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ADVANCED 2.

GEAR, DRUGS, EQUIPMENT AND


CYBERNETICS
Credits
Written By
Kari Lauri Salonen
(aka LeGurmux) (Finland)

Contributors
Eero Kasurinen (Finland)
Anssi Pöyhönen (Finland)
Antti Kangas (Finland)
Risto Koponen (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.
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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,
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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.

Published
Tampere, Finland - 22 August 2023

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TABLE OF CONTENTS
GEAR ...................................................................... 3 Holdfast (Drug) ................................................................. 13
Hyperexia (Drug) .............................................................. 14
CLOTHING .................................................................................. 3 Imperium’s Fervour (Drug) ............................................... 14
Backpack or Field Sack ....................................................... 3 Karrikian Red-Eye (Drug) .................................................. 14
Badge of Office ................................................................... 3 Kick (Drug) ........................................................................ 14
Charm ................................................................................. 4 Leatherwort (Drug) ........................................................... 14
Chrono ................................................................................ 4 Lho (Drug) ......................................................................... 14
Cilice ................................................................................... 4 Lho-sticks .......................................................................... 15
Clip Harness/Drop Harness ................................................. 4 Morphia-V (Poison)........................................................... 15
Clothing .............................................................................. 4 Night Dust (Drug) ............................................................. 15
Dog Tags............................................................................. 4 Obscura (Drug) ................................................................. 15
Explosive Collar................................................................... 4 Phetamote (Drug) ............................................................. 15
Filtration Plugs ................................................................... 4 Panimune (Drug) .............................................................. 16
Gill Filter ............................................................................. 4 Ploin Juice ......................................................................... 16
Grav-Chute ......................................................................... 5 Polygum ............................................................................ 16
Holo Visor ........................................................................... 5 Rainbow (Drug) ................................................................ 16
Infra-Red Goggles ............................................................... 5 Ration Packs ..................................................................... 16
Jump Pack........................................................................... 5 Recaf ................................................................................. 16
Magboots ........................................................................... 5 Rotgut Booze .................................................................... 16
Magnetic Harness .............................................................. 5 Sacred incense .................................................................. 17
Nightweave Silk .................................................................. 6 Sacred Machine Oil ........................................................... 17
Photo-Visors/Photo-Contacts ............................................. 6 Sandstone (Drug) .............................................................. 17
Questing Pilgrim Badge ...................................................... 6 Scav-Glysten (Drug) .......................................................... 17
Re-Breather ........................................................................ 6 Scraper-Ripper (Drug) ....................................................... 17
Redole Re-breather ............................................................ 6 Sisk Ash ............................................................................. 17
Recoil Glove ........................................................................ 6 Slam (Drug) ....................................................................... 17
Respirator/Gas Mask.......................................................... 6 Slaught (Drug) .................................................................. 18
Ring of Suffrage .................................................................. 6 Somna (Drug) ................................................................... 18
Seraphim Jump Pack .......................................................... 6 Spook (Drug) ..................................................................... 18
The Void Thermal Gloves .................................................... 7 Stimm (Drug) .................................................................... 18
Weapon/Gear Storage ....................................................... 7 Sump Vine Sap (Poison) .................................................... 18
Vindicare Spy Mask ............................................................ 7 Synth-Skin ......................................................................... 19
DRUGS, POISONS AND CONSUMABLES ............................................. 8 The Bloody Libation (Drug) ............................................... 19
Excessive Drug Use ............................................................. 8 The Tears of the Dragon (Drug) ........................................ 19
Binary agents ..................................................................... 8 The Truth Revealed / Verity / Veal (Drug) ........................ 19
Poisons ............................................................................... 8 Torpor (Drug) .................................................................... 19
LIST OF MOST POPULAR DRUGS, POISONS AND CONSUMABLES............ 9 Tox-Jack (Poison) .............................................................. 19
Alozith tabs (Drug) ........................................................... 10 Unguents of Warding ....................................................... 19
Amasec ............................................................................. 10 Verita (Drug) ..................................................................... 20
Ars Imperialis Mortua (Poison) ......................................... 10 The Wines of Quaddis ....................................................... 20
Ash Slug Secretion (Poison) .............................................. 10 The Zamarkand Rose (Drug) ............................................. 20
Battlefield Rations ............................................................ 11 Zumthorian Greyve (Drug) ................................................ 20
Black Janix Venom (Poison) .............................................. 11 TOOLS ..................................................................................... 21
Cast Spray ......................................................................... 11 The 9-70 Entrenching Tool ................................................ 22
Clear (Drug) ...................................................................... 11 Auspex/Scanner ................................................................ 22
Core-Gel ............................................................................ 11 Auto Quill .......................................................................... 22
Counterseptics (Drug) ....................................................... 12 Axe-Rake ........................................................................... 22
De-Tox (Drug) ................................................................... 12 Calixis Survival Kit ............................................................. 22
Deluvial Tincture (Drug) ................................................... 12 Camp Warders .................................................................. 23
Dreamjuice (Drug) ............................................................ 12 Chaplet Ecclesiasticus ....................................................... 23
Drusine Incense ................................................................ 12 Cogitator Systems ............................................................. 23
Dryas (Drug) ..................................................................... 12 Combi-Tool ....................................................................... 23
Eazielle (Drug) .................................................................. 13 Compass/Orienting Device ............................................... 23
Explication Serum (Drug) .................................................. 13 Comm Leech ..................................................................... 23
Frenzon (Drug) .................................................................. 13 Data-slate ......................................................................... 23
Ghostfire Pollen Extract (Drug)......................................... 13 Diagnostor ........................................................................ 23
Gorsk White Gyn .............................................................. 13 Dialogous Staff ................................................................. 25
Halo (Drug) ....................................................................... 13 Divination Foci .................................................................. 25

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Emergency Kits ................................................................. 25 Cherubim .......................................................................... 36
Emperor’s Tarot ................................................................ 25 Cognomen ........................................................................ 36
Excruciator ....................................................................... 26 Consecrated Scrolls (Literacy) .......................................... 36
Excruciator Kit .................................................................. 26 Crimson Bestiaries (Literacy) ............................................ 37
Forgery Kit ........................................................................ 26 Eikon ................................................................................. 37
Gene Printer ..................................................................... 26 Greater Icon of Passage.................................................... 37
Glow-globe/Lamp pack .................................................... 26 Grey Devices ..................................................................... 37
Grapnel ............................................................................. 26 Hell Heart.......................................................................... 37
Hand-Held Targeter .......................................................... 26 Heretic’s Wake Deck ......................................................... 37
Hospitaller Medicae Tools ................................................ 26 Holo-Projector .................................................................. 38
Hostile Weather Gear ....................................................... 27 Holo Wafers ...................................................................... 38
Infantry Lamp Pack .......................................................... 27 Icon of Holy Wrath............................................................ 38
Injector ............................................................................. 27 The Imperial Infantryman’s Uplifting Primer (Literacy) ... 38
Intrusion Spirit .................................................................. 27 Isotropic Fuel Rods............................................................ 38
Laud Hailer ....................................................................... 27 Liber Heresius (Literacy) ................................................... 38
Lascutter ........................................................................... 27 Litanies of Faith (Literacy) ................................................ 38
Line Ascender ................................................................... 27 Lord Marshal Goreman’s Carta Sanguine (Literacy) ......... 39
Litany Micro-Beads & Vox Caster ..................................... 27 Malefic Codex (Literacy) ................................................... 39
Lock-Punch ....................................................................... 28 Mantle-Shrine ................................................................... 39
Magnacles ........................................................................ 28 Monotask Servo-Skull ....................................................... 39
Magnoculars .................................................................... 28 Opus Machina .................................................................. 40
Manacles .......................................................................... 28 Parasite Doll ..................................................................... 40
Micro-bead ....................................................................... 28 Pentagramatic Wards ...................................................... 40
Medikit ............................................................................. 28 Penthrift Dreadfuls (Literacy) ........................................... 41
Mess Kit ............................................................................ 28 Pict-Caster ........................................................................ 41
Multi-key .......................................................................... 28 Pict-Fly .............................................................................. 41
Neural Scourge ................................................................. 29 Pinner ............................................................................... 41
Null Box ............................................................................ 29 Privacy Field ...................................................................... 41
Ocular Catechizer ............................................................. 29 Psy-Dampers ..................................................................... 42
Personal Grooming Kit ..................................................... 29 Regicide Set ...................................................................... 42
Pict Recorder .................................................................... 29 Rule of Sororitas (Literacy) ............................................... 42
Pilgrim's Travel Staff ........................................................ 29 Scatter-Caster ................................................................... 42
Poi-Savant ........................................................................ 29 Shade-Servitor .................................................................. 42
Psy-Focus .......................................................................... 30 Simulacrum Imperialis ...................................................... 42
Psy-Jammer ...................................................................... 30 Sky Eye .............................................................................. 43
Psyocculum ....................................................................... 30 Strait Cape ........................................................................ 43
Psy-Tracker ....................................................................... 30 Static Generator ............................................................... 43
Reliquary .......................................................................... 30 Tent................................................................................... 43
Sacred Incense Burner ...................................................... 30 The Books of Empty Promises (Literacy) ........................... 43
Salvation Auger ................................................................ 31 Ulumeathi Plasma Siphon ................................................ 43
Screamers ......................................................................... 31 Vertical Spindle Set ........................................................... 44
Spider Pads ....................................................................... 31 Vid-Caster ......................................................................... 44
Stummers ......................................................................... 31 Vid-Relay........................................................................... 44
Thurible ............................................................................ 31 Vid-Visor ........................................................................... 44
Tool Kit ............................................................................. 31 Vox-Bug ............................................................................ 44
Toxin Wands ..................................................................... 31 Vox-Pickup ........................................................................ 45
Tracking Device ................................................................ 31 Vox-Privacy Field .............................................................. 45
Volgite Gloom Eyes........................................................... 31 Wall Eater ......................................................................... 45
Vox-Caster ........................................................................ 32 Ward Accessor .................................................................. 45
Vox-Phonograph............................................................... 32 Warp Amulet .................................................................... 45
Vox-Thief .......................................................................... 32 Xeno Art and Other Curiosities ......................................... 46
Vox Tracker....................................................................... 32
Weapon Maintenance Kit................................................. 32
Whistle ............................................................................. 32
Witch Cage ....................................................................... 32
Writing Kit ........................................................................ 32
MISCELLANEOUS ITEMS .............................................................. 33
Aerial Pinions .................................................................... 35
Bedroll .............................................................................. 35
Beetle Tent ....................................................................... 35
The Calixian Black Grimoire (Literacy) .............................. 35
Chaplet Ecclesiasticus ....................................................... 36

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DARK ARTEFACTS ..................................................... 46 Bionic Locomotion (Legs, Hips, Pelvis, etc.) ...................... 56
Bionic Replacement .......................................................... 56
THE LENS OF SEEING .................................................................. 46 Bionic Respiratory System ................................................ 57
BONE FLUTE ............................................................................. 46 Concealed Weapon Bionic ................................................ 57
THE FORGE OF NIGHTMARES ....................................................... 47 IMPLANT SYSTEMS ..................................................................... 57
LIBELLUS APPELLO (THE BOOK OF NAMES) ..................................... 47 Alatus-Pattern Jump Pack ................................................ 57
MECH SPIDER ........................................................................... 48 Auger Arrays ..................................................................... 57
THE GLORY OF THE EMPEROR IN THE LIGHT OF DAWN ...................... 48 Autodogmatic Cortex........................................................ 58
PRIMITIVE GEAR ...................................................... 49 Baleful Eye ........................................................................ 58
CLOTHING ................................................................................ 49 Ballistic Mechadendrite .................................................... 58
Backpack .......................................................................... 49 Bionic Heart ...................................................................... 58
Charm ............................................................................... 49 Calculus Logi Upgrade ...................................................... 58
Cilice ................................................................................. 49 Chem Implants .................................................................. 58
Clothing ............................................................................ 50 Constructer Interface ........................................................ 59
DRUGS, POISONS AND CONSUMABLES ........................................... 50 Cortex Implants ................................................................ 59
Belly-churn........................................................................ 50 Cranial Armour ................................................................. 59
Dusk Lotus a.k.a. “The Wrack” (Poison) ........................... 50 Cybernetic Organs ............................................................ 60
Hunting Musk ................................................................... 50 Cybernetic Senses ............................................................. 60
Powdered Maidensfoil (Poison) ........................................ 51 Enhanced Potentia Coil ..................................................... 60
Ration Grubs ..................................................................... 51 Hermetic Infusion ............................................................. 61
Sleep Dust, Zillman’s Domain ........................................... 51 Karrikian Lock-Arm ........................................................... 61
Spirit Tonic, Munsk (Drug) ................................................ 51 Landrian Revealer ............................................................. 61
Styger Milk, Fervious ........................................................ 51 Lathes Mechadendrite Stabilisers ..................................... 62
Syckle Oil, Tygress V ......................................................... 51 Locator Matrix .................................................................. 62
Tyche’s Kiss (Poison) ......................................................... 52 Malfian Dermaguise ......................................................... 62
TOOLS ..................................................................................... 52 Manipulator Mechadendrite ............................................ 62
Feral Healer’s Kit .............................................................. 52 Medicae Mechadendrite .................................................. 62
Feudal Healer’s Kit............................................................ 52 Memorance Implant ......................................................... 63
Glo-slugs of Dusk .............................................................. 52 Mind Impulse Unit ............................................................ 63
Skeleton Keys.................................................................... 52 Mining Helot Augmetics ................................................... 63
Spine Pick, Faldon ............................................................. 53 Optical Mechadendrite ..................................................... 63
Writing Kit ........................................................................ 53 Perinetus-Pattern Servo-Harness...................................... 63
MISCELLANEOUS ITEMS .............................................................. 53 Respiratory Filter Implant ................................................. 64
Caltrops, Fervious ............................................................. 53 Scribe-Tines....................................................................... 64
Fedrid Soul Mask .............................................................. 53 Servo-Claw ........................................................................ 64
Kill Sticks, Volonx .............................................................. 53 Subskin Armour ................................................................ 64
Monrassan Capsican Trap ................................................ 53 Synthmuscle Graft ............................................................ 64
Skem Net, Volonx ............................................................. 54 The Rite of Setesh ............................................................. 64
Smoke Flares, Fedrid ........................................................ 54 Utility Mechadendrite....................................................... 65
Spark Rocks ...................................................................... 54 Vehicle Interface Circuitry................................................. 65
Spectorin Coral Paste ....................................................... 54 Voidskin ............................................................................ 65
Volitor Implant ................................................................. 65
CYBERNETICS ........................................................... 55 Vox Implant ...................................................................... 65
ATTACHING BIONICS AND IMPLANTS ............................................. 56
BIONIC REPLACEMENT LIMBS AND BODYPARTS................................ 56
Bionic Arm ........................................................................ 56

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GEAR

CLOTHING
Item Cost Weight Availability
Backpack or Field Sack 5 1.5kg Plentiful
Badge of Office Issued Only
Charm Var. Plentiful
Chrono 40 Abundant
Cilice Var. Var. Rare
Clip Harness/Drop Harness 25 2kg Common
Clothing Var. Var. Plentiful
Dog Tags 1 Plentiful
Explosive Collar 55 1kg Rare
Filtration Plugs 15 Common
Gill Filter 100 0.5kg Scarce
Grav-Chute 650 8kg Scarce
Holo Visor 250 0.5kg Rare
Infra-Red Goggles 275 0.5kg Rare
Jump Pack 2000 25kg Rare
Magboots 65 2kg Average
Magnetic Harness 500 5kg Scarce
Nightweave Silk
Gown 1200 1kg Very Rare
Merchant’s
3000 2,5 kg Extremely Rare
Bolt
100 /
Photo-Visors / Photo-Contacts 0.5kg / − Scarce / Very Rare
350
Questing Pilgrim Badge Var. Common
Re-Breather 50 1kg Scarce
Redole Re-breather 250 1kg Rare
Recoil Glove 85 0.5kg Rare
Respirator/Gas Mask 25 0.5kg Average
Ring of Suffrage 10 Rare
Seraphim Jump Pack 5000 18kg Extremely Rare
The Void Thermal Gloves 220 1kg Scarce
Weapon/Gear Storage 15 2kg Common
Vindicare Spy Mask 2300 2kg Issued Only

BACKPACK OR FIELD SACK


A personal carrying device can take many forms, but is usually some kind of bag with attached straps for ease of carrying. A
backpack can usually carry approximately 50 kilograms.
For many a Guardsman a field sack also serves as his body bag when his service to the Emperor comes to an end.

BADGE OF OFFICE
Though only Inquisitors can carry the Inquisitorial Rosette, the Calixian Conclave has made a habit of issuing trusted
Inquisitorial Agents with a badge of office to identify them as working under the authority of the Holy Ordos. Depending on
the need for secrecy and subtlety, this may take the form of an actual gene-coded badge with credentials, a concealable
electoo on an arm or the torso, or even a message inscribed psychically in the Throne Agent’s mind. In any case, these symbols
of authority are difficult to forge and even more difficult to refute.
Whatever a form a badge of office may take, it proves the bearer is an agent of the Holy Inquisition, with all the rights and
responsibilities that entails. It is not, however, the Rosette of a full Inquisitor. When a Throne Agent procures his Badge of
Office, he must choose which form it takes.

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CHARM
A charm is a keepsake, holy relic or good luck token that is intended to draw the benevolent eye of the Emperor to the wearer.
They take a myriad of forms including such things as saintly finger bones, fragments of blessed bolter casings, water from holy
rivers and even corpse hair woven into significant patterns. Throughout the Imperium, there is no shortage of folk that will sell
such items to Acolytes, though discerning the true relics from the false is an almost impossible task (thus the cost of a charm is
entirely up to the GM and how well the Acolyte can haggle with the seller). Charms have no tangible benefits. However, when
the adventure calls for something bad to happen to a random character, at the GMs discretion a character with a charm will
be exempt. If all the characters carry charms (as all Emperorfearing citizens should) then it is up to the GM to choose which
charms are the most potent.

CHRONO
Chronos are hand-held or wrist-worn timepieces, generally dependable and simple to use.

CILICE
These are garments and other accessories designed to cause a level of discomfort when worn. Examples include shirts made
from rough and/or coarse cloth, lengths of heavy chain, belts of crude robe and unscraped hide or garters of metal links
adorned with small hooks. Shirts are normally worn under regular clothing, while other forms of cilice are strapped around the
waist or limbs.
The purpose of a cilice is to remind the wearer of burdens he bears as a citizen of the imperium, as well as the trials and
tribulations endured by Saints and the God-Emperor himself. A form of corporal mortifications, wearing a cilice is meant to
bring about a purification of the soul and serve as an act of penance. Cilice are common on Feral Worlds and, strangely
enough among the nobility of many Hive Worlds, although the latter seem to consider wearing a cilice (in a form of a shirt) to
be a point of pride and not humility.
A cilice does however help to focus the character’s mind and remind him of his devotion to the God-Emperor. This has the
effect of granting a +10 on Willpower Tests to resist Fear, Charm, Intimidation or other kinds of social manipulation. However,
characters who adorn themselves with an excess of chains and hooks or wear their cilice for longer than the proscribed period
of time (usually their Toughness Bonus in hours) must make a Toughness Test each hour or suffer one Level of Fatigue. While
wearing a cilice the character is unable to remove Fatigue when resting.

CLIP HARNESS/DROP HARNESS


A compact spool-stored safety line, with a magnetic or hooked clasp. These are ideal for safety on rooftops or rappelling down
buildings. A character using a clip harness to descend a vertical surface gains a +30 bonus to Climb Tests and cannot fall if he
fails. Common harnesses can hold 150kg, while Good can support 200 kg.

CLOTHING
The citizens of the Imperium wear a staggering range of clothing of all styles imaginable, and fashion is tied directly to the
importance of the individual. For Acolytes, this represents such things as a suit of practical street wear, military uniform or
religious garb. The cost of clothing is up to how much the Acolytes choose to spend on their apparel, from basic rags costing a
few Thrones up to exquisite and expensive attire costing thousands.

DOG TAGS
Dog tags are issued to all Imperial soldiers and often serve as the only means of identifying their remains. The more heretical
renegades collect them as souvenirs.

EXPLOSIVE COLLAR
These unpleasant devices are most often seen attached to penal legionnaires to serve as an additional incentive in fighting for
the Emperor. Collars usually come with a remote trigger that can be used to detonate the collar up to, and sometimes over,
ranges of 1,000 metres. When the collar explodes it instantly kills the wearer and inflicts 1d10 Explosive Damage on anyone
within three metres. The remote trigger can also be used to remove the collar. Removing the collar without the trigger
requires a Hard (–20) Tech-Use Test. A serious or worse failure indicates that the collar explodes.

FILTRATION PLUGS
These are simple plugs worn in each nostril to screen out most pollutants and harmful gases. A character wearing filtration
plugs gains a +20 bonus to any Toughness Test made to resist the effects of gas.

GILL FILTER
Magi of the Mechanicus Biologis working on the water world of Spectoris developed these breathing masks for work in its
subsurface processing facilities. They allow the user to filter oxygen from the water, using a synthetic gill system. These filters
are somewhat delicate, and require constant immersion lest they dry out and degenerate.

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GRAV-CHUTE
Grav-chutes are the Imperial Guard’s preferred method of deploying elite troops during airborne assaults. Each ‘chute’ is
actually a device worn in the same manner as a backpack, with two side-mounted counter-grav generators. Though these
generators are not strong enough to fly with—unlike true jumppacks— they slow a person’s plummeting descent to a
survivable speed—most of the time. Usually, a chute’s power reserves are exhausted after one jump, and must be recharged
before being reused.
Grav-chutes are pre-programmed to deploy at a certain distance above the ground, usually several hundred meters. When the
grav-chute deploys, roll 1d10. On a result of 1, the chute failed to deploy. The wearer may make an Ordinary (+10) Agility Test
to reach the emergency deployment drogue and activate the chute manually. During the time this test takes, the wearer falls
an additional 100 metres. Once the chute is activated, the wearer falls to the ground relatively slowly, although he is a helpless
target drifting in midair during that time. A grav-chute requires a minimum distance of 50 metres to deploy and slow the
wearer to a survivable speed

HOLO VISOR
Whilst the red-dot laser sight can be invaluable for improving one’s aim, it can be far too visible for covert operations. The
holo visor works in conjunction with a laser sight that has been tuned to emit a non-visible beam. The aiming point shows up
in the helmet visor, but will not give away one’s intentions. Despite from the name, this system does not require a helmet.
However, wearing the visor on its own would be fairly obtrusive and unusual in most Calixian circles.
Already existing Red-Dot Sight can be modified to emit invisible beam with a Challenging(+0) Trade(Armourer) Test.

INFRA-RED GOGGLES
Relatively simple devices, IR goggles allow the wearer to see thermal images from warm bodies, revealing hiding enemies at
night. A character wearing IR goggles suffers no penalties due to darkness and gains a +20 bonus to vision-based Perception
Tests at night. Advanced models can be disguised to appear as simple eyeglasses.

JUMP PACK
Personal flight and anti-grav devices are something of a rarity in the Imperium, however, far from unknown. Jump packs are
one such system, allowing limited powered flight using a combination of suspensor systems and thrusters. Jump packs are
commonly employed by elite forces such as the Adeptus Sororitias Seraphim and the Imperial Navy’s void armsmen, while a
much more powerful version is also used by Space Marine assault forces.
Jump packs require the operator to have the Pilot (Jump Pack) skill. A standard (basic) jump pack allows for a safe, guided fall
from any height and, with a thruster boost, make an unlimited series of short jumps (landing at the end of each Round’s
movement), or they can duplicate the Flyer (12) trait for up to about a minute at a time. A jump pack’s power supply will last
for about an hour of strenuous operation before it needs replacing.
Only Adeptus Astartes and Adepta Sororitas employed versions of jump pack can lift power armour.

MAGBOOTS
Heavy and bulky, these oversized shoes contain electromagnets, which when activated, means the user can adhere to metallic
surfaces such as exterior hull plating. Walking in them takes some effort, but they allow for a much easier time when working
outside a ship or in areas where grav plating has failed. Magboots reduce the wearer’s Movement and AB by half (round up)
but allow him to move about normally in areas of low or no gravity as long as there is a suitable surface to walk on. However,
if fitted on power armour with Enhanced Strength quality magboots do not reduce Movement or AB.

MAGNETIC HARNESS
The Magnetic Harness finds use on many Calixian worlds where Hive structures and readily abundant metal surfaces are not
common occurances, or where an Arbitrator must operate alone. The multiple magnets can either be used as simple surfaces,
or as magnetic field generators of their own. The first of their type were simple metal plates, strapped to the arms, legs, and
torso of the Arbitrators of Iocanthos, but the system has long since been refined by Calixian Tech-Adepts.
Each magnetic plate can be activated and de-activated individually, holding a weapon, piece of equipment, or even a suspect
to the plate. Simple taps on the center of the plate set the device to release when pressure is applied, or to hold until the
Arbitrator inputs a command sequence. An Arbitrator with a magnetic harness is treated as having the Quick Draw Talent,
usable on any object stored on his magnetic harness. In addition, if an Arbitrator has the Quick Draw Talent he may also stow
equipment weapons as a Free Action.
Magnetic harness can hold up to 3 weapons that weight no more than 6kg each and it has a very large mag-strip on the back
which is capable of mounting a single basic weapon of up to 10kg in weight. Good and better Craftsmanship versions can hold
up to 4 weapons that weight no more than 6kg each and up to two basic weapons on the back that weight no more than 13kg
each.

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NIGHTWEAVE SILK
This silk is an opulent fabric woven from a crystalline material that shimmers with a spectrum of soft inner light when worn in
twilight or darkness, producing almost hypnotic fascination in onlookers. Nightweave silk is valued for its effect, great beauty,
and rarity by the high lords and ladies of the sector, and is sold only by traders who operate on the Halo Stars’ margins (who
remain tight-lipped about its origins). Despite its favour in numerous courts, it is considered ill-omened by many void born,
and some psykers claim to detect the faintest echo of suffering and something inhuman in the silk, likewise shunning it.

PHOTO-VISORS/PHOTO-CONTACTS
Advanced lenses designed to enhance the low-level light available on even the darkest nights. Users can see in the dark almost
as well as in daylight with them. Characters wearing these gain the Dark Sight trait (see page 325). Good Quality visors also
dampen the effects of photon flash grenades, making the wearer immune to their effects.

QUESTING PILGRIM BADGE


Manufactured in untold numbers on many Shrine Worlds, these badges are visual representations of a person or event. The
most common badges are simple, massproduced emblems, although the wealthy can order far more elaborate ones. The best
badges have small glass vials built into them containing blessed water, sacred oils, planetary dust, or similar materials.

RE-BREATHER
Consisting of a mask or helmet, re-breathers contain their own air supply and are designed to preserve the user in even the
most toxic atmospheres. A character wearing a re-breather is immune to the effects of gases and can even survive
underwater. However, re-breathers typically have air canisters that last for about one hour and then must be replaced.
Replacing a canister is a Full Action. Replacement canisters cost 25 Thrones and are scarce.

REDOLE RE -BREATHER
Widely considered amidst the greater triumphs of a much celebrated career, one of the legendary Magos Genetus Halix
Redole’s final contributions to the Imperium was an alternate form of re-breather that followed the philosophies by which he
lived his life. Unsatisfied with what he deemed to be the “dual and therefore unfocused” use of the standard Imperial re-
breather, Redole set out to create a device that would allow a user to stay underwater for a greater period of time than its
predecessor. Instead of using purely mechanical components, Redole integrated vat-grown flesh versions of piscine gills with a
series of increasingly complex helmets till he found the combination he sought.
The Redole Re-breather is a helmet that literally draws breathable oxygen from the water around it, allowing a user to stay
underwater indefinitely. As long as a Redole Re-breather’s flesh components are kept wet, each has a functional life of around
a decade before needing to be replaced. Even so, due to the effort and materials required to create one, only nobles and their
elite cadres can afford to use them. Note that unlike a “standard” re-breather, Redole’s device provides no protection against
harmful air-born toxins as it only functions underwater.

RECOIL GLOVE
These gloves have interlocking plates connected with memory wire. When the user grips a weapon, it locks together into a
rigid strut around the hand and wrist, thus preventing wrist or arm damage when the weapon discharges. A character using a
recoil glove can fire a Basic weapon with one hand without the normal –20 penalty. In addition, gloves increase wearer’s
Strength Bonus by 2 when checking for effects of Recoil quality.

RESPIRATOR/GAS MASK
This is a breathing mask that covers the nose and mouth or entire face, and offers much better protection than filtration plugs.
A character wearing a respirator or gas mask gains a +30 bonus to Toughness Tests made to resist the effects of gas, and may
re-roll failed results.

RING OF SUFFRAGE
Designed to cause minor discomfort when twisted, the ring of suffrage is treated as a charm.

SERAPHIM JUMP PACK


Requirements: Pilot (Jump Pack), Sororitas Power Armour.
More streamlined and stylised, this jump pack is based off the same technology as those used by the Space Marines. The
design has the added effect of giving the Adepta Sororitas the appearance of avenging angelic hosts. The aggressive use of
them by the Sororitas has made that design work tremendously well. Aside from the normal usage, an alternate tactic, seen in
the re-consecrating of Pilgrims’ Pause, was as a lateral boost to redeploy Seraphim strike teams while staying behind cover.
A Jump Pack Requires the Pilot (Jump Pack) skill to operate effectively. A Seraphim Jump Pack allows for a safe, guided fall
from any height, and any number of short jumps. Such jumps allow for the character to double her Base Movement action.
She must land by the end of her Turn. Alternatively, the pack can use maximal thrust to duplicate the Flyer (12) trait for up to
a minute before the turbines require a minute to cool.

6
THE VOID THERMAL GLOVES
To coreward of the Adrantis sub-sector lies the unique mining colony world of Soryth, an icy satellite famous for its rare frozen
gas deposits. While the miners of Soryth are a hardy lot, the precision required for their work with tools is impossible to
achieve with ice-numbed hands. A single spark from a misplaced strike can be fatal (and costly) in the sub-zero gas mines; so
thermal gloves are somewhat of a necessity. Thermal gloves are slender but sturdy gauntlets; thin enough to allow for delicate
manipulation and lined with an assortment of circuitry that keeps them comfortably warm despite external weather. The
power cells are incorporated into thin forearm shields in order to protect them from the elements. The energy in these cells
can be used to power-up emergency ports on other equipment and, when doing so, provide a +10 bonus to Tech-Use Tests to
restart generators, power up old data-slates and similar tasks. A full discharge from the generator cells can also be used to
part-recharge a lasgun or laspstol clip as well, providing 1D5 shots of charge before draining the power cells entirely

WEAPON/GEAR STORAGE
A variety of durable lightweight items used to store items such as ammunition packs, sidearm weapons and grenades.
Common forms are hip packs, holsters, bandoliers and vests. Worn over armour, they allow easy storage while keeping the
arms free for fighting. Most items a soldier needs quickly are carried in them, especially ammunition clips, grenades and a
sidearm. Like uniforms these can vary from regiment to regiment. The harness can hold a maximum of 30 kg worth of small
items and weapons.

VINDICARE SPY MASK


Issued to Imperial Assassins of the Vindicare Temple, this wargear’s systems are incredibly advanced and sophisticated. It is
said that the design for the Spy Mask is little-understood even by the Tech-Priests of Mars. The spy mask contains cartridges of
concentrated food and water for extended operations, and a multi-channel comm sensor (both vox and pict) for monitoring
enemy communications. Its main feature is a wide-spectrum visor which can pick out heat and energy sources at tremendous
distances.
The mask includes a Good Craftsmanship built-in Auspex, advanced Best Craftsmanship magnoculars, Best Craftsmanship
Photo-Visor (granting the wearer the Dark Sight Trait and making him immune to the effects of photon flash grenades), pict-
recorder, re-breather, and vox-caster. In addition, the wearer may re-roll any failed Perception-based Test, and does not suffer
a change to the range bracket when firing a ranged weapon at a target protected by Cameleoline.
It should be noted that the equipment of a Vindicare Assassin is often gene-coded to that individual and no other.

7
DRUGS, POISONS AND CONSUMABLES

EXCESSIVE DRUG USE


When the same drug is used too often, especially in a short period of time, there is a chance for it to have no effect. This
represents an Acolyte’s body building immunity. If you use more than one dose of a drug within a 1 hour period you must
make a Toughness Test for each use after the first. Should you fail, the drug has no effect and further doses do not affect you
for a full 12 hours.
Note that there are many drugs and substances that do not trigger immunity reactions on a normal user. These drugs and
substances do not have word “drug” written beside their names to indicate that they are constantly effective. These
substances also do not cause addictions.
Should the acolyte use very high amounts of same drug or mixture of drugs in very short period of time such as within one
hour, the GM should decide whether there are some ill effects. Usually these effects come in a form of addictions and
characteristic Damage that may either be temporary or permanent. Whether to use permanent or temporary or permanent
Damage can easily be ruled so that Drugs that already cause temporary or permanent Characteristic Penalties when wearing
off or while consumed should cause permanent characteristics Damage when overdosed in very high amounts or mixed with
many other Drugs. Of course some superhuman powers can be temporarily achieved with high overdoses usually at least
doubling all effects of the consumed drug.
ADDICTION
Some substances cause effects so compelling that their users cannot help but want more. Those of strong will may withstand
these temptations for a time, but continued use erodes even the most stalwart hearts. Those drugs that do not have addictive
effects have this mentioned in their description.
Unless otherwise stated the addictive Drugs require the user to succeed on an Routine(+20) Willpower Test after each dose.
Test failure will indicate the user must attempt to take another dose of the drug after the effects of the earlier dose wear off.
However with highly addictive drugs the addiction Test is Difficult(-10).
OVERCOMING ADDICTION
While addicted, failing to take a dose will make the addicted acolyte to suffer -10 Penalty to his Fellowship and he will suffer
half of the penalties normally caused by the Drug that has caused addiction. If the drug is highly addictive, failing to take
another dose incurs -10 Penalty to Toughness and -10 Penalty all Tests made while addicted unless another dose is consumed.
Addiction normally lasts for one day, though with highly addictive drugs the addiction lasts for a week.

BINARY AGENTS
Skilled Apothecaries can turn virtually any drug or poison into a binary agent, where the effect will not be felt till both
components are mixed. Normally, such mixing occurs in the stomach or bloodstream. Normally turning a dose into a binary
agent decreases its availability by one step and doubles its cost. The second half must be administered within 5 minutes.
Transforming a drug into a transient binary agent multiplies its cost per dose by four and decreases the availability by one
more step. Transient agents will remain in the target’s system for 1d5 days. If the second half of the drug isn’t administered
within this timeframe, there will be no effect.
Changing drugs into persistent binary agents costs ten times the price per dose decreasing the availability with further step,
but these remain in the victim’s system for 1d5 years, making them far more effective in blackmail or threats.

POISONS
Any consumables that are marked as poisons only affect creatures and characters that would suffer from Toxic weapon
quality. Each poison has a note informing that how the poison may be applied, required poisonous dosage and the likelihood
of victim spotting it if mixed into food.

8
LIST OF MOST POPULAR DRUGS , POISONS AND CONSUMABLES
Item Cost Weight Availability
Alozith tabs (Drug) 70 / dose – Average
Amasec 50 / bottle 1kg Scarce
Ars Imperialis Mortua (Poison) 5000 / dose – Near Unique
Ash Slug Secretion 55 / dose – Scarce
Battlefield Rations:
Civilian Relief Rations 2 / day 0.5kg Plentiful
Combat Ration Pack 2 / day 1kg Plentiful
Daily Prayers 1 / pack – Average
Emergency Rations 10 / day 1kg Average
Long Duration Ration Pack 5 / day 1kg Common
Black Janix Venom (Poison) 800 / dose – Very Rare
Cast Spray 55 / dose – Scarce
Clear (Drug) 110 / dose – Rare
Core-Gel 500 / 2 doses 0.5 kg Very Rare
Counterseptics (Drug) 25 / dose – Common
De-Tox (Drug) 65 / dose – Rare
Deluvial Tincture (Drug) 350/dose – Very Rare
Dreamjuice 75 / dose – Scarce
Drusine Incense 100 / dose 0.5kg Rare
Dryas (Drug) 200 / dose – Rare
Eazielle (Drug) 230 / dose – Very Rare
Explication Serum (Drug) 100 / dose – Scarce
Frenzon (Drug) 95/dose – Very Rare
Ghostfire Pollen Extract (Drug) 300 / dose – Very Rare
Gorsk White Gyn 5 / bottle 1kg Common
Halo (Drug) 100 / dose – Common
Holdfast (Drug) 165 / dose – Very Rare
Hyperexia (Drug) 80 / 7 doses – Scrace
Imperium’s Fervour (Drug) 20 / dose – Scarce
Karrikian Red-Eye (Drug) 185 / dose – Rare
Kick (Drug) 75 / dose – Average
Leatherwort (Drug) 115 / dose 0.1kg Scarce
Lho (Drug) 5 / dose – Scarce
Lho-sticks 10 / 20 – Plentiful
Morphia-V (Poison) 550 / dose – Rare
Night Dust (Drug) 25 / dose – Very Rare
Obscura (Drug) 285 / dose – Rare
Panimune (Drug) 40 / dose – Average
Phetamote (Drug) 300 / dose – Very Rare
Ploin Juice 25 / bottle 0.5kg Scarce
Polygum 75 / pack 0.5kg Very Rare
Rainbow (Drug) 75 / dose – Rare
Ration Packs 5 / day 3kg Plentiful
Recaf 5 / 10 doses 0.5kg Abundant
Rotgut Booze 6 / bottle 1 kg Abundant
Sacred Incence 3000 5kg Very Rare
Sacred Machine Oil 150 / dose – Very Rare
Sandstone (Drug) 95 / dose – Scarce
Scav-Glysten (Drug) 155 / dose – Rare
Scraper-Ripper (Drug) 90 / dose – Scarce
Sisk Ash 80 / dose – Scarce
Slam (Drug) 100 / dose – Common (Volg) / Very Rare (elsewhere)
Slaught (Drug) 75 / dose – Scarce
Somna (Drug) 500 / dose – Scarce
Spook (Drug) 395 / dose – Rare
Stimm (Drug) 20 / dose – Average
Sump Vine Sap (Poison) 50 / dose – Scarce
Synth-Skin 50 / dose – Average
The Bloody Libation (Drug) 300/dose – Extremely Rare

9
The Tears of the Dragon (Drug) 6000 / dose – Very Rare
The Truth Revealed (Drug) 135 / dose – Rare
Torpor (Drug) 500 / dose – Very Rare
Tox-Jack (Poison) 10 / dose – Average
Unguents of Warding 50 / dose – Common
Verita (Drug) 500 / dose – Very Rare
The Wines of Quaddis
Sorrowful Vintage 250 / bottle 1kg Rare
Golden Tokay 1000 / bottle 1kg Very Rare
Kataline Malmsey 10000+ / bottle 1kg Very Rare
The Zamarkand Rose (Drug) plant 15000+ / plant 5kg Near Unique
The Zamarkand Rose (Drug)
850 / dose – Near Unique
distilled petals (extract)
Zumthorian Greyve (Drug) 125 / dose – Rare

ALOZITH TABS (DRUG)


Alozith is a strong general purpose antibiotic product that is usually administered as tabs. A dose of Alozith allows diseased
character to make Difficult (+0) Toughness Test after one hour from consuming. If the test is passed his state stabilizes
meaning that the disease does not cause any worsening in his condition and within 24 hours all negative effects wear out but
leaving character Fatigued until he has at least 8 hours of rest.
Unaddictive

AMASEC
Amasec is a popular alcoholic drink distilled from wine. It can range from lesser brews barely fit for firebombs to well-aged and
flavourful brands suitable for only the finest of the Emperor’s servants.

ARS IMPERIALIS MORTUA (POISON)


An Officio Assassinorum signature poison, Mortua is very rare, hard to trace and highly valuable. The “grey death” as it
sometimes known, is quick enough to kill its victims mid-word while speaking; their pallor greying visibly and their eyes
whitening over in the moments after their death. The effects of the poison will occur immediately after exposure and the
victim is required to make Very Hard (-30) Toughness Test. This poison causes harm by directly attacking the body’s functions;
damaging the nervous system, causing cardiac arrest, etc. The victim suffers Disoriented(Intensive Medical Care),
Blinded(Intensive Medical Care) and Toughness Damage(1d10) critical effects and he receives 1d5+2 levels of Fatigue. If the
Toughness Test was failed the victim suffers further 1d5 levels of Fatigue and 1d10 Wounds with no reduction for armour or
Toughness and receives in addition Damaged Organ critical effect to a randomly chosen organ (Roll 1d5: 1-Lungs, 2-Heart, 3-
Liver, 4-Kidney, 5-Kidney) per degree of failure. If reduced to “0” Toughness, the victim will die unless he receives immediate
medical help (or burn a Fate Point to avoid such a demise, in which case the character is left with 1d5+1 Toughness).
Additionally, if more than half of the victim’s Toughness is lost they will also become comatose for 1d5 hours. Any Fatigue
caused by this poison cannot be rested away while the victim still suffers from any Damaged Organ condition caused by this
poison. Any character immune to Toxic quality is unaffected by this poison.
Dosage: 1 dose = small syringe. Simply coating a weapon will wear off with 1d5+2 hits and is two steps easier to resist.
Food Poisoning: Very light odour, but has distinctive taste: Any Tests made to detect this poison are Routine(+20) and the
victim may Test Perception to detect this poison if eating or drinking something with this poison.

ASH SLUG SECRETION (POISON)


A caustic slime that is secreted by the carrion-eating Ash Slugs found in the waste zones of many of the sector’s hive worlds.
This foul ichor is enough to make the slow-moving beasts a serious danger to the unwary. Some scav-gangers and dregs
harvest this toxic filth to coat their blades and set poisoned traps. This poison is highly sanctioned by any arbites
representatives and any users will likely face the choice between penal legion and death. The weapon or trap with this poison
applied has Toxic(1d5) quality but if the victim fails his Toughness Test, he suffers 1d5 temporary Strength Damage and Agility
Damage plus a further 1d5 per degree of failure. Also if he loses an amount higher than his Toughness Bonus from his Strength
the victim suffers Muted(Intensive Medical Care or until the poison wears out). If reduced to “0” Strength or Agility, the victim
is completely paralysed and unable to act. This starts to wear off in 2d5 minus the victim’s Toughness Bonus in hours after the
exposure. The Strength Damage wears off at the rate of twice the victim’s Toughness Bonus each round and after all Strength
Damage is cleared the victim also loses his Muted condition. Any character immune to Toxic quality is also unaffected by this
poison.
Dosage: 1 dose = small syringe. Simply coating a weapon will wear off with 1d5+2 hits and is two steps easier to resist.
Food Poisoning: Very awful odour, but has distinctive taste: Any Tests made to detect this poison are Easy(+30) and the victim
may Test Perception to detect this poison if eating or drinking something with this poison.

10
BATTLEFIELD RATIONS
Civilian Relief Rations: Ration bricks made from recycled food waste or any other organic materials, used for civilian relief
in areas of intense fighting. Also known as “Emperor’s Mercy” bars, each can just barely keep a person alive for a day. The less
said about their taste the better.
Combat Ration Pack: Each metallic pouch contains foodstuffs for one complete meal (including vitamin supplements) along
with salt and water puri-tabs, a protein bar and minor medical supplies. No cooking is required but most troops either use
open flames, squad hexamine stoves or their tank armour to heat them where possible. These packs are more or less
sufficient to keep a soldier fighting, albeit flavourless (or worse bad tasting) and unappealing for extended use. Any
guardsman with Literacy +basic skill gains +5 to their WP for next 3 hours if they have some 15 minutes of time to read
through the inspiring nutritional info while consuming the ration pack.
Daily Prayers: Another civilian relief item, these parchments can be airdropped into cities or even rolled up and fired from
grenades or mortars. Each contains inspirational addresses to maintain spiritual wellbeing and morale. Each is also heavily
imprinted with nutrients— chewed they can sustain physical well-being as well.
Emergency Rations: Just a step above relief rations, these are generally stowed in tanks or aircraft to supplement individual
packs. When a unit must wait for relief or rescue, they can stretch daily packs into weeks of sustenance.
Long Duration Ration Pack: Much the same as a regular pack, but includes higher-energy items for troopers conducting
forced marches or intense activities away from central command. Any guardsman with Literacy +basic skill gains +5 to their
WP for next 3 hours if they have some 15 minutes of time to read through the inspiring nutritional info while consuming the
ration pack.

BLACK JANIX VENOM (POISON)


This is derived from the venom of the Black Janix snake found on the death world of Woe in the Josian Reach. Victims, who
survive, are traumatised by the horrific hallucinations this deadly venom brings and victims must roll on the Hallucinogen
Effects Table as if affected by a hallucinogen grenade. The victim must make Ordinary (+10) Toughness Test. This poison
causes harm by directly attacking the body’s functions; damaging the nervous system, causing cardiac arrest, etc. The victim
suffers Disoriented(Medical Care) and Toughness Damage(1d10) critical effects and he receives 1d5 levels of Fatigue. If the
Toughness Test was failed the victim suffers 1d10 Wounds with no reduction for armour or Toughness and receives additional
Toughness Damage(1d10) per degree of failure. If reduced to “0” Toughness, the victim will die unless he receives immediate
medical help (or burn a Fate Point to avoid such a demise, in which case the character is left with 1d5+1 Toughness).
Additionally, if more than half of the victim’s Toughness is lost they will also become comatose for 1d5 hours. Any character
immune to Toxic quality is unaffected by this poison. The Toughness Damage from Black Janix Venom will always heal at the
rate of Light Damage.
Dosage: 1 dose = small syringe. Simply coating a weapon is only enough to cause hallucinations upon victims.
Food Poisoning: Strong odour and taste: +20 to any Tests made to detect this poison and the victim may Test Perception to
detect this poison if eating or drinking something with this poison.

CAST SPRAY
A variation of synth-skin, cast spray forms a tough rigid coating over broken limbs so the trooper can be more easily
transported. The temporary cast has coagulants and counterseptic drugs laced into the material to help fight Blood Loss and
infection. This reduces Difficulty of Medicae Test to stop Blood Loss by two steps and prevents the wound from becoming
infected.

CLEAR (DRUG)
Seen in use at many underhive gatherings in the Drusus Marches, Clear allows a reveller to imbibe huge amounts of alcohol
with little or no effect, and can even protect against most common poisons. It is made from a plant native to Monrass, and the
tar-like gum is chewed for its poison protection qualities, despite its harshly bitter taste. When taking Clear, the user gains the
Decadence Talent and +30 to any Toughness-based tests against passing out or the effects of poisons. Consumers will always
face a powerful migraine roughly 3 hours after it is consumed, and must refrain from strenuous work for 1d5 hours.
Unaddictive

CORE-GEL
Although the more stringent members of the Mechanicus Priesthood consider it heretical, this transparent material is fast
becoming a necessary part of the day-to-day operations within the Lathe Worlds. Viscous and highly conductive, core-gel acts
as a surrogate for Electoo-inducers and MIU links, giving those who lack these forms of implants access to cogitators and
datacrypts.
It is most often found on Lathe-Het, where the gel has become almost mandatory to access the older and more decrepit data-
crypts with no longer supported interface technologies. A character can use an application of Core-Gel to access machinery
that would otherwise require an Electro-Graft or MIU interface, even if he does not possess these implants. Core-Gel decays
quickly, and must be cleaned away and reapplied every hour. Each canister of core-gel contains enough for two applications.

11
COUNTERSEPTICS (DRUG)
These include a broad range of antiseptics and analgesics to fight off infections, either injected via a pre-packaged needle or
ingested in tab form. When taken, a counterseptic drug gives a +30 bonus on any Tests made to resist disease or infections for
six hours. Also when taken the character may once per day try to stop any ongoing disease or infection by making a
Challenging(-10) Toughness Test. Successful Test allows the character to be healed within 2 days and this is adjusted by the
Degrees of Success and Failure. Failing the test by 3 or more degrees leaves the character suffering from the illness.
Unaddictive

DE-TOX (DRUG)
This drug can negate the effects of most dangerous gases and toxins if administered fast enough. A dose of de-tox
immediately ends the ongoing effects, both positive and negative, of any drugs, toxins or gases affecting the character (unless
the effect states that de-tox is not effective against them).
Using de-tox, however, is both painful and debilitating, causing such unpleasant side effects as vomiting, nose bleeds and a
great voiding of the bowels. Upon taking this drug, a character is Stunned for a number of Rounds equal to 1d10 minus his
Toughness Bonus. A result of 0 or less means, that the character suffers no ill effects.
Unaddictive

DELUVIAL TINCTURE (DRUG)


One of a number of supposedly alien elixirs promising everything from practical immortality to superhuman virility and sold by
unscrupulous traders and hereteks, the so-called delulvial tincture is more dangerous than most. It contains proscribed
ingredients including xenos retroviral suspensions believed by some Magos Biologis to be distilled from Eldar blood. The
source of the drug is thought to lie somewhere in the Hazeroth Abyss, and it is rapidly gaining ground among those that can
afford its dubious benefits.
Once imbibed, the tincture immediately produces a feeling of euphoria and impairs the user’s judgement, while improving his
focus and reaction time. Users gain a bonus of +10 to their Agility and Perception when making any Tests, although they suffer
a –5 to their Willpower and Intelligence for the duration of the drug’s effects, which last for 1d5 Hours. Once the drug wears
off, the user gains a level of Fatigue until rested. The substance is dangerous in large doses—if taken more than once in a 24
hour period, he must pass a Challenging (+0) Toughness Test or suffer 1d10 permanent Agility Damage and 1d5 permanent
Intelligence Damage.
Prolonged consecutive usage of five or more days in a row has from that on after each further dose wears off a 30% chance of
causing 1d5 Temporary Agility Damage and 1d5 Temporary Intelligence Damage.

DREAMJUICE (DRUG)
Dreamjuice is a popular recreational drug upon Archaos in the Drusus Marches. Aspiring philosophers often make use of the
drug for insight into the universe or to gain an edge in the debates that occur amongst differing schools of thought within the
planet’s hives. For psykers of the Ordo Malleus the drug is of far greater use as it dulls its users’ resistance to interrogation.
Dreamjuice is a clear, bitter liquid that takes effect within five minutes. A dose of Dreamjuice adds +10 to all Intelligence Tests
made by the target for its half hour duration. However, all Willpower Tests made under its effects suffer a –20 Penalty. After
the effects have worn off, the user has distorted perceptions, suffering a –10 penalty to all Perception Tests. While it is not
physically addictive, many users take multiple doses throughout each day, leading to the common description of Archaen
philosophers: “dreamed up.”
Unaddictive

DRUSINE INCENSE
Said to be rendered from a proscription laid down by the warrior-saint Drusus himself during the war-torn days of the Angevin
Crusade, this incense—a mixture of myrrh, camphor, verdigris and the crushed blossoms of the rare Iocathine rose—is
prepared ritually in the vaults of the Cathedral of Illumination in Hive Tarsus and is renowned for its powerful purifying effect.
Highly valued by the faithful, Drusine incense is used in high masses and ceremonies of import across the Calixis Sector, and
the Holy Ordos know that folk tales of the incense’s ability to ward-off evil hold more than a grain of truth.
Drusine incense is a coarse reddish-gold crystalline powder burned in a self-heating metal censer suspended on chains called a
thurible. The incense burned and dispersed in this creates a cloud up to three metres across. Within this cloud, characters with
10 or less Corruption Points are immune to the effects of the Daemonic Presence special rule. A single portion of incense
burns for 1d10+20 minutes.

DRYAS (DRUG)
Dryas is a compound originally derived from a series of desert dwelling lizards native to the agri-world of Dreah, synthesized
by Mechanicus explorators and available commercially as an emergency survival tool. Dryas causes biochemical changes in the
human body enabling extended periods of survival in arid atmospheres or when there is no fresh water. Side effects of taking
dryas include atrophied taste and smell, and a very unpleasant sense of weakness and lassitude.

12
Few take dryas without an extreme need to do so. A single dose of dryas lasts for three days. During that time, the character
taking it receives a +20 bonus to Survival Tests made in arid environments and he requires only half of his usual water intake.
However, he suffers a –10 penalty to all Strength and Perception based Tests while under its influence. In addition, those
under its effects also suffer a –5 penalty to all Fellowship based Tests due to their slurred speech and vacant manner. Dryas is
not addictive, but extended use can cause permanent systemic damage.
Unaddictive

EAZIELLE (DRUG)
A powerful inhibition reducer, Eazille or Eaze is smuggled in through Port Wander from regions still unknown; rumours have it
as possibly alien in origin. Users report being much more comfortable with even the most depraved or illicit actions when
under its infl uence, with little or no sense of conscience or even devotion to the Emperor. Hive nobles use it to engage in
galas catering to the basest of desires.
Agents of the Throne might use it to steel themselves for the deepest of undercover work where the slightest hesitation
towards heretical sights might spell their death. Repeated use seems to increase the effects and some have forever fallen to
this state. Often they realise their danger and attempt to disguise their new behaviours from their peers. Others may simply
abandon their old lives and become the worst of wretches, becoming infamous across the sector for their atrocities.
When under the effects of Eazille, users will simply ignore the dictates of morality and must succeed on an Ordinary (+10)
Willpower Test to ignore their baser instincts. The effects last 1d5 hours +1 hour for every does taken in the last week.

EXPLICATION SERUM (DRUG)


Highly effective in interrogations, this drug puts the victim into a mental state that effectively prevents deception. The drug
decreases the subject’s effective WP by 20 for resisting interrogation (including Opposed Interrogation Tests). The effects will
kick in after 1d5 hours and the effects last for 3 hours.
Unaddictive.

FRENZON (DRUG)
A generic name for a variety of combat drugs most often used within penal legion units. Once administered, the subject
becomes fearless and fanatical in combat. A character using frenzon gains the Frenzy talent and also gains immunity to Fear
and Pinning. A single dose of frenzon lasts for 1d10 minutes.
Unaddictive.

GHOSTFIRE POLLEN EXTRACT (DRUG)


An incredibly dangerous liquid distilled from the condensed pollen of the Ghostfire flowers of Iocanthos, Ghostfire extract is
the material from which the bulk of the Segmentum Obscurus’s versions of Frenzon are actually derived. The potency of the
extract is such that the Imperium long ago concluded it was a far better idea to create a “lesser version” than lose soldiers to
the overwhelming effects of a pure dose.
A dose of Ghostfire pollen extract makes its user to feel immortal (treat this as if user had Severe Delusion of Invulnerability)
and grants the Fearless and Frenzy talents and the Unnatural Agility (×2) trait. The effects last for 2d10 minutes. As a side
effect, however, after effects wear out the user takes 1 point of Damage to body (ignoring Armour and Toughness Bonus) as
he bleeds through his pores and he must make a Difficult(-10) Toughness Test or gain one level of Fatigue.

GORSK WHITE GYN


Originating from the Fenksworld hive of Magnagorsk and distilled from modified engine coolant (hence its name), this caustic,
icecloudy spirit is an extremely powerful brew and favoured by those with a taste for something with a bigger kick than even
triplestilled amasec can provide. As well as making you feel as if your head has been staved in, Gorsk White, as a dilute
measure, can also mitigate the effects of some tainted water and foods. Such “gyn mixes” are popular in the Metallican
Infernis, the rookeries of Solomon and in the Soot Warrens of Tranch for this reason, though the Gorsk White remains the
most infamous. Drinking unmixed Gyn requires a Hard (–20) Carouse Test.

HALO (DRUG)
Commonly given to Penal Legionnaries, Halo creates a compliant state suitable for combat prisoner indoctrination. Users can
be better readied and even made enthusiastic to meet their coming fate on the battlefield. Other heavily stressed troopers
use it to forcibly induce a calmer frame of mind. A dose of Halo adds +10 on all tests to resist shocking events, Fear and
Pinning, but reduces Perception by -10, effects lasts for 1d10 hours.

HOLDFAST (DRUG)
This drug is smuggled in from Elros, despite the dangers of operating on the feudal planet. It goes by many names, such as
Puremind in the hives of Samson IV, but no matter the name any user will recognise the greasy feel of the bluish liquid. When
injected, it flows into the neural byways and makes the mind rigid, causing users to be stubborn.
The user gains +30 to Resisting effects of any neurological or otherwise mind affecting drugs for 2d5 hours but the user will
also suffer -20 to all Fellowship based Tests for that duration.

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Unaddictive.

HYPEREXIA (DRUG)
Also known as Glob in the common Penopass hive-slang, Hyperexia is a refied chemical from the wastelands. When ingested
in frequent measured doses, it will thicken the skin into a rubbery texture. Consumers will gain a greater tolerance for
extremes of heat and cold, allowing them to function normally where others would require specialised clothing. This is
especially useful as the Penopassian days can reach sweltering temperatures, and the nights can freeze blood.
Hyperexia consumers gain the Resistance (Cold, Heat) Talent and as it drives a much higher metabolic rate, they will suffer 1
point of Fatigue each hour which they do not rest or in which they do not eat and drink. Hyperexia must be taken at least a
dozen times over the course of as many days before it takes effect. After which the user must take one dose every week to
maintain their thickened skin.

IMPERIUM’S FERVOUR (DRUG)


Commonly given to Brontian Longknives inducted into the service of the Scholariate at Arms, this drug is a long-term mind-
altering substance which inures soldiers to some of the horrors they might encounter while acting for the Holy Ordos.
Typically given as an injection, it is also available in tablets although taking the drug orally reduces its duration by half.
Users of Imperium’s Fervour gain a measure of resistance to Fear and Insanity at the cost of their memories. While under its
effects all Fear Tests are reduced by one degree of severity. Insanity points gained under the influence of the drug are reduced
by 2 (to a minimum of 1). Perception Tests while using the drug have a –10 penalty, and users are prone to acts of insane
courage and have little instinct for self-preservation.
After the effects wear off, memories of any events that took place while drugged become hazy. It requires a Hard (–20)
Intelligence Test to recall anything that took place while under the effects of the drug, increasing to Very Hard after a month.
Each dose of the drug lasts for 24 hours and troopers seconded to the Inquisition’s service are typically drugged with
Imperium’s Fervour before any missions.

KARRIKIAN RED-EYE (DRUG)


Despite the name, this drug doesn’t change eye colour. It gets it’s name from the Ogryn of Karrik, who some say, have the
ability to see the heat of tanks from miles away. The drug does allow the user to see slightly more into the infra-red spectrum
than normal humans. They are able to detect heat signatures from departed vehicles for example or notice which door a
suspect is hiding behind.
Users gain +20 to Awareness tests to detect heat-based images for 1d5 hours. Overuse though dims eyesight, and users will
require excessive light to see properly. If used more than once per day a Difficult (-10) Toughness Test is required if this is
Failed this drug inflicts -20 to all vision-based Tests that do not include detecting heat signatures for that day.
Unaddictive.

KICK (DRUG)
A potent combination of neural accelerants and stimulants, Kick makes the user feel supercharged with energy. It is ideal for
short-term assaults as the effects burn off rapidly inducing profound fatigue and listlessness for the next several hours. A
single dose of Kick removes all Fatigue levels and provides immunity to Fatigue for 1d5+15 Rounds. Once it wears off, the user
takes 1d5 levels of Fatigue.
Unaddictive

LEATHERWORT (DRUG)
A fungal derivative found on Loss, where the growth was often simply eaten raw as an emergency foodstuff, Leatherwort is
now more frequently used by gangs throughout the Malfian subsector and is often called Tuff. When allowed to decay, then
dried and pressed, the thick powdery slabs can be rubbed into skin. Applied areas turn a mottled dark green as the chemicals
seep in, then slowly return to normal coloration. The pain receptors in those areas are deadened for 1d5 hours, and the skin is
much tougher than normal with the consistency of hard leather. The user gains +10 to Toughness in situations that involve
direct Damage or pain to treated body parts.
Treated body parts are very numb and their sense of touch works only barely to give the sensation that the body part is still
there. If legs are treated, the user must Test Agility to retain his feet each time he is moving faster than half his normal walking
speed. Should arms be treated the user suffer a -20 Penalty to any Test requiring precise coordination or manipulation.

LHO (DRUG)
Very similar in effect to Lho-Sticks, Lho can be injected or applied via dermal patch. The substance gets into the user’s system,
causing the same distinctive scent as the smoked variety, though of lesser intensity. The subject will enter a very relaxed state
for 2d5 x 5 minutes during this time he may ignore any Mental Traumas and Mental Disorders and also gains Jaded Talent.
Lho is addictive after a day of use, with addiction occurring after a week. Once addicted, the user will suffer a –5 penalty to
Toughness, Agility, and Fellowship on any day when he has not used the drug. It takes two weeks to clear one’s system of
Lho’s chemical effects during this time you need to Test Willpower each day or the character must try to obtain a dose.

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LHO-STICKS
Lho-sticks are common with Imperial Guard troopers and many menial workers. Each rolled paper tube contains a scented,
mildly narcotic (and addictive) plant-derived substance, which is then lit and the resulting smoke inhaled through the tube.
Smoking a lho-stick grants you +10 bonus to your Willpower to resist Mental Traumas and to keep Mental Disorders under
control. While smoking a lho-stick you gain +10 bonus to your Fellowship when interacting with persons that are addicted to
lho-sticks.
It takes about week of daily doses to develop addiction. After addiction has developed you need to smoke at least 5 lho-sticks
a day. While addicted failing to smoke enough imposes -5 penalty to your Willpower and Toughness. To remove the addiction
you need to succeed in a Challenging(+0) Willpower Test three times within a week (Test every other day.

MORPHIA-V (POISON)
Widely utilised by Maflian nobles wishing to send their enemies a “warning”—the next time the poison is used it won’t
incapacitate, it will kill! Morphia-V is a quick-acting poison, its effect occurring as soon as it enters the victim’s system. The
poison is strong, designed to “over-power” its victims forcing them to make Hard (-20) Toughness Test. Lastly, once within a
victim’s system, the poison works to incapacitate; if the victim fails the Toughness Test he is Stunned for 1d10 minutes,
however, if the Test is failed by 3 or more degrees the victim falls unconscious for 1d5 hours. If the victim succeeds, he
receives two levels of Fatigue instead. Any character immune to Toxic quality is unaffected by this poison.
Dosage: 1 dose = small syringe. Simply coating a weapon has no effect.
Food Poisoning: Mild odour and taste: +5 to any Tests made to detect this poison and the victim cannot Test Perception to
detect this poison if eating or drinking something with this poison.

NIGHT DUST (DRUG)


The predatory Nightwings of Dusk produce a potent narcotic dust that they use to subdue their victims, lulling them into a
nightmarish stupor, while the haemovoric Nightwing quickly sucks them dry. This substance, harvested from captured or slain
creatures and rendered down into a concentrated form, is a powerful and prohibited drug. Usually burned as incense or, for a
more powerful effect, dissolved in amasec, the dream-racked stupor that night dust induces can last for days, and the term
“dusk dream” has long since become local parlance on Malfi for an unexpected disappearance or bout of madness.
A single dose imposes a –20 penalty on all Tests, while the imbiber experiences mild hallucinations and becomes disassociated
from their emotions. After 2d10 minutes, the afflicted character slips into a deep feverish slumber filled with vivid and often
violent dreams reflecting the darkest facets of their own mind. This state lasts for 1d10 hours and upon wakening the
character must succeed on an Ordinary (+10) Willpower Test or gain 1d5 Insanity Points from the experience. Drinking the
dust is far more potent and dangerous: the effects last 41d0 hours and the Willpower Test to avoid Insanity Points is Difficult
(–10).
Highly addictive

OBSCURA (DRUG)
While prohibited and the subject of widespread crackdowns, obscura remains a widely used narcotic among many Imperial
subjects. Smugglers can often make a good living importing and selling the drug to all classes of civilians and military
personnel. Those taking obscura enter a dream-like state for 1d5 hours (if required to engage in combat consider them under
the effects of a hallucinogen grenade. Obscura addicts automatically anyone who takes a dose and for 1d10 hours after the
effects wear off, they must menter a deep depression, unless another dose of obscura is taken.
Highly addictive

PHETAMOTE (DRUG)
Also known as “thrill pills,” this drug enhances the subject’s senses at the expense of physical abilities. Some high-born nobles
use this substance prior to intense or immersive experiences, such as a play or symphony. Others, however, have discovered it
acts as an effective supplement to interrogation, allowing the victim to more fully “appreciate” the skills of the interrogator.
The effects of phetamote will start after 1d5 hours increasing the user’s Perception by 10, but decreasing Strength, Toughness,
and Agility by 5 each for 1d5 hours.
Addicts suffer –10 to their Perception at any time they are not using the drug. It takes 5 days to reverse its addictive effects.

15
PANIMUNE (DRUG)
This highly potent medicinal compound serves to greatly enhance resistance to most forms of toxins, contaminations, micro-
parasites and infection for a period of hours after its application, although repeated use can cause physiological damage.
Panimune is found in the med-kits of many enforcer squads, tech-priests and other parties wishing to descend into the
underhive or travel through hazard zones.
The dose is usually applied by pressure-hypo directly to the neck and provides a +30 bonus on Toughness Tests made to resist
toxins and diseases. As well, this bonus also applies to all Carouse Tests. The effects of a single dose lasts 1d5+1 hours. After
the dose expires, the subject becomes Fatigued until he rests. The subject may immediately re-dose himself (which also
negates the Fatigue), but each time this is done without a period of 8 hours rest, he must pass a Toughness Test or take a –10
penalty on Strength and Toughness Tests for 1 hour and permanently reduce Willpower by 1d5.
Unaddictive.

PLOIN JUICE
A common non-alcoholic beverage popular with many ship’s crews as it combats many common illnesses brought on by the
habitual poor diets most find in space travel. Made from the lopsided ploin fruit, it is rich in many vitamins and has an
extended shelf life. It can be added to most poor quality distillations to add much-needed flavour, or even used as the basis
for its own strong drink commonly known as “wobble” (as this is both what the fruit does when set upright, and what most
users do after imbibing a few shots).

POLYGUM
A remarkable substance discovered by accident within the wide verdant forests of Ganf Magna, polygum was stumbled upon
several centuries ago by a group of frontier farmers in the midst of an engagement with a large tribe of the feral Orks that
continue to infest their planet in present times. Their weapons’ fire had opened up the boles of a number of ancient trees,
which proceeded to exude a thick sap. In between bouts of combat, one of the farmers observed that wherever the sap had
blended with the dust of the dark purple lichen that covered the tree, it had ceased to flow. He soon discovered that the
resulting matter had somewhat the consistency of rubber, but that it could be stretched and readily retained whatever shapes
it was formed into.
At first a useful curiosity, polygum drew even more positive attention when analysis indicated that it had substantive
antibacterial properties, presumably due to its lichen component. Polygum can, and has, been used to form countess items,
though tarps, ponchos and makeshift slings are the most prevalent. It readily serves as a weather sealant and a few
techpriests have been known to bless polygum in order to employ it as a suitable makeshift repair substance for holding
machine parts together.
An individual with the Medicae skill can employ a ball of polygum to automatically staunch a bleeding wound without a Test
and it also serves as an excellent dressing. However, such use causes the polygum to crumble soon after. Polygum is now used
throughout the sector, though its rarity makes it costly. It is one of Ganf Magna’s sole exports and it is sent forth in small,
cylindrical, carved wood containers.

RAINBOW (DRUG)
A somewhat dangerous all-in-one injection covering almost anything that can be wrong with someone. It includes an anti-
bacterial serum, a blood clotting agent, an allergen, poison and radiation antidote broad-band immune booster, vitamins, a
white cell stimulator and a sedative. This much stimulation to the body’s system can also cause massive shock, but when faced
with a life or death situation against an unknown ailment some medicae take the gamble. An application of this drug allows
the patient to immediately re-roll any failed Tests to resist disease or toxins and automatically stops Blood Loss. However,
users must also immediately succeed on a Toughness Test or take 1d5 points of Damage ignoring Armour and Toughness
Bonus.
Unaddictive.

RATION PACKS
Most food in the Imperium is packaged, processed and usually completely unrecognisable as anything edible. The quality of
ration packs varies widely, from simple and poor fare such as corpse starch (CS) rations and cultured algae up to flavoured
strips of grox meat and finest nutrislurry.

RECAF
Recaf is a popular hot beverage, made from crushed and brewed leaves. The composition can vary from planet to planet, but
most blends have a stimulant such as caffeine as a basic release agent. After having a dose of recaf you gain +10 to your
Perception for one hour.

ROTGUT BOOZE
Alcohol comes in many shapes and sizes throughout the Imperium, and most cultures are noted for at least one kind of
fermented liquid. The catch-all term for these more basic brews (especially by travellers) is rotgut booze.

16
SACRED INCENSE
Before confronting a Daemonic host, Inquisitors and Acolytes of the Ordo Malleus often fill great iron braziers or swinging
bronze censers with holy herbs and sacred spices. When battle is joined, these herbs are lit on fire, and the choking cloud of
sweet-smelling smoke they produce over the next hour weakens and disorients daemonkind. Daemons within ten metres of a
character bearing Sacred Incense receive a –10 penalty to their Weapon Skill and a –20 penalty to all Warp Instability Tests
they are forced to make.

SACRED MACHINE OIL


Machine oil blessed by the Omnissiah is much sought after for its mystical properties when applied to machines. If applied to a
weapon (a Full Action) it becomes immune to Jamming for a number of shots equal to its clip size. If the weapon is Jammed
and the oil is then applied, it immediately unjams, but there is no further effect.

SANDSTONE (DRUG)
This drug is made from a pollen extract from what was thought to be a worthless plant on Cryus Vulpa. The Pleasuremeisters
on Quaddis heard tales chewing the flowers granted odd neurochemical effects, but could never produce any useful extracts.
Their failures though lead to Sandstone, the result of distilling the pollen into yellowish granules which are then packed into
hard bricks. The grains can then be rubbed into the gums raw or ground into powder for injection. Sandstone induces a state
of heightened mental determination, allowing the user to shrug off fearsome opponents, bleeding wounds, hunger, or other
now lesser concerns. It also lets them withstand brutal interrogations and even chemicals designed to weaken their resistance.
Sandstone lasts 1d5+3 hours, and grants +30 to all Willpower based tests plus another +10 to resist Interrogation attempts.
Failure to pass a Difficult (-10) Toughness Test will result in taking 1 Fatigue point after it wears off.
Highly addictive

SCAV-GLYSTEN (DRUG)
This drug is an unexpected by-product of the polluted effluvient dumped by the forges on Synford. Scavengers found pools of
the oily liquid, and discovered that drinking it lessened some of their normally foul body odours. The hives of Clove refined the
liquid to create Scav-Glysten, which is injected for maximum effectiveness. Once in the bloodstream it moves to the pores,
altering sweat glands and other natural processes from emitting any scents, pheromones, or anything else that could be used
for tracking. After repeated doses the user’s eyes will take on an unnatural appearance like an oil film, with rainbow patterns
across the cornea. Scav-Glysten use imposes a -30 to any tracking attempts to detect the user via scent for 1d10 hours. They
also gain the Concealment and Shadowing skills when attempting to hide from or track animals.
Unaddictive

SCRAPER-RIPPER (DRUG)
Scintilla is known for many grand things, but also for its seedy underbelly. Scraper-Ripper is crafted from rare blind fish found
in the underhive lakes of Hive Sibellus. The pallid flesh is rendered down into a paste, and once dried can be injected or
inhaled. Ripper is relatively common there, and has slowly spread across the sector by nobles who have dared visit its
underhives in search of thrills. Scraper- Ripper speeds up reaction times but does not speed up corresponding thinking, so
while the user can move away from sword strikes or duck away from incoming fire, they are also liable to leap at unknown
noises or even attack a friend who surprises them. Ripper grants +30 to all Agility-based tests for 1d5 hours, but users must
pass a Hard (-20) Willpower Test to avoid reacting violently when surprised by any stimuli.

SISK ASH
Imported from Sisk, “Ash” is made from the burnt remains of a common bush-plant. These grey flakes are mixed with lho and
smoked, producing a sweet distinctive scent which is so thick and cloying that it can even throw off Cybermastiff ’s attempting
to track the original user. It induces a relaxed, calming state, primarily in the smoker but also in those around him if the smoke
is allowed to gather. If not mixed with lho it is much more powerful, and can cause unconsciousness. The relaxing effects of
Ash generally last 1d5 hours, and may require an Easy (+30) Willpower Test when the consumer is required to do something
they chose not to do (such as go marching). Those using the pure drug must take a Hard (-20) Toughness Test or fall
unconscious for 1 hour.

SLAM (DRUG)
Originating in the infamous Hive Volg on Fenksworld, slam is the worst kind of combat drug imaginable. Harvested from the
chemical residue found in the intestinal tracts of the man-sized corpse roaches infesting the meat-sumps, it is first crystallised
and then ground into a bile-yellow dust. Slam triggers a biological reaction, causing a massive boost in pain resistance and
physical power. The user’s muscles and veins visibly spasm and pulse under its influence. Though the effects are short-lived, it
is highly sought after despite the long-term damage to the nervous system that even the smallest dose induces. A character
who consumes a dose of slam gains the benefits of the Unnatural Strength (× 2) and Unnatural Toughness (× 2) Traits for 1d5
minutes. Once the drug has run its course, the user must make a Challenging(+0) Toughness Test. If this fails, the character
permanently reduces his Strength and Agility Characteristics by 1. If the test is failed by 4 or more Degrees, the character also
reduces permanently his Toughness characteristic by 1.

17
SLAUGHT (DRUG)
Also known as onslaught, this drug heightens awareness and improves reaction time, literally speeding up the user but causing
Fatigue and neural damage with prolonged use. Taking a dose grants the user a Lightning Reflexes Talent and increases the
user’s Agility Bonus by 3 and Perception by 20 for 2d10 minutes. When the drug runs its course, the user must Test Toughness
or take a –10 penalty to Agility Tests and Perception Tests for 1d5 hours and a level of Fatigue.

SOMNA (DRUG)
An unusual and powerful drug to say the least, somna is a synthesised extract taken from the pollen of the Nephyis Orchid of
Iocanthos. In its refined form, it is capable of producing a powerful coma-like effect in the subject, shutting down the
metabolism and life processes, almost to the verge of death, and plunging the mind into a bottomless oblivion beyond the
deepest sleep. The subject of somna appears to all but the most probing medical examination to be dead and can survive in
this state for days or weeks without food or water and with almost no air. Aside from its medical uses, somna has been put to
numerous nefarious purposes in the past from kidnapping, feigning death to evade capture and even as a particularly cruel
murder weapon (with the victims waking up to find themselves buried alive.) In recent years, the more vicious narco-gangs of
the Sibillan underhive have also used heavily adulterated somna to create “spiral black”, a highly potent and extremely
dangerous variant of obscura.
Safely using somna, (the exact dosage must be calculated for each subject), requires a successful Difficult (–10) Medicae Test.
A failed Test leads to unpredictable results, such that a failure by four degrees or more results in death. A successful Test
places the subject into a deathlike trance for a period of time between one to ten days. The subject can be roused before this
predetermined time by applying a stimm directly to the heart, but this is risky, and the subject must succeed on a Toughness
Test or die from cardiac arrest.
Unaddictive.

SPOOK (DRUG)
This drug can augment and even produce short-term psychic abilities in the user. If a character without any Psy Rating takes a
dose of spook he must successfully make a Willpower Test or gain 1d5 Insanity Points as his mind is filled with horrible visions
of the warp. On a success, the user gains a power from Table 5-15: Random Psychic Powers. The power lasts for 1d5 hours and
the user manifests the power—if he does not have the Focus Power skill—by making a Hard (–20) Willpower Test.
If a character with a Psy Rating of 1 or more uses spook they must make a Willpower Test. If they fail they gain an Insanity
Point. They gain +5 bonus to their Focus Power Tests for the next hour. However, add +25 to any rolls made on the Psychic
Phenomena table.

STIMM (DRUG)
Stimm is a powerful drug that works to mask pain and drive fighters on when their bodies would otherwise give up. A dose of
stimm lasts 3d10 Rounds. During this time a character ignores any negative effects to their Characteristics from Fatigue,
Damage or Critical Damage and cannot be Stunned. In addition to this the character gains +10 bonus to all Strength, Agility
and Toughness Tests. If the character is unconscious or stunned when stimm is given, he immediately gains consciousness and
shakes of stunned state. When the stimm wears off, the character takes a –20 penalty to Strength, Toughness and Agility Tests
for one hour. This penalty is not cumulative if several doses are administered, but the time the effects last is doubled each
time the dose is used while still overcoming the ill effects of a previous dose.
Unaddictive.

SUMP VINE SAP (POISON)


A straightforward naturally occurring poison, usually consumed by drinking water contaminated with the sap of the Sump Vine
(found on the agri-world of Dreath). There is a lucrative black market trade in exporting Sump Vine sap off-world. The effects
of Sump Vine Sap will occur 1d5 days after exposure. The victim is then required to make a Challenging (+0) Toughness Test to
resist the effects of the complete multi-organ failure. The victim suffers from long-lasting nausea causing Disoriented(1d5
days) and Toughness Damage(1d10) critical effects and he receives 1d5 levels of Fatigue. This Fatigue cannot be recovered
while the nausea lasts If the Toughness Test was failed the victim suffers 1d10 Wounds with no reduction for armour or
Toughness and receives in addition Damaged Organ critical effect to a randomly chosen organ (Roll 1d5: 1-Lungs, 2-Heart, 3-
Liver, 4-Kidney, 5-Kidney) per degree of failure. If reduced to “0” Toughness, the victim will die unless he receives immediate
medical help (or burn a Fate Point to avoid such a demise, in which case the character is left with 1d5+1 Toughness).
Additionally, if more than half of the victim’s Toughness is lost they will also become comatose for 1d5 hours. Any character
immune to Toxic quality is unaffected by this poison. The Toughness Damage from Sump Vine Sap will always heal at the rate
of Light Damage.
Dosage: 1 dose = small syringe. Simply coating a weapon will wear off with 1d5+2 hits and is two steps easier to resist.
Food Poisoning: Very light odour and taste: -10 to any Tests made to detect this poison, but the victim can Test Perception to
detect this poison if eating or drinking something with this poison because of its funny tingling feeling on tongue.

18
SYNTH-SKIN
A thin foam sprayed over burned flesh wounds to staunch bleeding and promote new skin regeneration, synth-skin is
commonly issued to troopers for their own battlefield dressings. An application of synth-skin, a Full Action, stops up to 2 levels
of Blood Loss and there is no risk for infection. Synth-skin can only be applied once the bleeding body part has been stripped
from armour and there is no clothing preventing application.

THE BLOODY LIBATION (DRUG)


This vile drug an extremely heretical product used by the Pilgrims of Hayte is ritually created from tainted blood and the tears
of the betrayed, and a few drops it have terrifying results when dissolved into drink. The libation is created by the False
Prophets for use by their more “disposable” cultists in suicide attacks and on captive victims for sport.
Imbibing the drug inflicts 1d5 Corruption Points, and the user receives a bonus of +1d10 Strength, +1d10 Agility and +1d5
Wounds for 1d5 hours and suffers from extreme bloodlust and destructive and sadistic impulses while its effects last granting
the user Frenzy Talent. After the effects wear off, the user suffers Toughness Damage(1d10) as the brew ravages his body, and
if he survives, he has a 20% chance of developing one Minor Mutation and same chance also to develop a Major mutation, all
within a few hours.

THE TEARS OF THE DRAGON (DRUG)


The Adeptus Mechanicus makes extensive use of artificial psycho-viral infection to condition the minds of their servants via
the use of so-called meme-viruses. The Tears of the Dragon is the name of one such rare and hazardous agent, used most
often on the elite Skitarii Centurions. Once infected, the subject falls into a deathly fever for several days, and is confronted
with pre-programmed visions and sense-recordings of the worst horrors the Mechanicus have encountered in its long history.
To survive the fever the subject must succeed in a Difficult (-10) Toughness Test two times in a row. The subject is comatose
for two days and for each Degree of Failure during these attempts to conquer the fever the subject is in this state for one
additional day. After each day in comatose state the subject suffers one point of permanent Toughness Damage unless he has
some sort of artificial life support.
Those that survive this meme-virus fever with their minds intact have conquered fear and the frailties of human sanity. After
infection, the subject must succeed on a Difficult (–10) Willpower Test or gain 1d10+10 Insanity Points. A successful Test
grants the character the Fearless talent but permanently reduces his Fellowship by 1d10 points.
Unaddictive.

THE TRUTH REVEALED / VERITY / VEAL (DRUG)


Produced in the depths of Baraspine, this drug is a powerful serum that depresses resistance to questioning. Also known as
Verity to Throne agents and more simply as Veal to the underhivers, it is used when normal physical pain is either not
effective or not practical and is in high demand across the sub-sector by agents on both sides of the scales. Those under its
effects are at -50 to tests against Interrogation or other tests designed to garner information and have an urge to tell about
anything they think as secret or classified for 3d5 hours minus their Toughness Bonus.

TORPOR (DRUG)
Long used by the masters of the Black Ships to control their harvest of charges, torpor is a chemical cocktail of neural-
inhibitors and narcotics deigned to render the subject docile and, more importantly, negate their ability to use Psychic Powers.
Likewise the Holy Ordos maintains it own supplies of Torpor for prisoner control and other uses, while hereteks and some
cults have been known to manufacture their somewhat unreliable version for their own dark purposes.
A single dose of torpor lasts for 1d10 hours, during which time the subject is overcome by a grey anxiety-ridded haze in which
he counts as Fatigued and must succeed in a Difficult (–20) Willpower Test to perform any Actions of his own volition. In
addition, psychic characters have their Psy-Rating reduced by 4 while under this drug’s effects.

TOX-JACK (POISON)
This is the standard “load” for many of the needle pistols and rifles to be found in the Calixis Sector. The reason that tox-jack is
so prevalent is its ease of availability as it is derived from the standard industrial coolant used in factorums and hives across
the sector. Any character immune to Toxic quality is unaffected by this poison. Any weapon with cutting or piercing effect can
be treated with this poison to make the weapon gain Toxic quality. However, the dosage needs to be quite high to gain full
effect and resisting effects from barely coated weapons is one step easier.
Dosage: 1 dose = small syringe. Simply coating a weapon will wear off with 1d5+2 hits.
Food Poisoning: Very Strong odour and taste: +30 to any Tests made to detect this poison and the victim may Test Perception
to detect this poison if eating or drinking something with this poison.

UNGUENTS OF WARDING
These blessed and pungent ointments may be used to scribe sacred rituals and litanies of protection onto armour, which grant
the bearer a measure of protection against Warp entities and psychic attacks. Inscribing the unguents onto armour takes 10
minutes per location and each location must be warded. A single pot of unguents is enough to grant protection to one armour
location.

19
Inscribing the unguents requires a Hard (–20) Scholastic Lore (Occult) or Scholastic Lore (Imperial Creed) Test for each
location. Failure means the runes and litanies must be cleaned off and started again. Any character who is warded gains a +20
bonus to Tests to resist Fear from Daemonic entities and +10 to all Willpower Tests to resist psychic powers. Wards last for
one month, though their benefits may be removed earlier at the GM’s discretion (if the character is set on fire, doused in
water, or other effect that would remove the Unguents of Warding).

VERITA (DRUG)
The existence of verita is largely a secret and the Ordos Calixis are very happy to keep it that way. A powerful and singular
hallucinogenic, once taken, the drinker’s perceptions shift slowly to reveal the seeming interplay of distant realms, past,
present and future; leading its addicts to claim that they can “see through time” to uncover unknown truths and witness
incredible visions. Whether verita’s gifts are mere illusions or a sudden immersive vision unfettered by the mortal perceptions
of time, is a matter that remains unresolved, but its effects alone are enough to have the Ordos declare it a Moral Threat.
The substance’s composition is unknown with many of its trace constituents completely defying analysis. When encountered,
it usually takes the form of a viscous deep blue liquid, with a scent suggestive both of flower blossoms and subtle rot. Verita is
a drug restricted by its rarity and cost to the very wealthy.
Consuming verita imposes a –10 penalty on Willpower Tests and a –20 penalty on Perception Tests for 3d10 minutes. While
affected, the imbiber experiences visions and altered perceptions as determined by the GM. The user is always convinced of
the truth of these visions and indeed, the contents of their “waking dream” can be valuable for overcoming some challenge or
difficulty. Once the drug has run its course, the imbiber must succeed on a Willpower Test or gain 1d5 Insanity Points. Those
victims who gain at least 1 Insanity Point also have a 20% chance of gaining 1d5 Corruption Points as well.

THE WINES OF QUADDIS


Although amasec may be the most popular fine spirit across the sector, and many local ales and vintages hold sway where
they are made, the most sought-after alcohol is the wine of Quaddis. The garden world of Quaddis is considered by most to be
nothing more than a myth, or perhaps a place that once did exist but is now long gone to dust. Regardless, the wines
produced by its viniculture are valued above all others and almost preternaturally potent. Many hive nobles and guilders pay
huge sums for them and, in some cases, plot, murder and steal to attain them; seeing them both a mark of ultimate opulence
and good taste. Three such wines are listed here: the first, the Sorrowful Vintage, is widely regarded as a pale imitation of the
real thing (but still highly desirable), the second, the Golden Tokay, is perhaps the most accessible “true” Quaddis wine, while
the last, the Kataline Malmsey, is the stuff dreams are made off—hugely valuable and, legend holds, capable of killing an over-
indulgent drinker with pure pleasure.

THE ZAMARKAND ROSE (DRUG)


Named after the legendary Rogue Trader bloodline of Zamarkand who brought this poisonous gift back to the Calixis Sector
centuries ago, the rose is a fast growing tree that forms huge and intricate skeletal shapes as it matures. An exquisitely
beautiful yet sinister thing, the Zamarkand rose blooms a deep crimson and midnight hue, and produces a gorgeous
melancholic scent. Its biology is as much animal as vegetable, and it grows strongest when its roots are fed with blood and
decay. Indeed, the merest scratch of its poisonous thorns is enough to kill an adult human. The rose is a forbidden xeno-
species by direct order of the Lord Sector’s decree and has been so for 300 years, and with good reason; the crushed petals of
the rose form a powerful hallucinogen capable of wreaking dreadful genetic damage to its imbiber. The Zamarkand rose
remains a forbidden thing of dark legend to the Calixis elite, and upon occasion a particularly sadistic weapon of courtly
intrigue.
Zamarkand rose petals are highly addictive, plunging those that drink them into a soporific fever dream of extraordinary and
twisted visions that will last for hours. Each time the substance is taken, the victim gains 1d5 Insanity Points and Toughness
Damage(1d5). Resisting the addiction is a Hard (–20) Willpower Test that must be passed once every 12 hours for 1d5 days
(the successes can accumulate over long period) in order to break the addiction fully. If the addiction is not fulfilled and the
Willpower Test fails, the character endures extreme pain which makes him feverish and yet cold. The character is quite unable
to do much beyond lay in pain and speak some words and possibly has hard time eating. If a later Willpower Test succeeds the
character recovers to somewhat normal state.
Should the addict be reduced to “0” Toughness, instead of dying there is a 50% chance he will be horrifically changed.If this
occurs, he regains his Toughness score, is rendered irrevocably and homicidally insane as if having 100 Insanity Points, and
gains the Frenzy Talent, Hatred(all) Talent and From Beyond trait. His eyes become bloody orbs, and his blood vessels pulse
visibly through his now almost transparent skin, granting him the Fear (1) Disturbing trait. HE then proceeds with eternal
Frenzy and need for consuming flesh.

ZUMTHORIAN GREYVE (DRUG)


While “in the Greyve”, everything simply exists in a thick fog that removes all external stimuli from care. Users may ignore
Fatigue for 2d5 hours; they also gain +40 to all Toughness based tests and to resist any Interrogation attempts. Once the effect
wears off though, they must pass a Very Hard (-30) Toughness Test or gain 2 points of Fatigue.

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TOOLS
Item Cost Weight Availability
The 9-70 Entrenching Tool 15 2kg Average
Auspex/Scanner 145 0.5kg Scarce
Auto Quill 55 6kg Scarce
Axe-Rake 20 4kg Abundant
Calixis Survival Kit 120 1kg Average
Camp Warders 310 4kg Rare
Chaplet Ecclesiasticus 280 0.5kg Uncommon
Cogitator Systems
Emplaced 4,000+ 100kg+ Average
Personal 750 1.5kg Average
Combi-Tool 200 1kg Rare
Comm-Leech 250 1kg Very Rare
Compass/Orienting Device 25 – Scarce
Data-slate 25 0.5kg Common
Diagnostor 1150 2.5kg Very Rare
Dialogous Staff – 4kg Issued Only
Divination Foci
Lesser 200 0.5kg Rare
Greater 1000+ 0.5Skg Very Rare
Emergency Kits 300 6kg Common
Emperor’s Tarot 200 0,5kg Rare
Excruciator 10000 2kg Very Rare
Excruciator Kit 375 1kg Very Rare
Forgery Kit 400 Var. Scarce
Gene Printer 1500 15kg Rare
Glow-globe/Lamp pack 15 0.5kg Abundant
Grapnel 30 2kg Common
Hand-Held Targeter 120 0.5kg Scarce
Hospitaller Medicae Tools – 10kg Issued Only
Hostile Weather Gear 10 2kg Common
Infantry Lamp Pack 10 1kg Average
Injector 5 – Abundant
Intrusion Spirit 500 0.5kg Very Rare
Lascutter 65 4kg Average
Laud Hailer 85 1.5kg Scarce
Line Ascender 100 1kg Scarce
Litany Micro-Beads & Vox Caster 100 – Scarce
Lock-Punch 300 0.2kg Scarce
Magnacles 120 1.5kg Scarce
Magnoculars 55 1kg Average
Manacles 35 1kg Plentiful
Micro-bead 20 – Average
Medikit 120 2kg Common
Mess Kit 5 0.5kg Plentiful
Multi-key 150 – Scarce
Neural Scourge 1700 2kg Rare
Null Box 25000 20kg Very Rare
Ocular Catechizer 250 – Scarce
Personal Grooming Kit 2 – Common
Pict Recorder 100 1kg Average
Pilgrim’s Travel Staff 3000 2kg Very Rare
Poi-Savant 300 – Rare
Psy-Focus 100 – Rare
Psy-Jammer
Amulet 0.5kg 7000 Very Rare
Implant – 12000 Very Rare
Psyocculum 1200 1.5kg Rare
Psy-Tracker 1000 1.5kg Rare
Reliquary

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Sacred Incense Burner 800 3kg Rare
Salvation Auger
Basic 20 – Common
Superior 80 – Average
Screamers 140 2kg Scarce
Spider Pads 150 1kg Scarce
Stummers 25 2kg Average
Thurible 500 5kg Rare
Tool Kit 15 3kg Common
Toxin Wands 100 0.2kg Scarce
Tracking Device 200 0.5kg Scarce
Volgite Gloom Eyes 300 – Scarce (Volg) or Very Rare (elsewhere)
Vox-caster 300 4kg Scarce
Vox-Phonograph 200 20kg Average
Cylinder for Vox Phonograph 20+ 1kg Common
Vox-Thief
Short-Range 500 0.5kg Rare
Long-Range 3000 15kg Rare
Vox-Tracker 450 6kg Scarce
Weapon Maintenance Kit 20 1kg Average
Whistle 5 – Plentiful
Witch Cage 4000 15kg Very Rare
Writing Kit 20 2kg Common

THE 9-70 ENTRENCHING TOOL


Used mostly to fill sandbags, this small folding shovel is durable and handy for a variety of other duties such as ditch and grave
digging. It also serves as a nasty improvised weapon.

AUSPEX/SCANNER
These devices are used to detect energy emissions, motion and biological life signs. A character using an auspex gains a +20
bonus to Awareness Tests and may make a Tech-Use Test to use an auspex to spot things not normally detectable to human
senses alone, such as invisible gases, nearby biosigns or ambient radiation. The standard range for an auspex is 50m, though
walls more than 50cm thick and certain shielding materials can block the scanner.

AUTO QUILL
These arcane-looking scribing devices allow the user to copy text at an impressive rate with great accuracy. A character with
the Trade (Copyist) skill can use an auto quill to gain a +10 to their Skill Tests.

AXE-RAKE
A heavy multi-purpose tool, common to hive smelteries, foundries and work crews. The axe-rake is taken almost universally to
symbolise labour and the manual workforce of the hive in the Calixis Sector. The axe-rake is frequently rendered as an icon
both in industrial architecture and guild livery on most hive worlds. The genuine article can also make for a handy weapon in
skilled hands. The axe-rake grants a +10 bonus to Climb Tests, as well as on Tests made to force doors or locks open. It can
also be used as a melee weapon, dealing 1d10+2 I or R Damage with the Primitive and Unbalanced qualities.

CALIXIS SURVIVAL KIT


One of the most basic pieces of gear any traveller should have, a survival kit contains a wide variety of equipment and
supplies, all of which are intended to help their users survive in less than optimal conditions. Generally, if the owner of a
survival kit is forced to rely upon their kit’s contents, something has gone wrong — a particularly deadly prospect on an alien
world. Several trade guilds within the Calixis Sector manufacture portable survival kits, with the ones produced by Haal-Lorden
of Cantus particularly favoured, as that guild has held a contract to produce kits for the Imperial Guard for several centuries.
There are many variants to be had and well-travelled users frequently tailor their personal survival kits to the specific
environments they intend to find themselves within.
A typical kit includes: two blade razors, an igniter, a Helite flexible wire saw, 14 multi-shape fishing hooks, five press weight
lures, 25 metres of heavy fishing line, 1 very large hook, 10-metres brass snare wire, 1 highpowered pocket illuminator, one
calibrated button compass with a Calixis Sector world specific guide page, four doses of stimm, six Alozith tabs (Alozith is a
strong general-purpose antibiotic), 20 Ionis water purifying tablets, two flexi bags, one metre adhesive tape, three metres long
Spinlin cord, half a metre of reinforced ceramite-woven tape, three metres of cotton sewing thread, three sewing needles of
various sizes, one surgical needle, eight safety fasteners of various sizes, a metre square piece of foil, one narrow-quill with
Watersure ink, two sheets of rolled Sure-Write paper, a mirror-finished plasteel case to hold the kit’s contents and serve as an
impromptu signalling device. Survival kits add a +10 bonus to Survival Tests—the kit itself doesn’t supply knowledge of how to
survive, but it can provide the tools to do so.

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CAMP WARDERS
Travellers to the feral worlds of the sector often choose devices that encourage passing hostile native creatures to go
elsewhere and without a fight if possible. One of the more sophisticated of these is the elegant camp warder, a small techno-
arcane device with an appearance reminiscent of clockwork scorpions. Data-linked to a screamer, camp warders are buried
within the soil surrounding a campsite.
When the screamer detects an intruder, instead of releasing an audible signal it sends a silent alarm to the camp warders,
which immediately converge on the intruder by swiftly burrowing underground towards it. Upon arrival, the camp warders
begin quickly stabbing their tails up out of the soil into the intruder. The camp warders then begin “herding” the creature
away from the main campsite with continuous painful jabs. While this doesn’t cause any real damage, the frightening nature
of the unseen assailants cause any being with the Bestial trait to immediately attempt a Hard (–20) Willpower Test or flee the
area protected by the camp warders.
The listed cost includes a modified screamer and half a dozen camp warders.

CHAPLET ECCLESIASTICUS
This religious symbol is an Adeptus Ministorum icon hung upon a cord of adamantine beads. Some orders of the Adepta
Sororitas place each bead on the cord as a representation of acts of penance. Every member of the Adepta Sororitas carries a
Chaplet Ecclesiasticus either around her neck or her waist. Each adamantium bead serves as a reminder of an act of penitence,
but in the case of very experienced Sisters each bead could represent many more such acts.
Effect: The Chaplet can be used as a Symbol of Authority giving +10 to Command and Intimidate Tests to those subject to
immediate allegiance to Ecclessiarchy or, if necessary, a garrote. A Sister who openly displays her Chaplet Ecclesiasticus may
re-roll any failed Fellowship Tests made against members of the Ecclesiarchy who are of equal or lower status (as determined
by the GM).

COGITATOR SYSTEMS
Machines created to sift and consider data, to calculate and to process the sacred language of algorithm, these devices range
from small portable models to larger logos tabernacles and matriculation-engines integrated into manufactora, star ships and
archive centres. Using a suitable cogitator grants a bonus on Literacy, Logic and Lore Tests when having to compare or sift
through large volumes of data.
Emplaced: These cogitator systems analyse and process vast quantities of data (planetary tithe records, genotype
reconstructions, and so on). Most also feature auto-quills to print data-scrolls, machine-spirit shrines and symbiotic
operations-savants or holo-projectors incorporated into their structure. They grant a +20 bonus on relevant Tests. Proper rites
and rituals must be observed during cogitator operations on this scale or they will become subject to severe inaccuracies and
glitches, perhaps even possession by malign spirits.
Personal: These portable units are capable of analysing the information from data-slates and similar sources, and provide a
+10 bonus on relevant Tests.

COMBI-TOOL
Commonly found in the hands of member of the Adeptus Mechanicus, combi-tools are versatile if somewhat bizarre
mechanical devices. A character using a combi-tool gains a +10 bonus to Tech-Use Tests.

COMPASS/ORIENTING DEVICE
Normally a simple magnetic compass, calibrated to current planetary true and magnetic polar locations, these tools are vital
additions to any infantryman’s kit. These devices make any attempts to figure directions on a planet automatic successes.

COMM LEECH
A somewhat heretical item in the eyes of the Mechanicum, these tap into vox signals or data transmissions. After making a
successful Tech-Use test (with the GM setting the difficulty based on the situation and signal), the user can use it to receive a
signal or transmission within 1km for a number of minutes equal to his degrees of success. If the character fails by a number of
degrees of failure greater than his Intelligence bonus, the sender and receiver of the signal become aware that someone is
attempting to tap in.

DATA-SLATE
Data-slates are commonplace in the Imperium, as the primary means of storing and reading printed text and other media such
as video or audio recordings. They are so cheap and easy to make that many contain a single media recording, such as text,
and can only play that single file. Others can re-record new information, and transmit and receive data from other devices.

DIAGNOSTOR
This sensitive medical cogitator monitors a patient’s health and biorhythms and aids in the diagnosis of virtually any physical
ailment.
Good Craftsmanship: increase Bonus to +15
Best Craftsmanship: increase Bonus to +20

23
Effect: +10 bonus die to Medicae Tests to detect and diagnose diseases, injuries, and ailments, and to determine cause of
death.

24
DIALOGOUS STAFF
Many sisters of the Ordo Dialogous choose to carry the Dialogous staff. Fitted with a Laud Hailer and an audio recording
device. This grants the audience of the user a +20 to understanding any sounds at a distance if the user speaks through the
Laud Hailer. The staff is also sturdy enough to be used is combat as a Staff, but without Balanced quality.
Name Class Range Dam Pen Special Wt

Dialogous Staff† Melee (2m) 1d10+SB I 0 Fast, Primitive, Reach 4kg

†Requires two hands to use

DIVINATION FOCI
The diviner’s arts are strange and esoteric, even in comparison with many other psychic disciplines, a factor not aided by the
tendency of the Psyker’s mind to filter the Warp’s revelations through convoluted dreamlike visions, allegory, symbolic
representation and subconscious imagery. As a result frequent misinterpretation and obscurity are continued risks even for
the most potent Psykers. In order to counteract this and attempt to reach a clarity of vision, since ancient times diviners have
used special foci to try and give form and constancy to their divinations. In the Imperium the most widespread of these is the
Emperor’s Tarot.
Aside from the Tarot, there are many other regional and traditional methods, from the carved human knuckle bones favoured
on Iocanthos by the Death Singers, to the interpretations of vapour patterns of secret coolant mixes boiling away in frozen
zero gravity favoured by many void mystics on the great Chartist vessels.
Whatever their shape a divination foci takes, it can be placed into one of two types, a lesser one which may be hand crafted by
the diviner themselves and imbued with resonance or even sold commercially by certain dealers in the esoteric, and those of
greater provenance and history, sacred items made either from arcane materials such as the psychoactive Wraithbone of the
Eldar or Fra’al night shards, saint’s relics or the tools of diviners of legend.
When any divination psychic power is used by the psyker using the special focus (this requires at least a single full action), a
bonus is given to Invocation and Perception-based Tests made to interpret the results. For a lesser divination focus, this bonus
is +10; for a greater one, the bonus is +20.

EMERGENCY KITS
Most ships have emergency kits scattered about, and crewmen often carry around smaller versions. A full kit can include all of
the following items:
Glowstick: Good for 1d5 hours of steady illumination. Universal Power Cell: Using either integral plugs or adaptor leads, it
can power a glowstick or emergency vox for 1d5 hours or a laspistol for 5 shots.
Ration pack and water canister: Not much, but it will keep you from starving for an extra day. Hopefully your air is lasting
that long.
Emergency Vox: Adjustable for any of the shipboard comm frequencies or can broadcast a standard “Prayer for Aid” on
emergency channels.
Air bottle and Mask: Will keep you breathing for about 30 minutes.
Anti-radiation Tabs: Good for what ails you, if you’ve been exposed to hard radiation. The kit includes five tablets, each
staving off the effects of exposure to such things as plasma engines or solar flares.
Hull Sealant Spray-Gel: A small tube of foul-smelling gel, it can be sprayed onto a hull breach. Enough is in each tube to
cover twenty or so small (10 sq. cm) punctures. Be wary of any ship where you see most of the crew carrying a full kit all of the
time, or where these kits cannot be located.

EMPEROR’S TAROT
The Emperor's Tarot (also called the Imperial Tarot) is a pack of 78 psychoactive liquid-crystal wafers that are linked to the
psyche of the Emperor of Mankind in the Warp. The Tarot, commonly believed to have been designed by the Emperor himself
before the Horus Heresy, is used throughout the Imperium as a form of divination. The cards are laid upside down and then
turned. As they are turned they are read and interpreted by the reader. The second and fourth cards drawn are signifiers,
bringing clarity to the ones preceding them. The Emperor's Tarot is believed to be one of the few ways remaining for the
Emperor to directly communicate with Mankind and is held by the Ecclesiarchy and the devout of the Imperial Cult to be a
sacred tool used by him to warn of impending dangers now that he is in his Ascended state (i.e. interred within the Golden
Throne). The Emperor's Tarot can only provide a truly precognitive reading if it is used by an individual who is a trained psyker.
A non-psychic individual who uses the cards will only produce a random reading with no more deliberate predictive value than
the original deck of Tarot cards from Old Earth.
The Emperor’s Tarot functions as a lesser Divination Foci.

25
EXCRUCIATOR
The contrary to popular reputation, the Inquisition frowns on crude physical coercion and torture, finding information
extracted by such methods to be ultimately flawed and utterly unreliable, not to mention often entirely inadequate against
those whose minds and bodies have been given over to dark forces. However, when direct interrogation is called for in
extremis and more thorough methods (such as psychic probing) are unavailable, devices that induce mental discomfort, terror
and illusory agonies though neural and chemical manipulation without uneedful injury are employed. The most common (and
mobile) of these devices are known as excruciators, and consist of a variety of long monofilament induction needles and auto
injectors linked to a control unit and a specially modified medicae auspex.
Using such a device requires a about an hour to set up on a subject (who must be restrained) and can only be employed by a
character with both the Medicae and Tech-Use skills. The use of an excruciator adds a +20 bonus to Interrogation Tests for the
questioner and a -15 penalty to Deceive Tests for the subject.
Individuals with the Fearless talent or From Beyond trait are immune to this device’s effects.

EXCRUCIATOR KIT
These devices are used in the questioning of captured enemies of the Imperium, or in revealing to those who have turned
away from the Emperor the nature of their sins. Each is a dazzling array of blades, needles, chemicals, drugs, thermal prongs,
neural links and other devices any explicator would need in his duties. A character with an excruciator kit gains a +20 bonus to
all Interrogation Tests.

FORGERY KIT
This represents a catch-all category of tools and materials, from special parchment inks to task-dedicated codifiers intended to
help the user forge or duplicate official documents, cognomen, passes and permits. Using this kit in conjunction with the
relevant Skill (Trade (Copyist) or Tech-Use) grants a bonus to copy, forge or fabricate such items, depending on the quality of
the materials involved and the difficulty of the task. The price shown is for a common quality kit that provides a +10 bonus. A
Good Quality kit gives a +20 bonus, while a Best Quality kit provides a +30.

GENE PRINTER
This compact piece of apparatus can be worn as a backpack, and will provide (with reasonable accuracy) confirmation as to
whether two pieces of biological residue come from the same person. They are used by the Arbites Verispex teams to prove
guilt based upon gene-spoor (hair follicles, skin, etc.) left at crime scenes. While many would-be criminals decry this
“evidence” as suspicious at best, Lord Marshal Goreman asserts that the devices are serviced regularly by trained Adeptus
Mechanicus personnel. Gene printers are relatively simple devices, and lack the nuanced power of the larger, holy Omnissian
constructs stored within the great altar-templums of the Mechanicus. These legendary devices are said to be able to unspool a
supplicant’s genome all the way back to ancient Terra, providing a wealth of genetic information about him and his entire line.
The gene-printer requires an Ordinary (+20) Tech-Use Test to perform the proper rituals of tek-obeisance. A success will
confirm whether or not two gene-spoor samples placed within the device come from the same person. The machine-spirits of
gene-printers are relatively simple, however, and at the GM’s discretion, complex genetic factors (genetic manipulation, twins,
xenos tampering, etc.) may interfere with the result.

GLOW-GLOBE/LAMP PACK
A common source of light at night or in darkened areas, these handy devices can usually illuminate an area a dozen or more
metres in diameter. A typical glow-globe or lamp pack lasts 1d5 hours before it needs to be recharged or have its power cell
replaced.

GRAPNEL
Grapnels use a small launcher or gun to fire a hooked or magnetic grapnel, connected to the launcher with a thin but strong
wire (100m). Once the grapnel attaches to the desired spot, such as a rooftop, the user can manually climb the line or activate
a powered winch. In a pinch they can also be used as a crude (and messy) projectile weapon (counting as a single-shot
crossbow).

HAND-HELD TARGETER
A hand-held targeter is a small device used in most forces of the Imperium. It is capable of detecting ranges to targets using
optical sights for zooming, prediction systems for firing, and so on. It is commonly used by spotters assisting with artillery fire.
An Acolyte with a hand-held targeter may spend a Half Action to grant another character +20 bonus to his next Test when
firing indirect artillery weapon.

HOSPITALLER MEDICAE TOOLS


The Order Hospitaller equips its Sisters with best battlefield medicine tools found outside the Apothecaries of the Adeptus
Astartes. The kit has a variety of sacred oils, unguents, surgical tools, and sterilizers to help those who lay wounded in battle.

26
The Hospitaller Medicae Tools counts as a medikit with, 6 doses of De-Tox, 10 doses of Stimm. In addition the Sister
Hospitaller may amputate a damaged limb (or what remains) and inject a cocktail of drugs that provide numbness, succour
and cauterises the wound. This provides a +20 bonus to stop Blood Loss and a +10 bonus to all Tests to amputate limbs.
Whether the amputation succeeds or not there are no additional adverse effects than those already going on.
The Hospitaller Medicae Tools also has automated reparatory unit that can be attached as Challenging Medicae Test to any
patient that is totally still or otherwise restrained from moving. The patient gains Regeneration trait for a number of turns
equal to one plus one for each Degree of Success made when attaching the automated reparatory unit. The reparatory unit is
consumed in this process.

HOSTILE WEATHER GEAR


Local weather is more often unpredictable than anything other. This package is a waterproof and air tight case that includes
10 tent liners, 20 heating bricks, sunscreen, blanket, insect repellent, heavy gloves and waterproof greatcoat.

INFANTRY LAMP PACK


Rugged and compact, these light sources can be hand-held or fitted to the bayonet lugs on most rifles. A focusing dial on the
lens can adjust the beam to either a wide swath for general lighting or a tight longer range illumination. A lamp pack runs for
1d5+5 hours on a standard charge. Infantry lamp pack is able to usually illuminate about 15 degree cone shaped area a dozen
meters in length.

INJECTOR
Injectors can take many forms from cheap low-tech disposable syringes up to sophisticated hypo-sprays and even bio-attuned
skin patches. An injector can hold a single dose of any drug, which a character may administer as a Full Action without need
for specific skill.

INTRUSION SPIRIT
This simple machine spirit, typically residing in a special dataslate isolated from all other possible means of escape, can defeat
many security systems if plugged into an appropriate data port. These devices burn themselves out after essentially devouring
the system into which they’ve been placed. An Intrusion Spirit grants a one-time +30 bonus to a Security or Tech-Use Test to
beat a lock or security system with a data port.
Keep in mind that most systems have intrusion gates that limit the damage of these kinds of incursions to the local area, so
the spirit might unlock a single door or disable the pictcaster on the opposite side, but it would not open all the doors to the
west wing of a merchant household.
The Mechanicus are divided about the use of Intrusion Spirits, finding them either highly useful or an objectionable abuse of
their sacred craft.

LAUD HAILER
When belting orders over the ferocious roar of combat or addressing a crowd of thousand worshippers, it is often chosen by
officers and prechers to employ a Laud Hailer to amplify their voice. Laud Hailer is a portable device that draw its power from
is single las gun charge pack. A Laud Hailer can amplify normal speech levels so that even a large crowd can hear the voice
clearly. Poor versions may require the speaker to make Speak Language Test to make his speech understandable.

LASCUTTER
When a door (or more commonly a bulkhead) cannot be opened normally, a lascutter comes into play. Originally used by
miners, these short-range devices emit an intense laser beam, which can knife through hard, dense materials such as rock,
steel and even armour plate with relative ease. As a general rule, a lascutter can cut through, or weld shut, 10 cm of metal a
Turn (this length of time can be adjusted up or down depending on the thickness of the material in question).
Lascutters are too unwieldy to be used in combat.

LINE ASCENDER
This device can attach to virtually any rope or cable, and enable its user to “climb” the line. Its gears snap around three sides
of the cable using a Full Action, and require two hands during use. Each Full Action of movement ascends at a rate equal to the
Acolyte’s Agility bonus per Round. Once finished, disengaging the device requires a Half Action.

LITANY MICRO-BEADS & VOX CASTER


The corrupting songs of cults and the whispers of daemons are a constant threat to those carrying out the work of the Ordo
Malleus. Many Inquisitors travel with a choir of Ministorum priests singing the litanies of the God-Emperor. Those desiring a
more subtle approach while still gaining some protection from the aural assaults of heretics and blasphemous sorcerers often
make use of a litany micro-bead. A blessed vox-caster within range (1.5 km) broadcasts a constant stream of blessings, prayers
and inspirational hymns. These signals cut out when the micro-beads are used to transmit, but while not transmitting, the
wearers of these beads are considered deafened.
There are three liturgical channels which may be chosen for a litany micro-bead; changing the channels requires a half action
to perform the proper rites:

27
The Catechism of Devotion and Sanctity grants the user the benefit of the Chem Geld Talent while listening.
The Prayers of St. Drusus grants the user the benefit of the Jaded Talent while listening.
The Petitions of Redemption grant the user a +10 bonus to Willpower Tests made to resist mind control.

LOCK-PUNCH
A simple two-handed cylinder with a salvaged grav-plate generator built in, the lock-punch is designed to quickly disable door
locks. The user presses the cylinder against the lock and triggers the plate, which generates a localized maelstrom of gravitic
energies that tear the lock (or occasionally the entire door) apart. The user must be wary, however, as the temperamental
mechanism may backfi re and throw the user across a room—or into the ceiling.
The most common form of the lock-punch is crafted from stolen grav-plating found in long forgotten corridors of Hive
Subrique. It is rumoured that the entire Hive was built on the remnants of a Rogue Trader’s vessel, but more level heads point
to deep sea pressures as a reason to install grav-plates deep within the Hive’s infrastructure.
Using the lock-punch is a Full Round Action. The user must press the device’s barrel against the lock and make a Challenging
(+0) Tech-Use Test. Success destroys a lock on a standard door of AP 16 or less (this usually includes thin rockcrete, iron, and
steel). Particularly flimsy doors, such as wooden ones, are blown apart in their entirity. Tough doors such as adamantium
hatches or ceramite vault doors cannot be affected by the lock-punch. If the user rolls 4 or more Degrees of Failure, the device
misfires and it throws him 2d10 metres away. This deals damage as if he had fallen from the same height, and may have other
adverse environmental effects as well (such as if the user is standing on a ledge!).
Good and Best Craftsmanship versions throw the user on 5 and 6 Degrees of Failure, respectively. Poor Craftsmanship versions
impose a –10 on Tech-Use Tests.

MAGNACLES
These are magnetised handclamps—a snap-open hoop constructed of hardened and tempered steel that seals around a
suspect’s wrist and locks together using powerful magnets. These same magnets (controlled by a simple set of buttons
operated by the keyholder) allow suspects to be rapidly clamped to lampposts, Rhino APCs, or other metallic objects.
The magnets are intensely powerful, and almost impossible to separate from each other or whatever they are attached to.
Arbites officers usually carry at least two pairs of these on their person at any time, and most Arbites vehicles contain dozens.
Magnacles are about as advanced and well constructed as wrist restraints can get. All Tests (Contortionist, Security, or even
pure Strength) to escape the bonds are always taken with at least a -50 penalty, and take three times as long as normal.

MAGNOCULARS
These are powerful vision aids, which magnify distant objects. More advanced, higher-quality magnoculars can also do such
things as give range read-outs, detect heat sources, calculate target location positioning and take image snapshots for later
analysis.

MANACLES
These are solid restraints often used by bounty hunters and enforcers, which can equally be found in the hands of more
nefarious individuals for darker purposes. All Tests (Contortionist, Security, or even pure Strength) to escape the bonds are
always taken with at least a -40 penalty, and take three times as long as normal.

MICRO-BEAD
A micro-bead or comm-bead is a short-range communication device worn in the ear, good out to about one kilometre. Such
things as bad weather, dense terrain and intervening rock or plasteel can greatly reduce this range, however.

MEDIKIT
This is vital bit of equipment for any medic. A typical medikit contains various cataplasm patches, contraseptics and synth-skin.
A character that has a medikit at hand when using the Medicae skill gains a +20 bonus to their first-aid tests. Medikits also
come with 6 doses of stimm, which must be replaced separately when used.

MESS KIT
A mess kit contains a combination spoon and fork, knife and collapsible mug, all fitting into a clamshell container that doubles
as tray. Often a meal is simply placed in the container, closed tightly, and dropped into an open fire for rapid cooking.

MULTI-KEY
As it can open most standard Imperial locks, the multi-key is not a standard item for most honest Imperial citizens. For the
same reason though, they are widely sought after by criminals and other disreputable elements. A character with a multi-key
gains a +30 bonus to any Security Test when trying to open locks.

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NEURAL SCOURGE
The planet of origin of these insidious devices is hotly debated, though their commonality among the fringe worlds of the
Periphery suggests they are to be found Spinward of the sector. The Nerural Scourge’s first appearance was noted towards the
end of the Angevin Crusade when many Imperial Guardsmen were rescued from prison camps and found to have severe
psychological problems and, in some cases, physical ailments. Some within the Inquisition believe that these scourges
originate with Eldar raiders, though there are equally many who hold to the belief that they are the tools of some more
insidious, as yet unknown cult with designs on the sector. Whoever their creators, scourges began to appear among the black
markets of the sector in the middle of the last century, their use becoming widespread in well-funded criminal organisations
undergoing internal purges or seeking out informants.
A Neural Scourge appears as an ornate metal gauntlet with dozens of protruding thin wires that seemingly move of their own
accord. When the gauntlet is placed against a subject’s head, these wires begin to burrow into his skull, making their way
through eye-sockets, nose, and ears into the subject’s brain. Using a scourge requires a Difficult (–10) Tech-Use Test or a
Challenging (+0) Medicae Test. Failure on either of these Tests results in the target suffering 1d5 Wounds regardless of their
Toughness bonus. Using the Neural Scourge requires precision and so it may not be employed against a subject who is not
controlled or fully restrained. Once activated, the Neural Scourge grants a +20 bonus to opposed Interrogation Tests against
the subject. However, if the subject wins the Test he takes 1d5 points of damage ignoring Toughness and Armour. Because of
this, it is exceptionally easy to kill a subject while interrogating them under the effects of a Neural Scourge.

NULL BOX
Occasionally vital for preserving or safely containing a sample or woeful artefact, null boxes are portable stasis field generators
in the shape of small armoured boxes, although some go right up to the size of a large chest or sarcophagus. Inside a stasis
field, all time and motion halts and whatever is trapped inside is effectively frozen and removed from any interaction with
reality — essentially contained in a psychic dead zone. True relics of the Dark Age of Technology, most null boxes are
extraordinarily resilient and tough (almost supernaturally so, which may be the result of the time-control field within) and
once active require no further power unless deactivated and turned on again. For obvious reasons the control mechanisms of
most null boxes are often hidden and heavily encrypted. Unless breached with enormous force or simply turned off by
someone able to do so, a null box and its contents can out-sit eternity if needs be.

OCULAR CATECHIZER
A device favoured by ranking adepts, sages and Administratum officials, these arcane and intricate-looking eyepieces are
designed to magnify objects and help identify and analyse visual patterns and data. They are somewhat temperamental
instruments, requiring stillness and concentration to use; their machine-spirits are notoriously easily vexed, much to the pain
of the operator. Using these devices gains a character a +10 bonus on Literacy, Lore and Search Tests where the close
examination of objects, symbols and deciphering written text is involved. Other Actions cannot be attempted while using an
ocular, and if a failure by four or more degrees is rolled on a Test involving the device, feedback through the eyepiece inflicts 1
level of Fatigue on the user. The eyepiece can also record its impressions to an attached data-slate for later study.

PERSONAL GROOMING KIT


These kits are usually carried by imperial guard infantry to maintain a level of personal hygiene. Kit includes shaving gear,
soap, dental care items and other things as deemed appropriate by the regimental commander, such as anti-fungal and
parasite powders.

PICT RECORDER
Pict recorders are relatively simple live-media recording devices, and some have holographic capabilities. Most also allow for
playback as well as recording, and some are even built into special servitors so they can capture important archaeological
tech-quests, weapons tests, alien interrogations and other possibly dangerous events.

PILGRIM'S TRAVEL STAFF


Formed from any number of materials (such as wood on Feral Worlds, or extruded polymers on Forge Worlds), a pilgrim’s
travel staff serves as a tool, a weapon, and a symbol of the pilgrim’s devotion to the God-Emperor and the Ecclesiarchy. A
typical travel staff is two metres long with a small hook about a half a metre from the top. This hook is intended for attaching
a badge, charm, symbol, or other object indicative of which Shrine World the pilgrim intends to visit. It’s not unknown for
pilgrims from Forge and Hive Worlds to have small vox-casters mounted on their staves, which endlessly repeat chants,
prayers, and songs dedicated to the God-Emperor and his Saints.

POI-SAVANT
Spending time in xeno environments means that sooner or later one will have to sample the “local” cuisine, which may not
resemble anything one is used to. Indeed, some travellers try to opt for a plant or creature that has a “familiar” appearance,
but this is no less dangerous—for the assumption that a given thing must be safe to eat based on resemblance is a foolhardy
one. Enter the poi-savant. A hand-held cogitation device, the poi-savant measures various levels of bio-chemicals and searches
for signs of a diverse number of dangerous toxins in any substance that it is used to analyse. Any substance the poi-savant
clears as “edible” is safe for human consumption, though not necessarily appetizing.

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Originally developed on Malfi, where the noble houses even now use them at every meal, poi-savants tend to be remarkably
accurate devices as they have had well over a thousand years of field-testing. Indeed, many Malfian nobles make a point of
commissioning their own personally tailored poi-savant, generally by miniaturizing them into elegant wands or ornate rings
that they can simply pass over their meals without appearing unduly concerned (or rude). Personal poi-savants must be
updated regularly as new toxins are identified, leading to an ongoing race between their cogitators and the cunning of the
countless assassins who constantly seek out new poisons in the hope that they will thwart their target’s poi-savant.
Poi-savants were specifically designed to be easy to use; their operator need only make a Routine (+20) Tech-Use Test to
employ them correctly. A failed Test gives inconclusive readings, while a failure by three or more degrees indicates that a
blameless substance is toxic or vice versa (GM decision).

PSY-FOCUS
Pyskers often use devices to help them focus their powers. A psy-focus could be sacred bones, carved wytch staves, blessed
icons or crystals. When a Psyker with a Psy-focus makes an Invocation Test he gains a +10 bonus.

PSY-JAMMER
Somewhat esoteric examples of techno-arcana, these devices can at least partially disrupt psychic energy and offer some
degree of protection against the dark arts of the psyker and the witch. Expensive and rare, their use is largely restricted to the
agents of the Holy Ordos, the Mechanicus itself and those among the Imperium’s elites whose paranoia often matches their
vast wealth. Much more powerful examples of anti-psy technology do exist but they have a tendency to be exceeding rare and
often unique.
Psy-jammers can be obtained in two types: a protective amulet and a cranial implant. The amulet has the disadvantage that it
can be physically removed; but while the implant cannot be so easily countered, it can have unpleasant long-term side effects
to the user. A psy-jammer grants its wearer a +20 bonus on any Test involved to resist the effects of a Psychic Power and +10
bonus on Tests to resist possession attacks. The jammer, however, has no effect on psychic attacks that inflict direct physical
Damage. Psykers cannot use psy-jammers (they naturally overload them).

PSYOCCULUM
Commonly called witch-glasses, a Psyocculum grants the wearer a measure of sight into the Immaterium. A Challenging (+10)
Awareness Test reveals any psychic individuals or manifested Warp-creatures within the area to the wearer, highlighting them
in a corona of white light. Following a successful Test, the wearer has the Dark Sight trait for the purpose of perceiving psykers
and gains a +10 bonus to Ballistic Skill Tests when firing single shots at the revealed psyker or Warp-creature. Any other sight-
based Awareness Tests made while using a psyocculum suffer a –20 penalty due to the distorted images and traces of the
Warp perceived by the wearer. Using a Psyocculum for more than a minute causes the wearer to gain one level of Fatigue and
they may not remove this fatigue or otherwise rest while it is worn.

PSY-TRACKER
Sometimes referred to as aetherscopes, these are a particular form of scanner designed to monitor disturbances in the
empyrean and detect and analyse psychic energies. These sophisticated and tricky devices are used extensively by adepts and
savants attached to the Holy Ordos, although very similar scanners are actually used as a common part of the engineering
equipment of major starships to monitor the status of the ship’s Geller field and its generators.
The Tech Use skill is required to be able use one of these scanners. Awareness Tests taken in conjunction with the device
enable the user to determine the presence and relative strength of psychic force, Daemons, the lingering effects of warp
disturbances and the like. Psy-trackers are somewhat temperamental devices with an operating range of no more than a few
hundred metres (although they might register very powerful spikes and signals from far beyond that). They are also easily
clouded and confused by powerful energy fields and psychic “background noise”.

RELIQUARY
Reliquaries come in a myriad of forms, such as boxes, caskets, and cases. They are used to contain relics (authentic or not),
charms, or holographic images of actual relics. Quality and price are relative—the most common reliquaries are cheaply made
and contain only a holo, model, or painting, while one designed to hold an authenticated holy relic can easily cost thousands
of Thrones.

SACRED INCENSE BURNER


Before confronting a Daemonic host, Inquisitors and Acolytes of the Ordo Malleus often fill great iron braziers or swinging
bronze censers with holy herbs and sacred spices. When battle is joined, these herbs are lit on fire, and the choking cloud of
sweet-smelling smoke they produce over the next hour weakens and disorients daemonkind. Sacred incense burner requires
1kg of Sacred incense for each hour of usage.
The censer also serves as a flail in melee, but loses the Sanctified quality if used without burning Sacred incense.
Name Class Range Dam Pen Special Wt

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Flexible, Primitive,
Sacred Censer Melee — 1d10+2+SB I 0 Crushing, Tiring, 5kg
Sanctified, Special

SALVATION AUGER
About the size of a pocket chrono, the salvation auger is designed to detect the presence of harmful radiation, airborne toxins
and pollutants. These devices are common on most hive worlds, particularly for up-hivers venturing into the depths. Augers
alert the wearer when danger is encountered, coming in a variety of patterns and makes, varying from ornate hololithic dials
to utilitarian lapel-boxes that shriek alarms when triggered. Basic models do nothing more than signal danger, while the better
models can be read with an Ordinary (+10) Tech-Use Test to determine the exact nature of the hazard.

SCREAMERS
Screamers are proximity alarms that detect motion or sound (depending on the model) and alert their users to incoming
dangers by setting off a horrendous noise. To use a screamer, you must succeed on a Tech-Use Test. The GM rolls this test in
secret so you are not sure of whether or not the device will work properly. Once set, a screamer has a Perception of 75 for the
purposes of detecting sounds or motions. If it detects an intruder, it sounds its alarm, which can be heard anywhere out to
one kilometre. Doors, walls and other barriers may reduce the alarm’s range.

SPIDER PADS
These gloves, vambraces, and greaves strap securely over clothing or armour and supply an adhesive surface that greatly aids
climbing in most circumstances. Pads at the knees, toes, forearms and hands secrete a tacky substance that sticks to many
surfaces. They provide a +30 bonus to Climb Tests on materials such as rockcrete, ouslite, or other fairly regular surfaces. The
bonus is reduced to +10 when climbing on scree, talus, or similar substance.

STUMMERS
The reverse of a screamer, stummers generate sound waves to cancel out ambient sounds and noises made by moving
personnel in a small area. A character carrying an active stummer gains a +30 bonus to Silent Move Tests. A stummer typically
has enough power for 20 minutes of continuous use before needing to be recharged (taking about one hour).

THURIBLE
Self-heating metal censer suspended on chains. Thurible is used to burn all sorts of sacred incense to create clouds of holy
smoke to complete rituals in sermons.

TOOL KIT
A small set of screwdrivers, wrenches, wire and other items for maintenance and routine repairs, tool kits often contain rolls
of “mud tape” (named as it sticks to everything and never comes off ) and a small multi-purpose axe as well. Having this kit
around allows trying some simple mechanical repairs as if user had Tech-Use as a Basic skill. If user already has Tech-Use skill
or some other sill is required when making repairs, user gains +10 bonus to his Skill Tests when making mechanical repairs.

TOXIN WANDS
Easy to use by untrained personnel, toxin wands work to detect poisons and recommend counter-agents and immunisers. A
character can use a toxin wand to determine whether or not someone has been poisoned or not by succeeding at a
Challenging (+0) Perception Test or a Routine (+20) Medicae Test. Success by one or more degrees also grants enough
information to identify an antidote (if one exists).

TRACKING DEVICE
Consisting of both a marker (which is approximately the size of a Throne coin) and a tracker (roughly the size of an Auspex),
the system indicates direction and distance to the marker so long as it remains within range. Within 1 kilometre, the signal will
remain strong, and even out to 2 kilometres, the signal will read properly so long as there isn’t a large amount of stone or
metal between the marker and tracker (such as a hive or tunnel system). The tracker is backed with an adhesive that will bond
with virtually any material, but can be removed with relative ease either before or after discovery.

VOLGITE GLOOM EYES


In the deepest regions of Volg, where light of any form rarely penetrates, the dripping, polluted waste occasionally forms
strange amber-like deposits. Globular and glassy, these forms often glow with a strange luminescence that slowly changes and
shifts in shade and colour. Rounded lumps, hacked from these deposits, are known as “gloom eyes” and are often carried
bound into thongs around the necks of Volg gangers or mirk-stalkers as a form of charm. Though the light they shed is useful,
the bearers of these curious objects believe that the eye’s glow changes to warn them of danger. Whether true or not, you
need any edge you can get if you live in Volg and the belief is widely held. These items count as a superior charm and they also
shed light equivalent to that of a candle when uncovered. Characters from Volg that wear this charm gain a +10 bonus on
Tests made to detect ambush.

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VOX-CASTER
A vox is a simple communication device that can be used to send signals over great distances, up to and including ships in orbit
from a planet’s surface. Using a vox to receive or transmit signals requires a successful Ordinary (+10) Tech-Use Test.

VOX-PHONOGRAPH
A domestic toy of the wealthy, phonographs are bulky table-piece devices of clockwork-cogs, switches, vox-grills, sounding
horns and lens-projectors, built to play music or provide flickering holo-lantern shows. The usual fare for a vox-phonograph is
orchestral symphonies, inspirational Ecclesiarchy sermons, issued guild reports and pict-slides, each recorded on a micro-
etched metal cylinder which plugs into the machine’s loom to be played. Better models (twice the listed price) may record
cylinders of their own and play media from other sources such as data-slates. Sadly such entertainment is well beyond the
price of the masses in most hives.

VOX-THIEF
This complex device of the Omnissiah’s arts is designed to pick up, store and analyse both vox and data transmissions in the
surrounding area. They can either be used by an operator or can be covertly hidden to record in a particular area. Using a vox-
thief ’s basic functions requires a successful Difficult (–10) Tech-Use Test and may be made considerably harder by the nature
of the task. Additionally, heavily encrypted signals need further analysis to break their code.
Short-range vox-thieves are the size of a data-slate and have a range of about two to three kilometres, while long-range
models are larger units, containing a powerful in-built cogitator and are comparable to military vox-casters in size (a large
backpack), with a range of up to 50 kilometres. In both cases, this range can be reduced dramatically by local conditions.

VOX TRACKER
Roughly the size of a backpack, this device can give a direction and approximate distance for vox transmissions. The tracker is
ineffective in locations where the volume of vox traffic will not allow parsing of one signal from the rest. The interceptor array
requires 2d5 Rounds to assemble, and must be in a location where the signal’s strength allows for reception. The quality of the
information obtained depends on the degrees of success on a Tech-Use Test, which can be modified by amount of vox traffic
and level of terrain irregularities:
Result in Degrees of Success Quality of Information
Simple Success General direction, such as southwest or northeast, and distance within 1d5 x 100 metres
1–2 Degrees of Success Direction to within +/– 5 degrees and distance within 1d5 x 10 metres
3+ Degrees of Success Direction within +/– 1 degree and distance to within 1d5 metres

WEAPON MAINTENANCE KIT


Most commonly designed around the ubiquitous lasgun, each kit includes items such as blessed oils and lubricants, swabbing
cloths, cleaning gels, weapon-specific tools and spare parts such as a spare stock and barrel. As standard, these kits are
calibrated to Calixis-patterns, but generally work on all Munitorum-issued lasguns. Bear in mind, without the proper litanies
and invocations, however, even the finest efforts will not ensure that the weapon maintains its proper function.
With this kit user needs to spend at least 5 minutes is maintaining his weapon in order to clear a Jam. Clearing a Jam with this
kit is Ordinary (+10) Ballistic Skill Test. If successful the Jam has been cleared, though the weapon needs to be reloaded but
only single ammo in it is lost.
Any guardsman who has Literacy +Basic skill taken and with access to Imperial Infantryman’s Uplifting Primer may spend some
20 minutes to use this kit and the Primer remove one level of Dinged from his personal appointed weapon.

WHISTLE
A surprisingly effective tool for alerting other members of your platoon of dangers or calling for help, whistles are standard
issue. Some of the Scintillan regiments have adopted hiver ocarinas to also relay battle instructions in coded tones when
electronic communications may be compromised.

WITCH CAGE
The Witch Cage is an ancient device created on Veneris to control Psykers who would otherwise be killed but who need to be
kept alive due to extreme circumnstances. This simple iron box looking device is placed over the head of the psyker and
restricts both his vision and hearing. Runes inscribed within stop the psyker from effectively using his unholy gifts. In addition
the Witch Cage has dozens of rings and spikes so that the psyker is easy to control by slapping the cage or pulling ropes
through rings.
A psyker wearing a Witch Cage deducts 6 from his effective Psy Rating and take a -40 penalty to all Invocation Tests and is
considered Blind and Deaf.

WRITING KIT
A writing kit contains papers, inks and quills.

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MISCELLANEOUS ITEMS
Item Cost Weight Availability
Aerial Pinions
4 line 300 10kg Scarce
6 line 500 15kg Rare
Bedroll 8 4kg Plentiful
Beetle Tent
3 Person 60 5kg Common
6 Person 100 10kg Scarce
Extra Armour 80 +8kg Rare
The Calixian Black Grimoire (Literacy) 2500 1kg Very Rare (Ordo Xenos Only)
Chaplet Ecclesiasticus 1000 1kg Issued Only
Cherubim 3000 6kg Rare
Cognomen Var. – Plentiful
Consecrated Scrolls (Literacy) 100 1kg Scarce
Crimson Bestiaries (Literacy) 280 2kg Rare
Eikon Var. – Common
Greater Icon of Passage 12000 0.5kg Tech Priest Only
Grey Devices 500 3kg Rare
Hell Heart 1500 2kg Near Unique
Heretic's Wake Deck 10 – Scarce
Holo-Projector 3000 40kg Scarce
Holo Wafers 5 – Scarce
Icon of Holy Wrath – 10kg Issued Only
The Imperial Infantryman’s Uplifting Primer (Literacy) 5 0.3kg Plentiful
Isotropic Fuel Rods 5000 10kg Average
Liber Heresius (Literacy) – 10kg Issued Only
Litanies of Faith (Literacy) 500 10kg Uncommon
Lord Marshal Goreman’s Carta Sanguine (Literacy) Varies – Rare
Malefic Codex (Literacy) Varies Var. Extremely Rare
Mantle-Shrine 30 1kg Abundant
Monotask Servo-Skull 1000 2.5kg Rare
Opus Machina 1500 0.5kg Tech Priest Only
Parasite Doll Varies Var. Extremely Rare
Pentagramatic Wards Varies – Issued Only
Penthrift Dreadfuls (Literacy) 1 – Plentiful
Pict-Caster 500 5kg Scarce
Pict-Fly 1200 0.5kg Rare
Pinner 2000 5kg Near Unique
Privacy Field 1250 10kg Rare
Psy-Dampers Var. Var. Extremely Rare
Regicide Kit 25 1kg Plentiful
Rule of Sororitas (Literacy) 100 5kg Very Rare
Scatter Caster 450 10kg Extremely Rare
Shade-Servitor 400 3kg Rare
Simulacrum Imperialis – 10kg Issued Only
Sky Eye 1500 4kg case Very Rare
Static Generator 120 2kg Rare
Strait Cape 100 5kg Scarce
Tent 40 9kg Average
The Books of Empty Promises (Literacy) 1200 2kg Near Unique
Ulumeathi Plasma Siphon 8000 10kg Near Unique
Vertical Spindle Set 1500 20kg Rare
Vid-Caster 85 2.5kg Very Rare
Vid-Relay 3200 35kg Very Rare
Vid-Visor 110 0.2kg Very Rare
Vox-Bug 500 0.2kg Rare
Vox-Pickup 100 – Very Rare
Vox-Privacy Field 500 1kg Rare
Wall Eater 680 1kg Extremely Rare
Ward Accessor 25 – Average

33
Warp Amulet Varies. Var. Extremely Rare
Xeno Art and Other Curiosities
Dubious Object 200+ Varies Rare
Provenanced Curio 1500+ Varies Very Rare
Unique Antiquity 8000+ Varies Extremely Rare

34
AERIAL PINIONS
A somewhat misnamed apparatus, aerial pinions were not designed to allow a user to soar through the air, but rather to
prevent divers from sinking to their deaths in the chemical oceans of Landunder. The “hanging” colonies of Landunder are
mounted on the undersides of the planet’s continents floating upon a vast chemical sea. Chemical mining, research and
undercity maintenance must all be done “outside”, which is when aerial pinions are employed. A set of pinions resembles a
webbed body harness festooned with articulated blades each of which is connected to a coiled, reinforced ceramite line. The
lines are in turn attached to small motors that contain integral highly specialised logic-engines. A diver using a set of aerial
pinions typically connects two or more lines into the city or ground above, using the blades as either grappling hooks or
spiking them deep into the crust of the planet, as the pinion’s logic-engines dictate.
Most harnesses support four blade-and-line sets, allowing a user to set two lines, while using the other two for cautious
movement. Skilled users eventually upgrade to a six blade-and-line set and are capable of moving at truly remarkable speeds.
A fully extended set of aerial pinions resembles a great pair of wings from a distance, hence the name.
There are rumours of acrobatic individuals finding uses for aerial pinions far from the chemical oceans of Landunder. There is
no shortage of dark places where it would be useful to hide, unobserved and unsuspected, on many worlds. The upper
shadows of a hive city are an excellent spot for an agile aerial pinion-equipped assassin to attack from.
A character using aerial pinions can move at half his normal rate, but can neither Run nor Charge. A character using the
advanced six blade-and-line aerial pinions can make an Agility Test in order to move at normal rates for as long as he wishes,
until he comes to a stop. A separate Agility Test is required to use a Run or Charge Action. Failure indicates that one of the
lines doesn’t connect or one of the logic-engines fails momentarily, instantly halting the character. Three or more degrees of
failure mean that the character has overstretched his aerial pinions’ lines and become unmoored. On Landunder, that means
he’s sinking; elsewhere that he is probably falling.
Aerial pinions can be used only by characters with total weight with equipment less than 120kg.

BEDROLL
Bedrolls are one of the infantrymen’s favoured possessions, for it offers a modicum of comfort at night or whenever there is a
change to catch a few winks. Bedrolls include heavy blankets.

BEETLE TENT
The Cestelle Alliance was instrumental in the original creation of a series of collapsible bio-dome structures now known as
“beetle tents” due to their distinctly insectoid profile, an easy to assemble portable bio-dome formed from polycarbonate
sidings reinforced with plasteel rods. While not as easily transportable as a shelter made from cloth, beetle tents are far more
durable in the face of hostile creatures and uncertain weather. Beetle tents have since passed into common use and are
greatly favoured by officers of the Imperial Guard. The Cestelle Alliance’s manufactora remain the largest producers of beetle
tents in the sector, creating them in a variety of shapes and sizes. All of the Cestelle’s bio-dome structures are modular,
allowing them to be linked into larger structures as necessary.
The exterior of a beetle tent invariably includes some sort of camouflage scheme, usually a jungle-based one, though desert
camouflage is also common. Beetle tents have AP 8 (Primitive), though they can be reinforced with armoured panels for
travellers expecting to encounter particularly hostile native fauna. There are two sizes of tent listed, holding up to a maximum
of three or six adult humans respectively. The Extra Armour upgrade for a beetle tent increases its AP value to 12 (Primitive).

THE CALIXIAN BLACK GRIMOIRE (LITERACY)


Thought to have been first penned by the Ordo Xenos Inquisitor Lord Quate’maz Knael in the in the aftermath of his
expeditions into the Hazeroth Abyss, and substantially added to a century later by the infamous Inquisitor Kol Shek, the Black
Grimoire is no less than a field manual detailing many forms of xenos creatures they had encountered in their long years of
service—explaining how to identify, combat and destroy them. Kol Shek’s numerous later entries, often considerably briefer
and laid down in his distinctive and somewhat sensationalistic prose style, widen the work’s scope to include xenophile cults,
warp entities and a host of other unconnected horrors. The very existence of the Grimoire is a point of contention among the
Calixian Conclave as most in the Ordo Malleus feel that such information should never leave the heavily guarded libraries of
the Ordos, while more Puritan factions of the Hereticus claim that the work is far too dangerous to be allowed to exist at all,
and all copies should be hunted down and purged (although this might have something to do with the somewhat disparaging
remarks that Kol Shek makes about the witch hunters throughout).
The Grimoire takes the shape of a small black data-slate made of high-impact polyflex that opens in the fashion of a clasped
book and also has a short-range audio and pict recording and a playback function. Their owners, in addition to numerous
other safeties built into them, personally encrypt all copies of the Black Grimoire and the Grimoire self-immolates if opened by
an individual not specified by its gene-lock, or if tampered with. The Black Grimoire provides a +10 bonus on Research Tests
involving Ciphers (Occult), Scholastic Lore (Legend) and Forbidden Lore (Cults, Daemonology, Warp and/or Xenos).

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CHAPLET ECCLESIASTICUS
Every member of Adepta Sororitas carries a Chaplet Ecclesiasticus either around her neck or her waist. Each adamantium
bead serves as a remainder of an act of penitence, but in the case of very experienced Sisters bead could represent many
more such act. A Sister who openly displays her Chaplet Ecclesiasticus may re-roll any failed Charm Tests made against
members of Ecclesiarchy who are of equal or lower status (as determined by the GM).

CHERUBIM
The bio-constructs known as Cherubim are of uncertain origin, but they are one of the few permitted examples of such
biosculpted homunculi allowed within the Imperium. Taking the form most commonly resembling that of somewhat corpulent
and unwholesome looking genderless children, they are also often implanted with augmetic feathery wings (and a grav
generator) allowing limited flight. Cherubim are not truly alive at all and their synthesised, bloodless and waxen flesh needs
neither to eat nor sleep and is fed from their internal power-cell. They are controlled by an augmented cortex and nervous
system usually harvested from some lesser creature such as a simian, bird, swine or felid, and implanted with a set of
programmed commands that allows them to perform some simple task such as copying text, fetching and carrying small items
or tirelessly singing the Emperor’s praises with augmetic vocal cords.
Outside the rarefied noble houses and Imperial hierarchy (most notably the Ecclesiarchy) where they are used, most citizens
view Cherubim with a degree of distaste and superstitious fear. This is not entirely without cause as it is a matter of record
that in rare instances Cherubim have been known to “devolve” allowing some corrupted and mangled version of their organic
cortex to take over their behaviour with unpleasant consequences.
Cherubim Profile
WS BS S T Ag Int Per WP Fel
10 10 16 20 28 16 27 22 10
Movement: 2/4/6/12 Wounds: 3
Skills: Awareness (Per), Concealment (Ag +10), Performer(singing) (Fel +20) or Trade (Copyist, Tailor, or Valet) (Int +10).
Talents: Talented (Performer or Trade).
Traits: Flier(5), Machine (1), Programmed Instinct, Size(Scrawny).
Weapons: Balled Fist (1d5–3 I; Primitive)
Armour (Machine): Head 1, Arms 1, Body 1, Legs 1.
Commands: Cherubim can be commanded as per a cyberfamiliar (see page 142). In addition it may be given orders to carry
out any pre-programmed tasks it understands (i.e. “lay out my vestments”, “copy that tract”, “hold aloft the prayer scroll”,
etc.)
Programmed Instinct: Cherubim will not attack or engage in violence unless specifically ordered to so. They flee if injured or
startled, and left to their own devices they are indolent creatures, often perching in high places and simply watching until
called for or set a task. Some might even regard them as sly, and stories flourish in noble households and churches of them
filching small shiny objects and hiding them in the rafters.

COGNOMEN
“Cognomen” is the official Administratum designation in the Calixis Sector for a hiver’s identity card. In a hive, it is one of the
only viable means of tracking, taxing and identifying the citizenry. Cognomen are usually blank iron-grey, punched-metal
squares (about the size and shape of a playing card) and designed to be read by data-slates and cogitator systems. The only
feature on the face of a Cognomen is the symbol of the issuing hive, guild or Adepta whom the citizen serves. In some ways,
ownership of a cognomen is frighteningly important: it represents the only legal proof of identity, a right to work and even to
be fed and housed for the average mid-hiver. Its loss might genuinely mean starvation, abandonment, arrest or even being
cast down into the underhive in the blind face of Imperial bureaucracy. There is, of course, a thriving trade in the theft and
falsification of cognomen, the price for a “face” varies on the identity fabricated or stolen, and can range from a few gelts to
thousands.

CONSECRATED SCROLL S (LITERACY)


Blessed with sacred unguents and illuminated with the tenets and scriptures of the God-Emperor, Consecrated Scrolls are
commonly carried by psychic Inquisitors and their Acolytes. These scrolls allow the bearer one reroll on the Psychic
Phenomena table. Scrolls require time and devotion and must be prepared specifically for the bearer. Once a scroll is used to
absorb the taint of the Warp it crumbles to dust and becomes useless.

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CRIMSON BESTIARIES (LITERACY)
Xenos bestiaries, books purporting to detail and catalogue a variety of alien creatures, are commonplace in the libraries of the
wealthy. Most contain little more than lurid illustrations and superficial descriptions of the more notable enemies of mankind
and whatever local fauna is deemed appropriate.
They range from the opinionated and often widely inaccurate works illuminated by Ecclesiarchy scribes to rarer works more
grounded in reality and culled from scholastic learning, perhaps even from first-hand accounts. Of this latter kind, the Crimson
Bestiaries (so called for their distinctive serpent skin bindings) produced by the Great Library of Fenksworld are highly
regarded. The volumes skirt dangerously close to the edge of knowledge that Ordo Xenos will allow in the public domain.
A Crimson Bestiary requires a successful Challenging (+0) Literacy Test to successfully reference. If this test is passed, a
character using the tome to learn something relating to the Calixis Sector and the surrounding stars gains a +5 bonus to his
next Forbidden Lore (Xenos) Test.

EIKON
An eikon is a portrait, usually of the Emperor, but also of Saints and other notables of the Imperium. They come in a variety of
sizes and styles ranging from small cameos with locking covers to large triptychs meant to be openly displayed on tabletops
and altars. Sold in great numbers throughout the Sector, eikons are most common among native militia, who often attach
them to their weapons and vehicles.

GREATER ICON OF PASSAGE


This device functions as a standard Opus Machina, but it also carries numerous code ciphers, over-ride decrypts, and effector
fields, making it the equivalent of a set of multi-keys , granting a +10 bonus on Security Tests made to disable alarms and
commune with machine-spirits.

GREY DEVICES
Strange brushed-metal boxes that seem to eat power and make chiming noises in response to unknown factors, socalled grey
devices are small pieces of technology that have no clear purpose, carry a peculiar aura to them and seem to answer
questions in some way. These odd devices first turned up in the ancient Pellucidan Tunnels, and are considered sacred
mysteries to the Priesthood of Mars but also have become a blasphemous item of superstition and forbidden games of
prognostication for others. These heretics bait the machine-spirits of the grey devices hoping to make them respond, making a
gambling game of it, while others treat them as auguries or links to the beyond. Some say the devices respond purely
randomly or in ways barely understood let alone mimicked by a player, others that some contain “malifica”, vile unclean
spirits that lead the unwary astray.
Finding a Game: Trying to find a place offering games with a grey device requires an Availability Test on a forge world or
Mechanicus domain with a –30 penalty. It is allbut impossible if the person trying to find it is a techpriest or in the company of
tech-priests. If a device can be found, however, aside from its worth, it will often provide an introduction into darker things.

HELL HEART
This cruel device murderously exploits the fanatical loyalty the cultists of the Pilgrims of Hayte have towards a False Prophet.
These amulets can take many forms, from bloody gemstones to an actual withered heart. The use of the Hell Heart is
automatic against any Damage that the False Prophet takes that would cause a Critical Wound on him. On a successful Hard (–
20) Willpower Test, the effects are suffered not by him but by any single living human follower of their choice within 50
metres. The full effects of the injury spontaneously afflict the follower and leave the False Prophet miraculously unscathed.
These followers must have previously sworn their lives and souls to the False Prophet for this to occur.
When the Hell Heart is used, it flares with unholy light, giving Acolytes a chance to notice its malign presence, and will remain
active until it is destroyed (it can be targeted by a Called Shot and has half as many Wounds as the False Prophet it is bound
to). If the Hell Heart is destroyed, the False Prophet immediately suffers 2d10 Wounds with no reduction from Armour or
Toughness, but this loss carries o other effects as it is not Damage. The lost Wounds need to heal naturally.
The warpcraft involved in creating such an item is both difficult and dangerous, and it must be bound to the wearer’s soul
when made. Only a False Prophet will ever possess such a baleful item, and he may never utilise more than one.

HERETIC’S WAKE DECK


In the centuries since the sector’s founding, the Ministorum has been unstinting in their efforts to stamp-out the game of
“Heretic’s Wake”, but with little success. The game is played with a deck of cards made from a twisted and debased version of
the Emperor’s Tarot and to possess a set is a crime punishable by “having one’s fingers dipped in molten gold”—for the
blasphemy of holding such lies and creations of wickedness. The images on each card are rumoured to have been designed by
the heretic illuminator, Cassilda, and it is said that if the cards are drawn in a certain pattern, the player will find themselves
granted a vision of a far greater game, or perhaps simply go mad. The potential consequences have not prevented Heretics’
Wake from spreading throughout the sector to the point where a game can be found in almost every dark recess.

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HOLO-PROJECTOR
Cased in brass, crawling with chrome-sheathed cables and hissing steam, a holo-projector is a feature common to the briefing
rooms of the various arms of the Adepta. The rituals of constructing and maintaining these devices are some of the most
ancient and sacred. The flickering cone of blue-tinged imagery it projects is the product of muttered prayers and burning
tapers. A holo-projector can be linked to a cogitator or other data feed.

HOLO WAFERS
Intended as fealty-badges, bargaining chips or signal-markers, holo wafers are small ceramic discs, each about as thick as a
coin and no wider than a palm. Each is keyed to show a particular small holographic image when triggered. The devices have
another, more sinister, use as so-called “death markers” or “kill claimers”. Holo wafers displaying images such as a winking
skull, a weeping mother or a burning tower are de rigueur items in the Scintillian underworld, serving as “calling cards” for
many assassins, gunsells and contracted blades who leave them on the corpses of their victims to enhance their mystique and
their reputation.

ICON OF HOLY WRATH


There usually comes a time even in the most labyrinthine covert investigation, or ongoing deception by the Inquisition, when
the facts have been gathered and the guilty identified. A time to punish and purify with all the awesome might and magisterial
fury the Holy Ordos can muster. It is at these times that the Icon of Holy Wrath is displayed. Each icon differs, based on the
traditions and tastes of the Inquisitors that own them. For some it will be an unfurled banner depicting the avenging visage of
the Emperor himself, for others a sainted reliquary of martyr’s bones or even the simple uncompromising symbol of the Ordos
itself held aloft in a suspensor field. Not all Inquisitors use these icons but those that do either carry them into battle
themselves or entrust them to a prominent Acolyte to carry in the forefront of battle as a sign to the corrupt and the fallen
that their judgement is at hand.
The presence of the Icon of Holy Wrath enhances the character’s visibility for the purpose of certain talents (Into the Jaws of
Hell, for example). Additionally they give the bearer and their allies within six metres a rating of Fear (1 Disturbing), to cultists,
mutants, heretics and anybody else the GM deems appropriate.
These icons cannot be bought, only fashioned appropriately by a full Inquisitor, and their use granted for a particular battle.

THE IMPERIAL INFANTRYMAN’S UPLIFTING PRIMER (LITERACY)


One of the most widespread books in the galaxy, every Imperial Guardsman must (by regulation) have a copy of it on their
person at all times. It is filled with useful information including xenos recognition, weapon maintenance and use, survival and
medical tips, and combat formations. More importantly, it carries prayers, hymns, litanies and inspirational passages to ensure
that proper spiritual and morale levels are kept at proper levels. When making Skill Tests with this book in hand and taking
enough time to read it (at least 10 minutes) the reader adds +5 to following tests: Unjamming weapon, Maintaining weapon,
Common Lore(War, Imperial Guard), Survival, Medicae. If the guardsman has not got some of these skills, treat him as having
the Skill as basic skill. Should the guardsman have the Literacy +Basic taken, the bonus gained from using the Imperial
Infantryman’s Uplifting Primer is increased to +10.

ISOTROPIC FUEL RODS


A basic building block of Imperium technology, and truly a surviving wonder of the High Dark Age, these metre-long metal rods
contain a concentrated liquid metal storage medium capable of holding vast quantities of energy. A single fully-charged rod is
able to power a small settlement or entire hab-block for several weeks. The technology to create isotropic fuel rods is a
jealously guarded Mechanicus secret, and the rods themselves are highly valuable commodities.

LIBER HERESIUS (LITERACY)


Containing the collected writings, philosophies, musings, sayings, and wisdom of thousands of Witch Hunters of the Holy
Ordos, the Liber Heresius is the definitive guide to heresy in all of its forms. It details the structure, activities, and nature of
many infamous heretical cults, as well as how they were detected and destroyed. Treatises can be found on how to identify
incipient heresy, the signs and symbols commonly used by heretics, and the various heretical creeds and mottos.
As can be expected, the tome is a closely guarded secret among the Holy Ordos, who realise that not only is the Liber Heresius
an excellent guide to the nature of heresy, it’s also the perfect primer on how to start a heretical cult and keep one hidden.
The book is only issued to those Witch Hunters who have proved their loyalty and devotion and even then the owner may be
called upon to surrender his copy at a moment’s notice.
The Liber Heresius normally appears as a massive armoured book. The symbol of the Ministorum is set into the outer cover
and contains a lock coded to the owner’s genetic structure. The Liber Heresius provides a +20 bonus on Research Tests
involving Forbidden Lore (Cults, Heresy).

LITANIES OF FAITH (LITERACY)


These books come in a variety of forms, ranging from massive tomes of hand-written parchment to compact dataslates.
They contain the teachings of the Ecclesiarchy, with a special emphasis on chants and hymnals. Compact versions of the
Litanies (concentrating primarily on prayers) are common among the possessions of Ministorum preachers.

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A complete copy of the Litanies Of Faith provides a +20 bonus on Research Tests involving Common Lore (Ecclesiarchy) and
Scholastic Lore (Imperial Creed). Abridged versions of the Litanies only provide a +10 bonus.

LORD MARSHAL GOREMAN’S CARTA SANGUINE (LITERACY)


These are bounties placed on the head of notorious criminals by Lord Marshal Goreman himself. Although such documents
are unpopular with the Arbites, they recognise that even they, from time to time, need assistance in tracking down
particularly elusive criminals. The introduction of these cartas has created a vast class of interplanetary bounty hunters, who
travel from world to world in search of the Imperium’s foes. These warrants can be a Calixian Judge’s nightmare, so complex
are the conflicting jurisdictions involved. However, on rugged frontier worlds, they are the readiest form of justice available.
The right to pursue Calixan Cartas Sanguine can be purchased on certain worlds. The bearer of such a carta is permitted under
Imperial law to travel from world to world in pursuit of the individual named in the document, and to carry such weapons as
are locally permitted on any Imperial world to facilitate his capture. The precise cost, terms, and effect of each carta, together
with the details of the issuing authority, should be determined by the GM. Cartas Sanguine have an availability of Rare on
most worlds, and should cost at least 100 Thrones, even for a simple bounty. Once the terms of the Calixian Carta are met,
however, the hunter is entitled to redeem the carta for ten times its original value.

MALEFIC CODEX (LITERACY)


It is the wont of certain sorcerers, magisters, and occultists to record their practices and hard won lore in books, hidden
papers, and encoded codifier-stores. Such a Malefic Codex (as the Holy Ordos defines the record) can take a wide variety of
forms, from locked and bound folios scribbled with incomprehensible signs to encrypted data-slates with selfdestruct
mechanisms to prevent tampering. All contain the forbidden lore of the warp, and merely owning one is enough to send the
possessor to the pyre should the Inquisition discover it.
The contents of a Malefic Codex can vary widely; however, they are usually enough to provide a +10 bonus to research into
Forbidden Lore (Daemonology or Warp) when used, although this act will also inflict 1 Corruption Point on the user.
Depending on the codex in question, it may also contain the details of particular Chaos rituals, cult histories or even rites of
sorcery. Such greater works (featuring 1d5 or more Arcana or Rituals) are often dangerous in other ways as well, and may
even require a Daemonic Mastery Test to use.

MANTLE-SHRINE
Common devotional items in the Calixis Sector, these small portable shrines take the form of a triptych wooden or flakboard
box that can be closed into a case for carrying. Traditionally, mantle-shrines feature three hand-painted icons, the central
being one of the aspects of the God-Emperor and at his right hand Saint Drusus, and at the left, an image or saint determined
by the painter. The base unfolds to hold candles, an incense burner or a tack for votive papers. Most of these mantle-shrines
are crafted in the pilgrim shantytowns of Hive Tarsus and exported by the Ecclesiarchy across the sector. One can find mantle-
shrines even in the homes of the very poor on many worlds—indeed families often club together to buy them as wedding
gifts. Many hive scummers, intent on robbery, also know that a locked mantle shrine is a favoured hiding place for many a
poor stack-family’s few coins, if they dare desecrate it.

MONOTASK SERVO-SKULL
Servo-skulls represent the honoured remains of valued Imperial servants and Tech-Priests who continue their service even
after death. The skull is carefully cleansed and engraved, then fitted with a machine spirit to guide its actions, and tiny grav
platings to sustain it in flight. Monotask models are dedicated to a single, basic function and are a common sight on many
worlds. Each responds to basic verbal commands, and unless otherwise commanded, always hovers near its master. The types
below represent only a fraction of the countless patterns found across the sector.
The skull is fitted with a pict-relay allowing it to record or transmit what it sees and senses to its master or a linked cogitator,
as well as onboard systems allowing it to navigate its surroundings, identify creatures and objects, and faultlessly retrace their
paths. A monotask-skull is also specially fitted to conduct a particular simple task; some of the most common are listed here:
• Augur: The skull carries a scanner and vox-data systems to relay its findings. The character gains the benefits of an auspex as
long as the servo-skull is within 10 metres and active.
• Courier: This skull is used as a messenger and comes fitted with a specialised identity scanner as well as extensive
programmed maps of the local area and the like. The skull may simply carry a physical message such as a scroll or dataslate, or
replay a recording from an internal holo-system
• Illumination: The skull is fitted with a glow-globe or burning brazier to light an area 20 metres in radius.
• Laud Hailer: The servo-skull incorporates a laud-hailer, which can play recorded speech or amplify its master’s speech as
directed.
• Medicae: The skull is fitted with a medicae scanner and tools. The character gains the benefits of a standard medi-kit as long
as the servo-skull is within 2 metres and active.
• Utility: The skull is equipped with probes, plugs, and tools to aid in technical tasks. The character gains the benefits of a
combi-tool as long as the servo-skull is nearby and active.
Monotask Servo-Skull Profile

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WS BS S T Ag Int Per WP Fel
15 – 10 20 30 15 35 20 –
Movement: 2/4/6/12 Wounds: 4
Skills: Awareness (Per +20), Concealment (Ag +10), Dodge (Ag), Silent Move (Ag +10).
Talents: Fearless
Traits: Flier(6), Machine (1), Programmed Instinct, Size(Puny).
Weapons: –
Armour (Machine): Head 1
Commands: A monotask-skull can be commanded as per a cyber-familiar. In addition it is programmed to perform simple
repetitive tasks based around its function (such as illuminate a certain room, conduct a message to a designated location, and
so on).
Programmed Instinct: The skull will not attack or even defend itself, and it removes itself from harm’s way if damaged.
Likewise if stymied, interfered with or damaged, a skull returns to its master’s side or base of operations.

OPUS MACHINA
One of the ancient names given to the skull and cog wheel symbol of the Adeptus Mechanicus, the Opus Machina is known
throughout the Imperium and is as sacred to the servants of the Omnissiah as is the Aquila is to the Ecclesiarchy. The versions
presented here are no simple symbols, but contain broadcasted code-ciphers and data-djinn to proclaim their master’s worth
to those that are pure enough to hear. As long as the character knows how to employ it properly — that is, has the Common
Lore (Machine Cult) skill — the bearer of this symbol gains a +10 bonus on all Fellowship Tests concerning tech-priests and
followers of the Machine God.

PARASITE DOLL
Designed to channel a sorcerer or witch’s dark power, these horrible dolls may be created from wax, flesh, clockwork, bio-
plasm, debris, or other unsavoury materials. However, they must include within them blood, hair, or other tissue from their
user and their intended victim, and may only be used to affect this specific victim.
Mind-effecting powers, rituals, and malefic curses may be cast at the doll rather than directly at the victim (who may be
kilometres distant from the event), although the victim may resist the effects of any such malefic attack normally. If the user
of the doll suffers Psychic Phenomena while attempting to use the doll, the doll is destroyed.
If the doll is destroyed while being used to channel a power, the user suffers a powerful psychic backlash, inflicting upon him
either the effects of the power he was attempting to channel or 1d5 R Damage (ignoring armour and Toughness Bonus) as
appropriate.

PENTAGRAMATIC WARDS
By use of certain occult rituals, holy symbols, and even non- Euclidian mathematical formula, wards can be inscribed on
physical objects or areas to bar or constrain the presence of warp entities. The secrets and knowledge needed to create such
wards are considered proscribed and dangerous, and aside from cultists and magi, they are the sole purview of the Ordo
Malleus. The reason for this ban is simple—such wards can be easily altered to help a sorcerer or witch control and enslave
rather than simply deny the daemon. This fact has led some in the Inquisition down the path of Radicalism and destruction in
the past.
THE EFFECTS OF A WARD
A ward creates a barrier that a daemon or warp entity finds difficult to breach. Areas, objects, and even people may be
warded by inscribing the relevant occult formulae.
Daemons and warp entities wishing to interact with a ward (crossing a warded space, picking up a warded object, attacking a
warded character, etc.) must pass a Very Hard (-30) Willpower Test to do so. If the daemon or entity fails this Test by three or
more degrees, it suffers Malediction. If it passes this Test, then it may act freely (cross the ward, attack the character normally,
etc.) If it passes this Test by more than three degrees of success, the ward is completely overcome and destroyed.
Note: Even if it passes the Test, if the ward remains intact the daemon or warp entity must take the Test again if it wishes to
cross the ward subsequently (i.e. make attacks against a warded character the following Round, cross back over the warded
area, etc.)
CREATING A PENTAGRAMATIC WARD
Creating wards requires access to time and ritual materials (sacred inks, blood, silver dust, etc.), as well as the knowledge of
how to do so—which in game terms means that a character must possess the skill Forbidden Lore (Daemonology) at +10 or
better.
Creating a ward requires passing a Hard (–20) Forbidden Lore (Daemonology) Test. Success indicates that the character has
created a ward with a modifier of +0. For each two additional levels of success gained, the ward’s modifier is increased by –10.
A failure by five degrees or more when trying to create a ward can have disastrous effects, requiring a roll on Psychic
Phenomena.

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Temporary Wards: A temporary ward takes 1d10 minutes to create, although attempting to ward a large area (such as a
house) takes considerably longer. Temporary wards last for 1d5 hours plus a number of hours equal to the number of
successes achieved during creation. Temporary wards are also vulnerable to being physically damaged, which may diminish or
destroy their effects.
Permanent Wards: These wards must be made a part of the very fabric of the area or object to be warded and effectively
double the amount of time taken to create that object, building, etc. These wards, as their name suggests, are permanent until
overcome, desecrated, or physically destroyed.
Warded Weapons: Close combat weapons (other than Power, Daemon or Force types) may also have wards inscribed onto
them. Such weapons deal Holy damage, and any daemon suffering a Critical Hit also suffers Malediction. However, temporary
wards on weapons quickly become eroded in heavy combat, typically failing after a single Combat encounter (the GM has the
final say-so on this).
MALEDICTION
Certain antithetical forces and energies, such as a starship’s Gellar Field, a pentagramatic ward, or some sorcerous attacks can
have a powerful antithetical effect on creatures wholly or in part comprised of matter drawn from the warp, unravelling and
disrupting them on a fundamental level. This destructive effect is called Malediction.
An entity suffering Malediction suffers 1d10 Wounds as it occurs and each Round of exposure. Such Damage is not reduced by
armour, incorporeality, or Toughness Bonus.
Additionally it suffers a –10 to all Characteristic Tests and double the adverse effects of Warp Instability for 2d5 Rounds
afterward. Further, having suffered Malediction, a daemon must pass a Difficult (–10) Willpower Test to directly attack or
closely approach the source of the Malediction.
Malediction can only affect beings with either the Daemonic or Warp Instability traits.

PENTHRIFT DREADFULS (LITERACY)


The “penthrift dreadful” is a Calixian slang name for a small, cheaply printed pamphlet containing lurid stories of sordid
murders, gang violence, fanciful tales of xenos atrocities and other strange occurrences, all couched in the form of morality
tales or scaremongering religious tracts in order to evade censorship by the authorities. A popular, slightly licentious pleasure
in the mid-hives, these publications are generally allowed to continue by the powers-that-be as they serve to reinforce the
justly held fears and hatreds of the population, although, the Holy Ordos often keep a weather eye on their contents, just to
ensure that no dangerous “truths” slip through amid the purple prose.

PICT-CASTER
This device is a large screen that can receive and view both Vox- and Pict-transmissions. It has sound capability and some
models have holographic capabilities. Pict-casters are sometimes built into servitors most often they find use in stationary
posts where they provide images presenting some desired information.

PICT-FLY
Much like the Vox-bug, these insect-like constructs resemble large Terrestrial dragonflies, using the brain and nervous system
from a similar flying creature. They also have a very limited intelligence, allowing for uncomplicated instructions such as
“follow that woman” or “hover here.”
Pict-flies normally only record but most of them have capability of transmitting their feed to any pict-caster. The Acolytes will
require a pict-caster to view the fly’s transmissions, which also includes sound, though the quality tends to be poor (–20 to any
hearing-based Tests). Pict-flies emit a low insectoid buzzing when flying, allowing for a Very Hard (-20) Awareness Test on the
part of the observed to notice them. For any required tests, assume the Pict-fly has an Agility of 50 and the Concealment skill.
A Pict-fly is able to function about 6 hours before they need to replenish their energy and empty their recorder for new
material.

PINNER
Scintilla’s Arbites make extensive use of magnetic latches and holsters to carry their gear and secure prisoners. To help foil
their operations, certain factions of the Kasballica have invested in devices called pinners. These coil-generators emit a
charged fluctuating mag-field. Though it does not magnetically charge items itself, it greatly amplifies the power of existing
magnets. Once activated, the device affects all magnetic devices within 30 metres for 2d10 Rounds, supercharging them. Any
attempt to separate the magnet from the surface they are attached to requires a Hellish (–60) Strength Test. Good and Best
Craftsmanship versions increase the radius by 5 metres and 10 metres, respectively. Poor Craftsmanship versions decrease the
radius by 10 metres.

PRIVACY FIELD
In the worlds of shadow operations, commerce negotiations, and Inquisition business, it is often desirable to ensure that one’s
conversations cannot be overheard. Establishments that cater to an elite clientele who wish to remain anonymous will
sometimes include a field generator of this type around select tables. It is briefcase-sized device that projects a field up to 5
metres in radius. From the opposite side, the field has the same visual effect as looking through heavily frosted glass: shapes
might be distinguishable, but very little else. The field is completely impervious to sound, vox-, and pict-casting of any sort.

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PSY-DAMPERS
Most citizens of the Imperium have an ingrained fear of psykers, not only for the threat they represent, but also for their
ability to inspect or alter the minds of others. These phobias are not restricted to the common man, and even members of the
Holy Ordos have grave concerns about the threat to privacy that psykers represent.
Psy Dampers are not portable devices like Psy-Jammers; their arcane workings can take up a space larger than some vehicles
and require large amounts of power. These devices surround their area of effect with a multilayered lattice of psycho-
absorbent alloys and psycho-reactive crystalline fibres. Each device has a rating that corresponds to the reduction of psyker’s
Psy Rating within their field.
The field requires 2d5 Rounds to become fully effective, and during this time any psykers within the field will notice its
activation if they succeed on an Ordinary (+10) Psyniscience Test. The damper also requires 1d5 Rounds to subside, remaining
in full effect till the end of this time. These devices are extremely rare, and cannot normally be purchased by Acolytes during
the course of a game. They are much more likely to be encountered as part of the setting than as a piece of equipment.

REGICIDE SET
A two-player game played across all classes from lowly refresherscrubbers to spire nobility, regicide is simple to learn but
difficult to master. Many Imperial Guard officers hone their tactical senses in games with small sets that can fold into their
combat kit. A typical regicide game takes 1d5 hours, and while it usually has no in-game effects, the GM can offer benefits to
well-roleplayed games such as a +10 bonus to Fellowship-based tests with the opponent for the following day.

RULE OF SORORITAS (LITERACY)


A collection treatises, litanies and assorted holy directives, this book provides a +10 bonus to all Common Lore Tests made on
the subject of Ecclesiarchy, Heretics, Mutants or the Adepta Sororitas.

SCATTER-CASTER
The Scatter-Caster is an exceptionally heretical device, that the Tech-Priests of the Lathe Worlds despise for the way it disrupts
their control over servitors and Servo-Skulls. Also known as binary bombs or cant grenades throughout the low echelons of
Enginseers, these heavy generators pump out discordant frequencies, lingua technis gibberish, and invalid scrapcode,
blanketing a wide area in disruptive white noise that sounds like static to most people, but is unbearable to those of the
Mechanicum. A Scatter-Caster has a range of 25 metres, and anyone with Mechanicus Implants suffers a –10 to all Tests whilst
they remain within this area. Giving orders to servitors, Servo-Skulls and other familiars becomes next to impossible, imposing
a –50 penalty to all Tests to control them also these creatures need to make a successful Challenging (+0) Willpower Test to
act at all each round.
Good Quality scatter-casters have a range of 50 metres, and Best- Quality scatter-casters have a range of 100 metres.

SHADE-SERVITOR
Hot environments are often doubly dangerous to travellers because they can compel visitors to a new planet to strip off their
armour in order to withstand the heat, almost invariably a fatal mistake. Shade-servitors have no organic parts and are not, in
fact, servitors in the strict Imperial sense of the word. They are relatively small devices resembling a cone surmounted by a
series of ceramic lamellar blades that swiftly rotate in different directions. The devices hover about their master, using their
blades as natural fans and parasols, occasionally supplemented with a cold blast of air sent over an internal cooling coil. Shade
servitors have a small internal battery with a 12-hour reserve that constantly recharges via a series of photonic cells along
their blades, allowing them to function near ceaselessly in hot, sunlit environments.
A shade-servitor is as much a statement of wealth as a practical device. They do assist in removing penalties due to heat and
help to fend off Fatigue in hot environments (GMs discretion). Otherwise, they are merely a clear indicator of a given
individual’s wealth and tend to be adorned with intricate wood engravings or careful scrimshaw work. There are rumours of
severely upgraded models, ones capable of hurling their blades to inflict lethal cuts or installed with a powered shield, but the
veracity of such rumours is difficult to confirm.

SIMULACRUM IMPERIALIS
Some of the most precious artefacts in the possession of the Holy Ordos, Simulacrum Imperialis are holy symbols of the
Ecclesiarchy that were once borne by a Saint of the Imperium, or have been fashioned from the bones of a Saint. Brought out
only rarely, usually when the forces of heresy and the warp are at their worst, a Simulacrum Imperialis is often carried at the
forefront of an Adepta Sororitas battle group. Considered one of the purest symbols of the Ecclesiarchy and the might of faith
in the God-Emperor, the mere sight of Simulacrum Imperialis is often sufficient to raise the spirit and fighting zeal of any
nearby allies.
Whenever a character spends a Fate Point within 20 metres of a Simulacrum Imperialis he will immediately recover it on a dice
roll of 8, 9 or 10. Characters with more than 20 Corruption Points cannot benefit from this effect.

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SKY EYE
A techno-arcane device of great sophistication, a sky eye incorporates a small hovering sphere slightly less than two fingers
wide with an elegant docking station containing a variety of holo-display modules. The sphere scouts out a chosen area within
15 kilometres of the docking station, a process that can take anywhere from a few minutes to several hours depending on the
distances involved and the level of stealth asked of the sphere component. Upon the eye’s return, the docking station
produces perfect three-dimensional holomaps of the scouted area that can be downloaded to standard data-slates. Within the
Calixis Sector, only the Adeptus Mechanicus brethren of the Lathes are known to be capable of producing such devices.
Rumour has it the Inquisition has access to ultra-quiet sky eyes that incorporate camouflaging materials, which they use to
scout out the interiors of rooms and buildings before entering.
The sky eye drone is a Minuscule object that can sustain only a single point of Damage before it is destroyed. It has the Flyer
(8) trait. Attempts to detect the sky eye either by sight or hearing are at a –30 penalty.

STRAIT CAPE
The Chasteners of the Calixis Sector know that in order to break the most hardened criminals it is important to carefully
manage every aspect of their incarceration. A key early step in this process is to isolate and disorient them. Strait capes are
used to achieve this. These are specially made heavy sacks constructed of strong synthetic canvas which are thrown over
suspects. Their limbs are then pulled through holes in the sack, immobilised and hogtied using internal chains, and an attached
hood containing a blindfold, gag, and earmuffs is then thrown over the suspect’s head. Completely helpless, the subject can
then be attached to the exterior hooks and clamps on Arbites vehicles and roared away into the night to await the pleasure of
the Chasteners.
All Tests (Contortionist, Security, or even pure Strength) to escape the bonds of a strait cape are always taken with at least a
Very Hard (-30) penalty, and take five times as long as normal. Throughout the course of their incarceration within a strait
cape, the subject cannot use any Skills or Talents which depend upon sight, sound, or use of their voice, limbs, or hands.

STATIC GENERATOR
Simple but obvious, this emits a powerful sphere of white noise across commonly used transmission frequencies within 30
metres. Comm devices do not function, but it is also clear to all users that they are being disrupted, and the device can be
easily located. Still, when set on a timer and placed next to a transmission tower, they are effective for short-duration
sabotage.

TENT
Simple and durable, this tent can fit two people and their gear. Standard issue tents are waterproof with a reflective side for
sun-baked climates.

THE BOOKS OF EMPTY PROMISES (LITERACY)


Created in mockery of the great books of the Imperial Creed, these blasphemous texts are written by the False Prophets to
espouse their malign beliefs and may take many forms, from folios of flayed and inked skin to works deliberately made to be
mistaken for Imperial prayer books to trap the unwary. In any form these works are dangerous.
A Book of Empty Promises is a perilous but useful tool for a Radical Inquisitor and confers a +10 bonus to research Tests
involving Forbidden Lore (Daemonology) and (Cults— Pilgrims of Hayte only). It also contains many secret rituals for the
summoning and binding of daemons.
Every time the book is read, however, the reader must take a Difficult (–10) Willpower Test or be forced to read the text to the
end and have its evil infiltrate his mind. This infiltration inflicts 1d10 Insanity Points and 1d10 Corruption Points. This Damage
only occurs once per character.

ULUMEATHI PLASMA SIPHON


It is unknown where these strange arrangement of crystals comes from or why the name Ulumeathi is so connected to them.
Rumours of a lost xenos race, or an Inquisitor who discovered them are given equal weight. The crystals disrupt plasma in a
small area around themselves, causing it to veer wildly through the air and rapidly lose energy.
A character with an Ulumeathi Plasma Siphon reduces the Ballistic Skill of anyone attempting to fire a Plasma weapon at a
target within 10 meters (or who is firing a Plasma weapon from within 10 meters) by –30. In addition, any Plasma weapon
affected by the Ulumeathi Plasma Siphon also loses the Plasma special quality and halves Penetration (round up).

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VERTICAL SPINDLE SET
The outer walls of hive cities are often nightmarish drops that can see an unfortunate buffeted by howling winds and toxic gas
emissions before falling for kilometres and smashing to death on their armoured flanks. However, the very inhospitable nature
of this environment can prove appealing, as it can often provide an unexpected means of access to restricted areas. The need
to operate on a hive’s outer shell gave rise to the invention of the spindle-set. Originally said to have been invented by menial
tech-wights of the Vertical Hives of far-distant Hilraxis, the design travelled to the Calixis Sector with a succession of Chartist
Captains. Currently, tech-wight menials and Reclaimators produce varying versions of spindle sets in several different hives.
These devices have proven particularly popular on Ambulon (given that the entire hive exists on a mobile shell hundreds of
metres above the ground) and Sibellus. They have not caught on in Hive Tarsus, on the other hand, as the burning desert sun
heats the outer shell of the hive to unbearable levels.
Spindle sets consist of heavy, reinforced gloves and boots, connected with feed-lines and power leads to a central unit worn
on the user’s back. The gloves and boot toes have blunt plates attached to them—powerful electro-magnets, activating when
pressed against metal surfaces and deactivating when pulled from the attached surface in a specifi c fashion. In addition, the
plates can detach from the spindle set, allowing the wearer to lower himself on adamantium-weave monoline. Anywhere from
one to all four of the plates (both hands and feet) can detach in this manner. This device allows the user to climb any
ferromagnetic surfaces (such as most iron alloys) without using the Climb Skill at 25 percent of their standard speed, even
upside down. Unfortunately, the clanking of metal on metal, however soft, does impose a –5 penalty to any Silent Move Tests.
By detaching from the magnetic plates, the user can also lower himself up to 50 metres.
Good Craftsmanship versions of spindle sets have inbuilt compressor launchers that allow the user to fi re the magnetic plates
at distant surfaces and pull himself in. This is a Half Action requiring a Challenging (+0) Ballistic Skill Test, although in the case
of particularly large targets (such as a wall) the GM can grant a size modifier or waive the Test entirely. Best Craftsmanship
versions use monofibre hairs on the plates that burrow into surfaces, allowing the user to climb any surface. Poor
Craftsmanship versions do not have detachable plates or monoline at all.

VID-CASTER
On rare occasions, some Imperial Guard squads are issued helmet- or shoulder-mounted vid-casters, allowing a dispersed
squad to coordinate their activities much more accurately than verbal communication alone would allow. In many cases,
however, the truth is that vid-casters allow a commanding officer to lead a dangerous mission, perhaps a suicide mission, from
the safety of his command bunker.
Vid-caster may also include vox-system, in which case it allows also voice communication to connected vid-relay and back
from there. The vox-system also allows all the paired vid-casters to communicate with each other.
There usually is no way to temporarily stop the vid-caster from communicating with paired vid-relay, but it can always be
turned off. Vid-casters use standard charge packs that last about a week without recharging.

VID-RELAY
Vid-relays are cogitator systems and better craftsmanship version may even be portable. They usually allow pairing of up to 20
vid-casters and vid-visors per unit. The exact amount though depends on things such as the craftsmanship of a specific vid-
relay. Vid-relays allow watching a view of all or just a chosen paired vid-caster or it may be used to present any view or pict on
all or just specific vid-visor. If the vid-relay also has vox-system, it allows communication in both ways to all or just specific
paired vid-caster.
Common-Craftsmanship vid-relays have a maximum range of about 10 km, while Good-Craftsmanship units can often reach 50
km or more. Best-craftsmanship units can maintain a connection between a planetary surface and a ship in orbit, with only
minor delay. The effective range of a vid-relay, and the quality of the signal, can be greatly impacted by dense, intervening
material or environmental conditions (such as operating underground or in the midst of a gravitic storm.) Vid-relays are
usually accompanied by a vox-system.

VID-VISOR
The other half of the vid-relay system consists of a receiver, which can take the form of a helmet-mounted visor or “flip-out”
eyepiece. Vid-visor is otherwise a simple add-on visor, but it can receive and show any view chosen by the user of paired vid-
relay. Vid-visors most often need to be accompanied with vid-caster to connect them to the paired vid-relay and supply them
with power.

VOX-BUG
Looking much like its moniker, Vox Bugs are self-motive devices, the size of a thumb, able to scuttle to their target and hide
themselves amongst their clothing or possessions. The cortical material from the ubiquitous roach forms the basis for its
rather limited awareness, allowing them to take one simple sentence of instruction, such as “hide in that gear bag” or “climb
onto that corner”
They can also be placed in “inert mode,” where their tiny claws will simply affix themselves to an item or object. They will
faithfully transmit sounds from their location to any vox-caster or micro-bead tuned to the appropriate frequency. Their
range, however, is poor, only able to broadcast out to 1 kilometre. For any situation requiring it, consider it to have an Agility
of 40 and the Concealment skill.

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They are capable of eavesdropping upon any conversation within a 10-metre radius. They can either record up to 10 hours of
such conversation, or directly transmit it.
A vox-bug will function for about 24 hours before needing to replenish its energy.

VOX-PICKUP
These tiny devices, taking the form of black boxes no larger than the joint of a child’s thumb, are technological wonders from a
forgotten age. They are capable of eavesdropping upon any conversation within a 10-metre radius. They can either record up
to 100 hours of such conversation, or directly transmit them contemporaneously in short, secure bursts to waiting receivers.
The Arbites make extensive use of this equipment to obtain damning evidence against suspects. Enforcers make use of similar
devices, though usually they are less sophisticated and easier to detect. The Inquisition also has a great fondness for these
machines.
Activating a vox-pickup is a Full Action, though they are so simple to use that no Tech-Use Test is required. Detecting an
activated vox-pickup is a far harder proposition: anyone searching for one that has been planted must make an Opposed
Search Test, pitting his Search Test against an Intelligence Test taken by the person who concealed the vox-pickup. At the
GM’s discretion, modifiers may be applied for possessing equipment which can detect burst transmissions, or for having
foreknowledge of the actual existence of vox-pickups in a given location.

VOX-PRIVACY FIELD
Much in demand amongst the secretive Kasballica crime lords, these energy fields create a shimmering dome of force which
sound and light do not penetrate. These fields are used to obfuscate their users from the prying eyes of Arbites and Enforcers
alike, the better to smoothly affect the lucrative transactions these underworld lords and ladies thrive upon.
A privacy field generates a dome of flickering blue light with a five meter radius that cannot be seen through or eavesdropped
upon. The field offers no physical protection whatsoever, other than visual cover. Each is unique, usually mounted in a small
handled case or on a Servo-Skull.

WALL EATER
It is one thing to invent a corrosive substance that only reacts with biological tissues, but inventing an acid that leaves fl esh
untouched while devouring stone and steel is another matter entirely. Creating the substance is merely the fi rst problem to
overcome—storing it is just as difficult.
On the Hive world of Landunder, the noted chymist and savant Maris Pascure invented such a compound, distilled and
processed from Landunder’s chemical seas. Though the genius in devising the compound was impressive in and of itself, his
design for containing it was far more creative. Pascure tampered with the genetic structure of insectoid hive vermin, creating
a creature that would generate the acid within its body and dispense it through its mandibles. He sold it to a local criminal
syndicate just before being arrested and executed by the local enforcers for devising materials that could critically destabilize
a hive’s structural integrity.
The wall eater is an insectoid creature the size of a man’s thumb. The user squeezes the creature’s bloated thorax, forcing the
acid through its mandibles and onto the desired surface. One creature can generate enough acid to draw a two metre line,
and the acid eats through up to 30 centimeters of adamantium before dissipating. It takes a week for a wall eater to replenish
its acid reserves. It is completely harmless to humans, but the wall eaters must be kept in wooden, bone, or ivory cages lest
they eat through the bars. There are no Poor, Good, or Best Craftsmanship versions of this item.

WARD ACCESSOR
Although often ritualised and little understood by most who use them, ward accessors are electronic passes that allow access
to certain areas that are otherwise restricted. Such security measures are commonplace in hive cities where individual citizens
and workers usually find certain places off-limits. Individual accessors vary widely in appearance, from simple cards to holo-
coins, badges of office or even great seals, depending on just where the security is located and what is being guarded. The cost
listed here is for a “blank” accessor (a potentially dubious but not illegal item) ready to be programmed with a code.

WARP AMULET
Warp amulets can take many forms, but most often they are a peculiarly engraved stone, fetish pouch, or sigil-covered
talisman or circlet. These are ritually prepared to aid in warpcraft and reek of dark energies.
Using a warp amulet takes a Half Action and requires passing a Difficult (–10) Invocation Test. If the Test is successful, the
amulet provides a +10 bonus to daemonic summoning rituals or allows a single Power Dice to be re-rolled when using a
Sorcery Power. Using these amulets is not without its dangers. If the Invocation Test is failed by three or more degrees, the
user must roll for Psychic Phenomena.

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XENO ART AND OTHER CURIOSITIES
Works of art and antiquities--statuary, trinkets, mosaic shards, graven tablets, broken devices, strange jewellery, and the like
purporting to be of nonhuman origin--are perhaps the most common (and easily faked) staple of the Cold Trade. Most are
simply sold under the banner of “made by unknown hands,” which is vague enough to pique interest but non-specific enough
to not require proof. Others come with convoluted stories or dubious provenances to increase their potential value. However,
the “real thing”—fragments of Eldar wraithbone, Moliochin Fire Hearts, or the disturbing chthonic idols unearthed from dead
worlds in the Hazeroth Abyss—can fetch enormously high prices and carry dangers of their own.

DARK ARTEFACTS

THE LENS OF SEEING


This artefact appears as nothing more than a simple monocle, similar to those worn by the aristocracy across the Imperium.
Close inspection will show the lens itself is made from the finest crystal, with none of the usual marks left by mechanical
polishers. The frame is gold wire, engraved with tiny symbols and sigils, and comes with a length of fine chain so the lens can
easily be attached to one’s clothing.
A curious and almost benign artefact—unlike many creations of the malefic arts—the Lens of Seeing was in fact shaped by the
Radical Inquisitor Immel Amud. He sought to use it for the Imperium’s benefit, seeking a way to decipher the oft-encoded
tomes found in the possession of cultists and sorcerers. For a time, the Lens proved to be a valued tool in his crusade against
the forces of Chaos, allowing Amud to clearly read even the most minor of notes, thus laying the cultists’ plans out in the open
to be countered. But eventually the fickle nature of the warp made itself known, and Amud discovered far too late the price
the Lens asks for its services.
Driven to near madness by his obsession with secrets the Lens revealed, Amud met his end when a supposedly minor
gathering of cultists proved to have ten times that number.
Slain in the ensuing battle, Amud’s body was eventually recovered, but the Lens was not to be found.
Using The Lens Of Seeing
Activating the Lens requires an Ordinary (+10) Invocation Test and a Full Action. Once the Lens has been activated, it will make
any text viewed through it legible to the character regardless of origin. This includes text written in various xenos tongues,
ciphers, codes, and the like. The effect lasts as long as the character reads one particular text. If he switches to a new book, he
must reactivate the Lens.
The Lens, while quite useful, isn’t without its hazards.
Each individual use of the Lens causes the character to gain 1 Insanity Point. Keep this total separate from any other Insanity
Points the character may gain. Once the character gains 10 Insanity Points from using the Lens, he must make a Trauma Test
as described on page 234 of the Dark Heresy Rulebook. However, failure doesn’t result in a roll on the Mental Trauma table; it
simply reflects how much control over the character the Lens has.
As the character gains Insanity Points (and potentially fails Trauma Tests) he becomes more and more possessive of the Lens,
until eventually he will refuse to be without it. In addition, once the character reaches 40 Insanity Points, he will double-check
all written documents with the Lens, looking for hidden meanings and secret messages. Once he reaches 60 Insanity Points, he
will only read documents via the Lens, and once he reaches 80 Insanity Points he will have lost the ability to read anything
unless using the Lens. In addition, once the character has 60 Insanity Points and is totally dependent on the Lens, the accursed
monocle will begin to alter the content of whatever the character is reading, subtly changing words and sentences.

BONE FLUTE
At first glance, this artefact appears to be little more than a simple flute, such as is found on feudal worlds across the Sector.
Closer inspection shows that it has been carved from a length of bone, specifically a human femur. Roughly 55 centimetres in
length, it has been carefully shaped and polished. Both ends of the flute are decorated with thin bands of silver, into which are
inscribed various sigils and symbols.
The origins of the Bone Flute are unclear, although the name Mateus is often associated with its history. If the stories are true,
Mateus, a popular musician from the hives of Fenksworld, created the flute in an effort to, as he put it, “play the music of the
cosmos.” It’s unknown if he succeeded in his quest, as Mateus committed suicide soon after crafting the flute—although some
say his death wasn’t by his own hand, and investigators found his dismembered body scattered about his squalid quarters.
This has resulted in the Bone Flute developing a reputation as an ‘unlucky’ instrument. Whilst it is possible to produce
haunting and unworldly melodies with it, sooner or later, the musician using it will come to a terrible end.
Using the Bone Flute
This requires a character to make two Tests. The first is a Difficult (–10) Performer (Musician) Test in order toThis requires a
character to make two Tests. The first is a Difficult (–10) Performer (Musician) Test in order to create a piece of music the
warp finds appealing (though other listeners may have a far different reaction), followed by a Difficult (–10) Invocation Test.
The later Test takes a Full Action, while the former requires a variable amount of time (a minute at minimum).

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Once both Tests have been passed, the character playing the Bone Flute can produce an effect similar to the Psychic Power
Weapon Jinx. All mechanical devices within 50 metres cease to function and will remain so as long as the character continues
to play. Weapons will jam or fail to fire, chain and power weapons won’t activate, chronos will show impossible times,
auspexes will give back false readings, and data-slates will display jumbled audio, video, and text.
The character can maintain this effect by making a Willpower Test each Round. For each Degree of Success, the character can
add an additional Round before he needs to roll again. For example, if the character makes his Willpower Test, the effect lasts
for another Round; if he makes it by +10, the effects last for another two Rounds, and so on. However, once the character
stops playing (for any reason), a roll is made on the Psychic Phenomena Table as the warp makes its displeasure known in
having its music interrupted. The Bone Flute will not be affected by any adverse effects rolled.

THE FORGE OF NIGHTMARES


The Forge of Nightmares is a huge bio-mechanical construct comprised of an oily black lattice of supports, struts, and braces.
This outer shell only barely restrains the bulging, reddish, fleshy masses that expand and contract at a regular rate, akin to a
monstrous pulsing heart.
The forge consists of four greater and four lesser furnaces radiating equidistantly out from a central vent; each furnace ends in
an opening resembling a distended mouth. The furnaces are two to three metres in height, whilst the central stack is well over
10 metres tall. Even when supposedly quiescent, the furnaces draw in air, with various foul vapours being expelled from the
towering vent. Those who have viewed a forge in this state find it uncomfortably similar to the act of respiration.
Supposedly, these monstrosities are shaped in order to hold a great and terrible daemon of unimaginable power, although
some swear a forge is actually the daemon itself assuming physical form in our world. In either case, even the merest hint of a
Forge of Nightmare’s existence will bring the full force of the Ordos Malleus to bear, as an unchecked Forge brought to full
operation can render an entire world over to the forces of Chaos. Once lost to the Imperium in such a manner, the only
recourse to save the doomed world is Exterminatus.
Certain documents and numerous Inquisitors link forges with the Tyrant Star. The prevailing opinion is that a forge is meant to
draw Komus to it, weakening the fabric of real space so the immaterium can leak through. Whilst others dispute this theory,
no one can deny that an operating forge of nightmares lives up to its name, bringing forth madness and violence over a wide
area and leaving only ruin and despair in its wake.
Using a Forge of Nightmares
Activating the Forge of Nightmares requires at least eight malefic cultists—one to stand at the opening to each furnace—and
as many sacrifices as deemed necessary. The forge is fueled by human souls and will greedily consume any and all that are
forced screaming into each of its furnaces.
Once the first sacrifices have been fed to the forge, it will start to shudder, the furnaces appearing to swallow each victim as
blood and other unnamable fluids begin to seep from various small orifices scattered over the forge’s surface.
As the forge consumes souls, a sorcerer can attempt the ritual that activates it fully. This requires a Arduous (–40) Forbidden
Lore (Daemonology) Test (every 8 sacrifices after the initial set reduces the Test Difficulty by 5). If this Test is failed, roll on the
Contempt of the Warp Table, modified by +10 for every 8 sacrifices made to the forge.
Once activated, the air above the forge’s vent will start to shimmer and ripple as the fearsome construct starts to moan. Soon,
strange scintillating colours will pour forth from the forge’s vents, accompanied by shrieks and howls as the barriers between
this world and the warp begin to break down. As these barriers fray, a full-scale psychic warp storm will begin to rage about
the forge of nightmares: the sky will roil with dark clouds, showers of flesh and blood will fall from above, lightning will strike
not in bolts but in sheets, foul spirits will walk freely, technological devices will suffer from a myriad of problems before failing
outright, and weak men will go hopelessly mad. Any attempt to summon a chaos daemon while the storm lasts will gain +20
for the auspicious circumstances.

LIBELLUS APPELLO (THE BOOK OF NAMES)


This small booklet, scarcely larger than an Imperial Infantryman’s Uplifting Primer, has a cover made from wooden plates
covered in carefully prepared human skin.
It opens via a single iron hinge, which has been fashioned to resemble the eight-pointed star of Chaos. A brass hasp locks the
booklet closed. If opened, the pages revealed are shown to be made of fine vellum. Though of nominally human origin, the
exact nature of these well-dressed sheets is far too monstrous for most Acolytes to dare contemplate.
Each leaf of the Libellus Appello is covered in mathematical formulae, alchemical symbols, star charts, and dense blocks of text
written in an obscure tongue.
Written by the disgraced and heretical Adept Hetoun Parang Levon, the Libellus Appello’s passages must be translated (see
page 186 of Dark Heresy for more) before a character can properly use the book. One this has been done, the Libellus Appello
is revealed to be a guide to the true names of daemons, as well as how to divine them through thorough examination of
certain astronomical phenomena. A number of daemonic names are included in the book—some added by hands other than
Levon’s—along with scattered comments in the margins detailing the requirements of summoning any of the daemons
mentioned in the main text (but not the summoning rituals themselves).

47
Levon was executed for heresy soon after the completion of his blasphemous masterpiece, and the book vanished for a time,
only to reappear in the hands of various malefic cultists.
Supposedly, at least one sorcerer used it to predict the next appearance of Komus, the Tyrant Star. Finally captured by
Amalathian Inquisitors, the Libellus Appello currently resides deep in the vaults of the Tricorn Palace, located in Hive Sibellus
on Scintilla.
Using the Libellus Appello
In order to make proper use of the Libellus Appello, a character must make a Difficult (–10) Scholastic Lore (Astromancy) Test
in order to determine a daemon’s true name using the formulae given. Summoning a daemon already named in the book gives
the summoner a +30 bonus to his Forbidden Lore (Daemonology) Test, as he knows the daemon’s true name.
Simply reading the Libellus Appello from cover to cover will give a character a +10 bonus on his next Forbidden Lore
(Daemonology) Test, but will also inflict 1d5 Corruption Points.

MECH SPIDER
This object consists of a human head, fashioned from brass, mounted on a small eight-legged chassis. The head is fashioned to
be an almost exact replica of a human’s, except it is missing the eyes, ears, lips, and tongue. Inside the head is a mechanism
that operates the legs, eyes, and mouth—if there was anything mounted there for it to control.
Created as a mockery of a Tech-Priest’s servitor, Mech Spiders are often used by sorcerers and witches to spy upon the
unsuspecting or to communicate with remote cells of cultists and the like. They require no small skill to create, and are usually
only found on hive and forge worlds, as other planets normally lack the resources needed to make one.
Using the Mech Spider
A Mech Spider’s true purpose becomes apparent when a sorcerer or a witch prepares it for use. First, the head is anointed
with a mixture of blood and machine oil, then the eyes, nose, lips, tongue, and ears are removed from a freshly-killed corpse
and attached to the head, connecting them to the various control rods within the skull. This requires some chirurgical
instruments and a Challenging (+0) Medicae Test must be made to remove the body parts in good shape. Failure inflicts -10
Penalty to all Test made with Mech Spider to observe surroundings for each Degree of Failure. The sorcerer then performs a
Difficult (–10) Invocation Test, taking a Full Action to do so. If successful, the sorcerer has now opened a mental link to the
Mech Spider, and can see what it can see, hear what it hears, and can speak through its mouth. He also can mentally control
it, moving it about using only his mind. After every ten minutes and should the sorcerer become under any highly stressful
situation, he must make a new Challenging (+0) Invocation Test to maintain the connection. If the mental link is lost, the Mech
Spider starts to deteriorate quickly losing one sense per every 10 rounds or one minute.
If the Mech Spider is destroyed, the user will suffer a psychic backlash, taking 1d5 Rending Damage (ignoring armour and
Toughness Bonus). In addition both, the spot where the Mech Spider met is demise and the spot where the sorcerer stands
will undergo Psychic Phenomena.
Mech Spider Profile
WS BS S T Ag Int Per WP Fel
20 — 10 20 36 † † † —
Move: 4/8/12/24 Wounds: 5
Skills: Concealment (Ag +10), Dodge (Ag), Silent Move (Ag +10)
Talents: Fearless
Traits: Machine (1), Quadruped, Size (Puny)
Armour (Machine): All 1
Weapons: Unarmed (1d10–3 P; Primitive, Special)
Special: †These Characteristics are equal to those of the
controlling sorcerer.

THE GLORY OF THE EMPEROR IN THE LIGHT OF DAWN


This blasphemous abstract painting, reputed to show the God-Emperor greeting the rising sun over Holy Terra, is both surreal
and unsettling. Mostly painted in various shades of yellow, gold, blue, and white, the painting has the unsettling ability to
cause feelings of vertigo and unease, as if someone was looking back at the viewer, when viewed for any length of time. Close
examination of the frame shows it to be composed of thousands of human shapes wrought out of solid silver. The human
figures, perfect in every detail, are entwined about one another in positions of either ecstasy or anguish.
The painting has a number of additional disturbing traits which only become apparent over time: the painting and its frame
always feel warm to the touch; the figures making up the frame slowly move and twist, endlessly orbiting the painting itself;
the colours making up the painting gradually shift, creeping over so slowly across the canvas. Although unnerving, the painting
is effectively quiescent unless properly treated with a new layer of varnish. A thin line of black crust where the canvas meets
the frame reveals the true nature of this varnish—human blood.

48
It’s unknown who exactly created the painting, as records indicate The Glory of the Emperor to at least a thousand years old.
Certain scholars among the Ordo Malleus believe The Glory of the Emperor was painted aboard of a spaceship during a
particularly violent warp storm. Others have declared the painting to be erroneously named, as not even the Immaterium is
capable of corrupting the visage of the God-Emperor Himself.
Using The Glory of the Emperor in the Light of Dawn
Applying a layer of blood to the painting, followed by a Difficult (–10) Invocation Test (Doing so requires a Full Action) will
awaken The Glory of the Emperor in the Light of Dawn.
The colors will shift, run, and form into a semblance of a face, although one can never be sure if it’s human or not—though it
certainly isn’t the Emperor’s visage! Once awakened, the painting will answer any questions asked, but the truth and accuracy
of such answers are subject to the GM’s discretion (the user may ask one question per Degree of Success from the initial
Invocation Test). As the painting represents a direct connection to the power of the warp, failure to succeed in the Invocation
Test will result in a roll on the Contempt of the Warp Table.
The blood used to varnish the painting must be fresh and must be human. If it’s not human, or has been thinned with anything
(turpentine, oils, water, and so forth), the Invocation Test will automatically fail, resulting in a roll on the Contempt of the
Warp table.
Participating in a ritual with warp dabbling such as is the case with varnishing The Glory of the Emperor in the Light of Dawn
with blood is very likely to cause Corruption of the soul and mental traumas in those who either perform the ritual or see it
being done. Usually this will cause 1 point of Insanity and 1 Point of Corruption. However, if the painting is varnished with the
blood of the one questioning it, the painting is far more likely to give fully truthful answers and never totally false ones.
However the one performing the questioning suffers 1d5-1 points of Corruption and must make a Difficult (-10) Willpower
Test or he also gains equal amount of Insanity Points.

PRIMITIVE GEAR

CLOTHING
Item Cost Weight Availability
Backpack 5 1.5kg Plentiful
Charm Var. Plentiful
Cilice Var. Var. Rare
Clothing Var. Var. Plentiful

BACKPACK
A personal carrying device can take many forms, but is usually some kind of bag with attached straps for ease of carrying. A
backpack can usually carry approximately 50 kilograms.

CHARM
A charm is a keepsake, holy relic or good luck token that is intended to draw the benevolent eye of the Emperor to the wearer.
They take a myriad of forms including such things as saintly finger bones, fragments of blessed bolter casings, water from holy
rivers and even corpse hair woven into significant patterns. Throughout the Imperium, there is no shortage of folk that will sell
such items to Acolytes, though discerning the true relics from the false is an almost impossible task (thus the cost of a charm is
entirely up to the GM and how well the Acolyte can haggle with the seller). Charms have no tangible benefits. However, when
the adventure calls for something bad to happen to a random character, at the GMs discretion a character with a charm will
be exempt. If all the characters carry charms (as all Emperorfearing citizens should) then it is up to the GM to choose which
charms are the most potent.

CILICE
These are garments and other accessories designed to cause a level of discomfort when worn. Examples include shirts made
from rough and/or coarse cloth, lengths of heavy chain, belts of crude robe and unscraped hide or garters of metal links
adorned with small hooks. Shirts are normally worn under regular clothing, while other forms of cilice are strapped around the
waist or limbs.
The purpose of a cilice is to remind the wearer of burdens he bears as a citizen of the imperium, as well as the trials and
tribulations endured by Saints and the God-Emperor himself. A form of corporal mortifications, wearing a cilice is meant to
bring about a purification of the soul and serve as an act of penance. Cilice are common on Feral Worlds and, strangely
enough among the nobility of many Hive Worlds, although the latter seem to consider wearing a cilice (in a form of a shirt) to
be a point of pride and not humility.

49
A cilice does however help to focus the character’s mind and remind him of his devotion to the God-Emperor. This has the
effect of granting a +10 on Willpower Tests to resist Fear, Charm, Intimidation or other kinds of social manipulation. However,
characters who adorn themselves with an excess of chains and hooks or wear their cilice for longer than the proscribed period
of time (usually their Toughness Bonus in hours) must make a Toughness Test each hour or suffer one Level of Fatigue. While
wearing a cilice the character is unable to remove Fatigue when resting.

CLOTHING
The citizens of the Imperium wear a staggering range of clothing of all styles imaginable, and fashion is tied directly to the
importance of the individual. For Acolytes, this represents such things as a suit of practical street wear, military uniform or
religious garb. The cost of clothing is up to how much the Acolytes choose to spend on their apparel, from basic rags costing a
few Thrones up to exquisite and expensive attire costing thousands.

DRUGS, POISONS AND C ONSUMABLES


Item Cost Weight Availability
Belly-churn 10 / dose 1 kg Average
Dusk Lotus a.k.a. ”The Wrack” (Poison) 1000 / dose – Rare on Dusk, Extremely Rare elsewhere
Hunting Musk 20 / bottle 0.2kg Rare
Powdered Maidensfoil (Poison) 200 / dose – Scarce on Acreage, Extremely Rare elsewhere
Ration Grubs 15 0.5kg Average
Sleep Dust 100 / dose – Rare
Spirit Tonic (Drug) 12 / dose – Common
Styger Milk 75 / dose 0.3kg Very Rare
Syckle Oil 12 / bottle 0.5kg Scarce
Tyche’s Kiss (Poison) 450 / dose – Very Rare on Iocanthos, Near Unique elsewhere

BELLY-CHURN
Popular with nomadic peoples, the belly-churn is an animal stomach filled with milk, sewn shut and then flung over the side of
a riding beast to slowly curdle. The resulting cheese is regarded as a delicacy and also keeps “fresh” a remarkably long time,
making it the ideal ration for a lengthy journey.

DUSK LOTUS A.K.A. “THE WRA CK” (POISON)


Another example of the foul and deadly flora and fauna of the feral world of Dusk in the Malfian sub. The toxin is extracted
from the beautiful white flower of the Dusk Lotus, a plant also known as the “death’s head bloom” by the natives of that
troubled planet. Called “the wrack” because the victim is literally wracked with pain as the toxin courses through the system.
The effects of the poison will occur 1d5 hours after exposure and the victim is required to make Difficult (-10) Toughness Test.
This poison causes harm by directly attacking the body’s functions; damaging the nervous system, causing cardiac arrest, etc.
The victim suffers Disoriented(Medical Care) and Toughness Damage(1d10) critical effects and he receives 1d5+1 levels of
Fatigue. If the Toughness Test was failed the victim suffers 1d10 Wounds with no reduction for armour or Toughness and
receives in addition Damaged Organ critical effect to a randomly chosen organ (Roll 1d5: 1-Lungs, 2-Heart, 3-Liver, 4-Kidney, 5-
Kidney) per degree of failure. If reduced to “0” Toughness, the victim will die unless he receives immediate medical help (or
burn a Fate Point to avoid such a demise, in which case the character is left with 1d5+1 Toughness). Additionally, if more than
half of the victim’s Toughness is lost they will also become comatose for 1d5 hours. Any character immune to Toxic quality is
unaffected by this poison.
Dosage: 1 dose = small pinch of powder. Weapon cannot be coated with this venom and it cannot be applied with syringe, but
may be inhaled.
Food Poisoning: very light odour and taste: Any Tests made to detect this poison are Challenging(+0) and the victim cannot
Test Perception to detect this poison if eating or drinking something with this poison.

HUNTING MUSK
Tribal hunters are all too aware of the acute senses of their prey. Accordingly, many smear themselves with stench-laden
pastes to disguise their natural body odour. Made from all manner of foulness (on which it is best not to dwell), nevertheless,
such pastes are a useful tool. Creatures that rely on smell to detect their prey take a –20 penalty on Perception Tests made to
detect characters wearing hunting musk. An application of hunting musk lasts for 1d10 hours.

50
POWDERED MAIDENSFOIL (POISON)
Must be ingested in food or drink for it to take effect. Taken from the pollen and ground-down petals of maidensfoil, a
common hedge plant found on the feudal world of Acreage, the plant is exported by enterprising traders and has many
medicinal as well as nefarious uses. The poison is mild, and its victims need to make Challenging (+0) Toughness Test after 1d5
hours from exposure. If the victim fails the Toughness Test he suffers from Disoriented(1d10 minutes), Deafened(1d10
minutes) and Mumble(2d10 minutes), however, if the Test is failed by any additional degrees the victim suffers
Unconscious(2d10 rounds). If the victim succeeds, he suffers from Mumble(1d5 minutes) and receives two levels of Fatigue
instead. Any character immune to Toxic quality is unaffected by this poison.
Dosage: 1 dose = medium syringe. Simply coating a weapon has no effect. The poison must be ingested in quite a large dose to
have any effect.
Food Poisoning: No odour or taste: -30 to any Tests made to detect this poison and the victim cannot Test Perception to
detect this poison if eating or drinking something with this poison.

RATION GRUBS
The world of Dusk is far more famed for its extreme deadliness than the rare few creatures that can aid one’s life instead of
quickly ending it. Still, it is from the swamps of Dusk that the exceedingly useful ration grubs hail. Originally discovered during
a survey by an Adeptus Mechanicus Genetor explorator team, ration grubs are a phenomenally rich source of nutrients. A
single freeze-dried grub, which is about the size of a man’s thumb, provides a subsistence level of nutrients sufficient for a full
day, however, the grub’s indescribably foul taste and trace toxins make it a poor choice for a long term diet.
Some seasoned travellers like to joke that, as natives of Dusk, ration grubs continue to be deadly to one’s appetite if nothing
else.

SLEEP DUST, ZILLMAN’S DOMAIN


Harvested on Zillman’s Domain, the apothecaries found that crushing the seeds of an innocuous red and black flowered plant
created a potent soporific powder. Inhaling the dust would drop a full-grown human in a matter of minutes and allow them to
sleep dreamlessly for hours. Apart from feeling slightly drowsy for another couple hours afterwards, there are no other short-
or long-term effects. The powder is tasteless and is often administered by being stirred into food. Inhaling or ingesting sleep
dust forces a character to make a Difficult (–10) Toughness Test or 1d10 minutes later fall into a deep sleep for 1d5–TB hours.

SPIRIT TONIC, MUNSK (DRUG)


Originating from the planet of Munsk in the Josian Reach, spirit tonic is an alcoholic brew produced mainly on the northern
continent. Its ingredients are not wildly known, though, there are rumours that the corpses of the small rodents dominating
that area of the planet may be the primary ingredient, however, such whispers have yet to be proven. Regardless, spirit tonic
is infamous for its wretched flavour, inspiring many theories about just what exactly is in it. Known to its detractors as “coward
juice”, consuming a measure of this foul fluid inspires a degree of “courage” to the imbiber. The natives of Munsk believe a
swig can dull the pangs of fear and thus nearly all warriors drink the fluid before hunting, waging war or confronting their
spouse. This vile concoction conceals a powerful narcotic poison, once ingested it grants a +10 bonus on all Fear Tests made
for the next 1d5 hours. However, it impairs judgment, inflicting a –10 penalty on all Intelligence based Tests during this period.
This substance is also addictive and more than capable of inflicting permanent brain damage in a frequent user.

STYGER MILK, FERVIOUS


The Styger is a beast of burden found on Fervious. Shortly after a Styger gives birth to a whelp, it produces a viscous fluid on
which its young feeds. So thick is this vile substance that when a human consumes it, the milk coats the throat, windpipe and
stomach for up to a day after being ingested. As well as being full of nutrients and proteins, the people of Fervious have found
that the milk engenders resilience to poisons and toxins. The Styger milk is so effective at neutralizing toxins that all Fervious’s
nobles, as a matter of course, drink it before eating. This has led to substantial trade for Styger dairy farmers who, before the
discovery of the milk’s benefits, were nothing more than just peasants. Now the dairy farmers have grown rich and powerful
in their own right, fighting amongst themselves in the hopes of gaining a monopoly. Anyone who drinks a dose of Styger milk
gains a +20 Resistance to ingested poisons. The effects of Styger milk last for 1d5 hours, however, its long-term effects can be
unpleasant, and aside from degrading the user’s sense of taste, every time it is used the drinker must take a Challenging (+0)
Toughness Test or suffer 1 point of permanent Toughness Damage.

SYCKLE OIL, TYGRESS V


Made from linn seeds found only on the feral world of Tygress V, syckle oil can be used on any primitive metal blade. The oil
coats the blade giving it a bright sheen and making the metal all but frictionless. It will also prevent rust and tarnishing.
Weaponsmiths use the oil on simple mechanisms, such as flintlock triggers, to prevent them jamming. Applying syckle oil to a
primitive bladed melee weapon or primitive firearm allows the user to re-roll any failed Test that would result in it being
broken or Jammed. An application of the oil lasts for 1d10+4 attacks with the weapon or 12 hours, whichever comes first.

51
TYCHE’S KISS (POISON)
This poison’s effects last for days rather than hours and victim will appear dead unless examined medically. Ground from the
seed pods of a strange blood-red orchid reputedly to have first been hybridised from the Ghostfire flowers of Iocanthos, its
ability to “fake” death has been used to cheat justice and as a particularly sinister tool of murder; with victims coming round
to find themselves buried alive. Tyche’s Kiss will slowly weaken its victim within next day. After 30+1d10 hours after exposure
and then on, the victim must pass Very Hard(-30) Toughness Test each hour to fight the poison’s paralysing effect on the
musculature. Otherwise he will slowly become rendered immobile and helpless though without being rendered unconscious.
Each time the victim fails his Toughness Tests he suffers 1d5 temporary Strength Damage and Agility Damage plus a further
1d5 per degree of failure. Also after having lost more than his Toughness Bonus from his Strength the victim suffers
Muted(Intensive Medical Care or until the poison wears out). If reduced to “0” Strength or Agility, the victim is completely
paralysed and unable to act. This paralysis builds within 12 hours after it begins to build up and starts to wear off in 2d5 minus
the victim’s Toughness Bonus in days after the exposure. The Strength Damage wears off at the rate of twice the victim’s
Toughness Bonus each hour and after all Strength Damage is cleared the victim also loses his Muted condition. Any character
immune to Toxic quality is also unaffected by this poison.
Dosage: 1 dose = small pinch of powder. Weapon cannot be coated with this venom and it cannot be applied with syringe, but
the poison may be inhaled.
Food Poisoning: very distinctive odour and but has no taste: Any Tests made to smell this poison are Easy(+30), other means
of detection are Difficult(-10) and the victim cannot Test Perception to detect this poison if eating or drinking something with
this poison unless he has some experience about the smell of this poison.

TOOLS
Item Cost Weight Availability
Feral Healer’s Kit 50 2kg Average
Feudal Healer’s Kit 100 3kg Scarce
Glo-slug of Dusk 8 0.1kg Rare
Skeleton Key 24 0.1kg Rare
Spine Pick 25 1kg Uncommon
Writing Kit 20 2kg Common

FERAL HEALER’S KIT


On feral worlds, healers rely upon herbs, poultices and other primitive methods to tend to their patients. A typical kit will
contain the following: seep moss to staunch bleeding, stitchticks to close wounds, sleep bark to numb pain, splints and soft
leather bandages, bone tweezers and flint knife, and a heavy cosh for untreatable cases. User gains +5 to his Medicae Tests
when giving first aid.

FEUDAL HEALER’S KIT


On feudal worlds, there is usually a modicum of medical theory and surgical techniques, often taught by secretive guilds or
academic schools. Occasionally there are folk practitioners using ancient wisdom and common sense, however, most of these
are usually burnt as witches. A typical healer’s kit would contains the following items: leeches to staunch bleeding, needle and
thread to close wounds, alchemical tincture to numb pain, cloth bandages, splints and plaster, metal scalpel, probes, clamps
and pliers, saw for amputations and a stout leather apron to stop the stains. User gains +10 to his Medicae Tests when giving
first aid and makes it possible to perform amputations.

GLO-SLUGS OF DUSK
In the foetid swamps of Dusk swim the glo-slugs, brown and black gastropods of an unremarkable nature. Like much of Dusk’s
native fauna, the slugs are carnivorous and spend their lives searching for dead creatures to slime over and digest. However,
when removed from the water, the slug’s skin emanates a phosphorous white glow. Placing two or more slugs together
dramatically increases the illumination. The inhabitants of Dusk place three or four slugs together in a jar to give off a very
bright light to help them illuminate the marshy hunting grounds. Each slug illuminates a one metre radius area. The light from
multiple glo-slugs is cumulative, so two will shed light out to two metres, three to three metres, and so on. This natural light
source can prove useful in numerous situations where there is no power or where null-fields have been installed, preventing
torches and other illuminating devices from working.

SKELETON KEYS
On feudal worlds, the locks of many castles (and sometimes whole towns) have been designed so that one master key, known
as the skeleton key, can open them. Given that most primitive locks operate on the same basic mechanism, those who wish
easy ingress often keep a collection of such keys on hand.

52
SPINE PICK, FALDON
Kise Spine picks are useful tools created from the tough spikes that protrude from the hide of the Gar-keeler, a giant
porcupine-like creature that inhabits the jungles of the frontier world Faldon Kise in the Malfian sub-sector. Once the creature
is slaughtered and its spines removed, the base of the spines are bevelled into a crude handle, leaving the sharp spike tip in
place. The pick can be used as a basic, improvised weapon. However, its primary role is that of a climbing aid. A spine pick
grants a +10 bonus on all Climb Tests.

WRITING KIT
A writing kit contains papers, inks and quills.

MISCELLANEOUS ITEMS
Item Cost Weight Availability
Caltrop 6 0.1kg Rare
Fedrid Soul Mask 200 1kg Scarce
Kill Stick 1 0.3kg Common
Monrassan Capsican Trap 20 3kg Uncommon
Skem Net 85 3kg Rare
Smoke Flare 12 0.4kg Scarce
Spark Rocks 2/2 1kg Common
Abundant
Spectorin Coral Paste —/225† 1kg (Spectoris), Very
Rare (elsewhere)
†Coral Paste is readily available on Spectoris and free to that world’s agri-workers.
Elsewhere it is a Very Rare and highly proscribed substance.

CALTROPS, FERVIOUS
The caltrop is a small, four-pointed spike, left on the ground for intended targets to step upon. Fervious caltrops are often
coated in the venom of the feared Fervious serpent. Should the target step on the caltrops, they face a prolonged and
agonising death unless anti-venom is nearby. Caltrops are sold in quantities enough to blanket a two metre by two metre area.
Anyone walking on Fervious caltrops without at least 1 Armour Point on their feet suffer 1d5 points of Damage with the Toxic
special quality. In addition, those walking across caltrops must succeed on a Difficult (–10) Agility Test. A success halves
movement, while a failed Test quarters movement. The reduced speed lasts until the victim receives medical treatment.

FEDRID SOUL MASK


These ornate, bizarre and often frightening masks are employed by the native hunters of Fedrid as a sinister form of defence.
Soaked in the blood of beasts (and some say ritually murdered rivals), these outsized masks are worn on the back with the
common belief that the trapped soul within will flinch with anticipation if danger stalks up behind the wearer. Unsurprisingly
these macabre items of “primitive art” grace the walls of many a private study on Scintilla and elsewhere and fetch high
prices. The stories of strange hauntings, bloody histories and native curses clinging to such masks only adds to the frisson of
owning one for some.

KILL STICKS, VOLONX


Volonx kill sticks are used in booby traps and consist of a sharpened stick made from bamboo or mono-plastics. They work
best when employed in groups, often based within a hidden pit or trench. Anyone stepping unaware into an area of kill sticks
in a pit takes 1d10+2 R points of Damage.

MONRASSAN CAPSICAN TRAP


Used on the feral world of Monrass to break up the masses of soldiers used in the battles between its rival empires, these
primitive land mines are surprisingly effective devices. Simply made from fragile clay pots and filled with a mixture of
spinethorns, lamp oil and spay-burner grubs (an indigenous insect filled with a pyretic acid), the mines are placed in a
shallowdug hole and covered with a thin layer of earth. When stood upon, the pot breaks causing the victim to be gouged by
the spine-thorns and rupturing the spay-burner’s bloated bodies, causing severe and painful acid burns, and igniting their
clothing with sticky, burning ichor. Feral regiments raised for the Imperial Guard from Monrass have taken this weapon with
them, even going so far as to take breeding nests of burner grubs with them on campaign, much to their Munitorum
quartermasters’ dismay.
Anyone stepping on a Capsican Trap must make a Difficult (–10) Agility Test. Failure indicates that they have set it off, causing
1D10 E Damage with Igniting quality to their legs.

53
SKEM NET, VOLONX
A skem net is made from strips of plant stem harvested from the poisonous skem plant. A typical net is usually six metres
square. The stem of the skem plant is notoriously hardy and so the net can actually be packed up quite tight, to about the size
of a man’s balled fist. On Volonx, hunters launch the net with the aid of an arrow. The net is coated in skem poison that causes
anyone unfortunate enough to be caught in it to be sent into anaphylactic shock unless the antidote is administered within ten
minutes. This also means that the owner of the net must always use gloves and avoid skin contact when repacking it. Use the
Snare rules when the net is deployed. When trying to wriggle free from skem net, victim suffers one point of Damage with
Toxic quality for each degree of failure.

SMOKE FLARES, FEDRID


Fedrid smoke flares are made from the hollowed-out spines of a native cactus-like plant. The spines are filled with white
cotton that, when lit, gives off a high yield of thick black, acrid smoke over an area of up to 40 metres. The smoke disperses at
a rate appropriate to the environmental conditions. A strong wind clears the area in 1d5 Rounds; indoors, the smoke clears
after 2d10 minutes.

SPARK ROCKS
Spark rocks are small white crystals that work like flint and steel. Striking the rocks together creates sparks. Creating the
sparks over tinder, such as animal hair, wood shavings or dried dung, makes a flame that can be nursed into a campfire or
used to light a torch. Spark rocks can even be used when wet. It is best not to store the rocks together as even the slightest
contract can produce sparks. Inexperienced users have been known to set their packs alight by keeping two or more spark
rocks in the same bag.

SPECTORIN CORAL PASTE


When the Lord Militant Angevin’s world surveyors first discovered the water world Spectoris, they were delighted by the vast
quantities of fish that the planet seemed to promise and readily noted it as a potential agri-world for future use. As the
population of the Calixis Sector grew, so to did its need for food. In 312.M41, the Sector Governor declared that the time had
come to begin harvesting the piscine crop of Spectoris, a task that was to prove far easier to order than to achieve. The
Imperium swiftly found that the denizens of Spectoris routinely destroyed all foreign objects that were placed within the
worldocean, effectively halting any large-scale collection efforts. For decades the legendary “complete ocean” held the
Imperium at bay, leading many to believe that the world-ocean itself was sentient in some inexplicable manner.
At last, frustrated by their inability to progress, the Adeptus Mechanicus turned to one of their more eclecticminded
members, the somewhat infamous, Genetor Halix Redole. Genetor Redole was known to be associated with a faction within
the Mechanicus known as the Organicists, a group of tech-priests who esteemed biological enhancement as being equal in
value with the cybernetic, a somewhat radical if not heretical position from the tech-adepts point of view. Redole applied his
keen intellect to the “Spectoris problem” for five years before hitting on a solution. The Genetor discovered that a form of sea
life roughly analogous to terrestrial coral was attracted to certain chemicals. By blending the chemicals with a bonding agent
derived from a Spectorin fish, Redole created the compound known as coral paste. The paste draws Spectorin coral to
whatever it is applied to, soon creating a “natural” layer of sea life that causes the creatures of the world-ocean to regard the
encrusted vessel as native. The Genetor’s success opened the way to large scale Imperial harvesting, and coral paste is now
regularly applied to all Spectorin ships as well as being repeatedly caked across the entire hull of the planet’s sole underwater
habitat, Enkaidan.
Coral paste has proven to be useful to the colonists of Spectoris as a makeshift hull repair agent on a number of occasions. Its
utility is marred by the fact it must be reapplied frequently, else the coral covering can deteriorate with lethal results. Coral
paste is a highly regulated substance due to the extreme value of a great many Spectorin species of fish.

54
CYBERNETICS
Table: Cybernetics
Name Cost Availability
Bionic Arm 1,500 Scarce
Bionic Replacement 700 Scarce
Bionic Locomotion 2,500 Scarce
Bionic Respiratory System 1,800 Rare
Concealed Weapon Bionic
Poor 450** Scarce
Common 1250** Scarce
Good 3,850** Rare
Alatus-Pattern Jump Pack 3,000 Adeptus Mechanicus Only
Auger Arrays 1,000 Rare
Autodogmatic Cortex 1,500 Very Rare
Baleful Eye 5,200 Near Unique
Ballistic Mechadendrite 600 Adeptus Mechanicus Only
Bionic Heart 3,000 Extremely Rare
Calculus Logi Upgrade 3,500 Extremely Rare
Chem Implants
Chem Gland 5,000* Very Rare
Injector Rig 750* Scarce
Constructer Interface 3,200 Very Rare
Cortex Implants 6,000 Extremely Rare
Cranial Armour 1,600 Rare
Cybernetic Senses or Organs 3,250 Rare
Enhanced Potentia Coil 8,000 Adeptus Mechanicus Only
Hermetic Infusion
Common 3,000 Tech-Priest Only
Good 17,000 Tech-Priest Only
Karrikian Lock-Arm 2,500 Very rare
Landrian Revealer 3,100 Extremely Rare
Lathes Mechadendrite Stabilisers 900 Adeptus Mechanicus Only
Locator Matrix 2,500 Rare
Malfian Dermaguise 5,600 Extremely Rare
Manipulator Mechadendrite 1,500 Adeptus Mechanicus Only
Medicae Mechadendrite 1,500 Adeptus Mechanicus Only
Memorance Implant 4,600 Rare
Mind Impulse Unit 1,750 Rare
Mining Helot Augmetics 2,000 Scarce
Optical Mechadendrite 1,300 Adeptus Mechanicus Only
Perinetus-Pattern Servo-Harness 1,500 Adeptus Mechanicus Only
Respiratory Filter Implants 1,700 Rare
Scribe-Tines 1,600 Very Rare
Servo-Claw 1,100 Adeptus Mechanicus Only
Subskin Armour 4,600 Very Rare
Synthmuscle Graft 3,200 Very Rare
The Rite of Setesh 100,000 Near Unique
Utility Mechadendrite 1,500 Adeptus Mechanicus Only
Vehicle Interface Circuits 2,000 Rare
Voidskin 1,000 Scarce
Volitor Implant 2,800 Rare
Vox Implant 950 Scarce
*Plus the cost of the drugs. **Plus the cost of the weapon and bionic arm.

55
Bionic implants and cybernetic augmentation are a fact of life in the Imperium. They are blessings of the Machine God,
enabling damaged or diseased parts of the body to be replaced, improving on the abilities and powers of the human body and,
in certain cases, extending life. There is a price to be paid for such improvements, and this cost is measured not simply in flesh
but, it can be argued, in humanity and even sanity.
Thanks to superstition and the uneven level of technology across the Imperium, the sophistication and use of bionics varies
widely (as does the reaction to those who display them). Each different kind of cybernetic grants the user different benefits
(and sometimes penalties) depending on its craftsmanship. The exception to this is Best quality cybernetics that are more
impressive in the construction and design which is mostly used to make the cybernetic more natural looking or otherwise
appropriately such that the exterior displays high level of finesse, though there may be some other bonuses too at GM’s
discretion. The cost and availability listed below represents Common cybernetics.
All mechadendrite cybernetics are considered to be of Good craftsmanship unless otherwise noted.

ATTACHING BIONICS AND IMPLANTS


Implants and bionics are only available if the character has access to both the resources and skilled labour to have them
installed; commonly this is only available in substantial medicae facilities and worlds with a very high technological base. See
Medicae Skill for attaching Bionics and Implants.

BIONIC REPLACEMENT LIMBS AND BODYPARTS


Bionic replacement limbs are assumed to operate at the same level of strength and dexterity as the body they are attached to
(rather than risk ripping themselves out of their host through overpressure), though their robust construction does grant their
owner Unnatural Toughness(x2) against hits scored to the particular location. Damage taken to these locations counts towards
Damage to the character, and Critical Damage dealt to these locations function as normal. However, any result that causes
bleeding or some other inappropriate result renders the bionic limb useless.
Critical Damage to a limb that results in death has the full effect as it can be assumed that the limb explodes into shrapnel,
incinerates or discharges stored energy through its owner with lethal effect.
Replacement and additional limbs (such as mechadendrites) can only be used to perform tasks that the owner already knows
how to do. So for example, a character with a medicae mechadendrite must have the Medicae skill in order to take advantage
of the extra abilities the limb grants.
Note that bonuses and penalties relate only to tests made using the bionic limb, and characters that have two bionic limbs do
not gain double the bonus, but rather they may apply the bonus regardless of which bionic limb they are using.

BIONIC ARM
Common versions of these systems mirror the function of the human arm and hand exactly, retaining strength, dexterity and
sense of touch. The bionic arm cannot suffer from Blood Loss.
Poor versions half the owner’s Agility score where matters of fine dexterity are involved and Weapon Skill and Ballistic Skill
Tests take a –10 penalty when using the limb.
Good bionic arms provide a +10 bonus on Agility Tests requiring delicate manipulation (such as Sleight of Hand) and add a +10
bonus to Strength Tests using the arm. Also the arm serves as an effective weapon and the user always counts being armed
with Armoured Gauntlet.
Best quality bionic arms are likely to have concealed cavities or even real skin grown over them.

BIONIC LOCOMOTION (LEGS, HIPS, PELVIS, ETC.)


Common locomotion bionics must be fully integrated into the spine and nervous system to function properly; basic models
accomplish this without any loss of function over the human norm. The bionic locomotion cannot suffer from Blood Loss.
Poor versions halve the character’s Movement Rates (round up), and such characters that attempt to run must succeed on an
Agility Test or fall at the end of their movement.
Good versions of these systems grant the owner the Sprint talent. In addition they add a +20 bonus to Athletics Tests made to
jump or leap.

BIONIC REPLACEMENT
Most commonly injuries destroy fingers, tear of hands and feet. Often some small bionic devices are employed to restore full
or near full function to legs and arms.
Common systems, while usually clearly artificial and often oversized, manage to more or less duplicate the approximate
human hand, or foot.
Poor versions often cause some difficulties with anything requiring precision or stamina.
Good bionic replacements are hard to distinguish from natural ones and offer possibility to install Concealed Weapon Bionic.

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BIONIC RESPIRATORY SYSTEM
Common bionic lungs and implanted respiratory systems mimic the action of human lungs and keep the body supplied with
oxygen. Such characters gain a +20 bonus to Toughness Tests made to resist airborne toxins and gas weapons. Also the
character may always make a Challenging(+0) Toughness Test to avoid Damaged Lungs Critical Effect.
Poor bionic lungs offer the same benefits as the Common system. However, they are raucously loud affairs and characters
take a –20 penalty to all Silent Move checks and grants him Fearsome armour quality while he is not wearing any helmet. A
generally poor oxygen supply to the body means all tests involving strenuous physical activity are increased by one level of
Difficulty.
Good bionic lungs count as a full life support system (thus if for any reason the user’s own respiratory system fails, his bionic
lungs will keep his blood oxygenated), and with Good or better Craftsmanship versions their presence may be unnoticeable or
they may be built to serve as a backup system, if designed to be so.

CONCEALED WEAPON BIONIC


Using a pre-existing bionic arm, a pistol or a melee weapon with Concealable quality can be modified and implanted as a
concealed device. Weapons concealed in this fashion can be deployed and readied as a Half Action.
Poor: The bionic weapon functions as normal, but gains the Unreliable Quality. In addition, the weapon cannot be removed
with a Disarm, and locating the weapon requires a detailed inspection or a successful auspex scan.
Common: As Poor, but the weapon loses the Unreliable Quality.
Good: As Common, but the weapon functions as being best craftsmanship.
Disadvantage: Any catastrophic Jam or Overheat automatically disables the limb in question as well as the weapon.

IMPLANT SYSTEMS
What follows are some of the more widely used bionic and cybernetic implants desired to improve or salvage the human
body.
Implants usually serve to grant a human some ability they did not already possess, or integrate external devices into their
bodies.

ALATUS-PATTERN JUMP PACK


Broad and baroque in design, the Alatus-pattern Jump Pack differs from other, similar, devices due to the way it is surgically
attached to the user and draws its power internally from their Potentia Coil. Plugs and connections from the unit link directly
into the user’s nervous system, allowing them to control the Jump Pack’s movements with the slightest thought. Often taking
the form of a sweeping pair of mechanical wings, the Alatus-pattern Jump Pack is a common sight among the elite Celerii
formations of the Crimson Guard—the personal bodyguards of the Venatorii commanders.
The Alatus-pattern Jump Pack doubles the user’s base movement value, or can be used to gain the Flyer (12) Trait for up to
one minute. Extended flights tend to drain Potentia Coils far quicker than short jumps, so the user must pass a Challenging
(+0) Toughness Test after using the jump pack to gain the Flyer Trait or gain one level of Fatigue. The mechanical wings grant
the user the Fear (1) Trait, and can be used to buffet the enemy in combat, granting the user a +10 to all Parry Tests.
The Pilot (Alatus Jump Pack) Skill, and the Mechanicus Implants Trait are required to use an Alatus-pattern Jump Pack.

AUGER ARRAYS
These are implanted devices duplicating the effects of special sensors. In all cases their use requires concentration and a Half
Action.
Common systems function identically to a standard auspex.
Poor systems possess only a single detection ability (either heat, radiation or electromagnetics) and only function within 20
metres.
Good systems function as a full auspex but also allow rerolls on all Perception based Tests when using its functions.

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AUTODOGMATIC CORTEX
A small cogitator mounted on the inside of the skull feeds a constant stream of hymns, prayers, and catechisms directly into
the brain to bolster faith and resolve.
Effect: You gain +5 Willpower when needing to Test for resisting Fear or resisting any Corruption. Any tests for eavesdropping
or listening to faint noises etc suffer -10 Penalty. You also gain +10 to any Tests for holding sermons at Ecclesiarchy events.

BALEFUL EYE
A legendary archeotech bionic eye pattern that incorporates a tiny las weapon, sacrificing some of the normal abilities of a
cybernetic vision implant in order to include this device.
Each baleful eye has been passed from recipient to recipient across centuries or millennia, reclaimed by the Machine Cult
whenever its present owner dies. As might be imagined, it is very intimidating when used as a part of negotiations with
primitive societies. A character with this implant has a weapon equal to a hellpistol in his eye with a range of 10m. The baleful
eye can be fired even if the character’s hands are full, and the baleful eye may be used as a pistol in melee. The baleful eye of
Sebastian Winterscale is said to have contained a much more potent weapon, but it has been lost for centuries.
The baleful eye does not need the user to have a Potentia Coil, but without it the baleful eye will recharge its batteries at the
rate of one shot per hour. User with a Potentia Coil may use its ability to recharge the baleful eye.
The baleful eye may only be installed as an upgrade to Good or Best quality Cybenetic Senses (vision), which loses any or most
(as determined by the GM) benefits from its quality in the process.
Name Class Range RoF Dam Pen Clip Rld Special Wt
Las, Integrated,
Baleful Eye Pistol 10m S/–/– 1d10+3 E 3 3 – –
Special

BALLISTIC MECHADENDRITE
This solid, shoulder-mounted mechadendrite is designed for selfdefence.
This two metre limb is mounted with a sleek-looking laspistol of Adeptus Mechanicus design. This weapon counts as a laspistol
with the Compact upgrade. As a reaction, the Tech- Priest may use this mechadendrite as if it were his off-hand, but suffers no
penalties to hit. Note that this weapon has no optical targeting facilities built in. You must have the appropriate
Mechadendrite Use talent to operate this implant.

BIONIC HEART
The paranoid (or prepared) are ever willing to replace crude flesh with more durable, armoured materials—the light armour
shielding of a bionic heart provides a last line of defence. Superior models can be triggered to pump more rapidly to increase
physical capacity, though this risks stroke or other catastrophe as the rest of the circulatory system is put under pressure. A
character with this implant gains +1 Toughness Bonus to the body location and gains the Sprint Talent. If the character has
suffered some sort of a heart condition, the effects of this may be removed at GM's discretion. Good or better Craftsmanship
versions allow the user to make a Challenging(+0) Toughness Test to avoid Damaged Heart Critical Effect or any other heart
failure.

CALCULUS LOGI UPGRADE


Internal cogitator implants which aid in data retention and processing. The user can rapidly sift through stacked data-slates
and parchments, applying intuition to vast reams of data far beyond the capabilities of a normal man. This implant grants the
user a +10 bonus to any Literacy, Logic, or Scholastic Lore Tests.

CHEM IMPLANTS
These internal systems are often copies of ancient biotech designs made to automatically dispense stimms and other drugs
directly into the user’s bloodstream. The most advanced of these systems are rare and arcane surgical implants whose use is
often limited to elite Skitarii warriors and the dreaded mech-assassins. For the right price, however, the Mechanicus will
perform this surgery on anybody, and many great house or guild agents and even nobles undergo it. Far cruder, but no less
effective, are more primitive injector-rigs, the product of heretek workshops and renegades made for eager gang-heavies,
blood-hungry mercs and cyborg pit fighters—they can turn the most unwilling subject into a savage killer.
CHEM GLAND
These rare and expensive implants are wonders of the biosculptor’s craft. Invisibly concealed within the body are miniaturised
chemical factories that consume the user’s own natural resources to synthesise powerful chemical agents.
Pick up to three substances when the implant is performed (such as Stimm, Panimune, and so on). The character can “gland”
any one of these at will as a Half Action by succeeding on a Routine (+10) Toughness Test. A failed Test however inflicts a level
of Fatigue. A failure by four or more degrees deals in addition Toughness Damage(1d5-1).

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INJECTOR RIG
These relatively crude cybernetic systems are obviously artificial and might include arrays of intramuscular hypodermics or
flesh-wielded drug tubes linked to bulky chem-canisters sutured to the user’s back. These rigs may contain ten doses of up to
four separate substances at once (most commonly Frenzon, Slaught, Stimm and De-Tox). Injecting one of these is a Half Action
and the effects are instant. Depending on the nature of the rig, it may be triggered either by manual control or by remote
control by some other individual (particularly if the user is a slave fighter). As well as the normal dangers of excessive drug use
and the drugs themselves, if the user suffers any Piercing, Impact or Rending type Critical Hit Damage to his Body, there is a
chance that the injector malfunctions and poisons him. The character must succeed on a Routine(+20) Toughness Test or the
injector deals 1d10 points of Damage, ignoring Armour Points and Toughness. This Damage does not cause any Critical Effects.
After malfunctioning the Injector Rog needs to be reloaded and maintained before it can be used again and it does not poison
the user again before that either.

CONSTRUCTER INTERFACE
Every Cyber-Mastiff Handler requires one of these custom engineered devices if he wishes to interface with the Subrique
pattern constructs deployed in the Calixis Sector. It makes use of a quad-redundant epsilon-cypher voxpulsers to issue quick
bursts commands and to receive data, vox, and pict information from a variety of constructs. So powerful is the device, that
servitors and servo-skulls can also be patched into it, although they are not designed to be issued commands directly from the
device. The Constructor Interface holds hundreds of attack, tackle and evasion patterns. Each one requiring years of tinkering
by the Cyber-Mastiff Handler to prefect. These patterns are modified to make use of a constructs own idiosyncrasies. A
Grapple-Hawk who weights half a kilogram less than his counterparts might require special wing angles and gravresponses to
high wind scenarios, this combined with the common terrain and ambient atmosphere makes for dozens of different
programs, just for operation within a single hive. When tasked with travel, the user must make dozens of calculations in the
moment.
All Constructer Interfaces are of at least Good Quality and allow a user to make Command Tests to a Cyber- Mastiff or
Grapple-Hawk silently, using Tech-Use in place of the Command skill. The device can interface with up to five constructs, but
can only actively issue commands to 2, the others may report data back to the user, but may not be commanded. Only Cyber-
Mastiff ’s and Grapple- Hawks may be issued commands, other constructs may only report data. A Best Quality Constructor
Interface allows for 3 constructs to be commanded, but is still limited to 5 total uplinks.
A user may make a Full Action to upload a pattern into a Cyber-Mastiff or Grapple-Hawks cogitator, granting one of the
following abilities:
• Defence: +10 Weapon Skill
• Restrain: +20 Weapon Skill when attempting to Grapple
• Harass: +10 Dodge, Dodge Training
• “Vanes Out” Alpha: +10 Perception, Awareness Training
• “Vanes Out” Beta: +10 Perception, Track Training
• Pursuit: +1 Agility Bonus, Accustomed To Crowds

CORTEX IMPLANTS
These systems may be used to repair a severely damaged brain, or seek to augment its abilities. The system may grant Failsafe
Control Trait.
Common cortex implants are used to restore paralysed and brain-damaged individuals to some semblance of normality.
The best that can be managed by these systems is a permanent loss of 1d10 points from the character’s Weapon Skill, Ballistic
Skill, Agility, Intelligence and Fellowship. In addition, such characters gain 1d10 Insanity Points.
Poor cortex implants restore brain function but destroy the personality and memories of the subject, effectively making them
a servitor, and are obviously unsuitable for characters.
Good cortex implants are extremely rare even among the Mechanicus, and their creation is an almost lost art (therefore they
cost ten times the usual cost for a rare item). They grant the trait Unnatural Intelligence (×2) and in addition perform all the
functions of a cogitator system. However, characters with this implant gain 1d10 Insanity Points and lose 1d10 Corruption
Points.

CRANIAL ARMOUR
Inserted just beneath the skin, Cranial Armour adds an extra level of protection that could be the difference between life and
death. Cranial Armour adds +1 to any armour on the head, stacking with other types of armour as well as Talents that provide
Armour Points (such as The Flesh is Weak). Poor-Quality Cranial Armour is crude and obvious, permanently reducing the user’s
Fellowship by 1d10. Good-Craftsmanship Cranial Armour adds an additional +1 (for a total of +2) Armour to the head. Cranial
Armour stacks with any other armour as if it had Combinable and Flexible qualities. Cranial Armour has Protection, Impact
Absorption and Exposure(1) qualities. Also when armour that does not have Flexible or Cover quality is worn on cranial
armour the cranial armour gains also Uncomfortable quality.

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CYBERNETIC ORGANS
Sometimes the flesh fails and normal function of internal organs becomes compromised. This can be due to poison, damage,
or sickness. Bionic livers and kidneys are often acquired to replace to lost to some common diseases and many veteran soldier
have had some nearly fatal experiences that have forced them to replace their organs with cybernetic equivalents.
Common systems, while usually clearly artificial and often oversized, manage to more or less duplicate the approximate
human organ.
Poor cybernetic organs are troublesome and poor imitations of the real thing. A character with this system takes a –10 penalty
to Tests made to resist poisons or to any Carouse Tests.
Good cybernetic organs grant the character Resistance(Poisons) and Resistance(Diseases) Talents. The character may make a
Challenging(+0) Toughness Test to have the Cybernetic Organ to ignore any Toughness Damage from a Critical Effect that
would damage it.

CYBERNETIC SENSES
Eyes, ears, and even noses are often lost through combat or accident, and replacement versions use cranial interfaces to allow
a very close approximation to natural senses. Bionic eyes in particular are frequently seen amongst senior Imperial Guard
officers, Rogue Traders, and other powerful individuals.
Sight, speech, hearing and even touch and taste may be duplicated artificially, and more esoteric senses may be added.
Common systems, while usually very obviously artificial and often oversized, manage to more or less duplicate the
approximate human range of senses adequately and have no further game effects.
Poor cybernetic senses are troublesome and poor imitations of the real thing (hearing may be troubled by static, vision
glitches or rendered in low-resolution monochrome, and so on). A character with this system takes a –20 penalty to Tests
made involving the cybernetic sense.
Good cybernetic senses grant the Heightened Senses talent for that particular sense, and a +20 bonus to Tests made to resist
attacks on the sense itself (deafening noises, blinding flashes and so on) or the character may make a Challenging(+0)
Toughness Test to have the Cybernetic Sense ignore any Critical Effect that would temporarily disable it. Basic and advanced
cyber-eyes may also incorporate telescopic sights (counting as a telescopic sight), a full photo-visor, and/or a system allowing
the Dark Sight Trait. Likewise, basic or advanced cybernetic hearing may also include an internal micro-bead system. Each of
these “extra” upgrades counts as a separate implant for the purposes of cost.

ENHANCED POTENTIA COIL


Designed as a more heavy-duty replacement for standard internal power units, the Enhanced Potentia Coil can be taxed at a
far greater level in order to enhance the many abilities common to members of the Machine Cult.
Installation of an Enhanced Potentia Coil involves difficult and invasive surgery, and thus the time taken to add the Enhanced
Potentia Coil is 1d5+1 weeks. Poor- Quality Enhanced Potentia Coils leave the user with a noticeably hunched form,
permanently reducing their Agility by 1d10. An Enhanced Potentia Coil can be used for all of the following benefits:
Luminen Blast/Luminen Flare: Gain +2 Damage and Penetration equal to user’s Willpower Bonus
Luminen Shock: Gain a Penetration value equal to the user’s Willpower Bonus.
Luminen Surge: Gain Tearing Quality.
Luminen Shield/Luminen Barrier: Can be activated as a Reaction.
Luminen Charge: Tests are 2 steps easier (i.e. Hard (–20) Test becomes a Challenging (+0) Test). The rituals to begin charging
only take two rounds.
Maglev Grace/Maglev Transcendence: Maintaining these abilities becomes a Free Action. Maglev Grace can be performed
once every 6 hours. Maglev Transcendence can be performed twice every 6 hours.
Electrical Succour: Takes half a minute to conduct and becomes an Easy (+30) Toughness Test.
Ferric Lure/Ferric Summons: Become Free Actions.
Integrated Weapon: The weapon gains the Reliable Weapon Quality.

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HERMETIC INFUSION
As another departure from the frailties of the flesh, the infuser system replaces human blood and blood processing organs
with a far more efficient biomechanical serum, the most advanced forms of which contain legions of microscopic homunculitic
machines that can search out and repair damage on a cellular level with frightening speed.
Prerequisite: Tech-Priest, Autosanguine talent.
Common: The tech-priest gains a +10 bonus on Tests made to resist toxins, diseases and radioactive contamination. As well,
the tech-priest gains the Die Hard talent, which however does not function until receiving replacement infusion, if the tech-
priest has suffered four or more levels of Fatigue from Blood Loss.
Good: As Common, but the bonus on Tests increases to +20 and the tech-priest gains the Regeneration trait which however
does not function until receiving replacement infusion, if the tech-priest has suffered four or more levels of Fatigue from
Blood Loss.
Disadvantages: Aside from a greying of the flesh and visible withering of the tissues, Hermetic Infusion has one marked side
effect: the tech-priest’s body can no longer use human blood, and so cannot be treated for Blood Loss or severe injuries by
transfusion or regular medical treatments. Instead, the tech-priest must look to his own care (if possible) or that of a Magos
Biologis to replace his lost serum.

KARRIKIAN LOCK-ARM
On the high gravity world of Karrik, the Arbitrators must augment their armour and equipment with powerful servomotors to
operate outside of the orbiting Precinct Fortress. The tithe of Ogryns to the Imperial Guard regiments is constantly under
threat by slavers who see the worlds location on the outskirts of the sector as a sign of easy prey. While the enhanced power
armour of the Arbitrators and Judges who serve there has suited them well over the last century, the Lock-Arm has become a
right of passage for local Adeptus Arbites personnel.
Those Ogryn who have fallen under the sway of slavers make excellent body guards, and while easily tricked, they are violent
and potent melee combatants. When they turn their formidable mass to an Arbitrator, armour can sometimes prove useless.
The Ogryn will often attempt to tear off the arm of a subject, mangling it within the power armour in the process.
It is in this way that many Karrikian Arbitrators come to possess a Lock-Arm, a powerful servo-enhanced augmetic that is
powerful even by the standards of an Ogryn. In addition to the enhanced strength, the arm contains dozens of magnetic field
generators, and reactive grapple stakes. Such a powerful cybernetic would otherwise be torn from the body of the user, or
they would be lifted from the ground. When required, the arm fires the stakes or magnetic grapples to nearby supports at
multipe angles, bracing against a more sturdy frame, allowing a unnaturally strong suspect to be restrained without harming
the user. A character with a Karrikian Lock-Arm is treated as having Unnatural Strength (x4) for the purposes of grappling or
restraining a target.
User of the Karrikian lock-arm needs to custom fit his armour to allow the augmetics of the lock-arm to function. This
customisation adds 50% to the cost of the armour.

LANDRIAN REVEALER
The Cyber-Mastiff ’s of Hive Subrique are well known for their augmented gene-spoor and scent tracking abilities. Several
attempts have been made to create portable versions of the device, but none have met with any success among the Calixian
Adeptus Mechanicus. Refusing to believe that such a thing was impossible, Tech-Wright Ontuo began a lifelong quest to
uncover the secrets of the chemicals in the oceans of Landsunder, and to unlock their detection secrets. The end result was
the Landrian Revealer.
Rather than processing the data through a cogitator, the Landrian Revealer fills the users eyes with phero-conductive
chemicals, literally allowing him to see scents and other biological markers. This augmetic is typically installed on a single eye,
so that the user may still choose to see the world normally most of the time. A character equipped with a Landrian Revealer
gains the Heightened Sense (Smell) and Talented (Tracking) talents. Landrian Revealer can only be installed to biological eyes.
In addition, when blinded he may locate targets by their smell and only suffers a -10 penalty to Ballistic or Weapon Skill tests
against targets who are within 25 meters. It is a half-action to flood the eye with chemicals, activating the device.
Good Quality versions of the Landrian Revealer impose no penalty to Ballistic Skill and Weapon Skill Tests when blinded. Those
of Best Quality also include powerful Photovisors or Infra-Red goggle augmentations.

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LATHES MECHADENDRITE STABILISERS
The Lathes are known for mysterious and frequent gravity shifts, which can overcome even experienced Tech-Priests when
they are in areas not properly shielded with additional grav plating. Years of study indicated that replating the myriad facilities
would be impractical, so many in the far edges of the system began surreptitiously developing a radical mechadendrite design
to aid in their work. Instead of adding additional manipulation capabilities, pairs of gyroscopically stabilised, heavily clawed
talons can anchor a Tech-Priest firmly onto a surface, where he can conduct his furtive research more peacefully. Though
somewhat heretical, more and more are appearing across the Lathe Worlds.
Lathes Stabilisers require a Half Action to activate or deactivate.
Once active, if the Acolyte remains in place, he counts as being Braced and gains the Sturdy Trait. The Acolyte also ignores
modifiers to his Movement in areas of High, Low, or Zero Gravity and in areas with Tremors or other uncertain stability, as well
as gaining a bonus to Climb Tests. The Mechadendrite Use (Utility) Talent applies to this Mechadendrite.

LOCATOR MATRIX
Micro-cogitators implanted at the base of the skull allow the user to be aware of the direction of true magnetic north, present
location to within a few metres, relative velocity, altitude, time of day, and other valuable information. The user must still
have access to maps and other planetary in order to benefit from this information, however—knowing you are at a specific
location on a planetary surface has little meaning if you have no idea what is over the next rise, or what direction you must
travel to reach a given destination.

MALFIAN DERMAGUISE
Imposters from around the Calixis Sector routinely make a pilgrimage to Malfi to see one of the few surgeons capable of
performing a unique, painful, and dangerous operation.
Hundreds of electro-fl exible plates are inserted beneath the subject’s skin, and linked into a series of micro-servo’s. Using a
data-slate, the subject is able to manipulate the plates so that his facial structure is reshaped.
The process is extremely painful; many users of the Malfi an Dermaguise become addicted to drugs to help compensate for
the pain. The movement of the plates can tear through the skin or stretch fl esh in odd ways. After using the Dermaguise it
often takes days for the skin to heal around the new form properly, although minor alterations can heal much quicker. Over-
use of the device can damage muscles and facial tissue, even rendering a subject unable to make normal facial expressions
without using the device.
It requires 5 rounds and a Challenging (+0) Tech-Use Test to change the user’s visage, which grats a +20 bonus to any Disguise
Tests made to impersonate another person and causes 1 level of Fatigue. This bonus increases to +30 after the Fatigue has
been removed (as the stretched skin heals). If the Tech-Use Test is failed, the user suffers 1 point of Tearing Damage (not
reduced by Toughness) per Degree of Failure as his muscles are strained and his face is torn open by metal. If the test is failed
by more than 3 Degrees of Failure, the user must succeed on a Hard (-20) Toughness Test or lose 1d5 Fellowship as his face is
permanently damaged. The process of facial reconfi guration may be shortened from 5 rounds to as little as 1 round, but every
round reduced imposes a cumulative -10 penalty to the Tech-Use Test.
Good Quality versions of this augmetic include small pigment scrubbers strategically placed all over the body, allowing the
user to darken or lighten his skin tone as well. There are no Best Quality versions of this augmetic.

MANIPULATOR MECHADENDRITE
This powerful shoulder-mounted mechadendrite is designed for heavy lifting and manipulation of industrial gear. Built of fire-
hardened ceramite and steel, this limb may extend to a length of 1.5m. When using the arm, the character gains a +20 bonus
to Strength Tests. This limb is tipped with two sets of gripping and crushing pincers. These may be locked around a suitable
anchor point as a Free Action to safely tether the Tech-Priest to lifting gear, high gantries and so on. Finally, a character may
use the manipulator as a club. It counts as a Primitive weapon that deals 1d5+2 Impact Damage.
The manipulator may not be used for any task requiring fine manipulation (typing on a key pad, handling delicate objects,
doing up a zip and so on). You must have the appropriate Mechadendrite Use talent to operate this implant.

MEDICAE MECHADENDRITE
This two-metre long, flexible limb is designed to provide medical and surgical assistance in the field. It grants a +10 bonus to
Medicae Tests. The mechadendrite houses six injector pistons, each of which may be filled with one dose of a drug. These
must be supplied and replaced separately. In addition to providing first aid, the mechadendrite’s flesh staplers may be used to
staunch Blood Loss as a Half Action. A small chainscalpel attachment reduces the difficulty of limb amputation to Challenging
(+0). This blade may be used as an improvised weapon, and on a hit it deals 1d5 Rending Damage. Finally, the medicae
mechadendrite may be used to gain a +10 bonus to Interrogation Tests. This mechadendrite may be shoulder or sternum-
mounted.
You must have the appropriate Mechadendrite Use talent to operate this implant.

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MEMORANCE IMPLANT
A neurally linked datavault and pict-capture array, often incorporating augmetic replacement of one or both eyes, that records
information of people or scenes viewed. It can then later replay that information, or overlay the present view with additional
data on people and objects viewed. It is a tool of chroniclers, remembrancers, and masters of ceremonies—as well as factors
or nobles who like to see the secrets of their rivals overlaid upon their view of the negotiating table. It can provide a +10
bonus to Trade (Remembrancer) Tests, or other Tests in social situations where the recorded information provides leverage or
value. The implant also grants the user the Total Recall Talent if he does not already possess it.

MIND IMPULSE UNIT


These devices, also known as sense-links, allow the owner to directly interface with a machine or technological device, and see
very widespread use among the Adeptus Mechanicus who regard them as objects of divine communion. A basic or crude MIU
rig involves a single spinal or cortex connector, while the advanced variant will also include wrist connector probes (and
possibly mechadendrite connectors) in addition to the spinal plug.
Common models impose no modifiers to machine spirit communication and add a +10 bonus to Tech-Use, Pilot or Drive Tests
used in conjunction with devices capable of MIU linking.
Poor MIU systems require a successful Willpower Test to use and impose a –10 penalty to interact with machine spirits.
Good models grant a +10 bonus to communicate with machine spirits, and with Tech-Use, Pilot, Drive, Logic, Inquiry and
Weapon Skill Tests when interfaced with MIU systems.
Good and even best quality Mind Impulse Units allow the user have handful of different connections at a time allowing usually
full control of some battlefield combat systems like better quality power armour suits with combat weapons integration etc.
Standard and lesser quality Mind Impulse Units usually provide some penalties when trying to use such suit armours or
complex systems.

MINING HELOT AUGMETICS


A forge world is a hungry monster, devouring raw materials without pause or satiation. This hunger is fed by the blood and
sweat of countless indentured labours (known as helots) and servitors who toil to feed the macro forges and titanic foundries.
The Machine God is not without gifts for those that labour to feed it. In the deep mines, the helots are fitted with massive
implant-drills and rams bonded into their nervous system, and their bodies are augmented to better perform their duties.
Such improvements are often crudely fitted, and endlessly recycled for use again after the failure of their current fleshy
housing.
Common: Mining Helot Augmetics give the character an extra limb fitted with a breacher (see page 135).
This implant increases the character’s Strength and Toughness Characteristics each by +10, thanks to surgically implanted
muscle tissue and bionic skeletal reinforcement.
Drawbacks: Unfortunately, the side effects of these somewhat crude and bulky flesh-metal fusions reduce the character’s
Agility Characteristic by –10. These implants are performed with little thought given to the level of pain or discomfort they
inflict, thus recipients gain 1d10 Insanity Points.

OPTICAL MECHADENDRITE
This highly flexible, camera-studded mechadendrite is designed to assist in inspection and detection. This mechadendrite may
extend to a length of three metres, and can reduce its width to pencil thickness. It grants a +10 bonus to all Perception-based
Tests. The optical feed allows the user to examine surfaces at a microscopic level and may also be used as a telescopic sight.
The mechadendrite is also mounted with an infra-red torch and sensors. A character using the mechadendrite suffers no
penalties due to darkness and gains a +20 bonus to vision-based Perception Tests at night. Finally, the mechadendrite is fitted
with a light that may be tinted a variety of different colours, depending on the controller’s whim. This mechadendrite may be
shoulder or sternummounted.
You must have the appropriate Mechadendrite Use talent to operate this implant.

PERINETUS-PATTERN SERVO-HARNESS
As one of the main voidship construction and repair facilities within the Calixis Sector, forge world Perinetus has developed
numerous adaptive technologies to make working in zero-gravity environments easier and more effificient. One such device is
the Perinetus- Pattern Servo-Harness, a large, backpack-like cybernetic that gives its user the ability to carry and use more
tools simultaneously as they flfloat around damaged and unfinished vessels. Additionally, small manoeuvring thrusters sprout
from various points across the harness, allowing for greater control in environments without gravity.

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At a minimum, each Perinetus-Pattern Servo-Harness consists of one Manipulator Mechadendrite, one Utility Mechadendrite,
a Combi-tool, a Fyceline Torch, and a Plasma Cutter. The torch is identical to a Flamer. The plasma cutter can burn through a
metre of adamantine plating up to 20 centimetres thick every minute (thinner material can be cut through faster); it may also
be used as a Plasma Pistol with a Range of 10m. A Perinetus-pattern Servo-Harness also has several manoeuvring thrusters,
that grant the user the Flyer (6) Trait when used in areas with very low or no gravity A character with Talents that allow him to
make Multiple Attacks may use any weapon (or equivalent) on his Perinetus- Pattern Servo-Harness for any of the attacks he
would normally be allowed, subject to all normal limitations including weapon Class. Additionally, the user may use his normal
Reaction to make a single shot or strike with any one weapon on the harness. The attachments on the Perinetus-pattern
Servo-Harness can be swapped out for other items, such as other forms of Mechadendrites, Bulkhead Cutters, and even full-
sized Servo- Arms. The Talents Mechadendrite Use (Manipulator) and (Utility) are required in order to use a Perinetus-pattern
Servo-Harness, and the user must possess the Mechanicus Implants Trait.

RESPIRATORY FILTER IMPLANT


These are implanted inside the lungs and can sift out most toxic gases. Inhaled particulate matter is also filtered, making
breathing easier in heavily polluted atmospheres. This implant allows the user to ignore any inhaled toxic gases or
atmospheric contaminants as if wearing a standard respirator.

SCRIBE-TINES
The hand and lower forearm are replaced with specialised and sensitive tools ideal for page turning, autoscribing, data-slate
manipulation, and other invaluable abilities for a sage. While somewhat disquieting in appearance, they are viewed with
favour by hive-world scholars and lexmechanics. This implant gives the user a +10 bonus to all Investigation Skill Tests.

SERVO-CLAW
A large number of Mechanicum technologies, such as Manipulator Mechadendrites and Servo-Arms, are designed for a
specific practical purpose; whatever use they have as a weapon is often secondary and incidental. The Servo-Claw is the
opposite, a form of Mechadendrite designed purely for its combat applications that can also be used as a makeshift tool.
Consisting of tightly wound bundles of synthetic muscle fibres contained within a small metal framework, the Servo-Claw ends
in a sharp, serrated claw that can cut through armour and snap bones with remarkable ease, leaving the user’s hands free for
other matters.
A Servo-Claw is usually mounted at waist height, as not to interfere with the movement of the arms or any other
Mechadendrites. It can be used to make any normal Attack Action as if it were a regular Melee weapon, or can be used to
make a Standard Attack as a Reaction (but never both in the same Round). This attack is made with the user’s Weapon Skill,
and deals 1d10+10 Rending Damage with a Penetration of 4 and the Tearing Quality. The servo-claw never adds the Strength
of the user to its Damage. It can be used to grip and lift objects using its Strength of 50 and Unnatural Strength (x2) Trait, and
can be used as a makeshift Manipulator Mechadendrite, with a –10 penalty to all associated Tests. The Mechadendrite Use
(Manipulator) Talent applies to this.

SUBSKIN ARMOUR
Thin carapace plating is inserted under the skin in various locations, giving the user added protection against damage. While
not as impressive as most augmentations, and sometimes uncomfortable, subskin armour is very reliable. This implant adds +2
Armour to the Arms, Body, and Legs locations. The armour bonus is added to any other armour for those locations. This
armour stacks with any other armour as if it had Combinable and Flexible qualities. Subskin Armour has Protection, Impact
Absorption and Exposure(1) qualities. Also when armour hat does not have Flexible or Cover quality is worn on subskin
armour the subskin armour gains also Uncomfortable quality.

SYNTHMUSCLE GRAFT
This dense vat-grown muscle tissue is augmented with flakweave and once implanted into existing muscle tissue increases the
user’s strength substantially. Users receive Unnatural Strength (x1) trait from a normal implantation. Good- Craftsmanship
grafts grant the Unnatural Strength (x2) Trait, but also reduce the users Agility Bonus by 1 due to the misshapen nature of his
body.

THE RITE OF SETESH


Utilised by the rich and powerful whose fear of death is sufficient to overcome their love of humanity, these augmetic rigs
(known in Mechanicus lore as the Rite of Setesh) involve the living mummification of a dying body and its emplacement in an
all-encompassing exoskeleton designed to keep an advanced aged or disease-ravaged body alive long past natural limits,
trapping the body in what amounts to little more than a semi-mobile iron coffin devoid of human contact. The use of these
augmetics is largely frowned upon even by the Mechanicus as skirting the edge of technoheresy in form and function. In the
Calixis Sector, only the isolated and independent Magos Biologis of the Hippocrasian Agglomeration are willing to fashion
these implant systems, and only then for a price that would beggar a king.
Common: This rite grants a character the Machine (4) trait (except this Trait does not affect his or her mind) and the
Regeneration trait.
Wounds and mental characteristics are unchanged.

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Drawbacks: The character reduces Weapon Skill, Ballistic Skill and Agility to half (round down). Life in one of these devices is
nightmarish and painful. The character gains 2d10 Insanity Points. Also, the rotted biology contained within adds +3 to any
Critical Effect inflicted against the character if the character does not benefit from Protection quality.

UTILITY MECHADENDRITE
This two-metre long limb houses a variety of tools and attachments designed to assist a Tech-Priest in the course of his holy
duties. This mechadendrite counts as a combi-tool, granting a +10 bonus to all Tech-Use Tests. The limb also houses six
injector pistons, each of which may be filled with one dose of sacred machine oil. These must be supplied and replaced
separately. In addition to this, the limb contains an electrically powered censer, which can gust incense fumes over particularly
troublesome faults. The censer generates one “blast” of smoke every fifteen minutes. This may be employed in melee combat
to distract and choke, imposing a –5 penalty to Weapon Skill Tests made by all living creatures within a two metre radius for
one Round. This is a Half Action.
Unless the censer is deactivated, all Perception Tests made to detect the Tech-Priest that rely on a sense of smell gain a +10
bonus. Finally, the mechadendrite contains a cutting blade. This counts as a knife with the Defensive quality and mono
upgrade. You must have the appropriate Mechadendrite Use talent to operate this implant.

VEHICLE INTERFACE CIRCUITRY


Interface circuitry is one of the greatest treasures preserved from the golden past by the Adeptus Mechanicus. Glimmering
neuron-interface circuitry implanted into the tissues of the hands allows an intuitive interface between a pilot and his craft.
The most famous examples of implanted interface circuitry are from Galvia in the Scarus Sector, but certain forge worlds have
the designs and capacity to create such wonders, one being the vast Myromentz orbital station in the Lathe System.
Common: Interface implants grant a +10 bonus on Pilot Tests when operating any vehicle with interface receptors. In addition,
a character equipped with this circuitry may also make a Perception Test (Difficulty set by the GM) to determine a vehicle’s
status and condition as a Free Action.

VOIDSKIN
Subdermal skin tissue is treated with flakweave and chemical toughening agents, such that the wearer can tolerate a longer
term of void exposure before ill effects occur. Chemplant agents also minimize the damage suffered due to the raw energies
of the void. Voidskin allows the user to resist damage due to void exposure for an additional d10+3 rounds past the normal
duration.

VOLITOR IMPLANT
The subject has cranial surgery to work in neural receptors and artificial nerve routing, and can be compelled not to reveal a
certain item of information, remain within a set area, or perform a specific task. If the subject attempts—or is forced—to
counter this compulsion, his brain shuts down into unconsciousness—or even death for some severe volitor patterns. Many
bodyguards receive this implantation in the course of their employment.

VOX IMPLANT
This implant is a built in micro-bead, often hardwired to a ship’s vox frequencies.

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