Warhammer 40k 5E Weapons and Armor
Warhammer 40k 5E Weapons and Armor
Weapons and Attachments Some weapons are simply made better, forged from high
quality materials or by unparalleled artisans.
Autoloader
A miracle of the Machine God, pressing an Autoloader’s Effect: The weapon gains the Reliable Trait. You gain +1
activation rune triggers a mechanism that automatically bonus to any Attack rolls made with this weapon and +1 to
reloads your weapon. This is most commonly used on DC's of ranged attacks that use a DC.
heavy weapons
Effects you may as a free action load any weapon that
Megathoule Accelerator (Lucius Pattern)
Based on a design used by the Death Korps of Krieg, this
does not have the massive parts Property, if it has the
upgrade drastically increases a Las weapon’s rate of fire.
massive parts Property it takes just one action Instead of
Extensive additional heat-sink rings along the length of the
two.
barrel aim to prevent overheating.
Artificer Effect: A weapon with this gains the Automatic (3)
Some weapons are simply made better, forged from high property. This may only be used on a lasgun, Hot shot
quality materials or by unparalleled artisans. Lasgun, Las Pistol or Hot shot las Pistol.
Effect: You gain +2 bonus to all damage rolls made with
this weapon.
Monoscope
Though it can be used to project a beam of light and acts
Bayonet Lug as a scope. The monoscope primarily acts as a visual
enhancer but Any authorized individual can connect to the
A simple device that allows you to mount a blade on a
monoscope’s wielder via data-slate command runes can
firearm.
tap into the monoscope and see through the device’s lens.
Effect: You can use this weapon as a melee weapon,
Effect: Acts as a Glow Beam and You do not suffer
with damage 1d6 Slashing/Piercing, Versatility (1D8).
disadvantage on attack roll made at long range with a
Chain Bayonet weapon with this Attachment
A whirring, rending bayonet mechanically attached to a
firearm.
Preysense Sight
Preysense sights utilise precision thermal optics, allowing
Effect: You can use this weapon as a melee weapon
the wearer to see targets in low light or even total
with damage of 2d3 Slashing, Versatility (2d4)
darkness.
Distinction Effect: This weapon upgrade allows the wielder to
detect targets via ambient heat, even in total darkness,
Some weapons garner infamy as deadly tools of
destruction, while others simply look the part. Through while you have the weapon at the ready
custom paint jobs, grizzly additions, or a storied history, a
weapon with distinction can speak a thousand words
Red-Dot Sight
An integrated low-power laser emitter that highlights the
without uttering a sound.
weapon’s target with a tell-tale crimson dot. Often his light
Effect: Gain advantage on Intimidation skill checks
is the last thing a target notices before their death.
when you brandish this weapon. Distinction does not
Effect: +1 bonus to ranged attacks made with this
count toward a weapon’s maximum number of upgrades.
attachment and +1 to a DC of ranged attacks made with
Dueling Grip weapons that use a DC . This may only be applied to a
Finely crafted for a specific user, dueling grips are highly ranged weapon.
sought after alterations that grant finer control and
accuracy, aiming to eliminate the gap between warrior and
Silencer
This barrel extension is specifically designed to conceal
weapon.
muzzle flash and muffle the sound of gunfire.
Effect: +1 bonus to all Attack roll when using this
Effect: Enemies cant here this weapon outside 100ft
weapon. This upgrade can only be applied to Pistols or
and they have disadvantage on perception rolls to hear
one-handed melee weapons.
the weapon being fired. this attachment cant be attached
Gene-Grip Bio-Verator to a weapon with the Heavy Property with the exception of
snipers.
Popular among law enforcement and paranoid
gunslingers, these custom grips check the biosignature of
the wielder every time they are held, ensuring that only
authorized personnel can activate the weapon.
Effect: Any mechanisms your weapon has (triggers,
chain engines, etc.) will not activate for anyone but you.
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Focus fire You may as an action choose to fire at a
Weapon Properties single target within range. The target must make a dex
save DC 8 + Proficiency Bonus (If Proficient) + Dexterity
Armour Penetration (AP): This Property comes in three
Bonus, on a fail the target takes the weapons damage x
Levels, AP, AP+ and AP++. If a weapon has this Property
half the number in the Parentheses (round up) Plus the
and hits a target you apply the below benefits in
number in the Parentheses, on a pass the take half.
accordance to what level AP the weapon has, each level
This action consumes a number of rounds, equal to the
will retain the benefits of the previous levels of AP
number in the parentheses x itself.
AP: If a target hit with this AP and has a Resistance to
Controlled Bursts You May make one normal attack
its type, you ignore it. If it has Immunity it becomes
with this weapon per attack you have, if you hit it deals
Resistance.
normal damage Plus the number in the Parentheses,
AP+: You Ignore Resistances and Immunities to its type.
this uses a number of rounds per attack equal to the
AP++: You Ignore any damage reduction you armor
number in the parentheses.
may have.
Blast (-ft) (New): When a weapon with this property is
Furthermore, there are some changes to the usual ways of
activated all creatures within a Sphere the size listed in the
using Immunity and Resistance, as noted below
parentheses on the blast property, must make a Dexterity
If you target a creature that has no resistances, with a saving throw DC 8 + users proficiency bonus, if Proficient +
weapon that has AP property or better, the target has the users Dexterity modifier or intelligence bonus if a set
Vulnerability to the damage type. device. On a pass the target only suffers half damage on a
If a creature hits a with a weapon that does not have fail it is takes full damage.
any AP and the target has Immunity to the type of
Burst: Upon a hit, everything within 5 ft of the target must
damage it deals, they roll a d6, if the result is 4+,
meaning on a 4 or higher, the target takes no damage if make a Dexterity saving throw (DC equal to 8 + your
not the they take half. proficiency bonus + your Dexterity modifier intelligence
bonus if a set device or take half damage dealt.
You may not stack sources of AP, Resistance or
Immunities, for example an AP weapon will still ignore
Burst fire ( - ) (New): You May make one normal attack
resistance even if the target has resistance from
with this weapon per attack you have, if you hit it deals
multiple sources.
normal damage, this uses a number of rounds per attack
Ammunition ( - / - ) (New): You may only use a weapon equal to the number in the parentheses.
with the ammunition property if you have enough ammo
Bulky (Renamed for original Heavy) Small creatures
for it. the property will have two numbers the first is the
have disadvantage on Attack rolls with heavy Weapons. A
number of rounds in a magazine and the second is the
heavy weapon’s size and bulk make it too large for a Small
round type.
creature to use effectively.
Assault (New): A user of a weapon with this Property
Combi: weapons are guns that have a secondary special
may still make an attack action if they also dashed this
weapon firing mode, during a turn a creature with this
turn but there attack will suffer a -3 penalty to all attack
weapon uses there attack action they may use the
this turn.
secondary mode for one of there attacks during there
Automatic: When attacking with a weapon that has the turn, or the may gain one extra attack as apart of your
Automatic property, there are three ways to do so you standard attack action with the secondary fire but they will
may spray your fires at multiple targets, Focus fire on one suffer a - 5 to all attacks made this turn, this extra attack
target at a time or shoot controlled bursts at the target, must be declared during the first attack of the action but
see below for the three types of automatic weapon attack may be used later in the turn.
actions
Deviation (-) (New): When a weapon with this property
Spray You can as an action spray a cube a size equal to is used, nominate a point with in range roll an attack
5ft times the number in the parentheses, within normal against a DC 10, if you don't hit roll the scatter die and you
range with shots. Each creature in the area must then roll a dice as listed it the parentheses and the
succeed on a Dexterity save DC 8 + Proficiency Bonus (If subtract you dexterity bonus from the roll (to a minimum
Proficient) + Dexterity Bonus, or take the weapon's of 1), the total is how many 5ft increments the round
damage x half the number in the parentheses (round deviates in the direction of the Arrow rolled on the scatter
up), This action uses a number of your rounds equal to die. If the point you nominated is at long range, targets
the number in the parentheses x itself have advantage on the save and the deviation dice are
Doubled. If you roll a natural one on the attack roll of a
weapon with deviation, you do not reduce the distance by
your dex.
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Engulf (-ft): When a weapon with this property is fired the Massive Parts (New): this weapon takes 2 Actions to
user nominates a cone the size listed in the parentheses Reload and 2 action to set up or take down.
on the Engulf property, any creature in the cone must
make a Dex save DC 8 + Dex modifier + Proficiency bonus, Melta (New): If a weapon with this property is fired, and
on a Pass the target takes half damage. the user is within the half the Normal range you double
the normal damage dice of the weapon.
Extensive Action (New): If a weapon has this property
you may only attack once per attack action, reguardless of Missfire whenever you make an attack with a firearm and
the amount of extra attacks you may have. the dice roll naturally, is equal to or less then the misfire
score the weapon misfires. The attack misses and you
Force (New): If a weapon with this property is wielded by must roll a d100 on the chart below to see what happens
a non Psyker it counts as a basic version of its type. If the to the weapon. If you naturally roll equal to or greater then
wielded is a Psyker they may as a bonus action and a the Critical number, a critical hit is Scored as if you rolled a
number of warp charges from 1 to a maximum of the natural 20 (I.E. double damage dice are rolled.
wielders Spell bonus, if this is done your weapon will count
d100 Result
as a magic weapon with a plus equal to the amount of
warp charges used and deal Force damage. this effect lasts FUBAR, the weapon is FUBAR and must be entirely
for 1 min or the weapon is dropped of disarmed. 1% replaced or reconstructed cost is full value of
weapon
Grav if a weapon with this property hits a target wearing The weapon is Destroyed and needs Parts that
light armor you count this weapon as Having AP, if they must be forged or acquired, equal to a percentage
are wearing medium it counts as AP+ and deals + 1 of a D100 roll compared to market value, and then
damage die of damage and if the target is in heavy armor, may be repaired during a long rest and a successful
2% -
power armor or a construct it counts as AP++ and you add Tech tools and a successful Artificers tools check,
5%
both DC 20,If both tests are failed the weapon is
+2 damage dice to the attack.
FUBAR, If one test is failed you may attempt the
failed test again with a +5 to the DC, if you fail the
Heavy A creature that moves and Fires a heavy weapon
test again the weapon is FUBAR
fires it at disadvantage, If you fire the Weapon before you
move you may not move. The weapon is Broken and requires Short rest and
6% - a successful Artificers tools check, DC 20, If the test
Indirect (New): When a weapon with this property is 10% is failed treat the weapon as if you had rolled a 4 to
10%.
fired the user may fire at targets out of line of sight, but
the deviation dice doubels and target gets advantage on The weapon is Seized and requires your actions and
saves against the attack. Unless a friendly creature uses a 11% - a successful Tech tools check, DC 15, If the test is
bonus action to communicates the enemy position the the 15% failed treat the weapon as if you had rolled a 11 to
20%.
bearer. This weapon may not be used indoors.
The weapon is Jammed and requires you to use a
Ignore Cover Attacks with a weapon with this Property 16% - bonus action and a successful dexterity check, DC
Ignore any benefits of cover. 60% 15, If the test is failed treat the weapon as if you
had rolled a 21 to 45%.
Ignite If dealt damage by a weapon with this Property and 61% - The weapon is Fine it was just bad munitions, or
is wearing some type of cloth, it lights on fire. Dealing 1D6 100% simple you just Missed.
fire damage at the start of each of there turns. they may
use an action to put out the flames. Power: critical hits with this weapon do one additional
damage die when rolling for damage.
Knockback (-) (New): Any creature hit with a weapon
with this property must pass a Str save DC 8 + Proficiency Powder: A weapon with this property requires a powder
if Proficient + the number in the parenthesies of the horn. this works like a spell component pouch.
property, or be Knock Prone and pushed back 5ft per
number in the Parenthesies, if this would result in the Pistol (New): A weapon with this property does not get
target being pushed of a ledge they may make a Dex save disadvantage for firing a weapon within 5 ft of a enemy.
the DC is the same if passed they stop at the edge of the
ledge. Radium (New): If a weapon with this property roll the
highest roll on a damage die you may roll one additional
Large (New): Attacks with a weapon with this property die, extra damage die from this property do not generate
are made with a -3 to there attack Rolls. extra dice.
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Reloading (replacment): If a weapon has the reloading Subdual damage:
property runs out of ammunition in the weapon or
Do not apply Subdaul damage to the target character’s
magazine the wielder must spend an action to reload the
hit points.
weapon. Some weapons have a number in parentheses
Any amout of subdual damage in an amount that
after the reloading feature this means you may only load
exceades the targets Constitution modifier will become
that may rounds Per action you use to load the weapon.
the DC for a Constitution save or fall unconscious.
If unconscious a new test may be made each round
Reliable (New): Whenever you have to roll on the
using the same DC that was failed originally.
missfire chart with a weapon with this Property you may
roll twice and choose the higher of the two.
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Auto/stub Weapons
Name Cost Damage Weight Properties
1D8 Range 60ft/240ft, Reloading, Ammunition Sickle Mag/.45 Cal, Pistol, Misfire
Auto pistol - -
Piercing (1-3)
1D8 Range 120ft/480ft, Reloading, Amunition Sickle Mag/.45 Cal, Rapidfire, Misfire
Autogun - -
Piercing (1-3)
1d10 Range 60ft/240ft, Reloading, Ammunition Sickle Mag/.50 cal, light, Pistol,
Stub pistol - -
Piercing Misfire (1-2)
2d6 Range 90ft/360ft, Reloading, Ammunition 6/.50 cal, Pistol, AP, Knockback (1),
Hand Cannon - -
Piercing Misfire (1)
1d10 Range 60ft/240ft, Reloading, Ammunition Sickle Mag/.50 cal, light, Pistol,
Stub Revolver - -
Piercing Misfire (1)
1d10 Range 120ft/480ft, Reloading, Ammunition Sickle Mag/.50 cal, Rapidfire,
Stub Rifle - -
Piercing Misfire (1-2)
1d10 Range 90ft/360ft, Two-handed, Reloading, Ammunition Sickle Mag/.50 Cal,
Stub Carbine - -
Piercing Pistol, Automatic (3), Misfire (1)
1d8 Range 60ft/240ft, One-handed, Reloading, Ammunition Sickle Mag/.45 Cal,
Macrostubber - -
Piercing Pistol, Automatic (5), Misfire (1)
1d12 Range 180ft/720ft, Reloading, Ammunition Sickle Mag/.50 cal, Sniper, Heavy,
Sniper Rifle - -
Piercing Misfire (1-2)
Leaver action Sniper 2D8 Range 180ft/720ft, Reloading, Extensive Action, Ammunition 8/.50 cal, Sniper,
- -
Rifle Piercing AP, Heavy, Misfire (1-2)
2d10 Range 40ft/160ft, Two-handed, Reloading, Ammunition 10/Shells, Assault,
Shotgun - -
Piercing Shotgun, Knockback (2), Misfire (1-2)
1d12 Range 180ft/720ft, Reloading, Automatic (5), Ammunition Belt 100/.50cal,
Heavy Stubber - -
piercing Heavy, Knockback (1), Mounted Misfire (1-2)
2d12 Range 240ft/960ft, Automatic (2), Ammunition Drum 30/20MM, Heavy,
Auto-Cannon - -
Piercing Misfire (1), AP, Knockback (5), Massive Parts, Mounted
Accelerator Auto- 2d8 Range 240ft/960ft, Automatic (4), Ammunition Belt 40/20MM, Heavy, Misfire
- -
Cannon Piercing (1-2), AP, Special Requirement (Primaris)
Las Weapons
Name Cost Damage Weight Properties
Range 60ft/240ft, One-handed, Reloading, Ammunition 50/Energy Cell, Rapidfire,
Las pistol - 1D8 Fire -
Light, Pistol, Misfire (1)
Hotshot Las 1D10 Range 60ft/240ft, One-handed, Reloading, Ammunition 50/Energy Cell, Rapidfire,
- -
pistol Fire Light, Pistol, Misfire (1-2), AP
Range 120ft/480ft, Two-handed, Reloading, Ammunition 50/Energy Cell, Rapidfire,
Lasgun - 1D8 Fire -
Misfire (1)
1D10 Range 120ft/480ft, Two-handed, Reloading, Ammunition 25/Energy Cell, Rapidfire,
Hotshot Lasgun - -
Fire Misfire (1-2), AP
Range 240ft/960ft, Ammunition 1/Energy Cell, Heavy, Extensive Action, Misfire (1),
Lascannon - 6D8 Fire -
AP+, Massive Parts, Mounted
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Bolt Weapons
Name Cost Damage Weight Properties
Astartes Bolt 1d12 Range 60ft/240ft, One-handed, Reloading, Ammunition Sickle Mag/.75 cal Bolt,
- -
pistol Piercing Pistol, Knockback (1), Misfire (1)
Mortal Bolt 1d10 Range 60ft/240ft, One-handed, Reloading, Ammunition Sickle Mag/.75 cal Bolt,
- -
pistol Piercing Pistol, Knockback (1), Misfire (1), Straight Magazine mag only with no effect
Heavy Bolt 2d6 Range 90ft/360ft, One-handed, Reloading, Amunition Sickle Mag/.75 cal Bolt, Pistol,
- -
pistol Piercing AP, Knockback (2), Misfire (1), Special Requirement (Primaris)
Range 60ft/240ft, One-handed, Reloading (Short rest), Ammunition belt 100/.75 cal
Bullet Storm 1d12
- - Bolt, Automatic (3), Pistol, AP, Knockback (1), Misfire (1), Special Requirement (MKX
pistol Piercing
Gravis)
Absolver Bolt 3d4 Range 90ft/360ft, one-handed, Reloading, Ammunition Sickle Mag/.75 cal Bolt,
- -
pistol Piercing Pistol, AP, Misfire (1), Knockback (2), Special Requirement (Astartes)
Astartes 1D12 Range 120ft/480ft, Two-handed, Reloading, Ammunition Sickle Mag/.75 cal Bolt,
- -
Boltgun Piercing Rapidfire, Knockback (1), Misfire (1)
1D10 Range 120ft/480ft, Two-handed, Reloading, Ammunition Sickle Mag/.75 cal Bolt,
Mortal Boltgun - -
Piercing Rapidfire, Knockback (1), Misfire (1), Straight Magazine mag only with no effect
1D12 Range 120ft/480ft, Two-handed, Reloading, Ammunition Sickle Mag/.75 cal Bolt,
Combi-Boltgun - -
Piercing Rapidfire, Knockback (1), Misfire (1-2), Combi
Range 120ft/480ft, Two-handed, Reloading, Ammunition Sickle Mag/.75 cal PsyBolt,
Condemner 1D12
- - Rapidfire, AP+, Knockback (1), Misfire (1), Special Requirement (Inquisition,
Boltgun Piercing
Grayknight, Ministorum, Black Templar)
3d6 Range 120ft/480ft, Two-handed, Automatic (4), Ammunition Drum/.75 cal PsyBolt
Psycannon - -
Piercing only, Heavy, Misfire (1), AP, Knockback (1), Special Requirement (Gray Knight)
1D12 Range 150ft/600ft, Two-handed, Reloading, Ammunition Sickle Mag/.75 cal Bolt,
Bolt Rifle - -
Piercing Rapidfire, AP, Knockback (1), Misfire (1), Special Requirement (Primaris)
Heavy bolt 2d12 Range 180ft/720ft, Two-handed, Reloading, Ammunition Sickle Mag/.75 cal Bolt,
- -
Rifle Piercing Sniper, Heavy, AP, Knockback (2), Misfire (1), Special Requirement (Primaris)
Astartes 2d12 Range 40ft/160ft, Two-handed, Reloading, Ammunition 10/Shells, Assault, Shotgun,
- -
Shotgun Force Knockback (3), Misfire (1), Special Requirement (Astartes)
1d12 Range 120ft/480ft, Two-handed, Reloading, Ammunition Sickle Mag/.75 cal Bolt,
Storm Bolter - -
Piercing Automatic (4), Rapidfire, Knockback (1), Misfire (1), Special Requirement (Astartes)
Range 90ft/360ft, Two-handed, Reloading, Ammunition Drum/.75 cal Bolt,
1d12
Assault Bolter - - Automatic (3), AP, Assault, Knockback (2), Misfire (1), Special Requirement (MKX
Piercing
Gravis)
2d12 Range 180ft/720ft, Two-handed, Reloading, Ammunition Sickle Mag/.100 cal Bolt,
Stalker Bolter - -
Piercing Sniper, Heavy, AP, Misfire (1), Special Requirement (Astartes)
3d6 Range 180ft/720ft, Two-handed, Automatic (4), Ammunition Belt 50/.100 cal, Heavy,
Heavy Bolter - -
Piercing Misfire (1-2), AP, Knockback (3), Massive Parts, Mounted
Bolt Sniper 4d6 Range 240ft/960ft, Two-handed, Reloading, Ammunition 5/.100 cal Bolt, Sniper,
- -
Rifle Piercing Heavy, AP, Misfire (1), Special Requirement (Primaris)
284
Ranged Mechanicus Weapons
Name Cost Damage Weight Properties
2d6 Range 60ft/240ft, One-handed, Reloading, Ammunition 15/radium rounds, Pistol,
Radium Pistol - -
poison Radium, Misfire (1), Special Requirement (Cult Mechanicus)
Range 120ft/480ft, Two-handed, Reloading, Ammunition 30/Radium rounds,
2d6
Radium Carbine - - Rapidfire, Radium, Automatic (3), Misfire (1), Special Requirement (Cult
Poison
Mechanicus)
2d6 Range 150ft/600ft, Two-handed, Reloading, Ammunition 12/Galvantic rounds,
Galvantic Rifle - -
Piercing Rapidfire, AP, Misfire (1), Special Requirement (Cult Mechanicus)
Range 300ft/1200ft, Two-handed, Reloading, Ammunition 10/.75 cal Bolt, AP+,
Transuranic 5d6
- - Sniper, Heavy, Long Gun, Misfire (1), Special Requirement (Skitarii
Arqubus Piercing
Ranger/Vangaurd)
3d4 Range 60ft/240ft, One-handed, Reloading, Ammunition 30/Arch Pack, Pistol, AP
Arch Pistol - -
Lightning Misfire (1), Stunning (1), Special Requirement (Cult Mechanicus)
3d4 Range 120ft/480ft, Two-handed, Reloading, Ammunition 20/Arch Pack, Rapidfire,
Arch Rifle - -
Lightning AP, Stunning (1), Misfire (1), Special Requirement (Cult Mechanicus)
Range 120ft/480ft, Two-handed, Reloading, Ammunition 20/Arch Pack, Heavy,
5d4
Heavy Arch Rifle - - Massive parts, AP, Automatic (2), Stunning (3), Misfire (1), Special Requirement
Lightning
(Cult Mechanicus)
Range 90ft/360ft, Two-handed, Reloading, Ammunition 20/Plasma Cell, Assault,
Plasma Caliver - 3d4 Fire - Automatic (2), Supercharge, AP+, Misfire (1), Special Requirement (Cult
Mechanicus)
Range 90ft/360ft, Two-handed, Reloading, Ammunition 5/Plasma Cell, Heavy,
Plasma Culverin - 5d4 Fire - Massive parts, Blast (20ft) Deviation (1d6), Supercharge, AP+, Misfire (1), Special
Requirement (Kataphron)
Range 120ft/480ft, Two-handed, Reloading, Ammunition 20/Volkite, Heavy,
Vulkite Blaster - 3d6 Fire -
Automatic (3), Power, Misfire (1), Special Requirement (Cult Mechanicus)
Phosphor Blast Range 60ft/240ft, One-handed, Reloading, Ammunition 30/plasma cell, Pistol, AP
- 2d6 Fire -
Pistol Ignore Cover, Misfire (1), Special Requirement (Cult Mechanicus)
Range 120ft/480ft, Two-handed, Reloading, Ammunition 15/plasma cell,
Phosphor
- 2d6 Fire - Rapidfire, Ignore Cover, Automatic (3), AP, Misfire (1), Special Requirement (Cult
Blaster
Mechanicus)
Range 180ft/720ft, Two-handed, Reloading, Ammunition 15/plasma cell, Heavy,
Heavy Phosphor
- 3d6 Fire - AP, Ignore Cover, Automatic (5), Misfire (1), Massive parts, Special Requirement
Blaster
(Kastelan Robot)
285
Ranged Heretic Weapons
Name Cost Damage Weight Properties
Heretic Combi 1D12 Range 120ft/480ft, Two-handed, Reloading, Ammunition Sickle mag/.75 cal Bolt,
- -
Bolter Piercing Rapidfire, Knockback (1), Misfire (1-3), Twinlinked
Reaper Chain 1D8 Range 120ft/480ft, Two-handed, Heavy, Massive Parts, Mounted, Reloading,
- -
Cannon Piercing Ammunition 300/.50 cal, Automatic (8), Misfire (1-2), AP
286
Ranged Ork Weapons
Name Cost Damage Weight Properties
1d12 Range 60ft/240ft, One-handed, Reloading, Ammunition 12/.Small, Pistol, Knockback (1),
Slugga - -
Piercing Misfire (1-3)
1D12 Range 120ft/480ft, Two-handed, Reloading, Ammunition 30/.Small, Assault, Knockback
Shoota - -
Piercing (1), Misfire (1-3)
287
Aeldari Weapons
Name Cost Damage Weight Properties
Sarukin 1d10 Range 60ft/240ft, One-handed, Reloading, Ammunition 12/.Small, Pistol, Misfire
- -
Pistol Piercing (1)
288
Flame Weapons
Name Cost Damage Weight Properties
Ammunition\ 10 Charges = 1/2 gal Promethium, Extensive Action, one-handed,
Hand Flamer - 4d6 Fire -
Pistol, Light, Engulf 15ft, Ignite
Ammunition\ 5 Charges = 1/2 gal Promethium, Extensive Action, Two-handed,
Flamer - 4d6 Fire -
Assault, Engulf 30ft, Ignite
Ammunition\ 3 Charges = 1/2 gal Promethium, Extensive Action, Two-handed,
Incinerator - 6d6 Fire -
Assault, Engulf 40ft, AP+, Ignite
Ammunition\ 1 Charges = 1 gal Promethium, Extensive Action, Two-handed, Heavy,
Heavy Flamer - 8d6 Fire -
Engulf (50ft) AP, Ignite, Massive Parts, Mounted
Ammunition\ 10 Charges = 00 gal Promethium, Extensive Action, Two-handed,
Incendine 10d6
- - Heavy, Engulf (50ft) AP, Ignite, Massive Parts, Mounted, Special Requirement
Combustor Fire
(Kastelen Robot).
Melta Weapons
Name Cost Damage Weight Properties
Inferno Range 30ft, Ammunition 10/Melta cell, one-handed, Pistol, Melta, Extensive Action,
- 4d8 Fire -
Pistol AP++
Range 60ft, Ammunition 5/Melta cell, Assault, Two-handed, Melta, Extensive Action,
Melta Gun - 4d8 Fire -
AP++
Range 120ft, Ammunition 3/Melta core, Heavy, Two-handed, Melta, Extensive Action,
Multi-melta - 6D8 Fire -
AP++, Massive Parts, Mounted
Heavy Melta Range 120ft, Ammunition 2/Melta core, Heavy, Two-handed, Melta, Extensive Action,
- 8D8 Fire -
Rifle AP++, Special Requirement (Primaris, MKX Taticus)
Plasma Weapons
Name Cost Damage Weight Properties
1d12 Range 60ft/240ft, Reloading, Ammunition 30/plasma cell, Pistol, Supercharge,
Plasma Pistol - -
Fire AP+, Misfire (1)
1d12 Range 60ft/240ft, Reloading, Ammunition 30/plasma cell, Pistol, Supercharge,
Plasma Cutter - -
Fire AP+, Misfire (1), Servo harness
1D12 Range 120ft/480ft, Two-handed, Reloading, Ammunition 20/Plasma Cell,
Plasmagun - -
Fire Rapidfire, Supercharge, AP+, Misfire (1)
2D12 Range 180ft/720ft, Ammunition 3/Plasma core, Heavy, Blast 10ft, Deviation (1d8),
Plasma cannon - -
Fire Supercharge, AP+, Extensive Action, Misfire (1), Massive Parts, Mounted
Range 150ft/600ft, Two-handed, Reloading, Ammunition 20/Plasma Cell,
Plasma Incinerator - 3d4 Fire - Rapidfire, Supercharge, AP++, Misfire (1), Special Requirement (Primaris MKX
Taticus)
Assault Plasma Range 120ft/480ft, Two-handed, Reloading, Ammunition 20/Plasma Cell, Assault,
- 3d4 Fire -
Incinerator Supercharge, AP++, Misfire (1), Special Requirement (Primaris MKX Taticus)
Range 180ft/720ft, Two-handed, Reloading, Ammunition 10/Plasma Cell, heavy,
Heavy Plasma
- 4d4 Fire - Massive Parts, Supercharge, AP++, Misfire (1), Special Requirement (Primaris,
Incinerator
MKX Taticus)
Range 90ft/360ft, Ammunition 10/Plasma core, Assault, Blast (10ft), Deviation
Plasma
- 6d4 Fire - (1d6), Supercharge, AP+, Extensive Action, Misfire (1), Special Requirement (MKX
Exterminator
Gravis)
Grav Weapons
Name Cost Damage Weight Properties
1d8 Range 60ft/240ft, One-handed, Reloading, Ammunition 30/Grav Pack, Pistol,
Grav Pistol - -
Bludgeoning Grav, Misfire (1),
1d8 Range 120ft/480ft, Two-handed, Reloading, Ammunition 30/Grav Pack,
Grav Gun - -
Bludgeoning Rapidfire, Grav, Misfire (1)
Grav Cannon 1d10 Range 150ft/300ft, Two-handed, Reloading, Ammunition 30/Grav Pack, Heavy,
- -
With amp Bludgeoning Grav, Massive Parts, Mounted, Misfire (1), Special Requirement (Astartes)
Range 150ft/300ft, Two-handed, Reloading, Ammunition 50/Grav Pack, Heavy,
Heavy Grav 1d12
- - Grav, Massive parts, Mounted, Misfire (1), Special Requirement (Cult
Cannon Bludgeoning
Mechanicus)
289
Other Heavy Weapons
Name Cost Damage Weight Properties
see Range 240ft/960ft, Ammunition 1/Rocket, Reloading, Heavy, Extensive Action,
Rocket Launcher - -
ammo Special Ammo, Deviation (1d6), massive parts,
Astartes Rocket see Range 240ft/960ft, Ammunition 4/Rocket, Reloading, Heavy, Extensive Action,
- -
Launcher ammo Special Ammo, Deviation (1d6), massive parts, Special Requirement (Astartes)
see Range 240ft/960ft, Ammunition 1/mortar 81MM, Reloading, Heavy, Indirect,
Mortar - -
ammo Deviation (1d8), Extensive Action, Massive Parts. Mounted
1d8 Range 120ft/480ft, Automatic (6), Ammunition 100/10MM, Reloading, Heavy,
Assault Cannon - -
Piercing Misfire (1-2), AP, Massive Parts, Mounted
Range 240ft/960ft, Reloading, Ammunition 20/Rocket, Heavy, Special Ammo,
Whirlwind Missile see
- - Deviation (1d6), massive parts (Short rest), Special Requirement (Terminator),
Launcher ammo
Shoulder Mounted
Grenade Launcher
Name Cost Damage Weight Properties
Grenade see Range 90ft/360ft, two-hannded Ammunition 6/40mm Grenade, Reloading, Assault,
- -
Launcher ammo Special Ammo, Deviation (1d6),
see Range 90ft/360ft, Ammunition 12/40mm Grenade, Two-handed, Reloading, Assault,
Ripper gun - -
ammo Deviation (1d6), Intergrated Ogryn Knife, Special Requirement (Ogryn)
Grenadier see Range 60ft/120ft, Ammunition 12/40mm Grenade, One-handed, Reloading, Assault,
- -
Gauntlet ammo Intergrated Ram (1H, 1d12 Bludgeoning, AP,), Special Requirement (Ogryn)
Grenade / Thrown
Name Cost Damage Weight Properties
2D6 Bludgeoning 2D6 Throw 40ft/80ft, Knockback (1), Blast (10ft), Deviation
Standard Frag Grenade - -
Piercing (1D6)
Standard Krak Grenade - 3D10 Piercing - Throw 40ft/80ft, AP, Burst
2D6 Bludgeoning 2D6 Throw 40ft/80ft, Knockback (1), Blast (10ft), Deviation
Pipe Bomb - -
Piercing (1D6)
Throw 25ft/50ft, Knockback (2), Volatile, Blast (15ft),
Small Homemade - 4D10 Bludgeoning -
Deviation (1D6)
Throw 20ft/40ft, Knockback (2), Volatile, Blast (20ft),
Large Homemade - 6D10 Bludgeoning -
Deviation (1D8)
Small Demolitions Throw 25ft/50ft, Knockback (3), Blast (20ft), Deviation
- 4D12 Bludgeoning -
Charge (1D6), AP
Large Demolitions Throw 20ft/40ft, Knockback (4), Blast (20ft), Deviation
- 6D12 Bludgeoning -
Charge (1D8), AP
Promethium Bomb - 4d6 Fire - Throw 25ft/50ft, Blast (15ft), Ignight, Deviation (1D6)
Throw 35ft/70ft, Blast (10ft), Ignight, Volatile, Deviation
Alcohol Bomb - 2d6 Fire -
(1D6)
Vehicle only Weapons
Name Cost Damage Weight Properties
Predator Auto- Range 240ft/960ft, Automatic (2), Ammunition 10/75MM, Special
- 3D12 Piercing -
Cannon Requirement (Vehicle), Heavy, Knockback (2), Misfire (1), AP
Range 180ft/720ft, Automatic (3), Ammunition 15/energy, Special
Multi-laser - 3D8 Fire -
Requirement (Vehicle), Heavy, Misfire (1-2),
Range 360ft/1440ft, Ammunition 1/105MM Shell, Special Requirement
3d10 Bludgeoning
Battle cannon - - (Vehicle), Heavy, Misfire (1-2), blast (10ft), AP, Knockback (3), deviation
3d10 Piercing
(1d6)
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Martial Weapons
Name Cost Damage Weight Properties
Combat Knife - 1d6 Slashing/Piercing - One-Hannded, light
Astartes Combat
- 1d8 Slashing/Piercing - One-Hannded, Special Requirement (Astartes)
Knife
Chain sword - 2d4 Slashing - One-Hannded,
Astartes Chain
- 3d4 Slashing - One-Hannded, AP, Special Requirement (Astartes)
sword
Chain Axe - 2d4 Slashing - One-Hannded, Versatile (3d4)
One-Hannded, Versatile (4d4), AP, Special Requirement
Astartes Chain Axe - 3d4 Slashing -
(Astartes)
1d4 bludgeoning 1d4
Arch Maul - - One-Hannded, Versatile (1d6/1d6), Shorting
Lightning
Taser Goad - 1d6 Lightning - One-Hannded, light, Stunning (2)
Neural Whip - 1D8 Psychic - One-Handed, Light, Reach, Power, AP
Shock Whip - 1d4 Slashing 1d4 Lightning - One-Hannded, light, Reach, Stunning (1)
Sledge Hammer - 2d6 bludgeoning - Two-Handed, Bulky
Power Weapons
Name Cost Damage Weight Properties
Power knife - 1d4 Slashing/Piercing - One handed, light, Power, AP
One handed, light, Power, AP, Special Requirement
Astartes Power knife - 1d6 Slashing/Piercing -
(Astartes)
Power Sword - 1d8 Slashing/Piercing - Versatile (1D10), Power, AP+
Astartes Power
- 1d10 Slashing/Piercing - Versatile (1D12), Power, AP+, Special Requirement (Astartes)
Sword
Power Ax - 1D8 Slashing/bludgeoning - Versatile (1d10), Power, AP
1D10
Astartes Power Ax - - Versatile (1d12), Power, AP, Special Requirement (Astartes)
Slashing/bludgeoning
Power Mace - 1D8 bludgeoning - Versatile (1d10), Power, AP
Power Maul - 3d6 bludgeoning - Two-Handed, Power, Large, Bulky AP
Power Lance - 1D10 Piercing - Versatile (1d12), Reach, Power, AP
Power Pick - 1d10 Piercing - Versatile (1D12), Power, AP, Special Requirement (Astartes)
Force Weapons
Name Cost Damage Weight Properties
Force Sword - 1d8 Slashing/Piercing - Versatile (1D10), Power, Force, Special Requirement (Psyker)
Astartes Force Versatile (1D12), Power, Force, Special Requirement (Astartes,
- 1d10 Slashing/Piercing -
Sword Psyker)
1D8
Force Ax - - Versatile (1d10), Power, Force, Special Requirement (Psyker)
Slashing/bludgeoning
1D10 Versatile (1d12), Power, Force, Special Requirement (Astartes,
Astartes Force Ax - -
Slashing/bludgeoning Psyker)
Force Maul - 2d6 bludgeoning - Two-Handed, Power, Force, Bulky Special Requirement (Psyker)
Versatile (1d10), Force, Reach, Power, Special Requirement
Force Staff - 1D8 Piercing -
(Psyker)
Nemesis Force Two-handed, Bulky, Reach, Power, Force, Special Requirement
- 1D12 Slashing/Piercing -
Halberd (Grayknight, Ordo Malius)
Nemesis Daemon Versatile (2d6/2d6), Bulky, Large, Power, Force, AP, Special
- 2d8 bludgeoning -
hammer Requirement (Grayknight, Ordo Malius)
291
Special Melee Weapons
Name Cost Damage Weight Properties
1D8 lightning 1d8 Versatile (2d6/2d6), Bulky, Large, Power, AP, Stunning (3)
Thunder hammer - -
bludgeoning Special Requirement (Astartes)
Human Power Fist - 2d6 Bludgeoning - One-handed, Large, Bulky, AP,
Astartes Power Fist - 2d8 Bludgeoning - One-handed, Large, Bulky, AP, Special Requirement (Astartes)
Human Lightning
- 1d4 slashing, 1d4 Lightning - One-handed, AP+
Claw
Astartes Power Fist - 1d6 Slashing, 1d6 Lightning - One-handed, Bulky, AP+, Special Requirement (Astartes)
Bullet storm One-handed, Large, Bulky, AP, MK X Gravis, Integrated bullet
- 2d8 Bludgeoning -
Gauntlet storm Pistol
One-handed, Large, Bulky, AP+, Special Requirement
Chain Fist - 4d4 bludgeoning/Slashing -
(Terminator)
Eviserator - 5D4 Slashing - Two-handed, Large, Bulky, AP+
Exicutioners
- 2d8 Slashing/Piercing - Two-handed, Power, Bulky, AP+
Greatblade
Lazer Scalpel - 1d12 Fire - 1H, Light, AP, Special Requirement (Apothecary)
1D6 Thunder 1d6 Versatile (2d4/2d4), Bulky, Power, AP, Stunning (3) Special
Crozius Arcanum - -
bludgeoning Requirement (Chaplain)
Two-handed, Power, Bulky, AP, Special Requirement (Cult
Omnissian Axe - 2D8 Slashing/bludgeoning -
Mechanicus), Techmarine)
Ogryn Knife - 1d10 Slashing/Piercing - One-Hannded, Special Requirement (Ogryn)
Grenade Launcher rounds
Name Cost Damage Weight Properties
Frag Mk1 - 2D6 bludgeoning 2D6 Piercing - Blast 10ft
Krak Mk1 - 3D10 Piercing - AP, Burst
Frag MK2 - 3D6 bludgeoning 3D6 Piercing - Blast 10ft
Krak MK2 - 4D10 Piercing - AP+, Burst
Incendiary - 6D6 Fire - Blast (10ft), Ignite
Smoke - Special - Blast (10ft)
Mortar rounds
Name Cost Damage Weight Properties
Frag Mk1 - 3D6 bludgeoning 3D6 Piercing - Blast 20ft
Krak Mk1 - 4D10 Piercing - AP, Burst
Frag MK2 - 4D6 bludgeoning 4D6 Piercing - Blast 20ft
Krak MK2 - 5D10 Piercing - AP+, Burst
Incendiary - 8D6 Fire - Blast (20ft), Ignite
Smoke - Special - Blast (20ft)
Rocket/Missile Launcher rounds
Name Cost Damage Weight Properties
Frag Mk1 - 3D6 bludgeoning 3D6 Piercing - Blast 20ft,
Krak Mk1 - 4D10 Piercing - AP, Burst
Frag MK2 - 4D6 bludgeoning 4D6 Piercing - Blast 20ft
Krak MK2 - 5D10 Piercing - AP+, Burst
292
Belt Feed (No Pistols):
Special ammo Description Some troops forgo using magazines at all, preferring to
feed the bolts directly into the firing chamber using a
Smoke
linked belt. Because the belt is exposed to the elements, it
Smoke is most often used for cover as ground troop are
is frequently clogged with dirt or dust. This can, like the
maneuvering but as some points tanks and vehicles may
Drum Mag, lead to jamming, and is rarely used within the
deploy smoke to temporally hide from enemy fires.
Imperium, although it is very commonly used by the Chaos
Effect: Disadvantage on perception (sight) checks and
Space Marines and the servants of the Ruinous Powers
disadvantage on ranged attack made against targets in or
sometimes use a box magazine to house their ammunition
being covered by the smoke, the cloud is an amount of
belts.
feet high as the blast property, the cloud last for 4 rounds
Effect: If this is done increase the missfire of the
in little to no wind conditions, 3 rounds in light winds, 2
weapon by 2.
rounds in moderate winds, 1 round in heavy winds and
Note that Space Marine Heavy Bolters and some other
1D4 in gusty winds.
weapons, have the ammunition belt protected by a tough,
Auto, Stub and Bolter flexible feed chute so they are don't suffer penalties of this
feed type.
Straight Magazine:
A straight version of the sickle magazine. Holds less
ammunition (20 rounds in rifles and 6 for pistols), but is
easier to load in more intense situations.
Effect: This Mag may be reloaded as a bonus action.
293
Smart Round:
Special Issue Auto/Stub theres rounds are created by very high ranking members
Armor Piercing:
Just adds a Simple Adamatine Penetrator in the ballistic
very common around the Imperiam, mostly used by
mortals to overcome Power armor and similar targets
Effect: You treat the weapon as having an AP level of
one greater then it dose, If there is no AP, it gains AP.
Thermo Reactive:
This round Reacts to air after being fired, turning the
Adamantine penetrator into a Projectile of Molten slag
making it very effective against Flesh
Effect: The damage is now Fire you treat the weapon as
having an AP level of two greater then it dose, If there is no
AP, it gains AP+. Furthermore you add 1d4 to the damage
against biological or organic targets in light or no armor.
Cryo Reactive:
This round Reacts to air after being fired, turning the
Adamantine penetrator into a Projectile of concentratev
Nitrogin making it very effective metal target.
Effect: The damage is now does cold damage and you
treat the weapon as having an AP level of two greater then
it dose, If there is no AP, it gains AP+. Furthermore you add
1d4 to the damage against metal targets or targets in
heavy Armor.
Electro Conductive:
This round Reacts to air after being fired, turning the
Adamantine penetrator into a Projectile of focused Static
electricity making it very effective constructs and vehicles.
Effect: The damage is now does Lightning damage.
Furthermore against constructs and vehicles, the weapon
gains the Stunning property and you treat the weapon as
having an AP level of one greater then it dose, If there is no
AP, it gains AP.
Enhanced:
Moderatly common amongst the Arbities and Gangers of
hive cities=
Effect: Gain a + 2 to all damage rolls with these rounds.
294
Ulysses Bolts
Special Issue Bolter rounds Ulysses Bolts are bolts which contain a tracking device.
Some special rounds may only be used in certian bolt Fired into large objects, this type of bolt will accurately
weapons, if this is the case it will be noted in the round report the target's relative position to a hand-held tracking
description device.
Effect: You know the location of the creature as long as
Hellfire Rounds: your on the same planet and there is no signal jam.
Hellfire Rounds have devastating results on organic
matter, as the rounds were developed to combat the Metal Storm Frag Rounds
Tyranids. The core and tip are replaced with a vial of Metal Storm Frag Rounds are best used against multiple
mutagenic acid with thousands of needles that fire into the lightly-armoured targets. They detonate before impact and
target upon the shattering of the vial, pumping the acid spray shrapnel, shredding their victims.
into the foe. A proximity detonator replaces the mass-reactive cap,
They were originally developed to be fired as single and the diamantine tip and dense metallic core are
specialised rounds by a Heavy Bolter with an area of replaced with an increased charge and fragmentation
effect, but have also been downsized for standard calibre casing. They are similar to flak rounds and are used
Bolters, where they function as direct-impact penetrators against large clusters of enemies.
instead. Effect: Your rounds now have the Burst weapon
Effect: The damage is now acid and you treat the property.
weapon as having an AP level of two greater then it dose,
If there is no AP, it gains AP+. Kraken Pattern Penetrator Rounds.
Kraken Penetrator Rounds are powerful armour-piercing
Stalker Silenced Rounds (Stalker bolter rounds. The dense metallic core is replaced by a solid
only) adamantium core and uses a heavier main charge.
Stalker Silenced Shells are Bolter Rounds that possess low Upon impact, the outer casing peels away and the high
sound signatures, intended to be used for covert combat velocity adamantium needle accelerates into the victim,
and sniping. These rounds are best used in conjunction where the larger detonator propels shards of super
with an M40 Targeting System and an extended barrel on hardened metal further into the wound. These rounds are
a Stalker-pattern Bolter, to produce an effective sniping effective against heavily-armoured infantry and lightly-
weapon system. armoured vehicles. The main charge is increased to enable
A solidified mercury slug replaces the mass-reactive a larger explosion. The standard dense metallic core is
warhead for lethality at subsonic projectile speeds. A gas replaced by a core of pure adamantium to optimise the
cartridge also replaces both the propellant base and main penetration of reinforced armour.
charge for silent firing. Effect: You treat the weapon as having an AP level of
Effect: Enemies cant here this weapon outside 100ft one greater then it dose, If there is no AP, it gains AP.
and they have disadvantage on perception rolls to hear
the weapon being fired.
Psybolts
Psybolts are used by the Inquisition, primarily the Ordo
Inferno Bolt Rounds Malleus and the daemon-hunting Space Marines of the
Inferno Bolts are designed to immolate their targets and Grey Knights.
destroy them with superheated chemical fire. The dense Psybolts are psychically-charged, ritually-inscribed silver-
core of the standard bolt is replaced with an oxy- tipped bolts fired by the weapon known as a Psycannon.
phosphorous gel, derived from promethium. The negative psychic charge and anti-daemonic ritual
It should be noted that despite having the same name, inscription on every Psycannon bolt allows them to pass
Imperial Inferno Bolt rounds are unrelated to the Inferno through any defensive shielding, whether it is created by
Bolts used by the Chaos Space Marines of the Thousand direct psychic energies or generated by manipulation of
Sons Traitor Legion, which are actually psychically-bound the Warp, technology employed by Void Shields or
slugs that release arcane energies upon impact. These Conversion Fields.
energies react explosively with a living target, but not Bolt Pistols and standard Bolters can also fire down-
against psychic Blanks or inanimate objects. sized versions of the Psycannon's ammunition. These
Effect: The damage is now Fire. Against biological or psybolts are less effective than the standard Psycannon's
organic targets in light or no armor you treat the weapon bolts, but more powerful than the same-sized bolts of a
non-psychically charged weapon.
as having an AP level of one greater then it dose, If there is
no AP, it gains AP and it gains +1d4 damage. When fired, each bolt can be imbued with a portion of a
Grey Knight's innate psychic power, causing it to glow with
an eerie blue light and strike home with significantly
greater force than an ordinary bolt of its type.
295
Psybolts are difficult to produce and incredibly wearing on Scorpius Bolts were rare and temperamental munitions
a Bolter's inner mechanisms. which were hand loaded into a Bolter for firing.
But psybolts provide the Grey Knights with a relatively Effect: You treat the weapon as having an AP level of
straightforward method of enhancing the power of two greater then it dose, If there is no AP, it gains AP+, +
standard pattern weaponry without resorting to the need 1d4 damage and add 4 to the missfire chance of the
to extensively retrofit the weapon itself. weapon.
Effect: Gain +1 damage die on attacks against Psykers
with theses bolts, if they are fired form a condemner Seeker Bolts
boltgun or Psy cannon you double the damage dice Seeker Bolts are unique, hand-crafted rounds created by
against Psykers instead. Chaplain Boreas of the Dark Angels Chapter. Each bolt
contains a miniaturised Cogitator that detects the infrared
Banestrike Bolt Rounds heat signature of a target and then steers the bolt
These mysterious variant bolt shells, believed to have been unerringly towards it.
designed in secret within the armouries of the Alpha Effaect: Gain a +2 to attack rolls made with this round
Legion long before the outbreak of the Horus Heresy, had
it seems a sole purpose; to breach the Ceramite Power Shrapnel Bolts
Armour of Space Marines. Shrapnel Bolts were modified Heavy Bolter rounds utilised
Used openly for the first time at the Drop Site Massacre exclusively by the Iron Warriors Legion during the Great
on Istvaan V in 006.M31, their dense explosive cores and Crusade and Horus Heresy eras. This speciality
firing stresses reduced their range and swiftly degraded ammunition was utilised as a potent anti-personnel
the firing weapon, but their effect against the betrayed weapon and is believed to be the precursor to the Metal
Loyalist Legions were devastating. Storm Frag Rounds (see above) developed in later
Fortunately for the Loyalists, supplies of these difficult to millennia.
manufacture munitions were limited, and only the Alpha The mass-reactive cap and diamantine tip of Shrapnel
Legion and the Sons of Horus were able to field them in Bolts are replaced with a blunt percussive trigger plate,
substantial numbers beyond that incident of brutal and the dense metallic core is substituted with an
treachery during the Heresy. These shells were primarily additional explosive flechette cluster. The trigger plate in
utilised by the Legion Seeker Squads of the Alpha Legion the tip caused the bolt to explode on impact, spraying the
or the Reaver Attack Squads of the Sons of Horus. target and nearby area with a directed blast of shrapnel
Effect: You treat the weapon as having an AP level of from the flechette cluster.
two greater then it dose, If there is no AP it gains AP+ and This ammunition was available as an option for all units
add 2 to the misfire chance of the weapon. in the Iron Warriors Legion equipped with Heavy Bolters,
twin-linked Heavy Bolters or Quad Heavy Bolters.
Bloodshard Bolt Rounds Effect: Your rounds now have the burst weapon
Bloodshard Shells are large, bolt-shaped shells intended to property and You treat the weapon as having an AP level
be fired only by the Angelus Pattern Bolter used by the of one greater then it dose, If there is no AP, it gains AP.
Sanguinary Guard of the Blood Angels Chapter and their
Successor Chapters. Each Bloodshard contains a payload Tempest Bolts
of razor-filament that can shred most known forms of Tempest Bolts replace the standard mass-reactive core
armour upon impact. and armour-piercing tip of a bolt round with a
Effect: You treat the weapon as having an AP level of fragmentation shell encasing a powerful micro-explosive
one greater then it dose, If there is no AP, it gains AP. proximity charge. This has the effect of showering a target
with a murderous storm of shrapnel.
Dragonfire Bolt Rounds These heavier rounds, however, lack range compared to
Dragonfire Bolts are hollow-shelled bolts used by standard bolt shells. Produced only on Mars, Tempest
Sternguard Veterans that unleash a gout of superheated, Bolts were designed to be particularly effective at
volatile gas that explodes moments later. incapacitating machines and other electronic devices.
The use of Dragonfire Bolts can eliminate the value of Such bolts are highly effective against targets like
cover for enemy troops as any targets struck receive full combat robots and cyborgs whose bodies are now more
damage even when partially protected by cover. machine than organic tissue.
Effect: If your target has cover you ignore it and the Effect: Your rounds now have the burst weapon
damage is now Fire and gain the Ignite Property. property and deals Lightning damage. Furthermore
against constructs and vehicles, the weapon gains the
Scorpius Bolts Stunning property and you treat the weapon as having an
During the Great Crusade and Horus Heresy eras of the AP level of one greater then it dose, If there is no AP, it
late 30th and early 31st Millennia, Scorpius Bolts were gains AP.
individually hand-crafted by the Techmarines of a Space
Marine Legion's armoury.
These specialised shells utilised a two-stage warhead
which contained a micro-guidance system and a needle-
like sabot dart which vaporised when striking an armoured
target, providing enhanced armour penetration effects.
296
Vengeance Rounds Witch Bolts
Vengeance Round bolts were created using unstable flux Based on a Black Templars design, these bolts release a
core technology that makes them hazardous to use but small core of neuro-inhibitors laced with Warp-reductive
extremely potent at penetrating through heavily armoured compounds that disrupt a creature's connection to the
targets. As their name implies, these bolts were developed Warp and can prove to be a potent weapon against
by the Imperium specifically to target the Chaos Space psychic opponents.
Marines of the Traitor Legions. Effect: Any creature hit By this round has disadvantage
They are equivalent to the ancient Banestrike rounds on all Warp skill test made until the end of its next turn.
developed and utilised by the Alpha Legion against the
Loyalist Legions during the Drop Site Massacre on Istvaan Hyperfrag Rounds (Bolt Sniper Rifle)
V. Hyperfrag rounds are used only in the Bolt Sniper Rifle
Effect: You treat the weapon as having an AP level of used by Eliminator Squads. Hyperfrag rounds detonate in
two greater then it dose, If there is no AP, it gains AP+, +2 a shower of shrapnel, sending out a cloud of lacerating
damage and add 3 to the misfire chance of the weapon. shards that devastates closely-packed infantry.
Effect: You treat the weapon as having an AP level of
Antiphasic Shells one greater then it dose, If there is no AP, it gains AP.
Utilised by Deathwatch Kill-teams, these precious rounds Furthermore they have the Burst property and if your
were developed using an unknown technology to help target has cover ignore it.
prevent Necrons from "phasing out" and returning to their
Tomb complexes. In this way Imperial forces can ensure Executioner Rounds (Bolt Sniper Rifle)
that even their undying foes stay dead. Executioner rounds are used only in Bolt Sniper Rifle used
Effect: Necrons hit by this may not Phase for 1d4 by Eliminator Squads.
rounds. Executioner rounds are sophisticated self-guiding
missiles slaved to a miniaturised cogitator that can seek
Stable Flux-Core Bolts their target behind cover, even changing direction mid-
In 992.M41, an ancient datacache was unearthed upon the flight with tiny bursts of ballistic propellant.
jungle planet of Johan's Eden. The Adeptus Mechanicus Effect: You have advantage on attack with theses
descended upon the world, only to find the planet's rounds and You treat the weapon as having an AP level of
modest populace slain by Necron Canoptek constructs. two greater then it dose, If there is no AP, it gains AP+.
Several Mechanicus war congregations launched a Furthermore if your target has cover ignore it.
simultaneous attack. Eight standard years of war followed
before the Cult Mechanicus recovered the datacache. Mortis Bolts (Bolt Sniper Rifle)
Three intact STC designs were recovered as a result, one Mortis bolts are used only in the Bolt Sniper Rifle used by
for self-heating cookpots, one for parchment autoquills, Eliminator Squads. Mortis bolts spew self-replicating
and one for stable flux-core bolt rounds that can melt mutagenic toxins into the flesh of the target, causing the
ceramite as if it were wax just like Vengeance Rounds, but rapid and complete collapse of all vital biological systems
without the danger implicit in their use. while making for a horrifying spectacle in the bargain.
Effect: You treat the weapon as having an AP level of Effect: The weapon deals Poison damage and the
two greater then it dose, If there is no AP, it gains AP+. damage dealt also becomes a con save or the target
becomes Poisoned for 1 min testing at the end of each
Implosion Rounds turn to end the effect and You treat the weapon as having
The result of early experiments with alternative krak an AP level of one greater then it dose, If there is no AP, it
technology, an implosion shell replaces its explosive core gains AP
with an infinitesimally small amount of antimatter; this
creates a violently decompressing vacuum when exposed Witchseeker Bolts
to matter. With the metal casings forged from the blades of fallen
Like the standard bolt shell, these rounds activate via Battle-Brothers and blessed by the devout priests of the
their mass-reactive core, meaning they embed partially in Adeptus Ministorum, these bolt rounds used as relics by
their target before the implosion takes effect. The round's the Black Templars Chapter have an unerring talent for
force is therefore not directed at cracking open armour, finding their way to the heart of the witch.
but to collapsing the unfortunate victim's body from the Effect: You automatically hit any psyker with these
inside out -- enough to debilitate even a Space Marine. rounds
Effect: You treat the weapon as having an AP level of
one greater then it dose, If there is no AP, it gains AP and
add one damage die to the attack.
297
298
Armor and Protective gear
Armor Variant rule
Any time a creature that is wearing armor make a test or
save that involves Dexterity, that character may only add
an amount of there Dexterity bonus to that save or test,
equal to the maximum allowed dexterity the worn armor
provides regardless of your actual dexterity bonus.
Some armors may have ways to quickly get your
dexterity back in limited manor, IE. taking your gauntlets
off to allow you to use you fingers in a thieves tools check,
talk with you DM on what these may be.
Note: On roll20 the easiest way i have found to
represent this is to multiply your allowed Max dex in your
current worn armor by 2 and then reduce your Dexterity
ability by that amount using the Global ability score
modifiers in the settings of the Character sheet and then
remember to add the benefits of you dex when making
attack macros.
Armor save
Due to the way armor works with 5E, An Alternative to the
Dex save a target must make to reduce damage taken,
they may choose to make an Armor save roll instead of a
dex save. To do this roll a d20 add a number to the dice
equal to the amount of AC increase your worn armor gives
you before dexterity is added -10. for example someone
wearing Scale mail which is a 14 armor, so in this case you
may add +4 on an armor save or use your normal Dex
save.
299
Armor
Armor Cost AC Strength Stealth Properties Weight
Light
11 +
Leathers - Str 9 - - 10Lbs
Dex
Reinforced/ Studded 12 +
- Str 11 - Resistance to Slashing 15Lbs
Leathers Dex
Carapace/hide - 12 + 3 12 Disadvantage Resistance to Slashing and Piercing 20Lbs
13 (max
Light Combat - 12 - Resistance to Slashing and Piercing 25Lbs
3)
Midium
14 +
Flack - Dex Str 12 - Resistance to Slashing and Piercing 35Lbs
(max 3)
15 +
Dex Resistance to Slashing, Piercing And
Combat - Str 13 Disadvantage 45Lbs
(max + Bludgeoning
2)
16 +
Special
Dex Resistance to Slashing, Piercing and
Space Marine Scout - Str 14 - Requirement
(max + Bludgeoning
(Astartes)
4)
Heavy
Resistance to Slashing, Piercing And
Heavy Combat - 17 Str 16 Disadvantage 65Lbs
Bludgeoning, -5ft movement
Resistance to Slashing, Piercing And
Plate (Advanced Alloy) - 18 Str 17 Disadvantage 95Lbs
Bludgeoning, -10ft movement
Immunity to Slashing, Piercing,
Bludgeoning and Fire Resistance to Acid,
Plate (Ceramite) - 18 Str 16 Disadvantage 75LBS
Fire, Lightning, Poison and Cold, -5ft
Movement
Sheild
Buckler (Alloy) - +1 - - - 6Lbs
Add shield bonus to Dex saves against
Sheild (Organic) - +1 - - 6Lbs
AOE,s like Engulf and blast
Sheild (Organic with Add shield bonus to Dex saves against
- +2 Str 10 - 8Lbs
Alloy Reinforcements) AOE,s like Engulf and blast,
Tower Sheild (Organic
- 5ft movement, Add shield bonus to Dex
with Alloy 20Lbs +3 Str 13 Disadvantage 20Lbs
saves against AOE,s like Engulf and blast
Reinforcements)
Buckler (Ceramite) - +1 Str 13 - - 4Lbs
Add shield bonus to Dex saves against
AOE,s like Engulf and blast, Storm Shield
Storm Sheild - +2 Str 14 - 25Lbs
Energy Field, Special Requirement
(Astartes)
- 5ft movement, Add shield bonus to Dex
Astartes Phalanix Sheild saves against AOE,s like Engulf and blast,
35Lbs +3 Str 15 Disadvantage -
(Cerimite) Storm Shield Energy Field, Special
Requirement (Astartes)
Integrated Bolt pistol, Add shield bonus to
Combat Shield - +2 Str 16 - Dex saves against AOE,s like Engulf and 18Lbs
blast, Special Requirement (Astartes)
- 10ft movement, Add shield bonus to Dex
Brute Shield - +3 Str 15 Disadvantage saves against AOE,s like Engulf and blast, 35Lbs
Special Requirement (Ogryn)
300
Power armor
Armor Cost AC Stealth Properties Ability Enhancements Weight
17 + Dex
Crusader Resistance to Slashing, Bludgeoning, Piercing
- modifier Disadvantage +2 Str 650lbs
(MK II) and Fire, Special Requirement (Astartes)
(max 1)
17 + Dex Resistance to Slashing, Piercing, Bludgeoning,
Knight/Iron
- modifier Disadvantage Acid, Fire, Lightning, Poison, Thunder and +4 Str, 850lbs
class (MK III)
(max 2) Cold, Special Requirement (Astartes)
17 + Dex Resistance to Slashing, Piercing, Bludgeoning,
Maximus
- modifier Disadvantage Acid, Fire, Lightning, and Cold, Special +4 Str, 950lbs
(MK IV)
(max 2) Requirement (Astartes)
Immunity to Slashing, Piercing, Bludgeoning,
18 + Dex
Heresy (MK Fire and Thunder Resistance to Acid,
- modifier Disadvantage +4 Str, 950lbs
V) Lightning, Poison and Cold, Special
(max 2)
Requirement (Astartes)
Resistance to Slashing, Piercing, Bludgeoning,
Mortal Class - 17 Disadvantage Acid, Fire, Lightning, Poison, Thunder and +2 STR, +5ft movement 650lbs
Cold, Special Requirement (Human)
Immunity to Slashing, Piercing, Bludgeoning
Artificer and Thunder Resistance to Acid, Fire, +4 STR, +10ft
- 18 Disadvantage 725lbs
Mortal Class Lightning, Poison and Cold, Special movement
Requirement (Human)
Resistance to Slashing, Piercing, Bludgeoning,
+2 STR, +5ft movement,
Acid, Fire, Lightning, Poison, Thunder and
Adepta + 2 AC against
- 17 - Cold, Gain advantage on saves against Psychic 550lbs
Sororitas Deamons, Chaos and
Powers, Special Requirement (Adepta
Heretics,
Sororitas)
Resistance to Slashing, Piercing, Bludgeoning,
Vratine Acid, Fire, Lightning, Poison, Thunder and +2 STR, +5ft movement,
- 17 - 550lbs
Armour Cold, Sister of Special Requirement (Sister of +5ft to Anti magic Field
silence)
Immunity to Slashing, Piercing, Bludgeoning
and Thunder Resistance to Acid, Fire,
18 + Dex
Lightning, Poison, cold and Psychic, Integrated
Aegis - modifier Disadvantage +4 Str, -lbs
Bolt pistol (Wrist), Gain advantage on saves
(max 2)
against Psychic Powers, Special Requirement
(Gray Knight)
18 + Dex Immunity to Slashing, Piercing, Bludgeoning
Aquila (MK
- modifier Disadvantage and Thunder Resistance to Acid, Fire, +4 Str, 950lbs
VII)
(max 2) Lightning, Poison and Cold
17 + Dex Immunity to Slashing, Piercing, Bludgeoning
Errant (MK
- modifier Disadvantage and Thunder Resistance to Acid, Fire, +4 Str, 1050lbs
VIII)
(max 3) Lightning, Poison and Cold
Immunity to Slashing, Piercing, Bludgeoning
18 + Dex
and Thunder Resistance to Acid, Fire,
Artificer - modifier Disadvantage +4 Str, 1100lbs
Lightning, Poison and Cold, Special
(max 3)
Requirement (Astartes)
301
Mark X
Ability
Armor Cost AC Stealth Properties Enhancements Weight
18 + Dex Immunity to Slashing, Piercing, Bludgeoning and
MK X
- modifier Disadvantage Thunder Resistance to Acid, Fire, Lightning, Poison +4 Str, +2 con 1150lbs
(Tacticus)
(max 2) and Cold, Special Requirement (Primaris)
Immunity to Slashing, Piercing, Bludgeoning and
MK X Thunder Resistance to Acid, Fire, Lightning, Poison +4 Str, +2 Con -10ft
- 21 Disadvantage 1600lbs
(Gravis) and Cold, Damage Reduction (3), Special Movement
Requirement (Crux Terminatus, Primaris)
Resistance to Slashing, Piercing, Bludgeoning,
MK X 17 + Dex
- - Acid, Fire, Lightning, Poison, Thunder and Cold, +2 Str, +2 con 850lbs
(Phobos) modifier
Special Requirement (Primaris)
18 + Dex Immunity to Slashing, Piercing, Bludgeoning and +4 Str, +2 Con
MK X
- modifier Disadvantage Thunder Resistance to Acid, Fire, Lightning, Poison Integrated Jump 1100lbs
(Omnis)
(Max 2) and Cold, Special Requirement (Primaris) pack
Tactical Dreadnought Armour
Armor Cost AC Stealth Properties Ability Enhancements Weight
Immunity to Slashing, Piercing,
Bludgeoning, Acid, Fire, Lightning, Poison, +4 Str -5ft Movement and Level x2
Indomitus
- 19 Disadvantage Thunder and Cold, Astartes, Integrated Temporary HP per long rest, 1450lbs
Pattern
Power fist/chain fist and Conversion Field, Disadvantage on Dex saves
Special Requirement (Crux Terminatus)
Immunity to Slashing, Piercing,
Bludgeoning, Acid, Fire, Lightning, Poison,
+8 Str, -10ft Movement and Level
Thunder and Cold, Damage Reduction (3),
Cataphractii - 20 Disadvantage x2 Temporary HP per long rest, 1550lbs
Astartes, Integrated Power fist/chain fist
Disadvantage on Dex saves
and Refractor Field, Special Requirement
(Crux Terminatus)
Immunity to Slashing, Piercing,
Bludgeoning, Acid, Fire, Lightning, Poison,
Tartaros Thunder and Cold, Damage Reduction (3), +4 Str, and Level x2 Temporary HP
- 20 Disadvantage 1600lbs
Pattern Astartes, Integrated Power fist/chain fist per long rest,
and Conversion Field, Special Requirement
(Crux Terminatus)
Immunity to Slashing, Piercing,
+4 Str -5ft Movement and Level x2
Bludgeoning, Acid, Fire, Lightning, Poison,
Temporary HP per long rest,
Aegis Thunder Cold and Psychic, Astartes,
- 19 Disadvantage Disadvantage on Dex saves, 1450lbs
Pattern Integrated Power fist/chain fist and
Special Requirement (Crux
Conversion Field, Gain advantage on saves
Terminatus, Gray Knight)
against Psychic Powers, only
302
Magnetized Boot Soles: Can be activated as a bonus
Power/Tactical Dreadnought Armour action, if this is done you may not be Knocked Prone,
Utilities lifted off or pushed on a metal surface When active
reduce the character’s movement by 10ft, but allows
All power and Terminator armor has the following benefits him to move normally when in low or zero-gravity
areas, provided there is a suitable metallic surface to
Ceramite Plating: Benefits shown on chart
walk upon.
Enhanced Strength: Benefits show on Chart
Nutrient Recycling: Filters in the armour capture and
Auto-senses: The Space Marine gains the Dark Vision purify body waste, re-constituting it into a nutrient
Trait +30ft and low light +30ft, and + 2 to perception solution that is intravenously returned to the body. This
checks for Sight and Sound. Input filtering provides can sustain a Battle Brother for long periods of time,
immunity to Thunder damage and the defended and but not indefinitely. For every two weeks that no other
Blinded condition unless caused by a source with AP+ source of nutrition is ingested, make a con save DC 15
or better. Note that these benefits only apply whilst the or suffer one level of Exhaustion until a nutrition is
Space Marine is wearing his helmet, and the benefits consumed. The Difficulty of this test increases by 5 for
from the Auto-senses stack with the benefits of the every two weeks that passes without food or
Space Marine’s Lyman’s Ear and Occulobe implants Preomnor-derived sustenance.
(meaning that Space Marines have a +2 and advantage
Recoil Suppression: Provides the ability to fire Non
on Sound-based perception checks).
heavy weapons with one-handed. if this is done attacks
Auto-Targeters: The Space Marine gains a +1to are made at -5, Ranged weapons not classed as Pistols
ranged weapon attacks or +1 to DC of ranged weapons may not be used in Close Combat. Furthermore you
that use a DC, and they gain advantage on checks made may Ignore the Effects of the Mounted weapon
to determine a threat level of a target within 100ft. Note Property
that these benefits only apply whilst the Space Marine
No Manual Dexterity: While protective, armoured
is wearing his helmet.
gloves are not ideal for fine manipulation, you have the
Osmotic Gill Life Sustainer: With the helmet on, the following negatives while in power armor.
armor is environmentally sealed and can maintain an
• Ranged weapons other than those of Astartes design
adequate oxygen supply as long as the unit is powered.
are too small for an armoured Battle-Brother to wield at
you gain water breathing and Immunity to Poison
all.
damage and to disesase and the poison condition
• Suffer a -10 penalty on slight of hand and dexterity
unless Caused by a source with AP+ or better
based skill tests that rely on fine menipulation of you
Bio-monitor and Injectors: If the internal cogitator fingers. Similarly, stub and auto weapons are too small for
detects a problem with the wearer’s bio-signs, it can an armoured Battle-Brother to wield at all.
administer pain suppressors, combat stims, and anti- • Assuming power armour is a sacred ritual, honouring
toxins. This provides the following benefits: the machine spirit’s history of valiant deeds and praying
for its boons in the battles to come. It takes 20 minutes to
• + 5 to all checks made to resisting the effects of the remove or don power armour un-aided, but never less
poison effects. than 5 minutes no matter the amount of assistance as the
• The pain suppressor reservoir has a total of 5 doses, proper rites must be observed.
each of which can be used to ignore one critical hit made
against you, the attack will still hit but not count as a
critical hit. A 12 hour Maintenance ritual must be done by
a techpriest, or techmarine to regain the uses or this
feature.
• If the wearer is Stunned, the effect lasts a maximum of
one Round before the bio-monitor detects and negates it.
• Gain the effects of a Slate Monitron in the uncommon
gear section of this book.
303
most common variant of the Storm Shield is forged to look
Force Field Generators like the Astartes' Crux Terminatus and is wielded by
Vanguard and Terminator Veterans who intend to engage
Iron halo / Sigil of corruption (SM/CSM primarily in melee combat. It is often paired with a
Only) Thunder Hammer.
The Iron Halo is a revered part of the Armoury of the Effect: This item has 3 Charges. On you turn after being
Chapters of the Adeptus Astartes and is also a common hit by a Melee or Ranged attack you may choose to have
Astartes award for valour. your energy shield to take the hit, roll a D6 on a 3+ you
The Iron Halo is a halo-shaped ring that is positioned ignore that attack. this may also be used to to ignore an
above the head of the wielder, usually mounted on the attack from a Blast, engulf, or burst weapon but this must
backpack of Space Marine power armour but sometimes be done before your save is rolled if you should fail the roll
mounted in the gorget. in either case, the attack happens as normal and you still
The Iron Halo is a prestigious honour that is granted use a charge of this item. You regain all charges of this
only to the most exceptional of the Astartes within a Space after completing a Short rest.
Marine Chapter as a reward for uncommon initiative and Furthermore you gain Immunity to SLashing, Piercing
valour. It is most often worn by the Chapter's captains and and Bludgeoning damage and Resistance to Acid, Fire,
Chapter Master, though Veteran Astartes and sergeants Cold and Lightning, If the shield still has at least one
can also earn the right to add it to their armour in certain charge left.
circumstances.
The Iron Halo appears to share the same basic Conversion Field
technological mechanisms as the Space Marine Chaplain's A Conversion Field is a moderately powerful energy shield
Rosarius, as they both produce a protective effect using that surrounds the user who wears a Conversion Field
gravitic and now poorly-understood Conversion Field emitter as a form of personal protection.
technology. The field's effect is to convert the kinetic energy of an
The Iron Halo emits a very strong Conversion Field impact into harmless light. When the field stops a shot, a
around its wearer, which makes his armour even harder to blinding flash of light is produced as the energetic
pierce with enemy ranged and melee weapons. conversion occurs.
In addition it also provides its user with immense The Conversion Field is normally used by important
resilience to even the most potent weapons such as members of the Inquisition, Ecclesiarchy, Administratum
Lascannons and missiles of all varieties. or powerful Astra Militarum general officers as a last line
The energy shield the Halo generates stands a good of protection, particularly against assassination.
chance of deflecting many deadly projectiles that would Effect: This item has 5 Charges. On you turn after being
slay even an unprotected Space Marine with ease. hit by a Melee or Ranged attack you may choose to have
A Sigil of Corruption is essentially a Chaos space marines your energy shield to take the hit, roll a D6 on a 5+ you
Iron halo that has been Destorted ant twisted to represent ignore that attack. this may also be used to to ignore an
the Dark gods. attack from a Blast, engulf, or burst weapon but this must
Effect: This item has 5 Charges. On you turn after being be done before your save is rolled if you should fail the roll
hit by a Melee or Ranged attack you may choose to have in either case, the attack happens as normal and you still
your energy shield to take the hit, roll a D6 on a 4+ you use a charge of this item. You regain all charges of this
ignore that attack. this may also be used to to ignore an after completing a long rest.
attack from a Blast, engulf, or burst weapon but this must Furthermore you gain Resistance to SLashing, Piercing
be done before your save is rolled if you should fail the roll and Bludgeoning damage, If the shield still has at least one
in either case, the attack happens as normal and you still charge left.
use a charge of this item. You regain all charges of this
after completing a short rest. Refractor Field
A Refractor Field is a small Imperial shield emitter that can
Storm Shield Energy Field generate a personal protective force field around an
The Storm Shield is equipped with an internal gravitic individual.
energy field generator which renders all but the most Considered essential by many lesser Tech-priests of the
powerful blows completely ineffective. The shield provides Adeptus Mechanicus, the Refractor Field distorts the image
protection against both melee and ranged attacks and it is of the wearer with a shimmering cloak of protective
able to withstand an assault from even heavy weaponry energy.
like a Lascannon or a direct hit from an artillery piece. Incoming attacks that strike the field will be refracted
When the generator is activated, the shield shimmers with into multispectral electromagnetic bursts that dissipate
blue energy and when struck it emits crackling lightning, harmlessly.
which gives the Storm Shield its name. While Storm Shields The field, although less reliable than that generated by a
are most commonly used by Space Marine Terminators, Rosarius, can stop even the most powerful directed energy
there are also many Daemonhunters and other members attacks, such as Lascannon and Plasma Gun fire.
of the Inquisition who use them. The
304
While most often found among the Priesthood of Mars
Rosarius
and their servants, Refractor Field emitters can also be
A Rosarius is a sacred symbol of office for the clerical
found in the possession of high-ranking Astra Militarum
members of the Adeptus Ministorum and is also a symbol
officers, lucky Enginseers, and even select members and
of office for the Chaplains of the Space Marines alongside
elite units of the Adeptus Astartes.
the Crozius. It is worn around the neck or waist on a sash,
Effect: This item has 5 Charges. On you turn after being
a cord, or a string of prayer beads.
hit by a Melee or Ranged attack you may choose to have
A Rosarius normally takes the form of a gorget, amulet,
your energy shield to take the hit, roll a D6 on a 4+ you
or signet ring of adamantium usually shaped into the form
ignore that attack. this may also be used to to ignore an
of the Imperial Aquila or a Gothic Cross with a jewel in the
attack from a Blast, engulf, or burst weapon but this must
centre.
be done before your save is rolled if you should fail the roll
It houses a powerful protective Conversion Field emitter,
in either case, the attack happens as normal and you still
protecting the Ministorum Priest or the Space Marine
use a charge of this item. You regain all charges of this
Chaplain from attacks both physical and psychic that
after completing a short rest.
might otherwise break through the protection of even the
Furthermore you gain Immunity to SLashing, Piercing
mighty Space Marine power armour or the indomitable
and Bludgeoning damage and Resistance to Acid, Fire,
strength of his own will.
Cold and Lightning, If the shield still has at least one
The field's effect is to convert the kinetic energy of an
charge left.
impact into harmless photons of the visible light spectrum.
When the field stops a shot, a blinding flash of light is
Displacer Field (Inquisition)
produced as the energetic conversion occurs. The field is
A Displacer Field is a teleportation device used as a form of
capable of rendering even Plasma Gun shots harmless.
personal defence by important Imperial agents such as
Inquisitors and their chosen Acolytes. Unlike other forms A Rosarius does not give off the same glow as a
of personal protection, a Displacer Field emitter is Refraction Field. However, they do convert some of the
energy they observe into visible light, causing them to
something of an unreliable technology, since it relies on
the manipulation of the Warp for its function. flash and spark when they are hit. Space Marine Chaplains
are always granted a Rosarius upon attaining that rank
When an individual wearing a Displacer Field emitter is
within their Chapter
struck by a blow from a melee weapon or fire from a
ranged weapon that carries sufficient force, the Displacer he most noted bearers of Rosarii are Space Marine
Chaplains who receive them from the Ecclesiarchy as a
Field will activate and teleport the user through the Warp
to another position in the local realspace that is out of symbol of the link they share in devotion to the Emperor
harm's way. of Mankind. Ecclesiarchy Confessors and Missionaries also
wear a Rosarius.
However, the use of this device carries several risks. All
teleportation technology is inherently dangerous, since it Inquisitors sometimes carry Rosarius as well, although
this is probably out of practical concerns to show their
moves an individual through the Warp. Even the brief
exposure of a few solar milliseconds can be dangerous if faith in the Emperor and to other Imperial Cult believers
the local Warp is infested by daemons or other dangerous rather than as a show of allegiance to the Ecclesiarchy.
denizens of the Empyrean. Also, a large number of the Sisters of Battle carry a
Second, for the Displacer Field to function properly, it Rosarius due to the strong affiliation between the Adepta
must be set to automatically teleport its user, and that Sororitas' Orders Militant and the Adeptus Ministorum.
user will not be able to control the moment of The Wolf Priests of the Space Wolves Chapter, who
teleportation or exactly where the device will teleport him combine the roles of Chaplain and Apothecary in that non-
or her. standard Chapter's organisation, are equipped with Wolf
Finally, the user will return to realspace moving at the Amulets, which confer many of the same benefits as the
exact same speed and in the same direction with the same Rosarius.
momentum as when the field was activated. Depending The Rosarius is often referred to in the Ecclesiarchy's
upon where the user ends up, this can be extremely sacred texts as the "Soul's Armour." Many of the
dangerous in itself. Ecclesiarchy's Missionaries and the Space Marines'
Effect: This item has 5 Charges, as a reaction to being Chaplains have been saved from death or corruption by
hit by an attack you may move your Character 1D12 x 5ft the Rosarius' Conversion Field.
in a random direction (roll scatter die). If you should end in Effect: This item has 5 Charges. On you turn after being
a wall you stop before though you may move on the other hit by a Melee or Ranged attack you may choose to have
side of a wall in another room for instance. if you choose your energy shield to take the hit, roll a D6 on a 4+ you
to use this feature you mast make a warp skill test DC 20 if ignore that attack. this may also be used to to ignore an
you pass nothing happens if you fail you roll on the perils attack from a Blast, engulf, or burst weapon but this must
in the warp table, if you roll a natural 1 you roll twice on be done before your save is rolled if you should fail the roll
the perils chart, If you roll a natural 20 you do not used a in either case, the attack happens as normal and you still
charge of this feature. You regain all charges of this after use a charge of this item. You regain all charges of this
you preform a long rest after completing a Short rest.
305
Furthermore you gain Immunity to SLashing, Piercing
and Bludgeoning damage and Resistance to Acid, Fire,
Cold and Lightning, If the shield still has at least one
charge left.
306
Monotask-Skull
Gear The most common form of Servo-skull encountered,
Monotask-skulls are designed and equipped to offer
Servo-Skulls assistance with a particular task, and most are fitted with a
A Servo-skull is a drone-like robotic device that appears to basic set of extendable manipulator pincers and whatever
be a human skull outfitted with electronic or cybernetic else by way of gear their duty requires.
components that utilise embedded anti-gravity field Effect: this skull can preform a rudamentry tasks that it
generators to allow them to hover and drift bodiless was loaded to do. Like changing out torches, delivering a
through the air. scroll, opening doors, hold a glow globe, vox Speaker or
They are fashioned from the skulls of loyal Adepts of the Holo Disk, though the monotask-skull does not have the
Adeptus Terra and other pious Imperial servants to which compacity to be able to preform many different tasks.
robotic components and an antigravitic impeller have
been added. This is so that they may continue their work Lingua-Vox Servitor
for the Emperor of Mankind even after death. To have Useful to diplomats and explorers, a Lingua-Vox Servitor is
one's skull chosen to serve as a Servo-skull is a great a specially designed Servo-skull equipped with an
honour in the Imperium, for it implies one's service in life advanced linguistic cogitation engine. The Lingua-Vox
has been satisfactory enough to warrant continuation hovers just over the shoulder of its master, aiding him in
beyond death. translating and understanding unfamiliar tongues.
Servo-skulls form an important niche in Imperial work, Effect: This skull can understand and translate any
serving as everything from auto-scribes that copy down known language in imperial records.
important conversations and confessions of prisoners to
simple moving torches, hovering about their charge with
Vox Drone
candles and electric lanterns to illuminate the area. A Vox-drone is a mobile communications platform used
commonly with the Imperium of Man to carry recorded
Certain Magi of the Adeptus Mechanicus and high-
messages. The Vox-drone is an oblate metal unit about the
ranking Imperial officials have special logic engines and
size of a citrus fruit that has an anti-gravity emitter built
Cogitators (computers) that slave Servo-skulls to a
within it.
particular owner.
The Vox-drone carries messages to people it is
Servo-skulls are used throughout all the different
programmed to find by using a recorded pheromonal
Adepta of the Imperium of Man, and each is built to
trace to track down the person for whom its message is
perform a certain task. Some are designed for military
intended. The drone can record short audio and
roles, and among these some are built with enhanced
holographic messages that will only be played for the
optical sensors that allow them to serve as a
person whose pheromonal markers match the drone's
reconnaissance scout.
data set.
Servo-skulls are often used by Inquisitors and Inquisitor
Because it carries a relatively small power cell, the Vox-
Lords as non-human assistants referred to as Familiars. In
drone can only be used for short-range communications
this case they are mentally linked to the Inquisitor through
and is generally used within the spires of wealthy hive
psychic or cybernetic means, allowing him to control them
cities to carry personal or business-oriented messages
and see and hear through their electronic senses.
between the members of the hive's nobility.
Effect: This drone can carry a message of up to one
Basic Servo-Skulls minute long to a target you know within 5 miles.
All basic skulls have a basic Profile as described in the NPC
minions section of this book, with the ability that are Advanced Sevo-Skulls
described below.
Each advanced Skull has its own Profile described in the
Auto Scribe NPC minions Section of this book.
This is commonly use Servo-sculls use it copy down
important conversations and confessions of prisoners
Guardian-Skull
word for word. Designed with a somewhat reinforced structure and fitted
with a single efficient weapon system and targeting
Effect: this skull records all words spoken by up to 6
selection programs, Guardian-skulls (also known as Gun-
targets within 30ft of the skull. This skull has roughly an
skulls and Combat-skulls depending on their armament)
hours worth of scroll th right on, it may last longer if less
are uncommon but prestigious and effective bodyguard
people are a part of the conversation and there are
devices. Their small size, tireless vigilance, and ability to
frequent Pauses in the conversation.
hover in the shadows silently make them surprisingly
discreet and effective servants.
Effect: See Guardian-skull Profile.
307
Servo-Spotter
This advanced recon Skull is conected directly to the
owners mind. it allows the owner to see and hear through
its electronic senses
Effect: See Servo spotter Profile.
308
Directional line of light pointed in held direction bright
Common gear 40ft, Dim 80ft
Item Cost
Fiber Rope (50ft)
9-70 Entrenching Tool - This rope is Basic fiber rope it has 2 hit points and can be
Chronomiter - burst with a DC 23 Strength check. 50' of Fiber rope weighs
10 lbs and has a load rating of 600 lbs.
Common Clothes
Compass - Holy icon
Chemical Testing Strips - A Cherish holy symbol
Fiber Rope (50ft) -
Imperial Creed
Glow Beam - Much like a bible many Imperials interact with it daily
Holy icon -
Manacles
Imperial Creed -
No bounty hunter or Enforcer would be without several
Manacles - sets of these solid restraints, though they are often used
Incense - to ensure sacrificial offerings do not stray from a cult’s
altar or for other, darker purposes.
Portable hymn-caster -
Ration Pack - Incense
Regicide set - Basic incense and sage for clensing
Ration Pack
Common Gear Descriptions Filling but unappetising, the bars, bricks, powders, and
pastes in a standard Ration Pack contain enough
9-70 Entrenching Tool nutriment to feed an adult Human for one day.
More than a simple trowel, the composite edge of this tool
can break up even the hardest packed earth. Regicide set
Effect: A 9-70 entrenching tool halves the time needed A two-player game played across all classes from lowly
to dig trenches, foxholes, and other earthen fortifications. refresherscrubbers to spire nobility, regicide is simple to
It also makes for a sturdy improvised weapon it serves as a learn but difficult to master. Many Imperial Guard officers
hand ax, as many a Guardsman can attest. hone their tactical senses in games with small sets that can
fold into their combat kit. A typical regicide game takes
Chronomiter 1d5 hours, and while it usually has no in-game effects, the
This small timepiece also known as a Crono can be worn GM can offer benefits to well-roleplayed games such as a
strapped to the wrist or held comfortably in the hand. +10 bonus to Fellowship-based tests with the opponent for
Settings on the chrono’s display allow for the accurate the following day.
tracking of Imperial standard, shipboard, and local
planetary time. Vox Drone
See Servo skulls section of this book.
Common Clothes
Basic imperial Clothes Water 1/2 Gallon
Simple clean Potable H2O.
Compass
Tells the direction of Plenetary North Writers Supply
This satchel contains inks, quills, parchment, and other
Chemical Testing Strips tools necessary to craft a missive on scrolls.
Basic means of testing chemical nature of liquids or
solvable chemicals
Glow Beam
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Uncommon gear Auspex
An Auspex is a versatile hand held scanner that can detect
Item Cost numerous phenomena with a high degree of accuracy.
Advanced Positioning Node - Effect: Activated as a Combat Action to detect energy
emissions, motion, and other life signs within 150ft.
Auspex -
Auto-Quill - Auto-Quill
Auto Scribe - Often said to be the true weapon of the scribe, the arcane
inner workings of an Auto-Quill can quickly and accurately
Ballistic Appeasement -
copy, produce, or forge documents.
Renown Clothing 1-5 - Effect: gain advantage on any checks made to forge or
Combi-Tool - alter documents.
Chaplet Ecclesiasticus -
Auto Scribe
Data-Slate - an auto scribe is a literature Servo skull
Lamp pack - Effect: See Auto scribe in the sevo skulld section of this
book.
Grapnel & line -
Hand-held targeter - Ballistic Appeasement
Jump pack - Autoreliquary (Absolutis Pattern) Issued to the Primaris
Space Marines, this device contains sophisticated
Munitorum-Issue Mess Kit -
machine-spirits that interface with and enact the
Maintenance kit - Omnissiah’s blessings upon a weapon. This auto-reliquary
Magnoculars - helps restore a jammed weapon to function and appeases
the weapon’s war-spirit.
Maglock Boots -
Effect: you may ignore 1 Misfire, you regain the use of
Medi-pack - this after a short rest and a brief Prayer.
Pict Recorder -
Renown Clothing 1-5
Photo-visors/Contacts -
Common clothing consists of religious vestments,
Recoil Glove - uniforms, or protective worker’s overalls. It is unusual for
Rebreather - an individual to have a choice in their clothing, tied as it is
to their purpose in serving the Imperium. Clothing of a
Respirator -
higher Rarity is a sign of status, and may grant small
Rule Of The Sororitas - situational bonuses when making social Skill checks
Sacred Machine Oil - Effect: add a +1 bonus for each level of clothing to all
Persuasion, deception and intimidation checks made when
Screamer -
wearing them.
Signal Jammer -
Slate Monitron -
Combi-Tool
Ubiquitous among the Adeptus Mechanicus, these
Stim Mk 1-5 -
versatile devices are the right tool for virtually every
Stummer - technical job.
Symbol Of Authority - Effect: You gain advantage on all checks made to,
repair, maintain, and sabotage Imperial technology.
Vox Communicator -
Web Shooter - Chaplet Ecclesiasticus
This religious symbol is an Adeptus Ministorum icon hung
Uncommon gear upon a cord of adamantine beads. Some orders of the
Adepta Sororitas place each bead on the cord as a
Advanced Positioning Node representation of acts of penance.
An advance map and GPS unit. If uploaded with plenetery Effect: The Chaplet can be used as a Symbol of
data you can plot grids and routes, see terrain maps and Authority, see Symbol of authority. Furthermore this may
you may text other APN's over a encrypted or non be used as a grotte.
encrypted networks. if plenetery data is not installed you
can still plot routs and points with limited capability.
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Data-Slate Maintenance kit
Common throughout the Imperium, the simple cogitation a basic kit for Vehicle and construct stabilization.
engine within a Data-Slate can hold a wealth of Effect: This kit has five uses. as an action you may
information, from personal journals to heretical texts to expend one use to get a + 5 on whatever artisans tools is
the collected tech patterns of Archmagos Dominus used to make the check to Normalize a dying Vehicle or
Belisarius Cawl. construct.
Effect: You can record any information transferable
from a cogitator, such as local maps, familial records, or Magnoculars
manufactorum outputs, onto your Data-Slate. This advanced arrangement of lenses and prisms
functions as both a range finder and visual aid.
Diagnostor Effect: Gain Advantage on Perception checks that rely
This sensitive medical cogitator monitors a patient’s health on sight made with Magnoculars.
and biorhythms and aids in the diagnosis of virtually any
physical ailment. Maglock Boots
Effect: Gain advantage on Tests to detect and diagnose Heavy and bulky, these oversized boots contain
diseases, injuries, and ailments, and to determine cause of electromagnets. They allow the wearer to adhere to
death metallic surfaces such as exterior hull plating, and are
often found in voidship emergency lockers. Magboots
Lamp pack reduce the character’s movement by 10ft, but allows him
Most portable glow-globes, sometimes called "lamp to move normally when in low- or zero-gravity areas,
packs," are roughly the size of a clenched fist and can provided there is a suitable metallic surface to walk upon
shine strong, yellowish light a dozen or so metres in width, Effect: Can be activated as a bonus action, if this is
lasting roughly five solar hours before their power pack done you may not be Knocked Prone, lifted off or pushed
needs recharging or replacing. on a metal surface When when wearing these boots the
Effect: this emits bright light in all directions out to 30ft character’s movement is reduced by 10ft, but allows him
and dim light out to 60ft, this takes a charge pack and lasts to move normally when in low or zero-gravity areas,
for 8 Hours of constant use and 1 hour to charge. provided there is a suitable metallic surface to walk upon.
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Respirator Slate Monitron
Respirators take many forms: a flexible polyplas hood, a This Data-Slate is typically incorporated into an armoured
visored helmet, or a sophisticated face-mask. They use forearm bracer or gauntlet. It monitors the wearer’s vital
replaceable oxygen canisters and internal breath recyclers signs, showing the pulse rate and health matrix of the
to protect the wearer from hostile atmospheres and toxic wearer.
gasses. Effect: Targets healing you may Add + 1HP per die to all
Effect: A Respirator canister lasts for 2 hours of healing the bearer recieved.
continuous breathing. Whilst breathing through the
Respirator, you are immune to breathable poisons and Stim Mk 1-5
toxic atmospheres. A cocktail of high-tech combat drugs, often stored in a
single-use injector, come in different grades of potency.
Rebreather Effect: If in hand can be used as a bonus action to heal
These devices store and recycle breathable air via a mask 1D4+4 Hit points per MK level, to a creature within touch
and external supply tank. range.
Effect The user to immune to toxic atmospheres, even
allowing him to survive underwater. The air canister lasts Stummer
only for about one hour and then must be replaced, which The reverse of a screamer, a stummer blankets sound
takes a Full Action. within 15ft through sonic detection and dampening
projectors.
Rule Of The Sororitas Effect: A character carrying an active stummer gains a
This small book details the traditions and beliefs of the +10 bonus to Stealth checks. A stummer typically has
Adepta Sororitas. Many customise the books to reflect the enough power for 20 minutes of continuous use before
individual nature of their Sororitas Order. needing to be recharged, a process that takes about one
Effect: If you are sister of battel, you can read the Rule hour
of Sororitas as part of a short rest to recover 1d4
Corruption. Symbol Of Authority
A badge, ring, seal, rosette, amulet or otherwise to indicate
Sacred Machine Oil that the bearer should be taken seriously by those familiar
Blessed by the Omnissiah, this oil has considerable value with the hierarchy of their culture.
to the Adeptus Mechanicus. It is said that this oil has Effect: you gain advantage on all Persuasion, deception
properties to soothe an agitated machine spirit. and intimidation. versus targets who would respect your
Effect: as an action you may apply one use of this to an position.
imperial construct or device, ignore the first critical failure
when making checks involving the Imperial technology, in Vox Communicator
any scene (including combat missfires). Portable wireless communications technology is often a
necessity for operatives that split up or report to a higher
Screamer power. comes in a short wave and a long wave versions
These proximity alarms set off a piercing wail when they
detect intruders. Screamers can detect sound, movement, Vox Bead
and even odours. Small enough to fit comfortably in an ear canal and
Effect: To activate, the player must succeed on a DC 10 sensitive enough to pick up the wearer’s voice, operatives
Tecnology test, but the GM rolls this test in secret; players often use these devices to communicate in whispers over
will not know how well the device is working until later on. distances to coordinate actions.
Once set, a screamer has a passive Perception of 20 for Effect: You can communicate with anyone within 1
the purposes of detecting sounds or motions. If it detects kilometer (1/2 Mile ) that has a vox unit tuned to the same
an intruder, it sounds its alarm, which can be heard frequency.
anywhere out to 1/2 Mile. Doors, walls, and other barriers
reduce the alarm’s range. Vox Caster
A bulging backpack of wireless and radio technologies,
Signal Jammer these vox units operate over large distances and on
As the name suggests, Basic models are overt and obvious, multiple wave bands simultaneously, and as such are
such that the transmitting agencies know they are being favoured by battlefield commanders and assistants to
jammed. Sophisticated versions emit precisely-tuned large Imperial retinues.
frequencies that dampen out transmissions without Effect: You can communicate with anyone within 100
anyone detecting the action. Kilometers (around 62 Miles) that has a vox unit.
Effect: This device acts to overpower local vox, data, or
other transmissions within a range of roughly 1/2 Mile.
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Web shooter
Effect: When this device is used, you can use an object
interaction in conjunction with an attack action to shoot a
stream of sticky Adhesive out of a gun. Make a ranged
attack against a creature of size large or smaller that is
within 30 feet of you. You add your proficiency bonus and
Dexterity modifier to this attack roll. If you hit, the creature
is restrained by the webbing. As an action, the restrained
creature can make a Strength saving throw to break free
from the webbing. The effect ends if the adhesive is
destroyed. The webbing has AC 10, 5 hit points, resistance
to bludgeoning damage, and immunity to poison and
psychic damage.
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The Crux Terminatus, or the Terminator Honour as it is
Rare Gear also known, is amongst the most famous of all the
Item Cost honours to be granted to the Adeptus Astartes as
prescribed by the Codex Astartes. It is awarded only to
Camo clock -
those Space Marines who have proven their battlefield
Comm leech - skills as respected and accomplished Veterans of their
Crux Terminatus - Chapter. In many Chapters, the Chapter Master himself
grants a Veteran Battle-Brother the right to wear the Crux
Grav-Chute - Terminatus and serve in the Chapter's elite 1st Company
Jump Pack - as Terminators wearing those ancient relics of the
Null Rod - Imperium known as Tactical Dreadnought Armour. Often,
the recommendation of another member of the Chapter
Preysense Goggles - who already bears the honour lends great weight to the
Psychic Focus - Chapter Master's decision. In some Space Marine
Psychic Hood - Chapters, receiving the Crux Terminatus first involves a
ritual of cleansing, prayer and meditation, the details of
Synskin - which vary widely from Chapter to Chapter. Each badge of
Void Suit - the Crux Terminatus is said to have bound within it a tiny
fragment of the Power Armour worn by the Emperor of
Mankind during the climatic end to the Battle of Terra with
the Arch-Traitor Horus over 10,000 standard years ago.
Effect: You now have Access to Tactical Deradnought
Armor
Comm leech
A somewhat heretical item in the eyes of the Mechanicum,
these tap into vox signals or data transmissions.
Effect: After making a successful Technology check
(with the GM setting the difficulty based on the situation
and signal), the user can use it to receive a signal or
transmission within 1/2 mile for a number of minutes
equal to his intel bonus. If the character fails by a number
greater than his Intelligence bonus, the sender and
receiver of the signal become aware that someone is
attempting to tap in.
Crux Terminatus
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Effect: The Bearer of a Psychic hood may deny the
Jump pack
witch at 90ft and they may use warp charges to +1 to the
A large backpack sized thruster device that can control a
ability check made to counter spells of levels higher then
fall like a grave chute but it may be used to make
one, Furthermore if another Psyker attempts to deny one
controlled trust in in a direction, It allows Troops to
of your spells you may spend warp charges to make the
manuver with fast and savage attacks.
DC of the ability check is 1 Greater for each warp charge
You may now jump up to 60ft up and 60ft forward and
used in this way.
you gain the slow fall feature Below. During your turn, If
you don't end the flight on a hard surface you may fly 30ft
Synskin
up and 30ft forward and make one Pivot per turn this may
Synskin is a bio-reactive body glove with an inert non-
only be done for 5 rounds consecutively and then the Pack
reflective surface that moulds itself to the wearer’s form.
needs to be vented for 1 rounds. If your in a zero gravity
Effect: You gain advantage on all stealth checks against
environment, you can fly up to 60ft normally and no
sight based perception checks. It also renders the wearer
venting is needed. At level 10 you may vent as a bonus
invisible to the use of preysense goggles and those with
action.
Thermal vision. This counts as clothes that have an AC of
Slow Fall: you can use your Reaction when you fall to
11 no Max Dex, some armors can be worn over a void suit
reduce any Falling damage you take by an amount equal
omitting the armor value of it, for the armor worn over it.
to five times your level. If you are venting you may not
apply the effects of Slow fall. Void Suit
Found in various styles and states of disrepair in void ship
Null Rod storage compartments, a Void Suit protects the wearer
null rod Few things invoke terror as much as a psyker
from the rigors of low atmospheric pressure and hard
calling on the unholy powers of the Warp to twist reality
vacuum.
and rend souls. While faith in the Emperor is always
Effect: Protects the wearer from the vacuum of space,
essential, a null rod can also be effective in negating such
with enough oxygen for five hours of continuous use.
threats. Most null rods appear as short obsidian cylinders,
Includes a Vox Caster. This counts as clothes that have an
often crawling with arcane icons and glyphs.
AC of 11 no Max Dex, some armors can be worn over a
Effect: Each Rod has 5 Charges and as a reaction can
void suit omitting the armor value of it, for the armor worn
dampen the powers of any psykers within 30ft, allowing
over it.
you to deny the witch at the cost of one carge it is always
cast at level 1 and you may add the wielders Wisdom
bonus to the test made to resist a spell of levels higher
then 1st.
Preysense Goggles
The thermo-sensitive technology within these goggles
grants the wearer the ability to see heat signatures even in
the dark.
Effect: You ignore any penalties to Tests due to visual
conditions aginst targets with a body temp sgnificntly
different then its surroundings.
Psychic Focus
These items vary wildly in appearance. Some may take the
form of a rod or staff, while others may simply appear to
be a ‘lucky charm’ or a special deck of the Emperor’s Tarot.
Effect: Gain advantage on all warp skill tests and deny
the witch tests made to deny the witch.
Psychic Hood
The Psychic Hood is an arcane device utilised by Space
Marine Librarians to amplify the wearer's psychic powers
and protect against an assault by enemy psykers. Most
importantly, a Psychic Hood renders the wearer capable of
nullifying the effects that other psykers have on the Warp
nearby. Distinguished by the trademark metal hood that
rises from the backplate of a Librarian's Power Armour, a
Psychic Hood uses a set of interwoven, intricately-aligned
crystals to nullify an opponent's psychic attacks.
Psychic Hoods are also occasionally employed by those
Inquisitors who are also psykers as well as the Astartes of
the Grey Knights Space Marine Chapter, who serve as the
Chamber Militant of the Daemon-hunting Ordo Malleus.
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Tools
Artificers Tools. Used for Building or repairing Advanced
weaponry, Vehicals and Armors.
Tinker's Tools. This Provides basic functions of the
Artificers Tools and Tech Tools.
Tech Tools. A more advanced Tinker's tools used Mainly
for repairing or Altering cogitator Systems and vox
communicators and APN's.
Data Forger Tools. Used as a deception check when
using a Cogitator.
Data Mining Tools. used as a Persuasion check when
using cogitators.
316
Backgrounds Imperial Guard (Regiment)
Each class or even an archetype can have one background Born Soldier (Cadia)
if you GM wants to use them. Most backgrounds will give Any Imperial Guardsman with this Regiment you may re-
you a powerfull buff, but some Backgrounds will have roll one Misfire, you regain the use of this after you
negatives or restrict your accses to the Librarius, whatever complete a short rest.
it may be will be all be noted in the Background
description. Brutal Strength (Catachan)
Any Imperial Guardsman with this Regiment Gains A +2
Astartes (Chapters) STR, +2 WIS and +2 CON.
317
Starter Kits
Missionary Kit
These travel-ready kits identify the bearer as a member of
the Missionaria Galaxia, and contains.
Periculum Kit
Assembled for explorer and agents of the Imperium, these
sturdy grox-hide satchels contain what supplies they can
spare for those capable few able and willing to assist in the
defence of the Imperium. A Periculum Kit contains.
Chrono
Data-Slate
Magnoculars
2 Ration Packs
Respirator
Vox-bead
Survival Kit
This collection of tools helps keep the owner alive in a
hostile environment. The kit includes
Compass
100ft Advanced Fiber Rope
Water
Purification Filters
Chemical Testing Strips
318