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 |
page revision: 22, last edited: 10 Apr 2018 03:07