Armour

Armour Equipment

Infantry units can be customized to a far greater degree than other unit types, with a regiment's employer able to ordain their uniform, weapons of choice, and the various sundry items available to them. While this is, of course, only a general guideline at best — even the most disciplined of soldiers is prone to collecting mementos, contraband, or modifications to his equipment — there are a few standards items typically supplied to all but the most despicable of penal legions. The items provided as part of a typical Imperial soldier's kit, regardless of their combat role, are as follows:

  • One uniform
  • One utility knife
  • One rucksack
  • One compact set of basic tools
  • One mess kit and canteen
  • One blanket and sleep bag or bedroll
  • One rechargeable lamp pack (48hr)
  • One personal grooming kit
  • One set of cognomen tags
  • Two weeks' rations

The above list can of course be modified by a unit's employers as they see fit, but is provided as an example of the basic comforts expected by most conscripts. Many armed forces also include a universal backup weapon, often a laspistol or autopistol, but there are doubtlessly just as many which do not. Note that the example kit does not include primary armaments, armour, or tactical equipment, all of which are typically selected based on a unit's role. A flak vest is likely the closest thing to a protective standard the Imperium has for new recruits, perhaps with a matching helmet if their commander is feeling particularly generous. Soldiers assigned to a scout team may be fortunate enough to receive magnoculars and even chameleoline. On the other hand, those picked for line duty are often thrown into battle with little else added to their kit beyond a basic firearm and a few spare clips of ammunition.

Tier Upkeep Special
Light 0 Treat heavy urban as light urban. Not blocked by heavy forests.
Medium +1
Heavy +2
Super-Heavy +4 Ignore difficult terrain and Fortified (4) or less.
Upgrades Upkeep Requires Effects
Ablative Armour +1 +1 Defence, -1 Move
Anti-Grenade Mesh 0 +2 Defence vs. Grenades
Artificer Hull +1 +2 Defence, +10 Charge and Push Through, -20 Repair
Camo Netting 0 +30 Stealth
Dozer Blade 0 +1 Defence, +20 Charge and Push Through
Mine Sweeper +1 Tech-Use +20 Awareness and Scrutiny to detect mines.
Smoke Launcher 0 +1 Cover
Superior Plating +1 +1 Defence
Support Gear - Occupies 5 Passenger Slots
Support Gear Upkeep Requires Effects
Accordion Wire 0 Deploy, Fortified (2)
Aegis Defense Line +1 Deploy, Fortified (1), +2 Cover
Chameleoline Blind +1 Deploy, +30 Stealth
Cyclops Demo Vehicle +2 Tech-Use Deploy
Mortar, Heavy Towed * See Artillery
Power Field, Generator +2 Tech-Use Deploy, Shielded (2d5), -20 Stealth
Sandbags 0 Deploy, +1 Cover
Motive Upkeep Recovery Effects
Skimmer +1 20% Ignore difficult terrain and water.
Tracked 0 50% Reduce difficult terrain penalty by half.
Walker 0 50% Ignore difficult terrain.
Wheeled -1 40%
Light Armour
Vehicle Upkeep Defence Move Crew Capacity Other
Cyclops Demo Vehicle +1 5 20 0 0 Tracked, Drone (1), Machine, Sealed
Killa Kan 0 8 17 1 0 Walker, EMS, Enclosed
Sabre Platform 0 5 0 1 0 Anti-Air (Inferior), Open-Topped, Rugged
Sentinel, Heavy 0 9 20 1 0 Walker, Enclosed, Reinforced
Sentinel, Light 0 8 22 1 0 Walker, Open-Topped
Tauros, Assault 0 7 60 2 0 Wheeled, EMS, Open-Topped, Rugged, Tracked
Tauros, Venator 0 8 55 2 0 Wheeled, EMS, Open-Topped, Rugged, Tracked
Tarantula, Auto +1 5 0 0 0 Automated, Machine
Tarantula, Drone 0 5 0 0 0 Drone (1), Machine
Medium Armour
Vehicle Upkeep Defence Move Crew Capacity Other
Atlas Recovery Tank 0 10 20 3 0 Enclosed, Rugged, Tracked
Hellhound 0 12 35 3 0 Tracked, Enclosed, EMS, Volatile, Reinforced
Hellhound, Bane Wolf +1 12 35 3 0 Tracked, Enclosed, EMS, Volatile, Reinforced
Hellhound, Devil Dog +1 12 35 3 0 Tracked, Enclosed, EMS, Reinforced
Hydra Flak Tank 0 10 25 5 0 Tracked, Anti-Air (Superior), Enclosed
Salamander, Command +1 10 35 4 0 Tracked, Amphibious, Improved Command & Control, Open-Topped
Salamander, Recon 0 10 50 4 0 Tracked, Amphibious, EMS, Open-Topped
Heavy Armour
Vehicle Upkeep Defence Move Crew Capacity Other
Destroyer +2 16 25 3 0 Tracked, Enclosed, Reinforced
Destroyer, Thunderer 0 16 15 3 0 Tracked, Enclosed, Reinforced
Leman Russ 0 15 17 4 0 Tracked, Enclosed, Reinforced, Rugged
Predator +1 15 35 2 0 Tracked, Enclosed, Reinforced
Super-Heavy Armour
Vehicle Upkeep Defence Move Crew Capacity Other
Baneblade +2 18 12 9 0 Tracked, Enclosed, Command & Control, Damage Control, Ponderous, Reinforced
Baneblade, Shadowsword +2 21 12 7 0 Tracked, Enclosed, Command & Control, Damage Control, Ponderous, Reinforced
Macharius
Malcador
Weapons
Weapon Attack Range Qualities
Autocannon, Hydra 3d5+7 2 Rapid (3), Skyshield (10)
Cannon, Battle 3d5+9 2 Area (3)
Cannon, Demolisher 4d5+15 0 Area (3), Fear (2)
Cannon, Vanquisher 3d5+13 2 Precise
Cannon, Volcano 2d5+20 4 Anti-Armour (8), Area (3), Recharge
Ammunition - 1 Upkeep per 2 Ammo Types
Missile Attack Qualities
Frag 2d5+2 Area (1)
Krak 1d5+4 Anti-Air, Anti-Vehicle (3)
Minefield 2d5 Indirect, Fear (1)
Scatter 2d5 Blast (2), Indirect
Mortar, Light Attack Qualities
Frag 2d5+1 Blast (1)
Minefield 2d5 Fear (1)
Scatter 1d5+2 Blast (2)
Starflare 0 Flare
Mortar, Heavy Attack Qualities
Frag 3d5+3 Blast (2)
Minefield 2d5 Blast(2), Fear (1)
Infernus 1d5+2 Blast (2)
Siege 0 Blast (1),
Launcher, Manticore Attack Qualities
Manticore 3d5+10 Anti-Vehicle (2), Blast (4), Fear (3), Indirect
Sky Eagle 3d5+10 Anti-Air, Anti-Vehicle (2), Skyshield ( )
Storm Eagle 6d5+2 Blast (2d5), Fear (4), Indirect

Traits

Amphibious
Amphibious units treat water as open terrain.
Anti-Air (Inferior)
Units with this trait deal 75% damage to air units.
Anti-Air (Superior)
Units with this trait deal 100% damage to air units.
Automated
Automated units do not have an officer and act according to preset behavior. Another unit with the appropriate training can adjust this behavior if in physical or wireless contact.
Bike
Though technically mechanized infantry, units mounted on bikes are relatively small yet fast, reducing the Anti-Vehicle quality of incoming attacks by 1.
Enclosed
Enclosed units share Defence with their passengers. If an Enclosed unit is Sealed or Filtered, its passengers also gain that trait.
Enhanced Auspex
Units with this trait gain +20 Awareness and a Spotting Range of 2, provided they are trained in Tech-Use.
Enhanced Motive Systems
Units with this trait gain a +10 bonus on the Charge, Floor It, and Push Through orders.
Command & Control
The officer of units with this trait gains +10 Command and can directly lead a number of units within communication range up to their Fellowship Bonus.
Command & Control, Improved
The officer of units with this trait gains +20 Command, can directly lead a number of units within communication range up to their Fellowship Bonus, and rerolls failed Command Tests.
Damage Control
Units with this trait ignore one Righteous Fury per round.
Drone (X)
Units with this trait are remotely-controlled from a distance of no more than the number in parentheses (X). Orders are given using the controlling unit's Tech-Use skill in place of Command.
Fear (X)
Units with this trait reduce enemy units' Morale by X every time they deal damage after Cover and Defence.
Filter (X)
Units with this trait reduce the Gas quality of incoming attacks by an amount equal to the number in parentheses (X). A Gas attack reduced to Gas (0) deals no damage and applies no effects to the defender.
Firing Ports
Passengers inside a unit with this trait can still attack independently and ignore the Deploy quality, but halve their Force Multiplier and temporarily lose the vehicle's Filter and Sealed traits to do so.
Fortified (X)
Units with this trait impose a penalty on enemy Charge or Push Through orders equal to 10 times the number in parentheses (X).
Open-Topped
Passengers inside a unit with this trait can still attack independently, ignore the Deploy quality, and gain Cover equal to 25% of their vehicle's Defence (rounded down).
Machine
Units with trait ignore the Gas quality and cannot lose Morale.
Ponderous
Ponderous units do not retaliate if surprised while Advancing, and cannot make use of the Floor It! or Push Through orders.
Reinforced
Units with this trait ignore one Righteous Fury per round.
Rugged
Units this this trait grant a +20 for Repair Tests.
Sealed
Units with this trait are immune to Gas attacks.
Shielded (X)
Shielded units reduce all incoming damage by the number in parentheses (X).
Stable
Stable units can attack using weapons with the Deploy quality even when not Dug In.
Skyshield (X)
Units with this trait grant all allies within attack range Cover against air attacks equal to the number in parentheses (X).
Volatile (X)
Units with this trait take 2 additional Damage from Righteous Fury, instead of 1, and halve their Recovery chance when destroyed.
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