Bolt Pistol |
Bolt |
Pistol |
30m |
S/2/- |
1d10+5 Explosive |
4 |
8 |
Full |
Tearing |
3.5 kg |
Very Rare (-30) |
|
151 CB |
Boltgun |
Bolt |
Basic |
100m |
S/3/- |
1d10+5 Explosive |
4 |
24 |
Full |
Tearing |
7 kg |
Very Rare (-30) |
|
151 CB |
Heavy Bolter |
Bolt |
Heavy |
150m |
-/-/6 |
1d10+8 Explosive |
5 |
60 |
Full |
Tearing |
40 kg |
Very Rare (-30) |
|
151 CB |
Storm Bolter |
Bolt |
Basic |
90m |
S/2/4 |
1d10+5 Explosive |
4 |
60 |
Full |
Storm, Tearing |
9 kg |
Extremely Rare (-40) |
|
151 CB |
Flamer |
Flame |
Basic |
20m |
S/-/- |
1d10+4 Energy |
2 |
6 |
2 Full |
Flame, Spray |
6 kg |
Scarce (-10) |
|
152 CB |
Hand Flamer |
Flame |
Pistol |
10m |
S/-/- |
1d10+4 Energy |
2 |
2 |
2 Full |
Flame, Spray |
3.5 kg |
Rare (-20) |
|
152 CB |
Heavy Flamer |
Flame |
Heavy |
30m |
S/-/- |
1d10+5 Energy |
4 |
10 |
2 Full |
Flame, Spray |
45 kg |
Rare (-20) |
|
152 CB |
Lasgun |
Las |
Basic |
100m |
S/3/- |
1d10+3 Energy |
- |
60 |
Full |
Reliable |
4 kg |
Common (+10) |
Las Weapon Variable Setting: Overcharge: +1 Dam, 2 ammo. Overload: +2 Dam and Pen
but uses 4 ammo, loses Reliable, and gains Unreliable |
153 CB |
Laslock |
Las |
Basic |
70m |
S/-/- |
1d10+4 Energy |
- |
1 |
Half |
Unreliable |
4 kg |
Plentiful (+20) |
Do not benefit from the Las Weapon Variable Setting rules. |
153 CB |
Laspistol |
Las |
Pistol |
30m |
S/2/- |
1d10+2 Energy |
- |
30 |
Half |
Reliable |
1.5 kg |
Common (+10) |
Las Weapon Variable Setting: Overcharge: +1 Dam, 2 ammo. Overload: +2 Dam and Pen
but uses 4 ammo, loses Reliable, and gains Unreliable |
153 CB |
Hot-shot Lasgun |
Las |
Basic |
60m |
S/3/- |
1d10+4 Energy |
7 |
30 |
2 Full |
|
6 kg |
Rare (-20) |
Do not benefit from the Las Weapon Variable Setting rules. |
154 CB |
Hot-shot Laspistol |
Las |
Pistol |
20m |
S/2/- |
1d10+4 Energy |
7 |
40 |
2 Full |
|
4 kg |
Rare (-20) |
Do not benefit from the Las Weapon Variable Setting rules. |
154 CB |
Long-Las |
Las |
Basic |
150m |
S/-/- |
1d10+3 Energy |
1 |
40 |
Full |
Accurate, Felling (4), Reliable |
4.5 kg |
Scarce (-10) |
Las Weapon Variable Setting: Overcharge: +1 Dam, 2 ammo. Overload: +2 Dam and Pen
but uses 4 ammo, loses Reliable, and gains Unreliable |
154 CB |
Grenade Launcher |
Launcher |
Basic |
60m |
S/-/- |
- |
- |
6 |
2 Full |
- |
12 kg |
Average (+0) |
Consumes grenades as ammunition - damage and effects depend on the grenade used |
154 CB |
Missile Launcher |
Launcher |
Heavy |
300m |
S/-/- |
- |
- |
1 |
Full |
- |
35 kg |
Rare (-20) |
Consumes missiles as ammunition - damage and effects depend on the missile used |
154 CB |
Bolas |
Low-Tech |
Thrown |
10m |
S/-/- |
- |
- |
1 |
- |
Inaccurate, Snare |
1.5 kg |
Average (+0) |
|
154 CB |
Bow |
Low-Tech |
Basic |
30m |
S/-/- |
1d10 Rending |
- |
1 |
Half |
Primitive (6), Reliable |
2 kg |
Common (+10) |
Two-handed weapon. |
154 CB |
Crossbow |
Low-Tech |
Basic |
30m |
S/-/- |
1d10 Rending |
- |
1 |
2 Full |
Primitive (7) |
3 kg |
Common (+10) |
|
154 CB |
Inferno Pistol |
Melta |
Pistol |
10m |
S/-/- |
2d10+10 Energy |
12 |
3 |
Full |
Melta |
3 kg |
Near Unique (-50) |
|
155 CB |
Meltagun |
Melta |
Basic |
20m |
S/-/- |
2d10+10 Energy |
12 |
5 |
Full |
Melta |
15 kg |
Very Rare (-30) |
|
155 CB |
Plasma Gun |
Plasma |
Basic |
90m |
S/2/- |
1d10+7 Energy |
6 |
40 |
5 Full |
Maximal, Overheats |
18 kg |
Very Rare (-30) |
|
155 CB |
Plasma Pistol |
Plasma |
Pistol |
30m |
S/2/- |
1d10+6 Energy |
6 |
10 |
3 Full |
Maximal, Overheats |
4 kg |
Very Rare (-30) |
|
155 CB |
Autocannon |
Solid Projectile |
Heavy |
300m |
S/3/- |
3d10+8 Impact |
6 |
24 |
2 Full |
Reliable |
40 kg |
Very Rare (-30) |
|
155 CB |
Autogun |
Solid Projectile |
Basic |
100m |
S/3/10 |
1d10+3 Impact |
- |
30 |
Full |
- |
5 kg |
Average (+0) |
|
155 CB |
Autopistol |
Solid Projectile |
Pistol |
30m |
S/-/6 |
1d10+2 Impact |
- |
18 |
Full |
- |
1.5 kg |
Average (+0) |
|
155 CB |
Hand Cannon |
Solid Projectile |
Pistol |
35m |
S/-/- |
1d10+4 Impact |
2 |
5 |
2 Full |
- |
3 kg |
Scarce (-10) |
Two Handed to fire. |
155 CB |
Grav Pistol |
Exotic |
Pistol |
15m |
S/-/- |
1d10+3 Impact |
6 |
6 |
Full |
Concussive (1), Graviton |
3 kg |
Near Unique (-50) |
|
156 CB |
Graviton Gun |
Exotic |
Basic |
30m |
S/3/- |
1d10+6 Impact |
8 |
9 |
2 Full |
Concussive (2), Graviton |
6 kg |
Extremely Rare (-40) |
|
156 CB |
Needle Pistol |
Exotic |
Pistol |
30m |
S/-/- |
1d10 Rending |
- |
6 |
Full |
Accurate, Felling (1), Toxic (5) |
1.5 kg |
Very Rare (-30) |
Built-in silencer |
156 CB |
Needle Rifle |
Exotic |
Basic |
180m |
S/-/- |
1d10 Rending |
- |
6 |
2 Full |
Accurate, Felling (1), Toxic (5) |
2 kg |
Very Rare (-30) |
Built-in silencer |
156 CB |
Web Pistol |
Exotic |
Pistol |
30m |
S/-/- |
- |
- |
1 |
Full |
Snare (0) |
3.5 kg |
Very Rare (-30) |
Web dissolve away after 1d5 hours. |
156 CB |
Webber |
Exotic |
Basic |
50m |
- |
- |
- |
1 |
2 Full |
Blast (5), Snare (1) |
8 kg |
Rare (-20) |
Web dissolve away after 1d5 hours. |
156 CB |
Heavy Stubber |
Solid Projectile |
Heavy |
100m |
-/-/8 |
1d10+4 Impact |
3 |
80 |
2 Full |
- |
30 kg |
Rare (-20) |
|
156 CB |
Shotgun |
Solid Projectile |
Basic |
30m |
S/-/- |
1d10+4 Impact |
- |
8 |
2 Full |
Scatter |
5 kg |
Average (+0) |
|
156 CB |
Shotgun (Combat) |
Solid Projectile |
Basic |
30m |
S/3/- |
1d10+4 Impact |
- |
18 |
Full |
Scatter |
6.5 kg |
Scarce (-10) |
|
156 CB |
Sniper Rifle |
Solid Projectile |
Basic |
200m |
S/-/- |
1d10+4 Impact |
3 |
20 |
Full |
Accurate, Reliable |
5 kg |
Scarce (-10) |
|
156 CB |
Stub Automatic |
Solid Projectile |
Pistol |
30m |
S/3/- |
1d10+3 Impact |
- |
9 |
Full |
- |
1.5 kg |
Average (+0) |
|
156 CB |
Stub Revolver |
Solid Projectile |
Pistol |
30m |
S/-/- |
1d10+3 Impact |
- |
6 |
2 Full |
Reliable |
1.5 kg |
Plentiful (+20) |
|
156 CB |
Fire Bomb |
Explosives |
Thrown |
SBx3m |
S/-/- |
1d10+2 Energy |
- |
1 |
- |
Blast (2), Flame |
0.5 kg |
Plentiful (+20) |
Cannot be used with launcher weapons and cannot be thrown. Require Half Action to
ready. |
157 CB |
Melta Bomb |
Explosives |
- |
- |
S/-/- |
6d10 Energy |
12 |
1 |
- |
Blast (2), Flame, Melta, |
12 kg |
Very Rare (-30) |
Cannot be used with launcher weapons and cannot be thrown. |
157 CB |
Blind Grenade |
Grenades/Missiles |
Thrown |
SBx3m |
S/-/- |
- |
- |
1 |
- |
Smoke (2) |
0.5 kg |
Scarce (-10) |
|
157 CB |
Choke Grenade |
Grenades/Missiles |
Thrown |
SBx3m |
S/-/- |
Special |
- |
1 |
- |
Blast (3) |
0.5 kg |
Scarce (-10) |
Characters in radius make a Toughness test each turn, taking 1 fatigue upon failure.
4+ DoF suffers a 1d10 Toughness damage. Lasts for up 2d5 rounds depending on
weather. |
157 CB |
Frag Grenade |
Grenades/Missiles |
Thrown |
SBx3m |
S/-/- |
2d10 Explosive |
- |
1 |
- |
Blast (3) |
0.5 kg |
Common (+10) |
|
157 CB |
Frag Missile |
Grenades/Missiles |
- |
- |
S/-/- |
2d10+2 Explosive |
2 |
- |
- |
Blast (5) |
1 kg |
Average (+0) |
|
157 CB |
Hallucinogen Grenade |
Grenades/Missiles |
Thrown |
SBx3m |
S/-/- |
- |
- |
1 |
- |
Blast (6), Hallucinogenic |
0.5 kg |
Scarce (-10) |
|
157 CB |
Haywire Grenade |
Grenades/Missiles |
Thrown |
SBx3m |
S/-/- |
- |
- |
1 |
- |
Haywire (2) |
0.5 kg |
Very Rare (-30) |
|
157 CB |
Krak Grenade |
Grenades/Missiles |
Thrown |
SBx3m |
S/-/- |
2d10+4 Explosive |
6 |
1 |
- |
Concussive (0) |
0.5 kg |
Rare (-20) |
Gain Vengeful (9) against vehicles. |
157 CB |
Krak Missile |
Grenades/Missiles |
- |
- |
S/-/- |
3d10+8 Explosive |
8 |
- |
- |
Concussive (3), Proven (2) |
1 kg |
Scarce (-10) |
Gain Vengeful (9) against vehicles. |
157 CB |
Chainaxe |
Chain |
Melee |
- |
- |
1d10+4 Rending |
2 |
- |
- |
Tearing, Two-Handed |
13 kg |
Scarce (-10) |
Two-handed weapon. |
158 CB |
Chainblade |
Chain |
Melee |
- |
- |
1d10+1 Rending |
1 |
- |
- |
Tearing |
2 kg |
Scarce (-10) |
|
158 CB |
Chainsword |
Chain |
Melee |
- |
- |
1d10+2 Rending |
2 |
- |
- |
Balanced, Tearing |
6 kg |
Average (+0) |
|
158 CB |
Photon Flash Grenade |
Grenades/Missiles |
Thrown |
SBx3m |
S/-/- |
- |
- |
1 |
- |
Blast (6), |
0.5 kg |
Rare (-20) |
Must pass an Ordinary (+10) Agility test or be blinded for a number of rounds equal
to his DoF. |
158 CB |
Smoke Grenade |
Grenades/Missiles |
Thrown |
SBx3m |
S/-/- |
- |
- |
1 |
- |
Smoke (4) |
0.5 kg |
Common (+10) |
|
158 CB |
Stun Grenade |
Grenades/Missiles |
Thrown |
SBx3m |
S/-/- |
- |
- |
1 |
- |
Blast (3), Concussive (2) |
0.5 kg |
Common (+10) |
|
158 CB |
Web Grenade |
Grenades/Missiles |
Thrown |
SBx3m |
S/-/- |
- |
- |
1 |
- |
Blast (3), Snare (2) |
0.5 kg |
Rare (-20) |
Web dissolve away after 1d5 hours. |
158 CB |
Eviscerator |
Chain |
Melee |
- |
- |
2d10 Rending |
9 |
- |
- |
Razor Sharp, Tearing, Two-Handed, Unwieldy |
15 kg |
Very Rare (-30) |
|
159 CB |
Force Staff |
Force |
Melee |
- |
- |
1d10 Impact |
2 |
- |
- |
Force, Two-Handed |
2 kg |
Extremely Rare (-40) |
|
160 CB |
Force Sword |
Force |
Melee |
- |
- |
1d10+1 Rending |
2 |
- |
- |
Balanced, Force |
5 kg |
Near Unique (-50) |
|
160 CB |
Great Weapon |
Low-Tech |
Melee |
- |
- |
2d10 Rending |
- |
- |
- |
Unbalanced, Two-Handed |
7 kg |
Scarce (-10) |
Two-handed weapon. |
160 CB |
Hunting Lance |
Low-Tech |
Melee |
- |
- |
2d10+3 Explosive |
7 |
- |
- |
Concussive (3) |
4 kg |
Scarce (-10) |
After a successful attack is made with this weapon, its tip is destroyed and it is
treated as a staff. |
160 CB |
Improvised |
Low-Tech |
Melee |
- |
- |
1d10-2 Impact |
- |
- |
- |
Primitive (7), Unbalanced |
- |
- |
|
160 CB |
Knife |
Low-Tech |
Melee |
- |
- |
1d5 Rending |
- |
- |
- |
- |
1 kg |
Plentiful (+20) |
|
160 CB |
Knife |
Low-Tech |
Thrown |
5m |
S/-/- |
1d5 Rending |
- |
- |
- |
- |
1 kg |
Plentiful (+20) |
|
160 CB |
Shield |
Low-Tech |
Melee |
- |
- |
1d5 Impact |
- |
- |
- |
Defensive |
3 kg |
Common (+10) |
Attacks suffer a -20 penalty instead of the normal penalty from the Defensive
quality. |
160 CB |
Spear |
Low-Tech |
Melee |
- |
- |
1d10 Rending |
- |
- |
- |
Primitive (8), Two-Handed |
3 kg |
Common (+10) |
Two-handed weapon. |
160 CB |
Staff |
Low-Tech |
Melee |
- |
- |
1d10 Impact |
- |
- |
- |
Balanced, Primitive (7), Two-Handed |
3 kg |
Plentiful (+20) |
Two-handed weapon. |
160 CB |
Sword |
Low-Tech |
Melee |
- |
- |
1d10 Rending |
- |
- |
- |
Balanced |
3 kg |
Common (+10) |
|
160 CB |
Truncheon |
Low-Tech |
Melee |
- |
- |
1d10 Impact |
- |
- |
- |
Primitive (7) |
2 kg |
Plentiful (+20) |
|
160 CB |
Warhammer |
Low-Tech |
Melee |
- |
- |
1d10+3 Impact |
1 |
- |
- |
Concussive (1), Primitive (8), Two-Handed |
4.5 kg |
Scarce (-10) |
Two-handed weapon. |
160 CB |
Whip |
Low-Tech |
Melee |
3m |
- |
1d10 Rending |
- |
- |
- |
Flexible, Primitive (6) |
2 kg |
Average (+0) |
|
160 CB |
Omnissian Axe |
Power |
Melee |
- |
- |
2d10+4 Energy |
6 |
- |
- |
Power Field, Two-Handed, Unbalanced |
8 kg |
Extremely Rare (-40) |
Two-handed weapon and functions as a Combi-tool. |
161 CB |
Power Axe |
Power |
Melee |
- |
- |
1d10+7 Energy |
7 |
- |
- |
Power Field, Two-Handed, Unbalanced |
6 kg |
Very Rare (-30) |
Two-handed weapon. |
161 CB |
Power Fist |
Power |
Melee |
- |
- |
2d10 Energy |
9 |
- |
- |
Power Field, Unwieldy |
13 kg |
Very Rare (-30) |
|
161 CB |
Power Maul (High) |
Power |
Melee |
- |
- |
1d10+5 Energy |
4 |
- |
- |
Power Field, Shocking |
3.5 kg |
Very Rare (-30) |
When used with two hands it gains the Concussive (0) quality. |
161 CB |
Power Maul (Low) |
Power |
Melee |
- |
- |
1d10+1 Energy |
2 |
- |
- |
Shocking |
3.5 kg |
Very Rare (-30) |
When used with two hands it gains the Concussive (0) quality. |
161 CB |
Power Sword |
Power |
Melee |
- |
- |
1d10+5 Energy |
5 |
- |
- |
Balanced, Power Field |
3 kg |
Very Rare (-30) |
|
161 CB |
Shock Maul |
Shock |
Melee |
- |
- |
1d10+3 Impact |
- |
- |
- |
Shocking |
2.5 kg |
Scarce (-10) |
|
161 CB |
Shock Whip |
Shock |
Melee |
3m |
- |
1d10+1 Impact |
- |
- |
- |
Flexible, Shocking |
3 kg |
Extremely Rare (-40) |
|
161 CB |
Unarmed |
Low-Tech |
Melee |
- |
- |
1d5-3 Impact |
- |
- |
- |
|
- |
- |
|
226 CB |
Psycannon |
Bolt |
Heavy |
120m |
-/2/5 |
2d10+5 Explosive |
5 |
40 |
3 Full |
Daemonbane, Reliable, Tearing |
20kg |
Near Unique (-50) |
Grants the Auto-Stabilised Trait when fired. Ignores all protective benefits from
Psy Powers, and deals an additional +2 damage per target's Psy Rating |
41 EB |
Hellrifle |
Exotic |
Basic |
300m |
S/-/- |
1d10+4 Rending |
4 |
- |
- |
Felling (2) |
10kg |
Very Rare (-30) |
|
41 EB |
Silverseine Launcher |
Exotic |
Heavy |
60m |
S/-/- |
1d10 Impact |
- |
1 |
2 Full |
Blast (4), Reliable, Sanctified, Snare (2) |
25kg |
Very Rare (-30) |
The Snare quality is doubled against Daemonic targets. Daemonic targets trapped by
the Snare must also test for Warp Instability at the start of each turn |
41 EB |
Incinerator |
Flame |
Basic |
30m |
S/-/- |
1d10+6 Energy |
6 |
10 |
2 Full |
Daemonbane, Flame, Spray |
3kg |
Near Unique (-50) |
Ignores any protective benefits from Psy Powers, and targets in the area of effect
suffer -10 to the Agility test to avoid being set aflame for each point in the
wielder's Psy Rating |
41 EB |
Abyssal Charge |
Grenades/Missiles |
Thrown |
SBx3 |
S/-/- |
1d10+4 Explosive |
4 |
1 |
- |
Blast (3), Crippling (2), Tainted |
0.5kg |
Extremely Rare (-40) |
|
41 EB |
Argent Globe |
Grenades/Missiles |
Thrown |
SBx3 |
S/-/- |
2d10 Explosive |
2 |
1 |
- |
Blast (3), Santified |
0.5kg |
Extremely Rare (-40) |
Gains the Crippling (3) quality when the target is Daemonic |
41 EB |
"Ironfaith" Incense Grenade |
Grenades/Missiles |
Thrown |
SBx3 |
S/-/- |
1d10 Explosive |
- |
1 |
- |
Daemonbane, Sanctified, Smoke (3) |
0.5kg |
Extremely Rare (-40) |
Whenever a character suffers a hit from this grenade, enters its smoke, or begins
his turn within the smoke, he suffers Energy damage equal to his Corruption bonus or
his Daemonic (X) trait, whichever is higher. This ignores armour and Toughness Bonus
|
41 EB |
Animus Hammer |
Force |
Melee |
- |
- |
2d10+10 Energy |
4 |
- |
- |
Daemonbane, Force, Power Field, Unwieldy |
8kg |
Near Unique (-50) |
SB added to damage is doubled. Acts as a Psy Focus. If the wielder is a Psyker, add
+1 to his Psy Rating. |
42 EB |
Force Hammer |
Force |
Melee |
- |
- |
2d10 Rending |
- |
- |
- |
Force, Unbalanced |
10kg |
Extremely Rare (-40) |
Two-handed unless wielder has SB of 5 or higher. |
42 EB |
Nemesis Daemon Hammer |
Force |
Melee |
- |
- |
2d10+1 Energy |
8 |
- |
- |
Daemonbane, Force, Power Field, Unwieldy |
10kg |
Near Unique (-50) |
SB added to damage is doubled. One-handed, but if used with two hands it gains
Concussive (X), with X being the wielder's Psy Rating. |
42 EB |
Sanctus Hammer |
Force |
Melee |
- |
- |
2d10+6 Energy |
4 |
- |
- |
Balanced, Concussive (4), Daemonbane, Force, Power Field |
6kg |
Near Unique (-50) |
SB added to damage is doubled. Two-handed weapon. Contains an exterminator cartridge
loaded with Incinerator ammunition (pp 163 CB) |
42 EB |
Tempus Hammer |
Force |
Melee |
- |
- |
2d10+4 Energy |
6 |
- |
- |
Daemonbane, Force, Power Field, Unwieldy |
14kg |
Near Unique (-50) |
SB added to damage is doubled. Two-handed weapon. Once per game session, as a Full
Action, the wielder may strike the ground causing a blast with radius 2d10 metres.
Every other character in the area must make a (-20) Agility test or lose a Half
Action on their next turn; if they fail with 2+ DoF, they lose a Full Action |
42 EB |
Rune Weapon (Sword) |
Low-Tech |
Melee |
- |
- |
1d10 Rending |
- |
- |
- |
Balanced, Tainted, Tearing, Vengeful (8) |
3kg |
Near Unique (-50) |
Can take the profile of any Low-Tech weapon and use those stats, losing the
Primitive quality (if it was present). Cannot be destroyed by a Power Field weapon.
Whenever the wielder triggers Righteous Fury, he gains 1d5 Corruption |
42 EB |
Stealth Claw |
Low-Tech |
Melee |
- |
- |
1d10+4 Rending |
4 |
- |
- |
Felling (2), Razor Sharp, Sanctified |
1.5kg |
Very Rare (-30) |
Comes with the Compact modification. If the wielder successfully executes an All Out
Attack, add damage equal to his Psy Rating |
42 EB |
Wailing Trident |
Low-Tech |
Melee |
- |
- |
1d10+8 Rending |
4 |
- |
- |
Balanced, Felling (3), Santified |
9kg |
Very Rare (-30) |
Two handed weapon. Can be thrown with a range of 6m. When used against a Daemonic
target, gains Crippling (3) |
42 EB |
Ebenus Hammer |
Power |
Melee |
- |
- |
2d10+6 Energy |
10 |
- |
- |
Daemonbane, Power Field, Unwieldy |
16kg |
Near Unique (-50) |
SB added to damage is doubled. Two-handed weapon. Acts as a Null Rod and grants the
wielder the Deny the Witch talent. |
42 EB |
Ordo Malleus Power Glaive |
Power |
Melee |
3m |
- |
1d10+8 Energy |
5 |
- |
- |
Balanced, Power Field, Proven (4), Sanctified |
9kg |
Very Rare (-30) |
Grants the wielder an additional (+10) to Parry. Two-handed weapon. |
42 EB |
Power Shield |
Power |
Melee |
- |
- |
1d10 Energy |
1 |
- |
- |
Defensive, Power Field |
6kg |
Very Rare (-30) |
Adds 4 AP to the Body and Arm using the shield. This stacks with existing armour.
|
42 EB |
Thunder Hammer |
Power |
Melee |
- |
- |
2d10+4 Energy |
10 |
- |
- |
Concussive (2), Power Field, Unwieldy |
16kg |
Very Rare (-30) |
SB added to damage is doubled. One-handed, but if used with two hands it deals an
additional +2 damage |
42 EB |
Godwyn-De'az Bolt Pistol |
Bolt |
Pistol |
40m |
S/2/- |
1d10+5 Explosive |
4 |
10 |
Full |
Reliable, Tearing |
3kg |
Extremely Rare (-40) |
Only available to the Adeptus Sororitas |
43 EI |
Godwyn-De'az Bolter |
Bolt |
Basic |
90m |
S/2/- |
1d10+5 Explosive |
4 |
30 |
Full |
Reliable, Tearing |
6kg |
Very Rare (-30) |
Only available to the Adeptus Sororitas |
43 EI |
Godwyn-De'az Heavy Bolter |
Bolt |
Heavy |
140m |
-/-/6 |
1d10+8 Explosive |
5 |
80 |
Full |
Reliable, Tearing |
35kg |
Extremely Rare (-40) |
Only available to the Adeptus Sororitas |
43 EI |
Godwyn-De'az Storm Bolter |
Bolt |
Basic |
80m |
S/2/4 |
1d10+5 Explosive |
4 |
60 |
Full |
Reliable, Storm, Tearing |
8kg |
Near Unique (-50) |
Only available to the Adeptus Sororitas |
43 EI |
Purgatus Crossbow |
Exotic |
Basic |
50m |
S/-/- |
1d10+5 Impact |
0 |
5 |
2 Full |
Reliable |
16kg |
Rare (-20) |
Mix of a crossbow and shotgun. May use any crossbow bolts or shotgun shells, in
addition to the usual Purgatus Stakes. Damage, penetration, and special qualities
are dependant upon ammunition used |
43 EI |
Condemnor |
Exotic |
Basic |
100m |
S/-/- |
1d10+4 Rending |
2 |
1 |
2 Full |
Accurate, Reliable |
8kg |
Rare (-20) |
Damage, penetration, and special qualities are dependant upon ammunition used |
43 EI |
Cerberus Heavy Flamer |
Flame |
Heavy |
30m |
S/2/- |
1d10+5 Energy |
3 |
8 |
2 Full |
Flame, Reliable, Spray |
40kg |
Very Rare (-30) |
|
43 EI |
Gorgon Chemical Flamer |
Flame |
Basic |
20m |
S/-/- |
1d10+4 Energy |
2 |
6 |
2 Full |
Corrosive, Felling (1), Flame, Spray, Toxic (2) |
8kg |
Very Rare (-30) |
Cannot use regular flame ammunition; the fuel is exclusive to the Gorgon |
43 EI |
Hydra Flamer Array |
Flame |
Basic |
8m |
S/-/- |
1d10+4 Energy |
2 |
10 |
2 Full |
Flame, Proven (3), Spray |
10kg |
Very Rare (-30) |
Characters gain the Fear (1) trait until the end of combat when they use this
weapon. Fires in a 90 degree cone, rather than the normal 30 degree arc for Spray
weapons |
43 EI |
Arquebus |
Low-Tech |
Basic |
45m |
S/-/- |
2d10 Impact |
2 |
1 |
2 Full |
Concussive (1), Inaccurate, Unreliable |
8kg |
Common (+10) |
Counts as a Heavy weapon when fired with a SB of 3 or lower. Creates Smoke (1)
around the firer that lasts for 1d5-1 rounds |
43 EI |
Castigator Heavy Crossbow |
Low-Tech |
Heavy |
70m |
S/-/- |
1d10+6 Impact |
1 |
14 |
2 Full |
Concussive (2), Reliable |
12kg |
Scarce (-10) |
Whenever this weapon deals damage to a target of Size (5) or smaller, that target is
knocked prone. Damage, penetration, and special qualities are dependant upon
ammunition used |
43 EI |
Deliverance Light Crossbow |
Low-Tech |
Pistol |
15m |
S/-/- |
1d10 Rending |
0 |
1 |
Half |
Primitive (7) |
1kg |
Rare (-20) |
If used with a Forearm Mounting, range is not reduced. Tests to find when concealed
suffer -20, and counts as having a built-in Silencer. Damage, penetration, and
special qualities are dependant upon ammunition used. |
43 EI |
Drake's Claw |
Low-Tech |
Heavy |
200m |
S/-/- |
1d10+2 Explosive |
2 |
1 |
- |
Blast (3), Crippling (1), Inaccurate, Primitive (7), Tearing |
6kg |
Rare (-20) |
Single-use rocket launcher |
43 EI |
Flintlock Pistol |
Low-Tech |
Pistol |
15m |
S/-/- |
1d10+2 Impact |
0 |
1 |
2 Full |
Inaccurate, Primitive (8), Unreliable |
3kg |
Common (+10) |
Counts as a Truncheon when used in melee combat |
43 EI |
Longflame |
Low-Tech |
Heavy |
200m |
S/-/- |
1d10 Rending |
0 |
1 |
- |
Blast (4), Flame, Inaccurate, Primitive (8) |
6kg |
Rare (-20) |
Single-use rocket launcher |
43 EI |
Musket |
Low-Tech |
Basic |
30m |
S/-/- |
1d10+3 Impact |
0 |
1 |
2 Full |
Inaccurate, Primitive (8), Unreliable |
7kg |
Common (+10) |
Counts as a Staff when used in melee combat |
43 EI |
Snapper Repeating Rifle |
Low-Tech |
Basic |
50m |
S/2/- |
1d10+3 Impact |
0 |
8 |
2 Full |
Inaccurate, Overheats, Primitive (8), Unreliable |
45kg |
Very Rare (-30) |
If used as an improvised melee weapon, and the wielder suffers 2+ DoF, its
mechanisms snap and it is damaged until repaired |
43 EI |
Sentinel Plasma Rifle |
Plasma |
Basic |
120m |
S/5/10 |
1d10+5 Energy |
3 |
40 |
Full |
Reliable |
20kg |
Extremely Rare (-40) |
|
43 EI |
Pyschotroke Grenade |
Grenades/Missiles |
Thrown |
SBx3 |
S/-/- |
- |
- |
1 |
- |
Blast (3), Hallucinogenic (4) |
1kg |
Rare (-20) |
Respirators and sealed armour provide no protection. For every DoF on Toughness test
to resist, and +1 to roll on hallucinogenic effect |
44 EI |
Psyk-Out Grenade |
Grenades/Missiles |
Thrown |
SBx3 |
S/-/- |
1d10 Explosive |
0 |
1 |
- |
Blast (3), Smoke (3) |
1kg |
Extremely Rare (-40) |
Psykers caught in the blast radius must make a (-30) WP Test or have his PR reduced
by 1 per DoF (recover 1 PR per 6 hours) 2 or more DoF results in Psychic Phenomena.
Any psy powers used in the field automatically fail. |
44 EI |
Rad Grenade |
Grenades/Missiles |
Thrown |
SBx3 |
S/-/- |
1d10 Energy |
0 |
1 |
- |
Blast (2) |
1kg |
Very Rare (-30) |
Characters in the blast radius must make a (-20) Toughness test or suffer 2d10
Toughness Damage |
44 EI |
Spore Bomb |
Grenades/Missiles |
Thrown |
SBx3 |
S/-/- |
- |
- |
1 |
- |
Blast (5) |
2kg |
Very Rare (-30) |
Characters in the blast radius suffer from Mind-Mould (PP 403 CB) |
44 EI |
Tears of the Emperor |
Grenades/Missiles |
Thrown |
SBx3 |
S/-/- |
1d10 Explosive |
0 |
1 |
- |
Blast (2), Sanctified |
- |
Near Unique (-50) |
Psykers caught in the blast radius must immediately roll for Perils of the Warp.
Daemonic entities gain the Warp Instability trait; if they already had it, they
suffer -20 to all tests made until the end of combat |
44 EI |
Whitefire Grenade |
Grenades/Missiles |
Thrown |
SBx3 |
S/-/- |
1d10+4 Explosive |
3 |
1 |
- |
Blast (3), Corrosive, Flame, Smoke (5), Toxic (2) |
1kg |
Extremely Rare (-40) |
Characters who begin their turn in the smoke cloud suffer 1d10 Impact dammage
(Corrosive, Toxic (2)) and must test for suffocation |
44 EI |
Firesprite Needler |
Exotic |
Pistol |
30m |
-/4/8 |
1d10+2 Rending |
2 |
16 |
2 Full |
Inaccurate, Toxic (2) |
1.5kg |
Extremely Rare (-40) |
Comes with the Compact, Forearm Weapon Mounting, and Silencer modifications |
44 EO |
Ghostblade |
Exotic |
Melee |
- |
- |
1d10+5 Energy |
6 |
- |
- |
Felling (4), Razor Sharp, Overheats |
6kg |
Extremely Rare (-40) |
When this weapon overheats, it is damaged and counts as a regular sword until
repaired. Weight includes backpack power supply |
44 EO |
Integration Cannon |
Exotic |
Heavy |
100m |
S/-/- |
4d10+4 Impact |
8 |
6 |
3 Full |
Blast (5), Concussive (0), Inaccurate |
65kg |
Near Unique (-50) |
Creates a gravitic anomaly within its blast radius for 1d5 rounds. When a character
begins his round in this radius, he must make a (-20) Dodge (Strength) tests. On
failure, he is Immobilized and suffers 4d10+4 I damage (pen 8) to a random location
|
44 EO |
Graviton Grenade |
Exotic (Graviton) |
Thrown |
SBx3 |
S/-/- |
1d10+7 Impact |
7 |
1 |
- |
Blast (3), Concussive (3), Graviton |
1kg |
Near Unique (-50) |
|
44 EO |
Graviton Hammer |
Exotic (Graviton) |
Melee |
- |
- |
2d10+5 Impact |
7 |
- |
- |
Concussive (3), Graviton |
8kg |
Near Unique (-50) |
Two-handed weapon |
44 EO |
Silver Shield |
Low-Tech |
Melee |
- |
- |
1d5+1 Impact |
1 |
- |
- |
Defensive |
5kg |
Extremely Rare (-40) |
Provides 4 AP to the body and to the arm wielding the shield. This is doubled to 8
AP against Energy damage. Stacks with existing armour |
44 EO |
Desoleum Power Blade |
Power |
Melee |
- |
- |
1d10+3 Energy |
5 |
- |
- |
Power Field |
2kg |
Very Rare (-30) |
Comes with the Compact modification |
44 EO |
Quillgun |
Solid Projectile |
Basic |
120m |
S/-/- |
- |
- |
3 |
Full |
- |
6kg |
Very Rare (-30) |
When acquired, comes with 1 clip each of Ataractic and Venerum rounds. Has the
Silencer modification |
44 EO |
Digi-Weapon |
Varies |
Pistol |
3m |
S/-/- |
1d10+2 Energy |
0 |
1 |
- |
Reliable |
0.5kg |
Near Unique (-50) |
Can have the profile of any pistol, taking on that damage, penetration, and weapon
qualities. Worn as a ring, and does not prevent the hand from performing other
tasks. Does not consume ammo, but does take 1 hour to recharge between shots. Cannot
be modified. |
44 EO |
Brazier of Holy Fire |
Flame |
Melee |
- |
- |
1d10+5 Energy |
3 |
- |
- |
Flame, Unbalanced |
6kg |
Very Rare (-30) |
Allies in sight gain +10 to WP tests. Can be used as a Heavy Flamer with Clip of 1.
When fired, it loses its Flame quality until reloaded, which takes 20 min |
46 EI |
Fire Gauntlets |
Flame |
Melee |
- |
- |
1d10 Impact |
2 |
- |
- |
Flame, Unbalanced |
1kg |
Very Rare (-30) |
As a free action, the user can ignite the gauntlets to gain +20 to Intimidate. This
lasts until the end of the encounter, or 2d10 minutes |
46 EI |
Axe of Retribution |
Low-Tech |
Melee |
- |
- |
2d10 Rending |
6 |
- |
- |
Felling (2), Sanctified |
8kg |
Near Unique (-50) |
Two-handed weapon |
46 EI |
Flail of Chastisement |
Low-Tech |
Melee |
- |
- |
1d10+8 Rending |
2 |
- |
- |
Crippling (2), Flexible, Primitive (8), Snare (2) |
3kg |
Rare (-20) |
A victim who escapes the Snare is no longer affected by Crippling |
46 EI |
Man-Catcher |
Low-Tech |
Melee |
2m |
- |
1d10 Impact |
0 |
- |
- |
Snare (4), Unwieldy |
8kg |
Scarce (-10) |
Two-handed weapon. Restraining the victim requires a Half Action each round. Best
Quality gains the Shocking quality |
46 EI |
Praesidium Protectiva |
Low-Tech |
Melee |
- |
- |
1d10 Impact |
0 |
- |
- |
Defensive |
14kg |
Very Rare (-30) |
Only available to the Adeptus Sororitas. Provides 4 AP to the body and the arm
wielding the shield, which stacks with existing armour. Acts as a Force Field with
protection rating of 35. |
46 EI |
Power Stake |
Power |
Melee |
- |
- |
1d10+7 Energy |
5 |
- |
- |
Power Field, Sanctified, Unbalanced |
1kg |
Very Rare (-30) |
Inflicts an additional 1d10 E damage for every Psy Rating the target possesses. In
addition, provides +10 to interaction with the Ordo Hereticus |
46 EI |
Electro-Flail |
Shock |
Melee |
- |
- |
1d10+2 Rending |
0 |
- |
- |
Flexible, Shocking |
4.5kg |
Rare (-20) |
|
46 EI |
Agoniser |
Xenos (Eldar) |
Melee |
3m |
- |
1d10+3 Energy |
6 |
- |
- |
Flexible, Power Field, Tearing, Shocking |
2kg |
Extremely Rare (-40) |
Critical damage inflicted by a Best Quality agoniser reduces his Perception
permanently by 1d5 |
46 EO |
Eldar Plasma Grenade |
Xenos (Eldar) |
Thrown |
SBx3 |
S/-/- |
1d10+8 Energy |
8 |
1 |
- |
Blast (4), Shocking |
0.5kg |
Very Rare (-30) |
|
46 EO |
Eldar Power Sword |
Xenos (Eldar) |
Melee |
- |
- |
1d10+5 Energy |
4 |
- |
- |
Balanced, Power Field |
1kg |
Extremely Rare (-40) |
|
46 EO |
Harlequin's Kiss |
Xenos (Eldar) |
Melee |
- |
- |
1d10+8 Rending |
10 |
- |
- |
Felling (4), Tearing |
1kg |
Extremely Rare (-40) |
The user's SB is not added to the damage |
46 EO |
Shardcarbine |
Xenos (Eldar) |
Basic |
60m |
S/3/5 |
1d10+2 Rending |
3 |
150 |
2 Full |
Storm, Toxic (1) |
3kg |
Extremely Rare (-40) |
|
46 EO |
Shuriken Cannon |
Xenos (Eldar) |
Heavy |
60m |
-/-/10 |
1d10+6 Rending |
4 |
200 |
2 Full |
Razor Sharp, Reliable |
18kg |
Extremely Rare (-40) |
Grants the Auto-Stabilised Trait when fired |
46 EO |
Shuriken Catapult |
Xenos (Eldar) |
Basic |
80m |
S/3/10 |
1d10+4 Rending |
3 |
120 |
Full |
Razor Sharp, Reliable |
2.5kg |
Extremely Rare (-40) |
|
46 EO |
Shuriken Pistol |
Xenos (Eldar) |
Pistol |
30m |
S/3/- |
1d10+4 Rending |
3 |
60 |
Full |
Razor Sharp, Reliable |
1.2kg |
Very Rare (-30) |
|
46 EO |
Splinter Cannon |
Xenos (Eldar) |
Heavy |
110m |
-/-/10 |
1d10+5 Rending |
4 |
300 |
3 Full |
Tearing, Toxic (4) |
5kg |
Extremely Rare (-40) |
Grants the Auto-Stabilised Trait when fired |
46 EO |
Splinter Pistol |
Xenos (Eldar) |
Pistol |
30m |
S/3/- |
1d10+2 Rending |
3 |
120 |
2 Full |
Toxic (1) |
1.5kg |
Very Rare (-30) |
Counts as a Knife with the Mono weapon modification when used in melee |
46 EO |
Splinter Rifle |
Xenos (Eldar) |
Basic |
80m |
S/3/5 |
1d10+3 Rending |
3 |
180 |
2 Full |
Toxic (2) |
2kg |
Extremely Rare (-40) |
Counts as a Spear with the Mono weapon modification when used in melee |
46 EO |
Big Choppa |
Xenos (Ork) |
Melee |
- |
- |
2d10 Rending |
2 |
- |
- |
Tearing, Unbalanced |
10kg |
Extremely Rare (-40) |
Two handed weapon. May be a power weapon; if so, it gains the Power Field and
Overheats qualities |
47 EO |
Big Shoota |
Xenos (Ork) |
Basic |
120m |
-/-/10 |
1d10+6 Impact |
2 |
60 |
2 Full |
Inaccurate, Unreliable |
6kg |
Very Rare (-30) |
|
47 EO |
Burna (Melee Profile) |
Xenos (Ork) |
Melee |
- |
- |
1d10+5 Energy |
5 |
- |
- |
Power Field, Unwieldy |
8kg |
Very Rare (-30) |
Can be switched to Ranged Profile as a Free Action. Two-handed weapon |
47 EO |
Burna (Ranged Profile) |
Xenos (Ork) |
Basic |
20m |
S/-/- |
1d10+4 Energy |
2 |
6 |
Full |
Flame, Spray, Unreliable |
8kg |
Very Rare (-30) |
Can be switched to Melee Profile as a Free Action. Two-handed weapon |
47 EO |
Choppa |
Xenos (Ork) |
Melee |
- |
- |
1d10+1 Impact |
2 |
- |
- |
Unbalanced |
1kg |
Rare (-20) |
Two handed for a non-ork with SB of 3 or less |
47 EO |
Rokkit Launcha |
Xenos (Ork) |
Basic |
150m |
S/-/- |
2d10+5 Explosive |
6 |
1 |
Half |
Blast (2), Inaccurate, Unreliable |
6kg |
Very Rare (-30) |
|
47 EO |
Shoota |
Xenos (Ork) |
Basic |
60m |
S/3/- |
1d10+4 Impact |
0 |
30 |
Full |
Inaccurate, Unreliable |
4kg |
Rare (-20) |
|
47 EO |
Slugga |
Xenos (Ork) |
Pistol |
20m |
S/3/- |
1d10+4 Impact |
0 |
18 |
Full |
Inaccurate, Unreliable |
2kg |
Rare (-20) |
|
47 EO |
Stikkbomb |
Xenos (Ork) |
Thrown |
SBx3 |
S/-/- |
2d10+5 Explosive |
2 |
1 |
- |
Blast (2), Unreliable |
1kg |
Rare (-20) |
Counts as a truncheon when used in melee combat. If a character does so, and fails
their WS test with 3+ DoF, the Stikkbomb immediately detonates |
47 EO |
Kroot Rifle |
Xenos (Kroot) |
Basic |
110 |
- |
- |
- |
- |
- |
- |
6kg |
Very Rare (-30) |
Counts as a Staff with the Mono quality in melee combat. Can use either Pulse Rounds
(RoF: S/2/-, 1d10+5E, Pen 1, Clip 6, Reload 2 Full) or Sniper Rounds (RoF: S/-/-,
1d10+7R, Pen 5, Clip 1, Reload Half, Accurate). |
49 EO |
Photon Grenade |
Xenos (Kroot) |
Thrown |
SBx3 |
S/-/- |
- |
- |
- |
- |
Blast (12) |
0.5kg |
Very Rare (-30) |
A character in the blast radius without eye protection makes a (+0) Agility test or
is blinded for rounds equal to DoF |
49 EO |
Pulse Carbine |
Xenos (Kroot) |
Basic |
60m |
S/-/3 |
2d10+2 Energy |
4 |
24 |
Full |
- |
6kg |
Extremely Rare (-40) |
Comes with an integrated grenade launcher, capable of firing Photon Grenades with a
range of 60m, clip of 1, reload of Half |
49 EO |
Pulse Pistol |
Xenos (Kroot) |
Pistol |
40m |
S/2/- |
2d10+2 Energy |
4 |
16 |
Half |
- |
3kg |
Extremely Rare (-40) |
|
49 EO |
Pulse Rifle |
Xenos (Kroot) |
Basic |
150m |
S/2/4 |
2d10+3 Energy |
4 |
36 |
Half |
- |
8kg |
Extremely Rare (-40) |
|
49 EO |
Ablative Projector |
Xenos (Necron) |
Basic |
100m |
S/2/- |
1d10+8 Energy |
5 |
- |
- |
Reliable, Vengeful (9) |
10kg |
Extremely Rare (-40) |
|
50 EO |
Cascade Lance (Melee) |
Xenos (Necron) |
Melee |
- |
- |
1d10+6 Energy |
8 |
- |
- |
Concussive (1), Power Field |
6kg |
Near Unique (-50) |
Can be switched to Ranged Profile as a Free Action. Two-handed weapon |
50 EO |
Cascade Lance (Ranged) |
Xenos (Necron) |
Basic |
15m |
S/-/- |
1d10+12 Energy |
10 |
1 |
Half |
Proven (5), Reliable |
6kg |
Near Unique (-50) |
Can be switched to melee Profile as a Free Action. |
50 EO |
Concussion Beamer |
Xenos (Necron) |
Pistol |
30m |
S/3/- |
2d10+5 Explosive |
4 |
- |
- |
Concussive (1), Reliable |
6kg |
Near Unique (-50) |
|
50 EO |
Molecular Blade |
Xenos (Necron) |
Melee |
- |
- |
1d10 Rending |
5 |
- |
- |
Corrosive, Razor Sharp, Tearing |
15kg |
Near Unique (-50) |
|
50 EO |
Resonance Arc |
Xenos (Necron) |
Basic |
75m |
S/-/- |
2d10+3 Energy |
3 |
- |
- |
Shocking, Reliable |
20kg |
Extremely Rare (-40) |
When the user rolls a 9 or 10 for damage, or kills a target, a bolt of electricity
arcs from the original target to a randomly-selected target within 5 metres,
inflicting an additional automatic hit with the weapon's profile on the Body. This
can continue to leap if the additional hits roll a 9 or 10 for damage, or if the
target dies |
50 EO |
Akvran Cutter |
Xenos (Lost Races) |
Thrown |
SBx3 |
S/-/- |
2d10 Energy |
6 |
1 |
- |
Blast (3), Concussive (3), Proven (4) |
1kg |
Extremely Rare (-40) |
|
51 EO |
Guldaniri Bile Projector |
Xenos (Lost Races) |
Basic |
60m |
S/-/- |
3d10 Energy |
- |
10 |
3 Full |
Blast (2), Corrosive, Toxic (2) |
11kg |
Very Rare (-30) |
|
51 EO |
Havatian Ringblade (Melee) |
Xenos (Lost Races) |
Melee |
- |
- |
1d10+4 Rending |
3 |
- |
- |
Razor Sharp |
1kg |
Extremely Rare (-40) |
Can be used as a grenade, which explodes and is destroyed on impact. Dam: 1d10+6 X,
Pen: 6, Blast (2), Corrosive |
51 EO |
Kyaire Riveblade Grenade |
Xenos (Lost Races) |
Thrown |
SBx3 |
- |
1d10+6 Rending |
10 |
- |
- |
Razor Sharp |
1kg |
Very Rare (-30) |
|
51 EO |
Neural Catalyser |
Xenos (Lost Races) |
Pistol |
35m |
S/-/- |
2d10 Explosive |
- |
- |
- |
Concussive (3), Overheats |
3kg |
Extremely Rare (-40) |
Ignores armour and is reduced by WPB rather than TB. If a hit inflicts damage, the
target also suffers 1d5 WP Damage |
51 EO |
Talonblade |
Xenos (Lost Races) |
Melee |
- |
- |
1d10+3 Rending |
4 |
- |
- |
Razor Sharp, Tearing |
1kg |
Very Rare (-30) |
|
51 EO |
Xenarch Death-Arc |
Xenos (Lost Races) |
Basic |
100m |
S/3/6 |
1d10+3 Energy |
- |
90 |
Full |
Inaccurate, Shocking |
10kg |
Very Rare (-30) |
Rather than acting like a normal semi-/full-auto weapon, additional hits are
resolved against the original body part hit |
51 EO |