TABLE OF CONTENTS WEAPON CRAFTSMANSHIP ...... 5 SPLINTERING ...... 10 TEARING ...... 10 POOR ...... 5 TIRING ...... 11 GOOD ...... 5 TOXIC (X) ...... 11 BEST ...... 5 UNBALANCED ...... 11 WEAPON QUALITIES ...... 5 UNRELIABLE ...... 11 UNSTABLE ...... 11 ACCURATE ...... 5 Unstable Weapon Fire ...... 11 AGILE ...... 5 UNWIELDY ...... 11 BALANCED ...... 5 BLAST (X) ...... 6 SHOOTING WEAPONS ...... 12 BOLT ...... 6 LAS WEAPONS ...... 12 CONCEALABLE ...... 6 Civitas Pattern Laspistol ...... 12 CRUSHING ...... 6 “Death Light” Sollex Pattern - IX Lasgun ...... 12 DEFENSIVE ...... 6 D’Laku Crusade Pattern Hellgun ...... 12 FAST ...... 6 Drusus Prime Pattern Lasgun ...... 13 FELLING ...... 6 “Fury” Triplex Pattern Assault Laspistol ...... 13 FLAME ...... 6 Khayer-Addin Duelling Las...... 13 FLEXIBLE ...... 7 Lasburst Twin Lasgun ...... 13 HOLY / BLESSED / SANCTIFIED ...... 7 Las Carbine ...... 14 IGNITING ...... 7 Laslocks ...... 14 IMPACT (RANGE) ...... 7 Laspistol ...... 14 INACCURATE ...... 7 Lasgun ...... 14 LAS ...... 7 Long Las...... 14 LETHAL ...... 7 Man Portable Lascannon ...... 14 LIGHT ...... 7 Mars Pattern Mark III Short Lasgun ...... 15 MELTA ...... 8 Mars Pattern Mark IV Command Laspistol ...... 15 NUMBING ...... 8 Minerva-Aegis Las Carbine ...... 15 OVERHEATS...... 8 Multi-laser ...... 15 Table 5–6: Weapon Overheating ...... 8 Roth Pattern Lightning Lasgun ...... 15 PLASMA ...... 8 Series-S “Venom” Belasco Compact Laspistol ...... 16 POWER FIELD ...... 8 “Steel Burner” Sollex Pattern - VII Heavy Laspistol ...... 16 PRECISE ...... 8 Stormfront Lasgun ...... 16 PRIMITIVE ...... 9 Takara Palatine Compact Laspistol ...... 16 REACH ...... 9 Voss Pattern Hellgun ...... 17 RECHARGE ...... 9 Voss Pattern Hellpistol ...... 17 RECOIL (X) ...... 9 SOLID PROJECTILE WEAPONS ...... 17 RELIABLE ...... 9 .54 Tranter Hand ...... 17 SCATTER ...... 9 Alcher Mark IV Combat Autogun ...... 17 SHIELD (X) ...... 9 Armageddon Pattern Autogun ...... 18 SHOCKING...... 10 Armsman-10 Pattern Hax-Orthlack Service ...... 18 SLOW...... 10 Assault Cannon ...... 18 SMOKE (X) ...... 10 Autocannon ...... 19 SNARE ...... 10 Autogun ...... 19 Immobilised Body parts ...... 10 Autopistol ...... 19 “Blackhammer” Scatheros Defence ...... 19 Carnodon Pattern Westingkrup Precicion 19 Combat Shotgun ...... 20 “Crank Cannon” Volg VI Heavy stubber ...... 20

1 Creed-9 Hax-Orthlack Autogun ...... 20 “Destroyer” Cadence Promethium Incineration Device.. 35 Dorcas Pattern Trophy Stub Automatic ...... 20 Flamer ...... 35 Encarmine Sulymann Service Autopistol ...... 20 Gas Torch Flamer ...... 36 “Fate Bringer” Khayer-Addin Forge Long Pistol ...... 21 Hand Flamer ...... 36 “Flametongue” Fykos Forge Pistol ...... 21 “Stingray” Pattern Anoxis ...... 36 Hack Shotgun ...... 21 Heavy Flamer ...... 36 Hand Cannon...... 21 Tox Spray ...... 36 Heavy Stubber ...... 22 Nightfire Pattern Voss Flamer ...... 37 Hecuter 9/5 Heavy Combat Autopistol ...... 22 PRIMITIVE WEAPONS...... 37 Hunting Rifle ...... 22 Bolas ...... 37 “Ironclaw” Cypra Mundi Shotgun ...... 22 Bow ...... 37 “Irontalon” Cypra Mundi Pistol ...... 22 Catechist Pattern Stake-Crossbow ...... 37 Mariette Cylinder Pistol ...... 23 Composite Bow...... 38 “Meat Hammer” Volg Scattergun ...... 23 Crossbow ...... 38 Naval Shotcannon ...... 23 Deuce Pistol ...... 38 “Nomad” Fykos Forge Hunting Instrument ...... 23 Drive Nailer...... 38 Orthlack Mark IV Thollos Autopistol ...... 24 “Father Shot” Siskan ...... 39 Panoptic 0-5 Automata pistol ...... 24 Flick Bow ...... 39 Phobos Stubber ...... 24 Pistol ...... 39 Pump-Action Shotgun ...... 24 Hand Bow ...... 40 Puritan-14 Hax-Orthlack Execution Pistol ...... 24 Heavy Crossbow ...... 40 “Ripper Clip” Volg Autopistol ...... 25 Impaler ...... 40 “Salvation” Sulymann Holdout Auto ...... 25 Iocanthos ...... 41 “Scalptaker” Westingkrup Model 20 Stub ...... 25 Javelin ...... 41 Shotgun ...... 25 Longbow ...... 41 Shotgun Pistol ...... 26 ...... 41 “Slayer” Westingkrup Pump Shotgun ...... 26 Musket ...... 42 “Spectre” Cadence Assault Device ...... 27 Scrap Cannon ...... 42 Steadholder Lever Gun ...... 27 Sling ...... 42 Stormchild Hand Cannon ...... 27 Spear ...... 43 Stub Automatic ...... 28 Throwing Knife/Star ...... 43 Stub Revolver ...... 28 Vibe Spear ...... 43 Talon Mark III Short Autopistol ...... 28 Witch Lance ...... 44 Vanaheim Pattern Skitarii Assault Shotgun ...... 28 Volonx Bone Bolas ...... 44 Volg Mercy Killer ...... 29 LAUNCHERS AND GRENADES ...... 44 BOLT WEAPONS ...... 29 Auxlliary ...... 44 Angelus bolt Carbine ...... 29 Disposable Missile Launcher ...... 45 Bolt Pistol ...... 30 Disposable RPG Launcher ...... 45 Boltgun ...... 30 Gorge Pattern Grenade Launcher ...... 45 Cinder Crag Forge “Mauler” Bolt Pistol ...... 30 Grenade Launcher ...... 45 Garm Pattern Service Bolt Pistol ...... 30 Missile Launcher ...... 45 Heavy Bolter ...... 31 Propelled Grenade (RPG) Launcher ...... 46 Sacristan Bolt Pistol ...... 31 GRENADES AND MISSILES ...... 46 Scourge Mars Pattern Mark II Boltgun ...... 31 Blind ...... 46 Storm Bolter ...... 31 Choke Gas ...... 46 Volg “SpitFire” Bolt Pistol ...... 32 Fire Bomb ...... 47 MELTA WEAPONS ...... 32 Frag ...... 47 Inferno Pistol ...... 32 Gunmetal Solid Mark III Frag Grenade ...... 47 Melta-Cutter ...... 32 Inferno Thermal Grenades ...... 47 Meltagun ...... 33 Krak ...... 47 Multi-Melta ...... 33 Hallucinogen ...... 48 Thermal Lance ...... 33 Nail Bomb ...... 48 Ultimo Voss Pattern Mark III Meltagun ...... 33 Photon Flash ...... 48 PLASMA WEAPONS...... 33 Powder Bombs, Fervious ...... 48 Kronos Mark III Plasma Pistol...... 34 Stink Bombs ...... 49 Plasmablaster ...... 34 Stun Grenade ...... 49 Plasma Cannon ...... 34 EXPLOSIVES ...... 49 Plasma Gun ...... 34 Demolition Charge ...... 49 Plasma Pistol ...... 35 Det-cord and Det-tape ...... 49 Sunfury Mars Pattern Mark III Assault Plasmagun ...... 35 Fyceline ...... 49 FLAME WEAPONS ...... 35 Cressin Pattern Limpet Mine ...... 50 Burst Pattern Anoxis Flamer ...... 35 Meltabomb ...... 50

2 Melta Gel...... 50 Tower Shield ...... 65 Promethium ...... 50 Trophy Knife ...... 65 EXOTIC WEAPONS ...... 50 CHAIN WEAPONS ...... 65 Aegis Anbaric Shock Blaster Pistol ...... 50 Chain ...... 65 Aegis Redback Pattern Heavy Webber ...... 51 Chain Knife ...... 66 Artifico-Biologis, 0.5i Hypo pistol ...... 51 Chain sword ...... 66 Conversion Beamer ...... 51 Eviscerator ...... 66 Fedrid Razor Disk ...... 51 EXOTIC WEAPONS ...... 67 Galvian Needler, Belasco ...... 52 Breacher ...... 67 Graviton Gun ...... 52 Chain-Sticks, Fervious ...... 67 Needle Pistol ...... 52 Double Flail, Penolpass ...... 67 Needle Rifle ...... 53 Lightning Chain, Acreage ...... 67 Rad-Cleanser ...... 53 Lightning Gauntlets, Acreage ...... 68 Volonx Thunderclap ...... 53 Vivisector ...... 68 Webber...... 54 POWER WEAPONS ...... 68 Web Pistol ...... 54 Lightning Claw ...... 68 “Widower” Cadence Dart Caster Device ...... 54 Omnisian Axe ...... 69 Power Axe ...... 69 MELEE WEAPONS ...... 54 Power Blade ...... 69 PRIMITIVE WEAPONS ...... 55 Power Sword ...... 69 Anoxis Pattern Boarding Pike ...... 55 Power Fist ...... 70 Armoured Gauntlets ...... 55 “Serpentine” Khayer-Addin Power Blade ...... 70 Axe ...... 55 Sollex-Aegis Energy Blade ...... 70 Bastard Sword ...... 55 Thunder Hammer ...... 70 Bolo Knife ...... 56 Waller Pattern Mark VI Power Longsword ...... 71 Brass Knuckles ...... 56 Witch Lance ...... 72 Bucklers ...... 56 SHOCK WEAPONS ...... 72 Chimera Pistol Sword ...... 56 Electro-Flail...... 72 Club ...... 57 Neural Whip ...... 72 Combat Knife ...... 57 Officer’s Cutlass ...... 73 Cutlass ...... 57 Shock Maul ...... 73 “Devil’s Kiss” Landrian Stiletto ...... 57 Shock-Staff ...... 73 “Emperor’s Whisper” Landrian Blade ...... 57 FORCE WEAPONS (PRIMITIVE) ...... 74 Foil ...... 58 XENOS WEAPONS ...... 74 Flail ...... 58 Great Weapons ...... 58 DARK ELDAR WEAPONS ...... 74 Guard Shield ...... 58 Splinter Pistol...... 74 Hammer ...... 59 Splinter Rifle ...... 75 Improvised ...... 59 ELDAR WEAPONS ...... 75 Knife ...... 59 Eldar shuriken Weapons ...... 75 Kraken Tooth Dagger ...... 59 Avenger Shuriken Catapult ...... 75 Long-sabre, Fervious ...... 60 Shuriken Catapult ...... 75 Mace ...... 60 Shuriken pistol ...... 76 Man-Catcher ...... 60 Ranger Long Rifle ...... 76 Mirror Shield, Sepheris ...... 60 ORK WEAPONS ...... 76 Moon blades, Balecarne...... 61 Big Choppa ...... 76 Naval Shield ...... 61 Big Shoota ...... 77 Punch Dagger ...... 61 Choppa ...... 77 “Punisher” Magistratum Chastisement Baton ...... 61 Grot Blasta ...... 77 Rapier ...... 62 Power KLaw ...... 78 Render, Landrian ...... 62 Slugga ...... 78 Sabre ...... 62 Shoota ...... 78 Scythe ...... 62 Snazzgun ...... 78 Shield ...... 62 TAU WEAPONS ...... 79 Short Sword ...... 63 Pulse Carbine ...... 79 “Sigilite” Landrian Knife ...... 63 Pulse Pistol ...... 79 Spear ...... 63 Pulse Rifle ...... 79 Spetum ...... 63 Rail Rifle ...... 79 Staff ...... 64 OGRYN WEAPONS ...... 79 Steam ...... 64 Ripper Gun ...... 79 Stiletto ...... 64 KROOT WEAPONS ...... 79 Sword ...... 64 Kroot Rifle ...... 79

3 AMMUNITION...... 80 BLAZER SHELLS...... 84 VOID ROUNDS ...... 84 ARROWS / QUARRELS ...... 81 BLESSED AMMUNITION...... 84 MONO TIP ARROWS / QUARRELS ...... 81 SOUBIROUS POWER PACK ...... 84 SHOT ...... 81 EXECUTIONER SHOTGUN SHELLS ...... 85 BULLETS ...... 81 HEAVY ROUNDS ...... 81 WEAPON UPGRADES ...... 86 SHELLS ...... 81 COMPACT ...... 86 CHARGE PACK ...... 81 EXTERMINATOR ...... 86 FUEL ...... 81 PISTOL GRIP ...... 86 BOLT SHELLS ...... 81 EXTRA GRIP ...... 87 MELTA CANISTER ...... 82 FIRE SELECTOR ...... 87 PLASMA FLASK ...... 82 MELEE ATTACHMENT ...... 87 EXOTIC ...... 82 MONO ...... 87 DUMDUM BULLETS ...... 82 RED-DOT LASER SIGHT ...... 87 HOT-SHOT CHARGE ...... 82 SILENCER ...... 87 OVERCHARGE PACK ...... 82 TELESCOPIC SIGHT ...... 87 INFERNO SHELLS ...... 82 BLADE ...... 88 MAN-STOPPER BULLETS ...... 82 DUPLUS AMMO CLIPS ...... 88 HYPER-DENSITY PENETRATORS ...... 83 FOREARM WEAPON MOUNTING ...... 88 TEMPEST BOLT SHELLS ...... 83 TARGETER ...... 88 CRYPTUS SHOTGUN SHELLS ...... 83 BIPOD ...... 88 PSYBOLT AMMUNITION ...... 83 TRIPOD ...... 88 PSYFLAME AMMUNITION ...... 83 SANCTIFIED WEAPON ...... 89 PSYCANNON BOLTS ...... 84

4 WEAPON CRAFTSMANSHIP All the weapons detailed in weapon descriptions are of Common craftsmanship unless otherwise stated. For weapons of better or worse manufacture there are some modifiers already given in the description the weapons have. In addition to these or in their place you may use following modifications:

POOR These cheaply constructed ranged weapons are more prone to malfunction. A ranged weapon of Poor craftmanship has the Unreliable quality and loses its Accurate and Agile qualities. If the weapon already has Unreliable quality then it will jam on any failed roll to hit. Melee weapons of Poor craftsmanship incur a –10 penalty to tests made to attack and lose their Balanced and Fast qualities or if they had neither, add +25% to their weight.

GOOD More carefully constructed and finished, these weapons are consequently more reliable. Ranged weapons of Good craftsmanship have the Reliable quality. If it already has this quality, the weapon becomes Accurate or has its weight reduced by 25%. Melee weapons of Good craftsmanship add a +5 bonus to tests made to attack and gain Balanced quality unless they have Unbalanced, Slow, or Unwieldy qualities. If a melee weapon cannot become Balanced or already has this quality, then its weight is halved.

BEST A work of art as much as a weapon, these items are created by skilled artisans and are often centuries old. Ranged weapons of Best craftsmanship never suffer from jamming or overheating in addition to effect from Good Craftsmanship or they may gain Agile quality and lose 25% of their weight. When former option is chosen, if a roll would result in either of these occurrences, simply count it as a miss instead. Melee weapons of Best craftsmanship give all the benefits of Good Craftsmanship, but instead add a +10 bonus to tests made to attack and add 1 to the Damage they inflict or add 1 to their Penetration or they may lose their Unbalanced quality or they may exchange their Slow or Unwieldy quality to Unbalanced quality.

WEAPON QUALITIES

ACCURATE Some weapons are designed with precision in mind and respond superbly in skilled hands. They grant an additional bonus of +10 to the firer’s Ballistic Skill when used with an Aim Action, this is in addition to the bonus granted from Aiming. If an accurate weapon is fitted with a telescopic sight its range is increased by 20% (rounding down to nearest full meter).

AGILE These weapons are easy to keep on hand and compact enough to carry comfortably for prolonged periods. They are also quite compact in size making them usable in tight spaces. Agile weapons can be Aimed as a Free Action, but this only gives +10 bonus to Ballistic Skill or +5 to Weapon Skill, though there is no benefit to hit if the weapon is inaccurate. If the Agile ranged weapon is primitive, this bonus is halved for ranged weapons. Agile weapons can be fired in one hand with only a –10 penalty rather than the normal –20 for basic weapons.

BALANCED Some weapons, such as swords, are designed so that the weight of the hilt balances the weight of the blade, making the weapon easier to wield. Balanced weapons grant a +10 bonus to Weapon Skill Tests made to Parry. Bonus is granted even if some other weapon such as shield is actually used to make the Parry. When balanced weapon is used to make a Counter-Attack it grants +5 bonus to Weapon Skill. If the weapon used to make Counter-Attack is of Best quality, this bonus is raised to +10.

5 BLAST (X) Many missiles, grenades and some guns create an explosion when they hit their target or weapon may have some other way of affecting large area. Blast weapon affects area that is rather round and its radius is X meters. This area is centred into point of impact resolved after weapon fire. If blast weapon has Damage value given, any character within blast weapon area of effect automatically suffers a hit that does Damage equal to the Damage value of the weapon plus X minus distance in full meters from the centre of the blast. The Damage is halved if the character is prone. If no Damage value is given for blast weapon its effect applies within radius of X meters from point of impact.

BOLT Bolt ammunition is capable of penetrating deep and explodes after reaching inner tissues of its target. Shots fired up to long range receive an extra +1 damage and +1 penetration for every two degrees of success.

CONCEALABLE Weapon is small in size making it easy to have it ready without anyone noticing. Any Awareness tests made to notice that concealable weapon is readied suffer -30 penalty. If concealable weapon is hidden within clothing or in a concealed cavity or something similar, any tests made to find this concealed weapon suffer -10 penalty.

CRUSHING Weapon delivers impacts that bend armour letting pressure into body causing often broken bones and internal bleeding. When checking for Critical Hit Damage target's Toughness Bonus is halved even when the hit did not reduce Armour Points to zero.

DEFENSIVE A Defensive weapon, such as a shield, is intended to be used to block attacks and is awkward when used for making attacks. Defensive weapons grant a +15 bonus to tests made when used to Parry, but take a –10 penalty when used to make attacks.

FAST Weapon is very light and agile to use. If this weapon is used to make an attack in melee, it grants its wielder +2 to Agility Bonus when determining Initiative. When used to make a Counter-Attack fast weapons grant +10 to Weapon Skill. Opponents that would Parry an attack against a weapon with the Fast quality take a –10 penalty on their Weapon Skill Tests unless the opponent also is attacking with a fast weapon.

FELLING Designed to puncture and to mangle, this weapon is capable of toppling even the mightiest foes. If the weapon hits, it ignores a number of levels of Unnatural Toughness possessed by the target equal to the number in the parenthesis. For instance, a Felling (1) weapon ignores the benefits of Unnatural Toughness (x2) and would reduce the benefits of unnatural Toughness (x3) by one multiplier.

FLAME Flame weapons project a cone of flame out to the range of the weapon. Unlike other weapons, flamers have just one range, and when fired, cast fiery death out to this distance. The wielder does not need to Test Ballistic Skill; he simply fires the weapon. All creatures in the flame’s path, a cone-shaped area extending in a 30 degree arc from the firer out to the weapon’s range are struck by the flames and are forced to try avoiding flames unless they are protected against flames, highly resistant or immune to heat, fearless, mindless or daemons. Avoiding flames uses all of the target's time and he loses his next turn and target may take no other action than avoiding flames during this time. Those trying to avoid flames try moving out from cone by shortest possible route. Attempt to avoid flames is made as a Hard (-20) Agility test. If the Agility Test is successful, the character moves his full Run movement via shortest possible route until he has moved out from flame’s path. Those unable to avoid flames due to failure in Agility test or because avoiding did not take them out from the area of flame, take damage normally. If they take damage, they must succeed on a second Agility Test or be set on fire. Cover does not protect characters from attacks made by Flame weapons unless the cover is fully enclosed. If flame weapon also has igniting quality, it automatically sets its victim on fire. Because Flame weapons make no roll to hit, they are always considered to hit targets in the body, and will Jam if the firer rolls a 1 on his Damage dice (before adding any bonuses).

6 FLEXIBLE Some weapons are made up from lots of loosely connected segments, such as chains or supple woven hides, such as whips. These kinds of weapons lash about when used to attack and cannot be Parried. Flexible weapons are quite unfitting for Parrying and cannot be used to make a Parry.

HOLY / BLESSED / SANCTIFIED Item has been blessed through various rituals and is carved with sacred markings. This makes weapon have some extra effects on various beings. Most remarkable effects are holy weapons ability to cancel protection gained with Daemonic trait and blessed armours ability protect against Warp weapons.

IGNITING Weapon uses intense heat generating ammunition, spreads long burning flaming materials or simply fires extremely hot flames. If target is hit and is even somewhat flammable it catches on fire automatically. Any targets that are either immune to or highly resistant against heat are protected against igniting weapons. If igniting weapon also has flame quality it always sets its victim on fire.

IMPACT (RANGE) Weapon fires high power bullets that are able to penetrate even through hard armour as long as they haven't lost too much energy or the weapon is sufficiently well formed or heavy enough to allow it to cut through armour with relative ease. If target of an impact weapon is at up to given Range then for every two degrees of success the hit gains +1 to penetration.

INACCURATE Weapons with this quality are either badly designed or simply woefully made, and regardless of the care taken when used, offer little better than a lucky chance to hit. Firer only receives a bonus equal to his Perception Bonus to Ballistic Skill with Aim action that takes Half Action. Aiming for Full Action doubles the bonus.

LAS As las weapons fire laser beams they are relatively accurate and hitting moving targets is also somewhat simple. Therefore hitting targets beyond short range is one step easier than normally. Also dodging laser beams is almost impossible because beams reach their target instantaneously. Shots from las weapons cannot be dodged unless otherwise stated. Nature of automatic fire with las weapon is more like constant beam which has pulsating energy peaks so it is less likely to miss than bullet weapons. When firing las weapons with full-auto or semi-auto action, firer gains additional bonus of +10 to Ballistic Skill and suffers no penalties from movement rate of the target. Las weapons lose a lot of energy while penetrating armour. If target's armour is not reduced to zero by penetration value of a las weapon hit, then any Critical Hit Damage is reduced by -1. If the target is immune or resistant to heat, this affects Damage caused by las weapons.

LETHAL If penetrating target's armour does not absorb all of the penetration from hit, then any leftover penetration reduces target's toughness bonus affecting determining critical hits.

LIGHT Weapon is rather fragile or poorly fit for Parrying. These weapons cannot be used to Parry attacks with that have 18 or more as their maximum Damage and may break, if used to Parry an attack that has 13 or more as its maximum Damage. When Parrying attacks that may break the weapon, if Parry is successful but wielder did not score more Degrees of Success (meaning draw) than the attacker, weapon breaks and is useless though Damage of the attack is still reduced as normal with Draw result. Light weapons cannot be used to make All Out Attacks. However if Light weapon has also Fast quality it can be used to make two Attacks with Multiple Attacks Action. This extra Attack can be combined with any other bonuses, Skills and Talents that give more attacks or with wielding two weapons.

7 MELTA Melta weapons use small laser pulse to clear out the path for its High-Heat gas burst. The "tunnel" made for gas beam is only able hold beam for a short period. After flying through tunnel for a short period the gas beam spreads and forms a small fireball in the air whether it did hit something or not. Melta weapons cannot be fired beyond Short Range and therefore their Range value indicates their Short Range.

NUMBING Weapon is somewhat meant or suited to more numb and bruise than straightforwardly cause lethal injuries. Any damage caused by numbing weapons is halved (rounding up) after reduction from Armour and Toughness Bonus. If target has a limb that has taken numbing damage more than his Toughness Bonus, the limb is numb and useless until he has had at least 3 rounds without taking any Damage to that limb. If target's torso or head takes numbing damage more than his Toughness Bonus, then for each two points of numbing damage over TB inflicts one level of Fatigue. Every time a hit from a numbing weapon causes Damage to head and inflicts one or more levels of Fatigue, the victim must make a Toughness Test or become Stunned for rounds equal to number of Fatigue levels he has.

OVERHEATS Certain weapons are prone to overheating, either because of poor design or they fire unstable super-heated ammunition. An unmodified to hit roll of 91 or higher causes the weapon to Overheat. For each time the weapon is fired without having at least two rounds of time to cool down, the limit of causing weapon to overheat is reduced by 2. Roll d10 and consult Table 5- 6: Weapon Overheating to see what happens. Poor quality weapons add +1 to the result and best quality weapons deduct -1 from then result. This effectively prevents best quality weapons from exploding.

TABLE 5–6: WEAPON OVERHEATING Roll Effect 1–2 Weapons cooling system activates and the weapon cannot be fired for 2 Rounds. The weapon cannot be fired for 1d10+1 Rounds. During each round the weapon is inoperable, the firer must 3–5 make a Toughness Test or drop the weapon. The firer takes 1d10+2 Energy Damage and must drop the weapon. In addition the weapon is too hot to pick 6–9 up (anyone trying takes 1d10+1 Energy Damage) for 1d10+1 Rounds. The weapon explodes and is destroyed. Firer must make a Challenging (0) Agility Test to be able to throw the weapon further away from himself. Weapon is thrown away amount of meters equal twice the degrees 10 of success made in the Agility Test. Anyone within two metres of the exploding weapon takes Damage as if they had taken a single hit from the weapon.

PLASMA Hits from plasma weapons are very disturbing for machine spirits. Any electronic (including lasgun etc.) device within half a meter from the point of hit is one step harder to operate during next round of combat. This does not apply for power armour, vehicles or any sealed electronics unless they were breached.

POWER FIELD A field of power wreathes weapons with this quality, increasing its Damage and Penetration. Such modifiers are already included in the weapon’s profile. When you successfully use this weapon to Parry an attack made with a weapon that lacks this quality, you have a 75% chance of destroying your attacker’s weapon. If weapon with power field is Parried with weapon that has not this quality, the weapon used to Parry the attack has 50% chance of becoming destroyed. When power field is activated, it makes a fast crackling noise that continues as low humming noise. This humming strengthens when weapon is moved through air. This gives anyone within 20m +20 to tests involving hearing the use of power field.

PRECISE Weapon is lightweight, easily handled and it is mostly used to make piercing strikes. This combination makes it easier to decide where your hits will land. Precise weapon suffer only -10 penalty when making Called Strikes.

8 PRIMITIVE Crude and basic in design, these kinds of weapons, while still deadly, are less effective against modern armour. All Armour Points are doubled against hits from Primitive weapons, unless the armour also has the Primitive quality. Primitive weapons grant only a bonus of +10 to Ballistic Skill with Half Action Aim and +20 to Ballistic Skill with Full Action Aim. Any Poor quality primitive ranged weapons are of inaccurate quality and any Poor quality melee weapons are always unbalanced. Primitive armour offers only half (rounding down) AP against hits from weapon without primitive quality.

REACH Weapon is long enough to make an attack beyond melee distance. These weapons can be used to make a melee attack at distance up to their range value. Typical reach weapons include spears and whips.

RECHARGE Because of the volatile nature of the weapon’s ammunition or due to the way it fires, the weapon needs time between shots to Recharge. The weapon must spend the Round after firing building up a charge and cannot be fired—in effect you can only fire the weapon every other Round.

RECOIL (X) Such is the weapon’s ferocious recoil it requires Strength Bonus of X to be used without problems. Weaker characters suffer a –10 BS penalty for each point of Strength Bonus below X. If recoil weapon is classed as Pistol, then owing to their sheer ungainly size and recoil unless the firer has a Strength Bonus of X or more, recoil weapon counts as a Basic weapon and must be used with two hands. If recoil weapon is braced add +2 to Strength Bonus of its firer when checking for recoil weapon Strength Bonus requirement. Mounted weapons are unaffected by recoil quality.

RELIABLE Based on tried and true technology, Reliable weapons seldom fail. If a Reliable weapon Jams, roll 1d10 and only on a roll of 10 has it in fact Jammed, otherwise it just misses as normal.

SCATTER The standard ammunition of these weapons spreads out when fired, hitting more of the target. If fired at a foe within Short range, each two degrees of success the firer scores indicates another hit (use Table 7-6: Multiple Hits on page 190). This effect is cumulative with any extra hits scored for using semi-auto or full auto fire mode. Beyond Point Blank range spread of shots makes it easier to hit granting +10 bonus to Ballistic Skill. However, at longer ranges this spread and energy loss of small projectiles reduces weapons effectiveness. When a hit is scored with scatter weapon degrees of success do not grant any bonuses to damage even when using semi-auto or full auto fire modes. Scatter weapons cannot be fired at extreme range. All Armour Points and Toughness Bonuses are doubled against hits from scatter weapons at Long Range.

SHIELD (X) Weapon is large enough to offer some protection even when it is not intentionally used to Parry incoming blows etc. Shields offer X AP against shots and strikes that came from behind them and hit into arm holding the shield or torso. Shield can be used to as a cover that protects half X hit locations (rounding down) one of which must always be the hand holding the shield and protected body parts must be connected. If shield suffers a hit that does at least two times X Damage then X is reduced by 1. If X is reduced to zero, shield breaks and is useless. If a shield that is of Primitive quality suffers a hit from a non-primitive weapon, the X for the shield is reduced if the hit does at least X Damage. Shields are very poorly fit for attacking and impose -20 penalty to Weapon Skill when used to make an attack. This penalty replaces the penalty caused by Defensive quality.

9 SHOCKING Shocking weapons can Stun their opponents with a powerful surge of energy. A target that takes at least 1 point of Damage from a Shocking weapon, after Armour but before Toughness, must make a Hard (-20) Toughness Test, though they receive a +10 bonus for every Armour point they have left after Penetration on the location hit. If they fail, they are Stunned for a number of Rounds equal to half the Damage (rounding any fractions up) they suffered after reduction from Toughness Bonus. If the target has Unnatural Toughness Trait then the target gains +20 bonus to this Toughness Test for each level of Unnatural Toughness.

SLOW Weapon is somewhat cumbersome due to its weight and/or structure. Slow weapons cannot be used to make Counter- Attacks and impose a -5 penalty to Weapon Skill when used for Parrying. When used to make an attack in slow weapons reduce its wielder’s Agility Bonus by 2 when determining Initiative. Slow weapons cannot be used to take Feint Action in combat.

SMOKE (X) Rather than inflicting Damage, these weapons throw up dense clouds of smoke to create cover. When a hit is scored from a weapon with the Smoke quality, it creates a smokescreen Xd10 metres in diameter from the point of impact. Unless X is not defined, then X is 1. This screen lasts for 2d10 Rounds, or less in adverse weather conditions (see the effects of Smoke on page 210).

SNARE Weapons with this quality are designed to entangle enemies. On a successful hit, the target is immobilised. Level to which the target is immobilised is determined by the degrees of success for hit. Base amount of immobilisation is 2 and this is increased by scored degrees of success. Consult table Immobilised Body Parts to see which locations are snared. An immobilised body part cannot be used to anything else except to try to escape the bonds. Target can attempt to burst the bonds (a Difficult (-10) Strength Test) or wriggle free (a Hard (-10) Agility Test) in his Turn. A success releases one body part of choice. The target is considered helpless until he escapes if all arms are immobilised.

IMMOBILISED BODY PARTS Number of immobilised body parts

Hit location 1 2 3 4 5 6

Head Head Torso Left arm Right arm Right leg Left leg

Torso Torso Right arm Left arm Right leg Left leg Head

Left arm Left arm Torso Right arm Head Left leg Right leg

Right arm Right arm Torso Left arm Head Left leg Right leg

Left leg Left leg Right leg Torso Left arm Right arm Head

Right leg Right leg Left leg Torso Left arm Right arm Head

SPLINTERING Weapon fires bullets that are designed to inflict maximum tissue damage. Ammunition of these weapons break apart upon impact. Any armour protects against these bullets with double AP. If target's Armour Point were reduced to zero by weapon's penetration or target had no armour at all then add +1 to Damage and double any Critical Hit Damage caused.

TEARING Tearing weapons are vicious devices, often using multitudes of fast-moving jagged teeth to rip into flesh and bone. Many weapons also use explosive or multi-shot ammunition that is very likely to cause severe damage. These weapons roll an extra dice for Damage and choose the highest.

10 TIRING Tiring weapons are either very heavy to use or difficult handle in a longer fight. Tiring weapons become Slow and receive -2 penalty to Damage after first round of combat.

TOXIC (X) Some weapons rely on toxins and poisons to do their damage. Anyone that takes Damage from a Toxic weapon, after reduction for Armour must make a Toughness Test with a –5 penalty for every point of Damage taken over Toughness Bonus. Success indicates that victim suffers one level of Fatigue but there is no further effect from the weapon. Failure however causes one level of Fatigue and deals an immediate X (if X is not given, use 1d10) points of Impact Damage to the target with no reduction from Armour or Toughness Bonus. If poisonous effect dealt 4 or more points of Damage then the victim is overwhelmed with agony and loses his next Round. After initiative for the next round has been resolved victim must make a Challenging (+0) Toughness Test or suffer further X/2 (round down) points of Impact Damage with no reduction from Armour or Toughness Bonus.

UNBALANCED Heavy and difficult to ready after an attack, these kinds of weapons impose a –15% penalty when used to Parry. Unbalanced weapons cannot be used to make Counter-Attacks. Unbalanced ranged weapons impose -10 penalty to Ballistic Skill unless they are Braced.

UNRELIABLE Certain weapons misfire more often than normal because they are badly maintained or constructed. An Unreliable weapon suffers a Jam on a roll of 90 or higher, even if fired on Semi- or Full Auto. On any roll of double less than 90 the weapon does not Jam but fails to fire, but still uses up one round of ammunition. Unreliable weapon add +1 to any roll on overheat or any other weapon mishap table.

UNSTABLE Weapons with this quality use ammunition that is both volatile and unstable and can react unpredictably when detonated. When an Unstable weapon is fired check the result on dice that was rolled for ones and consult table Unstable Weapon Fire. If weapon does not need roll for to hit (ex. for having Flame quality) roll 1d10 to see what effect the unstable quality provides.

UNSTABLE WEAPON FIRE

Roll Effect Weapon fired with very low power. Damage is halved rounding up left over Damage. If to hit roll resulted 1 Jam, no ammunition is lost. Weapon fired with slightly lower power imposing -2 penalty to Damage. If to hit roll resulted Jam, Only 2 one ammo is lost. 3–8 Weapon was fired normally. Weapon was fired with exceptional power granting +1d5 to Damage. If to hit roll result was Jam the 9 or 0 weapon explodes dealing its normal damage to firer. If weapon had ammunition with Blast quality, the Blast is centred on firer. If weapon had Flame quality it explodes with as if having had Blast(2) quality.

UNWIELDY Huge and often top-heavy, Unwieldy weapons are too awkward to be used defensively. Unwieldy weapons cannot be used to Parry. When using unwieldy weapon its user cannot take Feint or Defensive Stance Actions in combat.

11 SHOOTING WEAPONS

LAS WEAPONS Laser or “las” weapons are the most numerous weapons found in the Imperium. Based on reliable technology, they are cheap to manufacture and easy to maintain. Las weapons work by emitting short, sharp pulses of laser energy emitted from high-storage fast-discharge capacitors, with a flash of light and a distinctive snap like the cracking of a whip as the is pulled. To use the various classes of las weapons you must have the Pistol Training (Las), Basic Weapon Training (Las) or Heavy Weapon Training (Las) talents.

CIVITAS PATTERN LASPISTOL Class: Pistol (Las) A simple utility weapon, the Civitas is another model whose origins date back far into Imperial history. The Civitas is both somewhat bulky and inefficient (owing to lower quality components than a military-grade laspistol), but remains popular due to its ease of manufacture, longevity and simplicity of maintenance. These are made on almost every major hive world for planetary defence armouries and civilian hands. Millions of these pistols are in circulation, from a simple polysteel and resin model an underhive declamator might own in hopes of defending his wares in the Tranch warrens, to a family heirloom furnished in hand-carved night corral and worn with pride by one of the sailwrights on the edgeworld of St Astrid’s Fall.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Civitas Pistol 25m S/2/– 1d10+1 E 0 25 Full Las, Reliable 1,8kg 40 Common

“DEATH LIGHT” SOLLEX PATTERN - IX LASGUN Class: Basic (Las) Made to the requirements of the Magnagorsk guilds by the Mechanicus sect of Sollex, the Death Light is an extremely powerful compact lasgun with a folding stock designed to fire high-energy blasts. These blasts, considerably stronger than a normal lasgun discharge, can easily burn through the thick insulation suits worn throughout Magnagorsk hive. Their power hungry nature, however, means Sollex guns are far less efficient than most las weapons and dangerous if overcharged. Sollex weapons use standard power packs. However, owing to their more powerful charge they get commensurately fewer shots from them. It is possible to hotshot or overcharge Sollex weapons but it is dangerous. If this is done, they become subject to the Overheats rule. Sollex weapons have Scarce Availability in Magnogorsk and are Very Rare elsewhere.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Death Light Basic 80m S/–/– 1d10+5 E 2 18 Full Las, (Overheats) 7.2kg 250 Very Rare

D’LAKU CRUSADE PATTERN HELLGUN Class: Basic (Las) Dating back to the Skitarii cohorts that joined in the Angevin Crusade to conquer the Calixis Sector, this pattern of high- power, rapid discharge las weapon remains unchanged as the standard armament of the elite Skitarii Secutor squads. As well as delivering a larger charge, hellgun blasts are more focused than those of a lasgun and capable of easily punching through light armour, inflicting distinctive “through-and-through” burn wounds on their victims. These matte-black weapons receive energy from a power capacitor usually attached to the backpack of the Secutor’s carapace armour, but can use standard lasgun power packs if needed, although they will only get twelve shots from a pack before exhausting it. If used without power capacitor unit, the weight of hellgun is reduced by -3 kg. The D’laku hellgun as an availability of Scarce in the Lathe system and Very Rare on other Forge Worlds.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability D’laku Hellgun Basic 100m S/3/5 1d10+3 E 4 40 2Full Las 10kg 500 Scarce

12 DRUSUS PRIME PATTERN LASGUN Class: Basic (Las) Made in large numbers for Calixis PDF use, the Drusus Prime is in fact a local copy of the ubiquitous Ryza-M pattern lasgun made by numerous forges and manufactorums. All weapons of this type made in the Calixis Sector are named in honour of the warrior saint and bear a crude stamp of his profile on their casing. A simple charge repeater lasgun, the Drusus Prime is perhaps the most widely produced long arm in the sector, and the sheer numbers stolen from armouries and legitimately traded over the centuries make it the most likely of its type to be found in the hands of gangers, criminals and low-grade guns for hire from Scintilla to Baraspine.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Drusus Prime Basic 100m S/2/– 1d10+3 E 0 50 Full Las 7kg 50 Common

“FURY” TRIPLEX PATTERN ASSAULT LASPISTOL Class: Pistol (Las) This rare variant is most often utilised by elite assault squads and the Fury is the ideal weapon when facing a horde of foes. They fire in short bursts, designed to clear away enemies without slowing the advance.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Fury Pistol 20m -/2/5 1d10+2 E 0 30 Full Las, Reliable, Agile 2.5kg 100 Scarce

KHAYER-ADDIN DUELLING LAS Class: Pistol (Las) A masterwork of the gunsmith’s art, these weapons are handcrafted to the highest quality by the Khayer-Addin and designed around the “single shot kill”, using a unique charge cartridge which is, in essence, a pre-loaded hot-shot pack. This single powerful blast is particularly effective against armoured targets and belies the pistol’s elegant appearance. The duelling las holds a special reverence and place in folklore in Gunmetal City where they are known as “Valentines” in local parlance, named for a near mythical gunslinger from Metallacian history. Conversely, in some of the more rarefied climes where duelling with pistols remains popular, such as the high spires of Sibellus, some consider this class of weapon’s power “unsporting” and so lethal as to take all the skill out of things (particularly if you wish to wound or maim). The Valentine uses special single-shot cells rather than standard power packs; these cells are Rare items with a base cost of 20 Thrones each. The Valentine cannot be combined with an overcharge pack or an additional hot-shot charge.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Las, Accurate, Duelling Las Pistol 30m S/–/– 1d10+4 E 4 1 Full 1.7kg 220 Very Rare Tearing, Agile

LASBURST TWIN LASGUN Class: Basic (Las) Considered old even among the ancient nature of most Imperial weapons, twin lasguns are a rare sight on the battlefield. First produced millennia ago, their design was never perfected as other patterns soon superseded the Lasburst’s unreliable nature. Still some appear on battlefields, either as ancient devices or low-grade versions manufactured in lesser munitions factories. While not as dependable as a regular lasgun, Lasbursts offer a much stronger fire rate by literally doubling the normal firepower.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Las, Tearing, Twin Lasgun Basic 100m S/3/– 1d10+4 E 0 18 Full 7kg 220 Rare Unreliable

13 LAS CARBINE Class: Basic (Las) A lighter, cut down version of the lasgun, the las carbine has fewer shots and a shorter range but is easier to carry and aim, often coming with a folding stock.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability

Las Carbine Basic 60m S/2/– 1d10+2 E 0 40 Full Las, Reliable, Agile 3kg 75 Common

LASLOCKS Class: Basic (Las) Sometimes known as “blaze guns” or “las-”, no two of these cobbled together and ill-made weapons are ever quite the same. Often found in the hands of desperate and poorly equipped insurgents or renegades, las-locks are usually scratch built or modifications of antique or damaged las brought back into service by scav-workshops and heretek forges. Laslocks’s jury-rigged capacitors are temperamental things at best, but still potent, firing a more powerful discharge than that of a standard lasgun.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Laslock Basic 70m S/–/– 1d10+4 E 0 1 Full Las, Unreliable 4.5kg 40 Plentiful

LASPISTOL Class: Pistol (Las) The laspistol is a light, compact and reliable weapon, common throughout the Imperium. Designs vary widely and can range from elaborate heirloom devices inscribed with ornate carvings and gold filigree, to simplistic but brutally robust weapons used by gangs and criminals.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Laspistol Pistol 25m S/–/– 1d10+2 E 0 30 Full Las, Reliable 1.5 kg 50 Common

LASGUN Class: Basic (Las) Produced in a multitude of different styles and patterns, the lasgun can be found on almost every world of the Imperium, where its robust design and dependability make it a favoured weapon of both the Emperor’s faithful and many of their foes.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Lasgun Basic 90m S/3/– 1d10+3 E 0 60 Full Las, Reliable 4 kg 75 Common

LONG LAS Class: Basic (Las) Favoured by snipers, the long las is a specially modified version of the lasgun constructed for added range, strength and accuracy. As its name implies, a long las also has a much longer barrel than a lasgun, sometimes being up to twice the length, making it unwieldy in close quarters. Long las has also stronger inner capacitors that enable firing of much stronger pulses than normal lasguns.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Las, Accurate, Long Las Basic 150m S/2/– 1d10+4 E 1 20 Full 4.5kg 100 Scarce Reliable, Slow

MAN PORTABLE LASCANNON Class: Heavy (Las) Built for war, lascannons use huge power packs that provide enough energy to punch holes in the thickest armour even at very long ranges. Lascannons are very heavy and also require separate power packs, which is why they are often both crewed by two or more people and mounted. Lascannon power cells are very heavy weighting 7 kg. As an alternative to using a lascannon with attached power cells, you may instead have a backpack and feed line, which doubles the clip size, adds 9 kg to the weight and increases the cost by 100 Thrones.

14 Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Las, Tearing, Lethal, MP Lascannon Heavy 300m S/–/– 3d10+10 E 18 5 2Full 55kg 5000 Very Rare Igniting, Slow

MARS PATTERN MARK III SHORT LASGUN Class: Basic (Las) Standard issue for many Imperial Guard regiments across the Imperium since M.36, the blocky MK III lasgun is a remarkably robust and easy to use weapon. Legendarily able to stand up to any amount of abuse and keep firing, the “Guardsman’s Friend” as the Uplifting Primer calls it, is respected over more powerful shoulder arms for its practicality and extreme reliability in almost any condition. The Mars pattern is produced in great numbers on Scintilla and Malfi and is the standard armament of most Calixian Guard regiments.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Mark III Basic 80m S/3/– 1d10+3 E 0 60 Full Las, Reliable 3.5kg 75 Average

MARS PATTERN MARK IV COMMAND LASPISTOL Class: Pistol (Las) Presented to officers when they attain company commands, these are high-powered weapons designed for carefully placed shots at longer ranges. They have an extended barrel and are slightly heavier than standard service pistols.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Las, Accurate, Mark IV Pistol 30m S/2/– 1d10+3 E 0 15 Full 1.75kg 150 Rare Reliable

MINERVA-AEGIS LAS CARBINE Class: Basic (Las) Popular with the more notable mercenary companies and private guild armsmen, the Minerva-Aegis is a sophisticated las carbine that unusually features a high cycle-charge chamber allowing it a rapid pulse mode comparable to fully automatic fire. Fruit of the Aegis Fragment and currently produced under title to the Takara Fane of Gunmetal, the high-grade materials needed for its construction mean its cost is significantly more than more commonplace lasguns. It is an undoubted sign of discerning professionalism in a hired scummer (or aptitude in stealing from their betters), for them to be wielding a Minerva- Aegis.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Minerva-Aegis Basic 60m S/4/8 1d10+2 E 0 40 Full Las, Reliable, Agile 4.1kg 210 Scarce

MULTI-LASER Class: Heavy (Las) A vehicle-mounted weapon, commonly found on the Chimera APC and the Sentinel Walker, a multi-laser’s rapid-pulse configuration allows a multitude of shots to be fired in bursts. While much less powerful than lascannon, they offer a high sustained rate of fire that makes them excellent as suppression and anti-personnel weapons.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Multi-Laser Heavy 250m –/5/9 2d10+3 E 6 60 3Full Las, Slow 50kg† 2 Scarce † Not including backpack

ROTH PATTERN LIGHTNING LASGUN Class: Basic (Las) An unusual pattern, the Roth “Lightning” has its ammunition plug set behind the trigger grip, allowing for a extended collimation barrel which provides greater ranges without increasing the overall size. Owing to their relative rarity, these weapons are often restricted to “sharpshooter” light infantry regiments and many are further modified into long las sniper rifles.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability

Roth Pattern Basic 120m S/2/– 1d10+3 E 0 60 Full Las, Reliable 4kg 175 Rare

15 Lasgun Roth Pattern Long Las, Accurate, Basic 150m S/2/– 1d10+4 E 1 20 Full 4.5kg 250 Very Rare Las Reliable

SERIES-S “VENOM” BELASCO COMPACT LASPISTOL Class: Pistol (Las) An unusual pattern and one befitting the treacherous reputation of its origin world, Malfi. The Venom is a highly compact laspistol designed for covert use. It takes the shape of a flat disk that is grasped in the hand, with the short barrel-emitter projecting between the middle fingers, fired by applying pressure to a hidden trigger. Eminently concealable, the Venom is an excellent tool for murder and espionage and widely favoured both on Malfi and beyond, although it is neither as expensive nor rare as its other local rival, the infamous Mariette pistol. Owing to its unique design, the Venom does not use standard power packs. Instead its internal power cell must be recharged between uses (via a standard port).

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Las, Special, Series-S Venom Pistol 10m S/–/– 1d10+1 E 0 15 — 0.5kg 120 Scarce Concealable

“STEEL BURNER” SOLLEX PATTERN - VII HEAVY LASPISTOL Class: Pistol (Las) Produced by the enigmatic Cult Mechanicus sect of Sollex, this hugely powerful pattern of laspistol (described by some as a “las-hand cannon”) has rapidly garnered a lethal reputation beyond its origins on Fenksworld where it’s the chosen sidearm of the guild retainers of Magnagorsk. Although offered for small-scale trade on Fenksworld, Sollex weapons are almost impossible to obtain otherwise despite the efforts of many including Belasco, Skaelen-Har and Takara to duplicate the weapon—all have failed. Sollex weapons use standard power packs. However, owing to their more powerful charge, they get commensurately fewer shots from them. It is possible to hotshot or overcharge Sollex weapons but dangerous. If this is done they become subject to the Overheats rule. Sollex weapons have Scarce Availability in Magnogorsk and are Very Rare elsewhere.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Steel Burner Pistol 30m S/–/– 1d10+4 E 2 8 Full Las, (Overheats) 2.5kg 100 Very Rare

STORMFRONT LASGUN Class: Basic (Las), Melee (Primitive) The use of this local variant of the standard Kantrael pattern lasgun by the widely renowned Brontian regiments has secured this weapon’s “cold steel” reputation in Calixian military circles. The Stormfront lasgun features an integral bayonet and a wooden stock as part of its solid construction, and the rifle is balanced for the close-quarters fighting at which the Brontians excel.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Stormfront Basic 100m S/3/– 1d10+3 E 0 60 Full Las, Reliable 5kg 85 Very Rare Stromfront† Melee – – 1d10+SB R 0 – – Balanced, Primitive 5kg †Requires two hands to use in melee

TAKARA PALATINE COMPACT LASPISTOL Class: Pistol (Las) A superior weapon, thanks to its advanced manufacture, the Palatine loses no stopping power despite being half the size of most military model laspistols. The Palatine has been produced exclusively for the last century by the Takara Fane of Gunmetal. As popular with the Scintillan nobility as it is with hardened mercenaries, the pistol is carried mostly for personal protection (by those that can afford it), and many of the noble scions that own one seek to further embellish their weapons with intricate work and inlays of precious metals to distinguish their weapons from those of “mere tradesmen”, a service the Takara also provide for the right fee.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Palantine Pistol 18m S/2/– 1d10+2 E 0 20 Full Las, Reliable 1kg 150 Average

16 VOSS PATTERN HELLGUN Class: Basic (Las) Utilising advanced techniques of manufacture and internal gyro-stabilisation, high power “hellguns” are the chosen weapons of the elite Inquisitorial Stormtroopers and Imperial Guard grenadier forces. Costly and difficult to manufacture, the primary source for these weapons in the Calixis Sector is the Takara Fane of Gunmetal City. Hellguns are far more energy-hungry than standard las weapons and fed from power capacitor backpack units weighting 6kg and with a cost of 50 Thrones. They may use standard las weapon charge packs, but consume four charges per shot.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Hellgun Basic 100m S/3/– 1d10+4 E 3 40 3Full Las 6kg† 210 Rare † Not including backpack unit

VOSS PATTERN HELLPISTOL Class: Pistol (Las) Hellpistol is a masterful piece of weapon art as it uses same technology as hellguns, but has been shrunk into a size of sidearm. Hellpistol are sometimes fed with backpack power capacitors (weight: 4kg, cost: 40), but more often they utilize standard las weapon charge packs even though this limits their clip capacity.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Hellpistol Pistol 35m S/2/– 1d10+3 E 3 20 2Full Las 4kg† 160 Rare † Not including backpack unit

SOLID PROJECTILE WEAPONS Solid projectile weapons, or slug-throwers, are almost as plentiful in the Imperium as las weapons. Popular with Imperial servants and renegades alike, they are prized for their ease of manufacture and versatility, not to mention the satisfying sound they make when fired. No other class of weapon boasts as many varieties. Slug-throwers can offer a weapon for all occasions. To use the various classes of SP weapons you must have the Pistol Training (SP), Basic Weapon Training (SP) or Heavy Weapon Training (SP) talents.

.54 TRANTER HAND CANNON Class: Pistol (SP) / Basic (SP) These massive gas-operated stub automatics, sometimes mockingly referred to as a “poor man’s bolter”, are undoubtedly powerful but often plagued with mechanical problems and notoriously prone to jamming. This does little to alter their appeal, though, with those who like their weapons hugely menacing and capable of taking a man’s head clean off in one shot. Underhive and heretek workshops, from the bowels of Infernis to the rookeries of Solomon, produce Tranter knock-offs for eager buyers, while the Belasco Deathworks production models are actually little better in terms of reliability.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Unreliable, .54 Tranter Pistol 30m S/2/– 1d10+5 I 2 7 Full Impact(Short), 3.5kg 95 Common Recoil(5)

ALCHER MARK IV COMBAT AUTOGUN Class: Basic (SP) This weapon is popular with PDF forces across the sector, where the simple setting (one shot or full automatic) fits better with the generally less well-trained soldiers. The larger magazine size helps keep up with the higher rate of shooting.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Alcher Mark IV Basic 75m S/–/10 1d10+3 I 1 40 Full Impact(Normal) 4.0kg 95 Average

17 ARMAGEDDON PATTERN AUTOGUN Class: Basic (SP) First imported to the hive factories of Calixis to supply loyalist forces in the Tranch insurrection and the massive wave of mutant uprisings in Tranch’s Soot Warrens that followed, the Armageddon pattern proved itself both in the Tranch conflict and the decade of petty cult-inspired civil wars that plagued the Malfian sub in the following years. Still manufactured primarily on Malfi itself, the Armageddon is loud, lethal and uncomplicated; a heavy-hitter for an autogun, it fires large calibre solid slugs from a fifteen-round short box clip and can stand a phenomenal amount of abuse and keep firing. Since the uprisings, the Armageddon has become a staple of the arms trade in the Malfian sub and has started to make inroads into frontier areas where its stopping power and robust design rapidly gains converts.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Reliable, Armageddon Basic 100m S/2/6 1d10+4 I 1 15 Full 6.5kg 100 Average Impact(Normal)

ARMSMAN-10 PATTERN HAX-ORTHLACK SERVICE PISTOL Class: Pistol (SP) This bulky and intimidating high-capacity stub pistol is a common sidearm for enforcers, household troops and mercenaries throughout the Calixis Sector. A copy of the traditional Scipio pattern Naval pistol, the Armsman has been mass-produced for centuries under contract to arm the Magistratum cadres of Scintilla and many other worlds. Most are manufactured with the sigil or cipher of the contracted buyer machine-stamped into their grips, and examples without such a mark (or “rogues” as they are known) are often considered unlucky by the superstitious.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Armsman-10 Pistol 30m S/3/– 1d10+3 I 0 13 Full — 1.5kg 50 Plentiful

ASSAULT CANNON Class: Heavy (SP) Assault are equipped with six rapidly rotating barrels in a gatling-style configuration firing diamantine tipped shells. The barrels wear out quickly due to the intense heat generated by the internal motor that spins them, and normally require replacements after each mission to prevent jamming or catastrophic failure. Assault cannons are nasty for their sheer rate of fire that lets them progressively “chew” through targets.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Tearing, Unreliable, Assault Cannon Heavy 120m –/–/20 2d10+4 I 6 200 2Full 60kg 7000 Very Rare Impact(Short), Recoil(8), Slow

18 AUTOCANNON Class: Heavy (SP) An autocannon is a very brutal weapon, noisy and hard to control in action, and requires a team of two operators (firer and loader) for effective use. Autocannons use cased, explosive shells fired at a high rate to destroy their target. On the battlefield they provide excellent infantry support.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Tearing, Autocannon Heavy 300m S/2/5 2d10+5 I 7 20 2Full Impact(Long), 55kg 1000 Scarce Recoil(8), Slow

AUTOGUN Class: Basic (Solid Projectile) Cheap and easy to produce on even the lowest-tech planets, autoguns are a staple weapon across the Imperium. Durable, rugged and easily stocked with readily available ammunition, these weapons are a common sight especially in the rougher parts of the galaxy.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Autogun Basic 100m S/3/10 1d10+3 I 1 30 Full Impact(Normal) 3.5kg 100 Average

AUTOPISTOL Class: Pistol (Solid Projectile) Compact and rapid-firing, autopistols are favourites of gangers and outlaws.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Autopistol Pistol 30m S/–/6 1d10+2 I 0 18 Full — 2 kg 75 Common

“BLACKHAMMER” SCATHEROS DEFENCE SHOTGUN Class: Basic (SP) Notorious for its sheer destructive power, the Blackhammer comprises of a carefully crafted barrel fitted to an equally well- crafted stock and firing mechanism, all constructed to safely fire a single massive shell, more than twice the size of a standard shotgun cartridge with many times the power. Each shell is custom-made and filled with dozens of heavy pellets the size of stubber rounds, backed by a huge charge; the quality of the barrel breach and stock are vital to keep the weapon from tearing itself apart with every firing. The Blackhammer itself is a rarity whose fame often precedes it. The weapon’s short range and single-shot capacity are often overlooked in favour of its immense stopping power, although, like many such weapons, it can prove dramatically less effective against targets with substantial “hard” armour. The Blackhammer’s shells count as Exotic ammunition.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Inaccurate, Scatter, Blackhammer Basic 20m S/–/– 2d10 I 0 1 2Full 4.7kg 250 Rare Recoil(4)

CARNODON PATTERN WESTINGKRUP PRECICION HAND CANNON Class: Pistol (SP) No mere blunt tool, the Carnodon is a finely made and well-balanced weapon, distinctly based on the internal mechanism and layout of an Imperial bolt pistol (which aside from its long barrel, it superficially resembles), it is both powerful and extremely accurate in skilled hands. A high priced and exclusive item, the ownership and ability to use a Carnodon is a mark of high status among the criminal gangs of Scintillan hives, and this superior weapon is also found in the armouries of the Adeptus Arbites and the elite Janissary Lifeguards of the powerful House Krin.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Accurate, Carnodon Pistol 35m S/3/– 1d10+4 I 2 6 Full Impact(Short), 2.5kg 200 Scarce Recoil(4)

19 COMBAT SHOTGUN Class: Basic (Solid Projectile) These automatic , often fed from a drum magazine, are designed purely for warfare and are even deadlier than the normal shotgun. In addition to their short-range destructive power, they hammer out an intimidating racket when being fired.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Combat Shotgun Basic 30m S/3/– 1d10+4 I 0 18 Full Scatter 6.5kg 150 Scarce

“CRANK CANNON” VOLG VI HEAVY STUBBER Class: Heavy (SP) The Volg VI has one simple virtue—its ease of manufacture. The “Crank Cannon” uses cheaply prefabricated parts and standard heavy stubber ammo. Its firing mechanism is purely hand-powered, the firer literally cranking the firing handle to grind the ammo belts through the breach and rotate the weapon’s quad barrels. Originally produced as an inexpensive and mechanically simple weapon to defend against Hive Volg’s many treacherous forms of wildlife, the “Big-Six”, as it is also known, has proved to be a great success despite its drawbacks. The weapon is produced in huge numbers on Fenksworld and exported to cheaply supply low-grade PDF forces and the private arms market across the sector. A real brute to use, especially for long periods, it’s unsurprising that “Crank” gunners are often marked by massively overdeveloped right arms.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Unreliable, Crank Cannon Heavy 70m –/3/5 1d10+5 I 2 100 3Full Impact(Short), 38kg 500 Average Recoil(6), Slow

CREED-9 HAX-ORTHLACK AUTOGUN Class: Basic (SP) The Creed-9 is a compact autogun designed for close-quarter warfare and constructed to a local variant of a long established design intended for Naval boarding troopers. Made using lightweight materials and fitted with a telescopic stock, the Creed-9 is not much larger than a military autopistol in size and is the favoured weapon for many enforcer kill squads, as well as the private armies of numerous noble houses and Chartist Captains. Because of this “elite” role, it’s common to see Creeds sporting numerous upgrades and modifications such as red-dot sights, expanded mag-ports and fire selectors.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Impact(Short), Creed-9 Basic 55m S/3/10 1d10+3 I 0 35 Full 2.5 kg 115 Average Agile

DORCAS PATTERN TROPHY STUB AUTOMATIC Class: Pistol (SP) Awarded by many Calixian regiments as a commendation for the lower ranks, pistols of this type were first taken as battlefield trophies during the Second Insurrection of Cantus centuries ago. Relics from that fabled war are highly valued, but most Guard veterans are content with a more modern copy, awarded as they are for valour in the face of the foe.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Dorcas Pattern Pistol 30m S/3/– 1d10+3 I 0 9 Half — 1.5kg 150 Rare

ENCARMINE SULYMANN SERVICE AUTOPISTOL Class: Pistol (SP) A sophisticated autopistol no larger than the average compact stubber, the Encarmine sacrifices stopping power for a reduction in size and increase in clip capacity. Widely carried for personal defence and as a sidearm by “second liners” (such as plainclothes enforcers, hauler rig crews and merchants’ factors), the Encarmine packs a lot of firepower into a relatively small frame. Unfortunately if faced with armoured opponents, the firer is likely to wish for something with a good deal more kick.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Encarmine Pistol 20m S/3/8 1d10+1 I 0 24 Full — 2kg 90 Average

20 “FATE BRINGER” KHAYER-ADDIN FORGE LONG PISTOL Class: Pistol (SP) This elegant and perfectly balanced stub revolver is a prime example of the kind of pistol commonly used to “settle affairs of honour” among the nobles of Sibellus and their off-world imitators. Deceptively simple in design ad exquisitely well-made from the finest materials, the Fate Bringer is perfectly suited to its role as a duelling piece and also makes for a good target and assassination pistol, although its lack of clip capacity and slightly ungainly size make it a poor choice for real combat in the eyes of some.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Accurate, Reliable, Fate Bringer Pistol 40m S/–/– 1d10+3 I 2 5 2Full 1.6kg 200 Rare Impact(Short)

“FLAMETONGUE” FYKOS FORGE HOWDAH PISTOL Class: Pistol (SP) The Fykos Forge of Gunmetal is a prestigious clan of master gunsmiths who specialise in elaborate and finely made hunting weapons, and the Flametongue is no different. This simple and reliable weapon is a compact twin-barrelled hand cannon, chambered to fire huge, custom-made soft alloy rounds that break apart on impact to cause horrific wounds. Intended as a powerful last line of defence should a hunter be ambushed or have the tables turned on him, anything that can’t be put down with the Flametongue’s twin shots you probably shouldn’t have been hunting anyway. Flametongue rounds count as Exotic ammunition with the Splintering quality.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Splintering, Flametongue Pistol 20m S/2/– 1d10+6 I 0 2 2Full 2kg 140 Rare Reliable, Recoil(4)

HACK SHOTGUN Class: Pistol (SP) Known by a wide variety of nicknames on different worlds, this is a conventional double-barrel shotgun, cut down to the smallest possible size and rigged to fire both of its barrels at once from a single trigger pull. Although very short-ranged and hardly a precision weapon, the twin blast is still devastating against “soft targets” (such as unarmoured civilians), and the sight of one can have a very salutary effect on bystanders. A Hack is no substitute for a true combat weapon though, as many a ganger faced with carapace-armoured enforcers has found to their cost. Although it only fires a single blast, it uses two shotgun shells at once, resolve amount of hits as if hack shotgun had been fired using Full Auto with fire rate 2 (if loaded with a single shell it only inflicts 1d10+2 Damage and does not count as having been fired with Full Auto ) except that firing only requires a Half Action and there is no additional bonuses to hit for using Full Auto. Due to wider spread of shots hack shotgun gives +10 to Ballistic Skill even when fired at Point Blank range.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Inaccurate, Scatter, Hack Shotgun Pistol 10m Special 1d10+3 I 0 1 2Full 3kg 60 Common Special

HAND CANNON Class: Pistol (Solid Projectile) A variant of the stub revolver, the huge hand cannon fires enormous rounds designed to not only take down a target but make a loud and intimidating noise when doing so. These weapons produce ferocious recoil.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Impact(Short), Hand Cannon Pistol 35m S/–/– 1d10+4 I 1 5 2Full Recoil(4) 3kg 65 Average

21 HEAVY STUBBER Class: Heavy (Solid Projectile) A mainstay support weapon on lower-tech planets, and also popular with outlaws and hive gangers, the heavy stubber is ideal for fighting off large numbers of enemies or even lightly armoured vehicles. Heavy stubbers can also be used with an ammunition drum (rather than belt fed), changing its clip size to 40 and increasing is cost by 100 Thrones but decreasing its reload time to a single Full Action. Drum fed Heavy Stubbers are also lighter and weight only 33,5 kgs. Heavy Stubber fires full- sized rounds that are also used in Hunting Rifles.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Impact(Normal), Heavy Stubber Heavy 120m –/5/10 1d10+4 I 3 200 2Full 35kg 750 Scarce Recoil(6), Slow

HECUTER 9/5 HEAVY COMBAT AUTOPISTOL Class: Pistol (SP) Often regarded with some justification as a “prince among pistols”, the Hecuter manufactured by the Orthlack of Gunmetal is actually a copy of a famed out-sector design, whose pattern was awarded as part of some long-forgotten trade war. A firm favourite among Metallican gunslingers and Malfian bloodsworn, the weapon is tooled and balanced to exact tolerances, making it quite controllable despite its large calibre for an autopistol. The Hecuter’s clip projects somewhat from the angled grip, giving the weapon a distinctive profile, while despite its size, its excellent design makes it an “easy carry” from shoulder rigs and quick-draw holsters.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Reliable, Hecuter Pistol 30m S/3/6 1d10+3 I 0 15 Full Impact(Short), 2kg 175 Average Extra grip upgrade

HUNTING RIFLE Class: Basic (Solid Projectile) Hunting rifles can be found in the hands of a frontier hunter, or carried by a wealthy sportsman in the pursuit of prey. Highly accurate in the arms of a trained user, even at extreme long ranges, a hunting rifle can bring down its target be it man or beast. Hunting rifle fires rounds that are able to penetrate deep and deal high impact damage to tissues surrounding hit location.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Accurate, Hunting Rifle Basic 150m S/–/– 1d10+4 I 2 5 Full 5kg 100 Scarce Impact(Long), Slow

“IRONCLAW” CYPRA MUNDI SHOTGUN Class: Basic (SP) or Melee (Primitive) These standard shipboard weapons are designed to resist the rigors of the void and have a reinforced, weighted stock, which can double as a club (1d10–2+SB I) if needed. Storage lockers filled with Ironclaws are commonplace on military vessels and unlock automatically to arm the crew when the signal is given to repel boarders.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Ironclaw Basic 30m S/2/– 1d10+4 I 0 12 Full Reliable, Scatter 6.5kg 80 Scarce Unbalanced, As club Melee — — 1d10-2+SB I — — — Primitive, Numbing

“IRONTALON” CYPRA MUNDI PISTOL Class: Pistol (SP) A favoured naval officer’s sidearm in the Segmentum Obscurus, it uses special fragmenting ammunition designed to violently stop a target dead in its tracks without undue risk to a ship’s hull. The pistol itself is also very sturdy and designed to be used as a cudgel in emergencies. Most are engraved with their issuing vessel’s mark, making those from famous warships extremely valuable to wealthy collectors. The Irontalon’s specialised fragmenting ammunition is itself classed as Rare and valued at 30 thrones per clip on the black market (and may only be used with this pistol). Normal auto-rounds may be used if desired but if this is the case the Tearing and Splintering qualities do not apply to the damage.

22 Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Splintering, Irontalon Pistol 20m S/2/5 1d10+2 I 0 15 Full 2kg 150 Rare Reliable, Tearing Unwieldy, As cudgel Melee — — 1d10-3+SB I — — — Primitive, Numbing

MARIETTE CYLINDER PISTOL Class: Pistol (SP) Named for the Malfian noble house said to have originated the design—or at least first championed its use within their assassin cadre, the Mariette is an extremely concealable compact stub pistol crafted from polyflex and ceramics with no metallic or powered components. Its four-chamber barrels are self-contained and the whole pistol is designed to easily break down into a handful of small parts. Disassembled, the Mariette can be easily concealed about the person or inside some innocuous object (such as a lamp or data-slate) with almost no chance of detection and be re-assembled to fire in mere seconds. The Mariette when disassembled and hidden is virtually impossible to find (–30 penalty on Search Tests) as the parts don’t show up on scanners or auspexes as weapons. The ammunition-barrel cylinders for the Mariette are themselves Rare items and cost a base price of 100 Thrones each.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Accurate, Reliable, Fate Bringer Pistol 40m S/–/– 1d10+3 I 2 5 2Full Special, 1.6kg 200 Rare Concealable

“MEAT HAMMER” VOLG SCATTERGUN Class: Basic (SP) While shotguns can make for brutally effective weapons, the gangers of Volg have created an even more savage variation to stamp their authority on those that dare to cross them. The “meat hammer” (so-named for its tendency to turn flesh into unrecognisable chunks), is a specially constructed, triple-barrelled, open choke shotgun that can all but destroy a living body with a single blast. Usually fired from point-blank range, a meat hammer hit is intended to kill, obliterate and to discourage others, and is a particularly loud and messy way to die.

NAVAL SHOTCANNON Class: Heavy (SP) Shotcannons can lay waste to hordes of attackers in the confined spaces of a shipboard action and a close-range hit from one can literally explode a man into a spray of shredded clothing and flesh. These huge weapons generate fearsome recoil when fired and must be securely mounted or fired from a braced position to be effectively used.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Scatter, Unreliable, Shotcannon Heavy 40m S/3/– 2d10 I 0 24 2Full 12kg 700 Scarce Recoil(8), Slow

“NOMAD” FYKOS FORGE HUNTING INSTRUMENT Class: Basic (SP) Possibly the most famous weapon Gunmetal produces, the Nomad well deserves its superlative reputation. The designs for the instrument are said to be the work of Angevin’s personal gunsmith, who in turn held them from an ancient line that could be traced back to ancient times on Holy Terra itself. Whatever the truth of that somewhat fanciful accolade, the Fane of Fykos makes only perhaps ten Nomads to commission every standard year, and each is in some way different and personalised to the purchaser, be it the grinding pattern of the trigger or the choice of material for the stock. Such perfect workmanship combined with the capability to empty a carnosaur’s brainpan at two miles, they say, makes it worth every Throne.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Accurate, Reliable, Nomad Basic 250m S/–/– 1d10+5 I 3 4 Full Impact(Long), 10kg 2,000 Very Rare Recoil(4)

23 ORTHLACK MARK IV THOLLOS AUTOPISTOL Class: Pistol (SP) Produced by the Fane of Orthlack in Gunmetal City, the “Thollos” or “Tholl” has long been a popular backup weapon for line officers in Calixian Guard units, who favour its stopping power over most regulation sidearms. Indeed, so common has the practice of carrying one become that many old military families often present their sons and daughters with a commemoratively inscribed Thollos to mark their first commission.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Orthlack Mark IV Pistol 30m S/–/6 1d10+4 I 0 12 Full — 2.5kg 75 Scarce

PANOPTIC 0-5 AUTOMATA PISTOL Class: Pistol (SP) The construction of these weapons is, by ancient tradition, one of the tests of craft that each would-be tech-priest armourer must undertake under the tutelage of the Myrmidon Warsmiths of the Panopticon Orbital in the Lathe System. Aspirants are given a complex and randomly incomplete pattern for the weapon, and through skill and divination must produce a working gun to their master’s satisfaction. The successful finished articles are then offered up to the Omnissiah as a sacrifice, and vaporised on the plasma-fire altars of the Machine God. It is quite common for the tech-priests who have studied at the Panopticon to continue to make these pistols in this ritualistic way as a form of mediation and to hone their skills, either using them as personal armaments or giving them as gifts to favoured servants, or more rarely offering them for sale. These intricate automata-guns feature two separate ammunition cylinders and count as being fitted with a Fire Selector (see Dark Heresy page 142).

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Reliable, Fire Panoptic Pistol 35m S/2/– 1d10+3 I 0 5(×2) 2Full Selector 2.2kg 225 Rare attachment

PHOBOS STUBBER Class: Pistol (SP) Found across the length and breadth of the Imperium and no doubt predating its founding in design, these cheap stub automatics are turned out locally in the tens of thousands by both the Fane of Doru in Gunmetal City and by the Belasco Deathworks on Malfi (where it is known as a “rake” in local parlance) and exported across the sector. This commonplace pistol can be found everywhere from the stalls of underhive scav-traders, to frontier mining camps and Administratum supply depots (where it goes by the nickname of the “Sigma-9”, after the opening code-line of the relevant requisitioning forms needed for an adept to get hold of one).

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Phobos Stubber Pistol 30m S/3/– 1d10+3 I 0 9 Full — 1.3kg 50 Plentiful

PUMP-ACTION SHOTGUN Class: Basic (Solid Projectile) Favoured by enforcers, the pump-action shotgun has all the strengths of its double-barrelled cousin with the added benefits of increased clip capacity. There are also few things as distinctive (and frightening) as the sound of a pump-action shotgun chambering a shell. As Full Action Pump-Action, Shotgun can be reloaded with single shell of any type to be fired next.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Pump-action Basic 30m S/–/– 1d10+4 I 0 8 3Full Scatter, Special 5kg 75 Average Shotgun

PURITAN-14 HAX-ORTHLACK EXECUTION PISTOL Class: Pistol (SP) The Puritan is a squat dual-barrelled autopistol with an integral single shotgun cartridge chamber. An ugly weapon whose appearance signals its brutal purpose very well, the Puritan is designed for use by covert kill-squads and produced in small quantities both for the Adeptus Arbites and the elite Magistratum “Crimson Sashes” of Sibellus, (although a few copies have found their way into the black market as well).

24 The Puritan may fire either as an autopistol or as a shotgun, but not both at once. If used as a shotgun, it imposes a –10 penalty on Ballistic Skill Tests unless firer has Strength Bonus of 5 or more or if not used with two hands or Recoil Glove.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Puritan-14 Pistol 20m S/3/6 1d10+2 I 0 14 Full — 1.7kg 100 Scarce As Shotgun 15m S/–/– 1d10+4 I 0 1 Full Scatter

“RIPPER CLIP” VOLG AUTOPISTOL Class: Pistol (SP) Known locally as the “zip gun” or “chopper”, this bulky autopistol is purposely designed to be a cheap as possible to manufacture and maintain. Rather than caseless ammo, the Ripper Clip uses basic stub rounds and the weapon itself is made from industrial spares and crude pressed metal parts. A further eccentricity of its design is its loading mechanism, a vertical strip of bullets wrenched through the autopistol as it fires (a feature copied from a common rivet gun). This unusual arrangement creates a distinctively loud banging-rattle when used, often ending with a clatter as the spent strip hits the floor—unfortunately advertising that the user is out of ammo! Despite the gun’s many shortcomings there’s no shortage of buyers on Volg, where any extra firepower you can lay your hands on might keep your corpse from the meat-sumps just a little longer.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Inaccurate, Ripper Clip Pistol 20m –/–/6 1d10+2 I 0 12 Full 3kg 30 Scarce Unreliable

“SALVATION” SULYMANN HOLDOUT AUTO Class: Pistol (SP) An extremely compact , (small enough to fit comfortably in a waistcoat pocket or lady’s purse), the Salvation is designed as a personal defence item for merchants, adepts and affluent citizens untrained in weapons as the pistol is entirely self-contained and very easy to use. Intended only for use in emergencies, the Salvation’s internal magazine rounds cannot actually be reloaded without partly dismantling the pistol first, giving it a reputation as little more than a “disposable toy”.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Salvation Pistol 10m S/3/– 1d10+1 I 0 7 Special — 0.7kg 80 Common

“SCALPTAKER” WESTINGKRUP MODEL 20 STUB REVOLVER Class: Pistol (SP) An enviable example of robust and utilitarian design, the Scalptaker is a fantastically reliable pistol, firing true after almost any amount of abuse and mistreatment. This fact is not lost on professional fighters, frightened hivers and frontier colonists alike, who often choose the Scalptaker as a backup sidearm over more powerful pistols for this very reason. However, in the depths of the Infernis on Gunmetal, where the Scalptaker is made, the average ganger seeks to carry almost anything else, as its ubiquity brands it a “hab-proles” gun in their eyes and an object of some quite unfounded derision.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Scalptaker Pistol 30m S/–/– 1d10+3 I 0 6 2Full Reliable 2kg 40 Plentiful

SHOTGUN Class: Basic (Solid Projectile) Even the lowest-tech factories can produce these weapons, making them a common sight in the galaxy. Favoured for urban and shipboard combat, where their short-range stopping power comes into play, shotguns have found their way into the arsenal of many Imperial organisations. Shotguns have two barrels that can be fired either separately or simultaneously. If both barrels are fired simultaneously at target within point blank range, hits have tearing quality. Should both barrels be fired together treat shotgun as having been fired with semi-automatic fire at fire rate of 2.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Shotgun Basic 30m S/2/– 1d10+4 I 0 2 2Full Reliable, Scatter 5kg 60 Common

25 SHOTGUN PISTOL Class: Pistol (SP) Compact single shot hand cannon, designed to fire shotgun cartridges. These weapons are often the preferred sidearm of petty officers and bosuns who carry them to discourage any thoughts of mutiny, earning the weapon the nickname of “persuaders” in Naval slang.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Reliable, Scatter, Shotgun Pistol Pistol 10m S/–/– 1d10+4 I 0 1 Full 1kg 60 Average Recoil(5)

“SLAYER” WESTINGKRUP PUMP SHOTGUN Class: Basic (SP) The Slayer is a classically functional design from the Westingkrup Fane intended to be a back-up weapon for vehicle crews and PDF troopers, but is now common across Calixis. Endlessly copied with minor variants on the design and fittings to its compact, stockless frame, it is said that almost as many of these weapons make their way into the hands of deep-hive scum as are supplied to the Munitorium. One unusual variant of the Slayer, known in the local cant as the “Bonefinger”, is crafted from heat-resistant ceramics and scrimshaw. These are used in the hunting of dangerous Scoldbats in the burning heat of the upper reaches of Hive Tarsus, where a standard weapon might warp and fail in the extreme conditions.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Scatter, Extra Grip Slayer Basic 20m S/–/– 1d10+4 I 0 6 3Full 3.5kg 70 Average attachment

26 “SPECTRE” CADENCE ASSAULT DEVICE Class: Basic (SP) One of the few widely known weapons produced by Cadence. Technically, the Spectre Assault Device is an autogun and chambered to standard caseless rounds. However, the Spectre is far more than a mere “standard” rifle. Featuring a tri-mag shot selection system, it not only has a huge capacity of fire, but the flexibility of freely switching between multiple loads. Beneath the blocky barrel-shroud, the Spectre also mounts an integral shotgun unit giving the user even more options for dealing death and a hidden heavy punch. The weapon still has its detractors who consider it a “poor cousin” in comparison to the raw firepower of a bolter or hellgun. The Spectre may fire either as an autogun or shotgun, but not both during the same Action. The Spectre has three magazines and has a fire selector.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Fire Selector 20 Full Spectre Basic 80m S/3/10 1d10+3 I 1 attachment, 6.5kg 375 Rare (×3) (each) Impact(Normal) As shotgun 30m S/–/– 1d10+4 I 0 4 2Full Scatter

STEADHOLDER LEVER GUN Class: Basic (SP) / Melee (Primitive) Made in millions by the Fane of Westingkrup (and copied by a dozen lesser sources), the Steadholder is a heavy calibre rifle, loaded by a simple and distinctive lever mechanism. The Steadholder may not be the finest or most famed weapon to come from the forges of Gunmetal, but it is all that stands between starvation and an unpleasant death on the margins of many a world and justly respected for that. Although mainly intended for frontier settlements and agri-worlds, many Steadholders spill onto the black markets of the worlds where they are manufactured, ending up in the hands of gangs and low-rent hired guns. Considerable numbers have found their way into the hands of Redemptionists where the gun’s ease of use and low cost make it suitable for fresh and untrained converts to the cause. These so called “saviour guns”, often rippling with prayer parchments and votive tokens, have sent many a soul unwillingly to the Emperor.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Steadholder Basic 100m S/–/– 1d10+4 I 1 6 Full Impact(Normal) 5kg 60 Plentiful

STORMCHILD HAND CANNON Class: Pistol (SP) Another venerable and proven design, the Stormchild is essentially a scaled-up stub revolver with a hinged breach and a five shot cylinder. A heavyweight by any standards, the Stormchild is fully capable of demolishing armoured targets and a well- placed shot from one can even cripple civilian vehicles. What’s more, the weapon is huge, loud and intimidating to boot. No wonder the Stormchild finds a particular home in the hands of many gang heavies, bounty hunters and hired guns. The Stormchild and numerous near identical weapons, such as the “Saint Varnae’s Wrath” boarding pistol and the Scatheros-16 “Blackheart”, are produced sector-wide from a variety of forges and makers. The Stormchild’s size, weight and robust construction allows it to be used as a club in close combat without damaging the weapon Ripper Clips have a Common Availability on Volg and are Scarce elsewhere.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Recoil(4), Stormchild Pistol 30m S/–/– 1d10+4 I 2 5 2Full Impact(Short) 3kg 65 Average Primitive, As club Melee – – 1d10-2+SB I 0 – – Unbalanced, Numbing

27 STUB AUTOMATIC Class: Pistol (Solid Projectile) Just as common as the revolver variant, the stub automatic allows for a greater rate of fire and clip capacity, though at the cost of reliability.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Stub Automatic Pistol 30m S/3/– 1d10+3 I 0 9 Full — 1.5kg 50 Plentiful

STUB REVOLVER Class: Pistol (Solid Projectile) Based on an ancient and well-tested design, the stub revolver is an ideal backup weapon. Revolver design is very robust and its mechanism nearly never malfunctions. are therefore reliable.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Stub Revolver Pistol 30m S/–/– 1d10+3 I 0 6 2Full Reliable 1kg 40 Plentiful

TALON MARK III SHORT AUTOPISTOL Class: Pistol (SP) Another common Imperial pattern, manufactured to a high standard by the Fane of Sulymann in Gunmetal (along with several other makers), the Talon is a medium calibre, fully-automatic caseless cartridge pistol of a sturdy and practical design. Easily maintained, capable of laying down a hail of fire and handy enough to be easily used in confined spaces, autopistols such as the Talon are very popular for hive warfare and used extensively by enforcers and scum alike. Like most military autopistols, the Talon may also use an extended 30 round clip, but if this is the case, it may not be holstered and must be fired two-handed or the weapon imposes a further –10 penalty to Ballistic Skill Tests.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Talon Mark III Pistol 30m S/2/6 1d10+2 I 0 18 Full — 2.3kg 70 Common Although the meat hammer has a clip of “1” listed, it actually takes three shotgun shells to load.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Scatter, Tearing, Meat Hammer Basic 30m S/–/– 2d5+6 I 0 1 2Full 5kg 80 Scarce Special

VANAHEIM PATTERN SKITARII ASSAULT SHOTGUN Class: Basic (SP) A robust and tested design, this compact auto-loader shotgun is the standard armament of the Skitarii-Provosts who take the role of the enforcers found on other worlds. Provost enforced law and order is as coldly and absolutely maintained as their machine-minded masters could wish, and any sign of disorder, be it the discovery of a petty crime ring in the worker-habs or a full blown labour-helot uprising, is brutally put down with uncompromising and lethal weapons such as this. The Vanahiem shotgun features an inbuilt red-dot laser sight and a melee attachment in the shape of a retractable - bladed bayonet as standard.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Agile, Scatter, Red- Dot laser Vanaheim Basic 40m S/3/6 1d10+4 I 0 15 Full 8kg 300 Average attachment, Melee attachment Bayonet Melee† – – 1d10+SB R 0 – – Primitive †Reguires two hands to use in melee

28 VOLG MERCY KILLER Class: Pistol (SP) So named because it’s a “mercy if it kills what you’re aiming at”, this weapon exemplifies any number of crude, often scratch- built used by the desperate and oppressed across the realm of mankind. Fashioned from whatever materials are to hand, these single-shot stub pistols are wildly inaccurate and often as dangerous to the firer as the target. In Hive Volg however, the provision of Mercy Killers has gone somewhat further than enterprising criminals bodging up home-brewed pistols, and the “higher powers” of Fenksworld manufacture Mercy Killers en-masse as part of their drive to arm the Volgites as inexpensively as possible. Indeed, a Mercy Killer and a handful of bullets cost less in Volg than a trencher of parboiled murk fungus to eat and a demi-litre of recyk water to wash it down with. If a Mercy Killer suffers a Jam result, roll 1d10. If the result is “9” the pistol explodes, inflicting its Damage on the firer and destroying the gun.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Inaccurate, Mercy Killer Pistol 20m S/–/– 1d10+2 I 0 1 2Full 1kg 10 Plentiful Unreliable, Special

BOLT WEAPONS If there is one weapon type that defines the Imperium, it is the bolter. No other weapon combines high technology levels with deliberate brutality, and no other race would consider making it but mankind. Bolter weapons fire rounds of self- propelled mass-reactive shells called bolts, set to explode just after penetration. Overall they are superb, if temperamental, devices requiring skilled maintenance using the correct rituals and blessings. Furthermore, these are all very rare weapons, available only to the lucky or well-connected few. Many are centuries old, handed down from veteran to successor, and some have long legends attached to them of their great lineage. It would be a mistake to confuse these “civilian” issue weapons with those of the Adeptus Astartes. Bolter ammunition is expensive and difficult to manufacture, and only the elite of the Imperium has ready access to it. The standard bolter round is .75 calibre and has a super-dense metallic core with a diamantine tip. To use the various classes of bolt weapons you must have the Pistol Training (Bolt), Basic Weapon Training (Bolt) or Heavy Weapon Training (Bolt) talents. Due to the explosive charge in bolt rounds, hits from bolt weapons are always tearing and lethal.

ANGELUS BOLT CARBINE Class: Basic (Bolt) The fanes of Gunmetal, among their most important duties, hold an oath-bond to manufacture the casing and primary propulsion charges for Astartes calibre bolt shells. Production of the Astartes bolts is carefully controlled and monitored, and once made, each case is stamped with the aquila and its maker’s mark before being passed on to the Adepts of the Machine God. Despite the security and precautions inherent in this sacred duty, it is said a few of these shells never see the aquila stamp. These so called “blind shells” are both utterly illegal and highly desirable, but on their own, blind shells are useless without a weapon to fire them. Consequently, the Fane of Fykos makes in secret a weapon known as the “Angelus”. Bluntly elegant in shape and crafted from the finest materials, the Angelus’s lacquered stock houses its magazine and unlocks to take three Astartes calibre (Heavy Bolter) bolt shells snugly nose to tail. Provided only to their richest and most trustworthy of clients, the exclusivity and terrible killing power of the Angelus is favoured by the wealthiest of bounty hunters and the most accomplished of beast-slayers in the Calixis Sector. Carrying one of these powerful, but highly illegal weapons entails certain risks all of its own.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Bolt, Tearing, Angelus Basic 95m S/–/– 2d10 X 5 3 3 Full Lethal, Accurate, 11kg 2000 Very Rare Recoil(6)

29 BOLT PISTOL Class: Pistol (Bolt) Carrying a bolt pistol is a sign of high status in the Imperium, one that only a minority can afford due to the high cost of maintenance and ammunition. However, few can argue with their destructive power in combat and after experiencing their potent capabilities, a man might beggar himself to own one.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Bolt, Tearing, Bolt Pistol Pistol 30m S/2/– 1d10+4 X 4 8 Full 3,5 kg 250 Rare Lethal, Recoil(4)

BOLTGUN Class: Basic (Bolt) Boltguns are known for the unique roar they make when fired, as the propellant in their shells ignite, followed shortly by the explosive detonation as they hit their target. It is an experience only slightly less satisfying than seeing the results of such a weapon in action.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Bolt, Tearing, Boltgun Basic 90m S/2/– 1d10+4 X 4 24 Full 7 kg 500 Very Rare Lethal, Recoil(4)

CINDER CRAG FORGE “MAULER” BOLT PISTOL Class: Pistol (Bolt) A singular weapon to say the least, the Mauler is a finely made bolt pistol designed for normal human hands (unlike the far larger, heavier calibre models intended for use by the legendary Space Marines). Extremely sophisticated in design and made by necessity from the finest alloys and components, each Mauler is handmade and forged by the servitor-savants of the Cinder Crag. Each weapon is uniquely tailored to the commissioner’s exact biometric data. The result is a weapon as implacably lethal as it is as perfect an artefact. Mauler pistols made by commission cost twice the listed price and count as Best quality weapons when used by the hand they were crafted for (see Chapter V: Armoury of Dark Heresy).

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Bolt, Reliable , Mauler Pistol 30m S/3/– 1d10+5 X 4 6 Full Tearing, Lethal, 2.75kg 375 Very Rare Recoil(4)

GARM PATTERN SERVICE BOLT PISTOL Class: Pistol (Bolt) Often brandished by Commissars, these large and intimidating weapons are designed to be carried unholstered and in easy sight of their charges. All Guardsmen, regardless of rank, know that their Commissar is watching their actions and is ready to grant summary execution to those found wanting in the Emperor’s eyes. Service pistols are a constant reminder of what awaits them if they fail in their duty.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Bolt, Tearing, Garm Pattern Pistol 30m S/2/– 1d10+4 X 4 9 Full 4.5kg 350 Rare Lethal, Recoil(4)

30 HEAVY BOLTER Class: Heavy (Bolt) A larger support version of the boltgun, the heavy bolter is seldom seen outside military organisations. It uses a much larger version of the standard bolt shell, with more propellant for greater distance and stopping power, which also makes it more deadly to armoured vehicles.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Bolt, Tearing, Heavy Bolter Heavy 120m -/4/8 2d10 X 6 60 2Full 40 kg 1800 Very Rare Lethal, Recoil(6)

SACRISTAN BOLT PISTOL Class: Pistol (Bolt) This class of bolt pistol is produced under secret license for the Ordos Calixis by the Fane of Orthlack on Scintilla, and is based on the ancient and venerated Godwyn-De’az patterns used by Adepta Sororitas. Although bolt pistols are both relatively rare and expensive to maintain, their great killing power is extremely valued, and the Sacristan, branded and sealed with the symbol of the Holy Ordos itself, is the chosen sidearm of many Inquisitors and senior Acolytes alike who see it as a mark of rank.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Sacristan Bolt Bolt, Tearing, Pistol 30m S/2/– 1d10+6 X 4 6 Full 3.3kg 380 Rare Pistol Lethal, Recoil(4)

SCOURGE MARS PATTERN MARK II BOLTGUN Class: Basic (Bolt), Melee (Primitive) Favoured by the warrior-sisters of the Order of the Ebon Chalice at the Abbey of Dawn on Iocanthos, the Scourge comes equipped with a sarissa as the bayonet fixture. The sharp spiked attachment can easily rip open any heretic in the hands of a power-armoured Adepta Sororitas fighter. When used in close combat, a Mars Pattern boltgun counts as a monoaxe.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Bolt, Tearing, Scourge Boltgun Basic 90m S/2/– 1d10+6 X 4 24 Full Lethal, Reliable, 10kg 650 Very Rare Recoil(4) Scourge Boltgun Melee – – 1D10+1+SB R 3 – – Unbalanced

STORM BOLTER Class: Basic (Bolt) The storm bolter is a double-barreled version of the bolter. As it is designed for brutal assault, and consumes more ammunition than a normal bolter, they are not normally utilized by Space Marines in regular power amour. However, they are standard issue for Space Marine Terminator, and are often a tank's pintle weapon. Like boltguns, Imperial Guard veterans and officers sometimes carry a storm bolter. The Sisters of Battle will sometimes designate a member of a squad to carry a storm bolter as a special weapon. Due to high munitions consumption, most Storm Bolters are fed from a large box magazine, carrying approximately 40-150 rounds depending on the size and style. The 40 round box magazine is a standard issue for carried versions of a storm bolter.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Bolt, Tearing, Storm Bolter Basic 90m -/4/8 1d10+4 X 4 40 2Full 12kg 1150 Rare Lethal, Recoil(5)

31 VOLG “SPITFIRE” BOLT PISTOL Class: Pistol (Bolt) Little more than a crudely modified Lucifer pattern launcher (a handgun-like device common on frontier worlds for firing signal flares, tow lines and the like), the Spitfire was an innovation that, according to popular myth, was devised by an outcast Magnavar tech-adept named Verey. The story has it that while she was exiled in Volg, she made the first Spitfires to help combat a swarming of giant Maw-flukes. The weapon proved both effective and popular, and the more talented of Volg’s arms dealers have been turning them out ever since. The Spitfire’s fame and construction has spread and some are even sold at inflated prices as real “bolt pistols” to those too provincial or naive to know better! Spitfires use modified rocket-propelled distress flares fitted with a crude impact detonators in a pale imitation of a bolt shell, but are nevertheless still quite deadly. Spitfire rounds will ignite flammable materials and on Critical Hits they count as having Igniting quality. Spitfire shells are also far from stable and any Jam result automatically incurs an Explosive Mishap (Damage has Igniting quality and is directed at the firer). Likewise if Spitfire ammunition is hit by an explosion or flame weapon, it may detonate (65% chance) dealing 1d10+3 points of Damage to the user. Spitfire shells are themselves Scarce with a base cost of 5 Thrones per reload.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Splintering, Spitfire Pistol 20m S/–/– 1d10+3 X 0 3 Full 3kg 75 Scarce Unreliable, Special

MELTA WEAPONS Melta weapons (also known as cookers or melters) are a specialist type of weapon that have short ranges but are devastatingly powerful. Most work by combining highly pressurised gases into an unstable sub-molecular thermal state, which is fired out in an intense blast of heat that can turn even tank armour into molten slag. Targets are vaporised within seconds, usually accompanied by a distinctive hissing sound as the beam boils away the water vapour in the air. Melta weapons use a sort dual fire mechanism as the first fire a short laser pulse to clear out a small "tunnel" into air and right afterwards the pressurized high-heat gas is released through this tunnel. To use the various classes of melta weapons you must have the Pistol Training (Melta), Basic Weapon Training (Melta), or Heavy Weapon Training (Melta) talents. Due to the intense heat of melta weapon fire their hit are always lethal and igniting.

INFERNO PISTOL Class: Pistol (Melta) The technology behind the inferno pistol is hard to reproduce, making these weapons exceptionally rare and expensive. Possessing an inferno pistol is a sign of status, and usually only powerful and influential individuals have the honour of owning one of these valuable relics.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Melta, Lethal, Inferno Pistol Pistol 8m S/–/– 2d10+6 E 14 3 Full 2.5kg 7500 Very Rare Igniting

MELTA-CUTTER Class: Basic (Melta) Used to cut and weld sheet metal in macro construction facilities, the melta cutter is extremely large and cumbersome and not designed as a weapon, but it takes little imagination to turn this piece of industrial equipment into an unwieldy but highly effective killer. The melta beam produced by the cutter is of a very short range but can quickly breach most sealed bulkheads and reduce a fully armoured Arbitrator to hot gas and ash with ease. The melta cutter has a maximum range of 10 metres. It also receives no bonus to hit for firing at closer ranges than this. Melta cutters require a Strength Bonus of 4 or more to be used effectively as a weapon. Weaker characters suffer a –10 BS penalty for each point of Strength Bonus below 4

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Melta, Lethal, Melta-Cutter Basic 10m† S/–/– 2d10+4 E 12 5 3Full 30kg 600 Scarce Igniting, Special

32 MELTAGUN Class: Basic (Melta) Meltaguns are the most common form of melta weapon, coveted by soldiers for their massive close-range destructive power. There are also few things as good at cutting through armour than a meltagun, and they are often pressed into service for breaching bulkheads. As an alternative to using a meltagun with attached canisters, you may instead have a backpack and feed line, which doubles the clip size, adds 6 kg to the weight and increases the cost by 100 Thrones.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Melta, Lethal, Meltagun Basic 20m S/–/– 2d10+6 E 16 5 2Full 8kg 4000 Rare Igniting

MULTI-MELTA Class: Heavy (Melta) The largest melta weapon and usually only found within the ranks of the Astartes or on Imperial vehicles. This huge weapon can fire in much longer ranges and creates a larger blast area, cooking several meters at a time. It also generates much more heat than its smaller cousins, and most users must insulate themselves with protective clothing or armour. As an alternative to using a Multi-Melta with attached canisters, you may instead have a backpack and feed line, which triples the clip size, adds 9 kg to the weight and increases the cost by 200 Thrones.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Blast (1), Melta, Multi-Melta Heavy 60m S/–/– 4d10+4 E 17 4 2Full Lethal, Igniting, 55kg 8500 Very Rare Felling(1)

THERMAL LANCE Class: Heavy (Melta) A more refined melta weapon, a thermal lance uses additional magnetic containment beams to guide the superheated flow through an extended barrel, resulting in less dispersion and tighter control. It is often used for precise cutting, but doubles nicely as a weapon for slicing through armour and bulkheads in focused cuts.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Melta, Lethal, Thermal Lance Heavy 10m S/–/– 2d10+4 E 14 2 2Full 14kg 3000 Rare Igniting

ULTIMO VOSS PATTERN MARK III MELTAGUN Class: Basic (Melta) Somewhat larger than the standard melta gun, it fires a more accurate and directed heat beam. The longer barrel provides for added directional containment to reduce dispersal, but at the cost of reduced firepower.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Melta, Lethal, Ultimo Basic 40m S/–/– 2d10+2 E 10 5 2Full 10kg 2500 Very Rare Igniting

PLASMA WEAPONS Plasma weapons represent an almost lost art for the Imperium. The secrets of their manufacture are now known to but a handful of the inner circle of the Adeptus Mechanicus Magos Munitorum and their tech-adept artisans. They function by using sturdy flasks of hydrogen suspended in a photonic state to provide the fuel needed for the plasma reaction. This photohydrogen fuel core gives off tremendous heat when fired and the firer often must wait for the core to cool and recharge between shots. To use the various classes of plasma weapons you must have the Pistol Training (Plasma), Basic Weapon Training (Plasma) or Heavy Weapon Training (Plasma) talents.

33 KRONOS MARK III PLASMA PISTOL Class: Pistol (Plasma) In addition to seeing military service, this sophisticated plasma pistol is offered for sale by the Mechanicus weapon smiths of the at an exorbitant price for those who wish to purchase its sacred power. Just why this rare and potent device of the Omnissiah’s divine wrath is available for sale while other lesser weapons are not remains another inscrutable mystery of the Mechanicus. The Kronos has two settings: on the maximal setting it consumes three shots from the clip at once, and requires two Rounds after firing to recharge.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Recharge , Lethal, Kronos Pistol 30m S/–/– 1d10+8 E 8 10 4Full Igniting, Plasma, 4kg 5000 Very Rare Special Overheats, Recharge, Lethal, Maximal power 30m 1d10+10 E 10 Igniting, Plasma, Unstable, Special

PLASMABLASTER Class: Basic (Plasma) A unique variant crafted as a combi-weapon, it incorporates two plasma guns which, when fired together, give twice the effective Fire Rate, but also at a higher risk to the user. The guns share the same fuel canisters, lowering the weight of the weapon but keeping the number of shots it can fire to roughly the same as a regular plasma gun.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Overheats, Recharge, Plasma Blaster Basic 60m S/2/4 1d10+10 E 9 20 8Full 20kg 7500 Very Rare Unreliable, Lethal, Igniting, Plasma

PLASMA CANNON Class: Heavy (Plasma) Most often seen on Imperial vehicles, a plasma cannon requires a large separate fuel container. It can also be fired in maximal mode, which consumes six shots worth of fuel but provides a blast of solar heat on impact, creating a fireball of stellar temperatures.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Overheats, Plasma Cannon Heavy 120m S/–/– 2d10+10 E 10 24 5Full Recharge, Lethal, 38kg 8500 Very Rare Igniting, Plasma Overheats, Recharge, Unstable, Maximal power 2d10+10 E 12 Blast(3), Lethal, Igniting, Plasma, Special

PLASMA GUN Class: Basic (Plasma) An uncommon weapon, even in the ranks of the Imperial Guard or illustrious Space Marine forces, most extant plasma guns are hundreds if not thousands of years old. However, as a testament to their design, they remain as deadly today as they were on the day of their fabrication. As an alternative to using a plasma gun with attached plasma flasks, you may instead have a backpack and feed line, which triples the clip size, adds 6.5 kg to the weight and increases the cost by 100 Thrones.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Overheats, Plasma Gun Basic 90m S/2/– 1d10+10 E 9 20 8Full Recharge, Lethal, 11kg 3000 Very Rare Igniting, Plasma

34 PLASMA PISTOL Class: Pistol (Plasma) Few pistols are deadlier than the plasma pistol, and those willing to take the risk of using one possess a weapon capable of taking down almost any foe at close range.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Overheats, Plasma Pistol Pistol 30m S/–/– 1d10+8 E 8 10 4Full Recharge, Lethal, 4kg 4000 Very Rare Igniting, Plasma

SUNFURY MARS PATTERN MARK III ASSAULT PLASMAGUN Class: Basic (Plasma) A high-power weapon issued to Imperial Guard units facing heavily armoured foes. The Sunfury can spit out plasma bolts capable of destroying even light vehicles with ease, although its rate of fuel consumption is high. Its reputation grew in the Calixis Sector when it was used great effect during the Meritates Uprising along the Ixaniad border several hundred years ago against the augmetic reavers of the savage Meritech clans.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Overheats, Mark III Sunfury Basic 80m S/2/– 1d10+10 E 11 8 4Full Recharge, Lethal, 12kg 3900 Very Rare Igniting, Plasma

FLAME WEAPONS Flame weapons all operate in much the same manner by firing gouts of flame at the target. They use a fuel generically referred to as promethium, though it can also consist of home-made concoctions or other chemical brews depending on the local technology level. Once produced, the intense jet that spurts from the barrel creates a torrent of liquid fire, which spreads out in an inferno that burns even on water. Once set ablaze, enemies are hard-pressed to put out the fire. To use the various classes of flame weapons you must have the Pistol Training (Flame), Basic Weapon Training (Flame) or Heavy Weapon Training (Flame) talents.

BURST PATTERN ANOXIS FLAMER Class: Basic (Flame) Also known (very informally) as “Hax’s Breath”, this flamer variant weapon shoots a quick pulse of fire designed more to frighten and repel than seriously injure. Unlike regular flame weapons, they do not spray a promethium stream so the targets are not smothered with flammable liquid. Unless hit at point-blank range, targets instead receive 1d10-3 E Damage.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Flame, Primitive, Burst Basic 5m S/–/– 1d10 E 0 1 2Full 3kg 50 Scarce Special

“DESTROYER” CADENCE PROMETHIUM INCINERATION DEVICE Class: Pistol (Flame) A weapon produced only to order by special commission by the artisan-masters of Cadence, the Destroyer is a highly advanced pattern of hand flamer that uses force-compression technology similar to that of a plasma weapon to create a superheated thermal-incandescent blast that burns far hotter and with greater fuel efficiency than that of a usual flamer. If the stories are to be believed, the first commissioner of this weapon was none other than the legendary Ordo Xenos Inquisitor Ark-Ashten, although this is likely to be apocryphal.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Destroyer Pistol 10m S/–/– 1d10+5 E 3 5 2Full Flame, Igniting 2.1kg 750 Very Rare

FLAMER Class: Basic (Flame) Flamers are terrifying and indiscriminate weapons ideal for attacking enemies in cover or confined spaces. As an alternative to using a flamer with an underslung canister, you may instead have a backpack and fuel hose, which doubles the clip size, adds 6 kg to the weight and adds 100 Thrones to the cost.

35 Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Flamer Basic 20m S/–/– 1d10+4 E 3 3 2Full Flame, Igniting 6 kg 300 Scarce

GAS TORCH FLAMER Class: Basic (Flame) The “torch” or “gas-lighter”, as most call it, is not strictly a weapon but an industrial tool that uses incandescent vapour to burn debris and clear the fungal growths that plague many hive duct-systems. The “gas-lighter” also serves well enough as a flamer for many low-rent hive gangs who can’t afford the real thing and is frequently found in the hands of insurrectionists. The “torch” is nowhere near as effective (or stable) as a true flamer, but it is easy to procure and the wash of burning gas can still crisp flesh to cinders. Gas torches use bulky, ill-protected canisters to carry their fuel. If an individual carrying a gas torch flamer suffers a Wounding hit to the body from the rear, there is a 50% chance that the canisters explode—treat this as a four metre blast, causing 2d10 E Damage, the wearer suffering double rolled Damage and catching fire.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Gas Torch Basic 5m S/–/– 1d10+1 E 1 5 2Full Flame, Special 20kg 150 Scarce

HAND FLAMER Class: Pistol (Flame) Flame pistols or hand flamers are designed for personal combat at close range where their very short range and poor accuracy are not an issue.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Hand Flamer Pistol 10m S/–/– 1d10+4 E 2 2 2Full Flame, Igniting 3,5 kg 200 Rare

“STINGRAY” PATTERN ANOXIS RIFLE Class: Basic (Flame) Stingrays emit a powerful microwave beam in a wide arc. The radiation causes immediate blistering heat on exposed skin (similar to a powerful insect sting, thus giving its name) with no danger of harming most other objects. Stingrays are ideal weapons for when crewmen need to repel unruly crew (or passengers). Even though a Stingray rifle has the Flame special quality it cannot set things on fire.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Stingray Basic 15m S/–/– 1d10+2 E 5 4 Full Flame, Special 3kg 100 Average

HEAVY FLAMER Class: Heavy (Flamer) Large and heavy, these weapons require a crew of two men, one to aim and carry the barrel, and the other saddled with the delightful job of having a large tank of promethium strapped to their back. Heavy Flamers are ideal for immolating entire swaths of enemy with each shot, and serve as an effective terror weapon.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Flame, Igniting, Heavy Flamer Heavy 30m S/–/– 2d10+4 E 6 10 2Full 45kg 1000 Rare Lethal

TOX SPRAY Class: Basic (Flame) The tox spray is a terrifying weapon found in the hands of the worst kind of gang scum in the most polluted hive sumps. The weapon uses an unholy mixture of highly corrosive industrial residue and toxic waste contained under high pressure, unleashed through a jury-rigged spray gun. The effects of the mixture on flesh are truly horrific but armour is quite effective protection against the mixture. Notoriously, the tox spray is used by the gangers of Hive Volg on Fenksworld to execute traitors and informants in the most gruesome manner possible—and without doubt there are few worse ways to die. Tox Spray does not cause things to ignite, but the constant effect of corrosive poison is in the same way as if target had been caught in flames, however the damage is caused by corrosion not by heat. The damage caused by “being aflame” is also toxic.

36 Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Flame, Toxic, Tox Spray Basic 10m S/–/– 1d10 E 0 3 3Full 8kg 200 Rare Unstable, Special

NIGHTFIRE PATTERN VOSS FLAMER Class: Basic (Flamer) Purely a terror weapon, the Nightfire uses refined promethium blended with toxic chemicals. Used only by specialist assault troops in full protective gear, it not only burns but also poisons the surrounding air with noxious smoke. Foes who manage to survive the initial flames find themselves gasping for air once the toxins reach their lungs.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Nightfire Pattern Basic 20m S/–/– 1d10+5 E 2 3 2Full Flame, Toxic 6kg 300 Very Rare

PRIMITIVE WEAPONS Even in the 41st Millennium there is a call for low-tech weapons, found on feral, undeveloped planets or post-apocalyptic environments where technology has collapsed, or on vicious hive worlds that see combat take on all forms. Though these weapons may be hopelessly outdated by more advanced , in the hands of a skilled user they can be just as deadly. To use the various classes of primitive weapons you must have the Thrown Weapon Training (Primitive), Pistol Training (Primitive), Basic Weapon Training (Primitive) or Heavy Weapon Training (Primitive) talents.

BOLAS Class: Thrown (Primitive) Bolas are normally non-lethal and as such can be seen employed by bounty hunters or local law enforcement members, where the swirling balls (some styles use up to eight of these dense objects) can entangle a target with heavy cords or wire.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Throw Primitive, Bolas 10m S/–/– — 0 1 — 1.5kg 10 Average n Inaccurate, Snare

BOW Class: Basic (Primitive) Bows have changed little through their many countless centuries of usage, and can be found across the galaxy in a variety of designs and constructions. Even on high-tech worlds, these weapons, like hand bows, are a favourite amongst assassins and gangers for their silence and reliability. Best quality bows are either fitted with some sort of a pulley mechanism or equivalent special form. Best quality bows have their Damage and Penetration increased by +1.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Bow Basic 30m S/ AB/2 /– 1d10+2 I 0 1 Half Primitive, Reliable 2kg 10 Common

CATECHIST PATTERN STAKE-CROSSBOW Class: Basic (Primitive) An usual weapon to say the least, the Catechist-pattern is a high-power, self-loading mechanical crossbow weapon designed not to fire regular crossbow bolts but rather specially constructed 15 centimetre adamantine-silver alloy stakes. These stakes, as well as being diamantine-tipped and fired with sufficient force to pierce body armour, are micro-etched with deadly prayers of anathema against the witch and the Daemon and feature razor barbs that snap out from the stake to embed in the target’s flesh. The special stake-bolts fired by the Catechist count as “holy” weapons, and so many have a particular effect on certain warp creatures (as will be noted in their description) and count as having the Tearing effect when used against targets with a Psy Rating or Sorcery. If more than 5 points of Damage are dealt after Armour and Toughness Bonus, the bolt becomes embedded in the victim. Removing the bolt by force deals an additional 1d5 points of Damage ignoring Armour and Toughness Bonus. Stake-bolts for the Catechist can only be acquired through the Holy Ordos itself, for the purposes of getting hold of them they have a base price of 50 Thrones each and Rare Availability

37 Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Catechist Basic 40m S/–/– 1d10+4 R 3 5 2Full Primitive, Special 4kg 750 Rare

COMPOSITE BOW Class: Basic (Primitive) Composite bows are constructed from a variety of materials such as , sinew and horn fused together under pressure to give the bow a compact design without sacrificing power. Accurate and quick to use, composite bows require substantial craftsmanship to make and care to look after, but offer notable advantages over most primitive black powder weapons. Composite bows created on advanced worlds use the same principal as their forbears but are crafted from superior materials, enabling them to shoot custom arrows that would not necessarily fly from a bow of classical design. Any best quality composite bows are pulley bows with lightweight composite body. This makes best quality bows weight 1 kg less. Moreover this structure also increases bows damage and penetration by 1.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Composite Bow Basic 35m S/–/– 1d10+3 I 1 1 Half Primitive, Reliable 3kg 50 Uncommon

CROSSBOW Class: Basic (Primitive) Crossbows are less common than bows as they require more advanced mechanical fittings, but they are equally as deadly. Crossbows are relatively easy to handle and use for nearly anyone and if used without Basic Weapon Training (primitive) talent they only imposed a penalty of -10 to user's Ballistic Skill. Any best quality crossbows are pulley crossbows with composite (or equivalent material low and weight high durability) body. This makes best quality crossbows weight 1 kg less and their reload time is Full instead of 2Full. Moreover this structure also increases crossbows damage and penetration by 1.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Crossbow Basic 40m S/–/– 1d10+3 I 1 1 2Full Primitive 3,5kg 10 Common

DEUCE PISTOL Class: Pistol (Primitive) This twin-barrelled flintlock pistol is popular on many worlds where duelling is common, and it also serves as a useful hunting sidearm. Most models of the deuce pistol feature separate triggers, one for each barrel, thus allowing the wielder to fire twice before having to reload. Typically, they can both be pulled at once—whether the powder takes or not is another matter.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Primitive, Deuce Pistol Pistol 10m S/2/– 1d10+2 I 0 2 3Full 2,5kg 10 Common Unreliable

DRIVE NAILER Class: Basic (Primitive) One of the first weapons to appear in the hands of heretics in a hive uprising, the drive nailer is simply a high-power nail or rivet-driving gun of the type common to the millions who toil in hive construction and reclamation crews across the Imperium. With its power setting turned up to maximum and its safety features disabled, the drive nailer can make a messy but effective weapon.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Primitive, Drive Nailer Basic 5m –/3/– 1d10+1 R 4 15 3Full 7kg 50 Common Inaccurate

38 “FATHER SHOT” SISKAN MUSKET Class: Basic (Primitive) Fanatical theologians dominate the feudal world of Sisk and recorded in the records of their colonial founding is the admonishment that Siskan defence is “built upon the bones of our forefathers”. No weapon better lives up to the character of this world than does the gruesome, yet undeniably beautiful, Siskan musket. Formed in the main from a human thighbone, traditionally from one of the wielder’s ancestors, this exquisite is a highly desirable object in many noble circles. Utilising an iron-capped tooth as its striking mechanism, the “Father Shot” is considered to be a reliable weapon with a reputation for lucky hits. In certain seedy areas of Sisk, down on their luck artificers are willing to create trophy muskets from bones brought to them by well-paying worlders. They seldom ask where the materials come from, as their patrons all too often have the steely glint of revenge in their eyes.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Siskan Musket Basic 40m S/–/– 1d10+3 I 1 1 5Full Primitive, Unstable 8kg 70 Scarce

FLICK BOW Class: Pistol (Primitive) A flick bow is a compact version of the hand bow and is a popular sidearm for coachmen, ladies of negotiable affection and criminal gangs on many medieval worlds, although the finest crafted examples are made by the artisans of Balecaster. Constructed so that its span folds inwards for easy concealment, a flick bow can be hidden in a boot, muffler or sleeve for use in unexpected and unpleasant situations. Before firing this weapon, you must spend a Full Action to “” the bow.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Flick Bow Pistol 8m S/–/– 1d10 I 0 1 Full Primitive, Special 1kg 30 Scarce

FLINTLOCK PISTOL Class: Pistol (Primitive) These primitive black powder weapons can take many forms, from finely crafted pistols constructed for the nobles of low- tech worlds, to simple pipe and powder affairs used by underhive scum. Any best quality flintlock pistols are rifled in addition to other effects. Therefore best quality flintlock pistols are accurate. Any good or better quality flintlock pistols have their Damage increased by +1.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Primitive, Flintlock Pistol Pistol 15m S/–/– 1d10+2 I 1 1 3Full 2kg 10 Common Unreliable

39 HAND BOW Class: Pistol (Primitive) This weapon offers the hitting power of a crossbow but in a pistol grip, suitable for one-handed operation but at shorter ranges. The ease at which they can be broken down and concealed, as well as their silent operation, makes them a favoured weapon of assassins. Any Best quality hand bows are pulley operated and have composite body making them weight only 1 kg and granting them +1 Penetration.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Hand Bow Pistol 15m S/–/– 1d10+3 I 0 1 Full Primitive 1,5kg 200 Rare

HEAVY CROSSBOW Class: Basic (Primitive) The heavy crossbow or arbalest is a ranged weapon of considerable size and is capable of delivering bolts with astonishing force, easily able to punch through primitive armour. Heavy crossbows find use in the endless wars of feudal kings, whilst others are gaudy, hunting toys of the nobility. In either case, the hefty damage that these weapons inflict is not to be ignored. User needs to have Strength Bonus of 5 or more to reload heavy crossbow. If user has a suitable winch there is no requirement for Strength. Any Best quality heavy crossbows are pulley operated which decreases the Strength Bonus requirement to 3+ and lowers the weight to 4 kg due to light weight composite materials.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Primitive, Slow Heavy Crossbow Basic 80m S/–/– 1d10+4 I 2 1 4Full† Special 5kg 75 Rare † Requires Strength Bonus of 5+ or suitable winch to reload.

IMPALER Class: Heavy (Primitive) Carried by the most slab-muscled of gang heavies and other degenerate scum, Impalers (also known as the “harpoon cannon”), as primitive as they are, can still launch a spear of metal capable of punching straight through a human body with ease. Usually made by desperate and ill-equipped hive or mutant gangs from discarded industrial springs and high-tensile cable, the harpoons used are often little more than a length of metal piping with its tip ground to a wicked point. Up-hive gunslingers and enforcers may scoff at the crudity of these weapons but sometimes find that it is much harder to laugh when pinned to a wall by a metre-long spear. A Strength Bonus of at least 4 is required to operate the mechanism to reload an Impaler.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Primitive, Impaler Heavy 30m S/–/– 1d10+5 I 2 1 2Full† 22kg 100 Scarce Unreliable † Requires Strength Bonus of 4+ to reload

40 IOCANTHOS BLUNDERBUSS Class: Basic (Primitive) A common primitive form of the black powder weapon is the blunderbuss. Essentially a large metal tube equipped with a primitive firing mechanism, these weapons are favoured fortheir ease of use and the havoc that they cause more than the damage they deal. are also worthy of note for their seemingly indestructible ability to fire anything placed into the barrel, and it is unsurprising to know that they are also called “scrappers” or “pelters” on some worlds, referring largely to their foraged ammunition. A particular example, the Iocanthos blunderbuss has a notoriously short range but a very wide spray from its conelike bore. Anything unlucky enough to be standing in front of one when its fired is likely to badly lacerated with metal scrap, lead shot and burning embers.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Inaccurate, Scatter, Iocanthos Primitive, Basic 10m S/–/– 1d10+2 0 1 4Full 4kg 35 Rare Blunderbuss Unreliable, Unstable

JAVELIN Class: Thrown (Primitive) A form of light spear intended for throwing, used both for hunting and fighting. The javelin is a common sight on very primitive worlds that have devolved into savagery, such as Faldon Kise, and carried in clusters by the chariot-mounted warriors of Monrass. Javelins are easy to throw and add their user's SB to their Range. Any best quality javelins also add their user's Agility Bonus to their Range.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Javelin Thrown 12+SBm S/–/– 1d10+SB I 1 1 — Primitive 1,5kg 8 Plentiful

LONGBOW Class: Basic (Primitive) A longbow is a larger variant of the more traditional bow, designed to send projectiles through dense steel plates and against much more distant targets. A longbow is typically crafted from the heartwood of a tree and most measure two metres or more in length. The quality of the weapon is wholly dependent on where it originates. Even on more advanced worlds, longbows see use, although this may be more for sport and hunting than for actual combat. Bows manufactured on these worlds use modern materials like laminates and plexi-chromes. Longbows are quite heavy to pull and if its user has Strength less than 35 then for each point under this reduces longbows range by 1 and for each full 3 points of strength under 35 longbows suffer -1 to Damage. Any Best quality longbows are pulley operated which decreases the Strength requirement to 20 and lowers the weight to 2 kg due to light weight composite materials.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Longbow Basic 50m S/–/– 1d10+3 I 1 1 Half Primitive, Special 3kg 20 Average

LONG RIFLE Class: Basic (Primitive) Few weapon experts make rifled long barrelled versions of muskets for nobles to use as hunting rifles and for ship captains to use for taking down important officers on enemy ships. These carefully made pieces of weapon art are very reliable and accurate.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Primitive, Accurate, Long Rifle Basic 55m S/–/– 1d10+4 I 3 1 4Full 8,5kg 350 Rare Slow

41 MUSKET Class: Basic (Primitive) These crude devices can only fire once before reloading, are prone to failure, and only the most low-tech savage or desperate renegade would generally fight with one. When they do strike, however, they are deadly against unarmoured foes. Some are made by expert weapon smiths and these weapons are highly priced and usually they are found in the hands of nobles or their bodyguard. Any best quality muskets are rifled in addition to other effects. Therefore best quality muskets are accurate and gain +10 meters to range. Also Good and Best quality muskets use harder barrels and locks allowing stronger loads granting +1 to Damage and Penetration and their reload time is reduced to 4Full. Should a musket be of Poor quality it is of Inaccurate quality.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Unreliable, Musket Basic 30m S/–/– 1d10+3 I 1 1 5Full 7kg 45 Common Primitive, Unstable

SCRAP CANNON Class: Heavy (Primitive) For underhive gangs who cannot steal or buy more effective heavy armament, the best they can bring to a turf war is a scrap cannon. Made from a crudely reinforced length of pipe packed with black powder and rammed with nails, bolts and anything else nasty scraped from the underhive floor. Scrap cannons are hugely unwieldy and not actually very lethal. However, they look scary and make an impressively enormous bang and pyrotechnic blast when fired, added to which the ammo is more or less free! Scrap cannon are Very Rare items outside of the Underhive, and have Average availability in their depths.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Scatter, Unreliable, Scrap Cannon Heavy 15m S/–/– 1d10+3 R 0 1 3Full Primitive, Unstable, 40kg 150 Very Rare Slow

SLING Class: Thrown (Primitive) Slings are a difficult weapon to master, but can be used to throw anything from rocks picked off the ground, to specialised metallic balls, to even grenades. When using a sling to throw grenades, replace the sling’s Damage with the effects of the grenade but retain the weapon’s Range. Sling is used with throwing skill, but the actual sling is not thrown with its bullet. Slings add their user's SB to their Range and Damage. Any Best quality slings are Staff Slings, which are long staves fitted with sling mechanisms. This allows gaining much higher momentum for additional Damage and Range.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Inaccurate, Sling Thrown 10+SBm S/–/– 1d10–2+SB I 0 1 Full 0.5kg 10 Plentiful Primitive

1d10-2+2xSB Inaccurate, Staff Sling Thrown 12+2xSB S/–/– 0 1 Full 1.5kg 100 Scarce I Primitive m

42 SPEAR Class: Thrown (Primitive), Melee (Primitive) Common on feral and medieval worlds, spears can equally be found in the hands of hunters as well as warriors. Spears are versatile weapons that can be used with one or two hands. Most spears are also usable as throwing weapons. Spear can also be used as a staff.

Name Class Range Dam Pen Special Wt Cost Availability

Spear 1-handed Melee (1,5m) 1d10+SB I 0 Primitive, Reach 3kg 15 Abundant

Primitive, Reach, Spear 2-handed Melee (2m) 1d10+1+SB I 1 Balanced Name Class Range RoF Dam Pen Clip Rld Special Spear Thrown 8+SBm S/–/– 1d10+SB I 1 – – Primitive

THROWING KNIFE/STAR Class: Thrown (Primitive) Throwing knives and stars are designed purely to be thrown; carefully crafted, their sharp cutting edges can inflict serious wounds. In many occasions users of these weapons to make them more effective by using some form of a poison. Throwing stars are small enough that their user can hold and throw more than one at once. Their user may ready number of throwing stars equal to his Agility Bonus - 2. When throwing stars they can be either thrown singly or all of them at once.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Throwing Knife Thrown 5+SBm S/–/– 1d5+1+SB I 1 – – Primitive, (Toxic) 0.2kg 4/(10) Plentiful Throwing Star Thrown 3+SBm S/AB-2/– 1d5+SB I 0 AB-2 – Primitive, (Toxic) 0.1kg 3/(9) Average

VIBE SPEAR Class: Thrown (Primitive) This nasty weapon, hailing from Endrite, appears to be a simple spear of fresh-cut wood to the untrained eye. However, any scrutiny of the spearhead reveals tiny backwards-curving barbed thorns protruding from the fibrous point. Once the wielder sinks this weapon into the target, the barbs bite deep and the thorned head may break off in the wound, and any subsequent movement sees the barbs dig deeper into the flesh. The Endrites use vibe spears to bleed and wear down prey animals. Removing the barbed point from human flesh, without further harm, is a delicate business. Any living creature injured by a vibe spear must pass a Challenging (+0) Toughness Test or also suffer 1 level of Fatigue. Successfully removing the spear requires a Challenging (+0) Medicae Test, with failure inflicting a further 1d5 Damage which does not get reduced by Toughness or Armour. The base amount of immobilization for snare quality of a vibe spear is 0.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Primitive, Snare, Vibe Spear Thrown 10+SBm S/–/– 1d10+SB I 1 – — 2kg 18 Uncommon Special

43 WITCH LANCE Class: Thrown (Primitive) or Melee (Power) A potent weapon that is a mix of the techno-arcane and the sacred, the Witch Lance, sometimes also known as a “power stake” or “excoriator” is designed to destroy rogue psykers and witches utterly and without mercy. A heavily modified power weapon taking the form of a metre and a half long spear or stake of cold iron and adamantine, it contains at its heart a pressure-release reservoir of concentrated promethium mixed with sacred oils and anti-psy compounds. Should the lance successfully impale the victim’s body this mixture is explosively vented, consuming the victim utterly in a blast of holy fire. While Witch Lance has its mixture container filled, it causes Righteous Fury with results of 9 and 10 instead of just 10. Whenever Righteous Fury results while fighting with a witch lance, the weapon deals an additional 2d10 E Holy Damage and sets the victim on fire in lieu of the normal results of Righteous Fury. This consumes all the mixture in the container and it must be filled before it can be activated again.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Power Field, Witch Lance Thrown 10+SBm S/–/– 1d10+2+SB E 8 — — 5kg 2800 Very Rare Tearing, Special

Name Class Range Dam Pen Special Wt Cost Availability

Witch Lance Melee (1.5m) 1d10+2+SB E 8 Power Field, Tearing, Special, Reach

VOLONX BONE BOLAS Class: Thrown (Primitive) A bolas consists of two or three stone or metal weights joined together by cords. When a thrown bolas strikes a target, the weights wind around the target’s extremities, tangling them up and preventing the target from escaping or getting any closer! Bolas can be found on many feral worlds in the Imperium. The Volonx version of this weapon works on a similar principal; the weights are made from bone and are embedded with Sand Shark teeth to make them deadlier than a traditional bolas. Some nomad tribes have also been known to coat the cords in a poison made from virulent skem plant stem. When it contacts the skin, it sends the unfortunate target into anaphylactic shock.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Primitive, Snare, Volonx Bone Bolas Thrown 8m S/–/– 1d5+1 I 0 1 — 2kg 12 Rare Toxic

LAUNCHERS AND GRENADES In a galaxy raked by war and disorder there is a high demand for extremely destructive ordnance. To that end the forge worlds of the Imperium send out a steady stream of explosives, grenades and similar weaponry, some of which may find its way into the hands of Acolytes and their foes. To use the various classes of launchers you must have the Pistol Training (Launcher), Basic Weapon Training (Launcher) or Heavy Weapon Training (Launcher) talents. Setting explosives requires the Demolition skill (see Chapter III: Skills, page 101)

AUXLLIARY GRENADE LAUNCHER Class: Basic (Launcher) A small single-shot version of the regular grenade launcher fitted onto another ranged weapon such as a lasgun, allowing the user to either fire a single grenade instead of firing as normal. The added weight and cumbersome nature means that most users rarely bother to reload the launcher once it is expended. An auxiliary grenade launcher can be fitted to any basic weapon adding the weight as listed in its profile. A character using a weapon with an auxiliary grenade launcher can choose to either fire the launcher or the weapon it is attached to in their Turn but not both at once. If auxiliary grenade launcher is fitted on a weapon with Agile quality, then that weapon loses its Agile quality.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Aux GL Basic 45m S/–/– † † 1 Full Recoil(4), † +2.5kg 250 Rare † Damage, Penetration, and any other special qualities are determined by the ammunition (e.g. grenade) fired

44 DISPOSABLE MISSILE LAUNCHER Class: Heavy (Launcher) This weapon is popular with PDF forces as it is simple to use and requires no loading or reloading. These weapons normally come pre-loaded with a single frag or krak missile.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Disposable ML Heavy 175m S/–/– † † 1 — Slow, † 30kg 800 Rare † Damage, Penetration, and any other special qualities are determined by the ammunition (e.g. missile) fired

DISPOSABLE RPG LAUNCHER Class: Heavy (Launcher) This weapon is popular with PDF forces as it is simple to use and requires no loading or reloading. These weapons normally come pre-loaded with a single frag or krak rocket propelled grenade.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Disposable RPG Heavy 90m S/–/– † † 1 — † 7 kg 350 Scarce † Damage, Penetration, and any other special qualities are determined by the ammunition (e.g. grenade) fired

GORGE PATTERN GRENADE LAUNCHER Class: Basic (Launcher) The Gorge is a simply made, single shot break-open grenade launcher. Its simplicity does not diminish its effectiveness, though, and it is also relatively compact and very reliable, facts that make it one of the most widely used squad support weapons carried by enforcers, mercenaries and PDF troopers. Thanks to its widespread availability on the black market, the Gorge is also one of the most common ways for recidivists and rebel groups to obtain weapons for insurgencies and attacks.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Gorge GL Basic 60m S/–/– † † 1 2Full Recoil(4), Reliable, 8kg 300 Average † † Damage, Penetration, and any other special qualities are determined by the ammunition (e.g. grenade) fired

GRENADE LAUNCHER Class: Basic (Launcher) The standard grenade launcher uses compressed gas charges to launch a variety of grenade types at the enemy. These shots can be arced high into the air as suppressive fire at unseen targets as well as being used directly against foes.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Grenade Launcher Basic 60m S/–/– † † 6 Full Recoil(3), † 11kg 500 Scarce † Damage, Penetration, and any other special qualities are determined by the ammunition (e.g. grenade) fired

MISSILE LAUNCHER Class: Heavy (Launcher) The most powerful launcher weapon, they fire a variety of specialised rounds at long distances. Each missile is fitted with stabilization and guidance systems to aid their accuracy.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Missile Launcher Heavy 250m S/–/– † † 1 Full Slow, Accurate, † 35kg 3000 Scarce † Damage, Penetration, and any other special qualities are determined by the ammunition (e.g. missile) fired

45 ROCKET PROPELLED GRENADE (RPG) LAUNCHER Class: Heavy (Launcher) More powerful than a standard grenade launcher, an RPG launcher is capable of accurately hitting a target hundreds of metres away.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability RPG Launcher Heavy 120m S/–/– † † 1 Full † 15kg 1200 Rare † Damage, Penetration, and any other special qualities are determined by the ammunition (e.g. grenade) fired

GRENADES AND MISSILES

BLIND Blind grenades explode with a burst of dense smoke, IR bafflers and broadband EM-spectrum chaff, all of which is designed to block detection through the cloud. Sensors and vision that would pierce normal smoke cannot see through haze created by a blind grenade. Blind grenades are available as thrown and for RPG, for launcher and as a missile.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Blind Hand Thrown SB×3m S/–/– — 0 1 — Smoke (1) 0.5kg 25 Scarce Grenade Big Blind Charge Thrown SBx2m S/–/– — 0 1 — Smoke (2) 1.0kg 30 Scarce Blind Grenade † † † — 0 † † Smoke (1) 0.5kg 26 Scarce Blind Missile † † † — 0 † † Smoke (1) 0.7kg 38 Scarce † Class, Range, Rate of Fire, Clip and Reload speed are determined by the weapon used to shoot the grenade

CHOKE GAS A particularly indiscriminate and potentially lethal weapon designed for crowd control and riot dispersal, choke gas contains a powerful irritant that attacks the eyes and respiratory system. A few lungfulls of the thick bluish gas can reduce the most ardent of mobs to a sobbing, coughing morass. Despite its undoubted effectiveness, choke gas is not a weapon of first choice for the Adeptus Arbites and is usually relegated to heavy raids or serious civil crackdowns, as it has a tendency to spread through the air filtration systems common to many hives, and is powerful enough to kill or seriously harm those of weak constitution. Each Turn that a character is caught in the blast radius of choke gas, they suffer -20 penalty to all Tests they take and must Test Toughness. A failed Test indicates the victim gains a level of Fatigue (multiple Rounds are cumulative). The harmful effects of choke gas last while the character is in the blast area plus 1d10 Rounds. If a victim of choke gas fails the Test by four or more degrees, they also reduce their Toughness Characteristic by 1d10 for 1d5–1 hours. Choke gas clouds linger for 1d5 × 3 minutes. Choke gas comes in the form of canister grenades and as launcher rounds. Choke Gas does not affect Daemonic or Warp creatures.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Choke Gas Thrown SB×3m S/–/– Special 0 1 — Blast (1d10+3) 0.5kg 40 Scarce Canister Choke Gas † † † Special 0 † † Blast (1d10+3) 0.5kg 44 Scarce Grenade † Class, Range, Rate of Fire, Clip and Reload speed are determined by the weapon used to shoot the grenade

46 FIRE BOMB A relatively primitive grenade, the fire bomb is normally a breakable canister of flammable liquid with a fuse made from cloth or other material that the liquid can soak into. Once the fuse is set aflame, the bomb is hurled at the enemy; the canister breaks open on impact to release the now burning liquid. Fire bombs cannot be used with RPGs, Missile Launchers or Grenade Launchers.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Primitive, Igniting, Fire Bomb Thrown SB×3m S/–/– 1d10+1 E 0 1 — 0.5kg 5 Uncommon Blast (2)

FRAG These grenades use an explosive charge and special fillers of shrapnel fragments. Imperial frag grenades are roughly the size of a clenched fist and covered with a heavily notched shell, both to increase the shrapnel produced and provide a more secure grip for throwing. Frag grenades are available as thrown and for launchers, for RPGs and as missiles.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Frag Hand Thrown SB×3m S/–/– 2d10 X 0 1 — Blast (4) 0.5kg 10 Common Grenade Frag Grenade † † † 2d10 X 0 † † Blast (4) 0.5kg 20 Average Frag Missile † † † 2d10 X 4 † † Blast (6) 0.8kg 70 Average † Class, Range, Rate of Fire, Clip and Reload speed are determined by the weapon used to shoot the grenade or missile

GUNMETAL SOLID MARK III FRAG GRENADE Gunmetal is known for producing a slightly heavier version grenade, ideal where a larger blast is needed. These grenades can be purchased to be used either by hand (thrown) or in grenade or RPG launchers.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Gunmetal Frag Thrown SB×3m S/–/– 2d10 X 0 1 — Blast (5) 0.6kg 15 Common Hand Grenade Gunmetal Frag † † † 2d10 X 0 † † Blast (5) 0.6kg 35 Common Grenade † Class, Range, Rate of Fire, Clip and Reload speed are determined by the weapon used to shoot the grenade

INFERNO THERMAL GRENADES Modern grenade that holds combination of sticky long burning paste and fast burning high heat generating compound. The mixture is spread over large area by a small explosive charge. Fast burning compound is meant to burn holes through armour and paste is supposed to take down the victim. They are not as powerful as a melta-bomb and thus cannot burn though most armour, but are useful for melting down simple barricades and doors or for starting fires. These grenades can be purchased to be used either by hand (thrown) or in grenade or RPG launchers. They can also be found in missile form.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Inferno Thermal Thrown SB×3m S/–/– 1d10+3 E 6 1 — Igniting, Blast (3) 0.6kg 60 Rare Hand Grenades Inferno Thermal † † † 1d10+3 E 6 † † Igniting, Blast (3) 0.5kg 65 Rare Grenades Inferno Thermal † † † 1d10+3 E 6 † † Igniting, Blast (4) 0.8kg 95 Rare Missiles † Class, Range, Rate of Fire, Clip and Reload speed are determined by the weapon used to shoot the grenade or missile

KRAK Krak grenades have powerful concentrated explosives designed to punch holes in armoured targets such as vehicles or bunkers. While stronger than frag grenades, krak detonations do not produce a Blast effect and their more focused explosion makes them impractical for use against people.

47 Krak Missiles are used as tank-killers, there is little that can survive a direct hit from a krak missile. Krak missiles can only be used in missile launchers.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Krak Hand Thrown SB×3m S/–/– 2d10+4 X 8 1 — Impact(Extreme) 0.5kg 50 Rare Grenade Krak Grenade † † † 2d10+6 X 8 † † Impact(Extreme) 0.5kg 55 Rare Impact(Extreme), Krak Missile † † † 3d10+10 X 10 † † 0.85kg 95 Rare Blast (1) † Class, Range, Rate of Fire, Clip and Reload speed are determined by the weapon used to shoot the grenade

HALLUCINOGEN These kinds of grenades induce a variety of short-lived psychological states and delusions. Anyone within 10 metres of a detonating hallucinogen grenade must succeed on a Difficult (–10) Toughness Test or be overcome with delusions and hallucinations for 1d10 Rounds. Whilst affected, on the character’s Turn, roll d100. On a 50 or less, the character may act normally. On a 51–75, the character runs around screaming in response to some perceived weirdness. On a 76 or higher, the character attacks the closest creature to him, regardless of friend or foe, using whatever weapons he has. Optional Rule: When the character is first affected by a hallucination grenade, you can roll on Table 5–8: Hallucinogen Effects, page 137 to see how the character behaves for the next 1d10 Rounds. Hallucinogen does not affect Daemonic or Warp creatures.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Hallucinogen Thrown SB×3m S/–/– Special 0 1 — Blast (10) 0.5kg 40 Rare Hand Grenade Hallucinogen † † † Special 0 † † Blast (10) 0.5kg 44 Scarce Grenade † Class, Range, Rate of Fire, Clip and Reload speed are determined by the weapon used to shoot the grenade

NAIL BOMB The confines and dense crowds of a hive make weapons such as frag grenades perfectly suited to sowing terror and destruction there. For this reason anti-personnel devices are usually heavily proscribed, but that doesn’t stop the more inventive criminal scum from fashioning their own. The nail bomb presented here is an explosive charge packed around with rusted nails, metal spoil, crushed glass and other assorted nastiness, all packed into a convenient length of pipe or an old food canister and fitted with a home-made fuse that hopefully is reliable enough not to kill the user.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Blast (2), Nail Bomb Thrown SB×2m S/–/– 1d10+1 X 0 1 — 1kg 20 Average Unreliable

PHOTON FLASH Photon flash grenades detonate like a small star, blinding anyone nearby and bright enough to overload cheap or primitive vision protection systems. Anyone within 15 metres of a photo flash grenade when it detonates is blinded for 1d5+3 Rounds. Characters intentionally looking away with eyes closed and covered are unaffected.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Photon Flash Thrown SB×3m S/–/– Special 0 1 — Blast (15) 0.5kg 60 Scarce Hand Grenade Photon Flash † † † Special 0 † † Blast (15) 0.5kg 65 Scarce Grenade † Class, Range, Rate of Fire, Clip and Reload speed are determined by the weapon used to shoot the grenade

POWDER BOMBS, FERVIOUS Created by the death cults of Fervious, an ignited powder bomb unleashes a white powder throughout its blast radius. The powder reduces visibility and the pollens used to make the powder are toxic to humans. Inhaling the powder is rarely lethal. However, it will inflame the eyes, nose and throat, and induces serious nausea, all of which takes a good few hours to clear. The cloud of powder disperses at a rate appropriate to the environmental conditions. A strong wind clears the area in 1 Round. Indoors, the powder settles after 2d10 Rounds.

48 Those caught within the blast must Test Toughness or gain one level of Fatigue. Failure by one or more degrees also causes additional -10 penalty to all tests. This effect lasts for 10 – TB rounds. Powder does not affect Daemonic or Warp creatures.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Blast (6), Powder Bombs Thrown SB×2m S/–/– Special 0 1 — 1.5kg 17 Uncommon Smoke(1)

STINK BOMBS These are used on a variety of primitive worlds, although the most renowned are those from the planet of Munsk. Created by collecting the faeces of a large worm-like creature, the excrement is then mixed with virulent pollen from the yellowpetalled plant known locally as the “dung-bloom” for its distinctive odour. The mixture is then balled up and encased in a dried mud shell. Once the fragile mud-shell is cracked an intolerable stench is released (an eight metre diameter per bomb). Most humans will not be able to stand the odour and must vacate the area or experience severe nausea and even loss of consciousness if they suffer prolonged exposure. Anyone exposed to a stink bomb must succeed on a Toughness Test each Round or gain one level of Fatigue. This effect does not affect any creatures without sense of smell or those that are Daemonic or of Warp origin or have Strange Physiology trait.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Stink Bombs Thrown SB×2m S/–/– Special 0 1 — Blast (4) 1kg 6 Common

STUN GRENADE Designed to incapacitate and disorient rather than kill, a stun grenade’s concussive effect, thunderous noise and bright flash is highly effective and usually causes no lasting injury. Anyone caught in a stun grenade’s blast must pass a Hard (-20) Toughness Test or become Stunned for 1d5+3 Rounds. Photo-visors and sealed armour provide a +20 bonus to this Test. If The test is passed victim is still Stunned for 1 Round. Any beings with Deamonic or Strange Physiology trait are unaffected.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Stun Hand Thrown SB×3m S/–/– 1d5+Special 0 1 — Blast (3) 0.4kg 40 Scarce Grenade Stun Grenade † † † 1d5+Special 0 † † Blast (3) 0.4kg 45 Scarce † Class, Range, Rate of Fire, Clip and Reload speed are determined by the weapon used to shoot the grenade

EXPLOSIVES For setting and defusing explosives see the Demolition skill.

DEMOLITION CHARGE A demolition charge is a simple explosive device, commonly used for blowing open doors, breaching walls and destroying bridges. The cost and weight for a demolition charge represents 1 kg of explosives, though it is possible to rig charges together thus increasing their destructive potential. When a demolition charge explodes, anyone (or anything) caught within its blast radius takes 2d10 X Damage with Penetration of twice the weight in kilograms. The explosion has Blast(X) quality where X is five times the weight of the charge in kilograms. Setting demolition charges does not require usage of Demolition skill.

DET-CORD AND DET-TAPE Det-cord and det-tape are the two most common types of timer material, often used in conjunction with tube-charges. The delay is set by either peeling back the tape or cutting the cord to the desired length. Both can be used as a low-grade explosive material in an emergency, inflicting 1d5 X Damage for every one kilogram used. The explosion has Blast(X) quality where X is two times the weight of the charge in kilograms.

FYCELINE A chemical used in many standard Imperial explosives, it is mined from rare ores and its production often becomes the primary tithe for many planets. Refined fyceline can be used to fashion crude explosives. Fyceline explosives inflict 2d10 X Damage with Penetration of twice the weight in kilograms. The explosion has Blast(X) quality where X is five times the weight of the charge in kilograms.

49 CRESSIN PATTERN LIMPET MINE A less powerful and less expensive directional explosive similar to the melta bomb, it is applied directly to the target structure and focuses the blast against it. The resulting explosion is more powerful than a regular krak detonation. When a limpet mine explodes, it deals 4d10 X Damage to anything directly on it, with a Penetration of 8. The explosion also affects an area around it dealing 2d10 X Damage with Blast(1) quality, but this does not affect the target that was directly on it.

MELTABOMB Designed to be manually fixed to their target with mag-adhesives, melta bombs detonate with a charge of intense heat similar in effect to a melta weapon, and are ideal for destroying bulkheads, vehicle hulls and other heavily armoured targets. Imperial melta bombs are roughly domed in shape but heavy and unwieldy and not designed to be thrown. When a melta bomb explodes it deals 4d10 E Damage with a Penetration of 18. Explosion has Blast(2) quality. These hits are considered Lethal and Igniting.

MELTA GEL This term covers a wide variety of extruded gelatine similar to dental paste, usually bright red or some other strong colour and sticky enough to adhere to most surfaces. Once applied and activated by an electric spark, it rapidly burns through bulkhead plating without the need for oxygen. Ideal for opening up a spacecraft from the outside or working in areas where air has escaped, most repair crews carry several tubes in their kits. A tube of melta gel can cover five metres in a thin line, or a surface area of one metre square. Along this line or area it deals Damage as a melta bomb over the course of about a minute as it burns through whatever it is applied to before becoming inert.

PROMETHIUM Petrochem-based liquid fuel, promethium is the jelly-like substance used to power flamer weapons. It can also be used to create anti-personnel explosives and bombs as it is highly flammable. Promethium explosives inflict 2d10 E Damage. The explosion has Blast(X) quality where X is two times the weight of the charge in kilograms. Hits from promethium blasts are Igniting and anything within half blast radius always catches flames.

EXOTIC WEAPONS Many weapons are not only uncommon in the Imperium, but also unimaginable to most of its citizens. These weapons are always expensive and beyond the reach of all but the elite or most resourceful. Because these weapons are so specialised, a character must have a Talent for each individual exotic weapon he wishes to use. For example, to use a needle pistol a character would need Exotic Weapon Training (Needle Pistol).

AEGIS ANBARIC SHOCK BLASTER PISTOL Class: Exotic (Shock Blaster) This unusual weapon is a rarity, even among the Magos militant and the Skitarii, and is doubtless a product of the legendary Aegis Fragment. Taking the shape of a bulky, tubular pistol, when fired it discharges a blast of electromagnetic force capable of completely overloading a human’s nervous system or just as usefully disrupting the control systems of a rogue servitor. These weapons are configured to use standard laspistol power packs, though because of their high-energy requirements, they get only a relatively few shots from each pack.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Shock Blaster Pistol 15m S/2/– 1d5+2 E 4 4 Full Shocking 3kg 650 Rare

50 AEGIS REDBACK PATTERN HEAVY WEBBER Class: Exotic (Heavy Webber) The advanced design for this heavy webber is held by the Adeptus Mechanicus of the Lathe System and the weapons themselves are produced only under granted licence by the Hax-Orthlack manufactorums on the sector capital world of Scintilla. Standard issue for Adeptus Arbites capture-units across the Calixis Sector and also carried in the armouries of the better equipped local law enforcement units, such as the Magistratum of Scintilla, the weapon takes the form of a heavy, wide-barrelled projector fed from a large canister worn on the user’s back. The weapon’s use is often reserved for when large numbers of targets are to be taken alive for interrogation or where important bystanders are caught in the line of fire. Heavy webber has 4 as base amount of immobilization for its snare quality.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Blast (6), Snare, Aegis-Redback Heavy 80m S/–/– — 0 4 3Full 17kg 2000 Rare Special

ARTIFICO-BIOLOGIS, 0.5I HYPO PISTOL Class: Exotic (Hypo Pistol) This compact and intricate handgun, crafted from clockwork and brass, is a Cult Mechanicus device used by the Magos Biologis and their agents to subdue living specimens. By the use of a cunningly fashioned mechanical spring, it fires a short- range injector dart fitted with a penetrating filament that delivers a chemical payload directly into the target’s bloodstream. Nominally a tool for the Biologis or Medicae, it is actually quite commonly found in the hands of bounty hunters, criminal scum or even enforcers who want to take their prey alive. The weapon has its most sinister reputation on the hive world of Solomon, where an often-purged and darkly fabled cult known as the “sleepers” have been using these devices to abduct victims for so long that they and their predations have become a tale to frighten children. The usual payload for a hypo pistol is strixis tincture, a powerful soporific, although, almost any chemical, toxin or even viral agent could be used. When filled with the strixis tincture, any living target damaged by the weapon must pass a Hard (–20) Toughness Test or fall comatose for 1d10 × 3 minutes. On a failure by three or more degrees, the target is comatose for 1d5 hours instead. Injector darts are designed not to unduly harm their targets. Roll for Damage as normal to overcome the target’s Toughness Bonus and Armour Points. Any Damage in excess is reduced to 1 point. Hypo-pistol ammo is Scarce and each hypo-dart has a base cost of 8 Thrones each.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Hypo Pistol Pistol 20m S/–/– 1d5+2 R† 2 3 2Full Special 1kg 1000 Scarce †On a successful hit with a hypo pistol, roll for Damage as normal. Any Damage in excess of the target’s TB and AP is reduced to 1

CONVERSION BEAMER Class: Exotic (Conversion Beamer) A small number of these rare and deadly archaeotech devices circulate through the hands of senior Inquisitors. A Conversion Beamer can annihilate creatures, vehicles, or anything its beam reaches, provided it is given time to build to critical mass. When fired, a conversion beamer expels a stream of neutron bombarded particles, beginning an atomic chain reaction that converts matter to energy in a blazing beam that hurtles towards the target. As the escalating reaction travels, more and more air molecules are converted into a deadly blast that finally consumes the target in an explosive release of energy. Conversion Beamers are more powerful at long ranges as they can absorb more matter into the blast’s strength. At distances of up to 15 metres, a conversion beamer does 1d10+9 damage and has a Penetration of 2. Over that distance and up to Short Range, it does 3d10+9 damage with a Penetration of 8 and gains the Felling (1) quality. Against targets further than Short Range it does 6d10+12 Damage with a Penetration of 14 and possesses the Felling (2) and Blast (2) qualities.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Conversion Heavy 100m S/–/– † † 4 2Full Special† 85kg — Unique Beamer †The effect of this weapon depends on how far the target is.

FEDRID RAZOR DISK Class: Exotic (Fedrid Razor Disk)

51 The hunters of Fedrid employ an unusual thrown weapon on their expeditions, the razor disk. About the side of a standard dinner plate, the weapon features a sharpened edge all around its outer surface. Numerous holes, made at 45 degree angles, pierce the disk’s surface so that when thrown the air passing through creates a low humming sound, allowing the hunter to follow the disc by sound as it disappears into the dense Fedrid undergrowth.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Fedrid Razor Exotic 10m S/–/– 1d10+SB R 2 1 — Primitive 0.5kg 50 Average Disk

GALVIAN NEEDLER, BELASCO Class: Exotic (Galvian) Another Belasco Deathworks weapon of dubious provenance, this advanced and elegant needle pistol is designed for close- range work. The pistol also has the dubious distinction of being the weapon used for the infamous murder of Cardinal Tyndale and a dozen other deacons and priests at the famed “sorrowful matins” massacre on Gallowglass, the deliberate infection of the lauded High Lady Alatia of House Krin with Mori immedicabalis, and numerous other high profile killings over the years. This has lead to the House of Belasco being denounced from the cathedral pulpit as “sinful death-mongers” on several occasions, a claim the Belasco family have not deigned to refute. For an additional 300 Thrones, a modified Galvian can be bought fitted on a special hidden rig that is worn on the user’s forearm, fired by means of a special palm trigger. This version has the Concealable attribute.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Toxic(1d10+2), Galvian Needler Pistol 30m S/3/– 1d10–1 R 0 7 Full 1kg 950 Very Rare (Concealable)

GRAVITON GUN Class: Exotic (Graviton Gun) An extremely rare device, the so-called graviton gun is a little understood relic unlikely to have been originally designed as a weapon at all. When fired at a target area, the energy field generated by the gun creates a sudden and powerful gravitational flux. Whilst unlikely to do more than knock living creatures violently to the floor, the effect can be extremely damaging to the internal mechanisms and moving parts of vehicles, and can be particularly lethal to skimmers and other devices with their own grav-engines quickly destabilised and overloaded by the flux-field. Everything caught in the gun’s blast area is violently pressed to the floor and must take a Very Hard (–30) Strength Test or be knocked down. Being thrown to a solid surface from a standing position and forced to the ground in this way is enough to inflict 1d5 I (Primitive) Damage—treat this as effecting the Body location—although what the character or object is thrown against and how far they fall may well make this effect far worse. Additionally, anyone attempting to move or perform physical actions within the blast radius for 2d5 Rounds afterwards must first pass an Opposed Strength Test versus Strength 60 (Unnatural (×2)) each Round—see More Than Human on page 226 for more details on this kind of Test). At the GMs discretion, the flux may shatter brittle objects, collapse loose flooring, rupture containment vessels, damage vehicles and machinery, plus wreak any other chaos deemed appropriate

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Graviton Gun Basic 30m S/–/– special — 3 2Full Blast (5) 5kg 3500 Very Rare

NEEDLE PISTOL Class: Exotic (Needle Pistol) Needle pistols use a low-power laser beam to propel small slivers of crystalline coated in viral toxins. Enemies wounded by them are almost instantly paralysed or dead within moments. As they are virtually silent and have no muzzle flash, needle weapons are ideal for assassins. Needle weapons are quite ineffective against armoured foes.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Accurate, Needle Pistol Pistol 30m S/–/– 1d10 R 0 6 Full 1.5kg 1250 Very Rare Toxic(1d10+2)

52 NEEDLE RIFLE Class: Exotic (Needle Rifle) Prized by snipers, the needle rifle offers the perfect combination of range, stealth and deadliness. Needle rifles low-power laser beam to propel small slivers of crystalline coated in viral toxins. Enemies wounded by them are almost instantly paralysed or dead within moments. As they are virtually silent and have no muzzle flash, needle weapons are ideal for assassins. The only argument against these exquisite weapons is that they are next to useless against heavily armoured targets.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Accurate, Needle Rifle Basic 180m S/–/– 1d10 R 0 6 2Full 2.2kg 1000 Very Rare Toxic(1d10+2)

RAD-CLEANSER Class: Exotic (Rad-Cleanser) Rad-cleansers are potent weapons said to be relics of the long-past Dark Age of Technology, and they are certainly powerful and terrible enough in effect to justify that mythic claim. Victims caught in the rad-cleanser’s blast suffer an agonising death as their tissues are blown apart on a cellular level and they are boiled alive from within. Even metals may combust in the powerful blast created by a rad-cleanser. These horrific weapons are extremely difficult to manufacture and heavily proscribed by the Cult Mechanicus They are however not as rare amongst the Magos retinues of the Calixis Sector as they are elsewhere, pointing to some Archmagos or facility in the sector that possesses the baleful secret of their construction. The “toxic” effect listed on this weapon’s profile actually represents massive radioactive contamination, and should be treated accordingly. Rad-cleansers must be reloaded by refuelling their bulky reactor-core units, which cannot be done during combat

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Blast (2), Recharge, Rad-Cleanser Basic 30m S/–/– 2d10+2 E 7 20 — 26kg 7000 Very Rare Toxic (1d5+2)

VOLONX THUNDERCLAP Class: Exotic (Thunderclap) The tribal warriors of Volonx are famed for their strange scavenged weapons. Perhaps the strangest (and most suicidal) employed by these innovative fighters is the thunderclap. A thrown weapon with a surprisingly good range, the thunderclap is a carved from a light piece of hollow wood with a 45 degree bend about a third of the way along its length. At each end, a fearsome piece of sharpened bone juts out, whilst the innards are packed with a primitive and volatile explosive that detonates when striking a hardened surface. When thrown, the weapon flies in a wide circular arc and returns to the thrower if it does not strike a target, who then may (if brave and nimble enough) catch it again without blowing themselves to pieces! Catching a missed thunderclap is a Challenging (+0) Agility Test. Failing this Test by three or more degrees will result in an Explosive Mishap (see page 137 of Dark Heresy).

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Blast (2), Volonx Exotic 9+SBm S/–/– 1d10+1 X 0 1 — Inaccurate, 1 kg 45 Very Rare Thunderclap Primitive, Unstable

53 WEBBER Class: Exotic (Webber) The most commonly used web weapon, it is often called into play to subdue those violating the Emperor’s Law. They have a longer range and each shot can cover a small group of people, incapacitating entire crowds when used in large numbers. Targets are quickly entangled in a painful embrace; if they attempt to struggle the filaments constrict even more, further entrapping them. In addition to the normal effects of Snare weapons, each time an ensnared character fails a Strength or Agility Test to escape he imposes a cumulative –10 penalty on future tests. Should this exceed –30, the character takes 1d5+1 Damage for each future failed test. The webbing breaks down on its own and flakes away after 1d5 hours.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Blast (5), Snare, Webber Basic 50m S/–/– — 0 1 Full 8kg 1800 Rare Special

WEB PISTOL Class: Exotic (Web Pistol) Web pistols fire masses of filaments, which expand in the air to form a web of sticky, near-unbreakable material. Targets are quickly entangled in a painful embrace; if they attempt to struggle the filaments constrict even more, further entrapping them. In addition to the normal effects of Snare weapons, each time an ensnared character fails a Strength or Agility Test to escape he imposes a cumulative –10 penalty on future tests. Should this exceed –30, the character takes 1d5+1 Damage for each future failed test. The webbing breaks down on its own and flakes away after 1d10 Rounds.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Web Pistol Pistol 30m S/–/– — 0 1 Full Snare, Special 3.5kg 1200 Rare

“WIDOWER” CADENCE DART CASTER DEVICE Class: Exotic (Widower) A weapon of assassination that grew out of the bitter guild vendettas in Hive Magnagorsk on Fenksworld, the Widower is another unique design created by the mysterious artisan cult known as Cadence and is now perhaps their most widely known creation. Using a much more powerful version of the magnetic/las impellor found in Imperial needle weapons, the caster fires not a crystalline poison sliver, but an armour-piercing adamantine dart, fractal edged and designed to penetrate light body armour with ease. The darts are subsonic, their passage sounding only a slight hum as they speed through the air, and the weapon itself makes no flash whatsoever when fired, making it an excellent killer from the shadows. The profile listed here assumes a standard razor-dart, although poisoned or explosive darts are not unknown. Cadence supplies the weapon with an attachable frame-stock and a long-barrelled impellor that turns it into a two-handed Basic type weapon with a base range of 100m and a weight of 4.5 kg (although its Damage, etc., remains the same.) Razor darts are also Rare items with a base cost of 15 Thrones each.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Widower Pistol 35m S/–/– 1d10 +4 I 4 1 Full — 2kg 1000 Rare Long barrelled Basic 100m S/–/– 1d10 +4 I 4 1 Full Accurate 4.5kg 1030 Toxic Darts 1d10 I 2 Toxic (1d10+2) Explosive Darts 1d10+3 X 2 Tearing

MELEE WEAPONS Close combat weapons are a common sight throughout the galaxy, and in many places it would be unthinkable to venture without at least one such weapon on your person. Depending on the planet’s level of technology (and the wealth of the user), these can range from simple metal blades to high-tech weapons of plastic or exotic metals and can include swords, , pole arms, clubs, mauls, bludgeons and other simple devices. To use melee weapons you must have the Melee Weapon Training (Primitive) talent to use them effectively in close combat and the Thrown Weapon Training (Primitive) talent for ranged attacks.

54 PRIMITIVE WEAPONS

ANOXIS PATTERN BOARDING PIKE Class: Melee (Primitive) One problem with most powerful close combat weapons is that they can easily punch through hull plating. Boarding pikes are a common shipboard solution, using a shell charge mounted at the end of a reinforced short metal staff. A trigger in the grip activates the charge to explode on contact. The explosion blasts into flesh with gruesome effect, but with little or no collateral damage to hull plating. It takes some time to reload, so it is used as a one-shot weapon and then acts as a club for the remainder of a combat.

Name Class Range Dam Pen Special Wt Cost Availability

Boarding Pike† Melee — 1d10+3 X 2 Primitive, Tearing 4kg 30 Common

As Club Melee — 1d10-2+SB I — Primitive, Numbing

†Requires two hands to use. This only applies to boarding pike when used to detonate the charge.

ARMOURED GAUNTLETS Class: Melee (Primitive) Originally designed as protection when handling overheated conduit pipes or plasma coils, many armsmen have adapted them into melee weapons. The padded exteriors are stripped away and extra metal riveting is added, sometimes with spikes or other adornments to increase the force of each blow.

Name Class Range Dam Pen Special Wt Cost Availability

Armoured Gauntlet Melee — 1d5+1+SB I 0 Primitive 0.5kg 35 Common

AXE Class: Melee (Primitive) An axe sports a brutal blade, used both as a tool and weapon. While they generally do not have the reach of a sword and lack its ability to parry away blows, a strike from an axe will generally create a more lethal effect when it lands, ripping apart flesh, cutting armor and shattering bone with ease.

Name Class Range Dam Pen Special Wt Cost Availability

Impact(Melee), Axe Melee — 1d10+1+SB R 1 4kg 20 Average Primitive, Unbalanced

BASTARD SWORD Class: Melee (Primitive) The bastard sword, or hand-and-a-half, finds the most use among the Harrowguard, an elite core of Iocanthos warriors in the employ of Warlord Vervai Skull. So called because the blade falls between the more traditional longsword and the far larger two-handed sword, having a long blade and heavy weight prevents all but the best trained warriors from wielding it one- handed. To accommodate all users, these weapons feature a longer grip to provide flexibility, giving the wielder the option to use it one or two-handed. Wielding bastard sword in one hand requires Strength Bonus of 4 or more. Good and Best quality bastard sword are also Balanced.

Name Class Range Dam Pen Special Wt Cost Availability Primitive, Bastard Sword† Melee — 1d10+1+SB R 1 5kg 13 Average (Balanced††) †Requires two hands to use unless wielder has Strength Bonus of 4 or more. †† Only Good and Best quality bastard swords are Balanced.

55 BOLO KNIFE Class: Melee (Primitive) Owing its origins to the time long ago when the hive world of Malfi was once largely covered in dense jungle, the bolo is a heavy single-edged cutting tool that for centuries has doubled as a brutally effective weapon. Crafted from mono-serrated plexsteel, the average bolo has a distinctive 40 centimetre long, inwardly curving blade that widens somewhat before the tip. This shape makes the bolo perfect for heavy slashing blows and, in skilled hands, it can lop-off limbs or open-up a man gut to gullet in a single stroke. Still used on Malfi as an everyday tool, it retains a murderous reputation and a favoured place in local folklore. The bolo is also favoured as a gang weapon among Malfi’s jacker-gangs and dacoits, who traditionally mark noteworthy kills and exploits by acid-etching their blades with crude murder-glyphs known as “gris”. The weapon has Common Availability on Malfi and is Rare elsewhere.

Name Class Range Dam Pen Special Wt Cost Availability

Bolo Knife Melee — 2d5+SB R 2 — 2kg 50 Rare

BRASS KNUCKLES In their most basic form, simple knuckle dusters worn around the foremost fingers can turn a simple punch into a powerful hit, enough to break bones.

Name Class Range Dam Pen Special Wt Cost Availability

Primitive, Light, Brass Knuckles Melee — 1d5–1+SB I 0 0.5kg 5 Plentiful Unbalanced

BUCKLERS Class: Melee (Primitive) or Thrown (Primitive) Bucklers are small shields used to attain some degree of protection without sacrificing mobility. The buckler’s small size makes it inadequate for protecting against primitive ranged weapons such as arrows or crossbow bolts. However, it is effective for deflecting blows from hand-to-hand weapons. Some bucklers have a large barbed spike or point mounted on the outside and so can also be used offensively. On Acreage, buckler-style weapons have developed with small metal spikes protruding from the shield’s edge, transforming a generally protective item into a deadly weapon.

Name Class Range Dam Pen Special Wt Cost Availability

Buckler Melee — 1d5–2+SB I 0 Defensive, Primitive 1kg 30 Common

Acreage Buckler Melee — 1d5+SB I 0 Defensive, Primitive 1kg 32 Common

Acreage Buckler Thrown 8m 1d5+SB I 0 Primitive

CHIMERA PISTOL SWORD Class: Melee (Primitive) and Pistol (SP) As many shipboard combats move from shooting to personal combat very quickly, it is common for many ranged weapons to also serve in close combat. Others take this approach in the opposite direction, and add a single- or dual-shot firearm to their sword. This augmentation is often disguised as an ornate part of the sword or axe hilt, allowing the user to catch the enemy by surprise

Name Class Range Dam Pen Special Wt Cost Availability

Chimera Pistol Melee — 1d10+1+SB R 2 — 3.5kg 130 Scarce Sword Name Class Range RoF Dam Pen Clip Rld Special Chimera Pistol Sword Pistol 20m S/(2)/– 1d10+2 I 0 1 or 2 Full Splintering, Reliable, Tearing

56 CLUB Class: Melee (Primitive) Clubs and bludgeons are amongst the most primitive melee weapons, relying on weight and strength to cave in a foe’s skull but mostly they are more suited on hurting than killing.

Name Class Range Dam Pen Special Wt Cost Availability

Club Melee — 1d10-2+SB I 0 Primitive, Numbing 2kg 5 Abundant

COMBAT KNIFE Class: Melee (Primitive) These oversized bladed weapons are almost to the size of a short sword. Each has a heavy, straight-edged blade designed to cut flesh as well as puncture light armour, and can be affixed to most basic weapons as a bayonet.

Name Class Range Dam Pen Special Wt Cost Availability

Combat Knife Melee — 1d5+3+SB R 0 Primitive, Fast 1.5kg 40 Average

CUTLASS Class: Melee (Primitive) This short and heavy bladed weapon is most popular with naval officers and crews, and can be found on feudal worlds throughout the Imperium. Designed for close-quarter fighting, it is a simple weapon, relying on the wielder’s brute strength rather than finesse or skill. When found among officers in the Imperial Navy, cutlasses are enhanced with power fields and other technological improvements.

Name Class Range Dam Pen Special Wt Cost Availability

Cutlass Melee — 1d10+1+SB R 0 Primitive, Unbalanced 3kg 10 Common

“DEVIL’S KISS” LANDRIAN STILETTO Class: Melee (Primitive) The Devil’s Kiss is a long narrow blade that is quenched in blood during forging and sharpened only along the last five centimetres, leading to the needle-like tip. In the cities of Landunder, the Devil’s Kiss is also the name of a blade clan notorious for quiet and subtle killing, their victims bleeding out from a single, almost invisible, puncture wound. It is said that unless you are learning the fatal tricks of the clan, you will never see this deadly blade except with your own blood wetting it.

Name Class Range Dam Pen Special Wt Cost Availability

Light, Fast, Agile, Devil’s Kiss Melee — 1d5+2+SB I 3 Precise, Primitive, 0.3kg 55 Rare Concealable

“EMPEROR’S WHISPER” LANDRIAN BLADE Class: Melee (Primitive) or Thrown (Primitive) The Emperor’s Whisper is the blade carried by members of the powerful Tithe Guild—the powerbrokers of the eightfold cities. Crafted from ceramics and unique alloys, the result they say is “as sharp as sin”. Each is a deadly work of art, capable of slicing a hand off with a single blow and punching easily through light armour. On Landunder, the Whisper blade is more than simply a weapon; it is a badge of office and a sign of great status. To be gifted with a Whisper blade, if you are not of the Landrian Tithe Guild, is viewed as an incredible honour.

Name Class Range Dam Pen Special Wt Cost Availability

Emperor’s Whisper Melee — 1d5+3+SB R 2 Fast, Balanced 0.5kg 150 Very Rare

Name Class Range RoF Dam Pen Clip Rld Special Emperor’s Whisper Thrown 5m S/–/– 1d5+3+SB I 2 – –

57 FOIL A foil, or epee, is a slender square-section blade with a cup hilt. It has the benefit of being quick and accurate in actual combat. In exchange for speed, it gives up some of its potential to deal damage. Skilled fencers begin with foils before graduating to rapiers.

Name Class Range Dam Pen Special Wt Cost Availability

Primitive, Agile, Fast, Foil Melee — 1d5+2+SB/2 I 1 Precise, Light, 1.5kg 20 Rare Impact(Melee)

FLAIL Class: Melee (Primitive) Flails consist of one or more heavy spiked balls attached to the weapon’s pole (with lengths of chain or metal rods), and while difficult to wield, they are capable of inflicting terrible wounds.

Name Class Range Dam Pen Special Wt Cost Availability

Flexible, Primitive, Flail Melee — 1d10+3+SB I 1 4kg 20 Scarce Tiring

GREAT WEAPONS Class: Melee (Primitive) Most melee weapons can also be found in larger and heavier versions, usable only with two hands. Great weapons of this kind (such as huge axes, giant hammers, double-handed swords, and so on, including huge clubs) are massive, brutal weapons that can inflict serious damage with each blow.

Name Class Range Dam Pen Special Wt Cost Availability

Primitive, Unwieldy, Great Axe† Melee (1,5m) 1d10+1+2xSB R 2 Slow, Reach, 7kg 70 Scarce Impact(Melee) Primitive, Unwieldy, Great Hammer† Melee (1,5m) 1d10+2xSB I 1 8kg 50 Scarce Slow, Crushing, Reach

Great Sword† Melee (1,5m) 1d10+2xSB R 2 Primitive, Slow, Reach 6kg 85 Scarce

Primitive, Unbalanced, Huge Club† Melee (1,5m) 1d10-2+2xSB I 1 6kg 20 Average Slow, Reach, Numbing †Requires two hands to use.

GUARD SHIELD Class: Melee (Primitive) Several guard regiments use modern shields as part of their combat style, particularly the Wasteland Legionnaires who often advance through hostile areas with camouflaged shields. They are generally made from quality plasteel plates, lighter than they would appear. Some even have small visors of glassteel so that the user can peer out without sacrificing protection. Guard shields can provide cover for the user concealing all of their body should they choose.

Name Class Range Dam Pen Special Wt Cost Availability

Shield (10), Guard Shield Melee — 1d5+SB I 0 5.5kg 100 Scarce Unbalanced, Primitive

58 HAMMER Class: Melee (Primitive) Hammers are heavier versions of the regular hand tool, using a large weighted end to inflict a harder and deadlier blow. Many Imperial servants favour the hammer as an enduring symbol of the Emperor’s righteous justice.

Name Class Range Dam Pen Special Wt Cost Availability

Primitive, Unbalanced, Hammer Melee — 1d10+1+SB I 0 4kg 10 Common Crushing

IMPROVISED Class: Melee (Primitive) Improvised weapons can take many forms, but are generally any handy weighted object such as table legs, severed limbs or shell casings. Hitting someone with the butt of a basic ranged weapon (such as a lasgun or boltgun) counts as an improvised weapon.

Name Class Range Dam Pen Special Wt Cost Availability

Primitive, Unbalanced, Improvised Weapon Melee — 1d10–3+SB I 0 Varies — Abundant Light

KNIFE Class: Melee (Primitive) or Thrown (Primitive) The knife is the ubiquitous back-up weapon for warriors all across the Imperium, be they lowly hive scum or the elite soldiers of a planetary governor. Some, such as the psykana mercy blade, are designed for a specific purpose, whilst others are more generic in nature.

Name Class Range Dam Pen Special Wt Cost Availability

Knife Melee — 1d5+SB R 0 Primitive, Fast, Light 0.5kg 5 Abundant

Name Class Range RoF Dam Pen Clip Rld Special Knife Thrown 3m S/–/– 1d5+SB I 0 – – Primitive

KRAKEN TOOTH DAGGER Class: Melee (Primitive) or Thrown (Primitive) Legends abound of gargantuan creatures hiding on the edges of system space, ready to attack vessels just as they emerge from the warp. Whilst no concrete evidence exists, huge pearlescent teeth have been fashioned into gleaming knives by many void born, who will only say that they were recovered from debris found in the void. Some are decorated with intricate scrimshaw carvings depicting horrendous beasts tearing apart ships, oddly enough making such daggers good luck charms.

Name Class Range Dam Pen Special Wt Cost Availability

Kraken Tooth Dagger Melee – 1d5+1 R 1 Light 0.4kg 200 Rare

Name Class Range RoF Dam Pen Clip Rld Special Kraken Tooth Dagger Thrown 5m S/–/– 1d5+1+SB I 1 – – –

59 LONG-SABRE, FERVIOUS Class: Melee (Primitive) The Fervious long-sabre is a long, curved sword requiring two hands to wield. It is sharper than many other swords since the metal of Fervious is a very stubborn and hard material, folded many times to create a razor-sharp edge. Only weapons with power fields or monofilament blades can hope to surpass a long-sabre’s fine edge. Long-sabres are wielded by nobles of Fervious, but can also be found among the many death cults of that world. Fervious’s society is very bloodthirsty, founded on ritual murder as a means to gain status and wealth. Thus all nobles are usually armed with these weapons to ward off assassins and other would-be usurpers.

Name Class Range Dam Pen Special Wt Cost Availability

Balanced, Primitive, Long-Sabre† Melee (1,5m) 1d10+3 R 2 3.5kg 70 Very Rare Reach †Requires two hands to use unless wielder has Strength Bonus of 5 or more.

MACE Maces and mauls are improved versions of a club that are more suited on killing their targets as their heavy tops do much more harder impacts.

Name Class Range Dam Pen Special Wt Cost Availability

Primitive, Unbalanced, Mace Melee — 1d10+SB I 0 3kg 20 Plentiful Crushing

MAN-CATCHER Class: Melee (Primitive) A long two-handed pole with a huge spring-loaded claw at the end, it is primarily used to corral mutineers. When the pole strikes an enemy the claws snap shut, trapping the foe in a harsh metal grip, which depending on the body part caught could ensnare, injure or even kill.

Name Class Range Dam Pen Special Wt Cost Availability

Primitive, Snare, Man-Catcher† Melee (2.5m) 1d10 I 0 8kg 60 Scarce Unwieldy, Reach

†Requires two hands to use.

MIRROR SHIELD, SEPHERIS Class: Melee (Primitive) Made famous by the Royal Scourges of Sepheris Secundus, the mirror shield is an ornate rectangular device capable of covering about two-thirds of its wielder’s body. Constructed from layers of metal and stained crystal—silicate glass, baring the colourful crests and armorials of the nobility, the refractive glass gives the shield a mirrored effect known to repel las weapon shots of low strength. As such, it is considered an exemplar of ennobled warfare and “affairs of honour” on a world where such advanced weapons are restricted to the elite retainers of the ruling barons. If used as cover against ranged attacks, thanks to its special construction sepherin mirror shield retains its full AP value against las weapons.

Name Class Range Dam Pen Special Wt Cost Availability

Defensive, Primitive, Mirror Shield Melee — 1d5–1+SB I 0 3kg 60 Rare Shield (6)

60 MOON BLADES, BALECARNE Class: Melee (Primitive) or Thrown (Primitive) Moon blades are primarily used by the elite Crescent Brotherhood of the Balecarne tribe, who originate from the feral world of Munsk, located in the Josian Reach. Over time, the tribe has spawned sister-tribes on the neighbouring worlds in the system. Moon blades are two crescent-shaped blades, each about 30 centimetres in length. The wielder holds a blade in each hand, gripping it in the centre—usually a piece of leather is wrapped around the middle of the blade to protect the wielder’s hands. The points of the crescent point outwards, away from the wielder’s body. Moon Blades are difficult to use, taking many years to fully master. Experts, especially members of the Crescent Brotherhood, can wield the blades with deadly force and may also use them as short-range throwing weapons

Name Class Range Dam Pen Special Wt Cost Availability

Fast, Primitive, Moon Blade Melee — 1d10+SB R 0 3kg 25 Rare Unwieldy Name Class Range RoF Dam Pen Clip Rld Special Moon Blade Thrown 5m S/–/– 1d10+SB I 1 – – Primitive, Inaccurate

NAVAL SHIELD Class: Melee (Primitive) Naval armsmen often carry one of these, to protect them as they protect their vessel. Each shield is a huge solid plate of plasteel, rectangular and heavy. Unlike most Imperial shields they are flat and smooth surfaced, so that they can also be used as emergency hull or bulkhead sealers. A Naval shield can be used as cover, concealing the user completely if desired.

Name Class Range Dam Pen Special Wt Cost Availability

Defensive, Primitive, Naval Shield Melee — 1d5+1+SB I 0 9kg 75 Average Shield (8)

PUNCH DAGGER Class: Melee (Primitive) A punch dagger is a simple weapon consisting of a blade mounted onto the hand in a way similar to how brass knuckles are worn. While not as efficient as swords or larger weapons, a punch dagger is an invaluable aid when fighting in confined quarters and tight spaces, where more traditional weapons would prove to be a liability.

Name Class Range Dam Pen Special Wt Cost Availability

Primitive, Light, Punch Dagger Melee — 1d5+1+SB R 1 0.5kg 4 Plentiful Unbalanced

“PUNISHER” MAGISTRATUM CHASTISEMENT BATON Class: Melee (Primitive) A byword for brutality on Scintilla, this heavy baton is not intended to incapacitate or capture but rather to smash limbs, crack skulls and wantonly crush any resistance with overwhelming force. The baton is a polymer sheathed, metre-long rod of strengthened plasteel with a hollow core part-filled with a dense liquid metal alloy to augment the force of blows struck with it. These weapons are widely carried by many enforcer cadres as a cheap and effective alternative to shock weapons, and many also find their way into “private” hands where they command equal fear.

Name Class Range Dam Pen Special Wt Cost Availability

Punisher Baton Melee — 1d10-3+SB I 0 Primitive, Numbing, 1.5kg 50 Average Fast

61 RAPIER A rapier is similar to foil, with a broader straight blade and long quillions added to the cup. Some rapiers have basket hilts instead of cups. Though not as precise as the foil, its broader blade and capacity to slash as well as pierce make this blade a more popular weapon in actual battle.

Name Class Range Dam Pen Special Wt Cost Availability

Primitive, Fast, Light, Rapier Melee — 1d10-1+SB R 0 2 kg 35 Rare Precise, Balanced

RENDER, LANDRIAN Class: Melee (Primitive) Considered a cursed and ill-omened blade on Landunder for its dark history, the Render was created to take its victim apart slowly, piece by painful piece. A butcher-blade as long as man’s forearm, its double cutting edges are covered with dozens of intricate serrations and hooks to maximize the victim’s suffering and blood loss. Perhaps unsurprisingly, the Render clan, nominally meat-mongers and tanners, have been repeatedly linked with murder cults and the worst criminal atrocities, and of all the Landrian clans they have the most sadistic and sinister reputation.

Name Class Range Dam Pen Special Wt Cost Availability

Render Melee — 1d5+1+SB R 0 Primitive, Tearing 1.2kg 50 Rare

SABRE Class: Melee (Primitive) A favoured weapon of cavalry troops and other mounted warriors, commonplace on worlds such as Iocanthos and Volonx, a sabre is a sword with a long, curved, single-edged blade. The weapon’s excellent balance allows riders to keep a hand free to control their mounts, and its utility and effectiveness make it a very responsive weapon in skilled hands. Sabres persist in use in far more sophisticated climes and are popular with many Imperial Guard officers and hive nobles, often featuring mono edge blades and even power field generators to enhance their effectiveness.

Name Class Range Dam Pen Special Wt Cost Availability

Sabre Melee — 1d10+SB R 0 Balanced, Primitive 2kg 15 Common

SCYTHE Class: Melee (Primitive) Although principally an agri-tool, scythes have a history of “double duty” as weapons. Generally, they are far from practical in this respect, being unwieldy and ineffective against all but the most inexperienced opponents. Instead, scythes find their most common use as props in rituals or to convey a specific image. For instance, Inquisitor Gard Justarcker of the Callixian Conclave is known to wield a scythe wreathed in red, crackling energy bands. Good and Best quality scythes lose Slow quality.

Name Class Range Dam Pen Special Wt Cost Availability

Slow, Primitive, Scythe† Melee — 1d10+2 R 0 5kg 12 Uncommon Unwieldy

†Requires two hands to use.

SHIELD Class: Melee (Primitive) Shields are a useful protective device, either in conjunction with armour or on their own. They can be made from a variety of materials, ranging from improvised wooden or plastic sheets to advanced metal or armourplas plates. Sizes can range from light bucklers to huge full-body shields as large as a man.

Name Class Range Dam Pen Special Wt Cost Availability

Defensive, Primitive, Shield Melee — 1d5+SB I 0 3kg 25 Average Shield(4)

62 SHORT SWORD Class: Melee (Primitive) As decks can be too cramped to effectively wield a normal sword, these shortened versions are popular with boarding parties and armsmen. Longer than a combat knife, but not by much, they are heavy and brutal weapons designed to stab rather than strike and most have wide flat blades which can be used for incapacitating side strikes.

Name Class Range Dam Pen Special Wt Cost Availability

Primitive, (Numbing), Short Sword Melee — 1d10–1+SB R 0 1.5kg 12 Common Balanced

“SIGILITE” LANDRIAN KNIFE Class: Melee (Primitive) or Thrown (Primitive) Named after a half-forgotten holy figure from a time long past, the Sigilite is a curious weapon wielded by the gelt-brokers of Landunder, (it is they who barter the price with crystal miners for the load yielded from the deep-sea mineral chimneys). Traditionally a defensive weapon intended to protect the broker from robbery, the weapon is formed outlandishly from a set of intersecting steel crescents, sharpened along their edges, tapering-off to wicked points. The blade’s curious shape, combined with the twirls and circling passes of the gelt brokers knife-work, allows it to deflect incoming blows before delivering savage raking counter-attacks.

Name Class Range Dam Pen Special Wt Cost Availability

Sigilite Melee — 1d5+SB R 3 Defensive 0.7kg 85 Rare

SPEAR Class: Melee (Primitive) or Thrown (Primitive) Common on feral and medieval worlds, spears can equally be found in the hands of hunters as well as warriors. Spears are often balanced to be useable also as throwing weapons.

Name Class Range Dam Pen Special Wt Cost Availability

Spear 1-handed Melee (1,5m) 1d10+SB I 0 Primitive, Reach 3kg 15 Abundant

Primitive, Reach, Spear 2-handed Melee (2m) 1d10+1+SB I 1 Balanced Name Class Range RoF Dam Pen Clip Rld Special Spear Thrown 8+SBm S/–/– 1d10+SB I 1 – – Primitive

SPETUM Class: Melee (Primitive) A spetum is a pole-arm equipped with three single-edged prongs on the “business” end. Most commonly found on Balecaster, it serves as a ceremonial weapon by the Inner Guard of the Star Sanctum. Although the opportunity to use these weapons in combat is somewhat rare, the warriors who form the Inner Guard are highly trained in its use, having spent countless hours honing their technique to achieve complete mastery.

Name Class Range Dam Pen Special Wt Cost Availability

Primitive, Unbalanced, Spetum† Melee (2.5m) 1d10+SB I 2 6kg 45 Rare Reach †Requires two hands to use.

63 STAFF Class: Melee (Primitive) Longer basic weapons use a staff of wood or other material, with the longer reach useful for hitting an enemy before he can strike. The staff is just that, and is a common sight especially among pilgrims trekking throughout the galaxy to retrace the steps of the saints.

Name Class Range Dam Pen Special Wt Cost Availability

Staff† Melee (2m) 1d10+SB I 0 Fast, Balanced, 3kg 10 Plentiful Primitive, Reach †Requires two hands to use.

STEAM DRILL Class: Melee (Primitive) These bulky, temperamental devices are primitive mining rigs used on worlds such as Sepheris Secundus and Coseflame, where more sophisticated tools, like the breacher units favoured by the Mechanicus, would be impossible to maintain. Powered by a weighty, scolding hot, backpack steam-compressor that serves to turn a huge boring drill-bit, they are not intended as weapons, however, are capable of inflicting very serious damage should an unfortunate get in the way of the drill head. Steam require a Strength Bonus of 4 or more to be used effectively as a weapon. Weaker characters suffer a –10 WS penalty for each point of Strength Bonus below 4. Such is the bulk of a Steam Drill that they impose a –10 to Agility while carried.

Name Class Range Dam Pen Special Wt Cost Availability

Primitive, Unwieldy, Steam Drill† Melee — 2d10 I 3 18kg 100 Very Rare Special †Requires two hands to use.

STILETTO Class: Melee (Primitive) A long dagger equipped with a narrow blade, stilettos are designed for easy concealment and also for driving deep into the flesh to pierce vital organs. A stiletto is not designed for prolonged combats, but rather to give the wielder a chance to eliminate his foe quickly and quietly. Stilettos are found throughout feudal worlds, especially in places where heavy armour sees widespread use, since these weapons are capable of slipping between heavy plates to reach the tender flesh within.

Name Class Range Dam Pen Special Wt Cost Availability

Fast, Primitive, Light, Stiletto Melee — 1d5–1+SB R — Precise, Concealable, 0.2kg 25 Uncommon Impact(Melee)

SWORD Class: Melee (Primitive) Swords can range from short dagger-like models to longer elaborate duelling blades. The nature of the blade (single or double-edged, curved or straight, flexible or stiff, cutting or stabbing, and so on) varies with the intent of the sword and the taste of its user.

Name Class Range Dam Pen Special Wt Cost Availability

Sword Melee — 1d10+SB R 0 Balanced, Primitive 3kg 15 Common

64 TOWER SHIELD Class: Melee (Primitive) A tower shield is an immense shield of wood or metal, used to provide a mobile barrier more than an active defence. Simple plated iron examples are a common sight in the canyons and narrow passageways of Coseflame, while the inlaid bronze and wood shields found on Monrass are considered works of art in their own right. Tower shields can be used as cover rather than as body armour; a re-enforced wooden version provides Shield(6)(Primitive) while a sturdier, solid metal one provides Shield(8) (Primitive). However the wooden tower shield still covers hit locations as if it had Shield(8).

Name Class Range Dam Pen Special Wt Cost Availability

Defensive, Primitive, Tower Shield (metal) Melee — 1d5+2+SB I 0 7kg 60 Rare Shield(8), Slow Defensive, Primitive, Tower Shield (wood) Melee — 1d5+1+SB I 0 Shield(6/8), Slow, 5kg 40 Uncommon Special

TROPHY KNIFE Class: Melee (Primitive) Many fighters use the remains of their kill to fashion a memento of the action, and xenos fighters are no exception. A thriving secondary business goes on in many regiments where claws and teeth from alien creatures are removed and honed into valuable weapons. Each is a unique creation representing some of the monstrous races that have threatened the sector, some even unknown by scholars. They serve to show off the battlefield prowess of a warrior to their fellow troopers.

Name Class Range Dam Pen Special Wt Cost Availability

Balanced, Primitive, Trophy Knife Melee — 1d5+1 R 1 0.6kg 775 Very Rare Fast, Light

CHAIN WEAPONS Chain weapons are popular amongst most warriors in the 41st Millennium, as most races and planets have the basic technology to produce these brutal weapons. They all have fast-moving chains of serrated metallic teeth running across what would normally be the weapon’s bladed edge. Even the slightest hit can rip open flesh, and solid strikes can cut through armour. Most are loud and all are visibly dangerous, and the sight of one can demoralise even the most fanatical opponent. To use chain weapons you must have the Melee Weapon Training (Chain) talent.

CHAIN AXE Chain axes are heavy, brutal weapons that deliver hideous damage with each blow. Like a regular axe, these can have one edge or be two-sided. Each open edge contains its own chain loop, meaning that the double-sided version can still operate if one side is fouled.

Name Class Range Dam Pen Special Wt Cost Availability

Unbalanced, Tearing, Chain Axe† Melee — 1d10+4+SB R 3 7kg 450 Very Rare Impact(Melee), Special

†Chain Axe requires two hands to use unless wielder has Strength Bonus of 4 or more.

65 CHAIN KNIFE Class: Melee (Chain) The chain knife works on the same principle as its larger kin: the chain sword. It often appears similar to a short cleaver or wide dirk, with a squat and murderous look to it. Powered by a compact cell in the hilt, the weapon’s buzzing teeth rip through flesh with ease and splatter onlookers with hot gore. Chain knives, also known variously as “buzz blades” and “chain rippers”, are almost entirely a hive-bound weapon and common from the infamous shredder gangs of the Sibellian underhive to the fighting cages of Malfi. On Landunder, the buzz blade is famously the province of the labour gangs that control the docking airlocks of the eight cities, notorious as they are for quelling dissent with a single ragged cut to the belly, the art of which is to leave the victim screaming as long as possible before death.

Name Class Range Dam Pen Special Wt Cost Availability

Tearing, Unbalanced, Chain Knife Melee — 1d5+3+SB R 2 2.5kg 80 Scarce Fast

CHAIN SWORD Chain swords are roughly sword-like in shape as the name suggests, with a large flat housing containing the chain. Generally only the forward curved section is open, and is thrust at the enemy where the spinning chain teeth can bite into flesh and bone.

Name Class Range Dam Pen Special Wt Cost Availability

Balanced, Tearing, Chain Sword Melee — 1d10+2+SB R 2 6kg 275 Rare Impact(Melee)

EVISCERATOR Class: Melee (Chain) Favoured by Ecclesiarchy zealots and witch-hunters, the eviscerator is an obscenely large double-handed chain weapon fitted with a crude version of the disruption field generator more commonly found on power-blades. Although very unwieldy and tiring to use, the eviscerator is fully capable of ripping an armoured man in half or tearing open the most blasphemously corrupted mutant in a single stroke. Any character that rolls 96-00 on their attack roll while wielding an eviscerator risk losing control of the roaring chain blade and must succeed on an Agility Test or take Damage as if struck by the weapon (not including wielder's SB).

Name Class Range Dam Pen Special Wt Cost Availability

Special, Tearing, Eviscerator† Melee (1m) 2d10+2xSB R 5 Impact(Melee), Slow, 12kg 750 Scarce Unwieldy, Reach

†This weapon requires two hands to use.

66 EXOTIC WEAPONS

BREACHER Class: Exotic (Breacher) A breacher is a high-power drilling device made from hyper-dense adamantine alloys and fitted with a matter-wave generator, designed to drill through the toughest materials and ore deposits, break up blocks, and puncture bulkheads. Sometimes carried as a heavy slung rig, but more commonly implanted into the flesh of a servitor or bonded labourer, the breacher can also be used as a devastatingly potent weapon, cable of ripping through armour and flesh like paper. Because of its bulk and vibration when activated, unless mounted as a purpose-built implant, a Strength Bonus of at least 5 is required to wield a breacher as a combat weapon. Weaker characters suffer a –10 WS penalty for each point of Strength Bonus below 5. If a breacher successfully causes Righteous Fury the additional Damage caused is 2d10 rather than 1d10.

Name Class Range Dam Pen Special Wt Cost Availability

Breacher† Exotic — 1d10+5 R 4 Special, Tearing, 18kg 750 Scarce Unwieldy †This weapon requires two hands and Strength Bonus of 5 or more to use unless mounted as a purpose-built implant.

CHAIN-STICKS, FERVIOUS Class: Exotic (Chain-Sticks) Chain-sticks are made from two batons, linked together by a length of tough sinew. Variations on this design, especially on other more advanced worlds, feature a tough chain and steel construction. On Fervious, the ends of the batons are coated with venom harvested from the deadly Fervious serpent. Consequently, a wielder must be skilled to avoid poisoning himself while trying to strike his enemy. Each time the wielder of chain-sticks fails to Parry or Dodge he must make a Routine (+10) Agility Test or suffer 1d5+1 I Damage with Toxic quality.

Name Class Range Dam Pen Special Wt Cost Availability

Fast, Primitive, Toxic, Chain-Sticks Exotic — 1d10+1+SB I 0 Unbalanced, Light, 1kg 30 Scarce Special

DOUBLE FLAIL, PENOLPASS Class: Exotic (Double Flail) The lithe, dancing warriors of Penolpass use a weapon known as a double flail as their primary weapon. The weapon has an unusual structure, consisting of two spiked heads attached to chains affixed on either end of a stout wooden shaft. Given the complexity of this weapon, using it effectively requires a great deal of skill. The true masters of the weapon—those of the Penolpassian Blood Order—can make its use a deadly, though beautiful, dance. In rare cases, the weapon’s shaft can split to produce two smaller flails.

Name Class Range Dam Pen Special Wt Cost Availability

Flexible, Primitive, Double Flail† Exotic (1m) 1d10+3+SB I 1 5kg 28 Scarce Special, Reach, Tiring Flexible, Primitive, (As Flail) Melee — 1d10+1+SB I 1 2.5kg Tiring

† This weapon requires two hands to use.

LIGHTNING CHAIN, ACREAGE Class: Exotic (Lightning Chain) Acreage is the birthplace of the lightning chain, though this strange weapon has now spread to other worlds. At a glance, it appears to be a length of spiked chain measuring about one to one and a half metres. Closer inspection reveals that the chain is fashioned from a unique alloy found only on Acreage. It somehow “stores” kinetic energy, which is released in the form of blue-coloured energy sparks when the chain moves with any kind of sharp, excessive force. When properly used in combat, victims of a lightning chain attack not only receive dreadful lacerations and broken bones, but also suffer burns from the writhing energy fields that “spark” when the chain is in motion.

67 So dangerous are these weapons that not even the wielders are safe from the arcing energy. To avoid burns on the hands, lightning chain users wear thick gloves made from the tough hides of grox-like animals found on Acreage. The durable leather provides some insulation from the energy generated by the chain’s movements.

Name Class Range Dam Pen Special Wt Cost Availability

Flexible, Primitive, Lightning Chain† Exotic (1.5m) 1d10+1 I 0 4kg 100 Very Rare Shocking, Reach

† This weapon requires two hands to use.

LIGHTNING GAUNTLETS, ACREAGE Class: Exotic (Lightning Gauntlets) Made from the same metal alloys as the Acreage lightning chain, the gauntlets are much rarer as they require far more skill to create. As the gauntlets cannot be swung as fast as the lightning chain, the kinetic effect is lessened. Still, being struck in the face by a lightning gauntlet is likely to do some serious damage or even kill the unfortunate on the end of the punch. A layer of the same hides used by lightning chain wielders can be found inside the gauntlets affording the same kind of protection.

Name Class Range Dam Pen Special Wt Cost Availability

Primitive, Shocking, Lightning Gauntlet Exotic — 1d10-3+SB I 0 2kg 80 Very Rare Unwieldy

VIVISECTOR Class: Exotic (Vivisector) The Vivisector is a long ornate gauntlet that locks over the user’s forearm. Servo-augmented articulation extends over the fingers, which are tipped with laser cutters, bio-solvents, shears and flensing instruments. While the ignorant may confuse the Vivisector with a medical device, this is no instrument of healing. Designed to dissect and portion organic tissues in the flesh works of forge worlds, it can be turned into an unwieldy but horrific weapon at a whim. A Vivisector grants the wielder a +10 bonus on Interrogation and Intimidation Tests, as well as a +10 bonus to Medicae Tests for the purposes of repairing servitors or conducting autopsies. For an additional 500 Thrones, the Vivisector may also be fitted with injector rigs, giving it the additional quality of Toxic.

Name Class Range Dam Pen Special Wt Cost Availability

Tearing, Unwieldy, Vivisector Exotic — 1d5+5 R 0 1.5kg 650 Rare (Toxic), Special

POWER WEAPONS Power weapons work by projecting a disruptive energy field along the length of a blade or head of a weapon, allowing it to slice through most armour as well as limbs. Many of these weapons conceal their true nature via subtle power packs and energy projection veins, appearing as a normal weapon until activated when crackles of lightning run across the blade. Most can function as a simple weapon when powered down, a useful ability should their energy source run dry or become dangerous to use. To use power weapons you must have the Melee Weapon Training (Power) talent. If not activated, the weapon counts as a normal weapon and characters with the appropriate Melee Weapon Training (Primitive) talent can use it without penalty.

LIGHTNING CLAW A Lightning Claw is a specialized type of power weapon, based on the design of the Powerfist. A Lightning Claw consists of a powered gauntlet, fitted with three or four blades. A matter-disrupting energy field is projected around the blades, allowing them to cut through armour and flesh with minimal effort. Lightning claws are almost invariably worn as pairs. They are most commonly used by legendary Adeptus Astartes Space Marine Terminator Assault Squads. The blades are somewhat retractable, but this does not allow much more dexterity for the arm. Lightning Claw fist cannot be used to do anything that requires ability to have precision of movement. Lightning Claws are more common as part of power armour suits where the massive power requirements can be met by integral energy packs, but some elite Imperial forces and high-ranking officers also use them with the aid of backpack power sources. Backpack energy stores cost 100 Thrones and weight 12kg. They give Lightning Claw enough energy for 12 hours.

Name Class Range Dam Pen Special Wt Cost Availability

68 Power Field, Tearing, Lightning Claw Melee — 1d10+6+SB R 10 Balanced, Fast, Lethal, 10kg 5100 Very Rare Impact(Melee)

OMNISIAN AXE Class: Melee (Power) A holy icon of the Cult Mechanicus, the Omnisian axe or glaive is granted to adepts who have shown their faith to the Machine God in battle. No common weapon, it is forged with the finest materials and using secrets of tempering and field generation. These fearsome weapons have no equal amongst power weapons. Saw-toothed and marked with sacred equations, to the followers of the Machine God, the bearer f an Omnisian glaive is a most blessed figure, a furious incarnation of the Machine God’s power in war. The bearer of an Omnisian axe receives a +10 bonus to Interaction Tests involving followers of the Machine God. The Omnisian glaive also functions as a multi-tool. An Omnisian axe may never be bought or deliberately obtained—it is gifted only to tech-priests by their superiors.

Name Class Range Dam Pen Special Wt Cost Availability

Power Field, Unwieldy, Omnisian Axe Melee — 1d10+6+2xSB R 10 Special, Impact(Melee), 7kg Special Special Tearing

POWER AXE Power axes are rare sight among any troops of the Imperium, but some do exist. Quite many of these are relics collected from battles against traitor legions of chaos space marines. Power axe is somewhat clumsier than power swords, but they can deliver blows that split even power armour with ease.

Name Class Range Dam Pen Special Wt Cost Availability

Unbalanced, Power Power Axe Melee — 1d10+6+SB R 10 Field, Impact(Melee), 4.5kg 3500 Very Rare Tearing

POWER BLADE Power blades are dagger-sized weapons made infinitely more dangerous than their size would suggest by the addition of a power field. They are also easily concealed, making them popular with those who prefer to appear unarmed. Due to their weak structure Power Blades are considered Light unless the power field is activated.

Name Class Range Dam Pen Special Wt Cost Availability

Unbalanced, Power Power Blade Melee — 1d10+3+SB R 7 Field, Fast, Concealable, 1.5kg 1750 Very Rare (Light), Impact(Melee)

POWER SWORD Power swords are rare and valuable weapons within the Imperium, often being passed down through generations as valued family heirlooms. In addition to being a potent status symbol, a power sword is also utterly deadly in the hands of a skilled swordsman.

Name Class Range Dam Pen Special Wt Cost Availability

Balanced, Power Field, Power Sword Melee — 1d10+5+SB R 9 3.5kg 2500 Very Rare Tearing, Impact(Melee)

69 POWER FIST Class: Melee (Power) Rather than encasing an edged weapon with a power field, the energy field here is instead used to disrupt material in a more violent fashion. Worn as a hugely oversized glove, when the mechanically augmented fist strikes or clenches its target it can tear open the heaviest armour. Unprotected enemies simply erupt in a shower of ruined flesh, as if a grenade had exploded inside them. Power fists are more common as part of power armour suits where the massive power requirements can be met by integral energy packs, but some elite Imperial forces and high-ranking officers also use them with the aid of backpack power sources. Backpack energy stores cost 100 Thrones and weight 12kg. They give Power Fist enough energy for 10 hours.

Name Class Range Dam Pen Special Wt Cost Availability

Power Field, Unwieldy, Power Fist Melee — 2d10+2xSB R 11 Slow, Tearing, Lethal, 12kg 3100 Very Rare Impact(Melee)

“SERPENTINE” KHAYER-ADDIN POWER BLADE Class: Melee (Power) Although blade weapons concealed in walking canes, rods of office and even umbrellas are far from uncommon among the Calixis Sector’s rich and powerful, few such weapons are as potent or as exclusive as the Serpentine. A thin rapier-like blade of the highest quality adamantine alloys and equipped with a miniaturised disruption field generator of great sophistication, it is a lightweight weapon and potentially devastating “surprise” for the unwary. Serpentines are custom made by commission and most take the form of elaborately carved walking sticks that disguise the weapon’s nature until activated. Famously, the notorious duellist and libertine, the Marchioness Alyssa Marque, formerly of House Llahst, is said to have a Serpentine variant concealed in the form of an exquisite lady’s fan that springs into lethal shape when triggered. When Power Field is active, Serpentine loses its Light quality.

Name Class Range Dam Pen Special Wt Cost Availability

Fast, Balanced, Power Serpentine Melee — 1d10+2+SB R 7 Field, (Light), 1.5 kg 2500 Very Rare Consealable

SOLLEX-AEGIS ENERGY BLADE Class: Melee (Power) A product of information obtained from the Aegis Data Fragment and utilizing the properties of the Sollex focusing crystals, this is one of the rarest type of weapons in the Imperium—a blade of coherent high-energy plasma which materialises from the armoured hilt as a blazing, roaring column of blue-white fire. Devastatingly powerful, only a few Sollex-Aegis energy blades are held by individuals outside of the Mechanicus, and their secrets are little understood even by their makers in the mysterious Tech-Priest sect of Sollex. Although potent beyond even most power weapons, they can also prove treacherous to the unwary as the energy blade can fluctuate, the laser containment fail or the insubstantial blade slip unexpectedly. When not active, energy blade is only its shaft and cannot be used as a primitive sword. Energy blades use standard energy cells that give them energy for 2 hours. Owing to the high amount of light and strong humming that the blade produces, the wielder cannot attempt to be stealthy while it is switched on.

Name Class Range Dam Pen Special Wt Cost Availability

Fast, Balanced, Power Energy Blade Melee — 1d10+8 R 10 Field, Tearing, 1kg 5000 Very Rare Impact(Melee), Special

THUNDER HAMMER Class: Melee (Power) Thunder Hammers are ancient and mighty weapons that release a terrific blast when they strike an opponent. They are designed to thoroughly incapacitate foes, smashing them to the ground with stunning force. It is a fearsome foe indeed that can absorb a blow from a Thunder Hammer and carry on the fight. Usually both unarmoured and armoured foes are brutally smashed to bits.

70 Thunder Hammers require awfully lot of energy and usually they are only used with power armour which can provide them enough energy by integral energy packs, but some Imperial very high-ranking veteran officers also use them with the aid of backpack power sources. Backpack energy stores cost 100 Thrones and weight 12kg. They give Thunder Hammer enough energy for 8 hours. If a Thunder Hammer strike damages systems inside a vehicle or penetrates armour of a bunker or like then it creates inside the vehicle/building a shocking effect that deals 1d5+2 Damage and has Blast(1) and Shocking qualities. This effect only affects those inside the vehicle/building.

Name Class Range Dam Pen Special Wt Cost Availability

Power Field, Unwieldy, Slow, Tearing, Lethal, Thunder Hammer† Melee (1.5m) 2d10+2xSB R 13 Impact(Melee), Reach, 18kg 5500 Very Rare Shocking, Crushing, Special

†This weapon requires two hands to use.

WALLER PATTERN MARK VI POWER LONGSWORD Class: Melee (Power) As the name suggests these blades are longer than normal power swords, requiring two hands to wield effectively. They are popular among the Brontian Longknives. Whenever a wielder successfully Parries another weapon while using an energy blade and succeeds with two or more degrees of success, the wielder automatically destroys the other weapon. While the energy blade does have a degree of density and mass, physical force applied to the swing contributes nothing to the weapon effect and the wielder’s Strength Bonus does not increase its Damage. Should an Attack or Parry attempt with one of these weapons suffer a failure by five or more degrees, resolve the energy blade’s Damage against the wielder. Owing to the harsh actinic light and furnace-blast roar that the blade produces, the wielder cannot attempt to be stealthy while it is switched on. Additionally, the blade consumes canister fuel, just as a plasma pistol does, with each canister worn on the belt and fed via a cable to the hilt (good for 10 rounds of continuous operation).

Name Class Range Dam Pen Special Wt Cost Availability

Balanced, Power Field, Power Longsword† Melee (1m) 1d10+7 E 9 Tearing, Special, 4.5kg 3500 Very Rare Impact(Melee), Reach

†This weapon requires two hands to use.

71 WITCH LANCE Class: Melee (Power) or Thrown (Primitive) A potent weapon that is a mix of the techno-arcane and the sacred, the Witch Lance, sometimes also known as a “power stake” or “excoriator” is designed to destroy rogue psykers and witches utterly and without mercy. A heavily modified power weapon taking the form of a metre and a half long spear or stake of cold iron and adamantine, it contains at its heart a pressure-release reservoir of concentrated promethium mixed with sacred oils and anti-psy compounds. Should the lance successfully impale the victim’s body this mixture is explosively vented, consuming the victim utterly in a blast of holy fire. While Witch Lance has its mixture container filled, it causes Righteous Fury with results of 9 and 10 instead of just 10. Whenever Righteous Fury results while fighting with a witch lance, the weapon deals an additional 2d10 E Holy Damage and sets the victim on fire in lieu of the normal results of Righteous Fury. This consumes all the mixture in the container and it must be filled before it can be activated again.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Power Field, Witch Lance Thrown 10+SBm S/–/– 1d10+2+SB E 8 — — 5kg 2800 Very Rare Tearing, Special

Name Class Range Dam Pen Special Wt Cost Availability

Witch Lance Melee (1.5m) 1d10+2+SB E 8 Power Field, Tearing, Special, Reach

SHOCK WEAPONS Shock weapons are designed to be generally non-lethal, attacking the subject with incapacitating force through electrical shocks released on impact. As shock weapons have little or no destructive impact on flesh other than burn marks, they are useful for crowd control and “encouraging” workers such as shipboard press gangs or other forced labour. To use shock weapons you must have the Melee Weapon Training (Shock) talent.

ELECTRO-FLAIL Electro-flails are groups of tendril-like lashes, attached to a short staff or handle. These flails have a short reach, but as they strike in devastating masses of hits they can be extraordinarily effective at incapacitating a foe.

Name Class Range Dam Pen Special Wt Cost Availability

Flexible, Shocking, Electro-Flail† Melee — 1d10+1 I 0 2.5kg 375 Rare Tiring †This weapon requires two hands to use.

NEURAL WHIP Class: Melee (Shock) An advanced version of a regular whip, a neural whip can stun or kill outright through the massive electrical surges they impart as their long metallic lashes hit flesh. At low settings they are often used to “encourage” workers or ratings to increase their enthusiasm, whilst higher settings can drop an enemy dead in a single strike. Even unpowered, each blow from the whip lacerates bare flesh. Neural whip has two different power settings and the option to use whip without Shocking quality. Setting can be changed as a Free Action. Neural whip uses standard energy cells and can be used to make 10 hits while Shocking quality is enabled. Reloading neural whip with a new cell is Full Action.

Name Class Range Dam Pen Special Wt Cost Availability

1d5+1 E / Flexible, (Shocking), Neural Whip Melee (3m) 0 4kg 500 Rare 1d10+1 E Reach, Special

72 OFFICER’S CUTLASS Class: Melee (Shock) The officer’s cutlass is a standard variation on the basic cutlass sword and it sees use in almost every vessel in the sector. In close-quarters fighting, the heavy metal guard is often used as an offensive weapon in its own right as the armoured shell can provide a powerful punch. Many ship’s officers and ratings heighten this effect by incorporating a shock generator in the guard, so that, when hit, an opponent is felled by both the electrical shock as well as the solid impact. Chartist captains and other higher rankings use even more lethal versions, strengthening their blades with power fields.

Name Class Range Dam Pen Special Wt Cost Availability

Officer’s Cutlass Melee — 1d10+SB R 0 Shocking 3kg 350 Scarce

Officer’s Cutlass Melee — 1d10+4+SB R 7 Power Field, Shocking, 3.5kg 2900 Very Rare Impact(Melee)

SHOCK MAUL Class: Melee (Shock) Shock mauls are mostly commonly found in the hands of the Adeptus Arbites and enforcer squads on countless worlds to enforce the Emperor’s Law. While they are intended for crowd control and riot suppression in the hands of an enthusiastic user they can also be deadly combat weapons.

Name Class Range Dam Pen Special Wt Cost Availability

Numbing, Shocking, Shock Maul Melee — 1d5+2+SB I 0 2.5kg 150 Scarce Fast

SHOCK-STAFF Class: Melee (Shock) A variant of the standard shock maul, it is made of a simple length of metal or plasteel with a single-setting shock emitter built into the far end. The shock-staff is mostly used in herding indentured workers pressed into service on the ship.

Name Class Range Dam Pen Special Wt Cost Availability

Shock-Staff† Melee (1.5m) 1d5+1+SB I 0 Shocking, Reach 3kg 100 Average

†This weapon requires two hands to use.

73 FORCE WEAPONS (PRIMITIVE) Made from the rarest materials and interlaced with psychic reactive and channelling circuitry of a design said to have originated with the Emperor himself when he walked among mortal men, force weapons are capable of channelling the mental power and aggression of a psyker into deadly, reality-rending force. It is theoretically possible to create force weapons in almost any form, and several unique and potent variants, such as the Nemesis weapons of the Grey Knights and the legendarily destructive Daemonhammers, exist. The three commonest types of force weapons are given here, the force sword, force axe and force staff. Unless wielded by a psyker, force weapons simply count as a Good Craftsmanship Mono variant of their standard Primitive weapon type, except for the staff which is considered as Best Craftsmanship variant with no additional attachments. However, in the hands of a wielder with a Psy Rating, they are much more. For every point of Psy Rating the wielder has, the weapon’s Damage and Penetration increases by +2 and it is no longer considered primitive. For example, a force sword wielded by a character with Psy Rating 3 would inflict 1d10+6 R (plus SB) and have a Penetration of 8. In addition to this force weapon are considered Holy and Lethal when wielded by a character with Psy Rating. In addition to normal Damage, whenever a psyker damages an opponent, he or she may, as a Free Action, channel psychic force and killing will into the blade. Treat this effect as a power with a Threshold 6. On a success, the wielder and victim make Opposed Willpower Tests. For every degree of success, the force weapon’s wielder deals an additional 1d10 points of Damage ignoring the victim’s Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field. A force staff also acts as a Psy-Focus.

Name Class Range Dam Pen Special Wt Cost Availability

Impact(Melee), Axe Melee — 1d10+1+SB R 3 Primitive, Unbalanced, 4,5kg 4000 Very Rare Special Melee — 1d10+SB R 2 Balanced, Primitive, 3,5kg 3500 Very Rare Sword Special Staff† Melee (1.5m) 1d10+SB I 0 Fast, Balanced, 3kg 3500 Very Rare Primitive, Reach, Special †Requires two hands to use.

XENOS WEAPONS

DARK ELDAR WEAPONS Splinter Weaponry are the primary weapon type used by Dark Eldar forces. They all operate around the same general mechanism as a Rail-Gun, splitting off shards of a Neurotoxin that has been solidified into a crystal up into thousands of tiny splinters and then launching them at incredible speeds towards an enemy.

SPLINTER PISTOL The Splinter Pistol is the ranged weapon of choice for most the remainder of the Dark Eldar forces, finding frequent use in the ranks of Archons, Wyches, Reaver Jetbikers and most Sybarites and Dracons. Usually paired with a Monomolecular Knife or Claw and used as a pair for added effectiveness in assaults. The Splinter Pistol uses the same ammunition and firing mechanisms as the rifle, although compacted and therefore have shorter range, and with a smaller ammunition crystal to reduce the weight even further. Splinter Pistol crystals are therefore the most frequently impregnated with toxins, as they are the weapons that need the added effect most.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Reliable, Agile, Splinter Pistol Pistol 20m S/-/5 1d10+1 R 3 32 2Full 1.0kg 6500 Near Unique Toxic

Name Class Range Dam Pen Special

Splinter Pistol Melee — 1d10+SB R 2 Light, Fast, Unbalanced

74 SPLINTER RIFLE The most common Dark Eldar weapon in the armoury, the Splinter Rifle is used by nearly every citizen of Commorragh at some point in their lives. It's the standard weapon of choice for Kabalite Warriors. The weapon is light-weight and usually sports monomolecular blades for added functionality in melee combat. It features a medium sized ammunition crystal to reduce weight while still maintaining a decent amount of ammo before the user needs to reload. The gun houses an ammunition disintegration generator to break up the crystal into shards, along with a cyclic ammunition feeder to house the shards before firing. Once fired, it routes the energy used to disintegrate the ammunition crystal through a magno-electric impulse chamber that accelerates the crystal to supersonic speeds, rocketing it towards its intended target.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Splinter Rifle Basic 65m S/-/7 1d10+3 R 3 80 2Full Reliable, Toxic 2.5kg 8000 Near Unique

Name Class Range Dam Pen Special

Splinter Rifle Melee — 1d10+SB R 3 Fast, Impact(Melee)

ELDAR WEAPONS

ELDAR SHURIKEN WEAPONS The ancient Eldar race has little to do with the Calixis Sector, and they are believed to consider it accursed. Save for the occasional privations of their corsairs and a handful of wandering outcasts, they and their potent technology remain little more than a myth for most. Eldar artefacts, as a consequence, are rare and hugely valuable when traded on the sector’s black market. Eldar weapons are particularly prized, fetching huge sums from private collectors. Shuriken weaponry is one such type—these guns are graceful dealers of death that use sophisticated gravity accelerators to hurl volleys of miniature razor disks to literally slice their victims apart in seconds. Shuriken weapons use solid core ammunition which Imperial technology cannot replicate; as a result their ammunition is classed as Very Rare with a base price of 500 Thrones a clip. Targeters on Eldar weapons are made to adapt into being and presence of its user, but this works only for those with Eldar souls. If Eldar weapons are used by any other race these targeter do not work.

AVENGER SHURIKEN CATAPULT Class: (ELDAR) Basic (Shuriken), (OTHER RACES) Exotic (Avenger Shuriken Catapult) Dire Avengers carry a modified variant of the shuriken catapult known as the Avenger, which features a longer barrel and inbuilt range–finders, making it dangerous even at extended ranges.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability (Targeter Avenger attachment), Shuriken Basic 80m S/3/10 1d10+4 R 4 100 2Full 3kg 9500 Near Unique Accurate, Reliable, Catapult Agile

SHURIKEN CATAPULT Class: (ELDAR) Basic (Shuriken), (OTHER RACES) Exotic (Shuriken Catapult) Synonymous with the Eldar race is the shuriken catapult, as any Guardsman who has faced the xenos and lived can confirm. As is much of their technology, the shuriken catapult is not made so much as grown, from a light substance called wraithbone. When fired, a shuriken catapult unleashes a hail of razor–sharp monomolecular discs—the eponymous shuriken. Whilst lacking the penetrating power of larger weapons, the sheer volume of firepower a shuriken catapult can unleash—not to mention the devastating effects such a hail can have on a lightly armoured target—more than makes up for it.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Shuriken Basic 60m S/3/10 1d10+4 R 4 100 2Full Reliable, Agile 2.5kg 6000 Near Unique Catapult

75 SHURIKEN PISTOL Class: (ELDAR) Pistol (Shuriken), (OTHER RACES) Exotic (Shuriken Pistol) Shuriken pistol is light weight and short barrelled miniaturized version of a shuriken catapult. This weapon is common sidearm among Eldar troops and therefore many are available through arms dealers. Shuriken pistol is capable of firing at nearly same rate as shuriken catapult, which makes it horrible weapon to face at short ranges.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Shuriken Pistol Pistol 20m S/3/5 1d10+2 R 4 40 2Full Reliable, Agile 1.2kg 4500 Near Unique

RANGER LONG RIFLE Class: (ELDAR) Basic (Las), (OTHER RACES) Exotic (Ranger Long Rifle) The favoured weapon of the Eldar Ranger is the Ranger long rifle, a long–barrelled sniper weapon not dissimilar to the long las used by Imperial snipers. Whereas the long las is an upgrade to the humble lasgun, the Ranger long rifle is a more advanced las–weapon entirely, seemingly custom grown for the user, tailored perfectly to their eyesight and grip. Whereas the artificial crystals used in Imperial las–technology struggles to maintain a focused beam over long distances, the psychically grown crystals used by the Eldar are able to focus a tight beam over a much greater distance, allowing a skilled user to punch through weak points in armour at great distances. † When used with the Aim action, the base penetration of the Ranger long rifle’s next shot is doubled to a maximum of 4. If the wielder Aims as a Full Action, the base penetration of the rifle’s next shot is tripled to a maximum of 6.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Las, Telescopic Sight attachment, (Targeter Ranger Long Rifle Basic 200m S/–/– 1d10+3 E 2† 40 Full attachment), 5kg 8500 Near Unique Accurate, Reliable, Impact(Extreme), Special

ORK WEAPONS Ork equipment is technically difficult to get hold of – after all, no right–minded Imperial arms trader would sell xenos technology, no matter how crude. Unofficially, there are parts of the Calixis Sector where it is much more plentiful, especially areas recently attacked by Orks. For this reason, via legitimate routes Availability of Ork equipment counts as scarce, but via black market channels it is common. For some unkown reason, which even the Orks are not aware of, Ork weapons are not Unreliable in the hands of an Ork. For this same reason (or maybe some other, who knows) Ork melee weapons are not primitive in the hands of an Ork.

BIG CHOPPA Class: (ORKS) Melee Weapon Training, (OTHER RACES) Melee (Primitive) Also known as 'Uge Choppas or Big Clubs are enormously massive two-handed Ork weapons, that serve as the mark of a real connoisseur of brutality, even amongst Ork warriors. They can take many forms from great axes with jagged metal teeth to heavy clubs with plenty of spikes to make them more "killy" and give them a more agressive look. Some Mekboys even make Big Choppas resembling crude Ork versions of Chainaxes. Their unsubtle design and massive weight is capable of packing a considerably harder hit than regular Choppas - wielded with a overhead swing which will turn most opponents into splutchy pancakes on hit. They are are chosen more for sheer weight than subtlety and require both hands to carry and wield them. Big Choppas are usually wielded by Ork Nobs or Warbosses who can do even more damage with it using their great strength.

Name Class Range Dam Pen Special Wt Cost Availability

(Primitive), Unwieldy, Big Choppa†† Melee (1m) 1d10+2+2xSB R 2 Slow, Reach, Tearing, 12kg 700 †Scarce/ Common Impact(Melee) ††Requires two hands to use.

76 BIG SHOOTA Class: (ORKS) Basic Weapon Training, (OTHER RACES) Exotic (Big Shoota) Big Shoota is a loud, heavy, large-calibre that bucks and sparks like crazy when the trigger is pulled. Big Shootas are usually bolted on vehicles - from Grot Tanks to Stompas for for anti-personnel support, but sometimes a Shoota Boy manages to acquire a big shoota that gives his mob some real anti-infantry power, causing envy among other Boys. Big shootas are fed from chunky magazines of ammo by crank handles, motors or some other clever mechanisms. They are often kustomized to have multiple barrels, big crosshair sights, longer ammo belts and such. Orks have some sort of special way of using these weapon or they otherwise manage to operate the as they were a lot lighter than they actually are. Orks use big shootas as if they were any other basic weapon (they just have more Dakka!). If any non-Ork character tries to wield a big shoota, it requires a lot more Strength. Non-ork characters fire big shootas as if they were Heavy weapons.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Basic / Inaccurate, †Scarce / Very Big Shoota (Heavy) 100m –/–/10 2d10 I 3 75 2Full (Unreliable), 25kg 950 Rare †† Recoil(5) ††Orks seem to be able to handle these weapon as if they were a lot lighter than they actually are and therefore Big Shoota is

CHOPPA Class: (ORKS) Melee Weapon Training, (OTHER RACES) Melee (Primitive) An unarmed Ork is still a dangerous foe, but it is a rare occasion that an Ork finds himself unarmed. Orks carry a variety of crude weaponry about with them, all referred to as choppas, regardless of whether they actually chop or whether they whir, whiz, crack, slice, smash or crump. Choppas include short, wicked meat cleavers, large machete–like swords, whirring chainblades that belch great clouds of smoke, and rudimentary power weapons comprising little more than short metal blades wired to battery packs.

Name Class Range Dam Pen Special Wt Cost Availability

(Primitive), Tearing, Choppa Melee — 1d10+1+SB R 2 Unbalanced, 5kg 600 †Scarce/ Common Impact(Melee)

GROT BLASTA Grot Blastas are small, crude pistols carried into battle by Grots when they are forced to actually fight. They tend to be old and puny pistols and rifles that the Orks would have scrapped otherwise. The only real reason they take them, however, is because they are (slightly) better than going into battle unarmed. There is no standardization with blastas, as is with almost all Ork weapons, and they can take on a myriad of shapes and sizes.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Inaccurate, Grot Blasta Pistol 10m S/–/– 1d10 I 0 10 Full (Unreliable), 1.5kg 20 †Scarce/Common Primitive

77 POWER KLAW Class: (ORKS) Melee Weapon Training, (OTHER RACES) Exotic (Power Klaw) It is similar in characteristics to an Imperial Power Fist, being an armoured, powered gauntlet, strapped to an Ork's arm with a piston-driven pincer comprising two to three snapping blades. These are sheathed in energy the same way a Power Fist is, and so can effortlessly rip through any armour, tearing any enemy into bloody paste. It is particularly effective against vehicles. These weapons are amongst the biggest and choppiest an Ork can possess and often serve as symbol of status as well as a weapon. As such, many of them are owned by Warbosses or by particularly brutish Nobs, in which hands Power Klaws become even more effective, due to their skill and strength. Orks often amputate their own arms, taking the weapon as an augmentic implant. Power Klaw are most often found incorporated into Mega Armour.

Name Class Range Dam Pen Special Wt Cost Availability

Power Field, Unwieldy, Slow, Tearing, Power Klaw Melee (1m) 2d10+2xSB R 11 20kg 6100 †Very Rare/Rare Impact(Melee), Reach, Tiring

SLUGGA Class: (ORKS) Pistol Weapon Training, (OTHER RACES) Exotic (Slugga) The most basic of Ork firearms, the slugga is a short, stubby solid–shot pistol that would be devastating up–close were it not for the inaccuracy of the Ork wielding it. Most sluggas inflict more wounds as crude clubs than they do as ranged weapons.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Inaccurate, †Scarce/ Slugga Pistol 20m S/3/– 1d10+4 I 0 18 Full 3kg 100 (Unreliable) Common

SHOOTA Class: (ORKS) Basic Weapon Training, (OTHER RACES) Exotic (Shoota) Whilst nothing could take the place in an Ork’s heart of chopping up an enemy in combat, they do have a great love for loud, noisy weaponry, and nothing so embodies this type of weapon than the shoota. “Shoota” is a catch–all term for a variety of short to mid–range Ork firearms, inevitably capable of at least burst fire, that are cobbled together to launch of a hail of bullets when the trigger is pulled with little regard for accuracy or recoil.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Inaccurate, †Scarce/ Shoota Basic 60m S/3/10 1d10+4 I 0 30 Full Recoil(3), 5kg 200 Common (Unreliable)

SNAZZGUN Class: (ORKS) Flash Gitz Weapon Training, (OTHER RACES) Exotic (Snazzgun) The shootiest of shootas are known as snazzguns, weapons favoured by the most ostentatious and obnoxious of Orks, known as Flash Gitz. Snazzguns vary as much in design as shootas, but all are lethal to the extreme. Many Flash Gitz hard–wire their snazzguns to their primitive bionics, incorporating a variety of barrels, scopes and targeting arrays into their gear—not that this necessarily makes them any better shots, but it does make them feel bigger and cleverer as they’re shooting. An individual snazzgun shoots either bolts of energy or shells, but not both. Snazzguns have a random penetration value, for the velocity of their shots varies with every shot. A Snazzgun, just like a Shoota, is inherently Inaccurate. However, when targeting equipment or bionics are used with the snazzgun, it loses the Inaccurate weapon quality instead of gaining any bonuses to hit.

Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Inaccurate, Overheats, Snazzgun Basic 100m S/2/– 2d10 I or E 1d10 20 2Full 7kg 1500 †Rare/ Scarce (Unreliable), Unstable

78 TAU WEAPONS

PULSE CARBINE The Pulse Carbine is a shorter and lighter version of the Tau Pulse Rifle used by forward scouting teams known as Pathfinders. The reduced barrel length means that the weapon cannot be used at as great a distance as the Pulse Rifle, but the design allows greater air flow around the shortened barrel as well, resulting in the potential for a far greater rate of fire. As well as firing the standard Pulse ammunition used by the Tau Empire, many Pulse Carbines mount underslung Photon Grenade launchers or markerlights to further expand the role that they can play in support of other combat units.

PULSE PISTOL Pulse pistols are small hold-out weapons most often issued to battlesuit pilots and the controllers of sniper drones. They have an extremely short range, but are slightly more powerful than an Imperial bolt pistol. They fire the same charged pulse rounds as other Pulse Weapons.

PULSE RIFLE The Pulse Rifle is the standard issue firearm within the Tau Empire. It uses an advanced induction field to propel a particle down the barrel, which breaks down and becomes an energy discharge as it exits the weapon. The high power of these shots is a force that the Imperial Guard have come to respect, just as they have the drilled fire teams of the Tau. The Pulse Rifle uses very light ammunition, as only small amounts of matter are needed to form the energy discharge, and despite the length of the weapons they are relatively light. Unfortunately the high powered shots combined with the closed design, which provides the reliability of the weapon, is also its weakness. It is unable to cool off rapidly enough to offer the fully automatic rate of fire that many of its Imperial counterparts do.

RAIL RIFLE The Rail Rifle is a man-portable version of the vehicle mounted railguns used by the Tau. They use linear accelerator technology to propel a solid projectile at hypervelocity, allowing the round to punch through the thickest armors or pass straight through unarmourmed targets with devastating effects. The advanced Target Lock built into each Rail Rifle identifies hostile targets and automatically calculates and adjusts for distance and environmental factors, giving the weapon the intimidating reputation of being able to shoot the eagle out of a commissar's hat. Requires a power pack (+10kg) which is worn as a backpack provides the power for the Rail Rifle. These power packs are Very Rare and cost 1500 Thrones each. These power packs cannot be reloaded with Imperial knowledge.

OGRYN WEAPONS

RIPPER GUN The Ogryn Ripper Gun is a huge shotgun designed for Ogryns to wield. As a result, it's large, rugged and exceedingly brutal. Shells for Ripper Guns cost three times as much as normal. Further, the Ripper Gun is so robust that it may be used as a Great Weapon in melee. In the hands of anyone who is smaller than an Ogryn (anyone who lacks the Hulking, Enormous or Massive traits), it counts as a Heavy weapon instead of a Basic weapon, and has Recoil(6) quality.

KROOT WEAPONS

KROOT RIFLE Originally designed to use chemical propellant and solid ammunition, when the Kroot were absorbed into the Tau Empire, their weapons were upgraded to utilize the charged pulse rounds favored by the Tau. Standard Kroot Rifles are also fitted with blades near the barrel and stock, a throwback to fighting staves used by primitive Kroot. Although firing a charged pulse round, the Kroot Rifle is similar enough to most solid projectile weapons to be treated as one, rather then a Pulse weapon.

79 AMMUNITION Without ammo a gun is just a glorified club. Presented here is a selection of ammunition, including a variety of special types. Each type of ammo can only be used with certain weapons as detailed in its description. The table below details each type of ammo’s cost in Thrones as well as the amount of shots this buys. Ammo weight is not listed; however, should it be important to know how much ammunition weighs, consider a weapon’s full clip to weigh 10% of the weight of the weapon itself in case of battery packs the weight is about 20% of the weight of the weapon.

Name Cost/Amount Availability Special (in addition to the Special qualities of used weapon) Arrows/Quarrels 1/20 Common Mono Tip Arrows/Quarrels 18 / 1 Scarce Mono tip upgrade increases AP by 2 and hits are not Primitive. Shot 1/20 Common Bullets 1/20 Plentiful Heavy Rounds 4/1 Average Shells 1/20 Common Charge Pack (pistol) 10/full clip Common Charge Pack (basic) 15/full clip Common Charge Pack (heavy) 30/full clip Rare Fuel (pistol) 8/full clip Scarce Fuel (basic) 10/full clip Scarce Fuel (heavy) 20/full clip Rare Bolt Shells (standard) 16/1 Rare Bolt Shells (heavy) 25/1 Rare Melta Canister (pistol) 20/full clip Very Rare Melta Canister (basic) 15/full clip Rare Melta Canister (heavy) 60/full clip Very Rare Plasma Flask (pistol) 24/full clip Rare Plasma Flask (basic) 18/full clip Rare Plasma Flask (heavy) 100/full clip Rare Exotic 20/1 Very Rare Dumdum Bullets 5/6 Scarce +2 Damage, target’s AP is doubled Hot-Shot Charge 15/1 Scarce +1 Damage, Tearing, Penetration : 4, Clip Size: 1, Lose Reliable quality Overcharge Pack 15/full clip Common +1 Damage, Clip size halved Inferno Shells 18/1 Rare Penetration -1, Igniting Man-Stopper Bullets 5/6 Scarce Penetration: 3 , Impact(Normal) Hyper Density Penetrators +100/1 Rare +2 to Penetration to a minimum of 4, Impact(Extreme), Range: Halved Tempest Bolt Shells 250/1 Very Rare Plasma, Shocking, Damage Type E Cryptus Shotgun Shells 50 / 5 Rare Sanctified, Warp creatures are blinded when hit at short range Psybolt Ammunition +100 / 1 Very Rare Sanctified, Add users Psy Rating to Damage, Cancel protections Psyflame Ammunition +100 / 1 Very Rare Sanctified, -5 to avoid per point of user’s Psy Rating, Cancel protections Psycannon Bolts 250 / 1 Very Rare +5 Critical Damage, 2x Damage vs. Warp and Psy Rating, Cancel protections Blazer Shotgun Shells 4 / 1 Common Range: Max 15m, Flame, Primitive Void Rounds 8 / 1 Scarce Reliable in Void Blessed Ammunition +50 / 1 Very Rare Holy Soubirous Power Pack +150 /full clip Very Rare Holy, Warp creatures must Test for Warp Instability, Cannot be recharged Executioner Shotgun Shells 130/1 Very Rare Lose Scatter quality, +4 Damage, +1 Penetration, Always hits, Ignore Cover

80 ARROWS / QUARRELS Arrows and quarrels come in a variety of shapes, sizes and materials ranging from crude wooden shafts with flint tips to steel darts with razor-sharp points. Used With: Bows (Arrows), crossbows and hand bows (Quarrels).

MONO TIP ARROWS / QUARRELS Arrows and quarrels come in a variety of shapes and sizes but their effectiveness against modern armour is very limited. By applying a mono treatment on a hard steel tip arrows and quarrels are far more deadlier as they can penetrate even modern armour. Application of mono treatment costs 18 Thrones per arrow/quarrel. The penetration of the weapon is increased by 2 when using mono tip arrows/quarrels and hits do not have Primitive quality. However the weapon itself retains its Primitive quality. Used With: Bows (Arrows), crossbows and hand bows (Quarrels).

SHOT Shot is solid lead or stone balls and a powder charge used in primitive blackpowder weapons. Used With: Flintlock pistol and musket.

BULLETS Hard rounds are common for many weapons within the Imperium and vary greatly in calibre and design. Bullets from one kind of firearm cannot be used in another unless they are very similar in make. So for example you could use bullets bought for a stub revolver in a stub automatic, but not in an autogun. Used With: Solid Projectile weapons, except for shotguns.

HEAVY ROUNDS These rounds vary a lot like normal bullets. They are used with heavy weapons of the imperium and one type rarely is usable in different weapon. Weapons requiring these heavy ammunition are e.g. autocannons and assault cannons. Used with: Autocannons, assault cannons

SHELLS Shells contain dozens of tiny balls and are designed to scatter over a wide area when fired, making them ideal for close-in work where accuracy is less important. Used With: Shotguns, pump-action shotguns and combat shotguns.

CHARGE PACK Charge packs are powerful batteries used almost exclusively by las weapons. The cost of a charge pack varies depending on the class of the weapon. In all cases, however, it provides shots equal to the weapon’s full clip value. Used With: Las weapons

FUEL Flame weapons use liquid fuel, which can vary greatly in composition and quality from purest promethium to crude flammable alcohols. The cost of fuel varies depending on the class of the weapon. In all cases, however, it provides shotsequal to the weapon’s full clip value. Used With: Flame weapons

BOLT SHELLS The mass-reactive explosive bolt shell is among the deadliest kind of round in the Imperial arsenal. However the difficulty and cost of its manufacture restricts its use to all but the most wealthy or well connected. Used With: Bolt pistols, bolters and heavy bolters.

81 MELTA CANISTER Meltaguns use specially refined chemicals injected into highly pressurised canisters. The cost of a melta canister varies depending on the class of the weapon. In all cases, however, it provides shots equal to the weapon’s full clip value. Used With: Inferno weapons and melta weapons.

PLASMA FLASK Raw plasma weapon fuel consists of highly dangerous and volatile photonic hydrogen, compressed and contained within reinforced flasks. The cost of a plasma flask varies depending on the class of the weapon. In all cases, however, it provides shots equal to the weapon’s full clip value. Used With: Plasma weapons.

EXOTIC There are many kinds of weapons in the Imperium that use unusual types of ammunition, from the viscous gel of a webber to the finely crafted darts of a needle pistol. GMs should feel free to increase the cost of exotic ammunition depending on its rarity. Used With: Ammo specific to certain Exotic / Xenos weapon.

DUMDUM BULLETS These heavy blunt bullets are designed to cause maximum tissue damage and can tear apart soft targets, though they are less effective against armour. Dumdum bullets add 2 to the weapon’s Damage, however Armour Points count double against them. Used With: Any weapon that is uses normal bullets

HOT-SHOT CHARGE This is a single powerful charge pack for a las weapon. A weapon using a hot-shot charge adds 1 to its Damage, gains Tearing quality, and gains Penetration of 4. However the weapon loses its Reliable special quality, and its clip is reduced to 1 (basically hot-shots are one-use charge packs). If weapon did not have Reliable quality, it gains Overheats quality. Hot-Shot Charge cannot be used with weapons that have Concealable quality. Used With: Laspistols, las carbines, lasguns, and long las.

OVERCHARGE PACK This is an enhanced power pack for a las weapon increasing the strength of its fire. An overcharge pack adds 1 to the weapon’s Damage. Unfortunately the increased output of damage reduces the number of shots and so the clip size is halved. Used With: Any Pistol (Las) or Basic weapon (Las).

INFERNO SHELLS These shells contain a phosphorous gel that ignites on contact with the target. Using inferno shells reduces weapons penetration by 1, but hits gain Igniting quality. Inferno shells may also be used to set things on fire besides people at the discretion of the GM. Used With: Shotguns, pump-action shotguns, combat shotguns and all bolt weapons.

MAN-STOPPER BULLETS These densely tipped bullets are designed to punch through armour. A weapon using man-stopper rounds gains Penetration of 3 and Impact(Normal) quality if the weapon does not already better Penetration or more effective Impact quality. Used With: Solid Projectile weapons that use normal bullets.

82 HYPER-DENSITY PENETRATORS Famously nicknamed “Lathe Body-Blowers” for their appalling effect of ploughing through vulnerable flesh, these bullets are cast from a unique dense metal alloy only made possible by exploiting the strange gravitational forces within the Lathe System. Because of their great mass, they must be propelled by a far more powerful explosive charge than a normal round, and so are limited only to the sturdiest firearms capable of handling them. Effects: Reduce the base range of the weapon by half. Increase its Penetration by 2 to a minimum of 4. The weapon gains the Impact(Extreme) quality. Used With: Hand cannon, hunting rifles, shotguns (lose the Scatter effect), bolt pistols, boltguns, heavy bolters (weapon Damage type changes from X to I), autocannons.

TEMPEST BOLT SHELLS Tempest bolts shells are manufactured in one place only, Mars, the only world capable of exploiting the rare and potent technology needed to produce such arms. Tempest shells contain a powerful miniaturised plasma-shock generator that releases a pulse of electromagnetic and thermal energy as the shell detonates. Quantities of Tempest shells are held in the armouries of the Magos Militant of the Lathes and used to equip the tech-priest Destructor Covenants sent out to destroy hereteks and other rogue elements, as they are particularly effective at destroying corrupted or abominable machines. Effects: Change the weapon’s Damage class from X to E. The weapon also gains the Shocking and Plasma qualities. Used With: Bolt pistols, boltguns and heavy bolters.

CRYPTUS SHOTGUN SHELLS On the world of Cryptus, the Templum of The Sacred Lights of the God-Emperor was renowned for being constructed entirely of glass. Its foundations were laid on the day the planet was reclaimed by the Imperium during the Angevin crusade. In 702.M39, the cathedral was unexpectedly attacked by a hitherto unknown renegade cult calling themselves the Light-burners. During the fighting, as the cathedral’s Frateris Militia rallied and drove back the assault, several cultists broke through the militia’s lines, reached the towering gates of the cathedral, and sacrificed themselves to summon forth five towering daemons wreathed in black flames. At the moment the daemons set foot within the cathedral, a sonorous bell was heard and moments later the glass shattered and the cathedral exploded into a stream of white fire. The fires that swept out of the cathedral extended for almost a mile and burned for over a month. When the fires finally died out, nothing was left of the great edifice but thousands of white glass shards covering the ground. Experiments by members of the Holy Ordos revealed that the glass was naturally resistant to the Warp and caused great pain and harm to the foul denizens of the immaterium. Over time, the Ordos Malleus ended up with nominal control over the ruined site, grudgingly accepted by the Ministorum save for the hundreds of pilgrims who regularly process to the blasted wasteland on the anniversary of its destruction. Effect: The glass, when used in a shotgun shell, causes the weapon’s attack to be treated as Sanctified which has certain effects on Daemons and some Warp creatures (as will be noted in their description). Furthermore, any Daemonic or Warp creature struck at short range by a shotgun loaded with Cryptus shotgun shells is blinded for 1d5 rounds. Used With: Shotguns of any type

PSYBOLT AMMUNITION Psychically charged bolt shells tipped with truesilver and etched with powerful rites, Psybolt ammunition glows with an eerie blue light when fi red from a bolt weapon. Any Bolt weapon equipped with Psybolt ammunition ignores any protective benefits the target has based on psychic powers or Sorcery and cannot be stopped by powers such as Catch Projectiles. In addition, the weapon counts as Sanctified and adds the Psy Rating of the user to the damage dealt. Used With: Any bolt weapon

PSYFLAME AMMUNITION The promethium used in flamers can be replaced with the psychically charged promethium, like that used in Incinerators, with a few simple modifications that prevent undue stress on the weapon. Flamer weapons equipped with Psyflame Ammunition ignore any protection based on psychic powers or Sorcery and cannot be stopped by powers such as Catch Projectiles. The weapon’s damage counts as Sanctified, and targets in the weapon’s area of affect suffer a –5 modifier to the Agility Test to avoid the blast for every point of Psy Rating of the user Used With: Any flame weapon with both Flame and Igniting qualities.

83 PSYCANNON BOLTS A true psycannon is a highly advanced form of bolter weapon utilised by the legendary Grey Knights, and aside from their armouries and a few powerful members of the Ordo Malleus, it is extremely rare even among the ranks of the Inquisition. Psycannon bolts, however, utilise the same core of psy-anthaemic substance in their construction and are capable of ripping through warp-stuff and barriers of psychic force with ease. Shockingly fatal even to those without psychic powers, it is whispered by some that those slain by psycannon bolts have their souls snuffed out like guttering candles. Psycannon bolts add +5 to all Critical Damage inflicted. Psycannon bolts inflict double their rolled Damage against targets with a Psy Rating, Daemons and other warp entities after Armour is taken into account. Damage inflicted by psycannon bolts is classed as Holy and ignores any psychically or warp-generated armour or protective field (such as Daemonic Resilience, Telekinetic Shield, etc) and cannot be stopped by powers such as Catch Projectiles. Psycannon bolts are only ever obtainable from somebody with full Inquisitorial rank. Used with: Bolt weapons.

BLAZER SHELLS These shells are packed with pyrotechnic materials, so when fired a huge gout of flame is produced for several seconds. While not as lethal as regular rounds, a volley excels at frightening off most enemies. As they can also be used in standard shotguns, they offer excellent tactical flexibility without the need for specialised flamer weapons. The duration of the discharge means it can only be used in single-shot mode. Blazer shotgun shells may be used with any shotgun and, when fired, reduce the weapon’s Range to 15 metres unlessthat would be greater than its actual Range. In addition, they change the weapon’s Damage type to Energy (E) and give it the Flame and Primitive qualities. Used With: Shotguns of any type

VOID ROUNDS Specialised void rounds can be created by using selfigniting chemicals such that the weapon can be used in void environments without the risk of misfiring or rapid overheating. Weapons using void rounds gain the Reliable quality in void conditions. Available For: SP weapons (all).

BLESSED AMMUNITION The prayers and blessing of those of true faith in the God-Emperor of Mankind, coupled with the ancient lore of Ecclesiastical alchemistry, is able to turn mere mundane bullets capable of harming the foul denizens of the warp and other such unnatural horrors. The sole effect of these upgrades is to make the Damage caused by the weapon in question counted as “Holy”, whichhas certain effects on some Daemonic and warp creatures (as will be noted in their description). Obtaining such items is only possible through the Holy Ordos or high-ranking members of the Ecclesiarchy, and the cost and rarity shown reflects this. Blessed Ammunition is used with: Bolt Weapons, Flamers, and Solid Projectile Weapons.

SOUBIROUS POWER PACK Upon the mining world of Soubirous, there are four rocks scattered throughout the endless mine tunnels that are naturally formed in the shape of the Imperium’s doubleheaded eagle. The mine has since been converted into a shrine, the stones wreathed in a blue-white eternal flame. While Soubirous is not a common destination, pilgrims who undertake the hazardous journey to each of the burning eagles may be allowed access to a small Templum deep within the planet’s crust. Within the Templum, a well of ever-burning promethium is said to be blessed by the Emperor. Numerous prophets have spoken of hearing the Emperor’s voice ringing out within the caverns. If they approach it, they may place a single lasgun charge close to the well overnight, which recharges it. Recharging a lasgun powerpack in this way renders it incapable of being recharged again. However, shots fired with a las- weapon using such a “blessed” power pack count as Sanctified which has certain effects on Daemons and some Warp creatures (as noted in their descriptions). Any creature with the Warp Instability trait which takes one or more points of damage from a lasgun fired with a blessed power pack must Test for Warp Instability. Soubirous Power Pack is used with: Any Pistol or Basic weapon with Las quality.

84 EXECUTIONER SHOTGUN SHELLS These rare and specialised shells (whose use is often limited to the upper echelons such as Judges and important members of the Castigators and Mortiurges of the Adeptus Arbites) contain miniaturised propulsion and stabilisation systems allowing the shell to lock on and track its target. The mechanisms that achieve this are little understood and extremely hard to replicate, and so remain within the purview of those Magos-Munitorium that provide the Arbites with their sanctioned and ordained arms. Effects: The weapon loses the Scatter Quality, but adds +4 to its base Damage and +1 to its base Penetration. Shots require line of sight when firing but never miss hitting always the body and no Ballistic Skill Test is needed, but shots cannot be called shots, and the defensive value of any cover for your target is ignored. When firing Executioner rounds, the weapon may not be used for Semi-Automatic or Automatic fire. Used With: Any Shotgun

85 WEAPON UPGRADES Weapons can be given upgrades to enhance their performance. Which weapons and how many upgrades can be applied are noted in the upgrade descriptions. A character with the Trade (Armourer) skill may upgrade weapons by making a successful test. The cost and availability of each upgrade refers to the component and not the cost of attaching it, which characters must pay for separately. For weapons purchased with upgrades already attached, simply add the cost of the upgrade to that of the weapon. This does not change the availability of the weapon. Upgrades also modify a weapon’s weight as noted below.

Name Weight Cost Availability Compact ×1/2 50 Average Exterminator +1 kg 35 Common Pistol Grip ×1/3 25 Plentiful Extra Grip +0.3kg 25 Common Fire Selector +0.5 kg 25 Scarce Melee Attachment +2 kg 25 Plentiful Mono — 40 Scarce Red-Dot Laser Sight +0.5 kg 50 Scarce Silencer +0.5 kg 10 Plentiful Telescopic Sight +1 kg 35 Average Lathe Blade — 2500+ Very Rare Duplus Ammo Clips — 10 Scarce Forearm Weapon +1kg 300 Scarce Mounting Hellgun Capacitor — 50/full clip Rare Targeter +1.5kg 2250 Rare Bipods +2kg 25 Average Tripods +5kg/+9kg 30 Average Sanctified Weapon — 500 Very Rare

COMPACT Compact weapons are smaller versions of pistol and basic weapons that are favoured by those that prefer concealment over stopping power. This upgrade cannot be applied to an existing weapon but instead must be obtained along a new weapon. This upgrade halves the weight of the weapon but also halves its clip size and range as well as reducing its Damage by 1. Any Good or Best craftsmanship pistol can be obtained as already compacted by applying cost modifier for craftsmanship to the cost of Compact upgrade too. Good and Best craftsmanship Compact pistols have Concealable quality. Upgrades: Any Pistol or Basic Las, Solid Projectile, Flame, Bolt or Plasma weapon.

EXTERMINATOR Many of the more zealous religious warriors of the Imperium use an exterminator cartridge on their regular weapons. This small device contains a small one-shot flamer weapon that shoots out a sheet of fire. Rather than firing the weapon as normal, the shooter may use the exterminator cartridge, working out the effects as if he was armed with a flamer. You may attach an Exterminator to any weapon that rolls a d10 or more for damage. You cannot attach an Exterminator to a weapon with the Flexible quality. A Balanced weapon that has an Exterminator attached is no longer considered Balanced and any weapons without Balanced quality gain Unbalanced quality. Pistols with exterminator will always gain Slow quality. Exterminators are one-shot weapons and must be replaced once used. Upgrades: Any weapon.

PISTOL GRIP This upgrade allows the weapon to be wielded in one hand without the usual –20 penalty. However, it becomes more difficult to aim accurately and its Range is halved.

86 Upgrades: Any Basic ranged weapon.

EXTRA GRIP This upgrade adds additional grips to the weapon that allow having it ready all the time. When a weapon with extra grip is used with two hands it has Agile quality. This upgrade cannot be applied to weapons with Unbalanced or Slow quality. Upgrades: Any Pistol or compact Basic ranged weapon.

FIRE SELECTOR For weapons that can use differing ammunition rounds, a shot selector can be fitted for ease of switching from one type to another. A weapon with a fire selector can have up to three different clips added. At the start of the shooter’s Turn, he can use his fire selector as a Free Action to choose which clip he wishes to draw ammo from that round. Upgrades: (Bolt) and (SP) Pistols or (SP) and (Bolt) Basic Weapons.

MELEE ATTACHMENT Bayonets and chain blades and other long-bladed combat attachments can be fitted to most ranged weapons, making them more useful in assaults. A weapon with a melee attachment counts loses its Balanced quality if it had one. Weapon with melee attachment uses following profile when used in melee:

Name Class Range Dam Pen Special

Melee Attachment Melee† – 1d10+SB R 0 Primitive †Reguires two hands to use in melee Upgrades: Any Basic ranged weapons can have melee attachments.

MONO Mono weapons have specially fashioned blades with superfine edges, which can easily cut through armour and never lose their edge. Mono weapons no longer count as Primitive and add a +2 bonus to their Penetration. The Mono upgrade can be applied to a power weapon, but it has no effect when the power field is active. If the power field is ever lost or deactivated, the Mono upgrade’s bonuses will then apply. Upgrades: Any close combat weapon including melee attachment.

RED-DOT LASER SIGHT This is a laser sight that grants a +10 bonus to Ballistic Skill Tests when the weapon is fired on single shot or on Semi-Auto Burst. Upgrades: Any Pistol or Basic Las, Solid Projectile, Bolt or Plasma weapon. Pistol and Basic Primitive weapons may have this at GM’s discretion. A red-dot laser sight counts as a sight and a gun may only have one sight.

SILENCER Silencers lower the noise (and flash to a degree) from a weapon’s discharge, preventing detection of the shot. Awareness Tests to hear shots made with a silenced weapon suffer an additional –20 penalty and can only be attempted at half the normal distance for detecting gunshots. Upgrades: Any Pistol or Basic SP weapon

TELESCOPIC SIGHT Telescopic sights magnify the target’s image, especially useful for long-range shots that need to hit a very specific target location. A weapon with a telescopic sight ignores penalties for long range and for making called shots and reduces the penalty for extreme range to -10 as long as the shooter takes a Full Action to aim. Upgrades: Any Basic Las, Solid Projectile, Bolt or Plasma weapon. Pistol and Basic Primitive weapons may have this at GM’s discretion. A telescopic sight counts as a sight and a gun may only have one sight.

87 LATHE BLADE The astronomical and gravitic alignment of the Lathe worlds creates the conditions for the production of metal alloys of rare and singular properties. Such a strange metal is used to fashion the legendary Lathe blade. So phenomenal is their strength and structure that they can have paper thin edges yet be flexible enough for the blade to resist breaking under the impact of the most powerful blows, and can even be unaffected by the devastating action of a power field. Some, including Lord Hax himself, favour a Lathe-forged blade over a power weapon such is their quality and repute. Effects: A Lathe-bladed weapon loses the Primitive quality. Increase the weapon’s Damage by 2 and its Penetration by +3. Wielders of these weapons gain a +10 bonus on Weapon Skill Tests. A Lathe blade cannot be destroyed by the effects of a power field and counts as having an Armour value of 25 if directly attacked. A Lathe blade is automatically of the Best Craftsmanship (the effects of this have already been included in these rules). Upgrades: Primitive knives, throwing knives, swords, axes and great weapons. This upgrade cannot be combined with the Mono upgrade. This upgrade cannot be applied to an existing weapon.

DUPLUS AMMO CLIPS Double-ended ammunition clips designed to shorten reloading time. Users simply flip the clip over when one side is exhausted. The clip is effectively two clips attached to each other and requires two clips worth of ammo to fill. A weapon with these special clips reduces their loading time by half (Rounding up. Thus a weapon that takes two Full Actions to reload becomes a single Full Action, but with a weapon that takes Half Action to reload remains a Half Action). Normally only utilised by officers—troopers finding tape just as effective to holding to clips together, and a lot cheaper! Upgrades: Any Basic, Pistol, Solid Projectile or Las weapon with a removable clip.

FOREARM WEAPON MOUNTING As the name suggests, these heavy gauntlets allow for a single ranged weapon to be mounted along the arm, with specific hand movement triggering the weapon. This upgrade allows the user to keep both hands free. A weapon in a forearm mount functions as listed except that its range is reduced by 30%. Upgrades: Any Primitive, Las, Solid Projectile, Bolt or Melta pistol.

TARGETER Expensive, heavy and rarely used except by elite forces, a targeter uses a variety of guidance cogitators and omni-sights to improve accuracy. These upgrades are normally hard-wired into a specific weapon for maximum efficiency. Commonly viewed as adding to the weapon’s machine-spirit, they create an even closer bond between gunner and gun. A targeter grants a +10 bonus on all Ballistic Skill Tests made with the weapon. Upgrades: Any Las, Solid Projectile, Bolt or Heavy weapon.

BIPOD These attachments are for weapon with high recoil using integral ammunition canisters rather than a backpack mounted source (such as plasma guns or meltaguns). Resting the weapon on the ground decreases effects of recoil but sacrifices mobility, thus making them more common in static defence lines. Bipods allow weapon to be braced anywhere there is a reasonably flat surface. A weapon braced on a bipod has a 90-degree fire arc. Upgrades: Any non-primitive Basic weapon without backpack ammunition.

TRIPOD These attachments are for heavier weapons using integral ammunition canisters rather than a backpack mounted source (such as plasma guns or meltaguns). Resting the weapon on the tripod decreases recoil and increases accuracy but sacrifices mobility, thus making them more common in static defence lines. Tripods allow weapon to be braced anywhere there is a reasonably flat surface. A weapon braced on a tripod has a 180-degree arc. Bracing with a tripod requires a Full Action. When checking for effects of Recoil quality, tripod increases character’s Strength Bonus by 3 instead of usual +2 and while Braced the weapon has Agile quality. Tripods for Basic weapons weight 5kg and for Heavy weapons they weight 9kg. Heavy weapon tripods also grant the increase to character’s Strength Bonus when using Heavy weapons mounted on it. Upgrades: Any non-primitive Basic or Heavy weapon without backpack ammunition. Primitive weapons may use this at GM’s discretion.

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SANCTIFIED WEAPON The prayers and blessing of those of true faith in the God-Emperor of Mankind, coupled with the ancient lore of Ecclesiastical alchemistry, is able to turn mere mundane bullets and blades into weapons that are capable of harming the foul denizens of the warp and other such unnatural horrors. The sole effect of these upgrades is to make the Damage caused by the weapon in question counted as “Holy”, which has certain effects on some Daemonic and warp creatures (as will be noted in their description). Obtaining such items is only possible through the Holy Ordos or high-ranking members of the Ecclesiarchy, and the cost and rarity shown reflects this. Upgrades: Any Primitive weapon (including Mono upgraded weapons) or Chain weapon of at least Good quality craftsmanship.

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