the shield is facing.
Name Class Range Dam Pen Special Wt Cost Availability
N EURAL W HIP
Class: Melee (Shock)
An advanced version of a regular whip, a neural whip can stun or kill outright through the massive electrical surges
they impart as their long metallic lashes hit flesh. At low settings they are often used to “encourage” workers or
ratings to increase their enthusiasm, whilst higher settings can drop an enemy dead in a single strike. Even
unpowered, each blow from the whip lacerates bare flesh.
Neural whip has two different power settings and the option to use whip without Shocking quality. Setting can be
changed as a Free Action. Neural whip uses standard energy cells and can be used to make 10 hits while Shocking
quality is enabled. Reloading neural whip with a new cell is Full Action.
Name Class Range Dam Pen Special Wt Cost Availability
Flexible, (Shocking),
1d5+1 E /
Neural Whip Melee (3m) 0 Reach, Agonizing, 4kg 500 Rare
1d10+1 E
Special
O FFICER ’ S C UTLASS
Class: Melee (Shock)
The officer’s cutlass is a standard variation on the basic cutlass sword and it sees use in almost every vessel in the
sector. In close-quarters fighting, the heavy metal guard is often used as an offensive weapon in its own right as
the armoured shell can provide a powerful punch. Many ship’s officers and ratings heighten this effect by
incorporating a shock generator in the guard, so that, when hit, an opponent is felled by both the electrical shock
as well as the solid impact. Chartist captains and other higher rankings use even more lethal versions,
strengthening their blades with power fields.
Name Class Range Dam Pen Special Wt Cost Availability
Officer’s Cutlass Melee — 1d10+4+SB R 7 Power Field, Shocking, 3.5kg 2900 Very Rare
Impact(Melee),
Proven(SB)
S HOCK G AUNTLET
Class: Melee (Shock)
Underhivers and low-life enforcers often refer to these gloves as the poor man’s power fist. Crude versions look
very much like an armoured gauntlet laced with power cables, while advanced designs look no more obtrusive
than a heavy glove. They can be devastating in brawls or other situations where an opponent might not suspect
their presence till far too late.
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The gauntlets can deliver the effects of the Shocking quality with an unarmed strike per the normal rules, but can
also discharge at any time they have contact with a victim’s skin, such as grappling an unarmoured opponent or
dancing at a formal occasion. Charge packs usually last about 30 minutes.
Name Class Range Dam Pen Special Wt Cost Availability
Grapple, Numbing,
Shocking, Fast, Flimsy,
Shock Gauntlet Melee — 1d5+1+SB I 0 1.0kg 100 Scarce
Agile, Unbalanced,
Unarmed
S HOCK M AUL
Class: Melee (Shock)
Shock mauls are mostly commonly found in the hands of the Adeptus Arbites and enforcer squads on countless
worlds to enforce the Emperor’s Law. While they are intended for crowd control and riot suppression in the hands
of an enthusiastic user they can also be deadly combat weapons. Charge packs last about 10 hours.
Name Class Range Dam Pen Special Wt Cost Availability
Numbing, Shocking,
Shock Maul Melee — 1d10-1+SB I 0 2.5kg 150 Scarce
Fast
S HOCKING S TAFF
Class: Melee (Shock)
A variant of the standard shock maul, it is made of a simple length of metal or plasteel with a single-setting shock
emitter built into the far end. Shocking staffs are mostly used in herding indentured workers pressed into service
on the ship.
Name Class Range Dam Pen Special Wt Cost Availability
Shocking Staff† Melee (2m) 1d5+1+SB I 0 Shocking, Reach 3kg 100 Average
S HOCK S TAFF
Class: Melee (Shock)
These staves are popular amongst the Scholariate at Arms, feature a crackling electrical tip capable of delivering a
high-voltage shock. Nothing quells a volatile situation quite like the sight of a would-be attacker writhing in pain at
an Acolyte’s feet, ready for interrogation. In addition to the obvious martial benefits, the Shock Staff often finds
utilitarian benefit in the hands of aging Banishers or other Inquisitorial staff that simply find walking long distances
on foot exhausting. When not activated the weapon is almost impossible to distinguish from a simple iron or steel
walking staff, imposing a -20 modifier on any attempts to identify it as a weapon.
Name Class Range Dam Pen Special Wt Cost Availability
Shocking, Balanced,
Shock Staff Melee — 1d10+SB I 0 4kg 250 Scarce
Special
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In addition to normal Damage, whenever a psyker damages an opponent after reduction from armour and
Toughness Bonus, he or she may, as a Free Action, channel psychic force and killing will into the blade. Treat this
effect as a power with a Psy Rating 3. On a success, the wielder and victim make Opposed Willpower Tests. For
every degree of success, the force weapon’s wielder deals an additional 1d10 points of Damage ignoring the
victim’s Armour and Toughness Bonus. This additional Damage does not cause Critical Hit Damage, but if it reduces
the victim’s Wounds to negative, the victim’s soul is immediately destroyed and the victim suffers Death(Auto) and
has no possibility of surviving. Force weapons cannot be destroyed by a power weapon’s field.
A force staff also acts as a Psy-Focus.
Name Class Range Dam Pen Special Wt Cost Availability
Impact(Melee),
Axe Melee — 1d10+1+SB R 3 Primitive, Unbalanced, 4,5kg 4000 Very Rare
Special
Melee — 1d10+SB R 2 Balanced, Primitive, 3,5kg 3500 Very Rare
Sword
Special
Staff† Melee (1.5m) 1d10+SB I 0 Fast, Balanced, 3kg 3500 Very Rare
Primitive, Reach,
Special
†Requires two hands to use.
ANOINTED WEAPONS
Anointed weapons are holy relics steeped in lore and legend, bright lights in a dark and unforgiving universe. Many
of them are still in the service of the Inquisition, with glorious histories and countless notches on their hilts. Others
have passed from this world entirely and into the realm of myth.
Whether newly forged or tried and tested, Anointed weapons are formidable tools in the battle against Chaos.
The following section provides rules for creating Anointed weapons for use in DARK HERESY campaigns.
One such story tells of a young man named Farulfr, a salt miner on a frozen world at the onset of the Angevin
Crusade. When a blood cult unleashed a living tide of berserker daemons, he took up his pick and stood before the
army. Though armed only with a miner’s pick, his faith in the Emperor was implacable, and his calm in the face of
such rage made him like water to a flame. No Daemon could come within arm’s reach without being struck and
banished back into the Immaterium. According to legend (though the story is surely apocryphal), Farulfr and a
small band of survivors then calmly walked over a hundred leagues to the capitol and escaped the planet minutes
before the Inquisition destroyed it with cyclonic torpedoes.
Farulfr served the Holy Ordos for the rest of his life, carrying his faith and the pick into battle after battle. Upon his
death, the pitted and ruined pick was restored and placed within the Grand Reliquarium beneath the Tricorn
palace.
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CREATING AND GENERATING ANOINTED WEAPONS
Anointed weapons can serve as the centre of several adventures as part of an ongoing campaign, or can be the
focus of an entire campaign themselves. Any weapon can be anointed, although primitive weapons are the most
common.
In addition to the stats and qualities the weapon normally possesses, all Anointed weapons are Best Craftsmanship
and have the Sanctified quality since it is in their nature that each weapon is unique with its own story. Anointed
weapons can be newly made and crafted from the finest materials and be virtually flawless or maybe they are
simpy normal looking tools of trade held by imperial saints in times of great need for rockrete fate in the Emperor’s
Mercy. The GM should feel free to exercise his creativity and create custom weapons of his own design. Anointed
weapons are not uncommon to have some pieces of saint applied to their structure, such as fingerbones forming
ornaments or stock of a rifle or hilt of a sword formed out of saint’s femur etc.
Ancient Anointed weapons can simply be randomly generated by the GM using the following tables. Acolytes
(especially Clerics) may also wish to construct an Anointed weapon. To do so requires usually some piece of very
holy or saintly being (such as bone from dead saint or some possessions from past great saints) and quite often
near rare unguents thus creating an Anointed weapon should not be done with simple Skill Tests. Instead the
creation should more likely be the focus of several game sessions. There is high likelihood that no actual Skill Tests
should be required for crafting under normal circumstances, as crafting a new Anointed weapon can be so
important to the Holy Ordos in the Calixis Sector that the resources of master craftsmen are available to an Acolyte
who manages to acquire the necessary items and perform the required tasks. Note that not every existing piece of
Saints’ bodies or equipment is within near acceptable to be used for making some weapons.
At the end of the process the Acolyte creating the weapon must permanently burn at least one Fate Point and the
aquiring process itself should also likely require burning of several Fate Points. Acolytes who have no remaining
Fate Points may still craft Anointed weapons but the cost is ultimately up to the GM and will no doubt be very
steep indeed.
The appearance and potency of Anointed weapons are not limited to those provided on the sample charts, but
should assist GMs in creating the weapons, or building weapons used by NPC’s that the Acolytes might encounter.
Anointed weapons are each Unique and no cost could possibly be listed, as the sale of an Anointed weapon would
bring the full wrath of the Calixian Holy Ordos as well as the might of the Sector Synod to bear on such a heretic.
When generating an Anointed weapon, roll once for each category and also note down the effects the history gives
to the weapon by checking the references that are given in brackets from tables below.
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The weapon is… The weapon is The weapon was used The weapon’s legend is set into…
Anointed by… against…
Roll Result Result Result Result
Roll 1d5: 1-3 - A herald During Angevin crusade when, roll 1d5: 1-The
Roll 1d5: 1-4 - A minor
daemon of a ruinous god, crusade began, 2-forming salient into Malfi, 3-forming
1 Sword / Great Sword Saint using it, 5- A major
4-5 - A greater daemon of salient into Solomon, 4-the Reaping of the Emperor’s
Saint using it
a ruinous god Wrath was about, 5-cosolidating Golgenna Reach
A daemon prince of During Angevin crusade’s, Roll 1d5: 1-second front
A simple person of strong
2 Axe / Great Axe either a ruinous god or phase in forces of Angevin, 2- second front phase in
faith using it
chaos undivided forces of Vaakkon, 3-5 – Black Years
Roll 1d5: 1- A league of
lesser daemons, 2- A
A strong and known
bunch of lesser daemons,
3 Hammer / Great Hammer person of rockrete faith During thrd phase of the Angevin crusade
3- Chaos champion, 4-
using it
Powerful cult, 5- Leaders
of a powerful cult
Roll 1d5: 1-A great and
roll 1d5: 1-Staff, 2- terrifying heretek, 2-3 -
Spear/Pike, 3- A person of great faith Several lesser hereteks,
4 During the Brass Wars
Mace/Maul, 4- Flail, 5- using it 4-A major uprising, 5-A
Shield/Tower Shield strong traitorous
individual
roll 1d5: 1-Improvised Highly valued priest
A large heretical
Weapon, 2-3 -Chain anointing it throughout
5 organization or leaders of During the Meritech Wars
Sword, 4-Evicerator, 5- the process of skilled
such organization
Chain Flail craftsmen making it
At the hands of some great inquisitiorial figure during,
Tool: roll 1d5: 1-Pick, 2- Skilled craftsman made it
roll 1d5:1-Reign of Terror on Malfi, 2- The Fall of the
Electropick, 3-Drill, 4- out of great saint’s bones
6 A strong xenos champion Tellurian Combine, 3- The Bloody Solstice on Malfi, 4-
Drive Nailer, 5-Melta- after which it was blessed
The Malygrisian Tech-Heresy, 5- The Tranch
Cutter by many holy rituals
Insurrection
Skilled craftsman made it
Major xenos incursion of,
roll 1d5: 1-Las Pistol, 2- out of bones of dead
roll 1d5: 1- Orks, 2-Eldar,
7 Crossbow, 3-Javelin, 4- person of rockrete faith During Margin Crusade
3-Dark Eldar, 4-Tyranids,
Stub Revolver, 5-Laslock after which it was blessed
5-Genestealer Cult
via many holy rituals
roll1d5: 1-Bolt Pistol, 2- The weapon was about a
Lasgun, 3-Autogun, 4- great saint when he Some minor Calixian events, such as the Doom of the
8 Chaos Spacemarines
Autopistol, 5-Combat participated into a major Ardent Seeker or the Red Vaults of Luggnam
Shotgun campaign
roll1d5: 1-Pump-Action The weapon was used
A strong, roll 1d5: 1-
Shotgun, 2-Stub righteously and The weapon is rather new and has not seen major
Warpdabbler, 2-Rogue
9 Automatic, 3-Boltgun, 4- constantly during a long events yet or it was used during battles at Spinward
Psyker, 3-Witch, 4-5 -
Storm Bolter, 5-Power and desperate campaign Front in the Periphery Sub-sector.
Sorcerer,
Sword against fierce enemy
roll 1d5: 1-Flamer, 2-
Power Spear, 3-Power Several users: Roll twice Several things: Roll twice The weapon has longer history: roll twice from this
10
Maul, 4-Hellgun, 5-Some from this category from this category and other relevant categories
other weapon
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The weapon’s relevance was…
Roll Result
It was used to conquer an overwhelming enemy during a bitter last stand. Roll 1d5: 1-2-The wielder was horribly crippled during this event,
1
3-4 -The wielder died during this event, 5-The wielder was miraculously either barely hurt or totally unharmed despite this event.
It was used to slay or cripple a considerably important enemy during a very significant moment of great heroism. Roll 1d5: 1-The act required
2 no special sacrifice, 2-3 -The act left the wielder crippled but he lived to do other deeds, 4-The wielder was horribly mutilated during the
event, 5-The wielder died during the event.
It was used to counter some significant act of a strong enemy. The act’s nature was, Roll 1d5: 1-It’s purpose was in simply causing either
destruction or unrest in a large scale, 2-It’s goal was in some specific destruction of vital assets or construction(s), and it was likely to have
3 some psychological aspect, 3-It’s main aspect included killing as many as possible, but it also had a likely assasinative nature, 4-Psychic/warp
related storm or other devastative large scale event, 5-It was one of the previous results, but the event had a strong sideline where major
corruption or betrayal of high level escalated the event or made it a way worse.
4 The weapon was used several times with strong leadership and valour making it an inspiration to those involved in the event(s).
The weapon became a sign of strong faith when it was seen to help overcome some horribly disturbing or corruptive event where propably
5
some did not survive the effects.
6 The weapon was used to save the life of some, Roll 1d5: 1-2 -Major Saint, 3-4 -Minor Saint, 5-Very significant person of strong faith
7 The weapon’s wielder inspired great fear among those he fought against and the weapon was the symbol of his might.
8 The weapon was bestowed upon the wielder as a mark of his office and it was seen as a great symbol of authority.
9 The weapon made its wielder able to hold against strong corruptive forces.
10 The weapon was used several times with great faith and fearlessness making it an inspiration to those involved in the event(s).
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APPEARANCE OF AWE
Anointed weapons are beacons of faith that give hope and inspiration to all around them. Each one has a unique
appearance which should be described in as much detail as possible. Below are a few examples that the GM can
use as presented or as a guide for creating his own.
The appearance of the weapon gives a glimpse into its purpose, and any character who takes up arms against the
forces of Chaos finds that some foes suffer even greater at the touch of the armament.
The weapon allows any character that can see the weapon clearly and recognizes its nature (GM’s discretion) to
spend a Fate Point to automatically pass any Fear Test caused by a Daemon and ignore the effects from Daemonic
Presense from any daemons the weapon opposes most. Also among these viewers those with low Corruption
(meaning they have up to 10 Corruption Points) and the wielder count as having Nerves of Steel Talent and gain
+10 to their Willpower against any rolls called due to that what is disdained by the weapon.
Table: Anointed Weapon Appearance
Roll Result
01-20 This weapon radiates purity, and is without a dent, scratch, or speck of rust visible anywhere on its surface. It has very clean lines and bright
polish.
21-40 This weapon is designed to meet greatest of standards and exceed them. The amount of details and finesse seems to surpass all imagination.
41-60 Simple, functional, blunt, and far from pretty.
61-80 The weapon seems somehow more solid, more sturdier and more lasting than other weapons.
81-00 Ornate and gilded, this weapon is affixed with charms, sigils, and purity seals warding against all manner of evil.
POWER OF FAITH
In addition to its potency against creatures of the Warp, Anointed weapons provide additional abilities to a hero
whose faith in the God-Emperor does not faulter. Each weapon has a special ability only usable by characters with
the Pure Faith or Unshakeable Faith Talent and with 20 or less Corruption Points.
In addition to this special ability, a wielder with Pure Faith or Unshakeable Faith may spend a Fate Point before
making an attack (before the dice are rolled) against a daemon that is of opposed type. This attack automatically
hits and cannot be Dodged or Parried.
Many Anointed weapons are particularly fearsome to one daemon with whom they have a history. At the GM’s
discretion a character who severely damages this daemon with an Anointed weapon may burn a Fate Point,
banishing it instantly to the Warp for a great length of time. The length of time is up to the GM, but should require
a prophecy to be fulfilled, or great ritual performed, for the daemon to return.
Table: Anointed Weapon Power of Faith
Roll Result
01-20 Righteous: This weapon shines righteousness even in the darkest of places. The weapon automatically passes any Tests to confirm
Righteous Fury.
21-40 Unyielding: Pure and clean as springwater, this weapon is anathema to daemonkind and they cannot look upon it. Daemons suffer a -20
penalty to Dodge or Parry attacks from this weapon.
41-60 Tearing: This weapon shreds and mars a daemon’s psychic essence as it strikes home. The weapon gains the Tearing Quality against
daemons.
61-80 Sacred Shield: This weapon grants a +15 bonus to Parry Tests against daemons and Warp-creatures. Reroll this result if the base weapon
is Unwieldy.
81-90 Aetherblade: This weapon ignores the physical armour of daemons entirely, slicing through such Warpconjured material with ease.
91-00 Holy Flame: Daemons struck by this weapon burst into crackling, white-hot flames. Successful hits do an additional 1d5 Energy damage
that ignores armour and Toughness.
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DAEMON WEAPONS
Perhaps the most infamous of all unholy artifacts are weapons that contain within them the bound essence of
some malign Warp Entity, invigorating them with unnatural power. Daemon weapons may vary widely in abilities,
design, and appearance.
All, however, are perilous to their wielder in some way, and often the daemon within is far from happy to be so
confined and enslaved.
The vast majority of daemon weapons are variations of more commonplace or archaic melee arms, although guns
and more esoteric weapons are not unknown but are far, far rarer.
Regardless of their appearance, all daemon weapons share several basic qualities:
Lethality: In addition to any other powers and abilities they grant, Daemon weapons are hungering, unnatural
things that delight in taking life; they never count as having the Primitive Quality, they always have Lethal Quality
even against Holy Quality armour.
Uncanny Resilience: Regardless of their appearance and apparent construction, daemon weapons are extremely
hard to physically damage and destroy. They count as having a natural Armour of 20, and will not be destroyed if
used to Parry, or are Parried by, weapons with Power Fields or similar effects. If a daemon weapon somehow is
destroyed, roll immediately on the Perils of the Warp Table adding +20 to the result. On any result that would
indicate a daemonic manifestation, it is the daemon in the blade that is released.
The Beast Within: All such weapons carry at their heart a bound Warp Entity that has been enslaved within. In the
case of most daemon weapons, this will be a comparably weak example of its kind, a lesser servitor, a mindless
beast, warp predator, or even an Unclean Spirit or Astral Spectre. Some very rare weapons may be able to bind
even far more powerful entities. Also the more powerful the entity bound, the more powerful the weapon, but
greater also the risk to the wielder.
In order wield a Daemon weapon, the user must first succeed in a Daemonic Mastery Test. Doing so successfully
cows the weapon into obedience. After this point, however, should the wielder’s Willpower Bonus ever fall bellow
that of the bound Daemon, then the Daemon within will attempt to rebel once more and force another Mastery
Test. If at any point such a Mastery Test is failed by the wielder, the Daemon within the weapon may make a
possession attack against their would-be master. If this succeeds, the wielder has succumbed, and it is they who
are the weapon’s slave until they can break free.
WEAPON ATTRIBUTES
Daemon weapons may display an almost limitless variety of different powers and attributes which the beast within
can grant grudgingly to their wielder, or by simple side-effect of their presence. Table: Daemon Weapon
Attributes illustrates some of the possibilities involved. In the case of duplicate effects, re-roll the result.
Table: Daemon Weapon Attributes
Roll Attribute Effect
Tearing Quality and Crushing Quality. Add half the WB (round down) of the bound entity to the weapon’s Damage.
This additional Damage is ignored, if the strike is made against Holy Quality armour and the armour is not fully
bypassed. When striking with this weapon also use the to hit roll result as a roll for the bound entity’s Willpower
1-8 Flesh Bane Test. If this Test succeeds, the target loses one Wound and one additional Wound for each Degree of Success
before resolving this hit. These lost Wounds do not count towards the Damage done by this strike, but merely
make the target become weakened. Target wearing at least near full (eg. head exposed) Holy Quality armour halve
(rounding down) the number of Wounds lost due to weakening.
Add the WB of the bound entity to the Penetration of the weapon. This bonus is halved against Holy Quality
9–17 Sharp as Sin
armour (round down).
Tearing Quality and Crushing Quality. If the target would suffer even one point of Damge after reductions from
armour and Toughness, he immediately suffers additional Critical Damage (even if no Critical Damage would be
18–25 Hungering
otherwise caused) equal to the WB of the bound entity. Against Holy quality armour this additional Critical
Damage is halved (rounding down) if the target’s armour was not fully penetrated.
When a target suffers any wounds from this weapon the entity tries to drain the target’s whole living force. Make
an Opposed Willpower Test between the target and the bound entity. The entity gains +20 to its Test if any Critical
26–32 Warp Void Chill
Damage was caused with the strike. For each Degree the entity wins the target suffers Toughness and Willpower
Damage equal to twice the number of Wounds he suffered from this attack.
When wielded, entity makes chilling howling noise to fill all the surroundings within 5xWB in meters. The user
33–45 Screaming gains the Fear 1 (Disturbing) trait, causing Warp Shock. All those deemed opponents by the entity are Deafened
while within this area and their Inititive rolls are lowered by the WB of the bound entity.
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Grants the wielder +20 bonus on Tests made to resist any direct psychic attack or manipulation used against him.
Additionally, the entity provides the wielder Field(WP) quality against attacks of psychic force or warp energy
46–50 Null
that directly deal Damage (such as the Psychic Blade or Fire Bolt powers). Any Invocation Tests made to Focus
Powers within 5xWB meters of the weapon suffer Penalty equal to the Willpower of the bound entity.
Toxic(d5*2). The victim suffers and additional -20 to the Toughnes Tests made to resist this unnatural poison and
51–55 Life Bane
should the victim fail the Toughness Test, he suffers an additional wound for each Degree of Failure.
When making full power attacks with this weapon, the bound entity guides it self to find the most vulnerable
points and seeks to overcome any shortcomings of its master. The wielder adds the Willpower of the entity to his
56–62 Heart Seeker Weapon Skill when making attacks with this weapon while using All-Out Attack or Charge Action. Should the
attacker score at least two Degrees of Success, the entity has guided the weapon into any Exposed or Weak Area in
the hit location even if the attack was not targeted there.
The bound entity can take advantage of any channel into the warp. If the wielder has Psy Rating Talent, the entity
adds the wielder’s Psy Rating to the Damage and Penetration of the weapon. However each time the wielder
strikes any Damage to a living victim after reduction from armour and Toughness, he must make a
63-68 Psychic Bane
Challenging(+0) Willpower Test or the channelling drains one Wound from him and inflicts one Level of Fatigue
upon him. This draining does not cause Critical Effects, but if the wielder’s Wounds are reduced to 0 he becomes
Unconscious(until number of Wounds is 1 or more).
The weapon sets its targets on fire just as if they had been hit by weapon with both Flame and Igniting qualities.
69–73 Dark Fire While the target is within entity’s WB in meters these flames cannot be put out unless the victim is wearing a Holy
quality armour.
Wounded victims must Test WP with a Penalty equal to half (round down) the Willpower of the bound entity.
Those who fail suffer from short-term amnesia and they totally forget about anything they were doing and where
74–78 Mind Leech
they are. They suffer from Disoriented Condition while within entitys WB meters from the weapon and if the Test
was failed by two or more Degrees, the lose their next Full-Action and are considered helpless.
79–83 Warp Touched Warp Weapon Quality.
For each victim slain, the wielder regains d5*2 lost Wounds and loses all levels of Fatigue. If the wielder has any
84–87 Vampiric
critical conditions this also counts as receiving Intensive Medical Care for one day.
The wielder gains Frenzy and Unnatural Strength with multiplier equal to the WB of the bound entity while the
88–92 Hell Spite blade is used. The blade also has Felling(1) Quality. The wielder automatically enters into frenzied state when
drawing this weapon.
Whenever this weapon damages an opponent after reduction from armour and Toughness Bonus, the wielder
may, as a Free Action, let the killing will of the bound entity to tear the soul from the victim. Then the entity and
the victim make Opposed Willpower Tests. For every Degree of Success, entity deals it WB points of Damage
93–96 Soul Thirster
ignoring the victim’s Armour. This additional Damage does not cause Critical Hit Damage, but if it reduces the
victim’s Wounds to negative, the victim’s soul is immediately destroyed and the victim suffers Death(Auto) and
has no possibility of surviving. The channelling causes the wielder to gain 1d5-1 Corruption Points.
97-00 Aetheric Render The weapon ignores any effects of psychic powers, and bypasses all fields when it strikes.
128
INFAMOUS DAEMON WEAPONS
There are daemon weapons whose histories echo in the unspoken, secret records of the Ordo Malleus Calixis,
weapons that are written of in the deepest archives of the Tricorn Palace on Scintilla and whose existence is only
whispered between trusted peers of the Inquisition. The infamy of these foul weapons may be born of the role
they have played in a vile atrocity of the past, or because they are known to be at large in the hands of arch-
heretics. Some have never been confirmed to exist in truth, or lurk in the dire warnings of prophesies yet to
realised.
A NGUISH
Little is known of the daemon weapon known only as Anguish. Some amongst the arcane scholars of the Ordo
Malleus doubt that it even exists. Anguish is reputed to take the form of a long basket-hilted sword—its hilt dotted
with thorny spines, its mirror-like blade etched with images of bird feathers and lidless eyes. It has been said to
radiate a chill like that of the void between stars and to have an edge so sharp that it can cleave the curtain of
reality— opening a wound-like portal into the Warp through which the wielder of the blade may pass to far and
strange places.
Special Rules
Anguish contains a Greater Daemonic Entity (WP 71) with the Sharp as Sin, Warp Void Chill, and Rend Reality (see
below) attributes.
Rend Reality: The wielder of Anguish may be used by its wielder to cut a portal in reality. Attempting this is a Full
Action and reproduces the effects of the Sorcery Power Create Door except that it requires no Focus Power roll
and uses the Greater Daemonic Entity’s Willpower rather than the caster’s Intelligence to successfully open the
door to the correct location.
Name Class Range Dam Pen Special Wt
G ORE T HIRSTER
Gore Thirster is a monstrous cleaver of dark metal whose pitted and stained surface sweats beads of blood. Within
Gore Thirster’s crudely forged metal is bound a daemon of rage and slaughter whose hunger for blood is without
limit. Those who wield this tool of atrocity find their senses overlaid with the red rage of the thing bound within.
Those who would master Gore Thirster must overcome a fearsome will focused upon murder and destruction.
Special Rules
Gore Thirster contains a Bound Daemon (WP 44) with the Hell Spite, Life Bane, and Demand of Blood (see below)
attributes.
Demand of Blood: Gore Thirster’s appetite for blood and death is such that should it not be sated, it will take what
it requires from its wielder. Should Gore Thirster be used to strike a target and fail to cause any damage (after
reductions for armour and Toughness Bonus have been applied) it will inflict 1d5 R damage to the wielder with no
reduction for Armour or Toughness bonus.
Name Class Range Dam Pen Special Wt
Unbalanced, Impact(Melee),
Proven(SB), Daemon
Gore Thirster Melee — 1d10+2+SB R 4 5kg
Weapon(WP 44), Hell Spite, Life
Bane, Demand of Blood, Lethal
T HE W HISPERS OF D ELIGHT
The Whispers of Delight were daemon bound daggers created by the Order of the Amethyst Serpent on Malfi. Each
dagger had a long blade of amethyst that twisted like a tongue of fire, a hilt of bladed and spiked finger loops, and
was etched with dying words of thirty six sacrifices to the Prince of Pleasure.
The Whispers of Delight were given to the Order’s assassins who it were reputed to be able to persuade their
victims to grant them admittance to their most intimate chambers before their throats were cut. After the Order
of the Amethyst Serpent was broken by the Ordo Malleus, three of the Whispers of Delight were recovered.
However, it is believed that more existed and survived the destruction of their makers.
Special Rules
129
Each dagger contains a Bound Daemon (WP 36), with the Sharp as Sin and Whispers of Delight (see below)
attributes.
Whispers of Delight: When the edge of one of these daggers is blooded (by even a drop of blood from a small cut)
it immediately begins whispering dark secrets and suggestions to its wielder, making his insights and words
strangely persuasive. Anyone who hears and understands the wielder’s daemon weapon’s Willpower may try to
overcome it by making an Opposed Willpower Test against the entity. Those who fail the Test become vulnerable
to the wielder’s suggestions, granting the wielder a +20 bonus to any Charm, Intimidate, or Deceive Tests against
them.
Note: This is not a true form of direct mind control, but can be used to overcome good sense, sow discord,
alleviate suspicion, and stoke the fires of hatred.
Name Class Range Dam Pen Special Wt
T HE L ASH OF B ITTERNESS
The Lash of Bitterness is a long whip of bones and teeth taken from humans and the predatory creatures of
Iocanthos.
Within it is bound the tortured essence of a warp creature whose being is consumed by fear and insanity. The Lash
of Bitterness was said to have been created by a slave champion of the Crow Farther and to have been wielded in
combat against Drusus himself. It was recovered from the battlefield by servants of the Holy Ordos in the wake of
the saint’s cleansing of Iocanthos, and it is now sealed in the Lightless Vaults of the Tricorn palace—its twitching
coils muttering vileness and wishing ill to all life.
Special Rules
The Lash of Bitterness contains an Astral Spectre (WP 37) with the Mind Leech, Screaming, and Daemonic Presence
(see below) attributes.
Daemonic Presence: Living creatures with 30 metres hear a constant wailing and moaning overlaid with the
grinding and gnashing of teeth. All creatures, other than the wielder of the Lash of Bitterness, take a –10 penalty to
Willpower Tests.
Name Class Range Dam Pen Special Wt
T HE M ACE OF J UDGEMENT
The Mace of Judgement is a symbol of Imperial might and purity that was violated by the Pilgrims of Hayte and
turned into a mockery of its original purpose. The Mace has a shaft and head of dark, wrought metal topped with
winged fist clasping a skull of adamantine. Charred spills of parchment inscribed with tracts from the Book of
Judgement coil the mace’s length, secured by seals of thick wax. It was weapon made to demonstrate the might of
Imperial law and punish those who deny its authority. The Mace of Judgement was possessed by Adeptus Arbites
Judge Mielira, who was captured by the Pilgrims of Hayte while countering their activities on Vaxanide. Rather
than kill their prisoner, the Pilgrims of Hayte took her weapon and bound into it a warp thing of madness and
endless hate. They then set Judge Mielira free and returned her mace of authority. The cultists watched while the
daemon in her weapon twisted the Judge’s own faith and conviction and made her a monster to whom all were
guilty and worthy only of death. Mielira the Bloody was finally killed by vassals of Inquisitor Skane. However, her
black mace that had become the trademark of her atrocities was never recovered.
Special Rules
130
The user may switch power settings once per turn as a Free Action. The battery last about two hours of continuous
use or 40 high power hits and is rechargeable with any pair of las gun charge packs which takes about 15 minutes.
The Mace of Judgement contains a warp entity of unknown nature (WP 41). It has the Daemon Hater (see below)
and Sin of Righteousness (see below) attributes.
Daemon Hater: The thing imprisoned within the Mace of Judgement loathes other daemons with a purity and fury
that can only be possible from one of their own warp-spawned kind. When the Mace of Judgement strikes a warp
entity or any other creature with the Daemonic Trait, it automatically inflicts Righteous Fury on a Damage roll
result of 7-10. Targets with Daemonic Trait do not double their Toughness nor do they benefit from Unnatural
Toughness Trait against Mace of Judgement. For as long as the wielder has the Mace under their mastery, he has
Hatred(Daemons) and Hatred(Warp Spawn) Talents, with this hatred being so bitter that even slightest indication
of demonic beings around sets the wielder into similar state as Frenzy Talent would, but with no benefits other
than being fearless (as per Fearless Talent).
Sin of Righteousness: A wielder of the Mace of Judgement sees the Mace as the ultimate expression of his
authority over those less aware and knowledgeable. He has the need to keep it on hand at all times and expresses
all authority with the Mace at hand preferring to use it in any hostile situation. This grants the wielder Hatred (all
enemies of the wielder) Talents, but he also automatically gains an Acute Delusions of both Invulnarability and
Righteousness Disorders for as long as the Mace is under their mastery, whether it is in their hand or not.
Name Class Range Dam Pen Special Wt
Unwieldy, Unbalanced,
Shocking, Fast, Daemon
Mace of Judgement
Melee — 1d10+2+SB I 2 Weapon(WP 41), Daemon 2,5 kg
(Low Power)
Hater, Sin of Righteousness,
Special, Lethal
Power Field, Unwieldy,
Unbalanced, Fast, Daemon
Mace of Judgement Weapon(WP 41), Daemon
1d10+4+SB R 7
(High Power) Hater, Sin of Righteousness,
Proven(SB), Impact(Melee),
Special, Lethal
M IDNIGHT
The weapon called Midnight has had many other names in the time since its forging beneath strange dying stars.
The daemon bound within Midnight is a thing that has been imprisoned for so long that all that remains is its
hunger; hunger for light, for hope, for life. Light and warmth are drawn to Midnight. Its true shape is a mystery: it
is glimpsed only as impressions of razor edges and barbs glimpsed in a pall of darkness.
Special Rules
Midnight contains a Greater Daemonic Entity (WP 68), with Warp Void Chill, Dark Fire, Warp Touched, and Light
Eater (see below) attributes.
Light Eater: The daemon weapon devours light, causing the area within 10m to be subject to Darkness that is not
cancelled by Dark Vision, photovisors, or any other means of seeing in the dark. This globe of darkness causes fear.
Those seeing it feel the horror as if the wielder had Fear(1) Trait and those within this Darkness are even more
Terrified suffering the wielder as having Fear(3) Trait.
The bearer of the daemon weapon is immune to the effects of the darkness it causes except being unable to
determine the exact shape or feel of this weapon. The wielder also gains the Dark Vision Trait whilst wielding it.
Name Class Range Dam Pen Special Wt
Balanced, Impact(Melee),
Proven(SB), Daemon
Midnight Melee — 1d10+4+SB R 2 Weapon(WP 68), Warp Void 1.5kg
Chill, Dark Fire, Warp Touched,
Light Eater, Lethal
131
R OT G IVER
Rot Giver is a huge hammer of corroded iron. Its surface is patterned with blooms of rust and decay that to a
fevered mind might seem to be foul marks and hateful runes growing from within the metal itself. The weapon
was said to have been made of metal torn from space hulks which had drifted in the warp for seven thousand
years and forged in a furnace fired by corpses before being quenched the slime of a plague pit. Rot Giver is
surrounded by a nauseous air of decay; metal left in is presence crumbles to rust, wood rots, and dead flesh begins
to turn pale and rotten. Only the one who can master the will of the daemon within Rot Giver is untouched by its
power. Undiscovered and untamed in millennia, Rot Giver now lies in a space hulk. Once a great warship long ago,
the space hulk drifts through the Fydae Great Cloud waiting to be found once again.
Special Rules
Rot Giver is a contains a Daemonic Beast (WP 28) with the Flesh Bane and Gift of Rot (see below) attributes.
Gift of Rot: In addition to the accelerated rot to all things nearby, the Rot Giver turns any impacting energy into
instantenous rot in the material it is struck against. When someone is struck by Rot Giver see also if the result for
the to hit roll would also succeed in a Willpower Test using the bound Daemonic Beast’s Willpower. If it succeeds,
the protection the hit causes automatically additional Armour Damage(1) Critical Effect even if the hit does not
otherwise cause Critical Hit as tendrils of rust, rot, and decay spread from the point of impact. If the armour
protection at a location is to be reduced to 0, it is permanently destroyed and is beyond any attempts of repair.
Should the strike that also succeeded in the bound Daemonic Beast’s Willpower Test cause any Critical Hit
Damage, the rot spreads into the victim’s flesh letting him to succumb into his own decaying flesh. For the initial
success in the Beast’s Willpower Test and for each additional Degree of Success, the victim suffers additional
permanent Toughness Damage(1d10) Critical Effect. This Toughness Damage is very permanent and there is
unlikely any cure by neither natural or unnatural means.
Name Class Range Dam Pen Special Wt
132
Name Class Range Dam Pen Special Wt
133
Name Class Range Dam Pen Special Wt
XENOS WEAPONS
DARK ELDAR WEAPONS
Splinter Weaponry are the primary weapon type used by Dark Eldar forces. They all operate around the same
general mechanism as a Rail-Gun, splitting off shards of a Neurotoxin that has been solidified into a crystal up into
thousands of tiny splinters and then launching them at incredible speeds towards an enemy.
S PLINTER P ISTOL
The Splinter Pistol is the ranged weapon of choice for most the remainder of the Dark Eldar forces, finding
frequent use in the ranks of Archons, Wyches, Reaver Jetbikers and most Sybarites and Dracons. Usually paired
with a Monomolecular Knife or Claw and used as a pair for added effectiveness in assaults. The Splinter Pistol uses
the same ammunition and firing mechanisms as the rifle, although compacted and therefore have shorter range,
and with a smaller ammunition crystal to reduce the weight even further. Splinter Pistol crystals are therefore the
most frequently impregnated with toxins, as they are the weapons that need the added effect most.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Reliable, Agile,
Splinter Pistol Pistol 20m S/-/5 1d10+1 P 3 55 2Full 1.0kg 6500 Near Unique
Toxic
S PLINTER R IFLE
The most common Dark Eldar weapon in the armoury, the Splinter Rifle is used by nearly every citizen of
Commorragh at some point in their lives. It's the standard weapon of choice for Kabalite Warriors. The weapon is
light-weight and usually sports monomolecular blades for added functionality in melee combat. It features a
medium sized ammunition crystal to reduce weight while still maintaining a decent amount of ammo before the
user needs to reload.
The gun houses an ammunition disintegration generator to break up the crystal into shards, along with a cyclic
ammunition feeder to house the shards before firing. Once fired, it routes the energy used to disintegrate the
ammunition crystal through a magno-electric impulse chamber that accelerates the crystal to supersonic speeds,
rocketing it towards its intended target.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Splinter Rifle Basic 65m S/-/7 1d10+3 P 3 110 2Full Reliable, Toxic 2.5kg 8000 Near Unique
134
ELDAR WEAPONS
H ARLEQUIN ’ S K ISS
Class: (ELDAR) Melee (Harlequin), (OTHER RACES) Exotic (Harlequin’s Kiss)
The Harlequin's Kiss (Eldar: brathu-angau, translated "kiss of doom" or "kiss of evil") also known as Sting, is a
tubular wrist-mounted Monofilament Injector. The harlequin’s kiss resembles a long tube attached to the back of
the forearm. The rear of the tube is filled with highly compressed coiled loops of monomolecular wire, nearly a
hundred metres worth. As the name suggests it is widely associated with the Eldar Harlequins. The Kiss is only
effective in close combat. When the weapon’s spiked tip strikes the target, the wire is released and instantly bursts
through even the smallest puncture to fill the interior of a body or vehicle. Capable of piercing armour, if the wire
penetrates its victim it instantly uncoils and lashes around violently, liquefying bones and internal organs, and
causing immediate death. In seconds flesh is turned into liquid as the wire races through the enclosed space and
then retracts back into the device for its next use. Most victims are dead before knowing they were even struck.
Any victim who has his armour bypassed, pierced or otherwise has no protection is instantly killed if hit with
harlequin’s kiss.
Name Class Range Dam Pen Special Wt Cost Availability
S HURIKEN C ATAPULT
Class: (ELDAR) Basic (Shuriken), (OTHER RACES) Exotic (Shuriken Catapult)
Synonymous with the Eldar race is the shuriken catapult, as any Guardsman who has faced the xenos and lived can
confirm. As is much of their technology, the shuriken catapult is not made so much as grown, from a light
substance called wraithbone. When fired, a shuriken catapult unleashes a hail of razor–sharp monomolecular
discs—the eponymous shuriken. Whilst lacking the penetrating power of larger weapons, the sheer volume of
firepower a shuriken catapult can unleash—not to mention the devastating effects such a hail can have on a lightly
armoured target—more than makes up for it.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Shuriken
Basic 60m S/3/10 1d10+4 R 4 200 2Full Reliable, Agile 2.5kg 6000 Near Unique
Catapult
S HURIKEN PISTOL
Class: (ELDAR) Pistol (Shuriken), (OTHER RACES) Exotic (Shuriken Pistol)
135
Shuriken pistol is light weight and short barrelled miniaturized version of a shuriken catapult. This weapon is
common sidearm among Eldar troops and therefore many are available through arms dealers. Shuriken pistol is
capable of firing at nearly same rate as shuriken catapult, which makes it horrible weapon to face at short ranges.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Shuriken Pistol Pistol 20m S/3/9 1d10+3 R 4 60 2Full Reliable, Agile 1.2kg 4500 Near Unique
ORK WEAPONS
Ork equipment is technically difficult to get hold of – after all, no right–minded Imperial arms trader would sell
xenos technology, no matter how crude. Unofficially, there are parts of the Calixis Sector where it is much more
plentiful, especially areas recently attacked by Orks. For this reason, via legitimate routes Availability of Ork
equipment counts as scarce, but via black market channels it is common.
For some unkown reason, which even the Orks are not aware of, Ork weapons are not Unreliable in the hands of
an Ork. For this same reason (or maybe some other, who knows) Ork melee weapons are not primitive in the
hands of an Ork.
B IG C HOPPA
Class: (ORKS) Melee Weapon Training, (OTHER RACES) Melee (Primitive)
Also known as 'Uge Choppas or Big Clubs are enormously massive two-handed Ork weapons, that serve as the
mark of a real connoisseur of brutality, even amongst Ork warriors. They can take many forms from great axes
with jagged metal teeth to heavy clubs with plenty of spikes to make them more "killy" and give them a more
agressive look. Some Mekboys even make Big Choppas resembling crude Ork versions of Chainaxes.
Their unsubtle design and massive weight is capable of packing a considerably harder hit than regular Choppas -
wielded with a overhead swing which will turn most opponents into splutchy pancakes on hit. They are are chosen
more for sheer weight than subtlety and require both hands to carry and wield them. Big Choppas are usually
wielded by Ork Nobs or Warbosses who can do even more damage with it using their great strength.
Name Class Range Dam Pen Special Wt Cost Availability
(Primitive), Unwieldy,
Slow, Reach, Tearing,
Big Choppa†† Melee (1m) 1d10+4+SB R 2 12kg 700 †Scarce/ Common
Impact(Melee),
Proven(SB)
††Requires two hands to use.
136
B IG S HOOTA
Class: (ORKS) Basic Weapon Training, (OTHER RACES) Exotic (Big Shoota)
Big Shoota is a loud, heavy, large-calibre machine gun that bucks and sparks like crazy when the trigger is pulled.
Big Shootas are usually bolted on vehicles - from Grot Tanks to Stompas for for anti-personnel support, but
sometimes a Shoota Boy manages to acquire a big shoota that gives his mob some real anti-infantry power,
causing envy among other Boys. Big shootas are fed from chunky magazines of ammo by crank handles, motors or
some other clever mechanisms. They are often kustomized to have multiple barrels, big crosshair sights, longer
ammo belts and such.
Orks have some sort of special way of using these weapon or they otherwise manage to operate the as they were a
lot lighter than they actually are. Orks use big shootas as if they were any other basic weapon (they just have more
Dakka!). If any non-Ork character tries to wield a big shoota, it requires a lot more Strength. Non-ork characters
fire big shootas as if they were Heavy weapons.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Inaccurate,
Basic /
Unbalanced, †Scarce / Very
Big Shoota (Heavy) 100m –/–/10 d10*2 P 3 75 2Full 25kg 950
(Unreliable), Rare
††
Recoil(5)
††Orks seem to be able to handle these weapon as if they were a lot lighter than they actually are and therefore Big Shoota is a Basic weapon
for them.
C HOPPA
Class: (ORKS) Melee Weapon Training, (OTHER RACES) Melee (Primitive)
An unarmed Ork is still a dangerous foe, but it is a rare occasion that an Ork finds himself unarmed. Orks carry a
variety of crude weaponry about with them, all referred to as choppas, regardless of whether they actually chop or
whether they whir, whiz, crack, slice, smash or crump. Choppas include short, wicked meat cleavers, large
machete–like swords, whirring chainblades that belch great clouds of smoke, and rudimentary power weapons
comprising little more than short metal blades wired to battery packs.
Name Class Range Dam Pen Special Wt Cost Availability
(Primitive), Tearing,
Choppa Melee — 1d10+1+SB R 2 Unbalanced, 5kg 600 †Scarce/ Common
Impact(Melee)
G ROT B LASTA
Grot Blastas are small, crude pistols carried into battle by Grots when they are forced to actually fight. They tend
to be old and puny pistols and rifles that the Orks would have scrapped otherwise. The only real reason they take
them, however, is because they are (slightly) better than going into battle unarmed. There is no standardization
with blastas, as is with almost all Ork weapons, and they can take on a myriad of shapes and sizes.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Inaccurate,
Unbalanced,
Grot Blasta Pistol 10m S/–/– 1d10 P 0 10 Full 1.5kg 20 †Scarce/Common
(Unreliable),
Primitive
137
P OWER K LAW
Class: (ORKS) Melee Weapon Training, (OTHER RACES) Exotic (Power Klaw)
It is similar in characteristics to an Imperial Power Fist, being an armoured, powered gauntlet, strapped to an Ork's
arm with a piston-driven pincer comprising two to three snapping blades. These are sheathed in energy the same
way a Power Fist is, and so can effortlessly rip through any armour, tearing any enemy into bloody paste. It is
particularly effective against vehicles. These weapons are amongst the biggest and choppiest an Ork can possess
and often serve as symbol of status as well as a weapon. As such, many of them are owned by Warbosses or by
particularly brutish Nobs, in which hands Power Klaws become even more effective, due to their skill and strength.
Orks often amputate their own arms, taking the weapon as an augmentic implant. Power Klaw are most often
found incorporated into Mega Armour.
Name Class Range Dam Pen Special Wt Cost Availability
R OKKIT L AUNCHA
Class: (ORKS) Heavy Weapon Training, (OTHER RACES) Exotic (Rokkit Launcha)
Crude but easy to manufacture, the Ork Rokkit Launcha is a stout tube with a simple trigger mechanism that allows
the Ork at the "safe" end to fire a dodgy-looking Rokkit in the general vicinity of the enemy. Rokkits can be loaded
one at a time, or loaded automatically from a magazine if the weapon is a bit more complex than the usual slap-
dash launcher. Unlike Imperial Missile Launchers, Rokkit Launchas can be used on the move with no noticeable loss
of accuracy. Its simplicity makes it very easy to manufacture and it is a fairly common Ork special weapon.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Inaccurate, Krak,
†Rare/ Very
Rokkit Launcha Heavy 80m S/–/– d10*3 X 9 1 Full (Unreliable), 6kg 250
Rare
Blast(3)
S HOOTA
Class: (ORKS) Basic Weapon Training, (OTHER RACES) Exotic (Shoota)
Whilst nothing could take the place in an Ork’s heart of chopping up an enemy in combat, they do have a great
love for loud, noisy weaponry, and nothing so embodies this type of weapon than the shoota. “Shoota” is a catch–
all term for a variety of short to mid–range Ork firearms, inevitably capable of at least burst fire, that are cobbled
together to launch of a hail of bullets when the trigger is pulled with little regard for accuracy or recoil.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Inaccurate,
Recoil(3), †Scarce/
Shoota Basic 60m S/3/10 1d10+4 P 0 30 Full 5kg 200
Unbalanced, Common
(Unreliable)
S KORCHA
Class: (ORKS) Heavy Flame Weapon Training, (OTHER RACES) Exotic (Skorcha)
A Skorcha is a larger variation of the Burna and the Ork equivalent of an Imperial Heavy Flamer, an incendiary
weapon that sprays burning Promethium at its target. These weapons have just enough fuel for one or two
incendiary burns. Skorchas are dangerous, unreliable and spectacular weapons, making them very popular
amongst Orks.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Spray, Flame,
Igniting, Lethal, †Rare/
Skorcha Heavy 30m S/–/– d10*2 +4 E 6 4 3Full 25kg 1200
Heats, Unreliable, Extremely Rare
Unstable
138
S LUGGA
Class: (ORKS) Pistol Weapon Training, (OTHER RACES) Exotic (Slugga)
The most basic of Ork firearms, the slugga is a short, stubby solid–shot pistol that would be devastating up–close
were it not for the inaccuracy of the Ork wielding it. Most sluggas inflict more wounds as crude clubs than they do
as ranged weapons.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Inaccurate, †Scarce/
Slugga Pistol 20m S/3/– 1d10+4 P 0 18 Full 3kg 100
(Unreliable) Common
S NAZZGU N
Class: (ORKS) Flash Gitz Weapon Training, (OTHER RACES) Exotic (Snazzgun)
The shootiest of shootas are known as snazzguns, weapons favoured by the most ostentatious and obnoxious of
Orks, known as Flash Gitz. Snazzguns vary as much in design as shootas, but all are lethal to the extreme. Many
Flash Gitz hard–wire their snazzguns to their primitive bionics, incorporating a variety of barrels, scopes and
targeting arrays into their gear—not that this necessarily makes them any better shots, but it does make them feel
bigger and cleverer as they’re shooting.
An individual snazzgun shoots either bolts of energy or shells, but not both. Snazzguns have a random penetration
value, for the velocity of their shots varies with every shot. A Snazzgun, just like a Shoota, is inherently Inaccurate.
However, when targeting equipment or bionics are used with the snazzgun, it loses the Inaccurate weapon quality
instead of gaining any bonuses to hit.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Inaccurate,
Overheats,
Snazzgun Basic 100m S/2/– d10*2 I or E 1d10 20 2Full 7kg 1500 †Rare/ Scarce
(Unreliable),
Unstable
139
TAU WEAPONS
T AU P ULSE W EAPONS
These weapons are commonly referred to as Pulse Weapons, as they fire micro-pulses of accelerated plasma at
high power and great distance.
Markerlight is essentially a laser targeting system wielded by Tau infantry, mounted on a weapon, carried by a
drone and aimed like any other weapon.
The markerlight itself does no damage, but instead provides targeting information to other Tau units and vehicles.
This increases the effectiveness of other Tau units firing at the "lit" target. In addition, the markerlight can be used
to give a squad instant support, as when a markerlight is fired, a signal can be sent to a remote Seeker Missile
mounted on a vehicle to seek out the painted target and destroy it, completely independent of the vehicle. Each
Markerlight has its own unique pulse pattern, which is transmitted to the Seeker Missile's guidance controls prior
to launch, to ensure the missile follows the correct beam to its target.
The only downside is that while invisible in normal conditions, it becomes visible when it passes through dense
airborne gas or vapour (such as smoke or fog) and in so doing risks giving away the user’s positionPulse Carbine.
Any target lit up with Markerlight is considered one range step closer than it is for any other Tau unit firing upon
the target.
P ULSE C ARBINE
Class: (TAU) Basic Weapon Training, (OTHER RACES) Exotic (Tau Pulse Carbine)
The Pulse Carbine is a shorter and lighter version of the Tau Pulse Rifle used by forward scouting teams known as
Pathfinders. The reduced barrel length means that the weapon cannot be used at as great a distance as the Pulse
Rifle, but the design allows greater air flow around the shortened barrel as well, resulting in the potential for a far
greater rate of fire.
As well as firing the standard Pulse ammunition used by the Tau Empire, many Pulse Carbines mount underslung
Photon Grenade launchers or markerlights to further expand the role that they can play in support of other
combat units.
.Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Reliable, Unwieldy,
Proven(3), Agile,
Auxilliary G L, Near Unique /
Pulse Carbine Basic 80m -/3/5 1d10+5 E 3 45 Full 4,5 kg 6800
Markerlight, Common
Targeter,
Telescopic Sight
P ULSE P ISTOL
Class: (TAU) Basic Weapon Training, (OTHER RACES) Exotic (Tau Pulse Pistol)
Pulse pistols are small hold-out weapons most often issued to battlesuit pilots and the controllers of sniper drones.
They have an extremely short range, but are slightly more powerful than an Imperial bolt pistol. They fire the same
charged pulse rounds as other Pulse Weapons.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Near Unique /
Pulse Pistol Basic 10m S/-/- 1d10+5 E 4 20 Full Reliable, Proven(3) 0,8 kg 3800
Common
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P ULSE R IFLE
Class: (TAU) Basic Weapon Training, (OTHER RACES) Exotic (Tau Pulse Rifle)
The Pulse Rifle is the standard weaponry of Tau Fire Warriors and their Shas'ui leaders. While about the size of an
Imperial Lasgun, it is far more powerful. It fires a plasma pulse, which is generated when an induction field
accelerates a particle which breaks down as it leaves the barrel. The small circular device near the end of the barrel
is housing for a gyroscope that is part of an aim-stabilization system that allows the rifle to remain steady on target
and angled for optimal firing at distance, regardless of factors like shaking hands. This helps to give pulse rifles a
greater effective range than many other infantry weapons.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Reliable, Unwieldy,
Near Unique /
Pulse Rifle Basic 150m S/2/4 1d10+5 E 4 45 Full Proven(3), Agile, 4,5 kg 7400
Common
Targeter
R AIL R IFLE
The Rail Rifle is a man-portable version of the vehicle mounted railguns used by the Tau. They use linear
accelerator technology to propel a solid projectile at hypervelocity, allowing the round to punch through the
thickest armors or pass straight through unarmourmed targets with devastating effects. The advanced Target Lock
built into each Rail Rifle identifies hostile targets and automatically calculates and adjusts for distance and
environmental factors, giving the weapon the intimidating reputation of being able to shoot the eagle out of a
commissar's hat.
Requires a power pack (+5kg) which is worn as a backpack provides the power for the Rail Rifle. These power packs
are Near Unique and cost at least 2500 Thrones each. These power packs cannot be reloaded with Imperial
knowledge.
The target lock prevents user from firing at any targets that have friendly signal or are otherwise identified as
friendly. If the roll to hit would indicate a hit on a friendly target, the shot counts as not fired at all instead.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Reliable, Unwieldy,
Proven(3), Agile,
Lethal, Accurate, Near Unique /
Rail Rifle Basic 190m S/-/- d10*2 +4 P 10 10 Full 9,5 kg 12400
Targeter, Common
Telescopic Sight,
Special
OGRYN WEAPONS
R IPPER G UN
Class: (Ogryn) Basic Weapon Training (SP), (OTHER RACES) Heavy Weapon Training (SP)
Larger, easier to use, and much more sturdy than a standard Combat Shotgun, a Ripper is a specialized Ogryn
Weapon. These powerful weapons would be far too large and heavy for any human to use, even mounted or
braced. But for an Ogryn, these weapons are ideal. A popular upgrade is the bayonet melee attachment, which
have been used as an extra grip by many Ogryn, who simply don't notice the sharpness of the blade.
As a result, Ripper is large, rugged and exceedingly brutal. Shells for Ripper Guns cost five times as much as normal.
Further, the Ripper Gun is so robust that it may be used as a Great Club in melee. In the hands of anyone who is
smaller than an Ogryn (anyone who lacks the Hulking, Enormous or Massive traits), it counts as a Heavy weapon
instead of a Basic weapon and has Unbalanced quality.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Scatter, Tearing,
Impact(Short),
Recoil(6), Melee
Ripper Gun Basic 45m -/3/- d10*2 P 2 18 2Full 12 kg 200 Rare
Attachment, (Extra
Grip attachment),
Special
Primitive, Reach,
Huge Club Melee (1,5m) 1d10+SB I 1 Proven(SB), Slow,
Unbalanced
Reach,
Bayonet Melee (1,5m) 1d10+SB P 3
Impact(Melee)
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AMMUNITION
Unless otherwise stated, consider a weapon’s full clip to weigh 20% of the weight of the weapon itself.
Name Cost/Amount Availability Special (in addition to the Special qualities of used weapon)
Damage type X, Penetration -1; Damage -2, if the target has Impact Absorption or
Amputator Rounds 2/1 Scarce
Ablative quality armour.
Damage type X, Lose Scatter quality. Damage -2, if the target has Impact
Amputator Shells 1/1 Scarce
Absorption or Ablative quality armour.
Arrows/Quarrels 1/20 Common
Blazer Shotgun Shells 2/1 Common Range max.15m, Spray, Flame, Primitive. If extra ammo consumed -> Damage/2
Bleeder Rounds 5/1 Scarce Any Unprotected Critical Effect is enhanced with Blood Loss(1)
Blessed Ammunition +50 / 1 Very Rare Holy
Bolt Shells (heavy) 25/1 Rare
Bolt Shells (standard) 16/1 Rare
Bullets 1/20 Plentiful
Charge Pack (basic) 15/full clip Common
Charge Pack (heavy) 30/full clip Rare
Charge Pack (pistol) 10/full clip Common
Extremely Lose Scatter quality and gain Numbing. Damage type I and reduced by 2. Target
Cryo Pacification Shells 3/1
Rare must make a Cold Test(+0)
Cryptus Shotgun Shells 50 / 5 Rare Sanctified, Warp creatures are blinded when hit at short range
Dumdum Bullets 2/1 Scarce +2 Damage, target’s AP is doubled
Executioner Shotgun Shells 130/1 Very Rare Lose Scatter quality, +4 Damage, +1 Penetration, Always hits, Ignore Cover
Exitus Hyper Density +10 to BS and -20 to Dodge. Ignore Impact Absorption, Unyielding and Deflect
550/1 Near Unique
Penetrators qualities.
In addition: Avoid all fields and psychic barriers. Break fields and psychic
Shield-Breaker Rounds 2950/1 Issued Only
barriers for 1 round. Proven(3).
Turbo Penetrator Rounds 3450/1 Issued Only In addition: +1d10 Damage, +5 Pen, Proven(3), Felling(1).
Very Rare –
Exotic 50/1 – 1500/1 GM must decide appropriate pricing and availability.
Near Unique
Flechette Shells 4/1 Scarce +2 Penetration, gain Splintering quality.
Lose Tearing and gain Numbing quality. Damage type I. Damage and Penetration
Freeze Bolts Haddrack 45 / 1 Near Unique
reduced by 3. Target must make a Cold Test(+0)
Lose Tearing quality. Damage type P. Damage and Penetration reduced by 2.
Freeze Bolts Karrikian 125 / 1 Near Unique Target must make a Cold Test(-10) / Cold Test(-20) if any Critical Hit Damage
was caused.
Fuel (basic) 10/full clip Scarce
Fuel (heavy) 20/full clip Rare
Fuel (pistol) 8/full clip Scarce
Heavy Rounds 1/1 Average
+3 Damage, Tearing, Penetration: 4, Clip Size: 1, Lose Reliable quality. Firing as if
Hot-Shot Charge 15/1 Scarce with Semi-Auto Burst at RoF: 3.
+80/1 +2 to Penetration (minimum of 4), Impact(Extreme), Ignore Impact Absorption,
Hyper Density Penetrators Rare
(x1, x2 or x3) Unyielding and Deflect qualities, change weapon Damage types and qualities
Inferno Shells 1/1 Scarce -3 Damage, Lose Scatter quality and gain Igniting quality.
Man-Stopper Bullets 5/1 Scarce Penetration: 3 , Impact(Normal)
Melta Canister (basic) 15/full clip Rare
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Melta Canister (heavy) 60/full clip Very Rare
Melta Canister (pistol) 20/full clip Very Rare
Mono Tip Arrows/Quarrels 8/1 Scarce Mono tip upgrade increases AP by 2 and hits are not Primitive.
Overcharge Pack 15/full clip Common +1 Damage, Clip size halved
Plasma Flask (basic) 18/full clip Rare
Plasma Flask (heavy) 100/full clip Rare
Plasma Flask (pistol) 24/full clip Rare
Sanctified, Cancel psychic protections, +2 Critical Damage vs. Warp and Psy
Psybolt Ammunition 90 / 1 Very Rare
Rating, Ignore protection by psychic powers.
Sanctified, Add user’s Psy Rating to Damage and +2 Critical Damage vs. Warp
Psycannon Bolts 250 / 1 Issued Only
and Psy Rating,; Cancel psychic, Warp and Field protections
Sanctified, Cancel psychic protections ,-10 to evade for targets with Warp or Psy
Psyflame Ammunition 100 / 1 Very Rare Rating, Add user’s Psy Rating to Damage and +2 Critical Damage vs. Warp and
Psy Rating
300/1 or Extremely
Purity Rounds Haywire(0), Shocking and non-primitive against Machine Trait.
900/1 Rare
Shells 1/20 Plentiful
Lose Scatter and Reliable qualities, Damage: 1d10+4 X, Penetration 3, Unreliable,
Shotgun Bolt Shells, Modified 20/1 Rare
Unstable, Bolt, Proven(3)
Shots 1/20 Common
Solid Slug 1/20 Plentiful Lose Scatter quality.
Soubirous Power Pack +150 /full clip Very Rare Holy, Warp creatures must Test for Warp Instability, Cannot be recharged
Stalker Bolt Rounds 35/1 Very Rare Lose Tearing, -2 Damage, The shot counts as if fired with a Silencer
Stun Shells 6/1 Scarce Lose Scatter quality and gain Numbing and Shocking qualities. Damage type I.
Tempest Bolt Shells 250/1 Very Rare Plasma, Damage Type E, Shocking and +1 Penetration against Machine Trait
Tracer Rounds 5/20 Common Halve any Penalties from the target’s movement when using Full-Auto Fire
Void Rounds x3 the cost No Change Reliable in Void
Webber Filaments 20/1 Very Rare
AMPUTATOR ROUNDS
Filled with explosive micro-shrapnel, these bullets are designed to shear flesh and shatter bone, causing limbs to
be blown away.
Effects: Damage type of the weapon is changed to X, but the weapon’s Penetration is reduced by 1. Weapon’s
damage is reduced by 2, if the target has armour with Impact Absorption or Ablative quality.
Used with: Solid Projectile weapons that use normal bullets.
AMPUTATOR SHELLS
Filled with explosive micro-shrapnel, these bullets are designed to shear flesh and shatter bone, causing limbs to
be blown away.
Effects: Damage type changed to X, lose Scatter quality. Weapon’s Damage is reduced by 2, if the target has
armour with Impact Absorption or Ablative quality.
Used with: Any Shotgun
ARROWS / QUARRELS
Arrows and quarrels come in a variety of shapes, sizes and materials ranging from crude wooden shafts with flint
tips to steel darts with razor-sharp points.
Used with: Bows (Arrows), crossbows and hand bows (Quarrels).
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BLAZER SHELLS
These shells are packed with pyrotechnic materials, so when fired a huge gout of flame is produced for several
seconds.
While not as lethal as regular rounds, a volley excels at frightening off most enemies. As they can also be used in
standard shotguns, they offer excellent tactical flexibility without the need for specialised flamer weapons. The
duration of the discharge means it can only be used in single-shot mode.
Blazer shotgun shells may be used with any shotgun and, when fired, reduce the weapon’s Range to 15 metres
unless that would be greater than its actual Range. In addition, they change the weapon’s Damage type to Energy
(E) and give it the Spray, Flame and Primitive qualities. If extra ammo consumption for Flame quality is rolled, this
halves the Damage (rounding leftover up) instead of other effects.
Used with: Shotguns of any type
BLEEDER ROUNDS
This ammunition is treated with toxins to prevent coagulation and keep wounds bleeding freely. These shells are
designed to burst on penetration and spread the anti-coagulants quickly. If the target receives any Unprotected
Critical Effect from these bullets, the automatically cause Blood Loss(1) on top of any other effects.
Used with: Solid Projectile weapons that use normal bullets.
BLESSED AMMUNITION
The prayers and blessing of those of true faith in the God-Emperor of Mankind, coupled with the ancient lore of
Ecclesiastical alchemistry, is able to turn mere mundane bullets capable of harming the foul denizens of the warp
and other such unnatural horrors.
The sole effect of these upgrades is to make the Damage caused by the weapon in question counted as “Holy”,
which has certain effects on some Daemonic and warp creatures (as will be noted in their description). Obtaining
such items is only possible through the Holy Ordos or high-ranking members of the Ecclesiarchy, and the cost and
rarity shown reflects this.
Blessed Ammunition is used with: Bolt Weapons, Flamers, and Solid Projectile Weapons.
BOLT SHELLS
The mass-reactive explosive bolt shell is among the deadliest kind of round in the Imperial arsenal. However the
difficulty and cost of its manufacture restricts its use to all but the most wealthy or well connected.
Used with: Bolt pistols, bolters and heavy bolters.
BULLETS
Hard rounds are common for many weapons within the Imperium and vary greatly in calibre and design. Bullets
from one kind of firearm cannot be used in another unless they are very similar in make. So for example you could
use bullets bought for a stub revolver in a stub automatic, but not in an autogun.
Used with: Solid Projectile weapons, except for shotguns.
CHARGE PACK
Charge packs are powerful batteries used almost exclusively by las weapons. The cost of a charge pack varies
depending on the class of the weapon. In all cases, however, it provides shots equal to the weapon’s full clip value.
Used with: Las weapons
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CRYPTUS SHOTGUN SHELLS
On the world of Cryptus, the Templum of The Sacred Lights of the God-Emperor was renowned for being
constructed entirely of glass. Its foundations were laid on the day the planet was reclaimed by the Imperium
during the Angevin crusade. In 702.M39, the cathedral was unexpectedly attacked by a hitherto unknown
renegade cult calling themselves the Light-burners.
During the fighting, as the cathedral’s Frateris Militia rallied and drove back the assault, several cultists broke
through the militia’s lines, reached the towering gates of the cathedral, and sacrificed themselves to summon forth
five towering daemons wreathed in black flames. At the moment the daemons set foot within the cathedral, a
sonorous bell was heard and moments later the glass shattered and the cathedral exploded into a stream of white
fire. The fires that swept out of the cathedral extended for almost a mile and burned for over a month. When the
fires finally died out, nothing was left of the great edifice but thousands of white glass shards covering the ground.
Experiments by members of the Holy Ordos revealed that the glass was naturally resistant to the Warp and caused
great pain and harm to the foul denizens of the immaterium. Over time, the Ordos Malleus ended up with nominal
control over the ruined site, grudgingly accepted by the Ministorum save for the hundreds of pilgrims who
regularly process to the blasted wasteland on the anniversary of its destruction.
Effect: The glass, when used in a shotgun shell, causes the weapon’s attack to be treated as Sanctified which has
certain effects on Daemons and some Warp creatures (as will be noted in their description). Furthermore, any
Daemonic or Warp creature struck at short range by a shotgun loaded with Cryptus shotgun shells is blinded for
1d5 rounds.
Used with: Shotguns of any type
DUMDUM BULLETS
These heavy blunt bullets are designed to cause maximum tissue damage and can tear apart soft targets, though
they are less effective against armour. Dumdum bullets add 2 to the weapon’s Damage, however Armour Points
count double against them.
Used with: Any weapon that is uses normal bullets
EXITUS AMMUNITION
All Exitus ammunition (including all special rounds) contain miniaturised cogitator targeting-spirits that make them
nearly impossible to avoid. They give a +10 bonus to the firer’s Ballistic Skill. Any attempt to Dodge an attack from
an Exitus rifle suffers a –30 penalty. Also when firing at a target behind a cover, the firer may choose that any hits
are always scored to those locations that are not covered. Exitus rounds can also be programmed to self-destruct.
The rounds are disintegrated, consumed as if destroyed by a virus, and leave no trace behind.
Used with: Exitus rifle and Exitus pistol
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E XITUS H YPER -D ENSITY P ENETRATORS
Somewhat standard ammunition for Exitus weapons. These specially made Hyper-Density Penetrators contain the
miniaturized cogitator spirits that make the Exitus ammunition very accurate. As ordinary Hyper-Density
Penetrators these rounds have been made from a unique dense metal alloy only made possible by exploiting the
strange gravitational forces within the Lathe System. The normal benefits from Hyper-Density Penetrators have
already been applied to the the profile of any Exitus weapon.
Effects: Any hits ignore Impact Absorption, Deflect and Unyielding armour qualities.
Used with: Exitus rifle and Exitus pistol
S HIELD -B REAKER R OUND
This round is an Exitus Hyper-Density Penetrator that is also specially-treated with a psychically-charged imprint,
and contains a complex circuit of anti-phase technology that is little understood even by the Mechanicus.
Effects: In addition to effects of an Exitus Hyper-Density Penetrator, this ammunition ignores the Daemonic Trait,
any protection from a Psychic Powers, and the protection from any Field quality item. When this round hits a
target utilising a protective Psychic Power and/or an item with the Field quality, that Psychic Power and/or Field
ceases to function for 1 Round. Hits also have Proven(3) quality.
Used with: Exitus rifle and Exitus pistol
H ELLFIRE R OUND
This round is a special Exitus Hyper-Density Penetrator, but the Hellfire round has devastating effects on organic
matter— its core is filled with a vial of mutagenic acid. Thousands of armour-piercing micro-needles inject the
target with this acid upon impact, eating away flesh and metal alike with horrific speed.
Effects: In addition to effects of an Exitus Hyper-Density Penetrator, the weapon inflicts Righteous Fury on any
damage die results of a 9 or 10. The weapon also gains the Tearing, Toxic(d10*2 ) and Lethal qualities.
Used with: Exitus rifle and Exitus pistol
T URBO -P ENETRATOR R OUND
This round is a special Exitus Hyper-Density Penetrator and the turbo-penetrator round is a hypervelocity,
adamantine-jacketed shell surrounding a special magno-sealed flux needle. These special rounds are renowned for
their ability to pierce nearly any armour, and the hypervelocity shell wreaks havoc upon any target, often by the
secondary effects of its passage through the target’s molecular structure.
Effects: In addition to effects of an Exitus Hyper-Density Penetrator, the weapon inflicts +1d10 Damage and adds
+5 to its Penetration. In addition, the weapon has Proven(3) and Felling(1) qualities.
Used with: Exitus rifle and Exitus pistol
EXOTIC
There are many kinds of weapons in the Imperium that use unusual types of ammunition, for example the finely
crafted darts of a needle pistol. GMs should feel free to increase the cost of exotic ammunition depending on its
rarity.
Used with: Ammo specific to certain Exotic / Xenos weapon.
FLECHETTE SHELLS
Rather than the conventional payload of dense metal shot, these Shotgun shells instead contain bundles of fin-
stabilised mono-edged darts. While the effective range of these shells is very short they tend to instantly
incapacitate any unarmoured or very lightly armoured foe.
Effecs: Flechettes will not fly beyond short range. Shots gain +2 Penetration and Splintering quality.
Used with: Any Shotgun
146
FREEZE BOLTS (HADDRACK AND KARRIKIAN)
Lately some heretek-made Freeze Bolts have been found in use on Haddrack when people are trying to bring down
some of the stubbornest and mean tempered langaashi creatures for slaughter, though some Freeze Bolts have
been told to have been used in rivalries between many noble families on Haddrck. Many Freeze Bolts are quite
identical to cryo pacification shells, but some of these bolts have somewhat different design when compared to
already accepted cryo pacification shells as these Freeze Bolts employ a piece of Karrikian Frost inside a very sharp
plasteen shard tipped containment chamber along with small piece of melta gel. This combination tends pierce
rather deep into tha target’s flesh before freezing its intestines. Adeptus Mechanicus representatives have
comdemned the use thebolts as very high level tech heresy since each bolt has its sanctioned marking discrazed
with the ultimate haresy of modifying it after sacred auila stamp has been pressed on its casing. Despite this
condemnation, Haddrack is a very hostile planet with many ongoing civil struggles and barely has any Adeptus or
Administratum precence giving much room for any Heretek willing to create these bolts and the demand is also
rather high since the harsh environment has made many locals to purchase a bolter to maintain their ability to
defend themselves.
Effects:
Haddrack Freeze Bolts: Lose Tearing quality and gain Numbing quality. Damage and Penetration are reduced by 3
and Damage type is changed to I. The target is forced to make a Cold Test(+0).
Karrikian Freeze Bolts: Lose Tearing quality. Damage and Penetration are reduced by 2 and Damage type is
changed to P. The target is forced to make a Cold Test(+0). However, if the hit causes any Critical Hit Damage, the
target must make Cold Test(-20) instead.
Used with: Any basic or pistol bolt weapon.
FUEL
Flame weapons use liquid fuel, which can vary greatly in composition and quality from purest promethium to
crude flammable alcohols. The cost of fuel varies depending on the class of the weapon. In all cases, however, it
provides shotsequal to the weapon’s full clip value.
Used with: Flame weapons
HEAVY ROUNDS
These rounds vary a lot like normal bullets. They are used with heavy weapons of the imperium and one type
rarely is usable in different weapon. Weapons requiring these heavy ammunition are e.g. autocannons and assault
cannons.
Used with: Autocannons, assault cannons
HELLGUN CAPACITOR
Standard-issue large backpack capacitors to provide energy for hellguns. Often used by special troops lie Storm
Troopers. Each capacitor fits hellgun of any size and pattern. Backpack are available in three different sizes:
-10Kg backpack gives 40 ammunition.
-15Kg backpack gives 100 ammunition and doubles reload time.
-20Kg backpack gives 200 ammunition and doubles reload time.
Note that many hellgun patterns also have own capacitors available with different costs, weights and reload times.
HOT-SHOT CHARGE
This is a single powerful charge pack for a las weapon. A weapon using a hot-shot charge adds 3 to its Damage,
gains Tearing quality, and gains Penetration of 3 if the weapon did not previously have this or better, in which case
its Penetration is increased by one. However, the weapon loses its Reliable special quality, and its clip is reduced to
1 (basically hot-shots are one-use charge packs). If weapon did not have Reliable quality, it gains Overheats quality.
Hot-Shot Charge cannot be used with weapons that have Concealable quality.
Always resolve firing a gun with hot-shot charge as if it had been fired with using Las quality and Full-Auto burst
that has Rate of Fire 4. Though, note that firing still requires only a half-action.
Used with: Any pistol (las) or basic weapon (las).
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HYPER-DENSITY PENETRATORS
Famously nicknamed “Lathe Body-Blowers” for their appalling effect of ploughing through vulnerable flesh, these
bullets are cast from a unique dense metal alloy only made possible by exploiting the strange gravitational forces
within the Lathe System. Because of their great mass, they must be propelled by a far more powerful explosive
charge than a normal round, and so are limited only to the sturdiest firearms capable of handling them.
Effects: Increase its Penetration by 2 to a minimum of 4. The weapon gains the Impact(Extreme) quality. The
weapon gains also Recoil(4) quality or if it already had Recoil quality, its level is increased by one. Any hits ignore
Impact Absorption, Deflect and Unyielding armour qualities.
Used with: Good or better Craftsmanship weapon from following categories:
Hand cannon, hunting rifles, shotguns (lose the Scatter quality) for 1x cost
Bolt pistols, boltguns, heavy bolters (with bolters weapon Damage type changes from X to P and they lose Tearing
Quality) for 2x cost, Autocannons for 3x cost.
INFERNO SHELLS
These shells contain a volatile, clinging gel that ignites on contact with the target.
Effects: Lose Scatter quality and gain Igniting quality and Damage is reduced by 3.
Used with: Any Shotgun
MAN-STOPPER BULLETS
These densely tipped bullets are designed to punch through armour. A weapon using man-stopper rounds gains
Penetration of 3 and Impact(Normal) quality if the weapon does not already have better Penetration or more
effective Impact quality, in which case its Penetration is increased by 1.
Used with: Solid Projectile weapons that use normal bullets.
MELTA CANISTER
Meltaguns use specially refined chemicals injected into highly pressurised canisters. The cost of a melta canister
varies depending on the class of the weapon. In all cases, however, it provides shots equal to the weapon’s full clip
value.
Used with: Inferno weapons and melta weapons.
OVERCHARGE PACK
This is an enhanced power pack for a las weapon increasing the strength of its fire. When using overcharge packs
the weapon’s Semi-Auto rate of fire is increased by 1 to a minimum of 2 and if the weapon has Full-Auto fire rate,
it is increased by 2. The weapon with overcharge pack must always be fired with either Semi-Auto or Full-Auto
Burst. If the weapon with overcharge pack is fired using Pulse mode, the weapon has its Penetration increased by
one.
Used with: Any Pistol (Las) or Basic weapon (Las).
PLASMA FLASK
Raw plasma weapon fuel consists of highly dangerous and volatile photonic hydrogen, compressed and contained
within reinforced flasks. The cost of a plasma flask varies depending on the class of the weapon. In all cases,
however, it provides shots equal to the weapon’s full clip value.
Used with: Plasma weapons.
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PSYBOLT AMMUNITION
Psychically charged bolt shells tipped with truesilver and etched with powerful rites, Psybolt ammunition glows
with an eerie blue light when fired from a bolt weapon. Any Bolt weapon equipped with Psybolt ammunition
ignore any protection based on psychic powers or Sorcery and cannot be stopped by powers such as Catch
Projectiles. In addition, the weapon counts as Sanctified.
Add +2 to all Critical Damage inflicted against targets with Sorcery, Psy Rating or Daemonic Traits and other warp
entities.
Used with: Any bolt weapon
PSYCANNON BOLTS
A true psycannon is a highly advanced form of bolter weapon utilised by the legendary Grey Knights, and aside
from their armouries and a few powerful members of the Ordo Malleus, it is extremely rare even among the ranks
of the Inquisition. Psycannon bolts, however, utilise the same core of psy-anthaemic substance in their
construction and are capable of ripping through warp-stuff and barriers of psychic force with ease. Shockingly fatal
even to those without psychic powers, it is whispered by some that those slain by psycannon bolts have their souls
snuffed out like guttering candles.
Psycannon Bolts add the Psy Rating of the user to the damage dealt and against targets with Sorcery, Psy Rating or
Daemonic Traits and other warp entities they add +2 to all Critical Damage inflicted. Damage inflicted by
psycannon bolts is classed as Holy and ignores any psychically or warp-generated armour or protective field (such
as Daemonic Resilience, Telekinetic Shield, etc. or items with Field quality) and cannot be stopped by psychic
powers such as Catch Projectiles.
Psycannon bolts are only ever obtainable from somebody with full Inquisitorial rank.
Used with: Psycannon weapons.
PSYFLAME AMMUNITION
The promethium used in flamers can be replaced with the psychically charged promethium, like that used in
Incinerators, with a few simple modifications that prevent undue stress on the weapon. Flamer weapons equipped
with Psyflame Ammunition ignore any protection based on psychic powers or Sorcery and cannot be stopped by
powers such as Catch Projectiles and any psychic abilities that protect from flames do not affect psyflame.
Psyflame ammunition adds the Psy Rating of the user to the damage dealt and against targets with Sorcery, Psy
Rating or Daemonic Traits and other warp entities also adds +2 to all Critical Damage inflicted. The weapon’s
damage also counts as Sanctified, and targets in the weapon’s area of effect suffer an additional –10 modifier to
any Tests to avoid the flames if they posses Psy Rating or Sorcery.
Used with: Any flame weapon with both Flame and Igniting qualities.
PURITY ROUNDS
Designed for use within more primitive projectile weapons such as crossbows and hand bows, the “Purity” round
has recently come back in to favour, as the Cult of the Pure Form expands its influence. Each round has a small
haywire generator that activates the moment the shot strikes its target, leaving little chance to escape. Purity
Rounds are purchased like regularhand bow quarrels.
Used with: any weapon that would use quarrels as ammunition.
SHELLS
Shells contain dozens of tiny balls and are designed to scatter over a wide area when fired, making them ideal for
close-in work where accuracy is less important.
Used with: Shotguns, pump-action shotguns and combat shotguns.
SHOT
Shot is solid lead or stone balls and a powder charge used in primitive blackpowder weapons.
Used with: Flintlock pistol and musket.
149
SHOTGUN BOLT SHELLS, MODIFIED
Decried by the Adeptus Mechanicus, numerous illicit munitionsmiths in the bowels of Hive Worlds and starships
and the lawless fringes of the Imperium have long been adapting bolt ammunition so that it can be fired from
Shotguns. Unreliable, they are nonetheless popular due to the extra range and firepower.
Effects: Lose Scatter and Reliable qualities and gain Unreliable, Unstable, Proven(3) and Bolt qualities. Weapon
Damage exchanged to 1d10+4 X and Penetration exchanged to 3.
Used with: Any Shotgun
SOLID SLUGS
Perhaps the most common alternate form of Shotgun ammunition, a solid slug is literally just a solid lump of dense
metal. While not quite as devastating at extremely close ranges, the slugs pack a considerable punch and are more
effective at longer ranges than the normal cloud of shot.
Effects: Lose Scatter quality.
Used with: Any Shotgun
STUN SHELLS
Used by some enforcers, Arbitrators, bounty hunters and game hunters to subdue targets rather than kill them,
these shells contain a small, single-use shock generator connected to a collection of sharp metal prongs. The shell
discharges into an enemy struck, expending its entire charge in one go.
Effects: Lose Scatter quality and gain Numbing and Shocking qualities. Damage type changed to I.
Used with: Any Shotgun
150
TEMPEST BOLT SHELLS
Tempest bolts shells are manufactured in one place only, Mars, the only world capable of exploiting the rare and
potent technology needed to produce such arms. Tempest shells contain a powerful miniaturised plasma-shock
generator that releases a pulse of electromagnetic and thermal energy as the shell detonates. Quantities of
Tempest shells are held in the armouries of the Magos Militant of the Lathes and used to equip the tech-priest
Destructor Covenants sent out to destroy hereteks and other rogue elements, as they are particularly effective at
destroying corrupted or abominable machines.
Effects: Change the weapon’s Damage class from X to E. The weapon also gains Plasma quality and its Penetration
is increased by one. Against enemies with Machine Trait the Damage also has Shocking quality that affects
Machine Trait.
Used with: Bolt pistols, boltguns and heavy bolters.
TRACER ROUNDS
Tracer rounds are anointed with a pyrotechnic alchemical compound during construction, so that they burn
brightly and visibly in flight, to allow for aiming corrections. Tracer rounds are usually interspersed with regular
ammo, with every fourth or fifth round being a tracer. As a side effect of its luminescence, a tracer round can ignite
highly combustible materials, and so certain precautions should be observed when firing them.
Effect: When making a Full-Auto Attack, the character suffers only half of the Penalties from the movement speed
of the target. At the GM’s discretion, tracers may have a chance of igniting inflammable materials at up to long
range.
Used with: Solid Projectile weapons, except for shotguns.
VOID ROUNDS
Specialised void rounds can be created by using selfigniting chemicals such that the weapon can be used in void
environments without the risk of misfiring or rapid overheating.
Weapons using void rounds gain the Reliable quality in void conditions.
Available for: Any SP round or Bolt ammo can be upgraded to void Round.
WEBBER FILAMENTS
Viscous gel of a webber that spreads into thin super-strong filaments.
Used with: Any weapon with Web quality
WEAPON UPGRADES
Weapons can be given upgrades to enhance their performance. Which weapons and how many upgrades can be
applied are noted in the upgrade descriptions. A character with the Trade (Armourer) skill may upgrade weapons
by making a successful test.
The cost and availability of each upgrade refers to the component and not the cost of attaching it, which
characters must pay for separately. Upgrades also modify a weapon’s weight as noted below.
Generally the upgrades with fixed cost need to be bought with the same level of Craftsmanship as is the weapon to
which they are about to be attached. Unless this is followed the weapon loses benefits from being of better
Craftsmanship than the attached upgrade. For weapons that have bonuses from better Craftsmanship already
applied to them there is no option to attach upgrade of lower Craftsmanship.
Name Weight Cost Quality modified cost Availability
Bipods +2 kg 25 No Average
Chain Attachment +2.5kg 100 Yes Scarce
Combi-Weapon — ×2.5 No Scarce
Compact ×1/2 50 Yes Average
Duplus Ammo Clips — 10 Yes Scarce
Exterminator +1 kg 35 Yes Common
Extra Grip +0.3 kg 25 Yes Common
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Fire Selector +0.5 kg 25 Yes Scarce
Forearm Weapon Mounting +1kg 300 Yes Scarce
Gene-Grip Bio-Verator — 350 Yes Rare
Lathe Blade — 2500+Weapon’s cost x 10 No Near Unique
Melee Attachment +2 kg 25 Yes Plentiful
Mono — 40 Yes Scarce
Percussive Muzzle Brake — 55 Yes Uncommon
Pistol Grip ×1/3 25 Yes Plentiful
Red-Dot Laser / Holo Sight +0.5 kg 50 / 85 Yes Scarce / Rare
Sanctified Weapon — 500 No Very Rare
Sarissa +2 kg 200 Yes Rare
Silencer +0.5 kg 10 Yes Plentiful
Targeter +1.5kg 2250 Yes Very Rare
Telescopic Sight +1 kg 35 Yes Average
Tripods +5 kg/+9 kg 30 No Average
Twin-link — ×2.5 No Scarce
BIPOD
These attachments are for weapon with high recoil using integral ammunition canisters rather than a backpack
mounted source (such as plasma guns or meltaguns). Resting the weapon on the ground decreases effects of recoil
but sacrifices mobility, thus making them more common in static defence lines. Bipods allow weapon to be braced
anywhere there is a reasonably flat surface. A weapon braced on a bipod has a 90-degree fire arc.
Upgrades: Any non-primitive Basic weapon without backpack ammunition.
CHAIN ATTACHMENT
Many Imperial Guard regiments are trained to affix their standard issue combat knives to their lasguns as
bayonets.
Some veteran formations and particularly well-equipped regiments are able to mount chain-blades on their
primary weapon, allowing them to be used in close combat with nearly the effectiveness of a chainsword, without
requiring the user to switch weapons. This extra moment can make all the difference in desperate close-quarters
combat. A weapon with a chain attachment can be used in close combat with the following profile.
Name Class Range Dam Pen Special
COMBI-WEAPONS
Master Armourers of the Commercia Houses can combine two weapons into single deadly instrument, yielding
custom combinations for any situation of combat style. Though expensive and very difficult to obtain, these finely
crafted works often become heirlooms. Any Basic weapon can have a second Basic-class weapon added to its
frame to create a combi-weapon. The firer may choose to attack with either weapon, but not both. All the
secondary weapon’s characteristics remain the same except for ammunition, which is quarter the listed value
(rounded up), and cost, which is doubled.
Upgrades: Any two Basic weapons without Primitive quality.
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COMPACT
Compact weapons are smaller versions of pistol and basic weapons that are favoured by those that prefer
concealment over stopping power. This upgrade cannot be applied to an existing weapon but instead must be
obtained along a new weapon. This upgrade halves the weight of the weapon but also halves its clip size and range
as well as reducing its Damage by 1. Any Good or Best craftsmanship pistol can be obtained as already compacted
by applying cost modifier for craftsmanship to the cost of Compact upgrade too. Good and Best Craftsmanship
Compact pistols have Concealable quality.
Compact shotguns receive additional +10 to hit from their Scatter quality and the spread arc is wide like with flame
weapons and they cause one additional hit to a random victim other than the original target.
Upgrades: Any Pistol or Basic Las, Solid Projectile, Flame, Bolt or Plasma weapon.
EXTERMINATOR
Many of the more zealous religious warriors of the Imperium use an exterminator cartridge on their regular
weapons. This small device contains a small one-shot flamer weapon that shoots out a sheet of fire. Rather than
firing the weapon as normal, the shooter may use the exterminator cartridge, working out the effects as if he was
armed with a flamer.
You may attach an Exterminator to any weapon that rolls a d10 or more for damage. You cannot attach an
Exterminator to a weapon with the Flexible quality. A Balanced weapon that has an Exterminator attached is no
longer considered Balanced and any weapons without Balanced quality gain Unbalanced quality. Pistols with
exterminator will always gain Slow quality.
Exterminators are one-shot weapons and must be replaced once used.
Upgrades: Any weapon.
EXTRA GRIP
This upgrade adds additional grips to the weapon that allow having it ready all the time. When a weapon with
extra grip is used with two hands it has Agile quality and using Full Action to Aim also Braces the weapon. This
upgrade cannot be applied to weapons with Unbalanced or Slow quality.
Upgrades: Any Pistol or compact Basic ranged weapon.
FIRE SELECTOR
For weapons that can use differing ammunition rounds, a shot selector can be fitted for ease of switching from one
type to another. A weapon with a fire selector can have up to three different types of ammo in its clip. At the start
of the shooter’s Turn, he can use his fire selector as a Free Action to choose which ammo type he wishes to fire
that round.
Good Craftsmanship: Any Good Craftsmanship versions can include possibility of feeding the gun from two
separate clips instead of allowing selection of any single ammo from a clip thus adding +20% to the weight of the
weapon and the weapon gains Unbalanced quality or the weapon may only lose a single ammo when Jam is
cleared.
Best Craftsmanship: Best Craftsmanship versions are similar to Good Craftsmanship versions, but allow a selection
of specific ammo from either of the clips or the weapon does not lose any ammo when clearing Jam.
Upgrades: (Bolt) and (SP) Pistols or (SP) and (Bolt) Basic Weapons without Revolver quality.
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FOREARM WEAPON MOUNTING
As the name suggests, these heavy gauntlets allow for a single ranged weapon to be mounted along the arm, with
specific hand movement triggering the weapon. This upgrade allows the user to keep both hands free. A weapon in
a forearm mount functions as listed except that its range is reduced by 30% and it cannot be Braced or have any
backpack ammofeed. This weapon also does not benefit from items such as Recoil Gloves.
Good Craftsmanship: The range of the weapon is only reduced by 20% and it may have a backpack ammofeed.
Best Craftsmanship: Weapon may have a backpack ammofeed and choose either:
1. The range of the weapon is only reduced by 10%. The wielder also counts as having Recoil Gloves when firing
this weapon.
2. The mounted weapon may also be a Basic Weapon
Upgrades: Any Primitive, Las, Solid Projectile, Bolt or Melta pistol.
GENE-GRIP BIO-VERATOR
Popular among law enforcement and paranoid gunslingers, these custom grips check the bio-signature of the
wielder every time they are held, ensuring that only authorised personnel can activate the weapon. Bypassing
requires one minute and Difficult(-10) Tech-Use Test.
Poor Craftsmanship: The bypassing requires only two Full Actions and an Ordinary(+10) Tech-Use Test.
Good Craftsmanship: Can only be applied to Good or better craftsmanship weapon. The bypassing requires 30
minutes requires and Hard(-20) Tech-Use Test and Difficult(-10) Security Test.
Best Craftsmanship: Can only be applied to Good or better craftsmanship weapon. The bypassing requires 1 hour
and requires Hard(-20) Tech-Use Test and Hard(-20) Security Test. Also the failure can be set to cause a self-
destruction equal to standard Frag Grenade exploding in 5 seconds after the failure. In such case the weao is
rendered useless.
Effect: Any mechanisms your weapon has (triggers, chain engines, etc.) will not activate for anyone but you.
Upgrades: Any weapon which can exchange some triggering mechanism to electronically controlled.
LATHE BLADE
The astronomical and gravitic alignment of the Lathe worlds creates the conditions for the production of metal
alloys of rare and singular properties. Such a strange metal is used to fashion the legendary Lathe blade. So
phenomenal is their strength and structure that they can have paper thin edges yet be flexible enough for the
blade to resist breaking under the impact of the most powerful blows, and can even be unaffected by the
devastating action of a power field. Some, including Lord Hax himself, favour a Lathe-forged blade over a power
weapon such is their quality and repute.
Effects: A Lathe-bladed weapon loses the Primitive quality and if it has any of Unbalanced, Unarmed, Numbing,
Weak, Wooden or Flimsy qualities, it also loses them. Increase the weapon’s Damage by 2 and its Penetration is
increased by 3, but up to 5. Wielders of these weapons gain a +10 bonus on Weapon Skill Tests. A Lathe blade
cannot be destroyed by the effects of a Power Field and counts as having an Armour value of 20 if directly
attacked. A Lathe blade is automatically of the Best Craftsmanship (the effects of this have already been included
in these rules).
Upgrades: Primitive knives, throwing knives, swords, axes and great weapon variants of these. This upgrade
cannot be combined with the Mono upgrade. This upgrade cannot be applied to an existing weapon.
MELEE ATTACHMENT
Bayonets and other long-bladed combat attachments can be fitted to most ranged weapons, making them more
useful in assaults. A weapon with a melee attachment counts loses its Balanced quality if it had one. Weapon with
melee attachment uses following profile when used in melee:
Name Class Range Dam Pen Special
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MONO
Mono weapons have specially fashioned blades with superfine edges, which can easily cut through armour and
never lose their edge. Mono weapons no longer count as Primitive and add a +2 bonus to their Penetration. The
Mono upgrade cannot be applied to weapon with Power Field quality, since they already have it but it simply does
not have any effect while Power Field is active. If the Power Field is ever lost or deactivated, the Mono upgrade’s
bonuses will then apply.
Upgrades: Any Primitive close combat weapon including melee attachment.
PISTOL GRIP
This upgrade allows the weapon to be wielded in one hand without the usual –20 penalty. However, it becomes
more difficult to aim accurately losing its Accurate quality and its Range is halved. The weapon is however more
easily concealed under some loose clothing and should be considered as a pistol for purposes of concealing
weapons.
Upgrades: Any Basic ranged weapon.
SANCTIFIED/BLESSED/HOLY WEAPON
The prayers and blessing of those of true faith in the God-Emperor of Mankind, coupled with the ancient lore of
Ecclesiastical alchemistry, is able to turn mere mundane bullets and blades into weapons that are capable of
harming the foul denizens of the warp and other such unnatural horrors. The sole effect of these upgrades is to
make the Damage caused by the weapon in question counted as “Holy”, which has certain effects on some
Daemonic and warp creatures (as will be noted in their description). Obtaining such items is only possible through
the Holy Ordos or high-ranking members of the Ecclesiarchy, and the cost and rarity shown reflects this.
Upgrades: Any Primitive weapon (including Mono upgraded and Lathe weapons, but excluding Force Weapons)
or Chain weapon of at least Good Craftsmanship.
SARISSA
These are heavy spiked blades the Sororitas often attach to their bolters in order to allow them to engage in hand-
to-hand combat without switching weapons. When mounted on a bolter, a sarissa has following profile:
Name Class Range Dam Pen Special
Unbalanced,
Sarissa Melee† – 1d10+1+SB R 2
Impact(Melee)
†Reguires two hands to use in melee
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SILENCER
Silencers lower the noise (and flash to a degree) from a weapon’s discharge, preventing detection of the shot.
Awareness Tests to hear shots made with a silenced weapon or detect their muzzle flash suffer an additional –30
penalty.
Good Craftsmanship: There is no muzzle flash at all to be detected. Hearing and can only be attempted at the
distance of 25m or less.
Best Craftsmanship: Hearing and can only be attempted at the distance of 10m or less.
Upgrades: Any Pistol or Basic SP weapon
TARGETER
Expensive, heavy and rarely used except by elite forces, a targeter uses a variety of guidance cogitators and omni-
sights to improve accuracy. These upgrades are normally hard-wired into a specific weapon for maximum
efficiency. Commonly viewed as adding to the weapon’s machine-spirit, they create an even closer bond between
gunner and gun. A targeter grants a +10 bonus on all Ballistic Skill Tests made with the weapon and the wepon
counts as having Precise quality. A targeter also requires that the wielder is connected to the weapon with a Mind
Impulse Unit or similar link for the user to gain any benefits.
Good Craftsmanship: Good Craftsmanship versions can allow pre-programming of targets that cannot be fired
upon thus making intentional misuse impossible unless the user spends 10 minutes and succeeds in a Difficult (-10)
Tech-Use Test, which resets all the programmed targets. This also halves any chance of hitting programmed targets
when firing into a hand-to-ahnd combat.
Best Craftsmanship: Best Craftsmanship versions also provide the user with possibility to add a security key to
prevent any unauthorized use or tampering thus requiring that the any user that does not know the chosen ward
must succeed in a Very Hard (-30) Security Test each time he attempts to do any programming to the targeter or
fire the weapon.
Upgrades: Any weapon with Mind Impulse Unit link.
TELESCOPIC SIGHT
Telescopic sights magnify the target’s image, especially useful for long-range shots that need to hit a very specific
target location. As long as the shooter takes a Full Action to Aim, a weapon with a telescopic sight ignores penalties
for long range and for making called shots and reduces the penalty for extreme range to -10. Also when firing with
a Braced weapon at targets within short or normal range a weapon with telescopic sight gains all the benefits from
Full Action Aim even when taking only a Half-Action to Aim.
Good Craftsmanship: Any Good Craftsmanship versions give the user Dark Sight Trait when Aiming.
Best Craftsmanship: Best Craftsmanship versions also give the user Dark Sight Trait when Aiming and provide the
weapon with additional +10 to Ballistic Skill when the user spends a Full Action to Aiming.
Upgrades: Any Basic Las, Solid Projectile, Bolt or Plasma weapon. Pistol and Basic Primitive weapons may have
this at GM’s discretion. A telescopic sight counts as a sight and a gun may only have one sight.
TRIPOD
These attachments are for heavier weapons using integral ammunition canisters rather than a backpack mounted
source (such as plasma guns or meltaguns). Resting the weapon on the tripod decreases recoil and increases
accuracy but sacrifices mobility, thus making them more common in static defence lines. Tripods allow weapon to
be braced anywhere there is a reasonably flat surface. A weapon braced on a tripod has a 180-degree arc. Bracing
with a tripod requires a Full Action.
When checking for effects of Recoil quality, tripod increases character’s Strength Bonus by 3 instead of usual +2
and while Braced the weapon has Agile quality. Tripods for Basic weapons weight 5kg and for Heavy weapons they
weight 9kg. Heavy weapon tripods also grant the increase to character’s Strength Bonus when using Heavy
weapons mounted on it.
Best Craftsmanship: Best Craftsmanship versions provide the weapons user with Auto-Stabilized Trait when firing
this weapon.
Upgrades: Any non-primitive Basic or Heavy weapon without backpack ammunition. Primitive weapons may use
this at GM’s discretion.
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TWIN-LINK
A twin-linked weapon is effectively two weapons of the same type positioned next to each other firing in tandem,
therefore increasing the chances that the selected target will be hit. Twin-linked weapons are two ranged weapons
of any type that share the same targeting information and fire actuation link. The majority of twin-linked weapons
are heavy weapons mounted on vehicles.
Twin-Link can be applied to any pair of identical firing weapons of Normal or better Craftsmanship that do not
have Primitive quality. These weapons become a single weapon. Firing with a twin-linked weapon counts as having
fired both weapons at once with same rate of fire. This consumes ammunition equally from both weapons. Due to
increased volume of fire a twin-linked weapon grants a +10 modifier to your Ballistic Skill Test and when rolling to
hit, you only make a single roll but add an extra dice for “tens” and take the better result. If three or more Degrees
of Success are scored, the twin-linked weapon inflicts an additional hit that is an extra hit on top of those the
weapon would otherwise score.
The reload time of a Twin-Linked weapon is doubled.
Unless a Twin-Linked weapon is mounted, it gains Slow quality. Twin-linked weapon loses Agile and Concealable
qualities, if it had any. Twin-linked weapons with Recoil quality add +2 to their Recoil quality and this increased
Recoil is the total recoil for firing the twin-linked weapon.
Upgrades: Any pair of identical shooting weapons without Primitive quality.
157
WEAPON CUSTOMISATIONS
Through training and deployment, a soldier of the Imperial Guard spends virtually every moment with his trusted
weapons within easy reach. Over time, his primary weapon becomes an extension of his body. As each soldier
becomes increasingly familiar with his armaments, he may opt to make minor changes to the weapon. Extensive
changes would invariably violate standard doctrine draw the ire of superior officers. However, most officers
choose to turn a blind eye on minor tweaks of the weapon. In this way, a character may find solutions to offset bad
habit in the way they carry and wieald the weapon, but also adjust it so that they may operate at their peak
efficiency.
Keep in mind that the changes associated with customisation are invariably minor adjustments. To the casual
observer most of these changes are hardly noticeable. It is the very subtlety of these modifications that enable the
Imperial officers to turn a blind eye to the tweaks.
Weapon customisations may only be applied to a piece of equipment that is part of the Standard Regimental Kit or
a favoured weapon of the soldier's Regiment. Guardsmen never have sufficient exposure or training to safely
customise more specialised weapons. Each character may install up to four customisations to any of his Standard
Regimental Kit weapons. Naturally, if the character loses or replaces a customised weapon, he also loses all of his
customisations. A weapon newly issued from the supply depot is delivered in stock conditions.
Standard Regimental Kit Weapons Common Preferred Weapons Regiment
Laspistol Hellgun Karskins, Storm Troopers
Lasgun Hellpistol Karskins, Storm Troopers
Lascarbine Bolter Officers
Autogun Bolt Pistol Officers
Autopistol Chain Sword Officers
Stub Automatic Long Las Scouts, Marksmen
Stub Revolver Hunting Rifle Scouts, Marksmen
Combat Shotgun
Pump-Action Shotgun
Grenade Launcher
Sword
Combat Knife
Knife
CUSTOMISATIONS
C USTOM G RIP
The weapon’s hilt, under-barrel grip, or handle is modified to better fit the character’s hands. The grip might be
textured, changed in size, or grooves might be added that align perfectly with the character’s fingers. As a
concequence of these changes the character for whom the customisation was performed receives a +5 to Ballistic
Skill or Weapon Skill when wielding the weapon. Any other character wielding the weapon receives a -5 Penalty, as
the weapon feels slightly out of alignment when they attempt to use it.
Applies to: Any weapon.
158
D EACTIVATE S AFETY F EATURES
The weapon has bee modified so that its volatile nature is always at the forefront. A weapon with this modification
is always ready to be fired or wielded in an instant. The weapon gains the Agile quality. However, any time a
character that is carrying a weapon with this modification, suffers four or more Degrees of Failure with any Test
requiring movement of his entire body, this weapon fires, activates, or cuts itself free as a result of jostling.
Applies to: Any weapon.
“D UPLUS ” A MMO C LIPS
Double-ended ammunition clips designed to shorten reloading time. Users simply flip the clip over when one side
is exhausted. The clip is effectively two clips attached to each other with tape or similar measures and requires two
clips worth of ammo to fill. A weapon with these special clips reduces their loading time by half (Rounding up. Thus
a weapon that takes two Full Actions to reload becomes a single Full Action, but with a weapon that takes Half
Action to reload remains a Half Action). Normally this is usually unapproved by officers and maintenance
personnel, but this time the modification has not been sactioned.
Applies to: Any Basic, Pistol, Solid Projectile or Las weapon with a removable clip.
E XTENDED B ARREL
While the Departmento Munitorum issues long-lases and sniper rifles to dedicated snipers, some Guardsmen take
it upon themselves to modify their weapons to better utilise their skill as a marksman. Often, this is most readily
achieved with components from a similar or identical weapon, either scavenged from the field or “borrowed” from
the quartermaster.
A weapon with an extended barrel increases its Range by half and gains Unbalanced quality .
Applies to: Any Las, Solid Projectile, or Bolt weapon.
F LUID A CTION
The weapon's internal mechanisms have been thoroughly lubricated and carefully maintained down to the finest
detail. When the character uses the weapon to fire on Semi-Automatic, he counts as receiving one additional
Degree of Success than actually rolled for purposes of determining the number of rounds that hit the target. Note
that this modifier does not affect whether the initial attack hits the target, only whether additional rounds strike
home. Weapons with this customisation are trickier to load as the ammunition feed must be more carefully
engaged. Reload time is increased by an additional Half Action.
Applies to: Any ranged weapon capable of Semi-Automatic fire.
H OME M ATERIALS
Some of the weapon's components-typically stock, grip, hilt, or shaft-is constructed of materials manufactured or
grown upon his regiment's home planet. This serves as a powerful reminder of the Guardsman's home and a
constant reminder of his duty to serve and protect the Imperium of Man. Characters who wield a weapon that
features this modification receive a +5 bonus to any Fear or Pinning Test.
Applies to: Any weapon.
M ODIFIED S TOCK
When the character holds a weapon with a modified stock up to aim, its contours perfectly align with his shoulder
and cheek. When a character takes an Aim Action with weapons modified in this way, he receives an additional + 2
bonus to his Ballistic Skill on a Half Action Aim or an additional +4 bonus for a Full Action Aim.
This customisation is compatible with any other devices that modify Aim Actions. This customisation is most
commonly applied to the stock of a Basic ranged weapon, but comparable changes may be made to virtually any
weapon.
Applies to: Any weapon.
Q UICK -R ELEASE
The mechanism for removing a magazine is carefully modified so that it may be ejected forcibly and rapidly. As a
consequence of these changes, the weapon's Reload time is reduced by a Half Action, down to a minimum of a
Half Action. For example, a weapon that normally took 2 Full Actions to reload may be reloaded with one Full and
one Half Action. However, any time the character suffers a Jam result, the weapon's magazine also ejects and must
be reloaded.
Applies to: Any ranged weapon.
159
R EDUCED W EIGHT
This customisation involves replacing as many parts of the weapon as possible with alternative components made
of lighter weight materials.Weapons that undergo this customisation decrease their weight by 20%, or a minimum
of a 0.5 kg loss. However, the resulting weapon is substantially more fragile. If it is used in melee--either as
intended or as an improvised weapon- it may crumple under an impact. The weapon gains Flimsy quality.
Applies to: Any weapon.
R EINFORCED
Additional support brackets are affixed to the weapon so that it can better handle the stresses of battlefield abuse.
If the customised arm is a ranged weapon, it receives an additional + 1 bonus to Damage when used as an
improvised weapon. If the base item is a Melee weapon, when parried by a weapon with a power field, its chance
of destruction is reduced to 60%.
In any case, the weapon's weight is increased by 20%.
Applies to: Any weapon.
S ACRED I NSCRIPTIONS
The character inscribes a sacred script from the Imperial Creed upon the weapon. The weapon provides a + 10
bonus to any Pinning Test. Also for the fist time for each encounter the character fired upon with Full Automatic
Fire or Suppression Fire he ignores the first hit.
Applies to: Any weapon.
S AWN -O FF
This modification is always applied to a shotgun. Though this modification results in a slight reduction in range and
power, sawn-off weapons are lighter and more easily manoeuvrable. This makes them desirable for city fighting or
boarding actions, where soldiers must be able to move through narrow doors or other openings, while keeping
their weapon ready. Sawn-off weapons are also easier to conceal, a trait which, while desirable for hive gangers
and other criminals, can also come in handy for a Guardsman attempting to hide his unsanctioned firearm during
inspection.
A sawn-off weapon reduces its range by half and weight by one quarter. Sawn-Off weapons also reduce their
Damage by 2, but increase the benefits of Scatter quality: The Scatter quality now provides +30 to hit and double
the amount of hits against random victims. Also the area of danger is rather conelike just as with Spray weapons.
Applies to: Any shotgun.
T RIGGER A DJUSTMENTS
Through precise adjustments, the weapon is modified so that its trigger pull better fits with the length of the
character's fingers. During the first Round of combat, a character wielding a weapon with this modification
receives a + 1 bonus to Initiative. However, due to the variation, if any other individual uses the weapon, they
suffer a -5 penalty to Ballistic Skill.
Applies to: Any ranged weapon.
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COLLECTED WEAPON TABLES
SHOOTING WEAPONS
L AS W EAPONS
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Civitas Pistol 25m S/2/– 1d10+1 E 0 25 Full Las, Reliable 1,8kg 40 Common
Death Light Basic 80m S/2/– 1d10+5 E 2 18 Full Las, (Overheats) 7.2kg 250 Very Rare
D’laku Hellgun Basic 100m S/3/5 1d10+3 E 4 40 2Full Las, Pulse 10kg†† 500 Scarce
Drusus Prime Basic 100m S/2/– 1d10+3 E 0 50 Full Las, Pulse 7kg 50 Common
Las, Accurate,
Duelling Las Pistol 30m S/–/– 1d10+4 E 4 1 Full 1.7kg 220 Very Rare
Tearing, Agile
Las, Tearing,
Twin Lasgun Basic 100m S/3/– 1d10+4 E 0 18 Full 7kg 220 Rare
Unreliable
Las Carbine Basic 60m S/2/– 1d10+2 E 0 40 Full Las, Reliable, Agile 3kg 75 Common
Laslock Basic 70m S/–/– 1d10+4 E 0 1 Full Las, Unreliable 4.5kg 40 Plentiful
Laspistol Pistol 25m S/–/– 1d10+2 E 0 30 Full Las, Reliable 1.5 kg 50 Common
Las, Accurate,
Long Las Basic 150m S/3/– 1d10+4 E 1 20 Full Proven(3), 4.5kg 100 Scarce
Reliable, Slow
Mark III Basic 80m S/3/– 1d10+3 E 0 60 Full Las, Reliable, Agile 3.5kg 75 Average
Las, Accurate,
Mark IV Pistol 30m S/2/– 1d10+3 E 0 15 Full 1.75kg 150 Rare
Reliable
Merovech
Melee – – 1d10+SB P/R 2 – – Balanced
Lasgun†
Multi-Laser Heavy 250m –/5/12 d10*2 +1 E 6 60 3Full Las, Slow, Pulse 58kg 4400 Scarce
Roth Pattern
Basic 120m S/2/– 1d10+3 E 0 60 Full Las, Reliable 4kg 175 Rare
Lasgun
161
Las, Accurate,
Roth Pattern
Basic 150m S/3/– 1d10+4 E 1 20 Full Reliable, 4.5kg 250 Very Rare
Long Las
Proven(3)
Steel Burner Pistol 30m S/–/– 1d10+4 E 2 8 Full Las, (Overheats) 2.5kg 100 Very Rare
Stormfront Basic 100m S/3/– 1d10+3 E 0 60 Full Las, Reliable 5kg 85 Very Rare
Unreliable,
Unbalanced,
.54 Tranter Pistol 30m S/2/– 1d10+5 P 2 7 Full 3.5kg 95 Common
Impact(Short),
Recoil(5)
Alcher Mark
Basic 75m S/–/10 1d10+3 P 1 40 Full Impact(Normal) 4.0kg 95 Average
IV
Reliable,
Armageddon Basic 100m S/2/6 1d10+4 P 1 15 Full 6.5kg 100 Average
Impact(Normal)
Tearing, Recoil(8),
Assault Unbalanced, Slow,
Heavy 120m –/–/25 d10*2 +4 P 7 200 3Full 60kg 7000 Very Rare
Cannon Special, Unreliable,
Impact(Normal),
Tearing, Unbalanced,
Proven(4),
Autocannon Heavy 300m S/3/- d10*2 +7 P 10 10 3Full 55kg 1000 Scarce
Impact(Long),
Recoil(8), Slow
Autogun Basic 100m S/3/10 1d10+3 P 1 30 Full Impact(Normal) 3.5kg 100 Average
Baraspian
Pistol 5m S/–/– 1d10 P 0 2 Full Concealable, Special 0.5kg 150 Rare
Palm Gun
Inaccurate, Scatter,
Blackhammer Basic 20m S/–/– d10*2 P 0 1 2Full 4.7kg 250 Rare
Recoil(4)
Reliable, Tearing,
Bulldog Heavy
Impact(Normal),
Stubber Heavy 120m –/4/9 1d10+4 P 4 50 Full 24kg 800 Rare
Recoil(5), Slow,
(Magazine)
Proven(4)
162
Reliable, Tearing,
Bulldog Heavy Impact(Normal),
Heavy 120m –/4/9 1d10+4 P 4 200 2Full 32kg 830 Rare
Stubber (Belt) Recoil(5), Slow,
Proven(4)
Accurate,
Carnodon Pistol 35m S/3/– 1d10+4 P 2 6 Full Impact(Normal), 2.5kg 200 Scarce
Recoil(4), Proven(3)
Chimera
Melee — — 1d10+1+SB R 2 — —
Pistol Sword
Combat
Basic 30m S/3/– 1d10+4 P 0 18 Full Scatter 6.5kg 150 Scarce
Shotgun
Unreliable, Tearing,
Unbalanced,
Crank Cannon Heavy 70m –/3/5 1d10+5 P 2 100 3Full 38kg 500 Average
Impact(Short),
Recoil(6), Slow
Creed-9 Basic 55m S/3/10 1d10+3 P 0 35 Full Impact(Short), Agile 2.5 kg 115 Average
Dorcas
Pistol 30m S/3/– 1d10+3 P 0 9 Half — 1.5kg 150 Rare
Pattern
Accurate, Reliable,
Fate Bringer Pistol 40m S/–/– 1d10+3 P 2 5 2Full Impact(Short), 1.6kg 200 Rare
Revolver
Splintering, Reliable,
Flametongue Pistol 20m S/2/– 1d10+6 P 0 2 2Full 2kg 140 Rare
Recoil(4)
Inaccurate, Scatter,
Hack Shotgun Pistol 10m Special 1d10+3 P 0 1 2Full 3kg 60 Common
Concealable, Special
Impact(Short),
Hand Cannon Pistol 35m S/–/– 1d10+4 P 1 5 2Full Proven(2), Revolver, 3kg 75 Average
Recoil(4)
(Shocking, Plasma),
Haywire Rifle Basic 10m S/–/– 1d10+3 P 2* 6 Full 5kg 400 Very Rare
Special
Impact(Normal),
Heavy Stubber Recoil(5), Slow,
Heavy 120m –/5/10 1d10+4 P 3 100 2Full 25kg 750 Scarce
(Belt Box) Unbalanced,
Proven(3), Tearing
Impact(Normal),
Heavy Stubber Recoil(5), Slow,
Heavy 120m –/5/10 1d10+4 P 3 40 Full 22kg 850 Scarce
(Drum) Unbalanced,
Proven(3), Tearing
Reliable,
Hecuter Pistol 30m S/3/6 1d10+3 P 0 15 Full Impact(Short), Extra 2kg 175 Average
grip upgrade
Hell Rifle Basic 300m S/–/– d10*2 +4 P 7 — — Felling(3), Proven(4) 10kg — Unique
Accurate, Proven(3),
Hunting Rifle Basic 150m S/–/– 1d10+4 P 3 5 Full Impact(Long), Slow, 5kg 150 Scarce
Tearing, Recoil(4)
Ironclaw Basic 30m S/2/– 1d10+4 P 0 12 Full Reliable, Scatter 6.5kg 80 Scarce
Ironclaw Unbalanced,
Melee — — 1d10-1+SB I — — —
as club Primitive, Numbing
Splintering, Reliable,
Irontalon Pistol 20m S/2/5 1d10+2 P 0 15 Full 2kg 150 Rare
Tearing
163
Irontalon Unwieldy, Primitive,
Melee — — 1d10-1+SB I — — —
as cudgel Numbing
Ius Automatic Pistol 30m S/3/- 1d10+3 P 0 11 Full Reliable 1.7kg 95 Average
Unreliable,
“Judgeslayer”
Pistol 20m S/-/- 1d10+2 P 5 4 2Full Unbalanced, 3.5kg 100 Average
Handcannon
Unstable, Recoil(4)
Accurate, Reliable,
Fate Bringer Pistol 40m S/–/– 1d10+3 P 2 5 2Full 1.6kg 200 Rare
Special, Concealable
Scatter, Recoil(5),
Meat Hammer Basic 30m –/3/– 1d10+4 P 0 3 2Full 5kg 80 Scarce
Tearing, Proven(4)
Scatter, Unreliable,
Shotcannon Heavy 40m S/3/– d10*2 P 0 24 2Full Recoil(8), Slow, 12kg 700 Scarce
Unbalanced
Accurate, Reliable,
Impact(Long), Extremely
Nomad Basic 250m S/–/– 1d10+5 P 4 4 Full 10kg 2,000
MIU Link, Recoil(5), Rare
Tearing
Orthlack Mark
0 12 Full
IV Pistol 30m S/–/6 1d10+4 P — 2.5kg 75 Scarce
Impact(Normal),
Othlack Heavy Recoil(5), Slow,
Heavy 100m –/5/12 1d10+3 P 1 450 2Full 33kg 870 Scarce
Stubber Unbalanced,
Proven(3)
Reliable, Fire
Panoptic Pistol 35m S/2/– 1d10+3 P 0 5(×2) 2Full 2.2kg 225 Rare
Selector attachment
Accurate, Reliable,
“Pax
Basic 150m S/2/– 1d10+4 P 4 5 Full Impact(Long), 6.5kg 750 Rare
Factorem”
Tearing, Recoil(5)
Puritan-14
0 1 Full
as Shotgun 15m S/–/– 1d10+4 P Scatter, Recoil(5)
Raffir
Ringleader Pistol 30m S/-/- 1d10+4 P 3 5 2Full — 2.5kg 500 Rare
Pistol
Inaccurate,
Ripper Clip Pistol 20m –/–/6 1d10+2 P 0 12 Full 3kg 30 Scarce
Unreliable
Scalptaker Pistol 30m S/–/– 1d10+3 P 0 6 2Full Reliable, Revolver 2kg 40 Plentiful
Shotgun Basic 30m S/2/– 1d10+4 P 0 2 2Full Reliable, Scatter 5kg 60 Common
Reliable, Scatter,
Shotgun Pistol Pistol 10m S/–/– 1d10+4 P 0 1 Full 1kg 60 Average
Recoil(5)
Reliable, Scatter,
Slayer Basic 20m S/–/– 1d10+4 P 0 6 3Full Extra Grip 3.5kg 70 Average
attachment, Pump
Snare(1), Grabber,
Snare Gun Basic 30m S/–/– — 0 1 Full 3.5kg 100 Scarce
Special
164
Fire Selector
20 Full attachment,
Spectre Basic 80m S/3/10 1d10+3 P 1 6.5kg 375 Rare
(×3) (each) MIU Link,
Impact(Normal)
Sting-Blunt Pistol 30m S/2/– 1d10 P 0 5 Full Shocking, Numbing 1.5kg 350 Common
Recoil(4), Revolver,
Stormchild Pistol 30m S/–/– 1d10+4 P 2 5 2Full Impact(Short), 3kg 75 Average
Proven(3)
Stub
0 9 Full
Automatic Pistol 30m S/3/– 1d10+3 P — 1.5kg 50 Plentiful
Stub Revolver Pistol 30m S/–/– 1d10+3 P 0 6 2Full Reliable, Revolver 1kg 40 Plentiful
Talon Mark III Pistol 30m S/2/6 1d10+2 P 0 18 Full — / (Special) 2.3kg 70 Common
Impact(Normal),
Ursid Heavy
Heavy 100m –/5/12 1d10+3 P 1 72 Full Recoil(5), Slow, 15kg 900 Rare
Stubber
Unbalanced
Inaccurate,
Mercy Killer Pistol 20m S/–/– 1d10+2 P 0 1 2Full 1kg 10 Plentiful
Unreliable, Special
Vox Legi-
pattern
Reliable, Scatter,
Arbites Basic 30m S/2/- 1d10+6 P 0 14 2Full 7kg 400 Very Rare
Recoil(5), Pump
Combat
Shotgun
Vox Legi
Combat Unbalanced,
Melee — — 1d10-1+SB I — — —
Shotgun Primitive, Numbing
as club
B OLT W EAPONS
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Bolt, Tearing,
Proven(3),
Angelus Basic 95m S/–/– d10*2 X 5 3 3Full 11kg 2800 Very Rare
Accurate,
Recoil(7)
Bolt, Tearing,
Bolt Pistol Pistol 30m S/2/– 1d10+4 X 4 8 Full Proven(3), 3,5 kg 450 Rare
Recoil(4)
Bolt, Tearing,
Boltgun Basic 90m S/2/– 1d10+4 X 4 24 Full Proven(3), 7 kg 750 Very Rare
Recoil(4)
165
Bolt, Reliable,
Mauler
Pistol 30m S/3/– 1d10+5 X 4 6 Full Proven(3),
(Normal)
Recoil(4), Tearing
Bolt, Tearing,
Garm Pattern Pistol 30m S/2/– 1d10+4 X 4 9 Full Proven(3), 4.5kg 550 Rare
Recoil(4)
Bolt, Tearing,
Agile, Proven(3),
Godwyn-De’az
Basic 90m S/2/– 1d10+5 X 4 30 Full Reliable, Recoil(4), 6kg 2100 Very Rare
Boltgun
Built-in targeter,
Good Quality
Bolt, Tearing,
Proven(3),
Godwyn-De’az Extremely
Basic 90m -/3/9 1d10+5 X 4 55 2Full Reliable, Recoil(5), 12kg 9000
Storm Bolter Rare
Built-in targeter,
Good Quality
Bolt, Proven(4),
Heavy Bolter Heavy 120m -/4/8 d10*2 +2 X 7 60 2Full Recoil(6), Tearing, 40 kg 2950 Very Rare
Unbalanced
Bolt, Tearing,
Sacristan Bolt
Pistol 30m S/2/– 1d10+6 X 4 6 Full Recoil(4), 3.3kg 490 Rare
Pistol
Proven(3)
Bolt, Tearing,
Scourge Proven(3), Extremely
Basic 90m S/2/– 1d10+6 X 4 24 Full 10kg 650
Boltgun Reliable, Recoil(4), Rare
Sarissa attachment
Scourge
Unbalanced,
Boltgun Melee – – 1D10+1+SB R 3 – –
Impact(Melee)
Sarissa†
Bolt, Tearing,
Storm Bolter Basic 90m -/4/8 1d10+5 X 4 40 2Full Proven(3), 12kg 1150 Rare
Recoil(5)
Splintering,
Igniting,
Spitfire Pistol 20m S/–/– 1d10+3 X 0 3 Full 3kg 75 Scarce
Unreliable,
Unstable
M ELTA W EAPONS
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Melta, Lethal,
Inferno Pistol Pistol 8m S/–/– d10*2 +4 E 14 3 Full / 7500 Very Rare
Igniting, Proven(4)
Melta, Igniting,
Mars Meltagun Basic 20m S/–/– d10*2 +6 E 18 5 2Full Lethal, Felling(1), 8kg 4000 Rare
Proven(4)
Melta, Lethal,
Melta-Cutter Basic 10m† S/–/– d10*2 +4 E 16 5 3Full Proven(3), 30kg 600 Scarce
Igniting, Special
Melta, Igniting,
Mezoa
Basic 20m S/–/– d10*2 +6 E 18 25 4Full Lethal, Felling(1), 15kg 4350 Rare
Meltagun
Proven(4))
166
Blast (2), Melta,
Lethal, Igniting,
Mezoa Multi-
Heavy 60m S/–/– d10*3 +6 E 20 12 2Full Felling(2), Heats, 65kg 8900 Very Rare
Melta
Proven(4), MIU
Link
Reliable, Melta,
Seraphim Lethal, Igniting, Extremely
Pistol 10m S/–/– d10*2 +2 E 14 6 Full 2kg 9000
Inferno Pistol Good Quality, Rare
Special, Proven(4)
Melta, Lethal,
Thermal Lance Heavy 85m S/–/– d10*3 E 19 3 2Full Felling(2), Precise, 54kg 9500 Rare
Igniting, Proven(5)
Melta, Lethal,
Ultimo Basic 40m S/–/– d10*2 +2 E 16 5 2Full Felling(1), Precise, 10kg 2500 Very Rare
Igniting, Proven(4)
P LASMA W EAPONS
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Recharge , Lethal,
Kronos Pistol 30m S/–/– 1d10+8 E 15 10 4Full Plasma, Proven(4), 4kg 5000 Very Rare
MIU Link, Special
Overheats, Plasma,
Kronos
Proven(4), Lethal,
Maximal 30m 1d10+10 E 16
Recharge, Unstable,
power
MIU Link, Special
Overheats, Lethal,
Recharge, Plasma
Plasma Blaster Basic 60m S/2/4 1d10+10 E 16 20 8Full 20kg 7500 Very Rare
Unreliable,
Proven(4)
Overheats, Plasma
Recharge, Lethal,
Plasma Cannon Heavy 120m S/–/– d10*2 +10 E 17 24 5Full 38kg 8500 Very Rare
Proven(4), Heats,
MIU link,Special
Overheats, Plasma,
Plasma
Recharge, Unstable,
Cannon
d10*2 +15 E 18/9 Blast(3), Lethal,
Maximal
Proven(5), Heats,
power
MIU link,Special
Overheats, Plasma,
Plasma Gun Basic 90m S/2/– 1d10+10 E 16 20 8Full Recharge, Lethal, 11kg 3000 Very Rare
Proven(4)
Overheats, Plasma,
Plasma Pistol Pistol 30m S/–/– 1d10+8 E 15 10 4Full Recharge, Lethal, 4kg 4000 Very Rare
Proven(4)
Overheats, Plasma,
Mark III
Basic 80m S/2/– 1d10+10 E 17 8 4Full Recharge, Lethal, 12kg 3900 Very Rare
Sunfury
Proven(4)
F LAME W EAPONS
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Spray, Flame,
Destroyer Pistol 10m S/–/– 1d10+5 E 3 5 2Full Proven(3), 2.1kg 750 Very Rare
Igniting, Reliable
Spray, Flame,
Flamer Basic 20m S/–/– 1d10+4 E 3 3 2Full 6 kg 300 Scarce
Igniting, Proven(3)
Spray, Flame,
Gas Torch Basic 5m S/–/– 1d10+1 E 1 15 2Full 2+18kg 150 Scarce
Special
Spray, Flame,
Hand Flamer Pistol 10m S/–/– 1d10+4 E 2 2 2Full 3,5 kg 200 Rare
Igniting
167
Spray, Flame,
Heavy Flamer Heavy 40m S/–/– d10*2 +4 E 8 10 2Full Igniting, Lethal, 45kg 1000 Rare
Proven(5)
Spray, Flame,
Seraphim Extremely
Pistol 10m S/–/– 1d10+4 E 2 6 2Full Proven(3), 2kg 1000
Hand Flamer Rare
Igniting, Special
Stingray Basic 15m S/–/– 1d10+2 E 5 4 Full Spray, Special 3kg 100 Average
Spray, Flame,
Tox Spray Basic 10m S/–/– 1d10 E 1 3 3Full Toxic, Unstable, 8kg 200 Rare
Special
Spray, Flame,
Nightfire
Basic 20m S/–/– 1d10+5 E 2 3 2Full Igniting, Toxic, 6kg 300 Very Rare
Pattern
Special
P RIMITIVE W EAPONS
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Primitive, Flexible,
Bolas Thrown 10m S/–/– — 0 1 — Snare(2), 1.5kg 10 Average
Inaccurate
Primitive,
Bow Basic 30m S/(AB/2)/– 1d10+2 P 0 1 Half 2kg 10 Common
Reliable, Quiet
Quiet, Primitive,
Catechist Basic 40m S/–/– 1d10+4 P 3 5 2Full 4kg 750 Rare
Special
Crossbow Basic 40m S/–/– 1d10+3 P 1 1 2Full Quiet, Primitive 3,5kg 10 Common
Primitive,
Deuce Pistol Pistol 10m S/2/– 1d10+2 P 0 2 3Full 2,5kg 10 Common
Unreliable
Primitive,
Unreliable,
Drive Nailer Basic 5m –/3/– 1d10+1 P 3 15 3Full 7kg 50 Common
Unbalanced,
Inaccurate
Siskan Primitive,
Basic 40m S/–/– 1d10+3 P 1 1 5Full 8kg 70 Scarce
Musket Unstable
Quiet, Primitive,
Flick Bow Pistol 8m S/–/– 1d10+1 P 0 1 Full 1kg 30 Scarce
Special
Flintlock Primitive,
Pistol 15m S/–/– 1d10+2 P 1 1 3Full 2kg 10 Common
Pistol Unreliable
Hand Bow Pistol 15m S/–/– 1d10+3 P 0 1 Full Quiet, Primitive 1,5kg 200 Rare
Primitive, Stick,
Impaler Heavy 30m S/–/– 1d10+5 P 2 1 2Full†† 22kg 100 Scarce
Unreliable
Inaccurate,
Iocanthos Scatter, Primitive,
Basic 10m S/–/– 1d10+2 P 0 1 4Full 4kg 35 Rare
Blunderbuss Unstable
Unreliable,
Quiet, Primitive,
Longbow Basic 50m S/–/– 1d10+3 P 1 1 Half 3kg 20 Average
Special
168
Primitive,
Long Rifle Basic 55m S/–/– 1d10+4 P 3 1 4Full 8,5kg 350 Rare
Accurate, Slow
Unreliable,
Musket Basic 30m S/–/– 1d10+3 P 1 1 5Full Primitive, 7kg 45 Common
Unstable
Scatter,
Scrap Unreliable,
Heavy 15m S/–/– 1d10+3 P 0 1 3Full 40kg 150 Very Rare
Cannon Primitive,
Unstable, Slow
Quiet, Primitive
Sling Thrown 10+SBm S/–/– 1d10–2+SB I 0 1 Full 0.5kg 10 Plentiful
Inaccurate
Invariable, Quiet,
Staff 12+ Primitive,
Thrown S/–/– 1d10-2+SB I 0 1 Full 1.5kg 100 Scarce
Sling††† 2xSBm Inaccurate,
Proven(SB)
Throwing
Thrown 5+SBm S/–/– 1d5+1+SB P 1 – – Primitive, (Toxic) 0.2kg 4/(10) Plentiful
Knife
Throwing
Thrown 3+SBm S/–/ AB-2 1d5+SB P 0 AB-2 – Primitive, (Toxic) 0.1kg 3/(9) Average
Star
Primitive, Stick,
Vibe Spear Thrown S/–/– 1d10+SB P 1 – — 2kg 18 Uncommon
10+SBm Snare(1), Special
Power Field,
Extremely
Power Spear Thrown 10+SBm S/–/– 1d10+5+SB P 9 – – Proven(SB), 4kg 2320
Rare
Impact(Extreme)
Best Quality,
Power Field, Extremely
Power Stake Thrown 15+SBm S/–/– 1d10+4 P 6 – – 1kg 13000
Impact(Extreme), Rare
Sanctified, Special
Power Field,
Witch Lance Thrown 10+SBm S/–/– 1d10+2+SB P 8 — — 5kg 2800 Very Rare
Tearing, Special
L AUNCHERS
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Recoil(4), Reliable,
Gorge GL Basic 60m S/–/– † † 1 2Full 8kg 300 Average
Unbalanced, †
Grenade Recoil(3),
Basic 60m S/–/– † † 6 Full 11kg 500 Scarce
Launcher Unbalanced, †
169
Slow, Accurate,
Missile Unbalanced,
Heavy 250m S/–/– † † 1 Full 20kg 3000 Scarce
Launcher Targeter
attachment†
RPG Launcher Heavy 120m S/–/– † † 1 Full Unbalanced, † 15kg 1200 Rare
† Damage, Penetration, and any other special qualities are determined by the ammunition (e.g. grenade or missile) fired
Blast(3), Special,
Anti-Plant 2m x
Thrown S/–/– d10*3 I 0 1 — Explosive Mishap, 0.5kg 85 Very Rare
Hand Grenade (SB+AB/2)
Linger(5)
Blast(3), Special,
Anti-Plant
† † † d10*3 I 0 † † Explosive Mishap, 0.5kg 96 Very Rare
Grenade
Linger(5)
Blast(5), Special,
Anti-Plant Extremely
† † † d10*3 I 0 † † Explosive Mishap, 1.1kg 138
Missile Rare
Linger(5)
Blast (1d10+3),
Choke Gas 2m x
Thrown S/–/– Special 0 1 — Special, Explosive 0.5kg 40 Scarce
Canister (SB+AB/2)
Mishap, Linger(10)
Blast (1d10+3),
Choke Gas
† † † Special 0 † † Special, Explosive 0.5kg 44 Scarce
Grenade
Mishap, Linger(10)
Primitive, Flame,
2m x Igniting, Blast (2),
Fire Bomb Thrown S/–/– 1d10+1 E 0 1 — 0.5kg 5 Uncommon
(SB+AB/2) Proven(3), Explosive
Mishap
170
Gunmetal Blast (5), Proven(5),
Frag † † † d10*2 X 0 † † Concussive(1), 0.6kg 35 Common
Grenade Explosive Mishap
Haywire 2m x Haywire(3) ,
Thrown S/–/– Special 0 1 — 0.5kg 290 Very Rare
Grenade (SB+AB/2) Explosive Mishap
Haywire Haywire(3) ,
† † † Special 0 † † 0.5kg 320 Very Rare
Grenade Explosive Mishap
Karrikian
1d5+1 X/ Blast (3), Explosive Extremely
Frost Hand Thrown SB×2m S/–/– 0 1 — 1.0kg 100
Special Mishap Rare
Grenade
Karrikian
1d5+1 X/ Blast (3), Explosive Extremely
Frost † †/2 † 0 † † 1.1kg 115
Special Mishap Rare
Grenade
Impact(Extreme),
Krak Hand 2m x
Thrown S/–/– d10*2 +4 X 8 1 — Krak, Proven(3), 0.5kg 50 Rare
Grenade (SB+AB/2)
Explosive Mishap
Impact(Extreme),
Krak
† † † d10*2 +6 X 13 † † Krak, Proven(5) , 0.6kg 55 Rare
Grenade
Explosive Mishap
Impact(Extreme),
Krak Blast (1), Krak, 1.45k
† † † d10*2 +8 X 16/8 † † 95 Rare
Missile Proven(5), Explosive g
Mishap
Blast(3), Special,
Psyk-Out 2m x
Thrown S/–/– 1d10 X 0 1 — Explosive Mishap, 1kg 5000 Near Unique
Grenade (SB+AB/2)
Linger(3)
171
2m x Blast(2), Special, 1kg 580 Very Rare
Rad Grenades Thrown S/–/– 1d10 E 0 1 —
(SB+AB/2) Explosive Mishap
Blast (3),
Stun Hand 2m x 1d5+3X /
Thrown S/–/– 0 1 — Concussive(2), 0.4kg 40 Scarce
Grenade (SB+AB/2) Special
Explosive Mishap
Blast (3),
Stun 1d5+3X /
† † † 0 † † Concussive(3), 0.4kg 45 Scarce
Grenade Special
Explosive Mishap
† Class, Range, Rate of Fire, Clip and Reload speed are determined by the weapon used to shoot the grenade
E XOTIC W EAPONS
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Shock Blaster Pistol 15m S/2/– 1d5+2 E 5 4 Full Shocking, Special 3kg 650 Rare
Hypo Pistol Pistol 20m S/–/– 1d5+2 P† 2 3 2Full Special 1kg 1000 Scarce
† On a successful hit with a hypo pistol, roll for Damage as normal. Any Damage in excess of the target’s TB and AP is reduced to 1
Bolt, Tearing,
Condemnor
Basic 90m S/2/– 1d10+5 X 4 30 Full Proven(3), Special, 7.5kg 2100 Very Rare
(Bolt)
Reliable, Recoil(4)
Conversion Unbalanced,
Heavy 100m S/–/– †† †† 4 2Full 85kg — Unique
Beamer Special††
†† The effect of this weapon depends on how far the target is.
Empyrian Extremely
Exotic Melee S/–/– Special 0 1 N/A Special 1kg 500
Brain Mines Rare
Bolt, Tearing,
Proven(4), Lethal,
Executor
Pistol 30m S/2/– 1d10+6 X 5 10 Full Accurate, 5.5kg 8900 Near Unique
Pistol (Bolt)
Recoil(5), Best
Quality, Special
Toxic,
Executor
Impact(Normal),
Pistol 1d10 P 1 10 Full
Best Quality,
(Needle)
Special
172
Special, Accurate,
Proven(4),
Impact(Extreme),
Exitus Rifle Basic 150m S/–/– d10*2 P 8 10 Full 9kg 9600 Near Unique
Best Quality, Built-
in Telescopic Sight
and Silencer
Special, Accurate,
Proven(4),
Impact(Extreme),
Exitus Pistol Pistol 25m S/3/– 1d10+6 P 7 5 Full 5kg 8000 Near Unique
Best Quality,
Recoil(4), Built-in
Silencer
Fedrid Razor
Exotic 10m S/–/– 1d10+SB R 2 1 — Primitive 0.5kg 50 Average
Disk
Galvian Toxic(1d10+2),
Pistol 30m S/3/– 1d10–1 P 0 7 Full 1kg 950 Very Rare
Needler (Concealable)
Graviton Gun Basic 30m S/–/– Special — 3 2Full Blast (5) 5kg 3500 Very Rare
Tyranicus
Blast(4), Snare(4),
Heavy Heavy 75m S/–/– Special 0 1 2Full 12kg 2500 Rare
Web, Special
Webber
Sanctified, Melta,
Hellax Lethal, Igniting,
Pistol 10m S/–/– d10*2 +6 E 17 5 2Full 2kg 12000 Unique
Infernus Best Quality,
Special
Tearing, Reliable,
Malleus Extremely
Heavy 120m –/4/6 d10*2 X 6 40 3Full Proven(4), Bolt, 20kg 3800
Psycannon Rare
Sanctified, Special
Quiet, Accurate,
Needle Pistol Pistol 30m S/–/– 1d10 P 0 6 Full 1.5kg 1250 Very Rare
Toxic(1d5+5)
Quiet, Accurate,
Needle Rifle Basic 180m S/–/– 1d10 P 0 6 2Full 2.2kg 1000 Very Rare
Toxic(1d5+5)
Reliable,
Purgatus
Basic 50m S/–/– 1d10+5 P 2 5 2Full Sanctified, Good 6.5kg 850 Very Rare
Crossbow
Quality, Special
Blast (2),
Rad-Cleanser Basic 30m S/–/– d10*2 +2 E 7/4 20 — Recharge, Toxic 26kg 7000 Very Rare
(1d5+2)
Blast(2), Snare(4),
Webber Basic 40m S/–/– — 0 1 Full 8kg 1800 Rare
Web
Snare(3), Web,
Web Pistol Pistol 20m S/–/– — 0 1 Full 3.5kg 1200 Rare
Special
Widower Pistol 35m S/–/– 1d10+4 P 4 1 Full Quiet 2kg 1000 Rare
Long Basic 100m S/–/– 1d10+4 P 4 1 Full Quiet, Accurate 4.5kg 1030
Barrelled
I NTEGRATED W EAPONS
173
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Lethal, Integrated,
Catalytic Mass
Basic 120m S/2/5 1d10 P 9 30 3Full Impact(Long), 7kg 6000 Near Unique
Driver
Best Quality
Integrated,
Graviton Pulse Cybernetic, Extremely
Heavy 20m S/–/– Special — N/A N/A 24kg 4700
Launcher Blast(6), Rare
Inaccurate
Integrated, Lethal,
Catalytic Mass Cybernetic,
Heavy 150m S/2/– 1d10+3 P 9 30 3Full 16kg 18000 Near Unique
Driver Impact(Long),
Best Quality
Integrated, Las,
Lathe-
Pistol 40m S/2/– 1d10+5 E 2 N/A N/A Good Quality, 2kg 150 Very Rare
Laspistol
Accurate
Integrated, Las,
Lathe-Lasrifle Basic 100m S/3/– 1d10+5 E 2 N/A N/A Good Quality, 4.5kg 250 Very Rare
Accurate
Tearing,
Integrated, Las,
Lathe- Good Quality, Extremely
Basic 80m S/3/6 1d10+6 E 4 N/A N/A 6kg 1250
Lasblaster Accurate, Rare
Cybernetic, Built-
in Targeter
Integrated,
Phased Plasma, Proven(4),
Basic 80m S/2/4 1d10+10 E 13 40 8Full 12kg 22000 Near Unique
Plasma Rifle Cybernetic, Lethal,
Best Quality
Integrated, Cybernetic,
Coil-Whip Melee (8m) 1d10+5 E 4 Flexible, Shocking, Reach, 3kg 1500 Extremely Rare
Agile, Grabber, Special
Fast, Concealable,
Lathes Arc-Welder Melee — 1d10+5 E 7 Integrated, Unwieldy, 2kg 2700 Extremely Rare
Igniting
Harvester
Vehicle 120m –/–/15 1d10 +8 P 4 – – Impact(Extreme), Proven(6), Tearing
Cannon
Havoc Missile
Vehicle 150m S/2/– d10*2 X 4/2 8 12Full Blast (6), Proven (4), Concussive(1)
Launchers
Inferno
Cannon
Vehicle 100m S/–/– d10*3 +10 E 10 100 — Spray, Flame, Igniting, Lethal
Mawcannon
Spray, Corrosive, Lethal, Toxic(1d10),
(Baleful Vehicle 80m S/–/– d10*3 E 6 – –
Proven(5)
Torrent)
174
Mawcannon
Corrosive, Lethal, Proven(5), Power Field,
(Tongue Vehicle 15m –/2/– d10*3 +5 E 15 – –
Flame
Whip)
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
Impact(Extreme),
Hunter-Killer Blast (1), Krak,
Vehicle 4000m S/–/– d10*2 +8 X 16/8 1 8Full 1.5kg 5500 Very Rare
Missile Proven(6), Explosive
Mishap
Name Class Range Dam Pen Special
Chain Melee
Vehicle (2m) 1d10 +1 + (SBx2) R 6 Slow, Tearing, Proven(SB), Impact(Melee), Reach
Weapon (Vehicle)
Dreadnought Close Power Field, Slow, Tearing, Lethal, Proven(SB),
Vehicle (5m) d10*2 +(SBx2) R 16
Combat Weapon Impact(Melee), Reach
Iron Claw / Power Field, Slow, Tearing, Lethal, Proven(SB),
Vehicle (4m) d10*2 +(SBx2) R 12
Crushing Claw Impact(Melee), Reach
Warpsword Vehicle (4m) d10*2 +(SBx2) +WB R 12 Warp Weapon, Tearing, Lethal, Proven(WB), Balanced
MELEE WEAPONS
P RIMITIVE W EAPONS
Name Class Range Dam Pen Special Wt Cost Availability
† Requires two hands to use. This only applies to boarding pike when used to detonate the charge.
Impact(Melee), Primitive,
Axe Melee — 1d10+1+SB R 1 4kg 20 Average
Unbalanced
Unbalanced, Crushing,
Baptismal Hammer Melee — 1d10+1+SB I 0 4.5kg 500 Scarce
(Toxic/Igniting)
†† Requires two hands to use unless wielder has Strength Bonus of 4 or more. ††† Only Good and Best quality bastard swords are Balanced.
Impact(Melee),
Burn Axe Melee — 1d10+1+SB R 1 4kg 40 Scarce
Unbalanced, Special
175
Burn Mace Melee — 1d10+SB I 0 Unbalanced, Crushing 3kg 35 Scrace
Chimera Pistol
Melee — 1d10+1+SB R 2 — 3.5kg 130 Scarce
Sword
Primitive, Wooden/Weak,
Club Melee — 1d10-1+SB I 0 2kg 5 Abundant
Numbing, Flimsy
Combat Knife Melee — 1d5+3+SB R 0 Primitive, Fast, Light, Weak 1.5kg 40 Average
Unbalanced, Crushing,
Corsesque Melee — 1d10+SB I 2 6kg — Issued Only
Holy
Emperor’s Whisper Melee — 1d5+3+SB R 2 Light, Fast,Weak, Balanced 0.5kg 150 Very Rare
Shield(2/6), Cover(One),
Riot Shield Melee — 1d5-2+SB I 0 Light, Fast, Agile, 1.5kg 40 Scarce
(Primitive), Special
Flexible, Primitive,
Flail Melee — 1d10+3+SB I 1 4kg 20 Scarce
Crushing, Tiring
Primitive, Unwieldy,
Great Hammer† Melee (1,5m) 1d10+2+SB I 1 Proven(SB), Slow, 8kg 50 Scarce
Crushing, Reach
Primitive, Proven(SB),
Great Sword† Melee (1,5m) 1d10+2+SB R 1 6kg 85 Scarce
Slow, Reach
Primitive, Unbalanced,
Huge Club† Melee (1,5m) 1d10+1+SB I 1 6kg 20 Average
Proven(SB), Slow, Reach
Shield(4/12), Cover(Full),
Guard Shield Melee — 1d5+SB I 0 8.5kg 100 Scarce
Unarmed, Slow, Unwieldy
Primitive, Unbalanced,
Hammer Melee — 1d10+1+SB I 0 4kg 10 Common
Crushing
Primitive, Unbalanced,
Improvised Weapon Melee — 1d10–3+SB I 0 Varies — Abundant
Flimsy, (Numbing)
176
Long-Sabre†† Melee (1,5m) 1d10+3 R 2 Balanced, Primitive, Reach 3.5kg 70 Very Rare
†† Requires two hands to use unless wielder has Strength Bonus of 5 or more.
Primitive, Unbalanced,
Mace Melee — 1d10+SB I 0 3kg 20 Plentiful
Crushing
Primitive, Snare(2),
Man-Catcher† Melee (2.5m) 1d10 I 0 Unwieldy, Reach, Grabber, 8kg 60 Scarce
Special
Defensive, Primitive,
Mirror Shield Melee — 1d5–1+SB I 0 Cover(Half), Shield (6), 3kg 60 Rare
Special
Unwieldy, Cover(Full),
Naval Shield Melee — 1d5+1+SB I 0 9kg 75 Average
Shield (8), Slow
Unwieldy, Crushing,
Percussion Mallet Melee — 1d10+1+SB I 0 4kg 3000 Rare
Proven(SB), Impact(Melee)
Primitive, Unarmed,
Scoriada Melee (1.5m) SB I 0 1kg 5 Scarce
Flexible, Reach, Special
Primitive, Cover(Half),
Shield Melee — 1d5+SB I 0 3,5kg 25 Average
Shield(2/5)
Primitive, (Numbing),
Short Sword Melee — 1d10–1+SB R 0 1.5kg 12 Common
Balanced
Primitive, Unbalanced,
Spetum† Melee (2.5m) 1d10+SB P 2 6kg 45 Rare
Reach
Balanced, (Numbing),
Sieve Blade Melee — 1d10–1+SB R 1 0.5kg 75 Scarce
(Toxic), Special
Fast, Balanced,
Staff† Melee (2m) 1d10+SB I 0 Wooden/Weak, Primitive, 3kg 10 Plentiful
Reach, (Numbing)
177
Primitive, Unwieldy,
Steam Drill† Melee — d10*2 I 3 18kg 100 Very Rare
Special
Shield(4/9), Cover(Half),
Lockshield Melee — 1d5+SB I 0 Unarmed, Unwieldy, 4.5kg 90 Rare
Special
Primitive, Shield(4/10),
Tower Shield
Melee — 1d5+2+SB I 0 Cover(Full), Slow, 7kg 60 Rare
(metal)
Unbalanced
Primitive, Shield(3/8),
Tower Shield
Melee — 1d5+1+SB I 0 Cover(Full), Slow, 5kg 40 Uncommon
(wood)
Unbalanced
Chimera Pistol
Pistol 20m S/(2)/– 1d10+2 P 0 1 or 2 Full Splintering, Reliable, Tearing
Sword
Kraken Tooth
Thrown 2+SBm S/–/– 1d5+1+SB P 1 – – Inaccurate
Dagger
Crushing, Proven(SB),
Percussion Mallet Thrown 5+SBm S/–/– 1d10+SB I 0 – –
Impact(Extreme), Inaccurate
C HAIN W EAPONS
Name Class Range Dam Pen Special Wt Cost Availability
Unbalanced, Tearing,
Chain Axe† Melee — 1d10+3+SB R 2 Impact(Melee), Special, 7kg 450 Very Rare
Proven(3)
† Chain Axe requires two hands to use unless wielder has Strength Bonus of 4 or more.
178
Flexible, Tearing, Slow
Chain Flail† Melee (2m) 1d10+4+SB R 2 Tiring, Clumsy, Reach, 12kg 560 Very Rare
Proven(SB), Special
Chain Glaive† Melee (2m) 1d10+2+SB R 2 Tearing, Proven(3), Reach 10kg 320 Very Rare
Balanced, Tearing,
Chain Sword Melee — 1d10+2+SB R 2 6kg 275 Rare
Impact(Melee), Proven(3)
E XOTIC W EAPONS
Name Class Range Dam Pen Special Wt Cost Availability
† This weapon requires two hands and Strength Bonus of 5 or more to use unless mounted as a purpose-built implant.
†† A successful Invocation Test adds psyker’s Psy Rating to the Penetration and Damage.
Lightning Chain† Exotic (2,5m) 1d10+1 I 0 Flexible, Shocking, Reach 4kg 100 Very Rare
Primitive, Shocking,
Lightning Gauntlet Exotic — 1d10-3+SB I 0 Unwieldy, Fast, Weak, 2kg 80 Very Rare
Flimsy, Unbalanced
Freeze Baton† Exotic 15m S/–/– Special 0 1 6Full Spray, Recoil(5), Special
179
† This weapon requires two hands to use.
P OWER W EAPONS
Name Class Range Dam Pen Special Wt Cost Availability
Unbalanced, Unwieldy
Power Field, Tiring,
Power Ram† Melee — d10*2 +SB X 12 25kg 1250 Rare
Impact(Melee), Tearing,
Proven(SB), Special
Unbalanced, Unarmed,
Fast, Power Field,
Power Blade Melee — 1d10+3+SB R 7 1.2kg 1750 Very Rare
Concealable, Proven(SB),
Impact(Melee)
180
Balanced, Power Field,
Power Spear† Melee (2m) 1d10+5+SB P 11 Proven(SB), Reach, 4kg 2320 Extremely Rare
Impact(Melee), Special
Arbites Ultima-
Good Quality, Shocking,
pattern Power Maul Melee — 1d10+SB I 0 3kg 2900 Rare
Numbing, Fast, Special
(Low Power)
Arbites
Good Quality, Power Field,
Ultima-pattern
1d10+5+SB R 6 Fast, Proven(SB),
Power Maul
Impact(Melee), Special
(High Power)
S HOCK W EAPONS
Name Class Range Dam Pen Special Wt Cost Availability
Grapple, Numbing,
Shocking, Fast, Light, Agile,
Grudge Shock Baton Melee — 1d5+1+SB I 0 0.5kg 200 Scarce
Unbalanced, Unarmed,
Concealable, Special
Command Baton Melee — 1d10+SB I 0 Numbing, Shocking, Fast 4kg 430 Very Rare
181
Crusader Shield(4/8), Slow,
Melee — 1d5+SB I 0 5.5kg 4000 Very Rare
Suppression Shield Unbalanced, Special
Crusader
1d10 + 1 E 2 Shocking, Recharge
Electrical Blow
Flexible, Shocking,
Electro-Flail† Melee — 1d10+1 I 1 Recharge, Proven(5), 2.5kg 375 Rare
Special
Hydrapur
1d10 + 1 E 2 Shocking, Recharge
Electrical Blow
Grapple, Numbing,
Shocking, Fast, Flimsy,
Shock Gauntlet Melee — 1d5+1+SB I 0 1.0kg 100 Scarce
Agile, Unbalanced,
Unarmed
Shock Maul Melee — 1d10-1+SB I 0 Numbing, Shocking, Fast 2.5kg 150 Scarce
Shocking Staff† Melee (2m) 1d5+1+SB I 0 Shocking, Reach 3kg 100 Average
Shock Staff Melee — 1d10+SB I 0 Shocking, Balanced, Special 4kg 250 Scarce
XENOS WEAPONS
S HOOTING W EAPONS
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
(Targeter
Avenger
attachment),
Shuriken Basic 80m S/3/10 1d10+4 R 4 200 2Full 3kg 9500 Near Unique
Accurate, Reliable,
Catapult
Agile
Inaccurate,
Basic /
Unbalanced, Scarce /
Big Shoota (Heavy) 100m –/–/10 d10*2 P 3 75 2Full 25kg 950
(Unreliable), Very Rare
††
Recoil(5)
††Orks seem to be able to handle these weapon as if they were a lot lighter than they actually are and therefore Big Shoota is a Basic weapon for
them.
Inaccurate,
Unbalanced, Scarce/
Grot Blasta Pistol 10m S/–/– 1d10 P 0 10 Full 1.5kg 20
(Unreliable), Common
Primitive
Reliable, Unwieldy,
Proven(3), Agile,
Auxilliary G L, Near Unique
Pulse Carbine Basic 80m -/3/5 1d10+5 E 3 45 Full 4,5 kg 6800
Markerlight, / Common
Targeter,
Telescopic Sight
182
Reliable, Unwieldy,
Near Unique
Pulse Rifle Basic 150m S/2/4 1d10+5 E 4 45 Full Proven(3), Agile, 4,5 kg 7400
/ Common
Targeter
Reliable, Unwieldy,
Proven(3), Agile,
Lethal, Accurate, Near Unique
Rail Rifle Basic 190m S/-/- d10*2 +4 P 10 10 Full 9,5 kg 12400
Targeter, / Common
Telescopic Sight,
Special
Las, Telescopic
Sight attachment,
(Targeter
Ranger Long
Basic 200m S/–/– 1d10+4 E 2 40 Full attachment), 5kg 8500 Near Unique
Rifle
Accurate, Reliable,
Impact(Extreme),
Special
Scatter, Tearing,
Impact(Short),
Recoil(6),Melee
Ripper Gun Basic 45m -/3/- d10*2 P 2 18 2Full 12 kg 200 Rare
Attachment, (Extra
Grip attachment),
Special
Primitive, Reach,
Ripper Gun
Melee (1,5m) 1d10+SB I 1 Proven(SB), Slow,
as Huge Club
Unbalanced
Inaccurate, Krak,
Rokkit †Rare/ Very
Heavy 80m S/–/– d10*3 X 9 1 Full (Unreliable), 6kg 250
Launcha Rare
Blast(3)
Shuriken
Basic 60m S/3/10 1d10+4 R 4 200 2Full Reliable, Agile 2.5kg 6000 Near Unique
Catapult
Shuriken
Pistol 20m S/3/9 1d10+3 R 4 60 2Full Reliable, Agile 1.2kg 4500 Near Unique
Pistol
Inaccurate,
Recoil(3), †Scarce/
Shoota Basic 60m S/3/10 1d10+4 P 0 30 Full 5kg 200
Unbalanced, Common
(Unreliable)
Spray, Flame,
†Rare/
Igniting, Lethal,
Skorcha Heavy 30m S/–/– d10*2 +4 E 6 4 3Full 25kg 1200 Extremely
Heats, Unreliable,
Rare
Unstable
Inaccurate, Scarce/
Slugga Pistol 20m S/3/– 1d10+4 P 0 18 Full 3kg 100
(Unreliable) Common
Inaccurate,
Overheats,
Snazzgun Basic 100m S/2/– d10*2 I or E 1d10 20 2Full 7kg 1500 Rare/ Scarce
(Unreliable),
Unstable
Reliable, Agile,
Splinter Pistol Pistol 20m S/-/5 1d10+1 P 3 55 2Full 1.0kg 6500 Near Unique
Toxic
Splinter Rifle Basic 65m S/-/7 1d10+3 P 3 110 2Full Reliable, Toxic 2.5kg 8000 Near Unique
Splinter Fast,
Melee — 1d10+SB P 3
Rifle Impact(Melee)
M ELEE W EAPONS
183
Name Class Range Dam Pen Special Wt Cost Availability
(Primitive), Unwieldy,
Big Choppa† Melee (1m) 1d10+4+SB R 2 Slow, Reach, Tearing, 12kg 700 Scarce/ Common
Impact(Melee), Proven(SB)
(Primitive), Tearing,
Choppa Melee — 1d10+1+SB R 2 5kg 600 †Scarce/ Common
Unbalanced, Impact(Melee)
184