Armoury

Weapon Qualities

  • Corrosive (X): Successful attacks with a weapon that has the Corrosive (X) Quality reduce the target's AP by 1d10 per hit, capped at the number in parentheses (X) per hit, until repairs can be made with a Tech-Use Test. If AP from the Natural Armour trait is reduced by this effect, its restoration instead requires a Medicae Test. Targets reduced to 0 AP take the excess reduction as Wounds, ignoring Toughness. When used against vehicles, the Corrosive quality only applies if the tens digit of the facing armour is less than or equal to number in parentheses (X).
  • Double-Edged: If an attack made using a weapon with the Double-Edged Quality scores more Degrees of Failure than the wielder's Weapon Skill Bonus, the attacker instead hits himself.
  • Flash (X): When a target is struck by a Flash weapon, he must make an Agility Test with a penalty equal to 10 times the number in parentheses (X). If he fails, target is Blinded for one round per degree of failure.
  • Half-Grip: This melee weapon is relatively versatile, allowing it to be used with one hand or two. One-Handed weapons with the Half-Grip Quality can optionally be wielded with both hands, gaining +2 Penetration and the Unwieldy Quality in addition to the usual benefits of Two-Handed weapons. Two-Handed Weapons with the Half-Grip Quality can optionally be wielded with only one hand to instead lose 2 Penetration and gain the Unbalanced Quality, in addition to being treated as One-Handed weapons.
  • Maximal: Adds+10m Range, +1d10 Damage, and +2 Penetration, but limits firing to Single-Shot. If the weapon has the Blast Quality, then this is improved by +2; i.e., a weapon with Blast (3) becomes Blast (5). Otherwise, the weapon gains Blast (1). The weapon also uses three times the normal amount of ammo per shot and gains the Recharge Quality and Overheat Quality.
  • Melta: Using intense blasts of heat to excite particles and carve away armour, these weapons can slag even the hardest materials if fired from a close enough range. This weapon doubles its Penetration when firing at Short Range. Additionally, every consecutive turn spent continuously firing at the same target adds +1 Penetration (+2 at Short Range), up to +3 (+6 at Short Range) after three turns. Vehicle facings count as separate targets for the purposes of this Quality.
  • Power Field: A field of power wreathes weapons with this Quality, increasing their Damage and Penetration. Such modifiers are already included in the weapon’s profile. When a weapon with this Quality parries or is parried by a weapon without this Quality, there is a 50% chance that the weapon without a Power Field is destroyed. Weapons with the Warp Weapon Quality and Natural Weapons are immune to this effect.
  • Two-Handed: Melee weapons that require both hands to use add their wielder's Strength Bonus to damage twice, rather than once. Additionally, attacks made with Two-Handed weapons are more difficult to parry, imposing a -10 penalty on the defender.
  • Vengeful: Attacks made using weapons with the Vengeful (X) Quality trigger Righteous Fury on any damage die roll with a value of X or higher. This only applies to a weapon's base damage dice, excluding any additional dice such as from Tearing.

Ranged Weapons

Plasma Type Range RoF Damage Pen Clip Reload Special Weight Availability Source Page Notes
Pistol Pistol 30m S/2/_ 1d10+8 8 10 3 Full Maximal 4 Very Rare DH2 155
Gun Basic 90m S/2/_ 1d10+10 8 40 5 Full Maximal 18 Very Rare DH2 155
Cannon Heavy 120m S/_/_ 2d10+12 10 16 5 Full Blast (1), Maximal 40 Extremely Rare OW 180
Web Type Range RoF Damage Pen Clip Reload Special Weight Availability Source Page Notes
Pistol Pistol 30m S/_/_ N/A 0 1 Full Blast (1), Snare (0) 3.5 Rare DH2 156
Gun/Webber Basic 50m S/_/_ N/A 0 1 Full Blast (3), Snare (1) 8 Rare DH2 156
Cannon/Heavy Webber Heavy 70m S/_/_ N/A 0 3 Full Blast (6), Snare (2) 14 Rare ITS 117
Grenade Type Range RoF Damage Pen Clip Reload Special Weight Availability Source Page Notes
Blind Thrown SBx3 S/_/_ N/A 0 N/A N/A Smoke (2) 0.5 Scarce DH2 157
Photon Flash Thrown SBx3 S/_/_ N/A 0 N/A N/A Blast (6), Flash (2) 0.5 Rare DH2 158
Stun Thrown SBx3 S/_/_ N/A 0 N/A N/A Blast (3), Flash (0),
Concussive (2)
0.5 Common DH2 158
Web Thrown SBx3 S/_/_ N/A 0 N/A N/A Blast (3), Snare (1) 0.5 Rare DH2 158

Melee Weapons

Low-Tech Use Range Damage Type Pen Special Weight Availability Notes
Axe 1H Melee 1d10+1 R 0 Half-Grip, Vengeful (9),
Unbalanced
4 Common
Blade 1H Melee 1d5+3 R 0 Balanced 2 Common
Buckler 1H Melee 1d5-1 I 0 Balanced 2 Common +1AP to wielding Arm, keeps hand free
Fist/Gauntlet1 1H Melee 1d5+3 I 0 Primitive (7) 2 Common Counts as Unarmed.
Knife 1H/Thrown Melee/5m 1d5 R 0 1 Plentiful
Mace 1H Melee 1d10 I 0 Half-Grip, Primitive (7) 3 Plentiful Gains Concussive (0) when two-handed
Shield 1H Melee 1d5 I 0 Defensive, Primitive (6) 3 Common +2AP to Body and wielding Arm
Sword 1H Melee 1d10 R 0 Half-Grip, Balanced 3 Common
Whip 1H 3m 1d10 R 0 Double-Edged, Flexible,
Primitive (6)
2 Average
Flail 2H Melee 1d10+1 I 0 Double-Edged, Flexible,
Primitive (7), Unwieldy,
Vengeful (9)
7 Scarce
Glaive 2H Melee 1d10+2 R 2 Razor Sharp, Unbalanced 5 Average
Spear 2H Melee 1d10+2 R 2 Half-Grip, Primitive (8) 3 Common
Staff 2H Melee 1d10 I 0 Balanced, Primitive (8) 3 Plentiful
Warhammer 2H Melee 1d10+3 I 2 Concussive (1), Primitive (8) 4.5 Scarce

Great Weapons

  • Applicable To: Any one-handed melee weapon with the Half-Grip Quality
  • Availability:
    • Base: Scarce
  • Changes:
    • Becomes Two-Handed
    • +4 Damage
    • +2 Penetration
    • Gains Unbalanced OR loses Balanced
    • Loses Half-Grip

Mono Weapons:

  • Applicable To: Any low-tech melee weapon.
  • Availability:
    • Base: Scarce
  • Changes:
    • +2 Penetration
    • Loses Primitive

Chain Weapons

  • Applicable To: Any melee
  • Availability:
    • Base: Average
    • Non-Rending: -10
    • Two-Handed: -10
  • Changes:
    • Gains Tearing
    • +100% Weight
    • +2 Penetration
    • +2 Damage if 1d10
    • +1 Damage if 1d5
    • 1d5 => 1d10
    • Change damage type to Rending
    • Loses Primitive

Power Weapons

  • Applicable To: Any melee
  • Availability:
    • Base: Very Rare
    • Two-Handed: -10
  • Changes:
    • Gains Power Field
    • +50% Weight
    • Double any AP granted
    • +5 Penetration
    • +5 Damage if 1d10
    • +2 Damage if 1d5
    • 1d5 => 1d10
    • Change damage type to Energy
    • Loses Primitive

Ammunition

Witchbane Stubs

  • Availability: Extremely Rare
  • Witchbane stubs are a potent form of anti-Warp ammunition normally issued by the Ecclesiarchy exclusively to the Inquisition or Adeptus Astra Telepathica. These bullets add the Tearing Quality, +2 Damage, and +2 Penetration to any hits made with them. Additionally, they inflict double their rolled Damage against targets with a Psy Rating, Daemons, and other warp entities after Armour and Toughness Bonuses are taken into account. Damage inflicted by Witchbane stubs is classified as Holy and ignores any psychically or warp-generated armour or protective fields (such as Daemonic Resilience, Telekine Dome, etc).
  • Used With: Stub Pistols

Tools

Demolition Charge

  • Availability: Scarce
  • Also called detpacks, demolition charges are simple explosive devices, commonly used for blowing open doors, breaching bulkheads, and destroying infrastructure. Though such bombs are manufactured for use individually, it is possible to rig charges together, thus increasing their destructive potential. Demolition charges inflict 3d10 Explosive Damage plus 2 Damage per kilogram used, with a blast radius of 5 meters plus 2 per kilogram used. Setting and defusing explosives involves the Tech-Use Skill.

Promethium Explosive

  • Availability: Plentiful
  • This common Imperial petrochemical-based liquid fuel can be used to create antipersonnel explosives and is often readily available in most war zones. Promethium explosives inflict 1d10 Energy Damage plus 2 Damage per kilogram used, with a blast radius of 5 meters plus 1 per kilogram used. These bombs also have the Flame quality, meaning anyone caught in the blast area must make an Agility Test or catch on fire. Setting and defusing explosives involves the Tech-Use Skill.

Cybernetics & Implants

Bionic Replacements Poor Common Good Best Availability Source Page Notes
Arm Halve Agility2 when fine dexterity is needed. -5 WS/BS with the limb +10 Agility for fine manipulation +10 Agility for fine manipulation, +10 Strength with the arm. Can store small items inside. Scarce DH2 180
Heart Light Sleeper Full Function +2 Body TB, Sprint +2 Body TB, Sprint, Prosanguine Very Rare DH2 181
Legs Cannot Run N/A Sprint, +20 to jump Sprint, +20 to jump Sprint, +20 to jump, +1 Movement Scarce 181
Pict-Eye 12hr Pict-Capture w/o sound,
-10 to vision, -20 against Blind
24hr Pict-Capture,
-10 against Blind
72hr Pict-Capture, Photosight N/A Rare N/A N/A
Respiratory System -20 Stealth (Sound), -10 to Strenuous Activity,
+20 vs. Airborne Gas/Toxins
+20 vs Airborne Gas/Toxins Life Support System,+20 vs. Airborne Gas/Toxins Life Support System,
Counts as Good-quality Respirator
Rare DH2 181
Sense, Ear -20 to hearing N/A Heightened Senses (Sound), +20 to protect sense
One of: Vox-Implant, Good/Vox Matrix
Heightened Senses (Sound), +20 to protect sense
Two of: Chiropteran Augur/Vox-Implant, Best/Vox Matrix
Rare DH2 185
Sense, Eye -20 to vision N/A Heightened Senses (Sight), +20 to protect sense
One of: Magnoculars, 8x/Photosight/Pict-Caster, 24hr
Heightened Senses (Sight), +20 to protect sense, Immune to Flash
Two of: Magnoculars, 12x/Noosphere Tap/Pict-Caster, 72hr/Preysense
Rare DH2 185
Sense, Sniffer -20 to smell N/A Heightened Senses (Smell), +20 to protect sense,
One of: Filtrators, Good/Logis Olfactor
Heightened Senses (Smell), +20 to protect sense,
Two of: Filtrators, Good/Logis Olfactor
Rare DH2 185
Sense, Taste -20 to taste N/A Heightened Senses (Taste), +20 to protect sense,
One of: De-Tox Ducts/Logis Lingua
Heightened Senses (Taste), +20 to protect sense,
Two of: De-Tox Ducts/Logis Lingua
Rare DH2 185
Implant Systems Poor Common Good Best Availability Source Page Notes
Augur Array Only a single detection ability, Range 20m, can be overloaded if used to detect daemonic taint Functions as a Common Auspex device (DH2, p175) Functions as a Good Auspex Functions as a Good/Best Auspex, Reroll Perception-based tests Rare DH2 181 Usage of the Auspex' specialised detection requires concentration and a Half Action
Autosanguine N/A Heal as Heavily Damaged, Daily Healing x2 Heal as Lightly Damaged, Daily Healing x3 Heal as Lightly Damaged, 30% chance to end Blood Loss, Daily Healing x3 Very Rare DH2 181
Blackbone Bracing N/A Bulging Biceps, +2 Unarmed damage As Common plus Iron Jaw As Good plus 1AP to all areas Very Rare RT:ITS 141
Calculus Logi +5 to Linguistics, Logic, Scholastic Lore +10 +10, Wireless +15, Wireless, +20 to protect from intrusion Very Rare DH2 182
Cranial Armour +1AP to Head, +5 Intimidate, -10 Charm +2AP to Head +2AP to Head, Flak3 +3 AP to Head, Iron Jaw Scarce DH2 182
Interface Port +10 to Common Lore, Inquiry and Tech4, Tech Use (-10) to Connect As Poor, no penalty to connect As Common, Wireless As Good, +20 to protect from intrusion Rare DH2 182
Internal Reservoir 1 free Luminen Capacitor charge 2 free charges 3 free charges 5 free charges Rare DH2 182
Locator Matrix Internal Compass, Chrono Internal Compass, Chrono, Speedometer, Altimeter Internal Compass, Chrono, Speedometer, Altimeter, GPS (without map) Internal Compass, Chrono, Speedometer, Altimeter, GPS (without map), Passive Mapping Rare DH2 183
Luminen Capacitor -10 Toughness test to charge item +0 +10 +20, 2x speed Very Rare DH2 183 Failure charges item but inflicts 1 Fatigue
Memorance Implant Common-Quality Pict-Eye(s), Neural Datavault: 72hrs Good-Quality Pict-Eye(s), +10 Trade (Loremancer), Neural Datavault: 200 hours, Parallel Play Good-Quality Pict-Eye(s) w/ Pict-Caster, +10 Trade (Loremancer), Neural Datavault: 500 hours, Active Overlay Best-Quality Pict-Eye(s) w/ Pict-Caster and Preysense, +10 Trade (Loremancer), Neural Datavault: 1000 hours, Active Overlay, Noosphere Tap Very Rare DH2 184
Mind Impulse Unit (MIU) +0 WP test to use, -10 penalty when attempting to interface +10 to Tech-Use, Operate tests when interfacing with a MIU device +10 to commune with machine spirits, +10 to Tech-Use, Operate, Logic, Inquiry, Ballistic Skill when interfacing Rare DH2 184
Subskin Armour +2AP to Body, -5 Fel +2AP to Body, Arms, Legs +2AP to Body, Arms, Legs, Flak +3AP to Body, Arms, Legs, +10 to resist Limb Loss Very Rare DH2 185
Synthmuscle, Nerve-Wires Unnatural Agility (1), Weapon Skill -5, Strength -5 Unnatural Agility (2), Strength -5 Unnatural Agility (2) Unnatural Agility (2), Rapid Reaction Very Rare Incompatible with Vat-Grafts
Synthmuscle, Vat-Grafts Unnatural Strength (1), Agility -10 Unnatural Strength (2), Agility -5 Unnatural Strength (3) Unnatural Strength (3), Unnatural Toughness (2) Rare DH2 185 Incompatible with Nervewire
Vocal Implant +10 Intimidate, -10 Charm, Volume x2 Volume x2 +10 Command, Volume x3 +10 Command, +5 Charm, +5 Intimidate, Volume x4 Scarce DH2 185
Vox Implant Fixed Frequency, Short-range Adjustable Frequency, Medium-range Adjustable Frequency, Long-range Adjustable Frequency, Long-range, Data Transfer for other cybernetics Scarce RT 152
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License