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Gear TIME

Just because a large community actually has the


Aside from weapons and armour, a host of other item a character seeks does not necessarily mean
equipment exists that may be of some use to the that it is easy to locate. The larger the
enterprising Acolyte in his service to the community, the more time it takes to track the
Emperor. Many situations can be resolved with a item down. A community’s size determines the
quick strike and a fast bullet, but there are base time it takes to find the item. Each degree of
numerous others that may require significantly success reduces this time by a certain amount
more tact, and a specialised set of equipment to (minutes, hours, days, weeks, or months,
go with it. This sort of arsenal falls under the depending on the base time). See Dark Heresy,
general classification of Gear, and includes Table 5-5: Availability and Time on page 126.
clothing, special tools, drugs, and many other The GM should make the roll in secret for
bits of kit that range from the mundane and particularly dangerous or costly items, to
ubiquitous to the rare and esoteric. emphasise the struggle and possible risks
entailed by such searching.

Availability Craftsmanship
Having the money does not always guarantee the Not all goods are of the same quality. In the
desired goods or services are at hand. Squalid vastness of the Imperium, and beyond, the
medieval worlds are a lot less likely to have craftsmanship of items can vary widely from
expensive goods than the marketplaces of a hive crudely made, mass-produced materials to
city. Moreover, finding a high-quality weapon handcrafted masterpieces.
on a backwater planet is far more difficult than Normally, Craftsmanship has little effect on
locating such a weapon in a teeming metropolis. game play for regular goods and services. As a
To reflect availability, each piece of equipment general rule items of Poor Craftsmanship are
or service has an associated Availability, ranging more prone to failure and breaking while Good
from abundant to very rare. GMs can use the and Best Craftsmanship are more durable,
following guidelines as a starting point for though it is up to the GM how and when these
determining whether a place has such an item or effects might enter play. Some gear, goods, or
not. Characters searching for a particular item or services may have markedly different effects or
service must make a successful Inquiry Test qualities depending on their Craftsmanship - in
modified by the Availability of the item, Table such cases, the effect will be listed in the item's
5-3: Consequences of Availability in Dark description. The GM may reduce the Difficulty
Heresy, page 126 provides a baseline modifier of certain tests, but it is entirely at his discretion.
for Inquiry Tests to find an item in a community Unless specifically stated, the Craftsmanship of
of 1,000 people or less. For communities larger any object is considered Common.
than 1,000 people, reduce the Difficulty for
finding an object by one step for communities of Craftsmanship Cost Multiplier Availability
10,000 or less, or two steps for communities of Best ×10 Drop 2 steps
10,000 or more. If the community has 100 Good ×3 Drop 1 step
people or less, increase the Difficulty by one Common ×1 —
step. Dark Heresy, Table 5-4: Availability by Poor ×1/2 Increase 1 step
Population, page 126 shows how the Difficulty
changes based on population size.

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Clothing &
Clothing and Personal Items
Name Weight Cost Availability

Backpack 1kg 10 Plentiful

Personal Items Blast Goggles

Cameleoline Cloak
0.5kg

0.5kg
25

500
Common

Rare

Charm - Varies Varies


This category covers a wide array of gear
designed for everyday purposes or other Chrono - 40+ Abundant

common tasks, though a resourceful Acolyte Clip/Drop Harness 2kg 25 Common


should be able to find plenty of less conventional Clothing† - Varies Varies
uses as well. In general, items in this category are
Dog Tags - 1 Plentiful
meant to be worn; handheld pieces are described
Field Sack 1.5kg 5 Common
in the Tools section. More generic items are
listed first, with those endemic to certain worlds, Filtration Plugs - 15 Common
regions, or purposes to follow. Infrared Goggles 0.5kg 275 Rare

Photo-Visor† 0.5kg 100 Scarce


Backpack
Photo-Contacts† - 250 Rare
Variously referred to as rucksacks, kit bags, or
Re-Breather 1kg 50 Scarce
gear sacks, a backpack refers to any piece of
equipment generally worn over the back or Recoil Glove 0.5kg 80 Rare

shoulder via straps that is intended to carry Respirator/Gas Mask 0.5kg 25 Average
other items. Backpacks come in countless Spider Pads 1kg 150 Scarce
permutations throughout the Calixis Sector, and
Survival Suit 1kg 300 Plentiful
may take the form of rigid framed packs of
Thermal Gloves 1kg 220 Scarce
plastek and synth-canvas to completely soft and
supple leather bags with button closures. A Void Suit† 8kg 100 Plentiful
backpack can generally hold about fifty †This item's Craftsmanship has one or more special effects
kilograms worth of gear, allowing the wearer to
value the intimidating look as well as the degree
carry or drop a load of equipment at will,
of concealment offered by the hefty pieces.
although particularly long or oversized items
A character wearing blast goggles is immune
will likely stick out of one or both ends.
to the blinding effects of a photon flash grenade
and similar sources of extremely bright light,
Blast Goggles though the character suffers a -10 penalty to
This bulky eyewear is specifically designed for sight-based Awareness tests for 1d5 Rounds as
protective purposes, most commonly taking the the laminated lens returns to its normal
form of large, single lens pieces that are strapped transparency. Additionally, should the character
to the back of the wearer’s head. The heavy ever be subjected to a non-Energy Critical
glassteel lens is durable enough to deflect or Damage effect that would cause him to lose one
mitigate flying bits of shrapnel, making them or both eyes, the goggles save his eyesight but are
popular items for those who fight at close torn away and ruined in the process.
quarters, and also includes a reactive laminate
coating that darkens in response to bright flashes Cameleoline Cloak
of light. Aside from combat applications, blast
Cameleoline is a term used to describe
goggles are also common attire for forge
materials made from a miraculous and poorly-
workers, furnace crews, and arc torch operators.
understood mimic fibre that mysteriously alters
They can also be found in use by gangers who
its coloration to blend in with its immediate

2
surroundings. While distracting to look at from a fraudulent one can be a troublesome or
directly, cameleoline cloaks are indispensible even impossible task; as a result, the cost and
gear choices for scouts, snipers, and anyone else weight of a charm is entirely up to the GM.
who values stealthy approaches to an objective. Wearing a charm has no immediately tangible
They are ill-suited for everyday wear, however, benefits. However, when in the course of an
as the constantly changing appearance will likely adventure something unfortunate is about to
attract suspicious and confused stares in occur to a random character, the GM may
crowded areas. choose to shift the unpleasant effect away from a
A character wearing a cameleoline cloak gains character wearing a charm. If all the characters
a +20 bonus to Concealment tests. Further, if are wearing charms (as any faithful servant of
they remain stationary, the passive camouflaging the Emperor should), it is up to the GM which, if
effect causes them to be counted as being at any, charms are the most potent.
Extreme Range (see Combat Circumstances on
page 198 of Dark Heresy) when attacked by a Chrono
ranged weapon. Short for chronometer, these items are
generally worn on the wrist or carried in a
Charm pocket and can keep the bearer up to date on the
A charm is a keepsake, holy relic, or some current time, though how accurate the readings
other good luck token that is intended to draw are depends on the craftsmanship of the item as
the benevolent eye of the Emperor to the wearer. well as the consistency of the wearer in ensuring
They take a myriad of forms, including such that the chrono is set correctly. Most units use a
things as saintly finger bones, fragments of mechanical set of hands on a dial, but more
blessed bolt casings, water from holy rivers or expensive units could make use of electrically-
cisterns, or even corpse hair woven into powered digits instead, and particularly
significant patterns. An almost universally extravagant examples might have a powered
superstitious society (and rightly so), many hololith that projects the time into the air above
citizens of the Imperium place great faith in the wearer’s arm.
their charms, and there are no shortage of all
types of peddlers, vendors, and (unfortunately) Clip/Drop Harness
charlatans who will happily arm faithful An absolutely invaluable item for those who
Acolytes with a charm to safeguard them in their must often deal with vertical obstacles, clip or
endeavours. Of course, discerning a true relic drop harnesses (as they are variously known) are

3
strapped to the wearer’s torso and thighs, near ubiquity of the clean-cut robes they wear.
allowing them to make use of a securely attached While made of simple materials, adept robes are
spool of safety line with a magnetic or hooked well made and feature oversized cuffs, generous
clasp. When properly attached to a suitable belts and pants, and usually include a hood that
point, the wearer of a clip or drop harness can is worn in public. Colouration and trim are
safely scale or descend from almost any surface, widely varied, but only Administratum thralls
although especially treacherous ones may still are allowed to be dyed in red.
prove dangerous. Coveralls (Common Craftsmanship):
A character wearing a clip or drop harness Workers of all types often don large single-piece
gains a +30 bonus to Climb Tests and cannot fall garments that are comfortable to move around
if he fails, though a particularly serious failure in during long shifts. They are especially
might result in him becoming tangled up in his common in manufactorums, where different
harness’ line. A character can descend a vertical colours or coded arm bands can indicate
surface normally, but ascending with a clip workers from different areas, shift supervisors,
harness is somewhat slower than trusting one’s and product inspectors. Many Imperial citizens
bare hands alone as the attachment points must who labour in these environments will often
be continually moved as the wearer ascends. An exclusively wear clothing of this type, even
ascending character moves at one-half their Half during leisure hours, and refectories and holo-
Move speed, regardless of how many degrees of theatres populated by coverall-clad patrons are a
success they may have on their Climb Test. sure sign that a manufactorum and its hab
blocks are nearby.
Clothing Hiver Overcoat (Common Craftsmanship):
Protecting one’s modesty pleases the Emperor, Those who reside in the Imperium’s sprawling
and there is a whole universe of different styles hive cities often gird themselves in long, sturdy
of clothing worn by Imperial citizens in the coats or cloaks when travelling on foot, typically
Calixis Sector alone. Whether humble rags, to provide protection from cold, rain, or sudden
sturdy coveralls, or elegant robes and vestments, bursts of vapour from poorly-marked vents.
clothing is often the quickest way to identify Clothing of this type is typically drab in colour;
someone’s station or role, and Acolytes wishing blacks are usually less popular than greys and
to investigate a given area would do well to earthy tones due to their common association
familiarize themselves with the local fashions with plainclothes enforcers.
and who wears what. Attempting a Uniform (Common Craftsmanship): Worn
comprehensive list of Imperial attire would be a typically by soldiers, enforcers, and private
fool’s errand, but some more common pieces are militamen, a uniform helps identify the wearer
listed here. as belonging to a certain faction, and may
Rag-Castings (Poor Craftsmanship): Very include rank tabs, awards and decorations,
poor and drudging citizens often must make do heraldic symbols, and any other suitably
with patchwork clothes made from whatever impressive accessories. Uniforms run a range of
materials are readily available. Outfits made in styles and cuts, and may be specifically designed
this way are reasonably durable but have an to be worn under personal armour.
extremely shabby appearance, often with the Bodyglove (Good Craftsmanship): This type
effect of making the wearer resemble a pile of of form-fitting outfit is worn like a glove for the
refuse or garbage. entire body as its name would imply, and is a
Adept Robes (Common Craftsmanship): common choice for skilled operatives,
Whether members of the Administratum or bodyguards, and infiltrators. A bodyglove may
their counterparts in major conglomerations and be a simple rubberised suit that stretches to fit its
dynastic enterprises, adepts are famous for the wearer or could be as sophisticated as a custom-

4
fitted piece with integral cooling coils, but in all Billow Robes (Best Craftsmanship): Billow
cases they are designed to be easy to move in robes are exquisite clothing designed for those
with the absolute minimum encumbrance. who care more about appearances than function.
Ecclesiastical Robes (Good Craftsmanship): The costly lighter-than-air fabrics are difficult to
Flowing habits that are equal parts intimidating tailor but can create a marvellous look as the
and inspiring, the vestments donned by robes flow and wave around the wearer, often
ecclesiarchs of all ranks are finely-made clothing making them appear significantly larger than
that tends to become progressively more they actually are. Though certainly impressive to
ostentatious and elaborate as the clergy ascend look at, billow robes can be difficult to move in,
in rank and power. At the minimum, an and the wearer must be mindful not to trip over
ecclesiastical robe will include the primary robe an errant trailing flap.
itself with a separate belt or sash, a mantellum
worn around the shoulders and a mitre or biretta Dog Tags
on the head. Ecclesiarchs-in-attendance will A somewhat pejorative name for common
typically wear slippers, while those in the field types of military identification, dog tags are
may don any sort of applicable footwear (boots typically made of sheet metal in a small rectangle
are the most common choice). or circle into which is stamped or punched-out
Mechanicus Robes (Good Craftsmanship): information about the wearer. What is inscribed
The infamous red robes of the Martian Tech- depends on the branch of service, but typically
Priests are voluminous and heavy garments that includes the wearer’s name, date of enlistment or
conceal most of the adherent’s augmetics, conscription, blood type, and place of origin.
including separate sleeves and cowls to keep Dog tags are usually surrendered when (or if) the
their bodies completely covered even while wearer is released from service, but some
blessing the innards of a needy machine. veterans choose to keep wearing them in honour
Mechanicus robes most frequently feature a of their unit or as a personal charm or memento.
checkerboard pattern trim and numerous skull-
and-cog insignia, and are often riddled with Field Sack
concealed slits and pockets so the wearer’s
Military backpacks or rucksacks are typically
augmetics can manoeuvre about freely. A
designed to very specific patterns for ease of
common saying goes that no outsiders have ever
mass production as well as to carry standard
seen a Tech-Priest’s cyber-mantle and the most
field kits, and will often include straps and
impressive of their assimilation with the
pockets explicitly for carrying canteens, cleaning
machine spirit – this is both a statement on the
kits, entrenching tools, and attaching a bedroll.
Mechanicus’ extremely secretive nature as well
However, field sacks are less useful than
as a literal observation on their concealing garb.
“civilian” backpacks as far as carrying unusual
Aether-Weave (Best Craftsmanship): A
objects (personal cogitators, grox bridles, arcane
popular fashion among well-connected hive
staves, and so forth) is concerned. Additionally,
nobles, aether-weave is formed from
most field sacks are designed to be able to be
luminescent fabrics that can be made to glow in
fully unfolded into a makeshift body bag should
different colours, allowing the wearer to have a
the wearer meet a violent end in his service to
custom-made set of attire that diffuses light
the Emperor.
about their bodies or creates elaborate designs
and patterns with tiny lumen beads. The exact
shades and diffusion of light that an aether-
Filtration Plugs
Filtration plugs are simple but exceedingly
weave creates can be manipulated or adjusted by
useful items that are inserted into the wearer’s
re-stitching, but most who can afford such
nostrils. The expansive foam or fabric material
fineries usually just buy another set.
fills the orifices, helping to ward off dangerous

5
vapours (as well as unpleasant odours). but in a much more compact profile, granting
Filtration plugs are commonly employed by similar effects to the wearer but in the form of
workers who deal with the more foul aspects of unobtrusive contact lenses.
Imperial society, such as tanners, sump crews,
morticians, and grox herders, but can also be Re-Breather
used to protect against some chemical weapons Re-breathers make use of a self-contained air
in a pinch. supply piped in to a helmet or mask, allowing
A character wearing filtration plugs gains a the wearer to exist in extremely toxic
+20 bonus to any Toughness Test made to resist environments or even to function underwater;
the effects of gases. they are highly in demand items among
reclamators and other scavenger types who
Infrared Goggles frequently operate in conditions that would fell
Commonly referred to as IR goggles, this piece an unprotected man in short order. Compared
of gear allows the wearer to look into the to military gas masks or civil respirators, a re-
infrared spectrum and is most commonly used breather offers almost perfect protection but is
for identifying sources of heat. In industrial only as good as the remaining air in its canister.
applications they can be crucial for determining While worn, a re-breather makes the wearer
points of failure or friction in machinery and completely immune to the effects of most gases
piping, but they are also imminently useful for or inhaled toxins and can safely swim or dive
spotting hiding enemies at night, making them underwater without risk of drowning. Re-
favoured items among crack military troops and breathers make use of disposable air canisters
high-rent mercenaries. that last for about an hour before they must be
A character wearing IR goggles can see in replaced, which takes a Full Action and may
darkness without penalty and gains a +20 bonus expose the wearer to anything unpleasant that
to vision-based Perception Tests in such the re-breather was previously protecting them
situations, though very hot environments and against. Spare canisters cost 25 Thrones, weigh
thermally shielded enemies may counteract this half a kilogram, and are Scarce.
or give the wearer “false positive” readings.
Recoil Glove
Photo-Visor Interlocking plates connected by bundles of
Photo-visors use complex electrically-powered memory wire enable these curious-looking
filtration lenses to amplify ambient light, gloves to form a rigid strut around the wearer’s
allowing the wearer to see in the dark almost as hand and forearm, allowing for much more
well as in perfectly well-lit areas. As a result, they efficient dissipation of recoil forces when
are almost always a popular and sought-after shooting guns. More costly versions may be able
gear choice for all matters of men who must to conceal their functioning parts somewhat
operate at night or in darkness, and have been better, but regardless of their make or pattern, a
donned by assassins and bodyguards, enforcers recoil glove is a sure sign that the wearer is a
and reclamators, commandos and infiltrators, serious gunfighter.
and innumerable others. Characters wearing a recoil glove can fire a
Good Craftsmanship photo-visors can employ Basic weapon with only the gloved hand and do
more sophisticated filtration systems to shield not take the usual -20 penalty for firing one-
the wearer from exceptionally bright light, handed. Likewise, Pistol-class weapons that
rendering them immune to the blinding effects usually require two hands to be fired (such as
of photon flash grenades and similar devices. handcannons) can be fired one-handed by a
Photo-Contacts: These superior pieces of recoil glove as well.
gear utilize the same equipment as photo-visors

6
Respirator/Gas Mask are just about everyday wear.
Gear of this type is intended to protect the A character wearing a gas mask or respirator
wearer from harmful gases and vapours by receives a +30 bonus to any Toughness Tests
passing the air the wearer breathes through made to resist the effects of airborne gases and
several filters in succession. Respirators may reroll a failed Test; the results of the reroll
generally cover the wearer’s mouth and nose and are final.
are nominally “civilian” items, while gas masks
fully cover the face or head and have a distinctly Spider Pads
“military” appearance, although there is some Spider pads are a type of superior climbing
overlap between the different types and as with apparatus that are worn on the hands, arms,
many pieces of kit they are manufactured in a knees and feet. At the wearer’s direction, these
bewildering array of patterns in the Calixis unusual-looking pads can emit an adhesive
Sector alone. Regardless of the exact method and substance that greatly improves the wearer’s
style, they are far superior protective wear ability to climb sheer surfaces, giving them
compared to the more common filtration plugs, spider-like mobility where others would be
and in some particularly grim areas of hive cities struggling to find purchase. Care must be taken
to ensure that the spider pads themselves remain
inactive when the wearer isn’t climbing lest they
find themselves sticking to floors, walls and held
objects, and most only don these items when
about to begin a climb.
A character wearing spider pads gains a +30
bonus to Climb Tests when attempting to climb
most regular surfaces. Loose and unstable
surfaces, such as scree or talus, reduce this bonus
to +10.

Survival Suit
Often found in the kits of explorers as well as
within the lockers of better-stocked life pods,
survival suits are a boon to anyone who must
endure a harsh environment. Bulky by design, a
survival suit is designed to be worn over normal
clothing and even some body armours,
providing an insulative barrier between the
wearer and outside temperatures. This is most
effective at keeping the wearer from freezing to
death in frigid climates, but a heat exchanging
vane system is used to drive a series of power
cells to keep the wearer from overheating in
scorching temperatures as well. By nature of
their design, survival suits are uncomfortable to
wear in normal temperature ranges, with the
wearer typically being either too hot or too cold
thanks to the suit’s aggressive construction.
A character wearing a survival suit gains a +20
bonus to Survival Tests where resisting the

7
effects of a harsh climate are concerned, though Void Suit
he still must be able to provide for food and Exposure to hard void, even briefly, is almost
water using other means. invariably lethal to humans. Void suits remedy
this problem by creating a pressurized shell
Thermal Gloves around the wearer, allowing them to exist safely
These thin yet sturdy gauntlets are made of in the void for a period of time. Once sealed, a
high-quality materials and inlaid with complex void suit creates a micro-environment that
circuitry that can keep the wearer’s hands totally insulates the wearer from gases,
comfortably warm or cool without the need for immersion in fluids, or the life-draining effects
bulky insulation that would hamper manual of the void itself, and typically includes a re-
dexterity. “Active” gloves of this type were first breather to provide the wearer with a fresh air
developed for use in the mining colonies on supply. Void suits are made in many patterns
Soryth, where the frozen gas deposits must be and can range from fairly simple pressurized
extracted and handled carefully lest their fabric to sturdy articulated plasteks and
impact-sensitive nature lead to a catastrophic composite materials. Most will also include some
explosion – a task whose difficulty is magnified common tools useful for doing work in the void,
by hands numbed by cold or trapped in bulky such as tether lines, mag-clamps, and so forth.
mittens. Small thermal batteries produce power Other features generally depend on the
for the gloves in order to maintain their Craftsmanship of the suit itself.
temperature-regulating qualities – these cells are Poor: While still perfectly capable of
meant to be kept under the wearer’s clothing protecting the wearer against depressurisation
where they can absorb heat from the body, with and toxic atmospheres, crude or cheaply made
a thin cable connection keeping the gloves void suits cannot change their re-breather
supplied with power. canisters while the suit is being worn, limiting
A character wearing thermal gloves can safely the wearer’s deployment to as long as his
handle hot or cold objects without taking canister holds out. They are also typically not
Damage, although their protective qualities are shielded against radiation and other aetheric
not impervious to especially extreme energies, which can lead to sickness or death
temperatures (such as an operating reactor head over long-term exposure.
or an overheating plasma gun). Further, the Good: Void suits that are manufactured to a
wearer can also jerry-rig the power source to higher level of quality usually include a waste
provide a jolt of energy that can be used to help recycling system and better air scrubbers for
restart a stalled generator, power-up a data-slate longer void deployments. A single re-breather
with a dead energy cell, and so forth. Using a canister lasts twice as long in a Good
pair of thermal gloves in this respect grants the Craftsmanship void suit, and magboots are
user a +10 bonus to Tech-Use Tests. Finally, the almost always included as a standard accessory.
wearer can totally discharge the gloves’ cells to Best: A voidsman’s best friend, these void
warm up the charge pack for a las weapon, suits fit well and are minimally encumbering
adding 1d10 shots to a standard charge pack and despite having full-spectrum shielding and
1d5-1 to an overcharge pack. Thermal gloves can insulation. A double cartridge system allows the
only be used with packs for basic and pistol-class wearer to switch re-breather canisters with the
las weapons – heavy weapons’ charge packs are flip of a button for a maximum of four hours of
simply too large for the gloves’ cells to have any operations without replacing a canister, and a
meaningful effect. Once depleted, the thermal built-in impellor on the back grants the wearer
gloves’ cells recharge on their own in about an extra mobility in a zero-gravity environment
hour as long as they’re kept in contact with a (treated as having a Movement of 6).
warm body.

8
Specialty
leathery garments made from the Ungorth hides,
which are thought to ward off the scything
talons and reaping fangs of the nightmares that

Personal Items
lurk below the jungle canopy. While this is more
superstition than anything else, the cloaks do
offer some protection, but more importantly are
Whether only found on certain worlds or serving excellent camouflage. Fedrid’s Ungorth survives
extremely specific purposes, items in this by remaining unseen, and its hide has excellent
category fall outside the purview of clothing and scent-masking properties even long after the
equipment encountered by the vast majority of creature’s death.
the Imperium’s citizens, including most trained A Fedrid braid cloak grants a +5 bonus to the
agents. Acolytes may encounter various wearer’s Concealment Tests in any environment
examples of specialty equipment while on- thanks to its ability to mask the wearer’s scent.
mission on worlds where this gear can be When worn in a jungle environment similar to
commonly found, for a particular purpose Fedrid’s own, however, the wearer can seemingly
during the course of an operation, or just out of vanish into the native fauna; the bonus increases
happenstance while conducting field work. to +20. Finally, the tough construction adds 1
AP (Primitive) to the wearer’s Arms and Body.
Fedrid Braid Cloak
Fedrid’s dense, nearly impenetrable jungles Explosive Collar
are home to innumerable horrors, but the most A staple of the Imperial Guard’s penal legions,
dangerous creatures on this feral world are its explosive collars are an easy and just about
native huntsmen who take to the trees in search uniformly effective method of ensuring
of terrifying creatures to stalk. The feral hunters compliance on the prisoners they’re attached to.
often clad themselves in braid cloaks, tough Each collar includes a hard-wired microvox
receiver linked to a remote, whose
Specialty Personal Items holder can either release the collar or
Name Weight Cost Availability cause it to detonate. An explosive
Braid Cloak 2kg 80 Scarce collar being triggered is almost
assuredly lethal to the wearer; the
Explosive Collar 1kg 55 Rare
residual blast deals 1d10 points of
Gill Filter 0.5kg 100 Scarce
Explosive Damage to characters and
Gloom Eye - 300 Very Rare objects within 3 metres of the victim.
Holo-Visor† 0.5kg 250 Rare An explosive collar can be triggered
Huntsman's Musk 0.2kg 20 Rare
up to a kilometre away – removing it
from the remote’s effective radius
Jump Pack 25kg 2,000 Rare
may or may not cause an automatic
Mag-Harness 10kg 550 Scarce detonation.
Magboots† 2kg 65 Average Less common versions sometimes
Night Cloak 2.5kg 100 Average used on penal worlds or in work
gangs eschew the remote detonator
Ocular Catechizer - 250 Scarce
in favour of a fixed limiter link that
Opus Machina 0.5kg 1,500 Tech-Priest Only
triggers a detonation if the collar
Slip Vest 2kg 200 Very Rare strays too far from a defined
Soul Mask 1kg 200 Rare boundary or distance, typically with
Targeting Monocle - Special Very Rare
an audible warning advising the

†This item's Craftsmanship has one or more special effects

9
wearer to return within the prescribed
boundaries.

Gill Filter
This strange rubbery mask adheres to the
bottom half of the wearer's face, covering their
nose and mouth with a wet, clammy layer of bio-
mass. Despite its appearance being more akin to
a vaguely shaped wad of goo, a gill filter is
actually an extremely sophisticated piece of gear
developed by a cadre of Magos Biologis
conducting research on the water world of
Spectoris. The strange membranes act like the
gills of marine creatures, filtering oxygen out of
water which the wearer then respires normally.
The exact means by which these miraculous
items are manufactured remains a mystery; there
are no shortage of rumours, however, with some
nefarious suggestions involving hideous deep sea
creatures and cloned human flesh making the
rounds through public houses and dives
frequented by workers and explorers who use
the filters for prolonged submarine endeavours.
A gill filter will sustain a submerged wearer's
need for air indefinitely. However, the filters
must be kept constantly immersed in water - if
exposed to air for more than about a minute the
filter will dry out and wither, becoming a useless
piece of brittle detritus. Gill filters are typically nightmare hive of Volg on Fenksworld is
stored in a watertight metallic container when particularly sought after - according to some, the
not in use. stuff changes colours when the wearer is in
imminent danger.
Gloom Eye A piece of gloom eye sheds light like a candle
"Gloom Eye" is a common term for strange and counts as a charm for any wearer.
hunks of luminescent crystal that can be Characters from hive worlds gain a further +10
inexplicably found in the depths of many hive bonus on tests made to avoid Pinning. Volgite
cities in the Calixis Sector. The strange mixtures gloom eye, which costs three times as much and
of polluted wastes that drip down from the has an Availability of Very Rare, allows the
upper levels and congeal in hardened masses can wearer to act as if he had the Paranoia Talent. In
sometimes form lumps of gloom eye. Finding a all cases, the piece must be worn in an obvious
growth of gloom eye is considered a sign of location on the wearer's body - covering or
providence or good luck by reclamators and hiding its light halts the gloom eye's effects.
others making expeditions into the underhive,
and those that live within the fetid depths swear Holo-Visor
that carrying a piece of gloom eye offers blessed A holo-visor is a specialized piece of gear
protection from the perils of the crumbling and designed for covert operations, and are most
claustrophobic pits. Gloom eye from the commonly employed by military types and

10
assassins who rely on discrete tactics. A special wearing a jump pack can send themselves
back-scatter film causes the visor to detect soaring through the air or hurtling across flat
specific intensities of light in the infrared ground at great speed. Jump packs are highly
spectrum. When paired with a special lens filter, sophisticated pieces of equipment that require
a common red-dot laser sight projects a beam special training both to use and to maintain, and
that is only visible on a holo-visor. This allows as a result they are typically only employed by
the wearer to target his enemies or indicate elite organisations such as the Adepta Soroitas'
targets to other characters wearing their own famed Seraphim or the Imperial Navy's crack
holo-visors while those not so equipped will be void armsmen. Much larger versions are used by
none the wiser to the beams being "painted" on Assault Marines of the Adeptus Astartes to
them. Due to the nature of the back-scatter film especially devastating effect. Because of their
used in their construction, holo-visors are fairly bulk and mass, along with the noise of idling
bulky pieces of headgear, with Good turbines, jump packs are typically only donned
Craftsmanship versions being solid enough to right before an operation commences.
double as blast goggles. Using a jump pack requires the operator have
the Pilot (Jump Pack) or Pilot (Personal) skill -
Huntsman's Musk to attempt to fly without understanding the
World-hopping big game hunters and feral nuances and habits of the jump pack would
beast trackers alike commonly make use of result in almost certain death. A trained
stench-laden pastes to mask their human odours character can use a jump pack to safely land
when in pursuit of prey with an acute sense of from almost any altitude, and can make short
smell. Smearing oneself with foulness whose jumps or dashes as if they had an Agility Bonus
origins are best left unconsidered is by no means of 6 for the purposes of determining movement.
a pleasant process, but this odoriferous task When used in this mode, a character takes off at
could well be the margin between a successful the start of his movement and lands at the end -
hunt and being torn to shreds by an agitated this can potentially allow a character to avoid
carnosaur. Among certain circles, the varied difficult or hazardous terrain (see Treacherous
stinks of musk from different creatures on Environments on page 213 of Dark Heresy).
different worlds can take on an almost academic When cranked to maximum output, a jump pack
or artistic appreciation. allows its wearer to duplicate the effects of the
Creatures that rely on smell to detect their Flyer (12) Trait for up to a minute at a time; after
prey take a -20 penalty to Perception-based Tests being used in this fashion, a jump pack must
made to detect characters wearing huntsman's spend an equal amount of time cooling its
musk. An application lasts for 2d5 hours. turbines.
Depending on the method of application, being Jump packs can also be used in a void
immersed in water or rain may shorten this environment, granting the wearer a Movement
duration. Huntsman's musk may also be able to of 15. Without atmosphere to rush through its
foil pursuit by characters with the Heightened turbines, a jump pack relies purely on its
Sense (Smell) Talent as well. thrusters to move through void, which will
exhaust their reserves of fuel and energy in about
Jump Pack an hour.
Across the Imperium, and likely since the
dawn of mankind, men have dreamed of flight. Mag-Harness
Jump packs are fantastic creations of the These sturdy belts and bandoliers contain a
Mechanicus that allows just that. Using a series of magnetic plates on the outer surfaces,
combination of high-intensity suspensor cells allowing the wearer to attach ferromagnetic
and powerful hybrid thrusters, a character objects, such as knives, pistol clips, or whole

11
grenades - simply by tapping them against the talent as a Free Action. Some types of weapons
centre of each plate and allowing the magnetism are composed of nonmetallic materials or alloys
to do the rest. A mag-harness allows a that have no ferromagnetic qualities - these can't
professional fighter to do away with many kinds be used in conjunction with a mag-harness.
of mundane holsters and pouches or packs - as
long as the item is mostly composed of magnetic Magboots
alloys, it simply sticks to a given plate and Standard gear for voidsmen conducting work
remains there until needed. Aside from simple on the exterior of ships or servicing areas where
tapping or twisting motions, a mag-harness' the grav-plates have malfunctioned. As the name
plates can be manually activated or deactivated suggests, magboots are sturdy, oversized shoes
by short numeric codes that are entered into a that are worn over a voidsuit and provide a solid
small runepad on the harness' large belt buckle. magnetic attachment to most surfaces found
The pad is typically covered by a sturdy lid to within Imperial voidships. Though heavy and
prevent damage or errant hands grasping at it, hard to move in, magboots are a necessity for
and many mag-harnesses decorate it with the any kind of reliable movement in a zero-gravity
insignia of the maker, the organisation it belongs environment.
to, or a personal badge of some sort. Mag- A character wearing active magboots has his
harnesses usually aren't used in military Agility Bonus reduced by half, but can walk
situations due to their expense as well as the normally in areas of low gravity or zero gravity
careful attentions one must keep while wearing as long as there are ferrous surfaces available
one - an environment full of metallic objects, (such as deck plating). Magboots of Common or
such as a hive corridor or the interior of a tank, better Craftsmanship can be activated or
could result in the wearer being stuck to a deactivated as a Half Action with a simple stud -
surface if his harness accidentally triggers. Poor Craftsmanship examples are always active.
Likewise, areas with large amounts of
electromagnetic interference can result in Night Cloak
"undesirous operation", and heavy-duty magnets
Night cloaks are formed out of a type of
such as those often used in the moving of scrap
insulative and lumen-dampening fabric more
metal and cargo-vaults can be especially
commonly seen in reactor or boiler isolating
dangerous. The Adeptus Arbites are the largest
sleeves. Cloaks are the most common style of
single user of mag-harnesses, as their well-
this uncommon gear, but rarer varieties might
trained patrols can be trusted to use the
take the form of a stormcoat with a pull-on
appropriate level of caution when around such
hood. Regardless of the construction, when fully
hazardous conditions.
donned a night cloak completely absorbs the
A mag-harness can attach up to 25 metallic
wearer's ambient thermal energy while perfectly
objects that can be easily held in one hand -
masking any light-emitting items that the wearer
wearing one grants the wearer the Quick Draw
may possess, giving him an excellent stealth
talent for any pistol, grenade, one-handed melee
advantage at night or in other areas of darkness.
weapon, or similar item that can be attached to
Its thermally absorbing qualities can make a
the mag-harness. Basic weapons and two-
cloak uncomfortable or even downright
handed melee weapons can be attached to a
dangerous to wear for a long period of time,
mag-harness provided they weigh less than 10
something that well highlights its basis as a piece
kg, though they take the same amount of time to
of industrial or naval hardware rather than
Ready as normal. If the character already
purpose-designed stealth equipment. Night
possesses the Quick Draw talent the mag-
cloaks have only appeared in the Calixis Sector
harness does not let them Ready any faster, but
within the last decade, and exactly who
they can stow items that would benefit from the

12
manufacturers these highly specialized pieces of ocular catechizer may be wired to a data-slate,
kit remains a mystery. cogitator, or similar device in order to record its
A character wearing a night cloak gains a +30 impressions for later study; this can also be used
bonus to Concealment Tests when in areas of to grant the wearer a +20 bonus to Trade
darkness, even if there is not applicable cover or (Copyist) Tests made to transcribe bodies of
terrain available, and enemies using infrared text. No other Actions may be undertaken while
goggles gain no bonus to their Perception Tests a character is using an ocular catechizer in this
against the wearer. Characters wearing night way. Should the character fail one of the above
cloaks run the risk of overheating as their body Tests by four or more degrees the ocular
temperature is forced higher and higher. Each catechizer inflicts 1 level of Fatigue on the
hour, a character who is stationary must make a wearer as it inadvertently sends a painful
Routine (+20) Toughness Test, while a feedback loop into the wearer's head.
character engaging in activity (such as walking
or climbing) must make a Challenging (+0) Opus Machina
Toughness Test. Strenuous activity, such as Many have seen an Opus Machina before but
running or climbing, reduces the interval by few know to call the skull-and-cog medallion
half. In all cases, failure causes the wearer to gain worn around the neck of many Tech-Priests by
a level of Fatigue. its true name. Part tool, part devotional symbol,
and part badge of office, an Opus Machina
Ocular Catechizer conceals just as many secrets as the red robes of
This arcane instrument is a favoured tool of its bearers. The interior of an Opus Machina is
archivists, scriveners, sages, and Administratum riddled with circuitry, power cells, and micro-
officials who often work with voluminous bodies cogitators, all of which gently broadcast code
of text and handwritten documents. The ciphers and ultrasonic prayers signifying the
intricate-looking devices, resembling ornate wearer's worth to those with the right ears to
brass eyewear festooned with lenses and multi- process them. Most tech-priests don't clutch and
focal loupes, grand the wearer a potent ability to brandish their Opus Machina when hailing their
magnify and recognize patterns of information cohorts as many outsiders would their Imperial
in written or visual materials. No mere set of Aquila. The uninformed would assume this is
bifocals, an ocular catechizer's machine spirit merely another facet of the Martian Priesthood's
can literally help the wearer "read between the deliberate lack of empathy and faith in the God-
lines" and process data much more efficiently Emperor, but the few who are well-versed in the
than with his own eyes and mind alone. That secrets and mysteries of the Mechanicus know
being the case, ocular catechizers have a well that the mere presence of an Opus Machina
reputation for particularly temperamental and communicates far more than any simple gesture
easily-vexed machine spirits - if the wearer does possibly could.
not entirely focus on his task, the catechizer will Any character can wear an Opus Machina,
often reward him with a severe headache and though this is strongly frowned upon (and
sore eyes. sometimes violently so) by non-members of the
A character wearing an ocular catechizer gains Adeptus Mechanicus. However, if the wearer has
a +10 bonus to any Literacy, Logic, Lore, or both the Speak Language (Techna-Lingua) and
Search Test when close examination of written Common Lore (Machine Cult) skills, an Opus
text or visual data (such as picts or pattern- Machina's innate features can be activated. This
sheets) are involved. Only physical materials can grants the wearer a +10 bonus on all Fellowship-
be scanned through in this way - ocular based Tests when communicating with other
catechizers are not designed to read text Tech-Priests and followers of the Machine God,
displayed on data-slates or pict-screens. An as well as a +10 bonus on Tech-Use Tests made

13
to interact with servitors, cogitators, and other Malfi. The stories of strange hauntings, bloody
complex machines. Finally, an active Opus histories and native curses clinging to such
Machina's code ciphers and override decrypts masks only enhances the frisson of owning one,
can effectively replicate the effects of a multi-key with particularly frightening-looking examples
when used on electronic locks, alarms, and when fetching a high price at auction.
communing with machine spirits.
Targeting Monocle
Slip Vest For some, image is everything - both what it
Slip vests are made of a faded yellowish leather shows and what it conceals. For those who
obtained from the hides of savage beasts native demand an ostentatious appearance while
to Monrass in the Drusus Marches. When preserving a tactical advantage in the event of an
properly tanned the leather never loses its waxy eruption of combat, few items better typify this
sheen and nearly frictionless texture, making it attitude than a targeting monocle. At first
exceptionally supple and comfortable to wear. glance, this piece of gear simply looks like a well-
Aside from its fashionable appearance, the crafted monocular eyepiece, but the wearer is
slippery surface of the aptly-named slip vest has presented with a highly useful battery of
the side effect of making it difficult to get hold of information at all times, which may include
the wearer. Pugilists, thieves, and others with thermal imaging, distance to the point of sight,
"irregular habits" who are in the know have ambient wind speed, and so forth. The exact
come to appreciate these vests and their slick utility of a targeting monocle depends on the
qualities - martial opponents, guards, and others desire of the commissioner. Many are outfitted
who would try to tackle a wearer tend to have a with a miniature wire link or a short-range
much less positive opinion. microvox allowing them to be used like a sight
Characters wearing a slip vest gain a +10 on a chosen gun.
bonus to any attempts to break free from a When a targeting monocle is created it may
Grapple action, while Grappling opponents duplicate the effects of any one weapon upgrade
suffer a -10 penalty to attempt to start or that is considered to be a sight, such as a Red-
maintain the Grapple. A slip vest's bonus may Dot Laser Sight, Motion Predictor, or Telescopic
not apply in certain situations, such as a Sight. Determine the cost in Thrones by
character being grabbed around the legs by the multiplying the price of the sight upgrade by ten.
vines of a Death World carnivorous plant. A unique receiver unit can be installed to a gun
that is paired to the targeting monocle, allowing
Fedrid Soul Mask the wearer to use the sight and even take Aim
These ornate wooden masks glare and scowl Actions without actually drawing the paired gun.
with sinister faces which the native hunters of A successful Very Hard (-30) Scrutiny Test
Fedrid believe ward off evil spirits and frighten allows an opponent to see through the
the savage beasts they stalk. Soaked in the blood subterfuge and determine a targeting monocle's
of ritually slain monsters - or, as some have true purpose. The monocle's receiver unit does
whispered, ritually slain enemies - the native not count as a sight for the purposes of
huntsmen trust these masks to warn them of determining a gun's sight limit, but the wearer
danger when the trapped soul within flinches in cannot benefit from using both the targeting
anticipation of imminent peril. Whether or not monocle and a sight attached to the gun at once.
there is any truth to this superstition is an
academic matter, but that has little bearing on
the popularity of these masks as pieces of
macabre art that decorate the private studies of
collectors and other aficionados from Scintilla to

14
Drugs &
Attention Spanner (Drug)
Attention Spanner is an unusual substance
that is commonly consumed by hard-working

Consumables adepts and archivists that require a high degree


of focus over long periods of time, though it is
also more rarely used by artists, writers,
tradesmen, and more fleshy members of the
Giving the incredible breadth and span of the
Adepts Mechanicus. A dose of attention spanner
Imperium of Man, it is no surprise that there are
takes the form of a fine powder contained in a
a staggering array of food, drink, intoxicants,
digestible capsule. Once absorbed by the body,
drugs, and other items meant to be taken into
attention spanner induces a state of monomania
the body. Some alter the consumer's mindset or
in the subject, giving them an abnormal level of
perception, others can fulfil valuable medical
focus and dedication to resolving the current
needs, while many more simply sustain
important biological functions. To attempt to Drugs & Consumables
codify a complete list of edibles and drinkables Name Weight Cost Availability
consumed within the God-Emperor's domain Amasec (bottle) 1kg 50+ Scarce
would be an impossible undertaking even for a Attention Spanner† (dose) - 45 Rare
battalion of expert lexmechanics, but some more
Calmer (dose) - 20 Plentiful
common items that an Acolyte of the Calixian
Conclave might find during the course of his Combat Ration Pack (day) 1kg 2 Plentiful

duties are listed here. An appendix containing Long Duration Rations (day) 0.75kg 5 Average
more specialized or region/world-specific Emergency Rations (day) 0.5kg 10 Common
consumables follows.
De-Tox (dose) - 65 Scarce

Foodstuffs (meal) Varies Varies Ubiquitous


Amasec
This is a common term for a variety of Frenzon† (dose) - 50 Rare

alcoholic beverages distilled from wines and Cold Fire† (dose) - 200 Very Rare
other fermented fruits - it enjoys an almost Ghostfire Pollen† (dose) - 300 Very Rare
universal popularity across the Imperium's Halo (dose) - 100 Common
civilised worlds. The quality of this drink can
Kick† (dose) - 55 Average
vary widely - cheap bottles with watery pink or
purple contents can be found in low-hive Lho-Sticks (pack of 20) - 1 Abundant

refectories and are affordably priced, while Obscura, cut (dose) - 20 Scarce
expensive and rare vintages with sealed corks Obscura, pure (dose) - 150 Rare
pour like syrup with a rich, flavourful bouquet
Ploin Juice (bottle) 0.5kg 5 Scarce
and are typically cracked open by toasting nobles
Recaf (3 cup thermos) 1.5kg 3+ Plentiful
at a soiree or Imperial Guard officers
commemorating a strategic victory. Rotgut (bottle) 1kg 3+ Common
More common bottles of amasec may not Slaught† (dose) - 75 Scarce
force the imbiber to make a Carouse Test until Spook (dose) - 350 Very Rare
two or three drinks have been taken, while the
Spur† (dose) - 60 Scarce
stout and storied vintages can be strongly
fortified and may impose a -5 penalty on the Stimm† (dose) - 20 Average

imbiber's Tests to remain clear-headed. Tranq (tankard) 0.5kg 1 Abundant

Wideawake† (dose) - 4 Plentiful

†A user can develop immunity to this drug; see Building Immunity sidebar

15
task. Care must be taken when using attention suppressing unpleasant encounters, though few
spanner, however, as the consumer can would admit it. Calmers are affordably priced
sometimes find himself zeroing in on something but are still beyond the reach of especially poor
other than his intended task and wasting time and destitute citizens who must try and make
until the drug wears off. Outside of certain due with their personal hauntings, sometimes
circles the use of this drug is extremely rare. with very unfortunate effects.
Attention spanner takes effect after about 20 A dose of calmers takes about 20 minutes
minutes if swallowed. The consumer can also before it becomes effective. Once ingested,
chose to break open the capsule and inhale its calmers impose a -20 penalty to the character's
contents, in which case the drug becomes Perception and a -5 penalty to their Initiative
effective in 1d5 Rounds. The consumer must (minimum 1) for 1d10+5 hours due to the drug's
pass an Ordinary (+10) Willpower Test if the highly allaying qualities. The character may
capsule was swallowed or a Difficult (-10) ignore the effects of any Minor mental disorders
Willpower Test if inhaled for the drug to during this time. Further, if the character is
function properly. If successful, the consumer suffering from any Mental Traumas, reduce the
gains a +30 bonus to any Intelligence-based result on Table 6-8: Mental Traumas by 30 for
Tests for the next 1d5+3 hours, but also suffers a the duration of the drug's effect.
-20 penalty to any Perception-based Tests due to
his fixation on the subjects at hand. Should the Combat Ration Pack
consumer fail his Willpower Test, the drug still A variety of Munitorum-approved rations are
takes effect, but the consumer runs the risk of produced in vast quantities by agri-worlds
being too distracted to actually focus on his throughout the Imperium to create a steady
tasks. The consumer must make a Challenging supply of food for soldiers of the Imperial Guard
(+0) Perception Test (including the drug's as well as mobilized PDF regiments and other
penalty) every 30 minutes until the drug wears military-style outfits. A combat ration pack
off. Success indicates that the consumer was able typically takes the form of a metallic pouch that
to concentrate on his work and suffers no can be stuffed into a backpack or cargo pocket
further ill effects. Failure, meanwhile, has him (such as are commonly found on infantry
become distracted by any sort of diversion fatigues) which is hermetically sealed and
available, causing him to take a -20 penalty on all waterproof - each contains a mixture of
Tests until he succeeds on a subsequent preserved foodstuffs that can sustain one man
Perception Test or the drug's effects expire. for a day. Common items include a variety of
synth-crackers and cakes, tubes or cans of
Calmer (Drug) spreadable protein, and condensed soup blocks
These sedative capsules are thought of as being designed to be dumped into hot water. Because
the purview of voidsick pilgrims and shell- of their heavily processed and synthesized nature
shocked Guardsmen, but anyone suffering from a ration pack's contents are typically bland or
the after-effects of severe trauma can benefit have a half-hearted attempt at flavour, and it is
from their soothing effect. Therapeutic in common for deployed Guardsmen to try and
nature, calmers can be especially helpful in scrounge up anything available to make the
preventing a mental breakdown or psychotic rations more palatable. Ration packs will also
episode in those that have had horrifying contain smaller but equally useful sundries,
experiences, such as witnessing a hive blackout, including vitamin supplements, water
being trapped in a manufactorum fire, or purification tabs, salt, and antiseptic gum (to
encountering a ravenous beast that's crawled up prevent tooth decay). Officially known as "ready-
from the underhive - even members of the to-eat", some types of ration packs have
Inquisition have taken up the habit of derisively been referred to as "refusing to exit" by

16
their consumers as they tend to cause of course. Most emergency rations also contain
constipation with extended use. While purification tabs for this purpose, though this
nominally intended for use in military may be of little aid to a marooned party in an
operations, combat ration packs can often be arid desert.
found for sale in goods stores and by other
second-hand peddlers for use by travellers, De-Tox (Drug)
reclamators, explorers, and anyone else who De-Tox is the common term for a biologically
needs storable food that can also be transported reactive compound that is intended for
easily. Many of these packs are beyond their emergency use in saving the life of a poisoned or
marked expiration date, but the food inside overdosed victim. Packaged in a small disposable
never seems to actually go bad. injector unit, de-tox causes the consumer to
Long Duration Ration Pack: This variety of violently wretch and cough, expelling whatever
ration is intended for use by troops that must might currently be inhabiting their stomach,
march long distances as well as scout and lungs, and bowels as well. The experience is
commando teams as it contains a singularly unpleasant, but is certainly preferable
correspondingly higher caloric content. Highly (in the eyes of most, anyway) to a painful death
condensed protein bars replace some of the from tainted food, drug overdose, or noxious
spreadable pastes, while the soldier is expected to fumes. De-tox is effective at stopping common
spike his canteens with packets of carb powder forms of toxins as well as the life-threatening
that also contain a variety of stimulants. These effects of drug overdoses or alcohol poisoning,
additions do little to improve the taste of the but likely will not be enough to save a victim
ration, but their nutritional benefits are sorely who has inhaled a militarized chemical weapon
appreciated by soldiers who would go hungry or been hit by a needle rifle's deadly payload.
using standard packs, and the amount of food A dose of de-tox ends the ongoing effects of
energy in proportion to the mass of the ration any drugs and most other ingested substances
itself is incredibly good. one Round after it has been administered. The
Emergency Ration Pack: Both durable and character is Stunned for 2d5 Rounds as the de-
storable to a point, emergency rations are tox forces his body to purge out the harmful
intended not to be consumed except in a serious contents (among other things). A conscious
situation and are typically stored away within character can attempt to resist this effect and
compartments in flyers, wastes-trawling macro reduce the duration by a number of Rounds
haulers, and combat vehicles. Emergency rations equal to his Toughness Bonus, but if this
typically contain dehydrated and highly produces a result of zero or less then the
compacted cubes of starch, fat, meat or character also resists the beneficial effects of the
vegetable extracts, synth-stock, and so forth. de-tox as well!
Should a crash survivor or lost traveller require
their aid, the rations are intended to be broken Foodstuffs
up into hot water to form a soup or broth, which
Barring a few exceptions, one thing all men
can sustain the consumer for quite a while -
have in common is a necessity to eat. The types
assuming they have a source of water available,
of food consumed throughout the Imperium are
Common Foodstuffs
Examples by Quality Cost Availability

Low (fungus bread, CS biscuits, synth-paste, algae spread, roasted vermin, recyk-water, cheap rotgut) 1 Ubiquitous

Average (vatmeal cakes, canned Grox hash, flavoured Grox jerky, fortified nutri-slurry, Josian ale) 2 Plentiful

High (grain bread, rehydrated vegetables, top Grox filet, steamed multi-grain mix, mineral water, amasec) 10 Common

Extravagant (fresh fruit, Turiin wasp honey, grazer steak, aged cheese, digestive-aid pudding, vintage amasec) 50 Scarce

Depending on the world, culture, and general living expenses, the given cost may be for a single meal or a full day's board

17
heavily dependent on both the type of world and balance out some of the less desirable effects of
the individual's social class, with those having frenzon. The much shorter duration makes it
greater income having access to the best eats. suitable for duellists and participants of combat
Drudging labourers and manufactorum workers sports, but any user who happens to be in a fight
in the low hives typically subside off of heavily could benefit from the better control that cold
processed and synthesized food which may or fire offers.
may not actually resemble anything edible - This drug duplicates the primary effects of
corpse starch, cultured algae, parboiled fungus, frenzon, but the effect lasts 3d10 Rounds, and
protein pastes, and so forth. Adepts, domestic the character also gains the benefits of the Battle
workers, traders, and others who ply their Rage Talent as well.
labours in the mid-hive might subside off of Ghostfire Pollen Extract: Ghostfire pollen,
flavoured Grox strips and fortified slurry-drinks, native to the feudal world Iocanthus, is used as
while the nobles in the spires above have access the main ingredient of frenzon in the Calixis
to the finest cultivated grazer meat, purified Sector. The drug is produced through a variety
mineral water, and fleshy rehydrated vegetables. of distillation and moderating procedures - the
Paradoxically, those plebian labourers who toil pollen itself is a fairly small portion of the final
away on agri-worlds tend to have access to some product. However, exceptionally motivated - or
of the finest fare, as the produce and meat has irrational - warriors have been known to inject
yet to reach the monstrous processing plants pure pollen extract directly, which sends them
that renders it into goods that will survive the into a frothing berserker state that makes a user
trip to nearby worlds. of "common" frenzon look mildly disgruntled in
comparison. The use of ghostfire pollen is
Frenzon (Drug) strictly forbidden in the Imperial Guard and
Unquestionably the top tier of combat drugs, most planetary militias as it is considered far too
frenzon sends the consumer into a violent rage, great of a risk to the user - which, considering
making him a fanatical and fearless warrior who the dangers of a battlefield, should be a suitable
seeks only the destruction of his enemies. It is warning as to its capabilities.
commonly used in military situations, especially A character who uses ghostfire pollen extract
among penal legions, where it has an infamous immediately falls under its effects, gaining all the
reputation due to the use of remote-controlled benefits and penalties of the Frenzy talent along
autoinjectors meant to "motivate" the dour with the Unnatural Strength (x2) and Unnatural
legionnaires. Other users include high-rent Agility (x2) traits. However, the user also takes 1
mercenaries, bloodspot fighters, and ganger point of Damage (which ignores Armour and
heavies that want to "feel the rush" while Toughness) due to system shock as the pollen
smashing some victim's head against the takes over and the user begins to sweat blood.
rockcrete. Frenzon is always used with an Should the user kill all enemies before the drug's
injector so as to provide immediate results. effect wears off he must then attack any nearby
A character using frenzon enters into a rage characters or creatures, possibly including his
one Round later as if he had the Frenzy talent, allies. In absence of any other potential character
gaining all the benefits and penalties associated or creature to attack the frenzied character must
with being frenzied. This effect lasts for 1d5+5 then assault any nearby objects (trees, rocks,
minutes and may not be voluntarily ended by walls, and so forth) until the drug's effects wear
the consumer short of using de-tox or some off. A dose of ghostfire pollen lasts for 2d10+5
similar effect. minutes. If the character spends more than 10
Cold Fire: Sometimes known as "noble's minutes under the effects of ghostfire pollen, he
frenzon", this more costly drug is laced with must pass a Challenging (+0) Toughness Test
antipsychotics and tranquilizers that help

18
once it wears off or gain a level of Fatigue as Perception-based Tests as a result of their newly-
massive overexertion takes its toll. found self-confidence.

BUILDING IMMUNITY Kick (Drug)


Some drugs, especially those that profoundly affect Kick is the common name for a variety of
the user's physiology, can quickly cause the user to drugs that give the user a sharp burst of short-
develop an immunity to their effects. If an Acolyte lived energy. Though not nearly as potent as
takes more than one dose of a drug that is subject slaught or most types of stimms there are also
to immunity within a 24 hour period he must make fairly few consequences to its use besides a
a Challenging (+0) Toughness Test. Success profound feeling of tiredness once the drug
indicates the drug has the desired effect, while wears off. Unlike many drugs, kick includes a
failure causes the Acolyte's body to reject the biological "warning" to the user when its effects
substance. Subsequent use of the same drug during are about to expire. When the user begins to see
any 24 hour period forces a cumulative increase in unusual colours around the edges of their vision
the difficulty in the Toughness Test, regardless of he knows that he'll soon be plunged into
whether or not the previous Test was a success (a profound listlessness and lethargy. Kick is
third dose would force a Difficult (-10) commonly used in military situations where an
Toughness Test, while a fourth would force a urgent manoeuvre must be executed no matter
Hard (-20) Toughness Test, and so on). what condition the troops are in, but it can also
be found in the pockets of warring hive-gangers
and enforcer kill teams who believe a little extra
Halo (Drug)
"kick" might be the margin of victory. Kick's low
This drug induces a mild state of psychosis in
cost and ease of manufacture makes it available
the user - the effects are similar to a highly
to just about anyone who can find a seller,
diluted dose of frenzon, though the stuff takes
though it typically has few users outside of those
far longer to break down once in the
who make their living through violence.
bloodstream. Most believe that halo was
A dose of kick becomes effective one Round
originally developed for use in penal legions of
after it is injected and remains active for 1d5+10
the Imperial Guard, but its use is surprisingly
Rounds. During this time the user can
widespread among a variety of worlds and social
completely ignore the effects of any Fatigue he
classes - the only constant is that the user desires
already has as well as additional levels he may
a bit of fortification against a particularly
gain while the drug is effective. Once the drug
unpleasant stimulus. A character under the
wears off the user falls back under the effects of
effects of halo finds long vertical drops, narrow
any accumulated Fatigue he already has plus an
passages full of skittering vermin, enemy
additional two levels, which may be enough to
bunkers, and possibly even ominous stacks of
render him unconscious. If the user had no
paper- and slatework to be somewhat less
Fatigue when he injected kick, he instead gains
frightening than before, though this suppression
1d5 levels when it wears off. A character who has
of natural repulsive emotions does tend to make
used kick is aware that the drug will wear off one
the user somewhat less alert as a result.
Round before it actually does.
A dose of halo becomes effective in about 20
minutes once ingested. It can also be used in an
Lho-Sticks
injector instead, in which case the effects begin
This popular narcotic is typically sold in packs
after one minute. The drug remains active for
and can be found just about anywhere within the
2d5 hours, during which time the user gains a
Imperium, though some xeno-arcanists have
+10 bonus on all Tests to resist Fear and
suggested that even the lesser races of the galaxy
Pinning, but also suffers a -10 penalty on
make use of similar substances. Lho-sticks are

19
consumers, and their use is so common in the
Imperial Guard that the Departmento
Munitorum has even distributed their own
brand (where it is inexplicably listed as a ration).

Obscura (Drug)
Though almost universally prescribed and the
subject of enforcer crackdowns, this drug is
nearly as widespread as it is potent. Obscura
induces a peaceful dream-like state in the user
that can last anywhere from a few hours to all
day depending on the purity of the substance,
but tends to leave the user feeling deeply
depressed or despondent once the drug wears
off. Whether this is a chemical reaction of the
drug itself or simply the user suffering from
being returned to reality is unknown. Obscura
comes in a variety of forms, all of which have
strongly addictive qualities. The crystallized
powder is typically smoked or inhaled into the
nostrils, but users wanting a more intense effect
will often use organic acids to distil the powder
into a condensed liquid and inject it directly into
the bloodstream. Though relatively inexpensive
formed from a thin paper that is rolled into a to manufacture, the "street price" tends to have a
tube and filled with dried and crushed leaves massive mark-up due to its illegality. The
from a variety of plants (referred to as a whole as producers, smugglers, and dealers who supply
"lho" in Administratum regulations) that the stuff can make a very comfortable living off
produce a mildly relaxing and satisfying of their addicted clients, though the risk of an
sensation when smoked. The lho smoke has enforcer - or worse, Arbitrator - kill team
some addictive qualities, and heavy users tend to kicking down the door is a constant companion.
develop a dependency on it after long term A dose of obscura sends the user into a
consumption. Lho-sticks sometimes incorporate euphoric trance filled with pleasant visions; cut
a small foam filter to enhance the flavour and obscura lasts for 1d5 hours, while the pure drug
smoothness by reducing the amount of irritating lasts for an additional 5 hours. While under its
particulates in the smoke. Regardless of their effects the character suffers a -20 penalty to any
construction, lho-sticks are generally considered Perception, Intelligence, or Willpower-based
a recreational item on most worlds and their use Tests, but is also considered to have the Fearless
is sometimes even encouraged among teeming talent as they are unable to actually rationalise
masses of menials, labourers, low-hivers and danger or peril. Once the drug wears off the user
enforcers as their sale typically brings in a few suffers a -10 penalty to his Willpower and
demi-Thrones to the planetary coffers. There are Toughness for the next 1d10 hours as he goes
some worlds which strictly regulate or outright through a general malaise unless another dose of
ban the consumption or sale of lho-sticks, obscura is taken. Using de-tox will end the
however, as more than a few pilgrims and primary effects of obscura but cannot nullify its
explorers have found out the hard way. secondary consequences.
Guardsmen tend to be especially heavy

20
Ploin Juice present destination. A minority come from
Juice from the ploin fruit, which grows like a smaller brew-plants and houses which are often
weed on some worlds in the Calixis Sector, is an endemic to a single world or region, some of
almost ubiquitous drink for voidfarers and which is surprisingly tolerable. Though
explorers as the oddly-shaped fruit itself never considered something of a social blunder, a few
seems to become rotten. Though mild in flavour, labels are even enjoyed by Malfian hive nobles,
ploin juice contains a variety of minerals and and the trend is beginning to appear within
vitamins that are often sorely lacking in cheap exclusive circles on Scintilla as well.
shipboard rations. That it combats common
void illnesses while also possessing an extreme Slaught (Drug)
longevity is viewed as something of a miracle by Short for "onslaught", this drug powerfully
seasoned void-masters and ratings alike, and affects the consumer's nervous and respiratory
many discharged crewmen have often settled for system, making them both physically and
good near starports and shipyards simply so they mentally faster. Slaught is most commonly used
have ready access to more of the stuff. in military situations where a final push or fierce
"Flatlanders" who choose to try ploin juice are attack is about to be launched - troops under its
often baffled as to its nearly religious appeal effect can cross enemy kill zones and other types
among voidfarers as it is something of an of "no man's land" much quicker, giving them a
acquired taste. better chance of making it to their objective and
unleashing the Emperor's fury upon the enemy.
Recaf Extended use of slaught can badly overtax the
consumer's vital humours and innards, often
Recaf is a popular hot beverage that exists in
resulting in nerve damage or growth of tumours.
many permutations throughout the Imperium -
Most commanders will not issue it regularly for
the only universal constant is that is tends to
this reason, although depending on the conflict,
contain a mild stimulant such as caffeine or
a Guardsman could well have much bigger
pharamoxine. Crushed and cured leaves from
things to worry about than possible long-term
certain plants are the most common variety, but
consequences. Its use outside of the Imperial
baked or roasted seeds ground into powder and
Guard and other armed forces is fairly rare.
brewed can be found on most worlds as well.
Slaught can be ingested or injected directly into
Varying grades of recaf exist and virtually all
the bloodstream - injecting it results in more
levels of Imperial society take part in it, whether
immediate effect but tends to have worse side
from simple tin mugs or elegant ceramic cups.
effects once the drug runs its course.
Rotgut Slaught takes one minute to become effective
after being ingested. If injected instead the drug
This catch-all term covers a broad array of
takes only one Round to take effect. Regardless
cheap brewed or malted alcoholic drinks
of how it is taken, a dose of slaught increases the
commonly consumed by labourers, soldiers, and
user's Agility and Perception by +30 for 3d10
other members of the lower classes of Imperial
Rounds, during which time the user feels
society, though only a few ironic brands would
extraordinarily jumpy and restless if he isn't
actually describe their product as such. Most
engaged in some type of physical activity. Once
rotgut tends to be produced in vast quantities by
the drug wears off the user must make a
the same megaguilds and agri-trusts that supply
Challenging (+0) Toughness Test or suffer a
the Calixis Sector's hive worlds with processed
level of Fatigue as his body catches up with the
foodstuffs - pilgrims and travellers can often take
drug's effects and leaves him exhausted. If the
a small amount of solace when stepping onto a
character injected slaught the difficulty of the
new world that the same drink they've had on
Test becomes Difficult (-10) with failure
their homeworld will likely be available at their

21
inflicting 1d5 levels of Fatigue. Failure by three process. Should the character succeed he gains a
or more degrees also reduces the user's Agility by random power from the adjacent table. If the
1d5 points - if the user injected slaught, this character succeeds by two or more degrees, the
Characteristic Damage is permanent. character may instead simply gain a single minor
psychic power of his choice. The character has
Spook (Drug) access to the power for a number of hours equal
Spook is an incredibly unusual drug that fills to his Willpower Bonus and manifests it by
the user with strange visions of heightened succeeding on another Willpower Test.
perception, ultimate power, or some other such If the user happens to be a psyker - in other
delusion. However, this is no mere hallucination words, has a Psy Rating - they must also make a
- spook actually enables the user to manifest a Challenging (+0) Willpower Test as they take
limited form of psychic energy, which can be the dose. Success adds 2 to all Power Rolls for a
extremely useful (or extremely dangerous...) in number of hours equal to the psyker's Willpower
the right situation. Spook is derived from rare Bonus, while failure causes the psyker to gain a
mutagenic substances that can sometimes be single Insanity Point as they are subjected to
found naturally amassing in the lowest depths of some of the same horrible sights that the non-
Imperial hive cities. These sickly-looking psyker would. Regardless of success or failure,
greenish puddles, typically sprouting add +20 to any rolls made on the Psychic
luminescent fungi, contain a vast concentration Phenomena table. This secondary effect lasts
of human protein - likely the result of waste and until the drug runs its course, even if the psyker
effluent from above as well as the decaying failed his Willpower Test.
remains of underhivers, mutants, and even more
unspeakable things congealing together. It is Spur (Drug)
thought that the presence of this human genetic This drug is most commonly used by
material in such a condensed form is what unsavoury types who earn their keep through
causes the drug's psy-reactive effect, but the violence. It is highly unusual in its method of
exact method of action remains a mystery. action in that the initial effect is delayed - the
Regardless of how the stuff comes to be, it is an strong stimulants and proteins remain inert in
incredibly feared and reviled substance that is the user's bloodstream until they are activated by
universally prescribed and banned across the adrenaline, at which time the user is hit by an
Imperium. The enforcer crackdowns that target abrupt rush of energy and vigour. Because of
the makers and distributors of spook more these qualities, a user can "dose up" in
closely resemble military offensives than ganger anticipation of violence, saving them from
busts, which all but ensures a high price for the fumbling with an injector or skin patch while a
drug - and a veritable fortune to be made for foe is drawing weapons. A spur user can endure
those with the guile and conniving to partake in almost any pain or injury, fighting through
its trade. Only a few, however, are cunning or wounds or exhaustion that would leave an un-
lucky enough to outlive their ill-gotten wealth. assisted man on the ground wheezing for mercy.
Spook takes effect immediately as soon as it Overusing spur invariably causes addiction,
touches the user's lips, and has markedly however, adding another layer of danger to those
different effects based on whether a character already present in a fight.
has a Psy Rating or not. A user without a Psy A dose of spur takes one Round to become
Rating must make a Challenging (+0) active, but it does not actually take effect until
Willpower Test - failure indicates that the drug the user becomes engaged in combat. Spur can
is unable to find the user's "psychic mind" and remain in the user's body for up to 10 hours - if
simply bestows terrible, nightmarish visions the user does not engage in combat during this
instead, inflicting 1d5 Insanity Points in the time the drug dissipates and another dose must

22
be taken in order to gain its effects. Once a the low hives of worlds in the Golgenna Reach,
character enters into combat (rolls Initiative or but press-ganged ratings and hard-nosed
Surprises an enemy) the drug becomes effective security proctors aboard voidships have spread it
for 2d10 minutes. A character under the effect of throughout the Calixis Sector. The exact method
spur cannot be Stunned or take any levels of of preparation varies from recipe to recipe, but
Fatigue while the drug is effective. Once the all involve a variety of chemical distillates being
effect ends the user suffers a -20 penalty to any mixed and prepared into a drink that produces a
Toughness- or Agility-based Tests for one hour. feeling of numbing relaxation which lasts for
The user also gains one level of Fatigue for every hours. This tranquilising effect, which begets the
two levels that he ignored due to taking spur (if stuff's name, is a welcome escape for many who
the character ignored one level of Fatigue then eek out a paltry existence doing drudging work,
he takes none when the spur wears off). Taking though those who are used to the drunkenness
more than five doses of spur in a weeklong that amasec or rotgut creates have referred to
period can cause addiction - the character must tranq's own inebriation as being remarkably
succeed on a Hard (-20) Willpower Test to depressing. The flavour varies widely depending
fight it off. Failure indicates that the user on its individual constitution, with a few being
succumbs to deranged paranoia, compulsively regarded as "not disagreeable".
dosing up every day out of fear that he will be
caught in a battle without it. Wideawake (Drug)
Wideawake, as the name implies, is intended
Stimm (Drug)
to ward of feelings of sleepiness in those who
Stimm is a generic term for a voluminous
keep long hours. This drug is composed of long-
amount of fast-acting drugs that are meant to
acting psychostimulants compressed into small
suppress pain and invigorate the user, allowing
tablets that break down slowly once ingested,
him to fight on (or flee faster...) in spite of
providing a feeling of alertness and focus that is
terrible wounds or crushing exhaustion. Stimm
normally lost once the wearer begins to suffer
is most commonly encountered in military
from sleep deprivation. Though effective, it is a
situations, but anyone who fights for a living
cheap substance designed for the masses, so its
would be well served to have a stimm or two on
effects are limited in situations more stressful
their person, and they are an integral part of any
than running an all-night watch or heavy
field medikit. A stimm's effect is short-lived, but
cogitator manipulation. The tablets themselves
being able to move when a victim would
are typically found in small sealed packets that
ordinarily be consigned to a slow death on the
can be easily stuffed into a pocket or bag, and are
ground has no doubt spared innumerable souls
so ubiquitous in certain lines of work that
from an early reunion with the God-Emperor.
automat machines which usually stock cheap
Stimm takes effect immediately and lasts for
foodstuffs and refreshments can dispense the
3d10 Rounds. During this time the user cannot
little plastek packets too.
be Stunned or knocked unconscious and ignores
A dose of wideawake takes 20 minutes to
the negative effects of Fatigue. Should the
become effective and lasts for 2d5 hours. During
character have suffered Critical Damage, a dose
this time the character can ignore the effects of
of stimm allows him to ignore any negative
Fatigue on his mental Characteristics
effects to his physical Characteristics, though
(Intelligence, Perception, Willpower, and
broken and lost limbs or blinded eyes are still
Fellowship), though taking too many levels of
just as useless.
Fatigue will still result in unconsciousness.
When the drug wears off the character gains an
Tranq
additional level of Fatigue as the over-worked
An unusual type of booze to say the least, this
portions of his mind begin to demand rest.
brew (if it can be called as such) is indigenous to

23
Frontier
trotting mount. If it is allowed to develop long
enough - which is sometimes not an option if the
nomads can't find more sources of fresh food -

Consumables
the cheese within becomes a true delicacy that is
highly nutritious and keeps for a surprisingly
long time. Even some off-world explorers and
Imperial missionaries have commented that the
Those travelling to the undeveloped fringes of belly-churn's final product is surprisingly tasty.
the Calixis Sector - missionaries, explorers,
huntsmen, mercenaries, and so forth - will
Dryas (Drug)
typically find a whole new spectrum of things to
Dryas is a compound that is derived from
eat and drink, some of which may even be
desert-dwelling reptiles native to the agri-world
palatable. Worlds that are largely untouched by
Dreah. These skittish creatures have an
the sprawling domestic industries of Imperial
incredible resilience to the arid environment in
society typically have extremely insular culture
which they inhabit, and it is said that consuming
and this extends to all matters of consumables,
one can sustain a lost traveller in the desert for
making each new world an explorer happens to
days. Mechanicus explorators have, at great
set foot on likely more bizarre than the last. This
effort, discovered a method to derive an extract
section highlights some of the more unusual
from the Drean fauna that provides similar
examples that can be found on the less-
effects without the need to chase one down and
developed worlds of the Sector.
eat it. A dose of dryas causes sharp though
Note that the Availability of any consumable
temporary changes in the user's biochemistry,
whose name lists it as being found on certain
allowing them to survive with a drastically lower
worlds only applies on that same world - it may
water intake and making them less susceptible to
be much rarer or totally nonexistent elsewhere.
death from heat exhaustion. There are some
undesirable side-effects, however, which include
Frontier Consumables
degraded senses and a nauseating sense of
Name Wt Cost Availability
weakness. Few would willingly take dryas unless
Belly-Churn (pouch) 1kg 10 Average the alternative is a slow demise.
Dryas (dose) - 50 Rare A dose of dryas takes about an hour to become
Ration Grubs (day) - 15 Average effective and lasts for 1d10 days minus the user's
Toughness Bonus (minimum 3). During that
Sleep Dust (dose) 0.25kg 100 Rare
time the user gains a +20 bonus to any Survival
Sour Mud† (dose) 3kg 45 Scarce Tests made to withstand arid conditions and
Spirit Tonic† (dose) 0.1kg 12 Common needs only half as much his usual water intake.
Styger Milk† (bottle) 1kg 75 Very Rare However, the drug's lassitude imparts a -10
penalty to any Strength- and Perception-based
†This consumable is typically only found on worlds listed in its description
Tests the user might undertake, and also reduces
the user's Fellowship by 1d5 points due to his
Belly-Churn slurred speech and absent manner.
This is a staple of nomadic riders that inhabit
worlds like Balecaster and Fervious. The food Ration Grubs
gets its name from the use of a slain animal's A native fauna of the infamous death world
stomach as part of the preparation. The organ is Dusk, these small and wiggly larvae have an
removed and washed out, then filled with milk incredible nutritional content that puts even the
and sewn shut so it curdles during the natural best-engineered of high-energy rations to shame.
movement of the stomach when slung over a It is unknown who first attempted to voluntarily

24
eat one of Dusk's insects, giving that planet's sleep deprived beforehand), feeling somewhat
well-known reputation for being hostile to drowsy for a few more hours but otherwise
human life, but once representatives of the suffering no ill effects. The powder is tasteless,
Adeptus Mechanicus became aware of their and if ground adequately, can be mixed into
value a thriving industry in harvesting the grubs food without a perceptible alteration of the
blossomed there. Once preserved through a flavour or texture. Those who export sleep dust
special freeze-drying process, the so-called from Zillman's Domain would like to think that
ration grubs will keep for years without losing they are simply helping the restless get some
any nutritional value. Just one of these thumb- badly needed shut-eye, though many users tend
sized creatures can sustain a grown man for an to have far less honourable intentions for
entire day regardless of his level of physical ampoules or capsules of the powder.
activity, essentially making it the ultimate in A character who inhales sleep dust, such as
light-travelling sustenance. The flavour, having an ampoule broken open under their
however, is unspeakably bad, leading to some nose or a handful blown in their face, must make
quips that the Dusk-born creature is at least a Challenging (+0) Toughness Test or pass
lethal to one's appetite. Aside from the taste, it is out, falling into a deep sleep for 1d5 hours minus
known that the grubs mature into a sinister the victim's Toughness Bonus. Ingesting the
winged insect with a deadly sting - residual powder magnifies its effects, though they take
toxicity in the grub's flesh probably makes it a about 20 minutes to become active - the
poor choice for long-term consumption. Toughness Test becomes Hard (-20) and the
victim does not reduce the duration of his sleep.
Sleep Dust (Drug) If the character succeeds on his Toughness Test
At some point in the recent past, native he suffers no perceptible effects and will remain
apothecaries from Zillman's Domain discovered unaware of his attempted drugging, although a
- quite by accident - that crushing the seeds of a face full of strange powder might provoke other
common red-and-black flower into a fine questions for the would-be assailant.
powder produces a substance with profoundly
soporific qualities. A strong whiff can flutter Endrite Sour Mud
eyelids, while inhalation or ingestion of the stuff Feral shamans and witch doctors native to the
will drop a fully grown man of average planet Endrite scoop this vicious and sticky
constitution in minutes, sending them off into a substance out of dormant tar pits which line vast
restful sleep for hours. Once the dust wears off stretches of that world. Many feral healer
the character will likely awaken (unless seriously remedies can be more dangerous than the ills

25
they claim to cure, but the so-called "sour mud" This intoxicated overconfidence also impairs
is actually laden with minerals and enzymes that judgment and leaves common sense somewhat
have strong antibacterial and immunogenic lacking, however, imparting a -10 penalty on any
qualities. Sour mud is most often used to Intelligence-based Tests for the same duration.
staunch bleeding - simply plastering some of the A character can attempt a Carouse Test at the
stuff on a wound and then working it into a time of consumption to negate the substance's
putty-like mass causes rapid coagulation and effects. Habitual consumption of spirit tonic
staves off infection. However, it also has other over a long period can cause brain damage,
medicinal qualities - if diluted and boiled, it can effectively making the above effects permanent.
be ingested to reduce fevers and diarrhoea,
though the taste is extremely bitter (hence the Fervious Styger Milk
name). Because of these miraculous qualities, The Styger is a well-known beast of burden on
some of which border on well-developed Fervious and has a vast cultural significance to
Imperial technology, several corporations and the herding bands that make their livelihood off
commercia guilds have expressed interest in of the creatures. When a Styger births a whelp it
creating a large-scale packaging and export produces a viscous fluid broadly similar to milk
operation on Endrite to get the sour mud into for the whelp to nourish off of, which the native
circulation throughout the sector. Finding a herdsmen swear can ward off poison and other
means to keep the mud fresh, however, has maladies that one might inadvertently consume.
proven elusive. Though strong of taste, the stuff is very
A character can use a handful of sour mud to nutritious, and a man could survive off of a diet
immediately end ongoing Blood Loss by of Styger milk alone for days at a time, though
spending a Full Action to massage the mud into any kind of long-term consumption tends to
the bleeding injury. Additionally, medics cause unspeakably bad "digestive complications".
attempting to treat certain diseases and fevers A boon to farmers and herders to be sure,
gain a +20 bonus on any Medicae Tests when Fervious' nobles have also taken a liking to the
using sour mud as part of the treatment. thick drink, consuming it as a matter of etiquette
when dining with rivals (and allies) due to its
Munsk Spirit Tonic (Drug?) toxin-neutralizing qualities. In some areas, the
This alcoholic brew originates from Munsk's peasant farmers who have more than a few
northern continent where it is rumoured that dozen head have become quite wealthy in their
that region's many small rodents form one of the own right, and small scale "milk wars" are not
main ingredients. Imperial missionaries on that entirely unheard of as oppositional bands of
world have commented at length about the spirit Styger herders try to gain a monopoly on a
tonic's "notably unpleasant" flavour, which has region's supply.
sparked much curiosity as to exactly what is used A character consuming Styger milk finds it
to make it - the native brewmasters are coating his throat and stomach - this somewhat
notoriously tight-lipped on the subject. unpleasant feeling imparts a +20 bonus on any
Regardless of what goes into it, the thick and Toughness Tests made to resist ingested poisons
adipose drink imparts a stiff measure of drunken or toxins. The protective quality lasts 1d5+5
courage and audacity in the imbiber. Munsk's hours, though the sticky sensation (and taste)
tribesmen therefore consume the stuff as a lingers for a while longer. Consuming two or
matter of nearly religious reverence before going more doses of Styger milk in a 24 hour period
on hunts, making war, or confronting spouses. can be dangerous to the digestive organs - the
A dose of spirit tonic takes about 20 minutes character must pass a Challenging (+0)
to take effect, thereafter granting the consumer a Toughness Test or suffer one point of
+20 bonus on Fear Tests for 1d5 hours as he Toughness Damage. Failure by two or more
feels far more brave and certain than before. degrees results in this Damage being permanent.

26
Specialty
with siege by the enemy. Designed to be durable
enough to be thrown out of flyers or even
launched by artillery in special canisters, relief

Consumables
rations take the form of unappealing bricks of
recycled food waste, processed synth-protein, or
just about any other form of organic matter that
has some nutritional content. The individually
Some things just aren't made for most men. wrapped parcels are waterproof and small
Whether very costly, unobtainable, area-specific, enough to be stuffed into a pocket or satchel and
or serving only a very narrow purpose, contain enough food energy to keep a man alive
consumable items in this section are typically for a day. The flavour ranges from "bad" to
not encountered by most Imperial citizens. An "horrendous", but this is a minor consideration
Acolyte of the Emperor's Inquisition, however, when the alternative is death by malnourishment
would do well to familiarise himself with such or enslavement by unspeakable armies.
oddities and unusual finds - a lack of prior
knowledge is a poor excuse for failure. Countersepts (Drug)
Short for "counterseptics", these innocuous
Blush tablets are a gift from the Emperor Himself to
This expensive though remarkably smooth soldiers, explorers, pilgrims, and others who find
libation is derived from small yellow fruits that themselves in suddenly foetid conditions. Each
inexplicably grow on several distantly dispersed
Specialty Consumables
worlds near the edge of the Malfian Sub-Sector.
Name Wt Cost Availability
Once mashed into juice and pulp, the sickly-
sweet mixture is fermented in stone vats before Blush (bottle) 1kg 75 Rare

being packaged in elegant and shapely bottles for Civilian Relief Rations (box of 30) 10kg 15 Plentiful
later consumption. The drink has a complex and Countersepts (dose) - 8 Common
warm sapor which imparts a pleasantly glowing
Combat Ration Pack (day) 1kg 2 Plentiful
feeling as it infiltrates the drinker's bloodstream.
Gorsk White Gyn (bottle) 1.3kg 5 Common
The glow, however, is quite literal - while
intoxication sets in the drinker actually begins to Night Dust† (dose) - 25 Very Rare
emit a reddish-pinkish hue that increases in Panimmune (dose) - 30 Average
intensity when more blush is consumed.
Painimmune (dose) - 5 Common
Likewise, the aura fades in much the same way
Quaddis Wine (bottle) 1.5kg 300 Very Rare
when sobriety reasserts itself. These secondary
qualities make blush exceedingly popular with Golden Tokay (bottle) 1kg 1000 Extremely Rare

debauched young nobles who often make games Kataline Malmsey (bottle) 1kg 20000 Near Unique
over seeing who can glow the brightest before Sorrowful Vintage (bottle) 1.5kg 200 Rare
joining their fellow revellers on the floor.
Raenka (bottle) 1kg 70 Scarce

Civilian Relief Rations Rainbow (dose) - 75 Rare


Starvation is often one of the most effective Slam, diluted† (dose) - 50 Very Rare
weapons that can be wielded against a human
Slam, pure† (dose) - 175 Extremely Rare
population centre, a fact which is not lost on the
Somna (dose) - 350 Very Rare
enemies of mankind. Civilian relief rations are a
special type of food product created by the The Tears of the Dragon - 6000 Extremely Rare

Departmento Munitorum and issued to Imperial Theosophist's Philtre (bottle) 1.3kg 100 Rare
Guard units tasked with defending or liberating Verita† (dose) - 300 Very Rare
cities, hives, and other urban areas threatened
White Void† (20 sticks' worth) - 100 Scarce

†A user can develop immunity to this drug; see Building Immunity sidebar

27
contain broad-spectrum chemical, mineral, and popularized in the Magnagorsk hive on
probiotic ingredients that help stave off infection Fenksworld, but now many hive worlds have an
or disease, which can often be just as deadly as a industry of producing the caustic and ice-cloudy
hot bullet or a long fall. Countersepts are drink in a variety of local styles. Though
standard-issue kit to Guardsmen operating in inexpensive and often thought of as an
foul environments, and those travelling to intoxicant for drudging masses, "gyn mixers"
unknown regions would be well advised to bring have been seen in the halls of the upper classes
a few doses in the event of complications. too - a desire for booze with more kick than
Countersepts provide a +20 bonus to any triple-stilled amasec apparently is not limited to
Toughness Tests made to resist initial the fringes of Imperial society. Aside from
contraction of diseases and infections, but have making the drinker feel as though his head's
no benefit on an already existent condition. One been staved in, Gorsk White and its peers can be
dose is good for an entire day. diluted and used to mitigate the effects of some
tainted food and water thanks to their
Gorsk White Gyn antibacterial qualities.
Gorsk White is an incredibly stiff spirit that is Drinking unmixed gyn of any kind requires a
partly distilled from modified engine coolant, Hard (-20) Carouse Test if the drinker wants to
hence the play on words for "gin". The original try and resist intoxication.
vintages, if they can be called that, were first
Night Dust (Drug)
Among innumerable other horrors, the feral
world of Dusk is home to a savage predatory
creature that the native tribesmen refer to as
Nightwings. A Nightwing does not attack its
victims directly, preferring to sprinkle them
with a potent hallucinogenic dust it extrudes
from veins in its wings. Once the victim passes
into a nightmarish stupor, the hematophagous
Nightwing sucks them dry with its sieve-like
fangs, leaving the victim a desiccated husk in
mere minutes. For reasons best left unexplored,
there are those that have survived a Nightwing
attack and found the experience somehow
exciting or desirous, and Nightwing dust (or
"night dust" for short) has propagated far
beyond Dusk itself. The dust is harvested from
slain or captive Nightwings and rendered down
into a concentrate where it is shipped out to
nefarious peddlers and dealers throughout the
Sector. Night dust is typically consumed by
burning it as an incense and inhaling the
resultant smoke, but a more powerful effect can
be created by dissolving the powder in fortified
amasec and consuming the resultant brew.
Once the drug takes effect the user is locked in
a dream-racked narcosis that can last for days
on end - many users find the frightening and

28
violent visions to be off-putting enough to steer period as the potent mixture can upset the user's
clear of the stuff thereafter. It is said that a so- bodily humours - possibly with fatal results.
called "dusk dream" shows the user dark facets of Panimmune should never be confused with
their own mind. If true, those who find the trip painimmune - though similar in name, the
to be an enjoyable diversion are likely even more effects are wholly different, and a mistake in
twisted and sinister than they appear. The dosage between the two could be catastrophic.
severity of a night dust experience can be Once injected a dose of panimmune
profoundly altering to the user, and the term immediately provides a +30 bonus on
"dust dream" is sometimes used in Malfian Toughness Tests made to withstand most
parlance to refer to a sudden disappearance or poisons, diseases, toxins and infections. An
bout of madness. unintended side effect, this bonus also applies to
Once a character uses a dose of night dust Carouse Tests as well. The effect lasts for 1d5+5
they immediately begin to experience strange hours. Once the drug wears off, the user takes a -
hallucinations and dissociative influences. This 10 penalty on the same Toughness Tests as their
initial stage imparts a -20 penalty on all Tests body's natural defences are somewhat weakened
and lasts for 1d10+10 minutes. Afterward, the by the loss of the drug's fortifying effect. The
user falls into a deep, feverish slumber filled with user can re-dose immediately, but taking more
vivid dreams that reflect the deepest and most than one dose without first having a full night's
depraved sections of the user's subconscious. rest (about 8 hours) to allow their humours to
The user remains locked in their own mind for "reset" can be perilous. In this case, the user must
1d5-2 days (if the result is 0 or less, the effect pass a Challenging (+0) Toughness Test or
lasts for 2d10 hours instead). Upon returning to permanently lose 1 point of Toughness and
his senses, the user must pass an Ordinary Willpower. Characters that do not sleep, such as
(+10) Willpower Test or gain 1d5 Insanity heavily augmented Tech-Priests, may be active
Points from their maddening visions. If the user during this period as normal, though taking a
chose to ingest rather than smoke the night dust, second dose in any 8 hour period still has the
the effects are more powerful: the user remains same consequences.
asleep for 1d5 days and must pass a Difficult (-
10) Willpower Test or else gain 1d10 Insanity Painimmune (Drug)
Points when the drug wears off. While many of the more steely Imperial
servants might grimly recant that "pain is
Panimmune (Drug) weakness leaving the body", or perhaps more
Panimmune is a powerful medicinal jovially, "pain lets you know you're still alive",
compound that gives the user a massive boost to most men find these catechisms to be of little
their natural resistance against toxins, comfort when suffering from a terrible injury or
contamination, parasites, and other infectious sickness. Painimmune, as the name suggests, is a
agents, making it a highly sought-after item for long-acting analgesic that suppresses physical
explorers and travellers as well as enforcers and pain (along with just about every other sense) for
agents pursuing targets into foetid hiding spots. therapeutic purposes. Painimmune is widely
The drug takes the form of a disposable used as a post-surgical recovery aid, especially
hypospray tube that administers the panimmune when a patient has received a cybernetic implant
via a tiny high-pressure jet into the user's neck. or some other major procedure that can cause
The strong mixture of counterseptics and inert systemic shock, and is typically administered in a
toxin-absorbing compounds can be a literal life- slow-drip infusion to spread a dose out over
saver in situations where even light injuries or time. Acolytes of the Imperial Inquisition are
switching re-breather canisters can be fatal, but more likely to encounter single-use injector-
it is extremely dangerous to use over a long term ampoules that are commonly used in combat

29
situations. In this format, a single ampoule is know better - though many wouldn't admit it. In
typically used by a medic to help stabilize a reality, Quaddis' more temperate regions are
wounded comrade until more thorough highly fertile, and the privately-owned fiefdoms
treatment can be administered. Alternatively, a that carve out much of these areas have turned
victim that is too grievously wounded might be some of their pleasure grounds over to the
given two doses and then simply left to meet the production of fine beverages. A number of
God-Emperor in peace, a manoeuvre known fabulously rich and flavourful vintages originate
commonly as a "medicae mercy killing". Though on Quaddis - many of these bottles never leave,
designed to help heal, or at least soothe physical being consumed by their growers or spilled on
languishment, painimmune's powerful effects on the bodies of wild revellers in the perpetually
the nervous system can also be extremely debauched planetary capital of Xicarph, but
dangerous, with overdoses being almost there is a hot market among rich off-world
invariably fatal. The drug can also be addictive - collectors and connoisseurs. Maintaining a
patients who have been under a heavy regimen steady supply can be an endeavour in and of
during convalescence may find themselves itself, even for those who have the funds to do so.
dangerously dosing themselves long after their Between shipping difficulties, and the fact that
original injuries have healed. Quaddis' brutal winters often kill off a large
A dose of painimmune becomes effective in number of the wine-producing vineyards, it is
one Round and completely suppresses feelings of advisable to stock up when you can.
pain or discomfort for 1d5+1 hours. During this Golden Tokay: This rich and flavourful wine
time the user gains a number of levels of Fatigue has tiny gold shavings added to the casks as it
equal to their Toughness Bonus. If a second dose ferments, giving the final product a barely-
is taken during this time the duration is perceptible metallic tone that neatly
increased by another 1d5+1 hours and the user is complements a slightly sweet and nutty
knocked unconscious as their various biological character. The gold particles go out with the
processes begin to shut down. The user takes 1 bottles, and it is generally considered a good
point of Toughness Damage every 5 minutes omen to find a bit of gold in the bottom of one's
until the drug wears off or their Toughness glass once the wine itself has been drunk.
becomes 0, at which point they die peacefully. Kataline Malmsey: Unquestionably a head
The rules described above refer to individual above its peers, the Kataline Malmsey is an
doses of painimmune meant to be used in the especially exquisite wine famed for its
field - therapeutic dosages used as part of long- smoothness and subtle yet satisfying flavours
term recovery and treatment are considered to with a bouquet "reminiscent of newly-fallen rain
fall under the Medicae skill when used in a and nostalgic memories". The vineyards that
hospice or similarly-outfitted environment. produce this exceptional variety are annihilated
annually by metres of snow and ice, resulting in
Quaddis Wine each vintage being different than the last. Some
The world of Quaddis is something of a especially storied years are said to be of a
mystery in and of itself. It does not appear on particularly incredible quality, imparting a sort
many star charts, and the area of space it of euphoric intoxication that has literally killed a
inhabits is notably desolate. There are also no few drinkers who dared to overindulge in such a
stable warp lanes to or from the isolated planet, singular libation. Whether this effect is literally a
putting it off limits from chartist captains and death resultant from pure pleasure or simply an
other voidfarers who lack Navigators. Many cardiac infarction in a more corpulent consumer
members of the Sector's lower classes would is unknown, though it does make fine table talk.
simply assume that the world is a legend or a Sorrowful Vintage: "Sorrowful Vintage" is a
byword for fantasy, but there are those that broad term applied to wines that have all the

30
qualities of a fine Quaddis vintage but which, conclusion requires a lengthy distillation in
through careful inspection, turn out to be barrels that have already been used in the
imitations or mixed bottles of less spectacular production of amasec (so the wood absorbs the
wines. Though immediately less valuable than a reaction, or so the distilleries say). The resulting
true Quaddis original - both in terms of wealth drink would be considered a brandy by Imperial
material as well as social - Sorrowful Vintages standards, with a mellow flavour and subtle
are still an exquisite drink in and of themselves bouquet that carries a pleasantly juxtaposing bite
and remain highly desirable among aficionados. from its high alcohol content. Raenka is
Many have even made a deliberate sport of the inevitably bottled in transparent containers to
stuff, entertaining guests and their fellows with show off its pleasing yellow-amber hue, and even
exaggerated tales of the tragedy of discovering feudal distilleries go to great lengths to offer
the bottle's imperfect origins. ornate and elegant bottles for their sky-hailing
buyers. Much like the ploin fruit it is derived
Raenka from raenka has a strong following among those
This stout liquor is almost synonymous with who spend long voyages in the void, and many
"space captains" and the officers of voidfaring shipyards hold a sacred tradition of smashing a
ships throughout many of the far reaches of bottle of the stuff against the hull of ships newly
Segmentum Obscurus. Raenka is primarily ordained or returned to service after a long
distilled from the already much-endeared ploin overhaul. Incongruously enough, red robed
fruit, though arriving at a proper alcoholic observers from the Adeptus Mechanicus usually
frown on such frivolities.

31
Raenka's strongly fortified character imposes a Slam (Drug)
-5 penalty on Carouse Tests made to stay sober Slam is unquestionably the worst, most
while consuming it. destructive kind of combat drug imaginable. It
should therefore be no surprise that the horrid
Rainbow (Drug)
stuff originated on Fenksworld's nightmarish
So named for the all-encompassing spectrum
Hive Volg. Its manufacture is similarly
of treatments contained, rainbow is an advanced
unpleasant. The raw materials are chemical
drug concoction meant to be used in life-or-
residue gathered from the digestive tracts of
death situations where a more specific treatment
hulking corpse roaches that infest the meat
can't be diagnosed in a timely basis. Rainbow
sumps in Volg's worst districts. The gooey and
contains numerous individual medicinals,
caustic substance is crystallized in an alkaline
including anti-allergen compounds, anti-
bath and then ground into a bile yellow powder
bacterial serum, blood-clotting agents, poison
before being diluted in what's hopefully water.
antidotes, antirad chemicals, broad-band
Moments after being injected, slam causes a
immune stimulators, a whole slew of vitamins,
rapid biological change in the user, creating
and a potent sedative - the latter most ingredient
hyperactive muscular growth that often causes
often jabbed at as being included "just because".
the user to visibly bulge and spasm. The user's
The sheer amount of bio-reactive substances
nerves are greatly deadened during the process,
being injected at once can cause massive system
leaving them to feel only a monstrous rush of
shock to the victim - as a result, rainbow is
power and energy that is frequently
typically only used as a drug of last resort or
accompanied by an intense urge to commit
where a medicae must take a gamble when
violence. Diluted slam can easily cause long term
fighting an unknown ailment. Rainbow is so
damage to the user's circulatory and nervous
powerful that the drug is actually referenced in
system, even in small doses. Those who hail
Administratum code as part of the Lex Medicae.-
from Volg would consider this a small price to
officially, rainbow cannot be administered
pay when faced with the choice of being
without the victim's consent. Of course, this is
devoured by a ravenous maw-fluke or dosing up
rarely enforced outside of established hospices
and then ripping its jaws off with their bare
and convalescent sanatoriums as critical
hands. Use of slam is a matter of survival on
emergencies are the very reason for the drug's
Volg, but a thriving black market for the drug
use in the first place.
exists on other worlds where users take the
After being injected with a dose of rainbow, a
destructive substance to wreak havoc on their
victim can immediately re-roll any Toughness
enemies, often with little concern (or perhaps
Tests to resist most diseases and toxins, with
understanding) of the consequences. Pure slam,
success ending any ongoing effects, though it
still suspended in an alkaline solution, can be
does not reverse existing conditions or Damage
injected as well - the results are almost inevitably
already taken. If the character is suffering from
fatal for the user, but the sheer destruction that a
Blood Loss that condition ends as well. At the
"slammed" hiver can create before their organs
same time, the character must make a
rupture is a spectacle in and of itself.
Challenging (+0) Toughness Test. Success
A dose of diluted slam becomes effective in
causes them to gain a single level of Fatigue,
one Round and grants the user the Unnatural
while failure inflicts 1d5 levels as well as 1d5
Strength (x2) and Unnatural Toughness (x2)
points of Damage that ignores Armour and
traits for 1d5+TB Rounds. The user must pass an
Toughness. Note that the character is subjected
Ordinary (+10) Willpower Test or enter into a
to this secondary effect regardless of whether or
violent rage as if they'd taken a dose of frenzon,
not the dose helped them overcome an existing
though the effect only lasts as long as the slam
condition or ailment.
itself. When the drug wears off, the character

32
must pass an Arduous (-40) Toughness Test or
permanently reduce their Strength and Agility
Characteristics by 1d5 points each.
Pure slam is even more dangerous. The drug
takes effect immediately, with the character
gaining the Unnatural Strength (x3), Unnatural
Toughness (x3), and Unnatural Speed traits for a
number of Rounds equal to twice their
Toughness Bonus. The character goes
completely berserk as if under the effects of
ghostfire pollen extract, crushing friend and foe
alike. Once the drug "wears off", the effects do
not end, but the character must pass a Very
Hard (-30) Toughness Test or gain a level of
Fatigue (ignoring its effects per the Frenzy
talent). The character's drug-fuelled rage
continues until he has accumulated more levels
of Fatigue than his Toughness Bonus, at which
time he drops dead from catastrophic cardiac
failure. This accumulated Fatigue cannot be
removed in any way - even de-tox is ineffective
against pure slam's terrible effects.

Somna (Drug)
An unusual and curious drug to say the least,
somna is created from a synthesized extract of
the Nephys Orchid of Iocanthus. When properly Malfian society has found a twisted and sinister
refined and condensed, somna instils a wave of application for somna in the form of elaborate
shifts in the user's bodily humours, inducing a murders and disappearances where a drugged
coma-like state and very nearly shutting their user awakens to find himself buried alive or
biological processes down. The character hovers marooned on the notoriously perilous feral
on the very brink of death, their consciousness world of Dusk. An adulterated form of somna is
plunged into a bottomless abyss far beyond even used as a lacing agent for a particularly potent
the deepest sleep, while their body can survive variety of obscura known as "black spiral", which
without food or water and on an imperceptible so far has only turned up on Scintilla. This
amount of air for up to several weeks. Like suggests that the narco-gangs in Hive Sibellus
clockwork, the user will apparently rise from the have come into some kind of reliable supply of
dead a predetermined amount of time later, somna, which has sparked all sorts of
possibly feeling ravenously hungry but otherwise speculation and intrigue among the hive's
suffering no ill effects. A man under the effects enforcers and citizens. Many have thought that
of somna appears to be dead for all intents and the enigmatic and behemoth chartist ship known
purposes - an auspex scan reports a corpse, while as The Miserichord has some role to play, while
all but the most skilled medicae will write the others have whispered that the Lord Sector or
user off as well. Somna can even fool the soul- even the Inquisition itself are involved.
scouring powers of a trained psyker, making the Somna must be carefully measured and
stuff immensely useful for deep infiltration and administered to a user by a trained medicae in
high-risk operations. As with almost all things, order to receive the desired result. Dosing a user

33
requires a second character to make a Difficult Centurions of the Skitarii Tech-Guard as well as
(-10) Medicae Test which takes about an hour most combat-minded of the Magos Ordinatos.
for both characters. On a success the user enters Being infected by the meme-virus results in the
into a state of apparent death for between one user being subjected to feverish recorded visions
and twenty days (chosen by the character and senses of the worst horrors that the
making the Medicae Test) - if the test is a failure Mechanicus has borne witness to in its very long
then the duration is random (2d10 days), though history. Some do not emerge with their minds
the character making the Medicae Test is intact, possibly making them candidates for
unaware of the failure (with potentially mind-cleansing, or worse, servitor conversion.
disastrous consequences!). A failure by four or Those that do have demonstrated their ability to
more degrees results in a catastrophic reaction purge the frail trappings of human sanity and
that kills the user, the death becoming quite real fear, bringing them closer still to the perfection
sometime before the user was to awaken. of the Machine God.
Regardless of the outcome of the Medicae Once infected, the character must succeed on
Test, a character under the effect of somna a Difficult (-10) Willpower Test or suffer
appears to be dead. Medicae or Awareness Tests 1d10+10 Insanity Points as the pre-programmed
made with an auspex, medispex, or similar visions run amok in their minds. With a success
device show the user as being dead, while the character gains the Fearless and Jaded talents
Psychic Powers that can detect or identify living - as well as the approval of their peers in the
creatures simply fail to recognise the user. Mechanicus - but also permanently reduces their
However, a successful Very Hard (-30) Fellowship by 1d10 points. Because a meme-
Medicae Test made only with the medicae's own virus never actually leaves a character's mind,
senses - no other gear or equipment that grants a any attempts to re-infect oneself at a later date
bonus may be used - can reveal the ruse. automatically fail.
A character can be awoken early from a
somna-induced state by administering a stimm Theosophist's Philtre
to the user's heart or a major artery, but this is an This strong and heady liquor is produced on
extremely dangerous action that can have lethal Archaos, a hive world famed for its cultural
consequences. The somna user must succeed on affectation for philosophy. With a rich, syrupy
a Challenging (+0) Toughness Test to wake complexion, the philtre's sweet and floral flavour
up, in which case the drug's effect ends normally. is followed by an astringent aftertaste - the
Failure means that the stimm causes the user to juxtaposition supposedly providing a good
suffer a fatal infarction, though to outside clarity for battling mental conundrums.
observers it simply appears to be an uncomical Paradoxically, the stuff is actually forbidden on
attempt to revive a cadaver. Archaos itself due to an ancient pre-Angevin
law, but enforcement is pitifully lax - typically
The Tears of the Dragon only in the event of one making too many
Artificial psycho-viral infections, better enemies at the oratorium. Theosophist's philtre
known as "meme-viruses", are a brand of techno- has broad appeal among the more cerebral
wizardry that is only truly understood by the nobles and other rich drinkers in the Calixis
Adeptus Mechanicus, and the red-robed priests Sector, where it advertises the drinker's cultural
make extensive use of them as part of a broad affinity more than just his wealth. Whether or
array of psycho-conditioning both of their helots not it actually has mind-altering powers to give
and servants as well as members of their own the drinker expanded lucidity, or if the drinker
ranks. The most widely used meme-virus within simply experiences a sense of mystique due to
the Priesthood is known as "The Tears of the the bottle's nominal illegality, is debatable.
Dragon" and is most commonly used on the elite

34
Verita (Drug) little too much of their hallucinations to heart.
The very existence of this potent narcotic is Because of the incredibly vivid nature of verita-
unknown to most drug users, and because of its induced visions, the GM may wish to award that
strong and singular effects, the powers that be - character some form of insight or foreknowledge
including the Inquisition's Calixian Conclave - of future threats or events relevant to that
are keen on keeping it that way. Verita is an character's own challenges or efforts.
incredibly powerful hallucinogenic substance
White Void (Drug)
that must be drunk to be effective. After
White void is a notably popular drug that
ingesting it, the user's senses are slowly subdued
sends the user into a peacefully hazy state where
by verita's profound psychotropic effects - his
they are comforted by nondescript feelings of
perception slowly shifts, revealing the cosmic
beatific well-being. The stuff is fairly simple to
interplay of fates and history, with some addicts
make and appears to be derived entirely from
claiming that they can "see through time",
synthetic compounds that can be easily acquired
gaining insight to unknown truths and
on just about any developed Imperial world.
incredible visions. Most would assume that
Unlike many drugs, white void cannot be taken
verita's gifts are simply an incredibly vivid
on its own - the powdery product is typically
hallucination, but investigators from Scintilla's
dissolved in water into which a pack of lho-sticks
ruling houses as well as the Inquisition have
are immersed. When the water dries out -
hypothesised that the drug may well bestow the
evaporation works best, but it can be boiled in a
user with immersive visions that transcend the
pinch - the white void-laced lho sticks are
mortal perception of time. As a result, the drug
smoked normally. Long-term usage of white
is incredibly illegal, with the act of distribution
void tends to cause discoloration of the eyes,
being deemed a Moral Threat and carrying the
eventually leaving the user's oculars totally
harshest of penalties. Verita's composition is
colourless and appearing nothing more than
totally unknown, and careful chem-analysis
black pupils on a vast expanse of white. White
reveal a bewildering array of trace constituents
void is extremely addictive and can hook regular
that defy identification. The substance itself
users with the utmost of ease, but it has no major
typically takes the form of a thick blue liquid in a
long-term side effects that are any worse than
sealed ampoule - if cracked open, a smell of
smoking regular lho-sticks.
unknown flowering blossoms mixed with a
Once smoked, white void takes 1d5+5 minutes
subtle undertone of decay will permeate the
to become effective. A character smoking a lho-
room long after the drug has been swallowed.
stick laced with white void gains a +20 bonus on
A dose of verita takes about 20 minutes to
any Willpower-based Tests for 1d10 minutes.
become effective, after which the user finds
After the initial high expires, the character's
himself slowly immersed in alien visions and
improved mood and feelings of confidence still
sensations that can show all matters of mind-
impart a +5 bonus on Tests made to resist Fear
blowing weirdness. For the duration of the drug'
and Pinning for another 1d5 hours. When the
effect, these vivid perceptions impose a -20
drug completely wears off, the user finds himself
penalty on all Perception-based Tests and reduce
left with a surly and dour attitude, suffering a
the user's Willpower by 10 points. Verita lasts
-20 penalty to any Fellowship-based Tests for the
for 3d10 hours, after which the user must
same amount of time that they were under white
succeed on a Challenging (+0) Willpower Test
void's effect. A character who takes three or
or else gain 1d5 Insanity Points from a vision
more doses of white void in a weeklong period
that was particularly terrifying or unsettling. If
must pass a Hard (-20) Willpower Test or
the character gained any Insanity as a result of
become addicted, thereafter being unable to
failing the Test they also have a 20% chance of
function without taking at least one dose every
gaining 1d5 Corruption Points as they take a
day "to start things off right".

35
Tools &
Tools & Equipment
Name Wt Cost Availability
Arms Coffer 6kg 100 Average

Equipment Auspex/Scanner
Auto-Quill
0.5kg
3kg
145
150
Scarce
Scarce
Cast Spray 0.4kg 60 Average
Many pieces of gear don't readily fall into a more Cognomen - Varies Plentiful
specific classification or purpose. This section Combi-Tool 1kg 200 Rare
covers a broad spectrum of equipment that is
Compass/Orienter - 25 Scarce
generally designed to perform a certain task or
aid the user in a specific endeavour. More Data-Slate† 0.5kg 20 Common
generic tools and equipment are listed first, Glow-Globe/Lamp Pack 0.5kg 15 Abundant
while specialised and region/world-specific bits
Grapnel 2kg 30 Common
of gear follow in subsequent categories.
Igniter - 10 Abundant
Injector - - -
Arms Coffer
These heavy-duty lockers and cases are Autojector - 10 Common

designed to safely transport weapons in non- Hypo-Spray 1.5kg 35 Average


combat situations, protecting their machine Skin Patch - 20 Scarce
spirits from disgruntling conditions as well as an Syrette - 1 Abundant
attractive finish from being scuffed or beaten
Magnoculars† 0.5kg 55 Average
around. They tend to take the form of flat,
Manacles† 1kg 30 Common
oblong containers with reinforcement ribbing
and sturdy latches and hinges that communicate Mantle-Shrine 2kg 30 Abundant
a sense of durability - the insides are typically Missionary Shrine 4.5kg 40 Scarce
lined with polyfoam, rubber, or some other
Medikit 2kg 100 Common
material that provides cushioning and impact
Advanced Medikit 5kg 300 Rare
resistance. An arms coffer includes the necessary
hardware to attach locking mechanisms, be they Healer's Kit 3kg 50 Average
simple tension-shackles or advanced gene-locks, Micro-Bead† - 20 Average
and most form an airtight seal to protect the Multikey - 150 Scarce
weapons within from the environment as well as
Pict Recorder† 2kg 100 Average
pilfering hands.
Polygum - 75 Rare
With some variances, an arms coffer can
typically carry either two Basic weapons or six Salvation Auger† 1kg 20 Common
Pistols weapons and "enough" ammunition for Screamer 2kg 120 Scarce
the same, along with other sundry items such as Stab-Light - or 1kg 10 Common
a maintenance kit, bottles of sacred machine oil,
Stummer 2kg 25 Average
removable gun sights, and so forth. Unless
drastically overloaded, an arms coffer will float if Survival Kit 4kg 150 Average
immersed in most liquids. Synth-Skin 0.5kg 40 Common
Toxin Wand 0.2kg 100 Scarce
Auspex/Scanner Vox-Caster 5kg 300 Scarce
"Auspex" is a general term for a category of
Weapon Maintenance Kit 1kg 20 Average
sensor and scanning devices that can detect
energy emissions, motion and movement, and Writing Kit 2kg 20 Common

†This item's Craftsmanship has one or more special effects

36
biological life signs. Auspex units come in a potentially other hidden dangers such as
range of sizes, with smaller types being able to fit radiation or toxic gases in the air. Should the
in a modest belt pouch with a wire connection to user fail his Test, the auspex may return a partial
a wrist- or visor-mounted display while heavier result, nothing at all, or "false positives" as it
vehicular models might be the size of a man's identifies threats that don't actually exist. A
torso. Larger auspex units generally have a handheld auspex typically has a range of about
greater scanning distance and can more easily 50 metres, though walls more than 50
detect hidden objects. Though imminently centimetres thick, special shielding materials,
useful during exploration and scouting and background interference from heavy
endeavours, an auspex must be carefully machinery or dedicated jamming equipment can
manipulated in order to achieve the desired degrade or totally block an auspex's scanning.
effect - a unit whose machine spirit is not
adequately mollified will often report the Auto-Quill
presence of nonexistent objects or threats. An esoteric though undoubtedly useful device,
Common handheld auspex units take the form auto-quills are a boon to adepts and anyone else
of a single housing about the size of a large data- who must deal with written records for any
slate or a two-piece affair with a cable-connected period of time. Auto-quills typically take the
display. An auspex can be used in an automatic form of small metallic or wooden cabinets large
scan mode or can be manually activated to do enough to feed reams of paper or rolls of
more intensive examination of the area. In parchment through, with a runeboard or keypad
automatic mode, an auspex grants the user a +20 attached to one end not unlike a personal
bonus to Opposed Awareness Tests against other cogitator. The other end feeds the paper in
characters or creatures using the Concealment where one or two pairs of small servo-arms
Skill or benefitting from environmental convert the user's keystrokes into written words
concealment such as smoke or brush. In manual and prose on the chosen medium. Using an
mode, the user must succeed on an Ordinary auto-quill requires some training before useful
(+10) Tech-Use Test, with success revealing the copies and prints can be made - the user must
presence of living creatures, moving objects, the become very judicious in his finger-tapping as
presence of most types of weapons, and an auto-quill happily duplicates errors just as
well, and there are a handful
of minor rites that must be
observed before using the
device in order to ensure
reliable transfer. Once a user
has "gotten the stroke of it",
however, many wonder how
they wrote at all before using
one.
A character using an auto-
quill gains a +10 bonus to
Trade (Copyist) Tests in any
situation where the written
material can be used with an
auto-quill. A Good
Craftsmanship auto-quill
grants a +20 bonus as well as
producing written text that

37
will fool all but the most discerning eye into Authorisation to inhabit a block or dormitory,
thinking it was written by hand. be served in refectories and cafetoriums, and
even simply to enter their workplace and
Cast Spray conduct labour are all granted by the flash or
As the name suggests, this handy metallic can swipe of a cognomen, making losing one a
contains an aerosol spray that hardens into a terrifying process. Without any proof of their
sturdy and impact-resistant mass suitable for status or identity, a hiver could well face
bracing a broken bone. The spray is also laced starvation, abandonment, arrest, being forced to
with procoagulants and antibacterial agents recidivism, or - possibly worst of all - seeking
which help greatly in preventing infection in refuge in the underhive. Procedures exist for a
perilous compound fractures. Cast spray is hiver to petition for a replacement cognomen,
frequently added to medikits to improve the but the length of time involved can sometimes
capability of the medic to treat broken bones, be astronomical when compared to the
but can also be carried and used by itself as its immediate needs of food and housing. Because
application is fairly intuitive. of their great importance, leading to expressions
A medic using cast spray allows the victim of a like "you are your 'cog'", there is a thriving black
broken bone to roll twice and choose the more market in stolen and fraudulent cognomen, with
favourable result when making the Toughness the price reaching up into the thousands for
Test to retain the limb (see Dark Heresy, page more comfortable occupations (manufactorum
211 for more information on Broken Limbs and foremen, hab supervisors and public inspectors
their treatment). It also provides a +20 bonus to tend to be the most highly sought). Of course,
any Tests made to stop Blood Loss, though it the penalty for such impropriety can be steep.
may leave the character partly immobilised even
if they don't have a broken bone at all. One can Combi-Tool
of cast spray is sufficient for three applications, Combi-Tools are immeasurably serviceable
after which it is usually discarded. Using cast pieces of equipment that improve their owner's
spray is a Full Action. ability to manipulate many different types of
machines and other forms of tech. A combi-tool
Cognomen can be found in innumerable patterns and
"Cognomen" is the official Administratum shapes, but the most common variety take the
designation for standardised forms of citizen form of a sturdy metal box that scissors open to
identification used on most developed worlds in reveal a plethora of attached implements that
the Calixis Sector. These take a variety of forms can be folded out and put to work. Combi-tools
ranging from thin plastek cards with raised text will typically include a full set of bits and drivers,
and possibly an etched pict or other visual aid to small-size sockets and adjustable wrench heads,
small implants in the user's hand or arm that can pliers and tongs, several blades, probes, a current
be read by a compatible scanner from a short detector, magnetic attractor, accessor-tines for
distance away. The most common variety are use with cogitator maintenance, and probably a
used on hive worlds and invariably take the form few other attachments as well. Outside of the
of a small metal card with a unique series of Mechanicus, where ornate combi-tools are given
punches removed from the upper half while the to initiate enginseers as a mark of merit and
lower half bears the insignia of the issuing hive, accomplishment, it is likely that most owners of
guild, or Adepta that the owner belongs to. A a combi-tool aren't sure what at least one of its
hiver's cognomen is a frighteningly important attachments is meant to be used for. Regardless
item - depending on the world and the citizen's of their type, however, a combi-tool will
specific condition, the cognomen may well be invariably have at least one reinforced and
the owner's entire life and legal identity. hardened strike-plate for the sole purpose of

38
thwacking sacred runes to awaken a machine's Data-Slate
slumbering spirit. Data-slates are a nearly ubiquitous sight across
A character using a combi-tool gain a +10 much of the Imperium, and it is often said that
bonus to Tech-Use and Trade (Technomat) there are likely more styles and patterns of these
Tests when working with Imperial tech and humble devices than there are worlds under the
mechanisms, though they may also be God-Emperor's gaze. In general, a data-slate is
compatible with machinery of unknown or xeno designed to display some form of media -
provenance as well. Note that a combi-tool can't typically text or graphs, but more advanced
be used in all situations, and generally requires models can also be used to render vox or vid-
the user to have both hands free to manipulate recordings, with some costly patterns even
the combi-tool and the item it is being used on. incorporating a hololith or projector. The core
components of a data-slate belong to well-
Compass/Orienter understood STCs and as a result they can be
A small device typically capable of fitting into produced in staggering quantities with minimal
a pocket, a compass or orienter is typically tuned expense - many are used simply because they're
and calibrated to look for a planet's magnetic more durable than paper. Data-slates are
pole, giving the user an absolute and constant typically powered off of an internal charge cell -
direction to aid in navigation. A compass is depending on the quality of the slate's
often thought of as a useful tool for covering construction, a data-slate may be able to be used
open ground, but it can be just as useful for for days or weeks at a time before it must be
finding one's way in the labyrinthine interior of connected to a power source to replenish its
a hive city's lower depths, and certain orienters reserves. In most cases, a data-slate retains
are produced to latch on to a void ship's bridge information it carried even when it has no
or bow for similar purposes when delving into power. The functions and utility of a data-slate
seldom-use decks. can typically be categorized on the same scale as
When used in conjunction with a map or Item Craftsmanship, but even then there can be
personal geographic knowledge a compass or considerable variance:
orienter grants a +10 bonus to Navigation Poor: A simple monotask construction
(Surface) Tests made while travelling. At the typically encountered in a cheap plastek or soft
GM's discretion it may grant other bonuses in metal housing. These very basic slates are only
certain situations as well. designed to display text, and by and large cannot
be used to do anything but display the data that

39
is initially printed into them. Some can be completely wipes the slate's data-coils, and even
repurposed later, but most use a type of "single a miniature thermal-writer that can transfer text
use" data-coils that can only be written to once. or picts stored on the slate to a small-size roll of
Common: These slates appear to be similar to special heat-reactive paper. For twice the cost, a
the Poor Craftsmanship version described Best Craftsmanship data-slate may be fitted with
above, but have denser data-coils that are a hololith display or projector suitable for
doubled up in the slightly thicker housing. This displaying its contents to an audience.
allows the contained text to be cleared out and
filled again when connected to a cogitator, data- Glow-globe/Lamp Pack
loom, or other device capable of recording text. Most men are naturally afraid of the dark, and
Even cheap slates usually have enough memory for good reason - naturally blind in such
to store quite a bit of text on it, with some conditions, a man is easy prey for savage beasts
models able to store an entire volume of the that stalk in darkness, not to mention terrain an
Psalms of Saint Drusus in a package that can be environmental pitfalls that exist in a plethora of
slipped into a pants pocket. For an additional 10 forms through even the most advanced and
Thrones, data-slates of Common Craftsmanship developed of worlds. Lamp packs and glow-
(or better) can be obtained with a built-in globes are a common remedy to this problem,
microvox that can receive data from the public allowing the bearer to bring light and (usually)
info-nets that exist in some grander hive cities. safety with him into darkened areas. Lamp packs
Good: No longer a simple device to merely are usually self-contained cylindrical or conical
store text, a Good Craftsmanship data-slate is housings made of metal or plastek with a clear
capable of storing and replaying picts, vids and area so that a gas-filled bulb, fluoro-tube, or
voxlogs as well, making it a truly multipurpose chemical flame can shine outward in all
device. The higher cost and workmanship is directions. A glow-globe works off of the same
typically represented by a shiny alloy housing principle but tends to be more spherical with a
that is often finished with brass or copper magnetic or adhesive base so that it can literally
around the edges. Data-slates of this type tend to be stuck to an available surface.
be larger than their lesser brethren, boasting a This sample example provides illumination in
large and clear screen that's about the size of a a 10 to 15 metre radius for about twelve hours
roll of parchment. A minority are the inverse, before needing to be recharged or refuelled,
however, with high-quality interiors that allow though larger and heavier examples might
the slate to be barely larger than a deck of cards - project light out significantly further.
this style is often favoured by those that must
travel light, though the tiny screen can be hard Grapnel
to read at times.
When you need to reach a vertically distant
Best: Top-of-the-line patterns begin to blur
area or object, a grapnel is often the quickest and
the line between data-slate and personal
easiest way to make the ascent. The most
cogitator, and are often constructed with a finely
common examples used on developed worlds
lacquered wooden housing, though brushed or
(and by explorers on regional backwaters) take
chromed metal examples can also be found.
the form of a crossbow or gas-gun with a
These data-slates are both durable and
metallic frame that fires a hooked or magnetic
functional, often containing built-in pict- or vid-
anchor trailing a long length of wire (most have
stealers and almost always including a vox
a spool that will go about 100 metres). Once the
pickup for taking verbal notations. A data-slate
grapnel has secured itself to the desired location,
of this quality might also have such features as a
the firer can climb the line or winch himself up
gene-lock so only assigned users can access its
using the grapnel's own spool mechanism.
information, an emergency purge feature that
Grapnels are commonly thought of as being a

40
tool for explorers blazing trails through perilous sector of space, and some aficionados have been
feral jungles and mountains, but they are just as known to amass staggering collections of all
commonly used by manufactorum workers to shapes and sizes. Depending on the style, an
ascend tall gantries or the support ribbing of igniter may require the user to keep a stud or
industrial vaults, while particularly bold switch depressed to produce flame, or it may
recidivists (and assassins...) have been more continue to burn until snuffed or its fuel is
rarely known to use a grapnel to make their way exhausted.
up the exterior of hive spires, sometimes for
several levels or more, to reach an exposed Injector
balcony or window belonging to their target. Many types of drugs - medicinal, augmentive,
Firing a grapnel does not require a Test unless or illicit - are intended to be absorbed directly
the user wishes to hit a specific target, such as a into the user's flesh and blood. Some of these
single outcropping, pipe, or window ledge, in substances, such as stimm, are already prepared
which case the user makes a Ballistic Skill Test and ready to be used, but others must be used in
which can benefit from the Aim Action. A conjunction with some type of device to
grapnel has a range of 50m but cannot be fired at introduce the drug into the user's blood stream.
Long or Extreme Range, giving it a maximum
range of 100m. A character can climb the
extended cable, but the difficulty of the Climb
Test is one step higher than if they were using
knotted rope due to the smoothness of the
cable. The grapnel's user can also employ the
winch to ascend, in which case he can reel
himself up at a rate of 5 metres per Round.
No Tests are necessary to climb in this way,
though the user must keep both hands on the
grapnel unless he is using it in conjunction
with a clip/drop harness.

Igniter
Whether it is used for starting a campsite
fire, re-lighting a snuffed pilot flame in a
boiler or cooker, destroying sensitive
information written on paper, or simply to
start off a relaxing lho-stick, the ability to
carry fire in one's pocket is an immediate
distinction between advanced and feral
worlds in the Imperium. Igniters are the
chosen form on most developed Imperial
worlds as they exhibit key qualities of ease of
use, cheapness of manufacture, and reliability
of action. Most igniters take the form of a
small metallic or plastek box with or without
a lid or cap that makes use of a flammable
liquid fuel or Promethium aerosol to create a
stable flame. The make and style vary widely
on individual worlds, much less an entire

41
Injectors are a variety of tools and implements in a disposable wrapper. Once removed, a skin
meant to do just that. patch is applied to an area of bare skin where it
Autojector: Most combat drugs tend to be sticks in place - the drug is actually contained
used with autojectors due to their ease of use. An within the patch itself and leaches into the user's
autojector resembles a plastek tube with an bloodstream by infiltrating through their skin.
opening on one end that contains a spring- Very basic skin patches begin administering the
loaded needle. Once armed by depressing a stud, drug immediately, but most are bio-attuned to
an autojector is used by jabbing the open end retain their dose until activated by the user. This
against the body - the sudden stop causes the is typically done by applying a firm pressure to
needle to be deployed and the drug to be the entire patch - if applied properly, skin
administered. An autojector can be used through patches can be worn under most types of
clothing but can't penetrate any kind of armour - armour, with the user simply compressing the
normally, a character can simply jab himself or area in a prescribed fashion to activate the patch.
an ally through a gap or space, but a character in Skin patches are especially useful for those
sealed armour will have to remove at least one wearing heavy armour or void suits - an
piece (typically the helmet) to present an autojector is typically out of the question - but
injection site. Using a drug with an autojector is can also be appreciated by men with a particular
a Full Action, but the user can attempt to reduce distaste for needles. A character may apply a skin
this time to a Half Action by succeeding on a patch as a Full Action - once applied, a skin
Weapon Skill Test (gaining the usual +30 bonus patch retains the drug for 1d5-2 days (minimum
for attacking an Unaware target, assuming the 1), after which it dries out and begins to peel off.
recipient is willing). As a Half Action, the user can activate the skin
Hypo-Spray: Though somewhat bulkier than patch at any time during this period.
other injection methods, hypo-sprays are a novel Syrette: Simple to a point, this type of injector
and efficient way to quickly administer drugs to uses a thin needle attached to a tube that
a recipient. The small gun-like device uses a contains the drug. Pressure, whether by
pressurized gas canister to atomize and then squeezing the tube or pressing down on a
jettison the drug into the user. The hypo-spray's plunger, forces the drug into the recipient's flesh.
holder simply presses the device against the Syrettes are cheap and effective, but have to be
recipient's skin and pulls a trigger - the high used on an area of bare skin, making them
speed of the spray penetrates the skin while somewhat clumsy in dangerous situations (such
leaving only an irritated circle instead of a tiny as combat). A syrette is typically thrown away
wound, which can be an crucial consideration if after being used, though some types can be
the user is operating in a foetid or contaminated refilled and used again. Re-used syrettes are
environment. A hypo-spray can be loaded with commonly seen in the employ of addicts of illicit
up to six doses of the same drug; Good drugs, and can often lead to infections. For the
Craftsmanship versions can take up to six same reason, a syrette can be dangerous if used
different drugs and make use of a rotary feed in a contaminated environment - most medics,
mechanism to select between the loaded given enough time, will sanitise the injection site
capsules. Using a drug with a hypo-spray is a with alcohol or a similar disinfectant first. Using
Half Action. a drug with a syrette is a Full Action.
Skin Patch: Unlike most injectors, skin
patches appear to be completely innocuous items Magnoculars
whose true purpose may be lost on the average Through the magic of paired sets of glass or
Imperial citizen. A skin patch takes the form of a crystal focusing lenses, a set of magnoculars can
square of thin transparent film about 10 allow inquisitive eyes to substantially magnify
centimetres on a side, and are most often stored distant objects, allowing for closer inspection or

42
surveillance. Magnoculars typically require a mechanical lock whose key is held by the captor,
notable amount of adjustment and fine-tuning while more novel or esoteric versions might use
in order to present a clear image, but once the a combination, gene-lock, or simple tension that
user has become familiar with the item's can't be loosened by the prisoner. Manacles are
propensities, they can be an extremely helpful commonly thought of as the purview of bounty
piece of kit. In general, a set of magnoculars can hunters and enforcers, but they also have a
make a specific point anywhere from four to ten calling among sinister individuals and groups
times as large to the viewer's perception. Agents with more nefarious intentions. Various styles of
and inspectors typically make use of manacles, including those hailing from worlds of
magnoculars to more closely examine a distant varying tech levels, can typically be categorized
item or area that requires their attentions, while on the same scale as Item Craftsmanship.
explorers and hunters utilise the piece to scan for Poor: Basic, no-frills designs that keep a
possible paths ahead and hiding or stalking prey. prisoner's hands together and not much else.
They are also commonly used in military Manacles of this type are typically referred to as
situations as well, though an observer must "hand clamps" due to their simplistic
always take cognizance that magnoculars only construction - some use the familiar lock-and-
present a very small area at once, potentially key arrangement, but many make use of simple
blinding their user to activity at their flanks. bolts and pins that, in theory, a prisoner can't
Most types of magnoculars simply make things reach to pop out. Aside from cheap restraints,
appear larger, but rarer and more costly versions this type of manacle can also represent examples
and patterns may boast other ancillary features. used in feudal world dungeons.
A character actively using magnoculars may Manacles of this type impose a -10 penalty on
be entitled to Awareness Tests to see things that Contortionist or Security Tests to escape from
others without enhanced vision cannot, and can them, and can be burst if the prisoner succeeds
pick out greater detail of far-off objects or areas. at three successive Hard (-20) Strength Tests.
In addition, Good Craftsmanship magnoculars Common: Often seen in the belts and pockets
can also determine the distance of a sighted of hive enforcers and other heavies, manacles of
object (out to a maximum of 1 kilometre) and this type are generally considered to be "good
can textually identify a range of common objects enough" for most duties. A solid case-hardened
and targets, informing the viewer when they are frame contains a racheting cuff that securely
looking at men, vehicles, machinery, beasts, and clicks in place around the prisoner's wrists with a
so forth. These additional qualities may grant high-tensile chain connecting each manacle,
bonuses to certain Skill Tests in a given making them very hard to force or break open.
situation, though what benefits may be derived The locks themselves are invariably used with a
are left to the discretion of the GM. small key that is unique to each pair of cuffs, and
the keyhole is deliberately placed to be difficult
Manacles for an enterprising prisoner to attempt to pick.
This type of basic restraint has been used in Manacles of this type increase the penalty to
some form or other since the Age of Terra and is Security Tests made to escape to -30 and require
just as effective today as it has been for countless five successive Very Hard (-30) Strength Tests
millennia. In their most basic form, manacles are to be broken open.
sturdy metallic cuffs linked together by a chain Good: This type of manacle is usually defined
or cable that scissor open and then latch shut from its lesser iterations by the use of a more
around a prisoner's wrists - depending on the complex and escape-resistant locking
user's skill, a prisoner can be made quite mechanism. Instead of a typical lock-and-key
compliant, or at least easier to transport. Tried device, these manacles can be found with more
and true styles of manacles typically use a advanced mechanisms - gene-lock circuits are

43
particularly popular as only the manacles' owner ensure the Emperor hears their prayers. Mantle-
can trigger their release, but some more shrines are common devotional items that vary
ambitious patterns use a cogitator-controlled greatly in quality and workmanship, but most
lock that can be programmed via a special data- follow a fairly standard format of a triptych case
slate. This data-slate can deactivate the manacles made of wood, alloy, or flakboard. Fully folded, a
at any time, but can also set up a specific time mantle-shrine can be carried around like a piece
period or interval where the manacles will of luggage - when needed, most shrines can
unlock by themselves. A built-in microvox link deploy a set of folding legs and then be snapped
allows the data-slate to communicate with the open to reveal their ecclesiastical interiors.
manacles from a distance of up to 10 metres. Traditional mantle-shrines contain a larger
Manacles of this type impose a -40 penalty to centre partition with a painted or relief icon of
Security Tests made to escape, and the Test takes the Emperor - the right panel invariably depicts
twice as long to attempt. Saint Drusus, while the left may feature scenes of
Best: Also known as "magnacles", these finely- religious portents, well-known lay members of
crafted restraints are about as effective as wrist the Church, or other images of the maker's
restraints get. Magnacles, as the name suggests, choosing. The base folds out and includes small
make heavy use of magnetism in their operations troughs for incense and charms, holders for
- the locking mechanism of the shackle is candles, and a tackboard for votive slips. Ornate
magnetic, and the cuffs themselves are designed mantle-shrines can be obtained from skilled
to clamp to one another, making them artisans, but the vast majority - even those used
exceptionally difficult to escape. All the same, by men of means - are made in pilgrim
they can be released almost instantly by merely shantytowns on Scintilla's Hive Tarsus. The
pressing a stud on a small pocket-sized "clicker" Ecclesiarchy rewards these devoted souls with a
which deactivates the magnetic fields. Aside stipend for expenses and shelter, then distributes
from attaching to one another, an individual the mantle-shrines across the sector where
magnacle can also be stuck to just about any countless faithful citizens can venerate the
ferrous surface, such as the interior of a Emperor through devotional displays that were
Repressor vehicle or prison cell, making them a assembled and blessed under the searing light of
highly versatile tool as well. Magnacles are most the Golden Cathedral itself.
commonly used by hardened Arbitrators Missionary Shrine: Travelling missionaries
dispensing Imperial law - a single trooper will will almost always carry a sturdy metallic
often carry a pair in his personal equipment, mantle-shrine that is often noticeably heavier
with a dozen or more kept as standard in a than the types worshipped by common citizens.
Repressor's cargo bins. Depending on which tradition one follows, this
Magnacles impose a -40 penalty on extra mass is variously to visit a small measure of
Contortionist and Security Tests made to escape, the Emperor's burden on the missionary's
and each Test takes at least three times as long as posture, or simply "because it's so full of mercy".
usual to attempt. A character can force a The truth is somewhat less inspirational - aside
magnacle open by succeeding on five successive from being more solidly built to withstand the
Hellish (-60) Strength Tests. rigours of travel, the heavy construction is of
immediate utility for clobbering heathen
Mantle-Shrine scummers and bandits that would dare desecrate
While resplendent to behold and humbling to a missionary's holy work.
enter, grand churches and cathedrals dedicated
to the God-Emperor of Man are sorely lacking in Medikit
portability. When a visit to a sanctioned chapel Medikits are an essential part of any combat
or church isn't possible, faithful Imperial citizens medic's arsenal and are frequently employed by
can turn to an easily movable mantle-shrine to chirurgeons and medicae making "hab calls" as

44
depleted. If the medic has access to reserves of
medicinal supplies, such as at a hospice or
treatment centre, a depleted medikit can be
"refilled" for half the listed price of a new one. If
the medic succeeds on a Medicae Test with three
or more degrees of success he only uses half as
many supplies as usual thanks to greater
efficiency and avoidance of precautionary excess.
See the Medicae skill description on page 233 of
The Inquisitor's Handbook for a more detailed
explanation and further rules.
Advanced Medikit: Aside from the usual
supplies and tools, this medikit includes a
compact "guidance cogitator" that can offer
instructions to the medic, allowing those who
are not skilled in first aid to still act in a
lifesaving capacity. Easy-to-follow pict-grams are
provided as well to facilitate quick diagnosis of
common conditions. Though helpful for the
average citizen or soldier, the added bulk and
"juvie" nature of an advanced medikit's extra
features make them rare sights in the hands of a
trained healer.
In addition to functioning as a normal
medikit, an advanced medikit allows the user to
make Medicae Tests even if he is not trained in
that skill.
Healer's Kit: Less developed worlds of the
Imperium usually have at least a modicum of
well. A medikit will vary considerably in medical theory and surgical practice, which are
appearance and utility, but the general purpose often taught by secretive guilds and academic
is to provide a concise and compact set of schools. Feudal medicine is far less advanced
medical tools, chem sets, drugs, and other gear than that practiced on fully-vested Imperial
to improve the medicae's ability to treat injured worlds, but it can be surprisingly effective at
and sickened victims in field situations. Medikits treating common maladies. A feudal healer will
used by soldiers and Guardsmen will typically typically use live leeches to staunch bleeding,
come in a collapsible rubberised fabric bundle sharp needles and fine thread to suture wounds
that can be easily attached to a gear harness or closed, and bottles of alcohol and herbal
belt, while a chirurgeon might carry a much tinctures to clean injuries and relax pain. Other
more polished set in a leather case that will hold accoutrements would usually include rolls of
its shape and the implements within during fabric bandages, metallic tongs and clamps,
treatment procedures. scalpels, probes, and a wire saw to quickly
A medikit provides a +20 bonus to Medicae amputate diseased or crushed limbs. While kit of
Tests made to administer First Aid, to stop this type would be logically found on feudal and
Blood Loss, and in the treatment of broken limbs other less-developed worlds, it can also be used
(including amputations). A medikit typically has to represent cheap or improvised medical tools
enough supplies to be used ten times before it is and supplies used on the fringes of Imperial

45
society - for example, replacing the needles and combat uses where its extra mass and clunky
thread with a handheld staple-fastener or non- nature aren't problematic.
caustic binding glues. A Poor Craftsmanship micro-bead weighs 1
A healer's kit provides a +10 bonus to Medicae kg and imposes a -5 penalty to any sound-based
Tests made to administer First Aid, to stop Awareness or Perception Tests the wearer makes
Blood Loss, and in the treatment of broken limbs in any Round in which he also uses the micro-
(including amputations). A healer's kit has bead to communicate.
enough supplies to be used 1d10+5 times before Common: These micro-beads are typical of
it is exhausted, though replacement supplies can those used in the Imperial Guard and similar
be easily scrounged up in most inhabited areas. circles, and can sometimes be found
permanently integrated into a flak helmet. The
Micro-bead stand-alone types are composed of a metallic or
Short for "microphone-earbead", micro-beads plastek hook that sits around the user's earlobe
are a common form of field communication with a small probe that fills the ear canal to allow
among soldiers, professional mercenaries, and the wearer to hear his allies in relative privacy. A
other groups that focus on complex tactics. They microphone is provided on a thin boom that can
are less heavily used outside of military and be folded or collapsed when not in use - if
paramilitary circles, but aren't unheard of either, properly adjusted, the user can whisper into the
often gracing the lobes of manufactorum boom and still be heard clearly by his allies.
foremen and labour-gang supervisors. A micro- Good: Lighter and more comfortable to wear,
bead is designed for hands-free vocal high-grade micro-beads dispense with most of
communication over short distances - the wearer the external housing, leaving behind a very thin
is able to speak with other characters wearing a frame that fits behind the user's ear. The entire
micro-bead and hear their replies. Individual body of the micro-bead acts as an antenna which
micro-beads operate on a unique vox-frequency allows it to be made much smaller, and the
that can be shared with multiple participants microphone is reduced to a tiny sphere on a thin
with a range of about a kilometre. If properly memory wire that can be easily repositioned as
configured, a micro-bead can be "trunked" the wearer needs. In addition to speaking aloud,
through a vox-caster as well, giving the micro- a trained user can make use of a special mic-
bead's wearer the ability to speak at much longer patch affixed to the side of his neck to
distances. Because of their small size, micro- communicate subvocally - the mic-patch
beads are prone to receiving "unhelpful" interprets vibration and tensing of the user's
interference from heavy machinery and more neck and throat into speech, allowing him to
powerful comm-links, and their signal range can "speak" while appearing to be silent, though
be considerably degraded by certain materials or careful observation can reveal subtle movements
simple density of objects between them. A of the neck muscles.
micro-bead's Craftsmanship has further effects A Good Craftsmanship micro-bead allows the
on its use and utility: user to speak to his allies without making any
Poor: Often composed of a bulky headset with verbal noise as long as he has any one Ciphers
a movable microphone, cheap micro-beads skill. The micro-bead translates this subvocal
typically do not even mount the communication into spoken words for those
communications device itself in the headgear. listening in on the micro-bead's frequency.
The antenna and receiver unit take the form of a Best: A top-of-the-line micro-bead broadly
separate device about the size of a pack of lho- resembles its lesser peer but is even more
sticks that is typically carried in a vest pocket or complex, the thin frame containing hundreds of
pouch, with a wire feed connecting the headset. metres of hair-like circuitry. A complex code-
This type of micro-bead is usually found in non- cipher algorithm is applied to all transmissions

46
between these micro-beads, making it much multikey can interface with common patterns of
more difficult for prying ears to listen in on any mechanical and semi-mechanical locks, giving a
conversations that may be transpiring. Though skilled handler the ability to "finesse" a lock the
theoretically secure against eavesdropping, the rest of the way open. In an overbuilt habstack or
paranoid users of encrypted micro-beads will industrial vault teeming with locked access
often communicate in verbal code all the same - hatches and cable-snake tunnels, a technomat
just in case. Micro-beads of this type are most armed with a multikey can be the difference
commonly used by agents and infiltrators who between normal operations and functions
cannot risk being exposed, but especially grinding to a halt as block supervisors fumble
nefarious recidivists and ganglords are known to through rotary files of keys and cards looking for
communicate with them as well, much to the the right one - they are also imminently useful
frustration of enforcers or Arbitrators trying to for the salvation of citizens that have locked
edge in. themselves out of their habs, and for the
A Best Craftsmanship micro-bead is identical wealthier among them, personal vehicles. Of
to a Good Craftsmanship model in terms of use, course, with the ability to open locks with
but imposes a -30 penalty to Tech-Use Tests relative ease using a metallic tool no bigger than
made as part of attempts to jack or bug the a deck of cards, one can see how more paranoid
linked micro-beads with other devices. citizens might believe a multikey holder could
have less than honourable intentions as well.
Multikey A character using a multi-key gains a +30
Though it is an honest utility item that is bonus to Security Tests made to open most types
immediately useful for all matters of of Imperial locks. Rare, unusual, or superior
maintenance and social needs, a multikey is types of locks may reduce this bonus or
often thought of as a tool of burglary and theft. completely negate it altogether - in general, the
Many types of Imperial locks and security user is aware of whether or not his multikey will
mechanisms work off of similar, or sometimes be useful or not through quick visual inspection.
even identical, components and layouts - a

47
Pict Recorder if any re-takes are necessary while the object of
A pict recorder is a fairly common device attention is still at hand, which can be
meant to matriculate still or live media. The immeasurably useful.
technology to make these devices is well Best: Showing their top quality in both
understood, but most require a significant workmanship and the media produced, master-
amount of rare metals and precisely engineered crafted pict recorders can store a staggering
components in their construction - this puts amount of picts or vids through the use of liquid
their cost above what most citizens could afford data medium that is contained in pressurised
for any kind of recreational or entertainment internal vessels. These pict recorders can be used
purpose. Pict recorders are used in a battery of in most lighting conditions and are the only
applications, including both covert and overt types that return visual feeds sharp enough to be
surveillance, inspections of manufactured translated into full-scale hololith projections.
products and equipment, and the recording of
Polygum
expeditions and discoveries - some more
This miraculous substance is the sole export of
eccentric explorers and questing Magi have been
the world of Ganf Magna, and while its
known to include monotask servitors or servo-
properties seem to defy logical explanation, its
skulls in their retinue solely to record their
utility is vast beyond question. According to
exploits for posterity. Pict-recorders come in a
popular iteration, polygum was accidentally
range of formats and styles - their capabilities
discovered when frontiersmen, waging a
and functions can be roughly categorized using
punitive expedition against the feral Orks that
the same rules as Item Craftsmanship:
still trouble Ganf Magna today, blew open
Poor: Basic and cheap pict recorders are only
ancient trees with errant gunfire. The thick sap
capable of taking still monochrome picts, which
that emerged formed a rubbery, stretchy
are captured on cellulose strips that must
compound after coming in contact with scrubby
undergo chemical processing before they can be
lichen that grow on the tree's exterior. Even after
viewed. For-hire inquiry agents tend to make use
being removed from the tree, the wads of
of these simple devices to obtain visual evidence
gummy stuff demonstrate incredible elasticity
of their target's misdeeds.
and adhesive qualities - closer inspection has
Common: More complex and sophisticated
revealed that the polygum has an antibacterial
pict recorders are fully capable of taking down
property as well, creating even more uses for the
live-action vids as well as still picts, both of
marvellous substance. Polygum can be stretched
which are recorded in a subtractive colour
and shaped to form waterproof cloaks, mantles,
scheme that reproduces - with decent accuracy -
and tarps; readily serves as a sling for a broken
a true depiction of what the device sees. A pict
or sprained limb; could improvise a litter if
recorder of this type can store a hundred or
attached to parallel rods; is perfectly capable of
more picts or several hours of vid-recording on
holding damaged machinery components
physical memory-coils within the recorder's
together until a more permanent fix is possible;
housing. Once full, the media within can be sent
keeps water and moisture out of leaky housings
to a compatible data-slate, cogitator, or other
for equipment; and can even be used to squeeze
storage device for later review.
shut a bleeding wound. It may be easier to
Good: Higher quality pict recorders produce
question what can't be done with polygum than
picts and vids with sharper clarity and
to attempt to create a comprehensive list of its
definition. Many also include a small screen on
possible applications. In order to retain
the device's housing that allows the user to view
"freshness", polygum must be stored in fairly
picts or vids that have already been taken,
small quantities in wooden containers - these
allowing them to inspect and cycle through their
handling characteristics lead to its fairly high
handiwork. This quality lets the user determine

48
cost on the open market, even though the stuff and other forms of environmental hazards.
literally "grows on trees" on its world of origin. Good Craftsmanship salvation augers can
Polygum can be used for a variety of situations provide more information than just the presence
where a waterproof putty-like material could be of danger - the user can attempt an Ordinary
employed. A character with the Medicae skill (+10) Tech-Use Test to manipulate the device
can use a ball of polygum to immediately end into reporting the exact type and concentration
Blood Loss being suffered by himself or another of the hazard.
character. Polygum can generally be reused after
being unstuck and returned to its original Screamer
container, but exposure to substances with a A common and typically quite effective
high iron content - such as blood - causes it to security device, "screamer" is a broad term used
become brittle and crumble the next time to describe a plethora of devices that are
someone tries to reshape it. designed to make an audible alert when its
perimeter is breached. A screamer is about the
Salvation Auger size of a can of grox hash and will sometimes
Salvation augers are pocket-sized devices that include a magnetic strip or a sturdy stake to
"sniff" the owner's immediate whereabouts in anchor it to available surfaces. The device uses a
order to provide warning of hazardous simple motion tracker, aural sensor, and thermal
environmental conditions. Designed to be both scanner to locate and identify the presence of
portable and easy to use, a salvation auger is potential enemies. A small cogitator stack
typically flipped on when the wearer enters an processes the information and triggers an ear-
area of suspect status, after which it is usually shattering alarm that can be heard up to a
worn around the neck or on a belt. When the kilometre away. A screamer includes ten ident-
salvation auger's scan-nodes detect harmful tokens that can be handed out to allies - anyone
radiation, airborne toxins, or other atmospheric wearing one in an open location causes the
hazards, the auger warns the user with a variety screamer to politely ignore their presence.
of cues and indications. Salvation augers are A character wishing to set a screamer must
most commonly employed by hivers - decrepit make on a Challenging (+0) Tech-Use Test. If
and dilapidated expanses of Imperial hive cities successful, the screamer activates and begins
can generate a plethora of noxious and lethal acting as a warder over the nearby area, making
conditions, such as accumulations of radioactive Awareness Tests as though it had a Perception of
vapour and virulently poisonous plant and 75. A screamer watches over an area with a 30
fungal growths. An expedition down to the metre radius, adding 5 metres for every degree of
underhive, or reclamator endeavours into success on the setter's Tech-Use Test. Should the
disaster-felled districts, may take all necessary Test fail, the screamer appears to set properly,
precautions to avoid physical pitfalls and survive but some malfunction of its machine spirit (or
encounters with creatures or violent denizens, the character not pressing the right button)
but neglecting to protect oneself against reduces its Perception to 10 - most experienced
environmental hazards can be just as fatal. explorers make sure to test a screamer's function
Though less common, salvation augers are also (often by throwing a large rock or stick or some
carried by explorers uncovering ancient ruins such object) to ensure that it has activated
and architecture on distant worlds, as well as properly. Disarming a screamer requires an Easy
naval armsmen delving down into the (+30) Tech-Use Test, with failure likely causing
abandoned decks of great voidships. the screamer to issue its horrendous racket when
A salvation auger produces a visual or audio the user attempts to move it from its perch. A
warning when the wearer enters into an area that screamer can be left set for up to 5 days before its
is contaminated with dangerous levels of internal power cell needs to be recharged (this
radiation, toxic or poisonous gases or particles,

49
can be done using the same techniques as a las effects. The basic technology behind a stummer
weapon's charge pack). is frequently used for acoustic isolation of heavy
machinery, making obtaining spare parts for one
Stab-light relatively easy on developed worlds.
This handheld device is designed to project a As long as it is worn in an exposed position, a
sharp, coherent beam of light out to a stummer provides a +30 bonus to Silent Move
considerable distance, allowing its wielder to Tests. A stummer can be switched on or off as a
banish darkness from a specified point of aim. Half Action, and its power cell provides enough
Compared to a lamp pack, a stab-light is smaller energy for up to 20 minutes of usage. The cell
and handier with a greater effective range, but it can be recharged in about an hour through most
can only illuminate a fairly small area. Stab- common Imperial power sources - alternatively,
lights come in a variety of sizes, ranging from the user can swap out a spare power cell, which
small pocket units that fit nicely in the hand to takes a Full Action. Power cells compatible with
sturdy femur-sized metal rods that can double a stummer have a base price of 2 Thrones and
nicely as a truncheon. Stab-lights typically run are Abundant on most developed worlds.
off of cheap disposable power cells that feed a
high-lumen gas bulb protected by a thin layer of Survival Kit
transparent plastek or armaglass, and, Being marooned or lost in the wilderness,
depending on the shape and function, may whether natural or man-made, can be a damning
include an adjustable focus function too. prospect for the unprepared. A survival kit is a
A stab-light can throw a beam of bright compact and highly organized set of tools and
whitish-yellow light up to 50 metres away. The provisions that, at least in theory, can be life-
light can be projected as a straight line or cone, saving for those stranded outside the reach of
though the total diameter of the illuminated area civilisation. The Haal-Lorden Cartel, based on
cannot exceed more than about five metres. A the world of Cantus in the Markayn Marches,
stab light's power cells last for 1d5+1 hours of produces the "Throne Standard" of survival kits
continuous use before they run down and must available in the Calixis Sector, and many
be discarded - replacement power cells have a patterns and makes used in military, civil, and
base price of 1 Throne and are Plentiful on most Adepta situations are copies or close derivatives
developed worlds. of the design. The Haal-Lorden survival kit
includes a battery of equipment in a waterproof
Stummer parcel that can be used as a flotation device in
Stummers are almost standard kit for emergencies - the treated fabric's interior is lined
professional infiltrators and saboteurs, and are with a reflective chem treatment for use as an
also well used by assassins, military snipers, and improvised signalling device. The standard kit
others who place a high value on stealth. Most includes all of the following: two blade razors; a
would say that a stummer somehow absorbs pocket igniter; a flexible wire saw; a dozen
noise made by its user, but the reality is fishing hooks of various sizes; five weighted
somewhat more complex. The oblong object is metallic lures; 25 metres of heavy-duty fishing
about the size of a howler grenade and features line; a large meat-hook; 10 metres of metallic
about a dozen holes at regular intervals through snare wire; a compact stab-light; a small booklet
which glimpses of thin fibre-like wires can be containing survival information and a single-
obtained. Once activated, a stummer issues a page guide for most worlds - the booklet has a
variable "anti-noise" that cancels out most pre-calibrated compass in the back with settings
sound-waves created by the wearer. Using a for several magnetically-anomalous planets; four
stummer to maximum effect requires some skill stimm autojectors; six antibiotic tablets; 20 water
at moving in a certain way, but trained skulkers purification capsules; a stypic pencil; two
can become nearly inaudible while under one's multipurpose flexi-bags; a 10 metre roll of

50
adhesive tape; three metres of cord; a three Toxin Wand
metre roll of ceramite-weave reinforced tape; 12 Toxin wands - usually referred to as tox-
metres of sewing thread; three sewing needles of wands for short - are simple but particularly
various sizes; a sterile surgical needle; eight useful tools for determining what's ailing a
safety fasteners; a one metre-by-one metre victim. A tox-wand is something of a cheap
square of metallic foil; a small pack of grease medispex, using penetrating though benign ion
pencils; one narrow-quill with Watersure ink; six radiation to identify common abnormalities in
sheets of rolled paper; and two phosphor-red the victim's flesh and blood. Each is about the
signal flares. How much of the kit will be useful size of a large flow-pen - the likeness is
in a given survival situation is questionable, but reinforced by a protective cap over the fiber-like
Haal-Lorden seems to have erred solidly on the rad-scanners on the business end of the tool.
side of over-preparation. Small lights on the shaft of the wand will blink in
A character with a survival kit gains a +10 simple patterns as the wand scans a victim, and
bonus to Survival Tests in most environments. If the device will emit a pattern of chirping noises
used creatively, the GM may determine that the when the problem has been identified. A user
equipment contained can grant bonuses to other can attempt to memorize the patterns, or - more
skill Tests as well. likely - attach the wand via cable to a data-slate
and use the slate's screen for a visual description.
Synth-Skin
A character can use a toxin wand to identify
As the name suggests, this can contains an
the presence of poisons, venoms, and other
aerosol spray of binding enzymes and proteins
virulence in the body. Using a toxin wand
mixed with powerful procoagulant agents and a
requires an Extended Action that takes three
topical pain/inflammation relief compound.
Rounds - at the end of the third Round, the
Shaken and then sprayed onto an injury, synth-
character using the wand can make a
skin leaves a thin foam that sticks to the victim's
Challenging (+0) Perception Test or a Routine
wound, causing rapid coagulation and
(+20) Medicae Test with success indicating that
promoting the regeneration of new skin. Timely
the wand has identified the afflicting substance.
application of synth-skin can be a saviour to a
Success with two or more degrees provides a
victim at risk of death by exsanguination, and its
thorough sampling that also indicates what
very simple use - point the nozzle at the wound
antidotes or remedies exist, while failure by two
and depress - means that average citizens or
or more degrees produces a totally incorrect
soldiers can provide potentially lifesaving
diagnosis complete with a suggested antidote
intervention when a trained medic or skilled
that will either be ineffectual, or possibly even
medicae is not available. While not its primary
make the ongoing condition worse!
purpose, synth-skin is also an effective field
treatment for burn injuries and preventing Vox-caster
secondary infection. Some wounds also tend to A vox-caster is an invaluable tool for long-
heal better when quickly treated with synth-skin, distance communication. Typically just called a
producing smaller and more orderly scars. vox, this device translates the user's voice into a
Using a can of synth-skin is a Full Action that burst of radiation that can be received across the
automatically ends Blood Loss - no Tests are air by other vox-casters. Compared to a vox-
necessary. Synth-skin can be used as part of a terminas (common equipment in many Imperial
Medicae Test to administer First Aid. If used on hive-cities) there is no need for voluminous
a character that has suffered Energy Damage cable conduits and mechanical switch-pits,
resulting in burns, the medic gains a +5 bonus to leading to some - especially in military circles -
his Test. One can of synth-skin is sufficient for to refer to the boxes as a "wireless". Vox-casters
five applications before it runs out. are somewhat temperamental pieces of tech

51
filled with vacuum tubes and cable-spooled honing plugs and mag-port cleaners, while
amplificator cells - causing one to reach out and private shootists will typically increase their kit
connect to the proper recipient is a complex with other bits of gear intended for the upkeep
affair requiring a precise understanding of the of their personal armaments. A new-looking kit,
vox's gauges and meters. Soldiers tasked with devoid of any specialised tools or chemicals,
carrying a vox-caster must be trained in its use, typically indicates a novice owner.
typically receiving a specialist pay increase, while
vehicles equipped with one often have a Writing Kit
crewmember assigned to manipulate it. Portable When composing written material, Imperial
vox-casters are often designed to be worn as a citizens that are better-off can make use of
small backpack (this variety is typically devices like an auto-quill or may tap away at the
encountered in military use), but less common rune-keys of a personal cogitator directly. Most,
varieties can be found built into a sturdy piece of however, make use of simple but effective
luggage, the vox's operator unfolding the case to stationery to write personal communications or
access the vox's controls and antenna. fill out affidavits and writs. Depending on the
Depending on environmental conditions, such world and societal level, a writing kit will contain
as ambient weather and the presence of large materials: sheets of animal vellum or pulp-
structures, a portable vox-caster can be used to compressed paper; and writing utensils: real or
communicate with other vox-casters up to 3,000 artificial quills, flow-pens, or styli, all of which
kilometres away. Larger vox units, such as those write in conjunction with a supply of ink.
found in Imperial Guard vehicles, may have a Manual calligraphy is often thought of as being
range two or three times higher. In all cases, the purview of the lower classes, where literacy
using a vox-caster requires a successful itself is not always common. However, it is not
Ordinary (+10) Tech-Use Test, with failure unheard of for those with the means to leave
indicating the character only hears static. writing to their staff or machines to still make
Establishing a connection to a given frequency use of such personal correspondence, with some
takes one minute, though this time can be going insofar as to suggest that direct
reduced by ten seconds for every degree of composition is esoterically stimulating.
success on the operator's Tech-Use Test. Once A writing kit is generally necessary to make
the initial contact has been made, subsequent Trade (Copyist or Scrimshawer) Tests.
activations take a Full Action.

Weapon Maintenance Kit


This is an essential kit for those who use guns
and powered melee weapons and who can't have
an ordained tech-priest tend to their weapons
every night. Though it cannot fully replace the
proper liturgical rituals and invocations, a
weapon maintenance kit contains a variety of
tools and items that will keep a weapon's
machine spirit cooperative and eager between
proper servicing. Common gear include
lubricating oils and solvents, swabbing cloths,
brushes and rod-handles, cleansing spray, and a
silica towel to restore sheen and lustre on
external parts. Imperial Guard-issued kits will
often include other components specific to the
maintenance of lasguns or pistols, such as barrel

52
Primitive
much rarer or totally nonexistent elsewhere.

Caltrops

World Gear Something of a primitive world's land mine, a


caltrop is a length of twisted nail or spines
ending in sharp tips. When thrown on the
ground, a caltrop is designed to embed several of
The Imperium of Man has lifted countless
its sharp points into the soil, always leaving one
billions from the depths of savagery into civilised
pointing straight up. Caltrops are effective at
society where all bathe in the reflected glory of
disrupting the movement of enemy troops and
the God-Emperor. For various circumstances,
beast-borne cavalry. Aside from the sharp point,
though, many worlds remain in lower states of
particularly devious siege-planners have been
development. Most are simply waiting for the
known to coat large quantities of caltrops in
proper elevation and growth of Administratum
venom or toxic spores to further magnify their
and other Adepta, bringing industry and social
effect as an area-denial weapon.
indoctrination with them, though a minority
A single bag of caltrops has enough to cover a
have been deliberately left as they are for a
two-by-two metre area. A character with less
variety of moral, social, or economic reasons.
than 3 Primitive APs or 1 non-Primitive AP on
Worlds of this type have much less evolved tech
the Legs location must succeed on a Difficult (-
than other Imperial planets, but local gear and
10) Agility Test to avoid injuring their feet.
equipment can still be the margin between
Failure reduces the character's movement speed
success and failure (perhaps life and death as
by half until they receive medical attention for
well!) just as they are in the tallest of hive cities.
their injuries. Best Craftsmanship caltrops are
Explorers and missionaries spending long
coated with debilitating poison; if the character
periods of time on less-developed planets will
fails his Agility Test, he must also pass a
often bring arsenals of tools and gear from
Challenging (+0) Toughness Test or take 1d10
proper Imperial stocks, but there are some who
points of Impact Damage (with no reduction for
believe in truly absorbing the native existence
Armour or Toughness Bonus) just as if they'd
and making do with only locally-available kit.
been wounded by a weapon with the Toxic
Note that the Availability of any gear whose
special quality.
name lists it as being found on certain worlds
only applies on that same world - it may be
Monrassan Capsican Trap
Primitive World Gear Monrass is divided by several empires locked
Name Wt Cost Availability in seemingly perpetual war, with each faction
Caltrops 1kg 5 Common deploying huge armies of soldiers wearing
Capsican Trap† 3kg 20 Scarce brightly coloured uniforms to more easily
distinguish friend from foe in the brutal melees.
Glo-Slug† 0.1kg 8 Rare
The battlemasters of Anevus, often finding
Kill Sticks 0.5kg 1 Plentiful
themselves outnumbered on the field, devised a
Powder Bomb† 1.5kg 15 Scarce cunning way to "even the odds" in the form of
Skeleton Key - 100 Near Unique the capsican trap. A mixture of sharp, barbed
thorns, lantern oil, and spay-burner grubs (a
Skem Net† 2kg 85 Rare
native insect filled with pyretic acid) are mixed
Smoke Flare 0.4kg 10 Scarce
into thin clay pots that are buried ahead of a
Spark Rocks† - 5 Common battle, leaving a few leaves and clippings on top
Stink Bomb 1kg 7 Common to disguise the trap. When a victim steps on a
†This gear is typically only found on worlds listed in its description trap, the pot collapses, spraying them with the

53
spear-like thorns while the agitated grubs which time they cease emitting light, though this
rupture and explode, inflicting painful acid can be broken up into continuous segments of
burns that will likely ignite the sticky lamp oil any length. As long as the glo-slugs have
for even more effect. Capsican traps are highly adequate time in water and a supply of fresh
effective at disrupting huge masses of troops, meat to consume, two or more will produce
and within a few years they were used by enough eggs for newly-hatched slugs to replace
warlords across the entire world. Capsican traps natural losses due to age, disease, or being eaten
have even migrated off Monrass in the hands of by another glo-slug.
regiments raised for the Imperial Guard where
they've proven effective in less primitive Kill Sticks
battlefields too. The breeding nests of spay- Even on worlds where metalworking has been
grubs, however, have proven a considerable fully developed a simple pointed stick can be a
source of annoyance for Munitorum perfectly deadly weapon. Sharpened wooden
quartermasters charged with oversight. sticks or stakes typically aren't used in open
A character who steps on a capsican trap must battles due to their difficulty in penetrating
succeed on a Difficult (-10) Agility Test to leather and metal armours, but they make very
avoid crushing the pot. Failure indicates that the effective traps and obstacles where a falling
trap explodes, inflicting 1d10 points of Energy victim's own mass makes the sticks significantly
damage to the victim's legs. A second more lethal. Kill sticks are used to line small pits
Challenging (+0) Agility Test determines designed to trip and wound enemy soldiers
whether the victim is set on fire as well. crossing a field, but whole forests of them are
sometimes used to deny an army the use of open
Duskan Glo-slug terrain or to make scaling the slopes of a fortified
Among Dusk's many other carnivorous position or castle more dangerous.
creatures are the fairly innocuous-looking glo- One bundle of kill sticks can be used to cover a
slugs. At first appearing to be little more than one metre by one metre area. Characters
slimy brownish gastropods about five stepping into an area covered with kill sticks
centimetres long, a glo-slug begins to extrude a must succeed on an Ordinary (+10) Agility
bright phosphor glow when removed from its Test or else skewer themselves on the sticks,
watery habitat. Although intended as a defence which deals 1d10+2 points of Rending Damage.
mechanism, native marsh-hunters have been If the kill sticks are hidden, such as in a
known to gather up several glo-slugs and flick camouflaged pit or trench, the Agility Test
them into a jar, the amplifying light given off by becomes Difficult (-10).
a small pile of slugs providing considerable
illumination. While perhaps not as bright as a Fervious Powder Bomb
traditional pitch-covered torch, a slug-lantern Death cults that skulk through Fervious'
will "burn" longer and is safer to use, assuming shanties have developed these ingeniously
you don't hold onto a glo-slug for too long while simple devices to increase odds in their favour
transferring it to the lamp. when facing more numerous opponents. Glass
When removed from water, a glo-slug emits orbs about the size of a scrum-ball are packed
light in a one metre radius. Gathering additional full of a fine powdery pollen and are ignited with
glo-slugs together increases this in a linear a simple fuse. When the lit fuse burns down the
fashion with a theoretical maximum of 20 powder spontaneously ignites, rupturing its
metres - glo-slugs tend to start cannibalizing one housing with great force and scattering the sticky
another in higher quantities, even if fresh meat is pollen over a very wide area. The pollen is toxic
provided for them to feed on. Glo-slugs must be to humans, but usually lacks the power to kill or
kept wet for at least half of each day, during inflict serious injury. Inflammation of the eyes,

54
nose and throat, however, are much more likely, the skin can cause severe respiratory distress or
leading to confusion and disorganisation among even death by anaphylaxis, making the prospect
bands of men or a victim's bodyguards. of being snared a frightening one. However, the
A Fervious powder bomb must be lit with a plant doesn't differentiate between a victim and
wick or lantern flame before it is thrown its owner - archers who use skem nets must use
(consider the bomb's Range to be 10 metres or heavy gloves to handle and bundle their nets,
three times the user's Strength Bonus, whichever and careless or unlucky ones often fall victim to
is better). The powder bomb erupts in a 30 metre accidental exposure.
radius with the Smoke quality, and anyone A skem net can be fired from most types of
caught within its effect who has not adequately bows, though the bow gains the Inaccurate
protected their face must succeed on a quality and its Range is reduced by half. A
Challenging (+0) Toughness Test or gain a character hit by the arrow is treated as being
level of Fatigue. A character must Test affected by a weapon with the Snare quality, and
Toughness each Round he is exposed to the unless they are wearing sturdy full body
powder, but can't gain more than one level of clothing, is also affected as if the net had the
Fatigue from its effects. The cloud of pollen Toxic quality as well. A skem net dries out and
dissipates in 2d10+1 Rounds indoors or in calm dies 1d5 weeks after it is cut, losing its poisonous
conditions, while a stiff wind will blow it away in features, though it can still be used to snare and
a single Round. trap victims it is fired at.

Skeleton Key Smoke Flare


So named because the teeth of the key A smoke flare is formed from a hollowed-out
resemble a human ribcage, a skeleton key is length of sturdy plant stalk packed to the brim
designed to open many locks and are with dyed cotton. When one end is ignited, a
deliberately made at the same time as the locks
are. Skeleton keys tend to be thought of as a
noble's possession as they can grant access to an
entire castle by themselves, and depending on
the world and region, may be able to open the
doors of inns, taverns, smithies, and other such
doors in the local towns and hamlets as well.

Volonx Skem Net


Volonx's famed archers make use of these
strange but highly effective bio-weapons to catch
dangerous creatures or apprehend hated
enemies. The net is formed in the main from a
freshly harvested skem plant, whose hardy stalk
can be used to contain the long tendril-like
vines. The vines are wrapped up into a weave-
like pattern using strips of the plant's stem that
balloons open into a net of a roughly six metre
diameter. If attached to an arrow, the skem net
can be fired a considerable distance before it
opens to trap a victim in its perilous embrace.
The skem plant itself is highly toxic and "bleeds"
a sticky sap when agitated - simple contact on

55
voluminous amount of thick, smelly smoke is synthetic spark rocks to start their flames, and
created, which can be used for a variety of more costly models may actually use the real
purposes. Feudal tacticians and battle-planners thing (though the effect is identical). Among the
have come up with several clever ideas for such off-world game hunters that trek across Fedrid's
tools, such as signalling distant troops or allies jungles in search of dangerous beasts, it is
through the used of coloured dyes, as part of a something of a social faux pas to use anything
trap to disorient enemy troops on the march, or but a pair of real spark rocks to start a flame.
- among those with uncanny foresight - to screen
their own soldiers against the perils of massed Stink Bomb
enemy archer attacks. Of course, the only real Assaulting a victim's olfactory senses is a
limit to what can be achieved with a portable common recourse for scummers and scoundrels
smoke-screen is the wielder's own ingenuity. on any number of worlds, but it is especially
After being lit with a flame, a smoke flare prevalent in primitive societies where effective
begins creating a dense cloud that expands protection from reeking smells is typically all but
outward at a rate of 1d5+1 metres every Round nonexistent. Mixing together a variety of
up to a maximum of 40 metres. In calm unpleasant ingredients into a combustible or
conditions the smoke will expand evenly, but breakable housing creates a stink bomb, a
movement of the flare or the presence of a weapon that can repel or nauseate groups of
breeze will cause a more lopsided deployment. A enemies without subjecting its holder to the
smoke flare can burn for up to a minute, while same effects beforehand. Stink bombs used on
the smoke it leaves behind will disperse after the world of Munsk in the Josian Reach are a
1d10+5 minutes in the absence of a wind. A fine example of a well-engineered weapon: faeces
good breeze will blow the smoke away in 1d5 from large carrion-worms are mixed with the
Rounds, and particularly strong winds can virulent pollen of the aptly-named "dung-bloom"
effectively neutralize the cloud from a still- flower, with the foetid amalgamation balled up
burning flare entirely. and then covered with a dried mud shell. The
fragile shell shatters when thrown against a hard
Fedrid Spark Rocks surface, releasing the fermented filth and filling
Many less-developed worlds make do the area with a horrendous stench. So vile is the
adequately with flint or chemically-treated wicks odour that it can sap the reserve of even mighty
to start fires, but Fedrid's natives have warriors, leaving lesser men retching on the
discovered an altogether more effective way to ground or even fainted from the reeking smell.
light their torches and lanterns. Spark rocks, A stink bomb can be thrown up to 10 metres.
uncannily enough, create sparks when two of the Provided it lands on any kind of solid surface,
small white minerals are rubbed together, the bomb ruptures and fills the air with an
allowing a seasoned hunter or dour farmer alike unbelievably foul smell. Anyone within 1d5+5
to carry "ready-to-light" fire in his pocket. While metres of the bomb's impact point must succeed
light and easy to use, care must be taken to on a Challenging (+0) Toughness Test every
ensure that spark rocks don't come in contact Round or gain a level of Fatigue from severe
with one another at any time when their holder nausea - a character who can't get away from the
doesn't want to create a flame - more than a few miasma could pass out from the olfactory
inexperienced handlers have set their packs (or devastation alone. The stink persists for an hour
their pants) on fire by keeping their spark rocks outdoors and three times as long in an enclosed
in close contact. This highly useful utility has not area. Characters who cannot smell, such as men
gone unnoticed by Imperial explorers and who may be wearing filter plugs or victims of a
missionaries - indeed, many common types of sensory-depriving injury are entirely immune to
mass-produced igniters in the Calixis Sector use a stink bomb's effects.

56
Infantry Gear
weapon, and some regiments have taken a
particular liking to eschewing bayonets and
knives in favour of their trusty 9-70s when hand-
to-hand combat is inevitable.
It is said that all a Guardsman needs to win a If the edges have been sharpened to a point -
battle is a guts and a lasgun, and while this may against Munitorum regulations but widely
be true in spirit, it is a gross oversimplification of practiced anyway - a 9-70 Entrenchment Tool
battlefield logistics, not to mention something of can be used as a melee weapon, dealing 1d10
a slap in the face to the Imperial Guard's dutiful points of Rending Damage with the Primitive
and stalwart quartermasters and logisters. and Unbalanced qualities.
Beyond a weapon and body armour, soldiers of
various types, be they a Planetary Defence Force, Infantry Gear
a noble's house guards, naval armsmen, or one Name Wt Cost Availability
among billions in the Hammer of the Imperium 9-70 Entrenchment Tool 2kg 15 Average
itself, all tend to have a variety of kit at their
Bedroll 4kg 8 Abundant
disposal for the multitude of tasks and
assignments they carry out. Grooming Kit 0.1kg 3 Plentiful

Whether it is intended for the rigours of Infantryman's Primer 0.3kg - Varies


combat or the vapidity of garrison duty, infantry Infantry Lamp/Tac-Light 0.8kg 10 Average
gear all tends to have some kind of militaristic
Melta Bomb 5kg 100 Rare
purpose, and many pieces are catalogued
inventory of the Departmento Munitorum. Mess Kit 0.5kg 5 Plentiful

Infantry gear is typically found in the Sandbags (100) 10kg 5 Ubiquitous


employment of military situations and groups, Tac-Rig/Gear Harness 1.5kg 20 Common
but accounting for the massive production base Tent 9kg 35 Average
of the Imperial war machine, along with the
Tool Kit 0.8kg 15 Common
often overtly militarised and jingoistic aspects of
society and culture, it is not surprising to find
pieces of infantry gear in the hands of citizens, Bedroll
largely including those who aren't demobilised Not everyone can look forward to sleeping on
Guard veterans, too. a cot or bed, especially in the field - in many
cases, a soldier who desires something more
9-70 Entrenchment Tool comfortable than the dirt must bring it with him.
This handy shovel - 9 centimetres wide and 70 Bedrolls are designed to be folded and rolled
centimetres long - is a part of the standard kit of into a tight bundle that can sit atop or below a
many Guard regiments where, despite its name, backpack, taking up a minimum of space and
the tool's primary purpose is found in the filling weight. Bedrolls tend to be generously cut so
of sandbags. However, units that lack access to even the brawniest of Guardsmen can fully
proper excavation tools and equipment will ensconce themselves in warm synth-fibre. Aside
sometimes use their 9-70s to dig boltholes and from sleeping, a bedroll can also be laid out to
trenches - this is generally discouraged as the cushion a sniper's elbows and knees when lying
tool isn't quite long enough to effectively shovel prone, flung over the top of a bolthole to act as
dirt, but only a few NCOs would prefer improvised camouflage from enemy flyers, and -
regulations over having good cover in a firefight. being flame-retardant - used to beat out small
The 9-70's alloy blade and handle make it quite fires. Munitorum-issued bedrolls tend to be
light yet also very sturdy - aside from moving impregnated with poisons meant to kill small
soil, it can also be used as a nasty improvised pests, though this effect wears off over time and
may be entirely lost in second-hand examples.

57
Grooming Kit on the regulations and policies of the Imperial
Many military organisations maintain some Guard, an explanation of command structures
form of grooming standards that everyone from (including a sizeable portion dedicated to
front-line troops to supply officers and tacticians instilling fear and respect of the Commissariat),
must adhere to. This is often due to local and a large segment regarding the maintenance
preference and a desire for a "professional" look, and utility of various pieces of issued equipment.
but in many cases serves a practical application The second half of the book is filled with useful
as well, such as ensuring a close fit of a gas mask field information, such as basic pointers on
or helmet. A grooming kit will provide all the survival and foraging, a treatise on different
usual tools necessary for personal hygiene, such types of foul xenos that a Guardsman may have
as shaving razors and soaps, dental brushes and to fight, and a sizeable portion of prayers,
pastes, counterseptic washes, and lotions or hymns, litanies and catechisms to reinforce the
shampoos with antifungal or antiparasitic Guardsman's spirit and motivation. The rear
agents. Local and regimental variations abound, cover contains biographical information about
such as compact scissors for the tidy trimming of its owner - should the Guardsman be felled in
beards in groups where facial hair is common. combat, this page is torn out to verify its owner's
death for regimental records and assist in
The Imperial Infantryman's informing next of kin (when feasible).
Each Guardsman's Primer is his main form of
Uplifting Primer
identification in formal circumstances, such as
Equal parts field manual, prayer book, and
when receiving pay or post, going on leave,
identification, The Imperial Infantryman's
recording increases in rank, and travelling when
Uplifting Primer is a small and sturdy
away from his unit. These "civil" functions may
publication printed in massive quantities for the
seem superfluous to conscripts that may not
Departmento Munitorum. When a Guardsman
survive their first battle of a brutal war, but the
is first sworn to service he is issued a fresh copy
Primer's bureaucratic component is essential to
of the primer and must keep it on his person at
salty veterans who spend years and decades in
all times (failure to produce the issued Primer at
service to the Imperium. A conscript who
the request of an officer is a disciplinary
survives his term surrenders the Primer when he
offence). The Primer contains several chapters
is dismissed to indicate that his formal military

58
service to the Emperor has concluded. When a Melta Bomb
volunteer is discharged, typically due to injury or Few handheld demolition tools are as
age, they are entitled to keep their Primer as a destructive as a melta bomb. These cylindrical
memento of their sacrifices to the Imperium - it devices are designed to be directly attached to a
is also something of an open secret that flashing variety of solid and otherwise impassable
a worn Primer at a refectory is a good way to get objects, such as bunkers, reinforced bulkheads,
free or cheap booze from a right-minded or the hulls of armoured vehicles, and include
proprietor, and depending on the world and large magnetic or adhesive bands down the
region, may have other "social" perks as well. length of the device for this purpose. Once
attached, the sapper activates a simple manual
Infantry Lamp/Tac-Light detonator and must then find cover immediately
This variation on standard stab-lights is more before the bomb detonates with incredible
robustly constructed with an armaplas housing power, leaving the target very likely a
and double-thickness focusing lens. The shape of smouldering ruin just as if it had been hit by a
an infantry lamp allows it to be held in the hand large melta weapon. Using a melta bomb
or tucked into a uniform pocket, and a special requires a very steady hand and measured
slot down the side means it can be securely response, especially for soldiers attempting to
fastened to the melee attachment lug found on knock out an active enemy vehicle. Fortunately,
most patterns of lasgun. Guardsmen moving in melta bombs themselves are designed to be quite
darkness are well served by such a configuration, stable and can withstand a lot of abuse without
as it allows them to illuminate a target and then spontaneous detonation, allowing the wielder to
promptly mow it down. Of course, it also gives fully focus on the multi-ton death machine he
away the user's position quite clearly, and must get within arm's reach of.
veteran troops will often prefer to make do with A melta bomb is already fully set to explode
their own natural night-vision if at all possible once the integrated timer is activated - this
for just this reason. requires no Tests, although the character setting

59
the bomb can still make a Demolition Test if he fragments, and even las bolts. A sandbag can also
wishes to conceal the device or make it harder to be used as a makeshift pillow by stuffing it with
disarm. Setting a melta bomb is a Full Action; clothing (or other sandbags), and are a handy
device detonates in five Rounds which inflicts way to blindfold enemy prisoners and captives
6d10 Explosive Damage with a Penetration value too. Aside from the above uses, the act of filling
of 12 to anything within a two metre blast and sandbags is also a useful duty to keep idle
likely setting everything within the area on fire soldiers busy, as boredom in the field combined
as well (if a character should manage to survive with access to highly destructive weapons and
the explosion, somehow, he must also succeed vehicles has produced catastrophic effects in the
on a Challenging (+0) Agility Test or be set past, especially when unit discipline is lacking.
alight too). Depending on the bomb's effects on
its target, secondary explosions may have a Tac-Rig/Gear Harness
significantly greater blast than the bomb itself. Soldiers typically have a large array of gear and
equipment for various battle and garrison
Mess Kit situations. Being prepared for every eventuality
Soldiers in the field must sometimes carry a and having the right kit for the job can mean the
variety of basic necessities on their person. difference between success and failure (and quite
Encamped troops will often have the benefit of a possibly life and death in parallel), but actually
properly staffed mess tent, but those in forward having ready access and availability of
positions or involved in intense combat often everything in a soldier's tool arsenal can be a
have to make do with simpler means. A mess kit conundrum in and of itself. Tactical rigs are a
is a fully contained package that includes all the style of load-bearing gear that is designed to
essentials for consumption of meals - this most keep as many bits of kit within easy reach as
commonly includes a combination spoon/fork, possible. These exist in a broad array of patterns
knife, mug, and a clamshell container that and styles, some of which are Munitorum-
carries the kit and can also be unfolded to serve sanctioned and produced in vast quantities,
as a tray. The pieces are all made of sturdy and while others are more regional and specialised in
lightweight alloy that's been treated to resist nature. Common formats typically employ a
corrosion. Giving their heavily processed and sturdy belt with removable framed suspenders
storable nature, Guardsmen who are subsisting festooned with gear-clips for attaching pouches,
off of combat rations usually don't need to make packs, rings, holsters, and other points where all
use of all of their kit, but it is especially useful matters of equipment can be stowed. When
when foraging has turned up edible food from properly configured, a tac-rig can place almost
the local environment. A hot meal can be all of a soldier's handheld kit at his disposal for
prepared by putting the ingredients to be cooked ready use, though the rattling of grenades, clip
in the container and then tossing it into a pouches and knife sheathes bouncing against
campfire or leaving it on the heat exchangers of each other can be detrimental to stealth.
an idling tank for a while. A character wearing a tac-rig or gear harness
can stow up to 15kg worth of small items
Sandbags (typically no more than 1kg each) in the harness'
Sandbags are a cheap yet effective form of various pockets and pouches - any items stored
creating defensive fortifications in field in this way never take more than one hand to
situations. Fabric or synthetic sacks are filled ready. A tac-rig can also be configured for a fast
with sand or dirt and then piled atop one draw by reducing friction on the stowed items
another, often several bags thick, creating walls and keeping them at the cusp ready to be
and revetments that are very effective at grabbed. This grants the wearer the Quick Draw
absorbing explosive blasts, shell or bomb talent when Readying items stowed in his tac-rig.

60
If the wearer already has the Quick Draw talent Mechanicus due to its ability to rejoin almost
then he may Ready an item as part of a Reaction, any mechanical component that has separated
such as grabbing a knife to Parry an incoming from its proper location.
melee attack. This configuration imposes a -10 A Munitorum tool kit provides a +5 bonus to
penalty on Silent Move Tests as the partly- Trade (Technomat) Tests made when repairing
secured gear clatters noisily when the character any sort of Munitorum-sanctioned gear and
is in motion. equipment, though it may be compatible with
other devices as well depending on their
Tent provenance and the nature of construction.
Tents of various sizes are common items
for any situation where one is exposed to
harsh elements while encamped in the field.
Compared to the sort of covers used by
hunters and explorers, Munitorum-issued
field tents are somewhat bulkier and heavier
but are far more sturdy. Aside from keeping
out precipitation or keeping in warmth
from heater bricks, field tents are chemically
treated to resist cracking and fraying due to
acidic rainfall in polluted environments, and
feature a double-sided construction with a
reflective laminate interior. In scorching
deserts or other arid environs the tent can
be turned inside out, keeping the reflective
surfaces facing towards merciless suns while
keeping the shade below notably cooler.
One tent has enough room to sleep two men
and still have space for some gear and
equipment. If assembled properly, several
tents can be linked together to increase the
available amount of sleeping space - two
tents can sleep five, and three tents can sleep
eight.

Munitorum Tool Kit


This pressed alloy box contains a small
arsenal of handheld tools meant for basic
repair and maintenance work on many
types of military hardware. Common
equipment includes several types of pilers
and tongs, wire snips, screw and bolt
drivers, wrenches, insulated clamps, and a
small hammer. Invariably included are one
or more rolls of adhesive "mud tape" (so
named because it sticks to everything and
never comes off), which is considered by
many soldiers to be a gift from the

61
Specialty Equipment
Name Wt Cost Availability

Bomb Spray 1kg 200 Very Rare

Specialty
Cogitator - - -

Emplaced 150kg 4000 Average

Equipment
Personal 1.5kg 700 Average

Data-Loom 25kg 900 Rare

Matriculation Engine 14kg 750 Scarce

Whether due to rarity, expense, or simply Memrance Enhancer 5kg 300 Scarce
serving extremely esoteric purposes, some types Demo Charge 2kg 180 Average
of tools and gear simply aren't commonly used
Hollow Charge 1.5kg 250 Rare
by most Imperial citizens. Acolytes of the
Imperial Inquisition, however, would do well to Det-Tape 1kg 50 Common

be aware of their existence in case some of these Diagnostor/Medispex 4kg 525 Very Rare
techno-obscurities or highly specialised bits of Disguise Kit† 5kg 150 Average
equipment come up during the course of an Drusine Incense 0.3kg 100 Rare
investigation. Some specialty equipment are
Emergency Kit 6kg 300 Common
truly spectacular works of Imperial tech and the
Emergency Hab 10kg 250 Scarce
arcane understandings of the mechanical, while
others can simply be novelties and amusement Excruciator 2kg 4000 Rare

for the wealthy and idle. Still more are simply Forgery Kit† 3kg 400 Scarce
unusual, ill-understood, or just limited in Gene-Printer 18kg 1500 Rare
application or to certain segments of society.
Glidewing 28kg 7500 Extremely Rare
Specialty equipment's Availability assumes a
Grav-Chute 15kg 400 Scarce
general attempt to locate such gear within
Imperial space. Specific tools and kit may be Grey Device 3kg 500 Rare
significantly more or less common on individual "Heretic's Wake" Deck 0.2kg 10 Scarce
worlds depending on their type and utility.
Hololith/Holo-Projector 40kg 3000 Scarce

Holo Wafer 0.1kg 5 Average


Bomb Spray
Intrusion Spirit 0.5kg 620 Very Rare
Though of immediate utility to many covert
agents and other clandestine types, this Line Ascender 1kg 100 Scarce
wondrous aerosol contained in humble metallic Melta Gel 0.3kg 200 Rare
cans has a particularly small following due to the Penthrift Dreadfuls - 1 Average
extreme danger inherent in its use. Bomb spray,
Pict-Fly - 1200 Rare
as the name suggests, creates a chemically
Pinner 5kg 800 Extremely Rare
reactive layer onto any surface it is applied to.
While inert as a gas, once it settles and dries the Poi-Savant† 2kg 300 Rare
compound becomes incredibly unstable - any Privacy Field Generator 10kg 1550 Rare
strong impact, such as a bullet strike or even a
Psy-Focus Varies 100 Very Rare
rock or brick being tossed at the coated surface
Psycrystal 0.3kg 1000 Near Unique
causes the spray to violently detonate. Bomb
spray was originally devised by a genius Magos Sky Eye 4kg 1700 Extremely Rare

Technicus from the lesser forge world of Strait-Cape 5kg 100 Scarce
Perinetus as a means to easily facilitate Tracking Device 0.5kg 200 Scarce
demolition of archaic or ruined equipment or
Venom Ring - 350 Very Rare
edifices. While very easy to use, bomb spray can't
be easily controlled like proper demo charges or Vox Bug - 500 Rare
other forms of explosives - once applied, the Vox-Thief Varies 2000 Rare

Vox-Tracker 11kg 450 Scarce

62
Ward Accessor - 25 Average

†This item's Craftsmanship has one or more special effects


"bomb" is set and can't be removed in any way. Cogitator
Moreover, poorly made or old cans can develop Wondrous devices composed of fine circuitry,
leaks, which slowly turn storage cases - or gas tubes, and coil sleeves, cogitators are highly
trouser pockets! - into bombs with alarming sophisticated machines that sift, analyse, and
efficiency. Because of this peril, bomb spray is parse through data that is input by the user.
almost never used for its intended purpose, but Cogitators can't "think" on their own - such
the stuff is still manufactured for those intending abominable intelligence has been banned since
more "destructive" effects, such as sabotage and the Great Crusade by decree of the Emperor
laying stealthy traps. Himself, and for good reason - but they come
Applying bomb spray is a Full Action that remarkably close through the use of meme-
coats a roughly 50 centimetre square with a routines and vast macro-coding that are linked
matte orange colour. The bomb spray dries in in strings by the user and then run in sequence.
three Rounds, after which any type of sharp Getting a cogitator to do anything but hum
impact causes it to explode. The detonation deals peacefully and use power requires that the user
1d5+3 points of Explosive Damage in a two be well familiarised with the necessary input
metre blast. Additional applications of bomb codes and algorithms, but once armed and set a
spray increases the Damage by a further 1d5 and cogitator can perform all the heavy lifting on its
the Blast quality by 1. Attempting to apply a own. Depending on their construction and size,
fourth dose of bomb spray causes the first layer a cogitator may be capable of performing all
to detonate, so it is not possible to use more than sorts of tasks beyond simple calculation and
three applications. A single can has enough collation of data, such as splicing and editing
aerosol for five applications of bomb spray. pict or vid-feeds, operating logis-controlled
Good Craftsmanship bomb spray produces the machinery, and so forth. There are some who
same effect but the spray is a neutral colour that believe that a cogitator's true capabilities can
is far less obvious than the demolitions orange. only be employed by a suitably ordained tech-
priest who can bypass the
simple input controls and
interface with the
cogitator's complex and
multi-faceted machine
spirit directly.
A character must have
the Tech Use skill to
activate or use a cogitator.
Some routines can be
performed without a Test
as the character's innate
knowledge of codes and
sequences is sufficient,
though more complex or
logarithmic tasks may
require one or more Tests
of varying difficulties. All
cogitators provide a bonus
to Literacy, Logic, and
Common or Scholastic
Lore Tests - the bonus

63
depends on the type of cogitator. Depending on open to provide access to the cogitator's screen
its construction or the abilities of the user, it may and runepad. A personal cogitator is powered by
be able to offer a bonus to other Skill Tests as a replaceable power cell with an identical
well, such as Inquiry or Evaluate. footprint to a lasgun charge pack and can be
Cogitator, Emplaced: An emplaced cogitator used for about six hours before it must be
as about as close to "standard" as these fine recharged. Through the use of adapters and
devices go, and are typically about the size of a cables a personal cogitator can be connected to
large dresser or small closet. These machines data-slates and some other forms of equipment
contain a large assortment of circuit plates as to read or transfer information off of them, but
well as mechanical relays and require a steady it is generally much less capable at interfacing
power supply to function. Most have a sizeable with advanced techno-devices than the heavier
panel festooned with ports, plugs, and sockets, emplaced systems. Further, the lack of heavy
including a revolving mechanism which can memory coils, which would make the device
completely swallow data-slates to process and considerably more bulky, means it has no
transfer information contained on the portable capability to store data when the power is
devices. The cogitator will typically be contained switched off. Most owners tend to keep a
in a sturdy alloy cabinet studded with small separate data-slate handy for just such a use.
gauges and meters along with one or more pict- A personal cogitator functions just like an
screens that display "live" data being processed emplaced unit but it offers no bonus on
by the machine. Examples that are employed Scholastic Lore Tests. Additionally, it can’t be
directly by the Adeptus Mechanicus will connected to a data-loom, memrance enhancer,
invariably employ a fine wooden cabinet with or matriculation engine. Spare power cells for a
brass reinforcement instead, keeping with the personal cogitator have a base cost of 10 Thrones
Martian priesthood's affectation towards and are Common, but it can also run off of
ensconcing their tech-marvels in elegant organic standard lasgun charge packs as well.
housings. Most cogitators include a hard-wired Data-Loom: This mechanical device is made
runeboard and numeric keypad for quick entry up largely of heavy-duty switchers and relays
of data and textual meme-routines, which is that interface with double-coiled memory banks
often paired with a smooth orb in a socket that is – essentially, the device excises the main
rotated with the fingers to move through visual calculation functions of a cogitator without the
data and text-logs. Finally, most emplaced circuitry and macro-coding that make up much
cogitators will also include an auto-quill or heat of a cogitator’s systems. With that space freed
writer (or both) to output their findings onto a up, a data-loom is able to house a highly
physical medium for review or archiving. sophisticated geometric display screen that can
An emplaced cogitator grants a +20 bonus to represent information as visual constructs,
all Literacy, Logic, and Common or Scholastic making sifting through it much more intuitive to
Lore Tests made while using it. If a connection laymen outside the Adeptus Mechanicus. A
to a public info-net is available and wired in, it data-loom can be used by itself to parse recorded
also grants a +20 bonus to Inquiry Tests, though material and compare variances in both picts
it does not shorten the duration of the Test and and textual medium, and includes several input
some "footwork" will still be required to follow ports and slots to read from provided data-slates
up on leads. as well as magnetic reels and liquid storage
Cogitator, Personal: Though they lack some cylinders. However, for those with the power
of the more advanced sub-sets and routines, a connections and room to spare, a data-loom can
personal cogitator has one vast advantage over be wired into an emplaced cogitator, lending its
its larger brethren: the device is only about the considerable logis-systems to the cogitator’s own
size of a small piece of luggage which clamshells

64
to more quickly process and codify all matters confrontational with those of the cogitators they
recorded material. must be connected to. If the proper rites are not
If used individually, a data-loom provides a observed, especially with regards to the order in
+10 bonus to Logic Tests when processing which the devices are connected and
information from data-slates or written material. disconnected, the memrance enhancer can burn
A data-loom can be wired to an emplaced itself out, and quite possibly take the cogitator
cogitator to create a powerful analysis engine, with it!
adding its bonus to Logic Tests to the cogitator’s A memrance enhancer increases an emplaced
own for a total of +30. Furthermore, the amount cogitator’s bonus to Logic and Literacy Tests by
of time necessary to complete an Investigative +5. Best Craftsmanship versions do the same,
Benchmark (see Using Investigation Skills on but also contain much more detailed data on
page 186 of Dark Heresy) is reduced by half in subjects that many Imperial authorities – the
most situations. Inquisition included – would rather citizens not
Matriculation Engine: Something of the have access to. This allows the attached cogitator
opposite of an auto-quill, a matriculation engine to grant its bonus on Forbidden Lore Tests. Note
takes materials written on paper, vellum, or that possession of such devices ranges from mere
parchment and converts them into memory data illegality to an outright moral threat depending
that can be viewed on data-slates or cogitator on who’s asked.
screens. Records and forms inscribed on fragile
and flammable sheets can thereby be preserved Demo Charge
on more storable media, and there are countless A demolition charge – demo charge for short
adepts throughout many Imperial institutions – is a simple but effective device meant to bring
whose sole task is to operate these devices so as down unnecessary structures and clear rubble or
to better protect important written works and debris out of the way of work being performed.
archives from destruction by fire and vermin. Of The shape and composition of a demo charge
course, such records are ill-suited for official varies widely, but in general it will be formed of
usage, and indeed many documents are specified a large quantity of cheap, low-grade explosives
as a matter of formality to be rendered on rolls packed into a satchel or canister and fitted with a
or sheets, leading to the rather comedic affair of suitable triggering device. The charges are bulky
data-archived files being reproduced via auto- and heavy for the amount of destructive power
quill back into a more “officious” format. they bring, but are quite reliable at what they do.
As long as the character has the Tech Use skill Demo charges are nominally civil devices, but
a matriculation engine grants a +30 bonus to they are often used in military situations for
Trade (Copyist) Tests made to transcribe written sabotage and creating defensive works. In
materials onto data-slates and similar devices. theory, a demo charge can be used in combat,
Memrance Enhancer: This simple-looking but this is a remarkably perilous endeavour.
edifice, resembling an alloy shoebox with a few Imperial Guardsmen tasked with carrying a
data-cables peeking out from one end, is in demo charge for breaching field obstacles are
reality little more than a highly compressed stack almost invariably volunteers and receive double
of triple-thickness memory coils capable of pay along with better rations as an incentive for
storing a very large amount of data. Memrance their incredibly dangerous payloads.
enhancers can be used to improve a cogitator’s A demo charge is inert until it has been
meme-routines and calculance power by primed and armed with a detonator - see
providing far more information for it to process Demolition on page 101 of Dark Heresy for
and consider when performing analysis. Care more information on setting an explosive. A
must be taken when using memrance enhancers demo charge inflicts 3d10 points of Explosive
as their machine spirits tend to be inscrutably Damage in a five metre blast - linking multiple

65
demo charges together increases the Damage by explosion, hollow charges are much safer to
2 points and the blast by one metre for every work with, and can be used for a variety of
additional charge. Attempting to combine five or precision applications in both military and civil
more demo charges together increases the roles.
Difficulty of the Demolition Test by one step for A hollow charge must be directly affixed to its
each additional charge beyond the fourth. A target while being set, and unlike standard demo
Demolition Test can be made while the charge is charges, cannot be linked together to form a
being placed or in advance, leaving the charge single larger explosive effect. Setting a hollow
armed and ready to explode as soon as the setter charge takes roughly 50% longer than a standard
activates the detonator. However, carrying an demo charge - in normal circumstances, this
armed demo charge is incredibly dangerous: if makes the Demolition Test an Extended Action,
the character carrying the charge takes more and the charge can't be armed until it is attached
than 5 points of Explosive Damage or 1 point of to its target. A hollow charge inflicts 3d10 points
Energy Damage the charge immediately goes off. of Explosive Damage with a Penetration value of
The character carrying the charge cannot 6 to whatever it is attached to. Anything (or
attempt an Agility Test to avoid the blast. anyone!) within a 2 metre radius of the charge
Hollow Charge: More advanced than its suffers half the charge's Damage due to
simple "satchel" brethren, a hollow or tube secondary spalling and concussive effects
charge is effectively an oversized and simple krak (change the Damage type to Rending and reduce
warhead that focuses its blast over a very narrow the Penetration value to 0). Once attached, a
area. Hollow charges are almost invariably used hollow charge can be physically separated from
to breach obstacles or for point-blank its target with a Difficult (-10) Strength Test.
destruction of armoured targets and tend to have Unlike standard demo charges, a hollow charge
magnetic or adhesive surfaces on the "business" is not at risk for a premature detonation unless
end of the charge to make sure it faces the the character setting it critically fails his
correct direction. Because of their highly focused Demolition Test.

66
Det-Tape remedies that may be available. Diagnostors are
A seemingly harmless putty-like substance, armed with the breadth of ailments and
det-tape is actually a highly explosive compound afflictions known to Imperial medicae scholars -
that is triggered when any kind of current is run it has been said that anyone who manages to
through it. Det-tape is stable and easily shaped turn up an "unknown" result on a medispex will
to fit on a variety of objects and areas, making it likely have the privilege of naming the condition
a very versatile explosive, but the low size and they've just discovered, though this will likely be
mass of the stuff tends to result in relatively of little comfort to the victim.
small blasts. Det-tape is commonly used to set A diagnostor can be used to identify almost
off larger charges simultaneously, but can also be any condition or malady a victim may be
employed to precisely sever large pipes and suffering from. Using a diagnostor is a Full
conduits. It is not typically considered a proper Action, after which the user must make an Easy
explosive on its own, but the Adeptus Arbites (+30) Medicae Test - any success identifies
have become particular enthusiasts for using it what's causing the victim's infirmity as well as
as a convenient and effective way to breach solid what countermeasures can be taken (a grim
doors - the tape is simply pressed around the conclusion of "Prayer" is provided if there is no
perimeter of the door with the resultant blast known cure or remedy). If the user fails the Test
sending it cleanly out of the frame. the diagnostor is unable to identify exactly what
Det-tape must be carefully planted and affixed is causing the victim's condition, though it still
to ensure it remains in contact with the target - provides suggestions to treat the ongoing
Demolition Tests to "arm" it take roughly twice symptoms if not the cause itself.
as long as normal. Once planted, det-tape inflicts
2d5 points of Explosive Damage with a Disguise Kit
Penetration of 1 to anything it is in direct Altering one's appearance is one of the easiest
contact with. Det-tape is very stable and flexible, and most straightforward means of subterfuge
and will not explode even if set on fire, but just a available as humans and even many xenos
single point of Damage from any source that also identify looks quite a bit more readily than any
has the Shocking quality will immediately cause other physical quality. Disguise kits contain a
it to detonate, and areas with high static build- variety of tools and aids meant to allow a
ups may cause a spontaneous reaction as well. character to artfully change his visage and
perhaps other features as well. The name is
Diagnostor/Medispex something of a misnomer, however, as no
A diagnostor - also known as a medicae manufactorums or commercia houses simply
auspex, or medispex in shorthand - is something produce these items as prepared kits - most are
of a highly advanced tox-wand, though such a hand-assembled by professional infiltrators
comparison belittles the diagnostor's very where they take bits and pieces from a broad
sophisticated faculties. A diagnostor broadly range of sources and combine them together
resembles a pistol-type weapon, but its muzzle into a single arsenal of deception. The level of
only houses several types of multi-spectrum thoroughness, utility, and versatility of a given
analysers and sniffers that use a combination of kit can be represented using the same scale as
harmless ion radiation, sono-imaging, and Item Craftsmanship.
precision chem-detectors to identify and A disguise kit can generally be used up to
diagnose a bewildering array of pathogens, 1d5+10 times. If a character succeeds on a
poisons, and bio-hazards that a victim may be Disguise Test by two or more degrees he uses
suffering from. The results are presented on a only half as many supplies and materials as
small screen integrated on the back of the usual, in which case a single disguise kit could be
device's housing, along with any suggested potentially used as many as thirty times.

67
Poor: Typically little more than repurposed Best: These kits are broadly similar to lesser
cosmetics and balms, simply altering one's styles in use, but contain even more advanced
complexion and covering distinguishing marks tools and substances to completely bury the
(or adding new ones) can throw off cursory user's original appearance, including a somewhat
inspection. Further, cheap disguise kits appear to "watered-down" version of the infamous drug
be perfectly innocuous items of hygiene and polymorphine. Giving enough time and talent,
beauty, meaning a search of one's possessions an infiltrator can disguise their form to resemble
typically won't raise suspicion. almost any other human, including changing
Disguise kits of this type grant a +5 bonus to gender quite convincingly, and some are even
Disguise Tests based on appearance. able to create an appearance more suggesting of
Common: These kits are much better a humanoid xenos-creature, though the kit's
assembled and arranged - aside from powders, limits can't make up for those with substantially
dyes and balms, they also frequently contain different biology (radically altered posture and
false features such as colour-changing contact large variances in physical dimension, for
lenses, very convincing wigs and other facial hair example). Those making use of these powerful
substitutes, clip-on piercings, and even flesh- and frankly dangerous tools have, on occasion,
putty that can be used to make the face and neck been known to become so thoroughly
seem thicker, rounder, or more defined than it committed to their disguise that they begin to
truly is. Transparent inserts are also provided suffer from personality disorders, literally
that can be placed in the mouth to make the believing that they are their disguise.
lower jaw sit at a different angle or projection, Top level disguise kits grant a +30 bonus to
ensuring that even a profile view will look Disguise Tests, and also allow a disguised
thoroughly different. character to speak in a radically different fashion
Disguise kits of this type grant a +20 bonus to - the character is treated as if they had the Mimic
Disguise Tests based on appearance. talent, though the difficulty of Opposed Scrutiny
Good: High-quality disguise aids start Tests to detect the subterfuge is decreased by one
crossing a line into medicae and chem-oriented step. If the user already has the Mimic talent
solutions, which are often more durable and then the difficulty of any Opposed Scrutiny Tests
stable than simple surface treatments, though increases by one step instead. Depending on
they require a correspondingly higher level of circumstances, a thoroughly disguised character
skill to pull off adequately. The fact that they may be able to fool gene-locks and other devices
don't "wash off" as easily can be something of a meant to measure biometric data.
detriment too with thoroughly disguised users Such deep cover runs the risk of profoundly
being stuck as their impersonation until the affecting the user's psyche - if he succeeds on a
heavier substances wear off. Drugs and serum Disguise Test made to drastically alter his
injections can drastically change the user's skin appearance by three or more degrees he must
and hair pigmentation while electro-pricking also pass a Difficult (-10) Willpower Test or
can create or hide scars, change the density and gain a minor obsession disorder (see Disorders
consistency of hair, and alter other on page 235 of Dark Heresy) to continue
distinguishing features that are, for all intents disguising himself as such in the future. Success
and purposes, quite real, though the user's by more than five degrees on the Disguise Test
original flesh will re-assert itself after a week or inflicts a severe disorder to do the same instead.
so unless repeat applications are performed.
Disguise kits of this type grant a +30 bonus to Drusine Incense
Disguise Tests based on appearance, but only if This superior incense was promulgated by
the character using the kit also possesses the then-General Drusus in the period before he
Medicae skill. assumed command of the Angevin Crusade, and

68
with his elevation to sainthood the recipe was as a faculty to broadcast the standard Imperial
swiftly sanctified and disseminated throughout Prayer for Aid on emergency frequencies; a
the Sector. The incense is a mixture of myrrh, mask with an attached air bottle that can provide
camphor, verdigris, and crushed blossoms of the 30 minutes of breathable air, useful in situations
Iocanthine rose, the latter adding a reddish with smoke or toxic contaminants; a pack of five
speckling to the otherwise green-brown anti-radiation tablets, which can be a real life-
consistency. Aside from a pleasing if astringent saver for those who've been exposed to a plasma
aroma, the incense is said to have a protective reactor meltdown or solar flare; and a tube of
and purifying effect on those who inhale its hull sealant gel that can affect quick repairs to
vapours. The incense is used in High Masses and small breaches in a fuselage or deck-plating.
other ceremonies of import across the Sector,
with the finest blends being prepared within the Emergency Hab
vaults of the fantastic Cathedral of Illumination An emergency hab, typically referred to as an
in Hive Tarsus itself. However, there are some "e-hab" in conversation, is actually little more
among the Holy Ordos who believe, with some than a sealed plastek package containing what
factual base, that the incense's ability to ward off initially appears to be a tightly folded bundle of
evil is more than just inspirational thinking. fabric with a number of thin alloy rods that can
Drusine incense can be burned in any suitable be screwed together in various shapes and
receptacle, such as ornate censers for conducting patterns. Instructions printed in Low Gothic on
mass or self-heated thuribles that can be worn the inside reveal the emergency hab's marvellous
on the belt. Any character who can strongly functions: the fabric reacts sharply when
smell the burning incense - typically those exposed to water, stiffening into a totally firm
within a radius of 10 metres in a large censer or sheeting fully capable of holding its shape and
three metres in a thurible - are immune to the then some in less than a minute. The hab is
effects of the Daemonic Presence special rule. designed to be set up by stretching it over a
This only works on characters with less than 10 framework of the provided poles and then
Corruption Points, however, as no saint would doused from the outside, after which it
abide those with tainted souls. A single packet of permanently forms a rigid tent that can keep out
incense burns for 1d10+20 minutes. rain, snow, and wind as well as provide shade in
sun-baked climes. Stranded flyer crews and
Vessel Emergency Kit long-range exploration teams with access to an
Almost invariably packaged in bright orange emergency hab can make a much better shelter
reflective parcels, a vessel emergency kit is while awaiting rescue, though it can be used just
commonly found aboard voidfaring ships, but as easily for non-emergency situations as well,
are also often stocked in flyers and such as a hunters' camp or archaeological
transatmospheric craft, and one is just about expedition. An emergency hab is superior to
always packed into a saviour pod. An emergency conventional tents in almost every way with the
kit will typically include the following tools and notable exception that it cannot be broken down
gear: a glowstick that provides steady again - once deployed, an emergency hab holds
illumination for 1d5 hours; a universal power its shape forever, and many are simply
cell that can be used to give a rudimentary abandoned where they lie once their occupants
charge to many devices, such as vox-casters or no longer have use of them.
lamp packs, and can also provide enough energy An emergency hab can be stretched to form a
for a laspistol to fire 10 shots; a compact ration variety of shapes and provides enough space for
pack and water bottle sufficient to keep a man three people to shelter within. An emergency
alive for a day; an emergency vox programmed hab that can shelter six people, typically referred
with a voidship's normal comm channels as well

69
to as a "duplex e-hab", costs an extra 100 excruciator takes about an hour to set up due to
Thrones and weighs 3 kg more. its finicky machine spirits requiring lengthy rites
and burning of incense before they will
Excruciator cooperate with the user. An excruciator's
Sometimes called a "porta-rack" in jocular operator must have both the Medicae and Tech
parlance, an excruciator is a compact device Use skills to make use of an excruciator.
about the size of two data-slates stacked atop one
another that can simulate extreme pain and
suffering on a victim. The device itself, typically
jet black in construction, is actually a heavily
modified medispex with its machine spirits
repurposed to inflicting, rather than mollifying,
painful sensations. The only actual torture
devices are a mane of hair-like wires that are
taped or stuck into the victim's skin which
stimulate nerves into agonising feelings whose
exact intensity, duration, and "flavour" can be
controlled by the excruciator's operator. While a
wonderful and terrible tool in the hands of a
seasoned explicator, an excruciator is laughably
useless to those who don't already have a good
grasp of the art of interrogation, and indeed is
more likely to put a victim to sleep than get them
to divulge confidential information if used by a
novice or inexperienced operator. While many
believe that excruciators are typically the
purview of the Imperial Inquisition, many
enforcer cadres and even well-connected
recidivist groups make use of them too - all the
tortures once can possibly devise in a compact
package that does no physical harm to the victim
is an appealing prospect to just about anyone
who specialises in such efforts.
An excruciator grants the user a +30 bonus to
Interrogation Tests when used on a restrained
and helpless victim, and the victim suffers a
further -10 penalty to Deceive Tests made to try
and throw off their interrogator. Furthermore,
an excruciator can't inflict Damage on a victim
even with a badly botched Test, though the
victim still gains the usual bonus to resist further
questioning. Reckless or extended use of an
excruciator can be dangerous, however: if a
victim gains more levels of Fatigue than his
Toughness Bonus due to repeated interrogations Forgery Kit
he must pass an Ordinary (+10) Toughness A forgery kit is designed for one thing only:
Test or expire due to a sudden infarction. An creating or modifying documents with false

70
information or credentials. Typically thought of how advanced the kit is. More versatile and
as being the purview of scummers and recidivists elaborate kits can be categorised using the same
taking advantage of the Imperium's heavily scale as Item Craftsmanship.
bureaucratic nature, a forgery kit can be just as Common: Replacement sheets of paper or
readily used by the forces of justice and parchment and specially reactive inks can be
retribution to sidestep normal formalities and used to create copies of written material with as
observances as well as to infiltrate highly- much accuracy as the forger can muster. Wax
developed organisations and cults. Depending seals and stamps can also be replicated with the
on a forgery kit's level of sophistication and use of a configurable stamper or signet, though
versatility, it may be used on existing writs and specialty waxes might need to be obtained
certifications on paper all the way up to purpose- separately. In general, any written material that
made data-slates and cognomen, though some does not incorporate especially complex anti-
especially sophisticated forms of security may forgery features can be forged with this kit.
well be immutable by even the best forger. Common Craftsmanship forgery kits provide
Forgery is very often a capital offence on many a +10 bonus to Forgery Tests when working with
worlds, especially those with a strong paper, scrolls, and parchment documents. The
Administratum presence, and as a result skilled user must have the Trade (Copyist) Skill to
forgers are usually few and far between: the less benefit from the kit's bonus.
talented of their ilk frequently winding up as Good: This adds a specially derived codifier
scribe-servitors once their crimes are exposed. kit to the usual arsenal which can sniff through
Forgery kits grant a bonus to Forgery Tests documents and records for concealed or hidden
made by the user which varies depending on authenticators and anti-forgery features, though

71
defeating them may be another matter entirely. intrusion-slate and attachments increase the
The codifier can be attached to an auto-quill to weight of the set by a further 2kg.
replicate papers and forms with complex
headings and margin frames, and a special Gene-Printer
chemical wipe can simulate the weight or texture A gene-printer is a fairly sophisticated
of special types of paper. In the hands of a skilled apparatus that uses a small battery of logis stacks
forger, this kit leaves few types of documents combined with sensitive sniffer-fibres that can
that can't be bastardised. closely compare samples of gene-spoor (hair
Good Craftsmanship forgery kits provide a follicles, skin, bodily fluids, and so forth) to
+20 bonus to Forgery Tests when working with determine if they are from the same source. The
paper, scrolls, and parchment documents. The Adeptus Arbites and their skilled verispex adepts
codifier can also identify hidden anti-forgery make heavy use of these devices to secure
devices in the material to be forged - the user evidence of guilt from the persecuted - criminals
must succeed on an Opposed Scrutiny Test and recidivists have decried the reliability of
against the original writer's Security or Trade such arcane methods, though the Lord Marshal
(Copyist) Test made to apply the measures. The Goreman has insistently defended their accuracy
user must have the Trade (Copyist) and Tech and even-handedness. Aside from the black-
Use Skills to use all of the equipment. The armoured Arbitrators, well-funded enforcer
codifier and extra chem-sets add an additional cadres, such as Scintilla's Magistratum, also
3kg to the weight of the total set. equip themselves with these tools of justice. A
Best: Aside from written records, this forgery gene-printer is fully self-contained, requiring no
kit can also falsify materials that are kept in data external connections to process its information,
format on data-slates or cogitators whose and is compact enough to be stuffed into a
memory can be modified after-the-fact. Many backpack and carried in the field, which allows
types of cognomen can be forged or modified for quick analysis and conviction of the guilty
too, which can open quite a few doors both without the need to return to an enforcer house
literally and metaphorically. An intrusion-slate or precinct-fort.
filled with eager lines of macro-code can be Using a gene-printer requires a successful
connected to other data-slates and cogitator Ordinary (+20) Tech-Use Test. Two samples
systems which can readily delete or substitute of gene-spoor are placed in individual trays and
data that is already contained, though it lacks the taken into the gene-printer where it performs its
power to perform any meaningful damage to the analysis and conclusions - the process takes
operating routines of the equipment itself. about 1d5 minutes. Any success confirms what
Because of the threat posed by this type of relationship, if any, the gene-spoor samples have
forgery equipment it is not uncommon for to one another, while failure indicates an
especially valuable or important information to inconclusive result. Failure by three or more
be stored on data-slates that can only be written degrees does the same but also ruins both
to once, which is effectively foolproof right up samples as the gene-printer's machine spirit
until the forger physically replaces the slate's becomes irate. While effective for most cases,
innards with some of his own devising. providing samples of exceptionally strange gene-
Best Craftsmanship forgery kits provide the spoor, such as heavily mutated creatures or
same bonuses as the Good Craftsmanship xenos beings, can have unpredictable effects.
versions but can also be used on records that are
contained on most types of data-slates and
Glidewing
This techno-marvel enables a limited form of
cogitator banks. Cognomen that use any kind of
flight for its wearer with large avian-like wings
circuitry or memory coils can also be forged. The
that create a striking image. A wound-be flyer
dons the glidewing's harness which is worn like a

72
sites, assassinate enemy leaders, and sabotage
weapons and equipment.
Using a glidewing requires the Pilot
(Glidewing) or Pilot (Personal) skill. A glidewing
grants the user the Flyer (12) Trait, but is
incapable of gaining altitude without the use of
thermal updrafts and cannot hover in any
meaningful way. If launched from a platform
that is at least 15 metres off the ground a
glidewing can remain flying until its wearer/pilot
tires from using his body to control the lifter's
turning and altitude adjustments - use the rules
for Forced Marching (page 213 of Dark
Heresy), reducing the time margins by half to
accommodate for the greater effort required to
control the glidewing. Flying a glidewing
requires the use of both hands. "Donning" a
glidewing's harness and pack elements takes one
minute, and the apparatus can be removed as a
Full Action. While in its folded position a
character can move and act freely on foot, but
the bulk of the glidewing itself imposes a -10
penalty to Agility-based Tests. Because the alloy
body of the glidewing is fairly fragile most who
large backpack - projections slightly shorter than would attempt to use one in a combat situation
the wearer's legs are used to steer and maintain quickly remove the harness once on the ground
stability while the thin metallic plates that scissor and collect it again at the cessation of battle.
outward like wings provide aerodynamic lift.
The glidewing works off of a combination of air Grav-Chute
currents and passive suspensor fields - it does Grav-chutes are the preferred means for flyer
not have an engine or propulsion source in the crews to bail out of a crippled vehicle in flight,
traditional sense, which helps keep weight and but are also often used by the Imperial Guard to
complexity low. Glidewings are often a plaything rapidly deploy strike teams from aerial
of nobles who hike up mountains or tall towers transports and gunships. A grav-chute works off
and then fling themselves off to leisurely survey of the same principles as a much larger and more
the lands below as a sort of escapism from the powerful jump pack, but is merely designed to
confines of gravity, soaring through the air on slow the wearer’s fall to a survivable speed –
glossy silver wings, but limited numbers have handy after jettisoning one’s self from a high
turned up in the hands of military users where altitude transport. A grav-chute’s backpack
they are employed like a long-range grav-chute, frame mounts a pair of stabilised counter-grav
deploying commando teams far behind enemy generators that rapidly decelerate a falling
lines in daring night-time raids. The fact that a wearer – assuming the device functions
glidewing is nearly silent in flight makes it ideal correctly, the character will return to the soil
for this purpose, and matte black versions with relative safety, though it is to his detriment
carrying strike teams can insert quietly to if he can’t find somewhere safe to land. Grav-
destroy important communications and logistic chutes are designed with simplicity and ease of
production in mind, which allows them to be

73
manufactured in large quantities, but this does of secrets or lost information and are simply
tend to result in more than a few having waiting for the right kind of stimulus to reveal
defective power cells or generators. Most their contents. An alarming number of grey
patterns of grav-chutes include a dedicated devices seem to keep turning up in the hands of
reserve drogue just in case the counter-grav hivers and forge labour helots, however, many of
generators prove less than successful. which have developed a gambling game based
Grav-chutes can be configured to deploy off of the grey box's actions and responses to
automatically at a predefined altitude (anywhere various occurrences around it. More rarely,
above 500 metres), including the moment the commoners have used grey devices as unusual
wearer leaves his flyer, or can be left to a manual means of prognostication, as the boxes tend to
activation at the wearer’s discretion (requiring a produce very recognizable noises and patterns to
successful Routine (+20) Agility Test). A grav- verbally stated or written questions made in
chute has a 10% chance of failing to activate – if their presence. Whether this is actually a
the grav-chute fails, the character can attempt to property of the enigmatic devices or just unusual
activate the reserve drogue with an Ordinary coincidences is unknown, but an alarming
(+10) Agility Test, during which time he falls number of men condemned for heresy seem to
another 100 metres. If the Test fails, the wearer have first strayed from the path of the righteous
can attempt to activate it again until it opens or after an encounter with a grey device.
he hits the ground (inevitably with fatal results).
Grav-chutes are somewhat noisy and the "Heretic's Wake" Deck
generators create prominent blue jets when the As the name may suggest, this debased deck of
device is in operation – this can make a grav- tarot cards is used in an extremely illegal card
chute’s wearer vulnerable to enemy attacks, game that has spread throughout the Calixis
leading some to risk a manual activation at very Sector over the last century. The designs on the
low altitude. A grav-chute needs an absolute cards themselves, twisted parodies and satires of
minimum of 50 metres to slow the wearer to a those on a proper Ministorum-sanctioned deck,
safe landing – activating the grav-chute below are rumoured to be the machinations of the
this altitude means the wearer takes Damage infamous heretical illuminator Cassilda. While
when they hit the ground as if they’d fallen from the Inquisition has so far refrained from
a height equal to every metre past the 50 metre declaring the cards to be a moral threat this has
minimum. A character with the Pilot (Personal) not stopped the Sector Synod from doing
skill can attempt to steer a grav-chute as it everything in its power to stamp out the game -
descends, though only if the counter-grav those found in possession of a deck are subject to
generators are functioning. grievous punishment, and enforcers of the
Ecclesiastical laws catching the players of a game
Grey Device in progress will typically put the entire table
Few know about the origins of these (along with any spectators) to the torch.
mysterious brushed-metal boxes, and those that Paradoxically, the crackdown has only made the
do are perfectly tight-lipped about it. A grey game more popular, and hands being played
device is a machine of unknown provenance – with an open chair for the curious can be found
when connected to a power source, it chirps and in dark corners in almost any city on every world
whirrs at odd intervals, but seems to have no in the Sector. It is said that drawing a certain
other function. A few Magi of the Mechanicus combination of cards will grant the player
have speculated that the grey devices are visions and instructions toward a far greater and
fragments of archaeotech, machines meant as more dangerous game - or possibly just make
part of some broader system or network, but the them go mad.
bulk believe that the grey devices hold some kind

74
Hololith/Holo-Projector sending the immediate signal to common hivers
A far more advanced device than simple image and enforcer heavies alike that a death was no
projectors, a hololith can display all matters of mere murder. The symbology can vary widely,
visual material as a shimmering monochrome but those who are well connected in the criminal
cone in the air. Anything from text to picts and underworld - and all too often, the halls of the
charts can be displayed as such, and those with elite in the spires - will typically use a winking
sufficient connections can even illuminate live skull or a crying mother to show that powerful
feeds over vox and pict-casters. The hololith forces have ordered the killing. Holo wafers that
console itself is bulky and seems heavier than it turn up next to a corpse on distant worlds are
should, typically encased in a strong alloy or especially profound, showing that the long and
wooden case with polished brass or copper vindictive arms of intrigue from the Sector's
fixtures and bristling with cables and wires for capital know no distance or time.
connection to external cogitators or vox-
terminas jacks. Because of its ungainly Intrusion Spirit
construction hololiths are typically used in This simple, almost featureless-looking data-
stationary environments, such as the briefing slate has a single port that is covered by a
rooms of many Adepta compounds and military removable insulated cap. Securely locked within
headquarters where their illuminations can be is a particularly feisty and rebellious machine
viewed in darkened chambers filled with incense spirit eager to escape its prison and wreak havoc
and vapours that enhances the clarity of the on greater machines and systems. Intrusion
images. Aside from creating a stunning look, spirits are the ultimate multikey for logis-
typically with vibrant blues or oranges, a hololith controlled locks and security devices - once
also has the advantage of central display - an unleashed into the system, the intrusion spirit
audience can sit in a circular configuration, goes wild and partakes in a wanton orgy of
keeping the attendants in close contact with one consumption, devouring and obfuscating
another as compared to stretched oblong seating everything it can before burning itself out,
for typical projectors. leaving the lock open and totally unable to be
Good Craftsmanship hololiths can display secured again. Obtaining a securely packed
their images with multiple colours at once to intrusion spirit can be a costly endeavour, but
create a sharper and more defined visual, but the ease at which they can brutally force open
otherwise function the same. advanced security devices makes them worth
every Throne to the infiltrator who can take no
Holo Wafer chances. Once the intrusion spirit has run its
Holon wafers are small disposable devices course, the plain data-slate becomes little more
about the width of a coin and no larger than a than a paperweight. The Adeptus Mechanicus is
man's palm. Each contains a tiny power cell that sharply divided on the use of intrusion spirits -
provides enough power to project a small some believe in their great utility as well as the
hololithic image when a button is depressed. esoteric interest in the destructive and almost
Holo wafers are largely novelty items that are emotional manner they carry when deployed,
sometimes used as bargaining chips, badge or while others view it as being an abuse of Mars'
crest displayers, and signal markers - anything sacred craft that skirts the fringes of tech-heresy.
that a common card or small sign could be used An intrusion spirit grants a +30 bonus to
for, but with a pleasing projected appearance Security or Tech-Use Tests made against any
that floats a few centimetres in the air. In the locks or security devices that have any kind of
underworld of Hive Sibellus holo wafers tend to data-port that the intrusion spirit can access, and
have a far more sinister application as the the Test takes only a Full Action to execute. Any
"marques" of professional assassins and hitmen, locks or security devices opened by an intrusion

75
spirit remain open until they have received horizontally or vertically. The ascender itself can
repairs by a suitably ordained membr of the move much faster, but the strong vibration and
Mechanicus. The intrusion spirit can only be risk of getting caught up in the cable or
used once, even if the Test is a failure. Note that mechanism can lead to disastrous accidents. A
a failed Test will almost always activate any sort character can move up to twice his Agility Bonus
of tampering fail-safe or alarm that may be by succeeding on an Ordinary (+10)
installed on the security device - use of an Acrobatics Test or Challenging (+0) Agility
intrusion spirit is very decidedly an all-or- Test, with failure indicating that he loses his grip
nothing approach. on the ascender. As a safety feature, a line
ascender will stop if it meets any kind of
Line Ascender obstruction on the line that might inadvertently
A line ascender is a fairly simple powered disengage the wheels. Attaching a line ascender
device that is intended to be attached to lengths is a Full Action and removing it is a Half Action.
of rope or cable and quickly move the operator
up or down the line. The tripartite machine is Melta Gel
composed of individual wheels or fine-toothed A blanket term for highly compressed reactive
gears each possessing its own motor installed in pastes meant to fuse and cut metallic objects,
a flexible hinged bracket. The bracket is opened melta gel is so named on account of the intensity
or closed like a bolt cropper, causing all three of its white-hot reactions are akin to the results
moving parts to clamp down on the line and grip of a melta gun's discharge. Melta gel is most
it firmly. Two handholds are provided onto often used by the crews of voidships to perform
which the user grips and then allows the device
to pull him along in the desired direction. The
ascender can be sent along the line without
anyone holding onto it by engaging a separate
auto-mode switch, in which case it zips along
until it reaches the end of the line and stops
there. Line ascenders are typically used by
manufactorum crews and mine-rig operators as
an easy way to cross open areas or reach vertical
areas quickly and with minimal effort - these
areas frequently have cables and lines in
abundance, whether for use in stabilising a
structure, providing an insulative ground link,
or even purpose-built transit cables for the
ascenders themselves. Unlike grapnels, they are
not typically used in military applications as the
sound of the three rollers meshing together
around the line produces a distinctive whining
noise that can carry noticeably far.
A line ascender can be attached to any
reasonably smooth rope, cable, wire, or line that
is free of obstructions and knots. Once attached,
the user can grip the line ascender (using both
hands) and ride it safely at a speed of up to their
Agility Bonus in metres every round regardless
of whether the ascender is moving up or down,

76
spot repairs of hull plating or to cut entrances which tend to be couched in morality tales or
through bulkheads or jammed doors. Aside from hasty warnings so as to evade the censor's hand.
the requisite intensity to burn through super- Firebrand Ministorum preachers often target
dense naval alloys, it also possesses the highly these "dirty maps to heresy" for showy and
desirable quality of functioning in the absence of theatrical conflagrations, but most powers-that-
oxygen - very useful in situations where a partial be allow the publishers to carry on their torrid
or total loss of atmosphere can be encountered. serials either as a source of tax revenue or
It is less commonly used in planetary environs, because the stories within their pages keep the
though it does have certain special applications, readers properly incensed against threats to
such as quickly cutting up gargantuan sections society. The dreadfuls with a wider circulation
of conduit and fusing gas extraction rig-heads tend to receive a cursory glance from the
before pumping has begun. In theory, it could be Inquisition from time to time, however, should
used as a substance for military demolitions, but any dangerous information manage to work its
the fairly slow burning would make its utility way into the scripts and illustrations.
questionable in combat and the very bright light
it emits would do the same for covert action. Pict-Fly
A single tube of melta gel can create a thin line Equal parts techno-wonder and elite espionage
up to five metres long at a rate of up to 10 device, pict-flies are wonderfully useful
centimetres per Round. Melta gel's sticky instruments for the conniving and underhanded.
consistency can adhere to many surfaces The tiny brain and nervous system of a flying
allowing the user to "draw" a line as he desires, insect is housed within a compact multi-legged
even on vertical planes. Melta gel is ignited when construct that can crawl around on its needle-
a current runs through it (a small "pocket like appendages or fly on minute gossamer wings
sparker" is provided with the tube), inflicting - only close inspection or an auspex scan would
1d10 points of Energy Damage with a reveal the mechanical nature of the device. A
Penetration value of 10 every Round for a full pict-fly has a limited logis stack that can receive
minute, but it can only react with metallic and carry out basic instructions, such as "follow
substances - if ignited on organic or mineral the man in the red boots" or "hover above the
matter, such as rocks, flakboard, or a Grox, it terminal for an hour", which it will carry out to
simply burns and fizzles away with little more the best of its ability. A battery of micro-sized
than a few puffs of smoke to show for it. Melta pict-stealers and vox pickups can record and
gel can remain on whatever it's been stuck to transmit the visual and audio cues from the
almost indefinitely, but the application of an immediate vicinity via a tightly compacted
alcohol-based solution causes it to crumble away antenna coil in the pict-fly's abdomen - the
into a harmless sludge. device has no room for any kind of data-storage,
so any signals sent to an inattentive viewer are
Penthrift Dreadfuls lost. A pict-fly can transmit its findings over a
These cheaply-printed pamphlets and long distance, but the broad frequency can be
periodicals are a rather base form of easily jammed by background interference,
entertainment for hivers, hauler crews, and other operating machinery, or large metallic objects,
"lowest common denominators" of Imperial and most clandestine types who would use a
society, though adepts and the well-to-do have pict-fly prefer to let their costly tool get no more
been known to indulge in their lurid pages from than a few hundred metres away.
time to time. Penthrift dreadfuls typically A pict-fly can transmit what it sees and hears
contain all matters of sordid literature - murders to most common pict-casters with the aid of a
of passion, ganger killing sprees, intrigue in the special receiver module that can also be used to
hive spires, and terrible xeno seductresses - all of recharge a pict-fly's unique power cell (the

77
module weighs 2kg). The visual and audio end of a sturdy handle about 20 centimetres
returned tends to be of a fairly low quality - across. When an activation stud is pressed, the
Perception-based Tests to observe the going-ons pinner begins emitting a powerful field
take a -10 or -20 penalty for sight- and sound- fluctuation. This has no apparent effect on its
based occurrences, respectively. A pict-fly's own, but existing magnetic fields become far
insectoid wings create a low buzzing noise in stronger - especially those that run off of
flight - those nearby can attempt a Hard (-20) electromagnetic reactions, such as dipole mag-
Awareness Test to locate the pict-fly while it is locks and mag-harnesses. Kasballica agents,
flying. The pict-fly has the Flyer (5) Trait and along with the scummers and recidivists whom
can make Concealment Tests with an Agility of they sell to, have been known to thoroughly
50 if it needs to hide. Because of its diminutive humiliate entire Arbitrator kill-teams by
size and fragile construction, any kind of attack - activating a pinner and then fleeing into the
including an errant stripling swatting it out of shadows while the troopers struggle to free their
the air with a stick - ruins the arcane device. The weapons from overcharged mag-harnesses.
pict-fly's power cell can operate for up to three These affronts, combined with the complete and
hours, after which it finds the nearest flat surface total havoc a pinner can wreak if activated in an
and shuts down. area of heavy machinery, has made mere
possession of one an offence punishable by
Pinner summary execution, typically with a very public
A pinner is a decidedly criminal item that shotgun blast to the back of the head.
many suspect is produced using illicit funds Activating a pinner is a Half Action that only
from the recidivist Kasballica syndicate. The tool requires a free hand to hold the device. Any
resembles a hand-held dumbbell used for active magnetic devices within a 30 metre radius
strength training and practicing bell-ringing exponentially increase in power, which can cause
motions, with the large cylindrical pods on each all sorts of unpleasant effects. A character

78
wearing a mag-harness or using a dipole mag- failure returns inclusive results. Failure by two
lock must succeed on a Hellish (-60) Strength or more degrees, however, causes the poi-savant
Test to pry his weapons or gear free of the to misread the sample, possibly reporting safe
supercharged magnets. In the case of the mag- food as toxic and poisonous food as safe (GM's
harness, the character may find themselves discretion). Other functions depend on the poi-
physically stuck to a nearby wall or floor if the savant's level of Item Craftsmanship.
surfaces are ferrous in nature. Poor: The cheaply-made cogitation coils and
relays in this savant require a larger housing and
Poi-Savant analyse information more slowly, but its ability
Some food, whether naturally-occurring or to detect poisons is just as good as the better-
deliberately tainted, can be just as deadly as a hot made versions. They are often used as a cost-
bolt slamming into your centre of mass. effective way for explorers to forage on alien
Travellers on distant and unknown worlds, worlds and are also used as part of agri-
brave or foolhardy traders making contact with processing to randomly check foodstuffs for
untrustworthy xeno counterparts, or hive nobles contamination or unacceptable levels of toxins.
in societies known for backstabbing can all find The device must be pressed against the food to
death in consumption of food and drink - fleshy be sampled so the simple reader-cell can take in
plants that resemble something from one's home the suspect food's essences.
world could be virulently toxic, and the piping Poor Craftsmanship poi-savants are about the
hot brew offered by a friendly server might be size of a small pistol, complete with a grip to
laced with a deadly poison. A handy poi-savant hold it, weighing twice as much and taking a full
can provide a quick warning as to whether or not minute to analyse whether or not a food item is
a foodstuff is safe to consume, making it an safe (the user can't take a penalty to their Tech-
essential tool for those who are often around Use Test to reduce this time).
potentially perilous consumables. Poi-savants Common: About the size of a data-slate and
come in a variety of shapes and sizes, with including a small screen to report findings, this
costlier variants being smaller and more discreet type of poi-savant is the most typical variety
to use, but all work on a basically the same used by those with a concern for their food's
principle: the cogitation stack contained within purity. The savant makes use of a needle-like
performs a fast analysis on a sample of the food wire lead to sample solid or liquid foods - a hot
to be consumed, either through sticking a small item that is giving off vapours, such as a freshly
probe into the substance, or if the food is hot, cooked Grox flank, can simply be passed over to
ingesting the vapours it gives off. The sample is provide enough of a whiff for the savant's use.
referenced against various bio-chemicals known Good: Expensive poi-savants are built with
to be toxic, either by themselves or when mixed miniaturised circuitry and samplers, often no
together, which generally provides a very larger than a small pencil or flow-pen which can
accurate and no-nonsense prediction of the be easily hidden up the sleeve of a generously-
safety of the sampled food. The poi-savant is no cut garment - perfect for discreetly checking the
gourmet, of course - a confirmation that food is amasec at a soiree. The entire savant is used to
edible doesn't mean its flavour is at all desirable. test food's safety, typically by inserting the tip a
A poi-savant can be used as a Full Action by millimetre or two into the item, though simply
making an Easy (+30) Tech-Use Test or as a holding the instrument near hot food will be
Half Action by making an Ordinary (+10) sufficient thanks to rising thermals carrying
Tech-Use Test - the latter can also be concealed traces of virulent substances that may be within.
from suspicious or easily-offended eyes with a A tiny light on the opposite end of the savant
Sleight of Hand Test. Any success indicates indicates the food's safety - a solid glow for
whether the food is safe to consume, while a

79
edible, blinking for toxic, and a single blink for around a core similar to a highly oversized
inconclusive results. stummer linked to a number of microphones
Good Craftsmanship poi-savants weigh only integrated into the device's housing that cancels
one-quarter as much as Common Craftsmanship out noise within the field, but with the aid of a
versions and grant a +10 bonus to the user's "null cone" at the very centre that still allows the
Sleight of Hand Tests if he's trying to be discreet occupants of the field to hear one another.
in using it. Visual dampening is done by manipulating and
Best: The finest of hair-thin coils and rare bending light in the area around the device, a
metal-clad inputs allow the poi-savant to be technology that some believe may be less than
shrunk to an utterly miniscule size. These human in origin - if the Adeptus Mechanicus has
savants are almost invariably crafted to taken umbrage to such speculation it has not
commission by spire nobles, Rogue Traders, and stopped their members from using privacy fields
other men of worth who can't afford the social when discussing matters of high importance.
faux pas of acting with impropriety when eating Some establishments that cater to an especially
with their peers (no matter how prudent it elite clientele will integrate a privacy field
would be). Common shapes and forms are rings, generator into tables or fixtures in the ceiling,
bangles, and small piercings, all of which could but most of these rare and infinitely useful
idly brush up against food with a gentle devices are designed to be carried around like a
movement of the arm. Some go to particular piece of luggage so they can be set up at liberty -
extremes and actually implant the device into a opening the case reveals the device's controls.
finger or palm, allowing any food handled For all its power, a privacy field generator is no
directly to be sampled. more difficult to employ than a common vox-
Depending on the style and situation, a Best caster, though attempting to disassemble one
Craftsmanship poi-savant grants a +15 or +20 almost always results in the device failing to
bonus to Sleight of Hand Tests made to activate again when put back together.
discreetly use the device - its weight is negligible. A privacy field generator can be activated or
An implanted version costs an extra 700 Thrones deactivated as a Full Action with an Ordinary
and is all but imperceptible to anything but the (+10) Tech-Use Test. While active, the
most discerning or suspicious eye. generator projects a field in a five metre radius
that distorts vision and completely absorbs
Privacy Field Generator sounds on both sides of the field along with
There are times where a man simply does not completely preventing any kind of wireless
want his affairs to be known to unwanted parties communication, such as through a micro-bead,
- shadow operators and their handlers, delicate between the inside and outside areas of the field.
commerce negotiators, and Inquisitorial cell The field itself glows warmly, creating the
briefings can all benefit highly from having illusion that the characters and objects within it
absolute confidence that the immediate are beyond a gently sifting pane of frosted glass -
surroundings are devoid of prying eyes or ears this obscures all detail, but does absolutely
and their mechanical counterparts. A privacy nothing to hide the existence of the group itself.
field generator does exactly what its name The generator must be nominally stationary
suggests - projects an area of both visual, aural, while the field is in operation: it could be used
and wireless interference that blocks visual on a voidship sailing through the immaterium,
observation as well as sound waves and acts as a but accidentally knocking it off the table results
narrow-spectrum jammer for vox-bugs and in the field disappearing as the generator shuts
other such listening devices. The exact method off to protect itself from damage. The generator's
of operation of these clandestine devices is hard internal power cell has enough energy for about
to pin down. It is believed that they are based an hour of usage, but most users keep it

80
connected to an available conduit to make the hand could serve as a psy-focus. These
assurances that the field doesn't fizzle out at an trinkets are never encountered for sale as such -
inopportune moment. psykers just seem to know where to find them
and are typically tight-lipped about it.
Psy-Focus When grasped in the hand, a psy-focus grants
A psy-focus is something of a "charm for a +10 bonus to a psyker's Invocation Tests. A
psykers", though aside from whatever mystical psy-focus can be immediately identified by a
powers the charm may possess it is also a psyker with an Easy (+30) Psyniscience Test,
decidedly psychoactive item. Whether or not this but to most other characters it simply appears to
is an innate property of the item itself or actually be a charm or some other common item.
a manifestation of the psyker's will through a
properly attuned trinket is anyone's guess - the Psycrystal
less one ponders the nuances of the warp the These strange quartz-like minerals began to
better. Any Emperor-fearing sanctionite will appear in the Calixis Sector after the Koronus
inevitably have a psy-focus of some kind - more Expanse was opened. Initially considered to be
common examples include sacred relics such as little more than attractive conversation pieces,
small bones or vials of blood, holy icons and demand picked up considerably after it was
badges, crystals and jewelry, and other blessed found that the normally smoky grey crystals
mementos typically bearing at least a small began to glow with a deep purple aura when in
number of Ecclesiastical symbols. Of course, the presence of warp energies. These can be used
more obscure or esoteric psy-foci can be found - for a variety of purposes - one whimsical touch is
silver-finished pistols, mercy blades, belt on the famous liner Andrea Graza where the
buckles, walking staves and so forth. In theory, crystals are integrated into the halls of the
just about any smallish item that can be held in passenger decks to indicate to the embarked
when the vessel is in the warp - but by far
the most sought-after application is in the
detection of psykers themselves. Those
who seek out and acquire these unusual
and provocative items tend to have a
deep-seated fear or concern that those
with extraordinary powers may be spying
on their activities, or worse, lurking
around corners with nefarious intentions
in mind. The fact that psycrystals tend to
be found on barren, dead worlds that
once hosted verdant life before some sort
of cataclysmic event obliterated the
biosphere (a worryingly common
occurrence in the Koronus Expanse) has
given them a slightly disquieting
reputation in spite of their obvious utility,
with some suggesting that the crystals
themselves are cursed.
A psycrystal requires no activation or
input from its wielder whatsoever -
simply having it where it can be seen is
sufficient. The crystal gives off a rich

81
purple hue about as bright as a candle when any of micro-tech art just as much as useful tools of
of the following exists or occurs within a five exploration and reconnaissance.
metre radius: a creature or character with a Psy Sky eyes can be loaded with a set of
Rating or under the effects of Spook; an object or instructions to cover and scan a given area up to
item recently held by a psyker or which has a 15 kilometres away - the device takes to the air
strong psychic attunement; or a psychic power and finds its way to the target, using its micro-
or effect is used on anyone or anything. Much scanners to create a three-dimensional map of
more powerful psychic effects, such as a voidship the area. The process can take anywhere from a
entering the warp or the summoning of a greater few minutes to several hours depending on the
daemon may cause a psycrystal to flare up even size of the target, distances involved, and "traffic"
if it is occurring significantly further away. that the sky eye must avoid to get there. Its task
Psykers seem to have an innate dislike of complete, the sky eye will unerringly return to
psycrystals, finding them to be uncomfortably the location it was launched from (this requires
hot to the touch and generally off-putting in an the docking station to be at the same general
indescribable way. Sustained contact with one spot as it was when the sky eye left). landing
for more than a few moments will begin to cause flawlessly to begin recharging and providing the
burns that will increase in severity until the information it has gathered. The docking station
psyker begins taking actual Energy Damage. is equipped with a small hololith to display the
A character carrying a psycrystal may find maps on-location, and includes standard data-
himself suffering from calamitous situations ports so the information can be sent to data-
more often than usual - treat this as something slates for later review on larger systems. Simple
of the inverse of a charm. instructions, such as taking a peek at the roof of
a nearby building, require no Tests on the part of
Sky Eye the user. More complex plans or programs,
A sky eye is a fantastic piece of techno- especially those directed at areas that can't be
arcanum about the size of a scrumball that can observed from the launch location, will typically
scan and survey large amounts of territory from require an Ordinary (+10) Tech-Use Test, and
the air with almost as much ease as a much may be considerably harder if the sky eye must
larger recon-drone sometimes employed by navigate in a very specific way, travel near the
artillery regiments of the Imperial Guard. The edge of its operational radius, or fly through
sky eye takes the form of an almost featureless small passages or openings. On a failure, the sky
metallic sphere dotted with dozens of tiny ports eye simply refuses to launch, though failure by
for micro-scanners and an inbuilt suspensor two or more degrees angers its machine spirit
array - there is no apparent means to access the and causes it to become inert for 1d10 hours.
sky eye's no-doubt wondrously sophisticated The sky eye is durable enough to survive
innards. A sky eye is paired with a similarly bumping into objects or minor impacts in the
elegant docking station that provides the device course of flight, but its body is easily destroyed
with power and is used to input commands. The by weapons fire - if it takes even a single point of
sky eye can be programmed to fly out to a given Damage, the sky eye self-destructs in a brilliant
area and perform surveillance quietly from the cascade of white sparks to preserve the enigmatic
air - it moves at a modest speed but with construction from hereteks and others who
impeccable grace and can cover a substantial could prosper with its secrets. The sky eye moves
area before returning to its docking station to with the Flyer (8) Trait and its active stealth
recharge and display its findings. In the Calixis procedures require a Very Hard (-30)
Sector only the highly advanced and sprawling Awareness Test to notice its presence by sight
forges of the Lathes can produce these exquisite or sound, though an auspex scan will detect it
machines, where they are viewed as being works normally. If the sky eye and its docking station

82
are uniquely paired, so if one is destroyed the a much more improvised restraint device where
other is effectively reduced to a mantelpiece the cape is literally tossed at the target, grappling
display. them in its embrace until more purposeful
binding can be affected.
Strait-Cape A strait-cape can be primed and flung at a
When manacles just aren't good enough, target where it will wrap them up - treat this as a
dedicated man-catchers resort to the strait-cape. ranged attack with a Range equal to twice the
This restraint device consists of a heavy duty attacker's Strength Bonus as well as the
synth-fabric bag reinforced with memory wire Inaccurate and Snare qualities. If properly
and festooned with other features meant for very secured using all of the strait-cape's finer
reliable confinement of the prisoner, though features, a process that takes about a minute for
most enforcers don't employ all of them at once a trained enforcer, a character is completely
except against especially dangerous captives. Helpless, Blinded, Deafened, and cannot speak,
With a strait-cape thrown over their torso, the preventing the use of any Talents or Skills that
prisoner's arms are completely restrained in rely on sight, sound, and the use of the voice or
immobile sleeves that allow no use of the hands limbs. When properly bound and tied, a strait-
and extra straps can further secure the prisoner's cape imposes a -50 penalty to Contortionist and
legs in a foetal or hogtied posture. The straight- Security Tests made to escape, and each Test
cape further includes a hood that can completely takes five times as long as usual. It is impossible
blind, silence, and deafen the prisoner with to break out of a strait-cape using pure Strength
heavy padded straps, keeping them isolated and alone - the captive is simply unable to gain any
unable to utter foul heresies (or nasty epithets) purchase to put their muscle power to good use.
to their captors. While not the intended purpose,
some chasteners of the Arbites believe that fully Tracking Device
confining a prisoner helps reinforce a sense of This very simple homer is designed to be
vulnerability, which makes them more pliant in covertly planted within a target's effects and then
the ensuing interrogations. Giving the qualities used to follow the unsuspecting victim or his
of memory wire, a strait-cape can also be used as targeted item. This sort of tracking effort is

83
typically deployed as part of a larger strategy to food or drink, the accessory being casually
use a compromised target to reveal the physical triggered when a hand passes over a plate or
location of the ultimate quarry. Because this sort serving tray to release its contents at a discreet
of endeavour usually indicates a high degree of moment. Venom rings are the most common
sophistication, finding a tracking device in your forms of this nefarious item, though other types
luggage is sometimes enough of a fear-inducing of jewellery can also be made to suit the user's
discovery to shake those with a weaker will. The tastes. The only real limit is adequate space for
tracking device itself is only about the size of a the reservoir and a convenient location on the
single Throne Gelt, using adhesive or magnetic body for deploying the poison.
pads to attach itself to just about anything. The A venom ring imposes a -20 penalty to any
device gives off a low power vox signal on Tests made to observe that the wearer is
unused frequencies that can be interpreted by a dispensing a poison or other substance into food
special handheld locator about the size of an or drink.
auspex. The locator indicates the rough direction
and distance on a small pict-screen, leaving the Vox Bug
operator to deal with structures and obstacles This self-propelled listening device is
that might be in the way. The locator can pick up essentially a miniaturised micro-bead's aural
the tracking device's bearing from many pickup and transmitter that has been fit into a
kilometres away, but interference from built-up mechanical body vaguely resembling a tiny
areas such as hive spires or giant manufactoria beetle. The cortical material from ubiquitous
yards can drastically shorten the range to as little hive-roaches makes up its basic intelligence
as a few hundred metres - this often necessitates functions - the vox bug can be told simple
fairly close pursuit. instructions, such as "climb into that woman's
A tracking device can be planted covertly handbag" or "hide in the left corner of the next
using Concealment or Sleight of Hand Tests as room", which it will carry out as best as its
necessary. Once paired to a locator, the tracking faculties permit. The bug can also be switched
device reports its direction and distance relative into an inert mode and then simply stuck under
to the locator as best it can - the rest is up to the a shelf, behind a conduit box, or any other
locator's operator. The device can be recovered concealed location, in which case its tiny pincers
and re-used simply by peeling it off from latch on to an applicable perch and it remains in
whatever it was attached to. Should the device or place. In all cases, the vox bug faithfully
locator be lost, the tracking device itself has a reproduces all noises that occur nearby,
base price of 50 Thrones while the locator's transmitting them to any micro-beads or vox-
makes up the rest for the purposes of obtaining casters that are listening in on the correct
replacements. A locator can only track a single frequency. The tiny transmitter can't apply
device at once. encrypt-ciphers to its signal, so it is not unheard
of for paranoid individuals to cycle through
Venom Ring frequencies on a vox-caster when entering a
Typically thought of as a decidedly Malfian room they suspect may be bugged. If a noisy
fashion accessory, venom rings are pieces of fine feedback loop appears on a given channel, the
jewellery that contain a small reservoir capable concerned party will know his privacy has been
of holding poison or toxins within. The ring compromised in the nearby area.
itself hasn't got any delivery methods, such as A vox bug can move along the ground or any
concealed injectors or darts - it "merely" makes contiguous surface at a rate of 1 metre per
the task of carrying the poison and preparing it Round. If it needs to hide, the vox bug can make
for use much simpler. Normally, a poison Concealment Tests with an Agility of 60. The
carried in a venom ring is meant to be applied to vox bug can transmit everything it hears just like

84
a micro-bead, including the range limitations platforms that can theoretically listen in on any
and the ability to trunk through a vox-caster. vox-casters on the entire planet.
Because of its tiny size and mass, any kind of Activating a vox-thief requires a successful
attack - especially being stepped on - ruins the Difficult (-10) Tech-Use Test to coax its
tech-artifice entirely. A vox bug can transmit for machine spirit into action. Once activated, the
up to a week before its power cell expires and user can begin to listen in on active vox traffic in
must be recharged. Agents who need to have the area. Isolating a specific conversation or
uninterrupted eavesdropping will often, pattern out from an area that already has heavy
circumstances permitting, wire the vox bug into communications, such as a hive spire or forge,
an available power box or conduit to keep its cell may require additional Logic, Scrutiny, or Tech-
fully charged, in which case it can theoretically Use Tests as deemed by the GM, though a
operate forever. properly configured emplaced cogitator can be
immensely useful in pairing off the background
Vox-Thief chatter. Encrypted communications require an
A vox is typically a secure way to
communicate with peers, contacts and allies,
but a where there's a will - and the right
artifices of the Machine God - there's a way.
A vox-thief is a uniquely purposed device
that is designed to clandestinely interject
itself into existing lines of over-the-air
comms, such as what is employed by most
vox-casters and micro-beads. The devices
are notoriously finicky to work with as their
machine spirit must wilfully interfere with
the operations of others, but an agent who
can make the machine work for his
purposes can quickly become a very
unwelcome yet totally unknown party to a
formerly secure channel. The effort required
to employ a vox-thief is heavily dependent
on the amount of "traffic" the user must sift
through to find what he's looking for. Open
areas where cultists meet in secret is a fairly
mundane task, while trying to jack in to a
coven in a heavily populated habstack could
be a very challenging endeavour. A vox-
thief's range is directly proportional to the
unit's size - most are about the size of a large
data-slate and are capable of scanning into
the nearby airwaves. Larger models that
resemble vox-casters in weight and
dimensions can reach out and spy on
unknowing subjects much further away,
while certain forge worlds are rumoured to
have gargantuan vox-thieves the size of a
heavy battle tank installed as orbital

85
additional Security or Tech-Use Test to reveal environment is tricky or there are other hazards
what's actually being said - the difficulty is to negotiate. Once armed, the operator can make
directly proportional to the strength of the a Challenging (+0) Tech-Use Test to reveal the
encryption and cipher. A compact vox-thief origins of local vox transmissions, which it can
about the size of a data-slate (weight 1kg) can search out to an absolute maximum of five
pick up signals within a range of about two or kilometres (conditions permitting). A simple
three kilometres, while a heavy-duty vox-thief success merely indicates the presence of vox-
that is designed to be carried around like a casters and their direction from the tracker,
backpack (weight 20kg) can reach out to a while one or more degrees of success gives the
distance of around 50 kilometres. Local distance to the nearest hundred metre increment
interference can dramatically shorten the radius as well as a more precise direction (generally
of either device, of course. Both versions are within a 10 degree cone). Three or more degrees
equipped with data-ports to log their findings of success returns an even more positive result,
onto data-slates or another available storage identifying the exact distance out to a 1d5 metre
format for later analysis. radius as well as the exact angle and bearing.
Failure simply displays a blank screen as if no
Vox-Tracker vox traffic was present in the area.
This heavily modified vox-caster can't actually
be used for any kind of communications at all, Ward Accessor
but its machine spirits have been repurposed There are many areas of Imperial hive cities,
into a much more creative and clandestine role: forge complexes, voidships, and other built-up
instead of bridging an aural link to another vox- areas that are off-limits to most passers-by but
caster, a vox-tracker locates others and reports which typically can't be staffed by armed guards
their general direction and distance to its to gently nudge the overly curious away. A ward
operator. This is especially useful for locating a accessor is a type of techno-key that is used to
target that has hidden himself in remote gain entry to a given area or areas that utilise
environments but is still keeping in touch with more complex electrical or logis-controlled
his contacts by a vox. A vox-tracker must be set locking and security mechanisms. The shape and
up in a particular fashion with the use of a style of these devices varies from world to world
detached interceptor array, making it something - more common types include alloy or plastek
of a cumbersome device to use in time-sensitive cards or coins that are read or passed through a
situations. Likewise, the device is essentially scanner, holo wafers that display a specific shape
useless in areas with heavy vox traffic - after recognized by an electric eye, and small circuit
trying to isolate more than a few sources of vox disks that interface with a simple cogitator and
transmissions the device will overload, possibly carry current at a specific power and modulation
blowing a few tubes before shutting down and that the system expects. Of course, much more
refusing to function again until its machine grandiose or eccentric varieties exist, including
spirit has been suitably placated. the placing and removal of great seals, inserting
The vox-tracker itself weighs 6kg - the staffs or sceptres into ornate receptacles, and so
remaining 5kg is the interceptor array, which forth, though these are often intended to convey
must be set up in a vantage point that has a grandiose sense of awe rather than for any sort
relatively clear line of sight. The array includes a of improved security means.
50 metre spool of cable to allow the vox-tracker The ward accessor listed here is for a common
to be set up in a more convenient location than card-type or coin-type version that is blank and
the outside of a foundry roof or ledge of a tall ready to be written with the desired code.
habstack. A vox-tracker takes a minimum of one Possession of blank accessors is usually not
minute to set up, possibly taking longer if the illegal, though it can be highly suspicious.

86
Inquisitorial
entrusted with a Badge of Office that bears the
seal of the Inquisition, providing the Acolytes
with a very positive form of identification along

Equipment
with a measure of the awesome power that their
Inquisitor wields - something that is best
employed with discretion. Revealing a Badge of
Office unequivocally states "I am in the employ
As an organisation that moves through shadows
of an Inquisitor - stand in my way at your peril."
and blend seamlessly in with the breadth of
"Bearing the seal" is thus a common expression
Imperial society until the time is right to reveal
within the Holy Ordos meaning that a situation
its holy fury, the Emperor's Inquisition arms and
has come to a head.
girds itself using a variety of kit, most of which
A Badge of Office typically takes the form of a
are sourced from mundane and unremarkable
slate grey or jet black data-slate that is gene-
origins. However, there exist a few things which
locked to the Acolyte it has been issued to. When
simply don't exist in the realms of citizen-run
grasped by its owner, the Badge displays the
manufactora and great industrial cartels. These
unmistakable symbol of the Inquisition and can
extremely unusual and esoteric pieces of
also offer up certified credentials of the bearer's
equipment are made to very exacting
identity. Less common examples may include an
specifications, either wholly within the
actual badge that displays a holo when activated,
Inquisition itself or contracted out to larger
an electoo hidden on the arms or torso, and so
forges who receive exorbitant compensation for
forth - the only real limit is the Inquisitor's
their efforts (and face exorbitant wrath should
imagination and preferences.
their secrecy ever be compromised). Most serve
a particular role to aid an agent of the
Inquisition in their duty, while others are Calixian Black Grimoire
arguably more simplistic effects that simply have Penned and annotated by a number of
a great significance or portents within that illustrious Inquisitors of the Calixian Conclave's
enigmatic organisation. Acolytes of the Ordo Xenos, this volume is nothing less than an
Inquisition will likely begin to encounter some encyclopaedic field manual on the nature of
of these items as they ascend in rank and known aliens and creatures that threaten the
prestige with their masters.
Despite the Inquisition's diligence, there have Inquisitorial Equipment
been a few instances of these reliquaries turning Name Weight Cost Availability

up in the hands of outsiders - alarmingly, Badge of Office 0.5kg Issued Only Near Unique
almost always those who would oppose the Holy Black Grimoire 1kg 2500 Extremely Rare
Ordos. Liber Excruciatus 3.5kg 350 Rare

Liber Heresius 2kg Issued Only Near Unique


Badge of Office
Psy-Tracker 1.5kg 2000 Very Rare
Many lowly Acolytes never actually meet their
masters, carrying on their work in secrecy and Psyocculum 2kg 1650 Very Rare
convening cells when they receive a coded Rosette Varies Issued Only Unique
transmission or find a sealed message tube at a Sentinel Array 15kg 12000 Near Unique
dead-drop. Those who have risen in favour,
Simulacrum Imperialis 10kg Issued Only Extremely Rare
however, may find themselves summoned to
become a more integrated part of the Conclave, Spy Mask 2kg Issued Only Near Unique

meeting with their betters and taking orders to Stealth Suit 5kg Issued Only Near Unique
investigate and destroy far more dangerous foes Witch Cage 7kg 3000 Very Rare
of man. These valued minions are often
†This item's Craftsmanship has one or more special effects

87
Calixis Sector. The work is as decidedly factual security precaution, leading some among the
as anything written by the hands of men. It Ordo Hereticus to refer to it as "the book so
contains the most reliable information available wicked it burns itself".
on how to identify, communicate, combat, and A Calixian Black Grimoire grants a +10 bonus
destroy a plethora of beings from beyond - with on Research Tests involving Ciphers (Occult),
hardly any of the usual inspiring and vindictive Scholastic Lore (Legend), and Forbidden Lore
tropes that permeate most written material (Cults, Daemonology, and/or Warp). The bonus
concerning the abominable entities. While it is increases to +20 for Forbidden Lore (Xenos).
presumed that the Inquisitor and his retinue will
"fill in" all the applicable hatred, the fact that the Liber Excruciatus
Black Grimoire is so devoid of condemnation This book exists in a variety of editions and
and spite - indeed, whole chapters are dedicated printings, often penned by different authors or
to xenos which can be reasoned and negotiated gathered from disparate collections, but in all
with - makes it an extremely contentious item cases it presents a very thorough dissertation on
within the Conclave itself. Representatives of the various means of interrogation and prying
Ordo Malleus have demanded that the tomes be
kept under close security to prevent their
contents from becoming known among the
masses, with many arguing that it belongs
alongside their own tracts on daemons and the
warp inside the hermetic vaults. The witch
hunters of the Ordo Hereticus have made even
more of an issue of the volume, claiming that to
even pen such damning filth is a grand heresy in
and of itself, the firebrands even going so far as
to threaten their peers in the Ordo Xenos who
bear copies of the folios. Ever the ones to walk
dangerous lines, the Xenos agents themselves
who happen to obtain a Grimoire have taken to
wearing them openly in Conclave communions
merely to antagonize their fellows.
The original Calixian Black Grimoire's
whereabouts are unknown, but copies have been
made and imprinted on special hand-crafted
data-slates. A reproduction Grimoire is
contained in a glossy black polyflex housing that
opens much like a clasped book to reveal dual
screens - the left displays text while the right
automatically cycles through picts, charts, and
illustrations as relevant for the written content.
The Grimoire further contains a miniaturised
gene-sampler which can confirm samples of
spoor as belonging to any of the creatures that
the volume has information on. Each Black
Grimoire is encrypted with a gene-lock that
grants only its owner access - anyone else
opening the slate causes it to immolate itself as a

88
information from those who'd rather not give it. mottos used by those who ferment such crimes.
The heavy leather-bound tomes look almost as While the Liber Heresius is a valuable volume
imposing as the verses and diagrams contained for research and preparation in striking down
within, often bracketed by dull iron or lustreless heresy wherever it may appear, it could just as
copper hardware to further the appearance. easily be used as an all-points-covered manual
Although they are an Inquisitorial fixture, many on how to start a cult and keep it hidden too. As
actual Interrogators only keep a copy for a result, only the most trusted of the witch
sentimental or introspective purposes, leaving hunters are allowed to obtain a copy of their
the actual hands-on work to the undoubtedly own, and must surrender it to the Conclave at a
less messy excruciator. Of course, there are those moment's notice without protest.
who genuinely enjoy that sort of hands-on work, Having a copy of the Liber Heresius on hand
and may keep a bloodstained copy of the Liber grants a +20 bonus to Research Tests involving
Excruciatus handy at all times for that purpose. Forbidden Lore (Cults and/or Heresy). Each
Reading off various gory procedures from the book is gene-locked to a single owner and will
Liber Excruciatus grants a +10 bonus on steadfastly refuse to open in the hands of anyone
Intimidate Tests made against characters who else. Only high-ranking members of the
are restrained and believe they're in imminent Inquisition's inner circles know the means to
peril of being subjected to the verses. Actually defeat the security mechanisms without also
using the book's techniques and methods as part destroying the book's content as well.
of an interrogation grants a +10 bonus to the
Interrogation Test, but also inflicts 1d5 levels of Psy-Tracker
Fatigue on the captive with each Test as well as Also known as an aetheroscope, a psy-tracker
1d5 points of Damage plus the interrogator's is a novel type of scanner that can monitor
Willpower Bonus. This Damage isn't reduced by disturbances in the empyrean and analyse
the captive's Toughness Bonus owing to the psychic fluctuations. As might be expected, they
especially creative (and sadistic) methods. are imminently useful tools for locating and
hunting down witches and rogue psykers,
Liber Heresius making them a favourite piece of kit for militant
Containing the collected wisdom, musings, witch hunters. The device resembles an overbuilt
anecdotes and philosophies of a thousand famed auspex with a hardened case that is inlaid with
witch hunters, the Liber Heresius is the many fine sensory wires that slightly rise up
definitive guide to heresy in its various from the housing, creating a textured
permutations. Detailed notes and explanations appearance. There is no apparent display - the
on the structure, activities, and nature of many psy-tracker is designed to be wired into a photo-
infamous cults and heretics, as well as how they visor where it overlays its findings. This
were discovered and their corruption rooted out, capability makes an especially potent tool if
fill this tome's heavy rigid pages. The book itself combined with a psyocculum, ensuring that
has a solid metallic cover and binding with a almost no witch could hide from the piercing
gene-coded clasp, creating a very sturdy and gaze of the Inquisition. While many within the
impressive-looking reference that is emblazoned Holy Ordos regard these implements of
with the symbol of the Inquisition. Aside from a discovery as sacred and revered tools, some have
mere chronicle of the Ordo Hereticus' great noted with a degree of bemusement that the
accomplishments and purgations, the book also inner workings of a psy-tracker are uncannily
contains a great many manuscripts and treatises similar to devices used to monitor a voidship's
on how to identify incipient heresy, recognise Geller field and the systems that create it.
signs and symbols commonly used by heretics, The user of a psy-tracker must have the Tech-
and how to be cognizant of subtle creeds and Use Skill, though no Tests are necessary under

89
can confuse a psy-tracker, and a user
would be well-advised to use
discretion when pursuing what the
tracker believes is a dangerous witch.
A psyker can make use of a psy-
tracker to augment his own seeking
abilities, but the device can't be used in
any Round in which the psyker
channels his gifts, such as making a
Focus Power Action or Invocation
Test, or sustaining a Psychic Power.

Psyocculum
These thick, opaque black goggles
are rimmed with powerful
miniaturised scanners and aetheric
probes just beneath the surface of the
sturdy housing, all of which are
processed through a pair of tiny logis
stacks to project a visual cue around
psychic beings that the wearer lays his
eyes on. While much more simplistic
and primitive compared to a proper
aetheroscope, a psyocculum is
effectively "always on" and requires no
physical manipulation to invoke its
powers - as long as the wearer has a
keen and suspicious eye, witches and
normal operation. When connected to a photo- daemons will not escape detection. A
visor or other suitable display, a psy-tracker psyocculum includes a plug that allows it to be
allows the user to make Awareness Tests to connected to a full psy-tracker, giving the
determine the location and relative strength of righteous bearer a more in-depth spectrum of
psychic forces and disturbances, the presence of witch-finding, and may include other faculties as
daemons and psykers (or vacillating signs of well depending on the design and orders of the
recent passage), and any lingering effect that a commissioner.
psychic emanation may leave. The difficulty of A psyocculum allows the wearer to make
the Test will vary depending on the situation, Psyniscience Tests with a +20 bonus, but only to
especially if the target is deliberately trying to detect the presence of daemons or psykers that
suppress their psychic "signature". A psy-tracker are hiding in sight. If the wearer is observing the
has an effective range out to several hundred being the psyocculum will superimpose a
metres, though very powerful occurrences, such shimmering aura around them, the intensity of
as an alpha-class psyker immolating an entire which can be used as a general gauge of the
convent or a daemonically-possessed cruiser creature's psychic strength. For an extra 200
appearing from the warp in low orbit, can Thrones a psyocculum can also have a photo-
register from great distances. Energy fields, such visor's amplification features built in to the lens,
as magnetic containment housings of plasma allowing the wearer to see in areas of darkness. A
reactors, along with psychic "background noise" psyocculum's heavy construction means it also

90
protects the wearer's eyes from injury just like a Inquisitor's will, influence, and power. Each
pair of blast goggles. rosette is hand-crafted when an Inquisitor is first
elevated to that lofty title, presented to them as
Rosette the ultimate mark of their authority, and
A rosette appears to be little more than a interred or cremated with the wearer when his
simple cast metallic badge, typically of a rare service to the Emperor ends (whenever the
metal or alloy, which recreates the icon of the situation permits, at least). Extremely ancient or
Inquisiton. The badge is about 15 centimetres crippled Inquisitors may voluntarily enter a state
long and is meant to be worn around the neck, of quasi-retirement where they dedicate
though it can also be stowed up a sleeve or themselves to research and study or the
pocket. Despite its plain appearance, a rosette is cultivation of new young men in the employ of
one of the most powerful objects in the the Inquisition, sharing the priceless wealth of
Imperium as it grants its bearer the full rights their experiences and exploits - but none ever
and responsibilities of an Inquisitor of the Holy truly hang up their rosette.
Ordos. Producing this symbol can compel A rosette can only be acquired when one
Imperial citizens to perform all matters of tasks ascends to the rank of Inquisitor, and each is
and duties, requisition equipment and men, individually crafted with some input by the
denounce a traitor, and indeed, can save (or soon-to-be bearer. Aside from being a physical
destroy) entire worlds through the force of the representation of the Inquisitor's awesome
power, a rosette will also typically have a highly
sophisticated data-probe integrated into its
shape, which is drawn out on a tiny hair-like
fibre. Many logis-gates used in electrical security
systems can be overriden by an Inquisitor's
rosette - no Tests are required, the device either
cooperates or it doesn't. Finally, a rosette is
individually gene-locked to its Inquisitor using a
sophisticated micro-cogitator that can detect the
movements of the badge. If presented in any
stern way, as Inquisitors are wont to do, while
being held by anyone else the rosette will
violently explode, likely blowing up the impostor
in a spectacular fashion that invokes a sense of
divine retribution (the action itself is carried out
by a miniaturised melta bomb).

Sentinel Array
A techno-wonder to rival all others, a sentinel
array makes a common auspex look like a
stripling's toy. The wondrous device compacts
incredibly sophisticated motion trackers, heat
detectors, acquisition and logis systems,
guidance cogitators, predictor suites, and other
forms of electronic sensory input into a housing
no larger than a common backpack, though a
few scanners and optical sensors peek out above
the user's shoulders. Considering that much

91
equipment usually makes up an orbital spy effective range. The array's internal power cells
platform, this is no mere feat of Mechanicus have enough energy for up to 10 hours of use
miniaturisation but a virtual miracle of before they must be recharged via a high-
technology - fitting, then, that it should arm the induction power conduit.
Inquisition for hunting extremely elusive targets. Using a sentinel array can completely
When its powerful and aggressive machine incapacitate a character who lacks the cranial
spirits are coaxed into action, a sentinel array fortitude to actually process the immense data-
provides an unbelievable amount of information stream it produces. Each time the user activates
about the immediate environment. No mere the sentinel array and for every continuous
display or screen can possibly contain all the minute of use thereafter the user must succeed
torrent of data that the array compiles - only on an Ordinary (+10) Willpower Test or suffer
piping the array's output into the user's brain 1d5 levels of Fatigue as their mind is
directly, typically using a cerebral plug, will overstressed by the array's flood of information.
suffice. Once properly configured and affixed, A psyker can use a sentinel array, but attempting
the sentinel array's powerful detection and to use the Psyniscience Skill or manifesting a
scanning features permit the user to track a psychic power while the array is active causes its
target through dense underbrush, crowded machine spirits to rebel against the warp
streets, and even through solid walls. The incursion from the psyker's mind. The psyker
expanded perception grants the array's user a must pass a Very Hard (-30) Willpower Test
stunning new perspective on their surroundings, or suffer 1d10 levels of Fatigue as well as the
though a mental overload is possible from the array shutting down in protest.
sheer volume of sensory input flooding the user's
mind. This factor, along with their extreme Simulacrum Imperialis
rarity and expense, limits their deployment to all A Simulacrum Imperialis is a holy symbol
but the most trusted agents of the God-Emperor. once carried by an Imperial saint, though
A character must have a cerebral plug, mind fragments of a saint's bones and other such
impulse unit, or some other method to directly reliquary items have been known to be used as
connect their mind to the sentinel array's data- well. No simple charm or whimsical seal, a
feeds. Once fully linked to the array, the user Simulacrum Imperialis carries great power
gains a +30 bonus to all Awareness Tests as well among the faithful, and militant Inquisitors of
as the Unnatural Senses trait. The character can the Ordo Hereticus leading a convent of the
functionally "see" in all directions (enemies gain Adepta Soroitas into battle have been known to
no bonus for ganging up on the user) and even bring one of these relics to the field to inspire
through solid matter that is less than one metre and embolden their charges. A Simulacrum
thick, though only for specific targets that the Imperialis, regardless of the specific form it
user makes an Awareness Test to locate. The takes, can be considered one of the most holy
sentinel array can also "lock on" to a single target relics that one would dare remove from its
that the wearer is aware of, keeping that quarry proper resting place, and the rarity of the icons
isolated in the user's mind so that no possible alone can represent a considerable amount of
combination of Concealment, Shadowing, or their power and potency. To wield a Simulacrum
other such subterfuge can fool the user's gaze. Imperialis is to defiantly stand in the face of
Activating this tracking feature is a Half Action, heresy and corruption demanding its strongest
though if the array has been pre-loaded with a come forth and face retribution.
sample of the target's gene-spoor it requires no Whenever a character spends a Fate Point
action whatsoever. These various faculties can all within a 20 metre radius of a strongly displayed
be used up to a range of 50 metres save for the Simulacrum Imperialis the character has a 30%
target tracking feature, which has twice the chance to immediately recover it. Roll 1d10 - on

92
a result of 8, 9, or 10, the character recovers the making ranged attacks against them. A spy mask
Fate Point as if it had never been spent in the is gene-coded to the assassin it is issued to and
first place. This effect can only be used by will not function for any other, though it may be
characters who have 10 or fewer Corruption possible to adjust the gene-coding to another
Points, the holy relics having no succour for user. Such an endeavour requires a suitably
those who harbour wickedness in their hearts. If advanced facility with gene-writing equipment
the character burns a Fate Point it is still and successful Arduous (-40) Tech-Use and
permanently lost as usual. Medicae Tests, with any failure resulting in the
spy mask's advanced features being ruined.
Spy Mask
Only issued to the sinister and little-
known operatives of the Officio
Assassinorum, a spy mask is an incredibly
sophisticated headgear that crams an
astounding sensorum suite in a tiny
package as well as a plethora of other
useful features that can aid an assassin in
the execution of their tasks (and their
targets). The multi-spectrum visor is
linked to micro-sized scanners and
detectors, with a cogitator stack no larger
than a few coins sitting above the right ear
to process the flow of data into visual
displays for the assassin's pleasure. An
assassin armed with a spy mask is
therefore always a few paces ahead of his
mark, able to travel light and move swiftly
with the benefit of a lorry's worth of intel-
gathering gear at his disposal at all times.
Aside from the espionage and surveillance
equipment, a spy mask also includes
super-compact ration cartridges that can
be retrieved with the tongue should the
assassin find himself in a mission where
stopping to acquire foodstuffs would pose
an unacceptable risk to the mission.
A character wearing a spy mask has
access to all the features of an auspex,
magnoculars, micro-bead, photo-visor,
pict-recorder, re-breather, and vox-caster,
all of which can be considered to be of
Best Craftsmanship for determining
ancillary effects based off of item quality.
In addition to the above, the wearer is
entitled to re-roll any failed Perception-
based Tests, and can ignore the effects of
an enemy wearing chameleoline when

93
Stealth Suit at once. Regardless of what extenuating
This highly advanced version of synskin is circumstances may exist, those wishing to keep a
whole leagues more complex and capable than dangerous psyker captive would do well to bear a
the lesser style of bodygloves, and is produced witch cage. This simple-looking wrought iron
within the Officio Assassinorum exclusively for box is planted on the psyker's head. Both sides of
its deadly agents - even magi of the Martian its major surfaces are deeply etched with runes
Priesthood have been unable to get their and wards, the pentagrams on the inside cutting
mechadendrites on this exquisite equipment to off the psyker from calling on the warp while the
attempt to divine its functions. Cameleoline is hexagrams on the outside prevent any other
heavily impregnated into the material, causing warp-spawned beings from breaking through to
the wearer to actively blend in with their the trapped mind within. The sturdy box also
surroundings, and the suit does more than prevents the psyker from seeing his
simply bond to the wearer's skin - it actually surroundings and the heavy construction mutes
grafts itself into their tissues, extending micro- sound as well, which combined with the loss of
fibres that link into the assassin's nerves. While warp attunement can have powerfully
unnerving to experience, the stealth suit disorienting effects on the captive. Finally, the
augments an assassin's already superb reflexes witch cage is lined with points and rings - these
and responses while steeling them against are used to encourage the psyker to cooperate,
poisons and toxic gas. Combined with its supple, typically by slapping the box or pulling on ropes
silent motion, an assassin clad in a stealth suit run through the rings, all of which will inflict
can effortlessly move through most pain but are unlikely to cause real injury. Most
environments while stalking his prey and are easily corralled by a witch cage, but an august
waiting for the right moment to strike. and prudent witch hunter would take heed when
A stealth suit grants all the benefits of Best using one on a rogue psyker that has truly given
Craftsmanship synskin as well as a chameleoline themselves over to their dark patrons. A witch
cloak or coating and a permanently active cage is held in place by fairly simple buckles and
stummer. It further provides its wearer with a straps, possibly including a padlock, so it is in
+10 bonus on Dodge Tests as well as Toughness the witch hunters' best interests to make sure
Tests made to resist any kind of poison, their captive is physically restrained to prevent
including ingested toxins, and finally permits the them from simply pulling the cage off.
wearer to make Concealment Tests even while A witch cage reduces a psyker's effective Psy
being observed. Once donned, the stealth suit Rating by 4 and imposes a -40 penalty to
can only be removed by the assassin, though a Invocation and Psyniscience Tests. Anyone else
particularly dedicated adversary might be able to attempting to use a psychic power to contact the
physically cut it free from an assassin's form. A psyker or affect the psyker's mind must succeed
stealth suit is gene-coded to the assassin it is on a Very Hard (-30) Willpower Test or else
issued to and will not function for any other, the witch cage blocks out their efforts. If the
though it may be possible to adjust the gene- psyker is actually able to manifest a psychic
coding to another user. Such an endeavour powes or succeed on an Invocation or
requires a suitably advanced facility with gene- Psyniscience Test, the witch cage's wards glow
writing equipment and successful Arduous (- brightly to warn his captors. The witch cage's
40) Tech-Use and Medicae Tests, with any construction causes its wearer to be considered
failure resulting in the stealth suit becoming an Blinded and imposes a -30 penalty on any
inert mass of matte black gel. sound-based Awareness Tests as long as their
head is stuck in it.
Witch Cage
There are times when a rogue psyker or witch
simply can't be dealt with in the proper fashion

94
Augmetics
Adeptus Mechanicus are virtually expected to
pare away their weak biologics in favour of a
shape more holy to the Machine God.
Most augmetics can be classified into two
Though cast in the image of the God-Emperor, a primary groups. Bionics replace limbs, organs,
human body can be frustratingly frail when one and other anatomy, often as a prosthetic to
considers the myriad forms of death and injury remedy grievous injuries. Most are designed to
that exist in the 41st Millennium. Enter the get a man moving again, though well-made
blessings of the Adeptus Mechanicus: the examples might give pause to consider chopping
augmetic. The red-robed priests of Mars are able off a perfectly healthy limb. Implants are the
to create marvellous constructions of techno- opposite, typically adding some kind of
artifice that can not only replicate various capability or talent that the bearer did not have
functions of the body but can further expand before and expanding the versatility of his form.
and empower the capabilities of those who are
willing to turn their bodies into the artistic
playthings of skilled chirurgeons. Some cyber- BIONICS
enhancement can extend a man's lifespan A bionic is often the most immediately
beyond its natural limits - combined with recognisable type of augmetic as many tend to be
juvenant treatments, living into one's third or quite obvious in their construction. A man who's
fourth century isn't out of the question, and lost a limb or suffered crushing organ damage
particularly enduring souls have pushed on even can usually be returned to health and vitality by
beyond that. However, some would say that sawing off or scooping out the failing tissues and
there is a price to pay for replacing one's flesh replacing them by shiny, reliable machinery -
with alloy and composites far greater than mere quite possibly with the blessing of a member of
gelt. Attitudes towards augmetics vary widely in the Mechanicus.
the breadth of the Emperor's domains. Many bionics have secondary effects
Backwater and less-developed worlds may view depending on their type and Craftsmanship. As
obvious augmetics with suspicion, fear, or even a general rule of thumb, a bionic limb increases
revulsion, while inversely the lay members of the the bearer's Toughness Bonus by 2 for the
purposes of reducing Damage from hits to that
ATTACHING AN AUGMETIC area - alloy and pistons are simply more durable
Aside from the augmetic itself, a character must than flesh and bone. Likewise, Critical Damage
also have access to a skilled chirurgeon and the to a bionic limb may be less fatal to the bearer - a
proper medicae facilities to undergo the condition that causes Blood Loss instead causes
attachment and recuperation period, though an the limb to cease functioning until repaired,
already heavily augmented tech-priest may be while a violent amputation that would ordinarily
able to work on his own body. For most men, the be immediately lethal only has a 50% of actually
operation and recovery period takes 2d10 days - a killing the character, though they still incur all
character who wishes to get back into action the other penalties and impediments for
more quickly can reduce the total by his suffering the Critical Damage itself. Depending
Toughness Bonus to a minimum of 1. The on the nature of the bionic, it may be possible to
medicae performing the procedure must succeed repair the damage, or the character could have to
on a Medicae Test whose difficulty is determined seek out a new replacement.
by the type of augmetic - having access to more Some types of bionics grant a bonus to Tests
advanced facilities can reduce the difficulty to to reflect their superior quality. The bonus only
some extent. A critical failure can have lethal applies to Tests made with that bionic directly,
consequences; something anyone who is and having two of the same bionic does not
considering a voluntary augmetic "upgrade" grant double the bonus unless otherwise stated.
should consider closely.

95
Bionic Arm Bionics
Losing an arm greatly affects a man's
Name Cost Test Availability
effectiveness in almost every situation, and it is
Bionic Arm† 1000 +0 Scarce
not entirely uncommon for a valued labourer to
be fitted with a bionic replacement at the Bionic Cardiac System† 2700 -20 Rare

expense of his betters so as to continue his Bionic Locomotion† 1500 -10 Scarce
utility. A bionic arm can replace part or all of Bionic Respiratory System† 800 -20 Rare
the human limb, up to and including a sturdy
Bionic Weapon Attachment 350 -10†† Scarce
bracket implanted at the shoulder to serve as a
firm anchor point. Most bionic arms are Cybernetic Senses† - - -

controlled by a synth-nerve bundle which can Sight 1500 -10 Scarce


sometimes be seen as a slightly raised line under Smell 1600 -20 Rare
the bearer's skin. A whole arm replacement is
Sound 1300 -10 Scarce
typically wired directly to the bearer's brain,
Taste 1750 -30 Very Rare
while a bionic hand is usually connected to
existing synaptic fibres in the arm. The bionic's Touch 1700 -20 Rare
Craftsmanship has further effects on the Gastral Bionics† 1100 -20 Rare
bionic's utility and functions. Rite of Setesh 100000 -40 Near Unique
If the character only requires a replacement
†This item's Craftsmanship has one or more special effects
hand rather than the entire arm, the base cost of
††Attaching this bionic requires a Tech-Use Test instead of a Medicae Test
the arm decreases by half, though it no longer
Common: An average bionic arm can fully
grants the increased Toughness Bonus to resist
replicate all the functions of the flesh it replaces,
Damage like the full bionic limb would.
including a proper motion and manipulation of
Poor: While rudimentary in function, a cheap
the fingers. The limb gently whirrs and hums as
bionic arm is still vastly preferable to a clumsy
it moves, but is otherwise fully responsive and
wire-controlled pincer or having no arm at all.
can duplicate a sense of touch with a good
These limbs are typically more bulky than the
degree of accuracy. Bearers who are well
flesh they replaced and have a more limited
acquainted with their arm's functions can also
range of motion than others, including fingers
manually disable some of its senses, including
that can only be moved small increments
pain receptors, which can be useful should the
independently - the bearer can grasp and grip
bearer have to reach into a caustic acid to
without difficulty, but fine dextrous tasks are
retrieve a lost object or disable a hot valve panel
notably more difficult, and the sense of touch is
that would ordinarily cause painful burns.
perceptibly imprecise. This type of augmetic is
Good: Well built and showing its superb level
most commonly seen among maimed citizens
of workmanship, these high-grade arms are
who have received a replacement from their
actually more nimble and flexible than what the
guild or commercia house - those who have
Emperor blessed them with at birth. Unless
enough gelt to their name would typically pay
otherwise desired by the bearer, a Good
for a more advanced bionic.
Craftsmanship bionic arm is precisely the same
Poor bionic arms halve the bearer's Agility
size and dimensions as the arm it replaced, and
when used to make Tests requiring fine
can be easily concealed under a long sleeve and
manipulation, such as positioning thin wires
glove. Many who have the wealth to afford such
into a conduit, and impose a -5 penalty to
a fine augmetic choose to do quite the opposite,
Weapon and Ballistic Skill Tests made using that
however, bearing the limb proudly to show off a
arm. This penalty may not apply in certain
glossy or engraved finish that can be further
situations, such as using the off hand to steady a
accentuated with inlaid gemstones, rare metals,
basic ranged weapon.
or even lumen-fibres that glow as the limb's

96
motors and servos move. Even with a whimsical the bearer is suffering from Blood Loss. This is a
or effete appearance, however, a high quality passive effect that reduces the character's chance
arm is also notably stronger than the bearer's to die each Round to 5%.
muscles and bone would have been.
Good bionic arms grant the bearer a +10 Bionic Locomotion
bonus on Agility-based Tests where fine Without the use of one or both legs, a citizen
manipulation is concerned as well as a +10 is very literally half the man he was before. This
bonus on Strength Tests to lift and pull with that eminently crippling condition can lay low men
arm. This bonus may apply in other situations of any stature or office, which is why virtually
per the GM's discretion. anyone with the means to do so acquires a bionic
replacement to get them back up to size. Bionic
Bionic Cardiac System locomotion can replace a significant amount of
Disease, injury, or decadence can all damage damaged or missing anatomy anywhere from a
or destroy a man's heart and arteries, and no lost foot up to entire legs and the pelvic region.
matter how good of physical shape the body Because they tend to be simpler and require less
might be in, it will wither and die without sophisticated synth-nerve bundling, the greater
adequate flow of life-giving blood. A bionic mass and utility of bionic legs is typically less
cardiac system can partly or fully replace the costly and more available than other types of
bearer's heart and major arteries with a strong prosthetic bionics. Within the Imperial Guard
mechanical replacement and vat-grown tissues this type of bionic is a notably common sight -
for the finer bits, ensuring that whatever frailty veteran troopers who've lost a leg or two due to
eventually claims them most certainly won't be enemy mines or vehicular accidents are
an infarction. The sturdy heart itself is typically considered to be easily worth the price of the
mounted in a solid brace that attaches to the augmetic. Some legions and regiments will
bearer's ribcage to prevent the device from award cheaper bionics to low-ranked volunteers
pressing on other organs, and small metal plates or even conscripts as well, typically as part of a
may be visible on the bearer's chest to indicate demobilisation, though how many crippled
the anchoring points, one of which will typically Guardsmen are so gifted can depend widely on
have a data-port to verify the heart's vitals. Aside the nature of their conflict. Compared to a
from this reinforcement, the cardiac system's bionic arm, bionic feet, legs, or hips are typically
efficient pumping and oxygen infusers can wired directly into the base of the bearer's spinal
improve the bearer's athletic ability as well, column, so aside from the limbs themselves
though care must be taken not to overstress the there is usually little sign of further tampering
body - overeager users have been know to with their biology. The bionic's Craftsmanship
catastrophically damage the other areas of their has further effects on the bionic's functions.
circulatory system, including causing cranial This augmetic presumes that the character
haemorrhaging and other unpleasantness. needs two new legs and possibly some
A bionic cardiac system grants the bearer the reconstructive work done to the hips and pelvis.
Sprint talent, though overuse of it causes the If only one leg is being replaced the base cost is
bearer to gain two levels of Fatigue instead of the decreased by half. The cost is decreased by half
usual one. Additionally, the installation and again if the character is just in need of an
mounting strengthens the upper torso, granting augmetic foot, though in this case it no longer
1 AP to the Body location that stacks with grants the increased Toughness Bonus to resist
armour worn. A Good Craftsmanship system Damage like the full bionic limb would.
fully conceals itself under the wearer's flesh with Poor: Inexpensive and quickly produced, this
no obvious plates or raised areas, and can also sort of bionic is meant to be better than a pair of
release bio-coagulants into the bloodstream if crutches and little more, though it succeeds there

97
admirably. Cheap locomotive bionics will have a
reduced range of motion and flexibility
compared to healthy muscle and bone, usually
lacking individual toes in favour of a simpler
mitten-like sole and heel. They also tend to have
a disquieting appearance, possibly with overbuilt
joints or exposed gas-tube absorbers instead of a
solid chassis that would more closely mimic the
human leg's shape. Of course, even with all these
shortcomings, a cheap bionic is almost
invariably a better option than hobbling around
with a cane or crutch.
Poor Craftsmanship bionic locomotion
hinders the bearer's movements in some fashion:
depending on the particular method of
construction, the augmetics are either less than
perfectly stable or oversized and clunky. At the
bearer's discretion, he either halves his
Movement Rates (round up) or suffers a -20
penalty to Dodge Tests. The penalty must be
chosen at the time the augmetic is attached.
Regardless of which penalty the bearer suffers,
he must also succeed on an Ordinary (+10)
Agility Test to avoid stumbling and falling over
at the end of any Run movement.
Common: Average augmetics closely
duplicate the functions and abilities of the limbs
they replaced. Once the bearer has gotten used to
By flatly discarding the typical shape of the
the sturdier construction and wholly different
human leg in favour of a much more energy-
feel of striding on metal instead of flesh they can
efficient profile, the bearer can move with
largely continue on with no impediment. Unless
unnatural grace and speed over uneven terrain.
otherwise dictated during the crafting and
The legs themselves look unsettling in motion,
forging process, components of Common bionic
however, typically being articulated backwards
locomotion mimic the shape and general utility
and able to extend or contract a significant
of human limbs, including all the normal joints
distance to cover much wider strides. They are
and appendages. If covered with clothes and
also tipped with claw-like digits that are evenly
properly-sized footwear the bionic could not
spaced, making the bearer very stable as he runs,
only pass for flesh and bone but sounds no
though they preclude wearing most types of
differently as well.
common footwear. The augmented owner of
If the character is replacing both legs, they
these fine legs will typically opt for a wardrobe
may also choose to voluntarily increase or
that focuses more heavily on robes and cloaks as
decrease their height by up to 10 centimetres to
they can reasonably hide his strange mechanical
reflect limbs that are deliberately slightly taller or
anatomy, at least at low speeds.
shorter than the bearer's original flesh.
Good Craftsmanship bionic legs must be
Good: This type of augmetic is made almost
installed as a pair - walking normally on just one
exclusively to commission for those who desire
would be impossible. A character fitted with this
better limbs than the God-Emperor gave them.
type of augmetic gains the Unnatural Speed trait

98
and takes only half the usual penalties associated very visual scarring on the bearer's torso where
with moving through Difficult Terrain. At the his failing organs were removed.
commissioner's discretion they can also have the Cheap bionic respiratory systems impose a -20
buffer pads removed from the digits and outfit penalty on all Silent Move Tests, even if the
them with wickedly sharp flensing claws. The character attempts to hold his breath.
character can make attacks with his feet as Common: Perfectly replicating the bearer's
though he was wielding two Best Craftsmanship original flesh, an average bionic respiratory
mono-edged combat knives, but the eerie system is designed to have minimal effect on the
tinkering noise of the points on any kind of solid bearer's daily habits and proclivities. If
surface imposes a -20 penalty on Silent Move implanted carefully, the procedure leaves
Tests. For an extra 500 thrones the character can minimal disruption to the bearer's torso, with
integrate a power blade into each foot instead, only a telltale clicking noise being heard at close
though the weapons must be obtained separately distances as the valve caps cycle within their
and impose penalties and benefits per their chest. While not an intended effect, lho-stick
Craftsmanship as usual. smokers often quit the habit as the action
invariably ends up feeling less satisfying.
Bionic Respiratory System Common bionic respiratory systems impose a
Having a healthy windpipe and lungs is almost -5 penalty on Silent Move Tests, even if the
as essential to human biology as a heart and character attempts to hold his breath.
arteries, but a bewildering array of factors can Good: An unquestionably superior bionic
weak or cripple a man's breathing power. Toxic respiratory system is created by omitting the
gases, exposure to superheated air, moulds and cyclonic pumps entirely in favour of custom bio-
diseases, and even chronic lho-stick smoking can gill filters that are attuned to the bearer's own
all leave a man wheezing and out of breath from bodily rhythms and humours. These lungs are
even minor exertion, never mind a puncture both silent and far more efficient than lesser
wound from a bullet or blade. A bionic augmetics due to their folded and structured
respiratory system uses cyclonic pumps to inflate membranes hosting many times the amount of
and deflate artificial membranes that replace the scrubber fibres. Their ancillary effects on the
bearer's lungs. Tiny scrubber fibres introduce bearer's biology tend to appeal more to those
oxygen into the bloodstream, providing the who have the Thrones to burn on enhancing
necessary respiration for muscles and organs - their bodies than cripples and men who spend
they also have the added effect of acting as an long days pooling caustic substances, however,
efficient toxin filter, which increases the appeal by and large making them "augmetics of choice"
of replacing healthy organs for those who often more than anything else.
work amid noxious environs. Good Craftsmanship bionic lungs increase the
A bionic respiratory system provides a +20 bonus on Toughness Tests to resist toxins to
bonus on Toughness Tests made to withstand +30, and further allow the character to hold his
inhaled toxins and poison gases. The breath for four times as long as normal (see
Craftsmanship of the augmetic has other effects Suffocation on page 210 of Dark Heresy for
on its utility and functions. more information).
Poor: These augmetics are perfectly functional
and provide their bearer with full, life-sustaining Bionic Weapon Attachment
breaths, but the cheap cyclonic pumps make a Although only commonly employed by
clearly audible wheezing noise as the bearer militant tech-priests of the Adeptus Mechanicus,
respires. The implanting procedures are also a bionic arm can be configured to conceal
more haphazard in nature, which often leaves smaller types of weapons within its frame. Re-
arrangement of the bionic's internal structures

99
can make room for the operating parts of most neural impulses that the bearer's mind can
types of pistols and bladed melee weapons to be understand as sight, while aural augmetics
partly or fully hidden within. Pistol-type perform a similar translation via vox pickups
weapons tend to be constructed in-line with the and microphones. While not nearly as common,
arm's longitudinal axis, the muzzle lying flush cybernetic replication of touch and taste are not
with the palm to release its projectiles from the unheard of, though these tend to use
bearer's outstretched hand. Blades can be significantly more esoteric methods such as vat-
mounted in a number of ways, including sliding, grown tongues with far more taste buds than
swinging, or scissoring actions, though in normal or super-fine circuitry implanted below
general the weapon extends along the arm's line the skin of the fingers. Regardless of the sense
and is swung accordingly. A bionic weapon and the exact method of replication, the
attachment can be quite a boon in situations Craftsmanship of the augmetic has other effects
where weapons can't be bared openly, though it on its utility and functions.
may be of little use in circumstances where the Poor: The use of cheap components and basic
bionic itself sticks out badly. logis translators causes a somewhat less than
A bionic weapon attachment can mount any perfect emulation of the sense in question,
pistol or small melee weapon, such as a chain although an inferior sense is certainly better than
knife or power blade, completely concealing it none at all. Bionic eyes may present a
from view until the weapon is used. While the monochromatic picture that stutters or has
weapon is hidden only an auspex scan can reveal narrowed peripheral perception, ears are missing
it, though those familiar with such augmetics high or low frequency receptors or easily pick up
may be able to recognize the signs of such a unwanted interference, and so forth. The
mounting if the bearer's bionic arm is not augmetics themselves are also obviously artificial
covered by clothing. A weapon that is integrated and oversized as no attempt has been made to
as a bionic weapon attachment can't be create a less obtrusive appearance. Adepts and
Disarmed, but if the weapon Jams or Overheats lexmechanics, among others who don't require a
it also partially disables the arm until the high degree of precision in their labours, tend to
character clears it (or it cools down). The bionic be seen with these augmetics with the most
attachment also allows the character to keep a frequency, leading to derisive prods about
hand free that would ordinarily wield the bumbling archivists and scriveners on many
weapon, though shooting may have unfortunate worlds throughout the Sector.
consequences for whatever the hand is holding. Poor Craftsmanship senses duplicate the most
important aspects of the sense but are always
Cybernetic Senses lacking in at least one area of competence. This
Ocular and aural augmetics are fairly common imposes a -20 penalty to Tests involving that
bionic systems in the Imperium - the small mass sense, effectively making it a detrimental version
of the sensorum combined with close proximity of the Heightened Senses talent. The GM is free
to the brain make for relatively easy attachment to determine what Tests the penalty applies to, as
and replacement. Giving that being blind or deaf well as other effects the inferior sense may have.
can drastically lower one's usefulness in many Common: Many aspects of Imperial society
trades and levels of society, those that wish to favour function over appearance and the average
stay out of begging would do well to obtain an sensory augmetic follows this philosophy to the
augmetic replacement. The exact construction letter. Bionic eyes often take the form of an
and procedure depends on the sense. Ocular implanted visor or small metallic plate covering
augmetics usually make use of sophisticated the ocular orbit from which a pict-stealer glares,
pict-recorders and vid-casters that run through while ears may partly or totally replace the
compact logis stacks to convert their signals into external lobe with grilles or small, pointed vox

100
pickups, either of which may feature thin cables low frequency noises normally inaudible to the
or wires that run along the contours of the head. common man.
However, while their appearance may only be Best Craftsmanship senses duplicate the
marginally better than cheap augmetics plaguing effects of Common versions and also grant the
scribes at the archives, they do produce clear, Heightened Senses talent for the affected skill.
sharp representations of the sense they replace. Further capabilities can be added at the time of
This allows the bearer the luxury of deciding the augmetic's creation and attachment - as a
how much, if at all, his looks will be general rule of thumb, a cybernetic sense can
inconvenienced by the augmetic's external include the functions of a relevant tool or piece
fixtures and components. of gear by paying twice the base price of the item
Common Craftsmanship senses replicate the in question. Examples could include bionic eyes
character's normal sensory range almost that include a holo-visor or magnoculars, bionic
flawlessly. In addition, a character can connect a ears that have a built-in microbead, an augmetic
data-slate or similar device to a data-port on his tongue that can detect poison like a poi-savant
augmetic, allowing him to archive what he sees (without exposing its bearer either), and so on.
and hears for later analysis (or simple posterity).
Good: For those with the gelt to spare, high- Gastral Bionics
quality cybernetics can provide a superior range Aside from those suffering from tumours or
of sensory input than the flesh they replaced who've been critically injured in combat or via a
while simultaneously looking much less artificial terrible accident, bionic replacement of the
in the first place (if the natural look is desired, of digestive tract is a rare procedure due to
course). Fine bionic eyes actually fit
within the bearer's eye sockets, creating a
more natural appearance that can be
further disguised with the use of coloured
contact lenses. For aural augmetics, the
earlobes are typically spared (jewellery
simply does not look as good attached to a
metallic plate) with perhaps a small
sensor-laden plug visible within the ear or
peeking out from the skull behind the
lobe - depending on whether or not the
bearer is offsetting deafness or merely
enhancing his hearing, the biological ears
themselves may be no more than
decoration while the actual sensory input
occurs at the base of the skull. Exterior
cables or wiring is well concealed too,
perhaps leaving slight raised areas in the
skin but little more, and flaps of artificial
tissue cover diagnostor plugs and data-
ports. In spite of their very unobtrusive
appearance, costly augmetics like these
can significantly enhance the bearer's
senses, such as being able to see into the
ultraviolet spectrum or hear ultra high or

101
complicated surgeries and the limited a sort of complete cyber-construction of a
applications that a mechanical replacement human body in its last stages of decay from age,
provides. Gastral bionics replace the stomach which is known as The Rite of Setesh in
and much of the intestines with augmetic Mechanicus tradition. The Rite completely
analogues that use artificial membranes encases the dying flesh in an augmetic mummy,
combined with enzyme solutions to break down mechanising all bodily functions and mobility.
food and drink much like the bearer's original Death from age or disease need no longer
organs did. The digestive enzyme admixture that concern the entombed man within, but being
cycles through the whole system is a minor completely devoid of human contact while
marvel in and of itself, being collected and having only a modicum of the physical freedom
purified before being sent back to the beginning they had at their prime can be a ghastly
of the bionic to commence the process again, experience in and of itself. It is said that anyone
though most who bear this augmetic probably who could possibly want to take such drastic
give it no further thought than for the minor measures against death's eventual embrace is less
discomfort and flatulence they sometimes dreading the end than being judged and found
experience. Aside from replicating the important wanting by the Emperor Himself. Most of the lay
digestive functions, gastral bionics also make members of the Mechanicus view the Rite as
very effective toxin screens - normally poisonous skirting a very fine line of techno-heresy - after
substances are simply excreted with the rest of all, even the mightiest and most augmented of
the waste instead of being absorbed into the magi will one day expire.
bloodstream. This virtual immunity to poisoned The Rite of Setesh is performed over 3d10+10
food has made more than a few spire nobles and days as the character is completely swallowed up
rich gang lords spring for this augmetic simply by a bionic body, leaving only vestiges of their
to ensure they won't keel over after a fine meal. original flesh behind to continue existing (such a
Gastral bionics duplicate all the normal condition would be hard to call "living") in
biological functions of the digestive tract as well perpetuity. The character gains the Machine (4)
as making the bearer completely immune to and Regeneration traits but reduces its Weapon
almost all ingested poisons and toxins. Best Skill, Ballistic Skill, and Agility by half. Wounds
Craftsmanship versions, usually one-off and other characteristics are unchanged, though
examples made for professional explorers and the utterly dehumanising experience causes the
trackers, allow the bearer to derive nourishment character to gain 2d10 Insanity Points as they
from almost any organic material, though it does grapple with their new state of being. Finally,
nothing to make questionable food sources any any Critical Damage suffered by the character
more palatable (or remove prickly brambles increases by 5 owing to the pathetically frail
from the windpipe). nature of the rotted biology ensconced within.

The Rite of Setesh IMPLANTS


Augmetics and juvenant treatments can
As the name suggests, this type of augmetic is
drastically extend a man's lifespan, but for those
typically inserted or nestled into the bearer's
on the side of righteousness there is an inevitable
flesh rather than outright replacing it entirely. A
end where the soul finally gives up on its
bewildering array of implants can be
withered flesh and aged bionics to meet the God-
encountered in the Imperium, with the only real
Emperor. However, with the right lore, skill, and
constant between them being that they add some
gear, it is said that even death may be overcome,
kind of capability or use that the bearer did not
though the price in both gelt and things far less
have before. Some implant systems can be
tangible is incredibly steep. The Magos Biologis
almost common sights within certain groups on
of the Hippocrasian Agglomeration can perform
well-developed worlds, while others are

102
fantastically rare and esoteric that are usually a tiny logis stack implanted in the base of the
made only on a commissioned basis. skull to process the additional flow of sensory
data. Externally, the bearer might sport a few
Implants small metallic studs or ports on their head, but
Name Cost Test Availability on the whole the implant is unobtrusive unless
Auger Implants† 1200 +0 Rare the bearer desires a more dramatic effect (tech-
Bio-Power Cells 625 +10 Very Rare
priests are particularly wont to do this,
sometimes bearing additional cybernetic eyes or
Calculus Logi Implant 4000 -20 Very Rare
glowing vox detectors). The bearer can activate
Chem Implant - - - their augers simply through mental
Chem Gland 5000 -10 Very Rare concentration, augmenting or subsuming their
Injector Rig† 700 +10 Scarce normal senses briefly to consult what others
could never perceive without the aid of an
Cranial Reinforcement 1800 -20 Rare
auspex. Of course, like many other types of
Cortex Implants† 5500 -30 Very Rare scanner, an auger implant isn't infallible and can
Exoskeletal Augmetics† 3000 -10 Very Rare be prone to interference and "false positive"
Internal Blade 1000 +0 Very Rare findings - those who bear these augmetics should
reserve their best judgement when their implant
Locator Matrix 1550 -10 Rare
and biological senses sharply contradict.
Memorance Unit 2300 -10 Rare
An auger implant duplicates the effects of an
Mind Impulse Unit 1750 -10 Rare auspex in any Round in which the character
Cerebral Plug 550 +10 Scarce spends a Half Action to focus on its findings (the
MIU, Superior 5200 -20 Very Rare Tech-Use Test to use the auger in manual mode
can be made as part of the action). Poor
Mind-Weapon Interface 1100 -10 Rare
Craftsmanship implants function the same but
Pain Ward 4000 -20 Extremely Rare
only out to a 20 metre radius due to their smaller
Respiratory Filter Implant 750 -10 Rare and less powerful sensors, while Good
Scribe-Tines 600 +0†† Scarce Craftsmanship implants allow the character to
re-roll failed Perception-based Tests made while
Subdermal Armour 2700 -20 Very Rare
using the implant.
Synth-Muscle 2500 -20 Rare

Synth-Muscle (huge) 3750 -30 Very Rare


Bio-Power Cells
Vehicle Interface Circuitry 1500 +10 Scarce This implant is broadly similar, though far
Vitae Supplaceor 5500 -20 Very Rare smaller and less powerful, to the potentia coils
Voidskin 2000 -10 Extremely Rare borne by tech-priests and enginseers of the
Adeptus Mechanicus. Flat power cells about the
Voxplant 300 +0 Scarce
size of a coin are implanted throughout the
†This item's Craftsmanship has one or more special effects bearer's body where they are partly subsumed by
††Attaching this bionic requires a Tech-Use Test instead of a Medicae Test muscles and other tissues, leaving only a faint
outline or small raised areas where thin wires
Auger Implants connect them to betray their presence. These
Compact yet sophisticated sensorum suites advanced cells slowly absorb bio-energy from
can be physically integrated with the nervous the bearer's body, building up a charge that can
system and brain, granting the bearer enhanced be used for a variety of useful purposes when
perceptive abilities beyond the fundamental released from a small port or contact point
senses. Fibre-thin wires are carefully inserted implanted on the palms or fingertips. The energy
into different areas of the brain and connected to released is not nearly strong enough to be used

103
as a weapon, though it could certainly give a daunting. However, the bearer's improved
sharp jolt that would leave its victim tingling for mental processing can have potentially
an hour or so. The intended role of this augmetic undesirable side effects, such as spontaneously
is to make sure the bearer is never left suffering completing other people's sentences or chronic
for lack of a quick power charge, such as to insomnia. Unlike some mind-enhancing
repower a data-slate with an expired energy cell, augmetics, a calculus logi can be shut off when
but more than a few eccentric nobles and others the bearer is not in need of its assistance, though
with gelt to burn have received this implant for its machine spirit can be notably perturbed by
no other reason than to offer a shocking surprise this and may gift the bearer with a migraine
to their peers and guests who were only when reconnected.
expecting a cordial handshake. A calculus logi implant grants the bearer a +10
Bio-power cells duplicate the effects of a pair bonus on all Logic, Literacy, and Lore Tests
of thermal gloves, though they do not offer any made against written or textual materials. If the
protection from extreme heat or cold. character has the Total Recall talent, it also
grants these bonuses to the character's memories
Calculus Logi Implant as well. The implant makes it more difficult for
Miniaturised cogitator cylinders that pump a the bearer to sleep when it is active - the GM is
liquid data medium are wired directly into the free to determine what effects, if any, this has in
bearer's brain, greatly expanding thought the game. The implant can be switched off to
processing centres and literally letting him negate this effect, but the bearer must succeed on
"think faster". A calculus logi implant is of a Routine (+20) Willpower Test or gain one
immense utility for archivists and scholars, level of Fatigue due to headaches the next time
making sifting through towering stacks of data- he activates the implant.
slates and rolls of parchment seem far less

104
Chem Implant Injector Rig: An injector rig is a fairly simple
A plethora of drugs and substances exist in the affair that replaces the manipulative aspects of
Emperor's domain, and there are almost as many administering drugs with an automatic system
ways to introduce them into the body as well. that pumps its contents into the bearer's body on
Almost all rely on some kind of mechanisms, command. The function and usage depends
such as needle-tipped syringes or bio-active skin heavily on the level of care quality put into the
patches. While effective at what they do, the rig, as well as the concern shown to its bearer's
process of using the tool can be unacceptably well-being and health. This roughly follows the
long when seconds are priceless. Chem implants rules for Item Craftsmanship.
exist to remedy this shortcoming, arming their Poor: Cheaply made in heretek workshops for
bearer with the desired drug at a moment's ganger heavies or bloodpit fighters, these crude
notice and with minimal interaction. rigs are obviously artificial and oversized, often
Chem Gland: No mere mechanical dispenser, with hypo-injectors or intramuscular tubes
a chem gland is an masterpiece of the Magos linked to bulky chem canisters sutured to the
Biologis - a completely organic device that bearer's back or worn in external pouches.
functions as an ancillary organ which can secrete Depending on the exact style and how much care
drugs and chemicals into the bloodstream by (if any) is used in their attachment, this type
muscular compression. Other than perhaps implant may more closely resemble the features
surgical scars, the bearer presents no outward of a fleshy servitor than a proper augmetic. Their
signs of the implant's presence, and its complete low level of quality, aside from looking less than
lack of machinery means nothing unusual appealing, can also cause painful or crippling
appears on most auspex scans. Even more side effects if the external portions of the rig are
amazing is the gland's ability to biologically damaged or malfunction.
synthesise common drugs by absorbing their Poor injector rigs can store up to ten doses of
core compounds from the bearer's biology. Once four different types of drugs, which can be
the bearer has become familiar with the deployed into the character's body as a Half
necessary somatic stimuli to trigger the gland's Action. The rig can be designed to administer
functions, he need not worry about needles and drugs at the character's direction or remotely via
injectors ever again. a small control pad, with the latter configuration
A chem gland can replicate the effects of any being commonly used on slave-warriors. In all
of the following drugs: calmer, de-tox, frenzon, cases, the character taking any Critical Damage
halo, kick, panimmune, painimmune, spur, has a 50% chance to trigger potentially fatal toxic
stimm, wideawake. The gland can build up as poisoning as the injector rig malfunctions. This
many as three doses of the same drug over time, inflicts 2d10 points of Damage that aren't
typically taking about a day for each dose. reduced by Armour or Toughness.
Alternatively, the bearer can "gland" any one Common: A well-made injector rig integrates
drug as a Half Action by succeeding on a more seamlessly with the bearer's form, most
Routine (+10) Toughness Test, though this frequently making use of evenly distributed
destroys any accumulated doses in the gland. synth-bladders and membranous pouches that
Failure inflicts one level of Fatigue on the are hidden among the bearer's muscles and
character as he overworks his muscles while under his skin. These can secrete their contents
prodding the gland into action, while failure by directly into the bearer's bloodstream via micro-
four or more degrees causes minor poisoning valve implants that directly connect to major
that inflict 1d10 points of Toughness Damage. veins and arteries. Each bladder or reservoir can
Regardless of which, the gland still produces and be replenished through a tiny port that appears
applies the drug's effects. as a small metal plate about one centimetre
across which are spread out throughout the

105
body, with the drug being secreted through to preserve their existing looks are well
muscular action or simply applying pressure in a cautioned to consider this augmetic's effects on
certain motion around the implant. The ports the shape and profile of their head.
can be disguised with cosmetics or simply by Cranial reinforcement adds 1 AP to the
wearing flowing clothes. character's Head location which stacks with any
Common injector rigs can store up to eight armour worn. Additionally, if the bearer suffers
doses of different types of drugs, which can be Impact Critical Damage to the Head location,
deployed into the character's body as a Half the reinforcement mitigates some lingering
Action. Each bladder or pouch must be refilled effects. If Stunned, reduce the duration by half; if
or drained and replaced separately if the the character gains levels of Fatigue, reduce the
character desires to change what sorts of drugs number of levels gained by half (both to a
he's carrying. These injector rigs are much more minimum of 1).
reliable than cheaper versions, but can still be
accidentally triggered if the implants are suitably Cortex Implants
battered. If the character takes any Impact Magos Biologis who often work around the
Critical Damage, one of the drugs in the injector brain and carefully study its functions have come
rig is randomly administered. close to perfecting the art of enhancing and
replacing cortical functions with compact logis
Cranial Reinforcement stacks and memory coils. Cortex implants are
A man's head is a frighteningly fragile thing, most frequently used in the control systems for
containing his most important organs in a very servitors and other types of bonded labour, but
small area. Having a limb taken off or torso more advanced and sophisticated variants can be
crushed, while life-threatening, may be a used to restore most functions of a badly
survivable injury, and with the aid of augmetics damaged mind. Being exposed to hard void,
the victim could even be restored to full ability. tissue-destroying vapours and gases, or suffering
Losing one's head, however, is virtually always
instantly fatal. Imperial medicae frequently
make use of composite and alloy bracing to help
repair a damaged cranium, but this augmetic
goes significantly further and replaces vast areas
of the skull's osseous portions with a multi-
layered plasteel shell. Gel padding on the interior
cushions the brain and other sensitive organs,
making the bearer's head far better protected
than with only natural tissues around it. Of
course, cutting out huge swaths of bone creates a
dramatic appearance. No two cranial
reinforcements look the same, but in general the
bearer can expect significant portions of his head
to be rendered in gleaming or matte alloy instead
of hair and skin, possibly covering or obscuring
parts of the face as well. Members of the Adeptus
Mechanicus who eagerly replace flesh and bone
with metal and composites will often strive to
create a strictly mechanical appearance that
meshes seamlessly with their respirator units
and other cranial implants, while those who wish

106
a catastrophic head injury can reduce a man to A character who receives this type of implant
an unresponsive plant from which no amount of loses 1d5 points from the character's Weapon
therapeutic treatment and surgery can redeem. Skill, Ballistic Skill, Agility, Intelligence, and
Timely insertion of a cortex implant can rewire Fellowship. The implants can also replicate the
the damaged areas of the brain with only a effects of the Mind Cleansed Origin (see Origins
minor loss of cogitation power - a vast on page 8 of The Inquisitor's Handbook) as
improvement to drooling blankly in a hospice! they prevent access to damaging memories or
However, a select few magi blessed with a experiences. The GM should feel free to subtract
comprehension of the mind and techno-artifice some of the character's accumulated Insanity
that would baffle most of their peers can go even and Corruption Points as well as creating more
beyond those limitations to make implants that relevant and appropriate Shards of Memory for
are arguably better than the grey matter they the character to experience.
replace in every way... Best: Only a few magi can create these
The use of cortex implants causes the stunningly powerful implants which transcend
character to gain 1d10 Insanity Points to reflect mere augmetic functions - and they usually
more "mechanical thinking" as well as occasional install them in their own heads. Instead of
glitches and processing errors that can fool the repairing, or indeed, augmenting, the bearer's
character's consciousness into misperceiving fleshy brain, they completely replace it with an
their own thought processes. Other functions incredible mass of techno-artifice that replaces
depend on the design and intention of the nerves and synapses with gold relays and
implants, which roughly follow the rules for crackling data-coils. This type of augmetic is
Item Craftsmanship. almost never encountered outside of the
Poor: Simple, low-density implants control Adeptus Mechanicus, but rare exceptions do
the various biological and neural processes of the exist. Of course, the bearer might begin acting
bearer's body, but they are insufficient for higher uncomfortably like a tech-priest if they weren't
thinking and any sort of independent decision- already one to begin with...
making that does not rely on pre-written control This implant can only be attached and used if
routines and codes. This type of implant is often the character already has or will be receiving the
used to create servitors from existing (rather cranial reinforcement, bionic respiration, and
than vat-grown) bodies, and a more gastral bionics augmetics. Additionally, the
sophisticated style is also employed by the character loses any senses (except for touch) that
Ecclesiarchy's terrible arco-flagellants. he does not have a cybernetic sense augmetic for.
The use of this type of implant more or less The implant grants the bearer the Unnatural
"erases" the character's personality, memories, Intelligence (x2) trait (see Unnatural
and other functions. Unless some extenuating Characteristics on page 332 of Dark Heresy for
circumstances exist, a player character who finds more information) as well as the Rite of Pure
these installed in his head should be removed Thought talent if he did not possess it already.
from play. His mind can functionally duplicate the effects
Common: Most cortex implants aren't quite of an emplaced cogitator, including the ability to
as good as the tissues they are carefully planted connect to other systems through external ports
next to, but a character who receives them as and sockets, and because the entire head is now
part of treatment for a mind-affecting injury composed of only mechanical components, he
likely won't mind too terribly much. Aside from can no longer suffer Blood Loss, Stunning, or
aiding in important mental functions, cortex Fatigue from attacks that hit there (functionally
implants can also be used to suppress or cordon treat the character as having the Machine trait
off portions of the bearer's brain that have borne on his Head location).
witness to things too horrible to comprehend.

107
Exoskeletal Augmetics points), although more voluminous vestments
These external braces and supports are servo- could conceal their presence.
assisted and duplicate the range of motion of the Poor Craftsmanship augmetics of this type
bearer's limbs and torso with a control unit that reduce the character's original Movement Rate
is almost invariably hard-linked into the spinal by 1 and impose a -5 penalty on Weapon Skill
column. More basic models and styles, which are Tests, but otherwise grant the bearer a full range
permanently or semi-permanently attached to of motion and movement again. If the
the bearer's body, can restore mobility to character's condition caused them to completely
extremely aged or diseased flesh, though those lose the use of hands and fingers, the exoskeleton
who have suffered severe nerve damage may be can restore those too, but the movement is less
able to benefit from this augmetic too. than perfect and they reduce their original
Compared to bionic limbs, an exoskeletal Agility by half when making any Tests involving
augmetic can enable motion and movement but fine manipulation. The exoskeleton gently creaks
does not replace so much as "assist" the corporal and flexes as the character moves, imposing a -
form. Obviously, it is only suitable for those who 10 penalty on Silent Move Tests. This augmetic
still have the extremities the God-Emperor can be removed by the character (the spinal
blessed them with. Most are simply devised as a control block remains, of course), though their
means to treat the impaired who, for various condition may require the aid of another
reasons, would refuse a bionic recovery. character to put it back on again.
Particularly advanced and purpose-designed Common: While far less common, exoskeletal
augmetics do exist, and while rare, they can augmetics are sometimes used by those who
actually greatly enhance the bearer's physical simply desire a body that is more powerful and
abilities. Care must be taken in their use to avoid strongly built without resorting to chopping
potentially dangerous overexertion of the away their flesh and bones. More advanced
biology the exoskeleton attaches to. exoskeletons are almost always permanently
Exoskeletal augmetics can move parts or all of integrated into the bearer's body, their natural
the charcter's body even if he would otherwise be tissues augmented by shiny metal bracing and
unable to, such as through paralysis or serious reinforcement which are often further
injury. Characteristic Damage or reduction due customised and decorated with engraving or
to mangled or useless limbs and organs can be glowing power fibres. Aside from the observable
totally offset with the use of this augmetic, parts of the augmetic, the exoskeleton also
though only for the purposes of movement and underpins the bearer's own bones with
other such actions - for example, scorched lungs additional plating - the scars from this heavy
that have caused the character to permanently surgery are nicely hidden by the augmetic's
have one level of Fatigue can't be remedied with exterior components.
an exoskeleton. Other functions depend on the Common Craftsmanship augmetics of this
design and intention of the implants, which type perform the same functions as the Poor
roughly follow the rules for Item Craftsmanship. Craftsmanship version but impose no penalties
Poor: While they may appear to be mundane save for those on Silent Move Tests.
and simplistic, typically composed in the main of Additionally, the augmetic's reinforcement of
slate grey metal, these augmetics can get a man the character's body grants them the Bulging
out of a gurney or medi-chair with surprising Biceps and Iron Jaw talents as well as increasing
grace. Because they tend to be somewhat bulky the Damage of unarmed attacks by 2. This
in construction, these augmetics are usually augmetic is permanently integrated with the
worn outside the bearer's clothing (alterations character's body and can't be removed.
may need to be made for some attachment Good: Elderly Inquisitors and Rogue Traders
who steadfastly refuse to acquiesce to time's

108
inexorable advance will sometimes commission Unnatural Speed trait for up to one minute at a
an augmetic of this level of exquisite quality to time. Failure still grants the trait's benefits but
make sure it won't be frailty of the body that also inflicts 1d5 levels of Fatigue due to placing
finally does them in. This augmetic closely serious strain on the character's body. Failure by
resembles its lesser variation, but the servo- four or more degrees results in the exoskeleton
acutators and nerve input stacks are far more partly tearing away from the character's body,
sophisticated and elaborate, quite possibly causing him to begin suffering from Blood Loss
making the bearer move even faster than they as well as reducing the augmetic's effects to those
did in their prime. A perfectly healthy man of a Poor Craftsmanship version until it receives
could benefit from this augmetic as well, though proper repairs and service.
usually only those who have built up
considerable resources and influence over a Internal Blade
lifetime of duty and endeavours could easily An augmetic that is almost more of the flesh-
afford the great expense. sculptor's art than anything else, this incredibly
Good Craftsmanship augmetics of this type precise and finely fitted device is inserted into
perform the same functions as the Common the muscles and tissues of the bearer's lower arm
Craftsmanship version but further grant the where it can be used to perfectly conceal a small
character the Unnatural Agility (x2) trait as well bladed melee weapon. A skin vent on the wrist
as granting a +10 bonus on all Agility-based allows the weapon to be drawn, typically hilt-
Tests. The character can also attempt a Hard (- first, so the augmetic tends to be implanted in
20) Toughness Test to gain the benefits of the the bearer's non-dominant arm. The mechanism

109
itself, resembling an almost paper-thin brace matrix can always determine which direction
with a tension-assisted slot that deploys the north is.
weapon's base, is invariably made of high quality
monoplasteks so it does not appear on an auspex Memorance Unit
scan, likewise concealing the weapon until the This metallic device is permanently grafted to
moment it is drawn. Great care must be taken the back of the bearer's skull where it wires
when returning the blade to its augmetic sheath, directly into the memory centres of the brain
as a slight error in angling the point can result in and functions as a miniaturised datavault. Aside
missing the skin vent and instead piercing flesh, from being able to greatly enhance the bearer's
or worse, arteries in the wrist. ability to remember things, an exterior pict-
An internal blade can store most bladed knives capture array and compact projector are
and similar weapons - including power blades - attached to the bearer's temples and connected
in a hidden augmetic in the character's arm. The to the memorance unit by thin cables to record
weapon can be drawn normally, but slipping it and capture what the bearer sees. It can then be
back in requires a Full Action. The implant's replayed for the benefit of an audience, allowing
base price does not include that of the weapon the bearer of the implant to share his memories
itself, which must be acquired separately. What with others directly. This augmetic is most
melee weapons can be used with this implant are commonly employed by archivists and
left to the GM's discretion. chroniclers, though scholars and other seekers of
knowledge will sometimes petition for the
Locator Matrix device, whether for research or simple posterity.
A locator matrix is an invaluable gift of the Much less common, though undeniably effective
Omnissiah to professional explorers and others and with a suitable flare for the dramatic, are
who frequently operate in distant, unknown those who would use a memorance unit as an aid
lands. Two tiny stacks of micro-cogitators are in negotiations. Potentially damaging or critical
implanted at the base of the skull and neck, information, captured from the perspective of
leaving thin parallel strips of shiny metal visible the augmetic's bearer, can be an excellent source
on opposite sides of the spine. The matrix's of leverage in such encounters.
advanced self-positioning routines inform the A memorance unit grants a +20 bonus to
bearer via empathic signals of true magnetic Trade (Remembrancer) Tests as well as the Total
north. If the bearer has a data-slate handy, he Recall talent if the character did not already
can also plug it into the matrix's data-port to possess it. If the character already has the talent,
receive other information such as relative and he instead never needs to make an Intelligence
absolute velocity, altitude, time of day, air Test to recollect information that the
pressure, and so forth. This information can be memorance unit has captured. Should the
immediately useful for purposes of navigation character already have cybernetic eyes or a
and overland travel, but only if the bearer also similar bionic sense he may omit the pict-
has access to maps or some other kind of capture array and simply capture all that he sees
reference to compare the matrix's input to. with his augmetic oculars.
Knowing which way is north can be of little
utility if one doesn't know what direction he Mind Impulse Unit
should be travelling in, never mind what's over Also known as machine-links or "Divine
the next rise. Conduits" among tech-priests, a mind impulse
When used in conjunction with a map a unit is a sophisticated and potent implant that
locator matrix grants a +20 bonus to Navigation allows its bearer to interface directly with the
(Surface) Tests made while travelling. Even machine spirits of powerful machinery and
without any other gear, the bearer of a locator equipment. Ultra-fine wires are ran into the

110
bearer's brain and then coalesce into a spinal or unfortunate character, frying their mind impulse
cortical socket into which an appropriate plug unit and their brain along with it - after a
from the machine is connected. A bearer who is brilliant cascade of sparks, the character falls
familiar with the proper rites and rituals - and dead with his head sizzling.
none who would carry this augmetic aren't - can Cerebral Plug: A much simpler type of
communicate with and direct the machine by connector compared to a full mind impulse unit,
thought and will alone. For followers of the Cult cerebral plugs are fairly common augmetics
Mechanicus, this is an act of religious among those who work with techno-devices
importance as one becomes closer to singularity frequently. A siginficantly reduced wire network
with the holy machine; those that aren't runs through the bearer's brain to a small box at
members of the priesthood would do well to the top of the spine from which a plug attached
show the proper respect when using a mind to a ribbon wire can be retrieved. By reeling out
impulse unit whilst in the presence of tech- their plug, the bearer can connect himself to a
priests and enginseers. Being directly linked to variety of smaller and less complex machines,
the awesome power of large and puissant pillars such as an auspex or vox-caster, and manipulate
of techno-artifice can be dangerous for a hasty, them without the use of manual controls.
unobservant, or ill-prepared mind. Those who Devices that incorporate a display can also pipe
do not require the ability to direct great their findings into the bearer's mind, allowing
forgeworks like an orchestra or wield a Battle him to visualise the machine's read-outs rather
Titan's earth-shattering power like an extension than paging through a screen or rolls of data
of their own body will likely find a much from an attached auto-quill. The cerebral plug is
humbler cerebral plug to be perfectly sufficient specifically devised to be unable to link with
for their purposes. powerful machines - such a basic connector
A mind impulse unit provides a +10 bonus to would likely cause the bearer great injury or even
Drive, Pilot, and Tech-Use Tests made with a death as the awesome power of great machine
linked machine. More esoteric pursuits, such as spirits overload their mind.
communication with the machine spirits, may Mind Impulse Unit, Superior: Some types of
provide the character with other bonuses or mind impulse unit are even more substantive
require other Tests. Connecting a mind impulse than most styles and patterns. Aside from the
unit requires the completion of the appropriate cortical or spinal socket, the bearer will also
rituals and rites to establish communion with receive connector probes wired into their wrists
the machine - this takes at least one minute, (or fingers if they have bionic hands) to transfer
though an observant tech-priest might take both tactile as well as logical data from the
longer than that just out of piety. The character machine spirits. Superior mind impulse units are
can attempt to speed the process up to a single rarely encountered outside the realms of the
Full Action, but must succeed on a Challenging Mechanicus, and those who do bear them tend
(+0) Toughness Test or gain one level of to have a strong relationship with members of
Fatigue as the machine spirit chastises their the Martian Priesthood or some similar pursuit
impropriety. Especially great machines, such as of esoteric knowledge.
voidship steering cogitators, a gun-cutter's main A superior mind impulse unit functions as the
control systems, or a manufactorum logis stack common augmetic but also grants a +10 bonus
will exact a far harsher price for those who dare to Logic and Inquiry Tests made with the
intrude fleshy minds into their mechanical connected machine. If the character is linked in
purity: the Toughness Test becomes Hard (-20) to a war machine they gain a +10 bonus to
with failure inflicting 1d10 levels of Fatigue. Weapon Skill and Ballistic Skill Tests made to
Failure by four or more degrees instead causes use the machine's combat systems.
the machine spirit to violently lash out at the

111
Mind-Weapon Interface: This less costly seem appealing to those who fight and die for a
derivative of the mind impulse unit is designed living, it is more commonly employed by
expressly to communicate with the machine debased nobles and entertainers who don't want
spirits of handheld weapons. A single cable to let an accidental injury stymie a good time.
connects the interface's external component, Cost isn't the only reason, however - being
which resembles a smaller mind impulse unit's unable to feel pain can have conspicuously
socket assembly, to a jack that is installed on the dangerous effects in and of itself, such as not
desired weapon. The bearer is then able to fire being cognizant of contact with a hot surface
the weapon simply by focusing his mind on the until the bearer smells cooking flesh.
action, and can also be kept abreast of other A pain ward renders a character immune to
information the weapon's machine spirit may be Stunning and other involuntary actions or
in possession of. This could include the amount penalties that result from painful events, such as
of remaining ammunition, barrel temperature, Critical Damage, being set on fire, drowning,
or if the weapon is in need of maintenance. In and so forth. The character can still be Stunned
theory any kind of Imperial ballistic weapon from other types of forces, such as being
could be made to work with a mind-weapon subjected to a Takedown attack. At the GM's
interface, but the most useful application of the discretion, the character may have to begin
device is in the attachment of pistol-type making Awareness Tests to realise he's taken
weapons in a servo-assisted shoulder mount, Damage, especially if it was from a more subtle
keeping the bearer's hands free to wield other source such as a silenced sniper's bullet or a
implements, climb ladders, or theatrically poisoned stiletto.
denounce his foes with an incriminating finger.
A mind-weapon interface can connect to most Respiratory Purifier Implant
types of ranged weapons and grants the Compared to a full bionic respiratory system,
character the ability to fire the weapon without this implant is a fairly simple solution towards
working the trigger and controls. He must still making the bearer's lungs more resistant to
have hands free to reload or clear jams. For an airborne toxins and noxious fumes. A specially-
extra 300 Thrones, the character can combine devised porous membrane is grown in a culture
this augmetic with a servo-rig to attach a Pistol vat and then sent down the bearer's windpipe
class weapon to one shoulder. This weapon is with a tiny prehensile probe where it is attached
always considered Readied and can be fired even to the interior lining of the lungs. Poisonous
if the character has his hands full, is Grappling, particles and vapours have a much harder time
or restrained. Note that this does not allow a penetrating the membrane than the organs'
character to make more than one Attack action original surfaces and most are destroyed by
per Round. natural biotic reactions. With his lungs and
windpipe so augmented, the bearer can head
Pain Ward into a toxic environment with the same
A pain ward, as the name suggests, prevents confidence as if he was wearing a gas mask.
the bearer from feeling physical pain. The However, many will still choose to carry a mask
implant takes the form of a flat, paper-thin sheet anyway owing to certain gases and poisons being
of flexible circuitry that is inserted under the able to attack the eyes as well - something this
skull where it literally re-wires the areas of the implant has no power to address.
bearer's brain. Excruciating pain is replaced with A respiratory purifier implant grants a +20
strange perceptions of colour, taste, or nothing bonus to Toughness Tests made to withstand
at all as the synaptic relays are deliberately airborne toxins and allows a re-roll of failed
confused by the implant's circuits. While the Tests. This bonus does not stack with that from a
immediate applications of such an augmetic may gas mask or respirator as the implant essentially

112
places the same filters in the character's lungs. If The character must have at least one bionic
the gas can affect the character's eyes or attacks hand or arm to receive this implant. Scribe-tines
the skin, the bonus decreases to +10. This can be deployed or retracted as a Half Action.
implant is not effective against any gases that can While deployed, the implant grants a +10 bonus
bypass a gas mask (as noted in their description). on all Skill Tests with the Investigation
descriptor where most types of data mediums
Scribe-Tines are involved. However, at the same time the
Unlike most implants, this augmetic is actually character is unable to attempt any Strength-
designed to improve another augmetic rather based or Weapon Skill Tests using his hands.
than flesh and bone. Scribe-tines are a form of
extremely versatile and dextrous manipulator Subdermal Armour
that is well-purposed for rifling through great Agents, infiltrators, and others who rely on
stacks of paper, tapping away at a runeboard, or disguise and subterfuge often do not have the
reaching the many keys and switches on a liberty of proper armour and protective gear
control lectern. On command, the bearer's when they most frequently change their attire
existing augmetic hand roughly splits in half and and appearance. Subdermal armour can help
extends in a disturbing-looking fashion, rectify this by inserting thin plates of high
functionally doubling the number of fingers density ceramite under the bearer's tissues,
available as well as moderately increasing their protecting bones and organs from a variety of
reach. The long and thin digits lack tensile and physical violence. Great care must be taken by
gripping strength, making them ill-suited for the chirurgeon performing the task, however, as
any kind of heavy lifting or labour. This fragility, all sorts of complications can arise from shoddy
combined with the very disquieting appearance, workmanship, such as skin losing circulation
means that even stuffy scholars and and rotting off or muscles becoming crushed by
lexmechanics who have made use of the excess pressure. Likewise, only the absolute
augmetic will keep them retracted when they finest ceramite can be used in the forging of the
aren't actively in use. armour plates themselves - fragments chipping

113
and breaking off, ordinarily a superficial Vehicle Interface Circuitry
problem on a suit of power armour, can lead to Vehicle interface circuitry is a marvellous
infection, tumours, or even a fatal ischemia. piece of techno-artifice that is believed to be one
Subdermal armour adds 2 APs to the of the few relics from the Dark Age of
character's Arms, Body, and Legs locations, Technology that is still understood and practiced
which stack with any worn Armour. If properly in the present age. Glimmering, paper-thin
installed, the armour can't be detected by visual circuits are implanted just below the skin of the
observation and searches, but the plates will bearer's palms and fingers. The tiny web-like
show up on an auspex scan. augmetics mesh with the controls and yokes of
machines specifically devised to work in concert
Synth-Muscle with them, giving the bearer a sort of intuitive
Grown in culture vats from samples of the understanding of the machine's operations and
bearer's own blood, synth-muscles are carefully needs. This tech is almost invariably found only
implanted into the bearer's existing musculature in the cockpits of flyers and small voidcraft -
and tendons. As one could assume, this increases tanks and walkers tend to have much simpler
the bearer's physical strength by the simple controls that require a far lower level of
expedient of growing their overall muscle mass. interaction, while great machines like voidships
Once the implants have been properly grafted and Titans will usually mandate the use of a
and accepted by the bearer's body the new flesh mind impulse unit or similar device that allows a
functions essentially as though it was their own - direct man-machine connection. Because of this
this includes getting flabby if the bearer becomes association, a man bearing vehicle interface
overly idle or indolent. Most synth-muscle circuitry on his hands - something few would
grafting will noticeably increase the bearer's bulk willingly cover with gloves or otherwise
and leave them with a more chiselled (if scarred) obfuscate - can be almost certainly fingered as a
appearance. For those with a surplus of gelt and skilled pilot or void-master.
a deficiency in reason, a more advanced and This implant grants a +10 bonus to Pilot Tests
aggressive grafting can turn them into a brutal made with a vehicle that has the appropriate
meat mountain that is well suited to crushing interface receptors. Additionally, a character so
lesser men with their bare hands. This requires equipped can attempt a Perception Test (the
more intensive surgical procedures as well as Difficulty should be set by the GM depending on
gene-engineering to make sure the huge bulk the situation) to determine the status and
takes, not to mention ensuring the bearer's condition of the vehicle as a Free Action. This
bones and circulatory system can handle his new could provide information such as the remaining
muscle-bound form. fuel or ammunition level, locating damaged
"Normal" synth-muscle grafting permanently areas, or simply gauging the readiness of the
increases the bearer's Strength Characteristic by vehicle's machine spirit.
10, making him generally more powerful at
lifting, jumping, and clobbering enemies in Vitae Supplaceor
melee combat. Broadly similar to the systems and engines
Huge grafts do the same, but also grant the used in the life sustainers of great voidships
bearer the Unnatural Strength (x2) trait while plying the empyrean, a vitae supplaceor is
reducing their Agility Characteristic by 10 on something of a personal indemnitas against all
account of the extreme mass of the new flesh. sorts of injuries and conditions that frequently
Additionally, the character must also eat roughly result in expiration. A variety of compact
twice as much food as before in order to keep up implants are inserted into the bearer's torso, all
with his artificially higher metabolic rate. of which only function if a spinal sensor detects
impending death due to trauma. Arterial micro-

114
pumps can keep blood flowing in the event of chemplant bladders are spread throughout the
cardiac failure, electrolytic scrubber fibres body - these release fast-acting protective agents
stimulate the lungs to keep the body oxygenated, that can temporarily shield the body against
and reserves of procoagulant agents can prevent being irradiated or cooked by the aether's
exsanguination, all with absolutely no input malignant power. Although undeniably useful
from the bearer. Which is in and of itself a for what it does, this implant's niche abilities as
highly desirous quality, as many forms of well as the fact that being "voided" is usually
crushing injuries often leave their victims accompanied by other, equally fatal
unconscious as they expire. A vitae supplaceor happenstance (such as being lit on fire by
can only sustain its bearer for a few hours before rupturing power conduits or impaled by flying
their wounds overwhelm the implants' life- shafts of reinforcement bars) makes it a
sustaining faculties, but this is usually more than particularly rare augmetic.
enough time - if the medicae haven't arrived by A character who has received the voidskin
then, they probably aren't coming at all. implant can spend an additional 1d10+3 Rounds
A character bearing a vitae supplaceor gains in the void or another hard vacuum
the Autosanguine talent any time he sustains environment before suffering its effects (see
Critical Damage and retains its effects until he is Vacuum on page 210 of Dark Heresy).
no longer considered Wounded. Additionally, at
the GM's discretion, the character may have a Voxplant
50% chance to survive what would otherwise be Visible as a small plate behind the bearer's ear,
a fatal injury due to Critical Damage. If the vitae a voxplant is a short-range communicator
supplaceor saves the character in this fashion, it roughly similar to a micro-bead but with the
is able to sustain them for up to four hours, after added boon of being implanted in their head. A
which they expire if they haven't received voxplant is thus never in danger of coming loose,
adequate medical treatment to reduce their being accidentally forgotten somewhere, and so
Damage to non-lethal levels. forth. Voxplants are most commonly
encountered on the crew of voidships to ensure
Voidskin they don't become tangled up and lost in bundles
of cabling or on the edges of maintenance
Exposure to hard void, even briefly, is almost
passages, and they are often linked directly to the
assuredly a fatal experience, and those that do
ship's vox channels for ease of use. Aside from
survive are often crippled from the lack of air or
being always accessible, a voxplant is also
ridden with tumours from cosmic energies.
completely inaudible to anyone except the
Among veteran voidsmen, this death is quite
bearer. An internal pickup translates the
possibly one of the most feared of the myriad
movements of the bearer's mouth and throat
ways in which a man can meet his end while
into voice for listeners on the other end of the
plying the stern mistress of the galaxy. Voidskin,
vox-link. This feature allows those "in the know"
a combination of physical augmetics as well as
to produce speech simply by manipulating the
bio-chem conditioning, can offer a man a brief
muscles of their throat and tongue, making no
respite to claw his way back into a life-sustaining
audible noise but coming through crystal-clear
environment before the void claims him. A
on the voxplant. This technique, popularly
microfine flakweave is integrated with the lower
known as "subvocalisation", is of particular use
layers of the bearer's external tissues while
to infiltrators, agents, and voidsmen saying rude
chemical hardening is performed on the orifices
things behind an officer's back.
and membranes that would burst or rupture
A voxplant duplicates the effects of a Good
(those who receive this treatment often find
Craftsmanship micro-bead. For twice the listed
these areas to be annoyingly itchy for weeks after
cost, it may also include the code ciphers of a
the initial surgeries). Furthermore, tiny
Best Craftsmanship micro-bead as well.

115
components left in their bodies when their soul -
BLESSINGS OF or machine spirit, depending on who's asked -
THE OMNISSIAH leaves its vessel for what lies beyond. However, a
tech-priest can come much closer to becoming
Implants and bionics are often thought of as
one with the Omnissiah by draining his blood
being the purview of the Adeptus Mechanicus,
and replacing it with biomechanical serum. This
many of whom eagerly replace as much of their
remarkable fluid is filled with legions of
flesh and blood as possible with the shiny
homonculitic machines which course through
artifices of the Machine God. Most of these fine
the tech-priest's veins, repairing and rebuilding
pieces of cyber-tech can be obtained by outsiders
any damaged tissues they come across. The lack
for the right fee or boon, thus bringing even
of biological proteins in the serum causes the
greater riches to the Mechanicus' domains.
tech-priest's skin - however much they have left,
However, there are some things which simply
anyway - to become grey and wither around the
are not ever allowed to pass into the flesh of
edges, but this pallor is purely superficial. After
those not of the Martian Priesthood. These
undergoing a hermetic infusion, there is very
augmetics are either devised to only function
little that can keep a tech-priest down without
with the holy implants that a tech-priest receives
outright annihilating him entirely.
as part of their indoctrination in the ways of the
A tech-priest must already have the
Omnissiah, or are simply watched and guarded
Autosanguine talent to receive this blessing. The
with such care that none ever leave the "right"
hermetic infusion grants a +20 bonus to resist
hands, or bodies as the case may be.
the effects of toxins, diseases, radiation, and
For various reasons, these augmetics can only
other virulent dangers that would gravely
be used by tech-priests and other members of
threaten those of a more fleshy constitution. The
the Adeptus Mechanicus. Such characters need
tech-priest gains the Regeneration trait as well -
not make Inquiry Tests to locate the implant
the serum's micro-machines can heal and repair
while on forge worlds and other areas that are
injuries so fast that the wounded tissues can be
controlled by the Mechanicus - the augmetics
visibly seen mending themselves. However, the
are always available if the tech-priest has the
tech-priest's biology becomes so radically altered
Thrones to pay.
by this blessing that he may no longer be treated
Blessings of the Omnissiah for First Aid or receive Extended Care through
Name Cost Test the use of the Medicae skill. Further, should he
Hermetic Infusion 5000 -30 ever suffer from Blood Loss, only cast spray or
Mechadendrite - -
heavy industrial adhesives can staunch the flow
of the escaping serum.
Ballistic 600 +0

Manipulator 500 +0 Mechadendrites


Medicae 500 +0 After the all-encompassing red robes, the most
recognisable aspect of a tech-priest are his
Optical 400 +0
mechadendrites. These undulating mechanical
Plasma Cutter 1500 +0
limbs are used for a wide variety of purposes and
Utility 500 +0 functions. Most have multiple joints or are
Secutor Augmetics 2000 +0 mounted on strong servo-snakes, making them
Servo-Arm 1200 -10
resemble metallic tentacles or pseudopods
tipped with instruments of the Omnissiah's
Hermetic Infusion glory. Because they draw power directly from the
tech-priest's potentia coil, they also have
With few exceptions, even the greatest of magi
significant power in and of themselves, with
will still have at least a few biological
some being able to easily heft the tech-priest up

116
walls as though he were using his own limbs. and unless the bearer is especially overzealous in
Depending on the pattern and make, a its use, it will never run out of charge. An
mechadendrite may be able to conceal itself enterprising tech-priest could even shoot the
beneath a tech-priest's robes, only slithering out weapon around corners while remaining
when its services are needed, or the limb may be completely hidden, though the mechadendrite
a significant growth prominently jutting out of does not have its own sighting system which
the tech-priest's back, shoulders, or sternum. leaves the bearer to his own machinations if he
The largest of the mechadendrites often include wants to avoid firing blindly. This
grav-stabiliser systems and gyro-guidance rigs to mechadendrite is usually attached to the back or
prevent their bearer from becoming unbalanced shoulder, but a few members of the Priesthood
due to the implant's mass. All interface with a have been known to rig theirs to abruptly slide
tech-priest's cyber-mantle, making them out of a sleeve of their robes.
effective extensions of his own body. A ballistic mechadendrite counts as a Best
A tech-priest must possess the appropriate Craftsmanship Steel Burner heavy laspistol that
Mechadendrite Use talent to employ the more is always Readied. Using his own Ballistic Skill,
advanced features of his mechadendrites. the tech-priest can fire the weapon as a Half
Ballistic Mechadendrite: Intended primarily Action Standard Attack or by spending his
as a defensive augmetic, a ballistic Reaction for that Round, though it cannot be
mechadendrite mounts a sleek, powerful fired more than once in any given Round. The
laspistol on the end of a flexible limb about two tech-priest is still limited to making one Attack
metres long. The weapon is thus greatly flexible action per Round. As long as the tech-priest's
and can fire in almost any direction, including potentia coil isn't exhausted or somehow
while the tech-priest is otherwise engaged, such damaged, the laspistol always has a charge and
as while performing a lengthy rite or clobbering never needs to be reloaded.
an enemy with a melee weapon. Power is Manipulator Mechadendrite: This type of
siphoned off from the tech-priest's potentia coil fairly simple mechadendrite is devised to grip,
into a permanently integrated capacitor unit, clamp, and manoeuvre heavy objects while

117
keeping the tech-priest's hands free for other have been known to perform their own implants
tasks or somatic rituals. Strong hydraulics utilising this device.
attached to a multi-jointed appendage allow the A medicae mechadendrite grants a +10 bonus
tech-priest to direct a pair of gripping pincers up to any Medicae Tests made while using the limb.
to a metre and a half away. Along with picking Among many useful tools, the mechadendrite
things up, a tech-priest can also use a has several specific applications. An injector unit
manipulator mechadendrite to firmly anchor can be loaded with up to six doses of different
himself to the ground or any other surface, types of drugs which are always ready for
including overhead gantries or vertical trusses, immediate use, either on the tech-priest or
and the pincers can even be used for climbing if others. A surgical stapler can quickly close
suitable surfaces are available. Finally, the grievous wounds, automatically ending Blood
manipulator itself is made of very sturdy case- Loss as a Half Action. A small chain blade is
hardened alloy and can be used to bludgeon provided to cut through personal armour to
stubborn relays and levers (or an assailant). facilitate treatment to damaged biologics
A manipulator mechadendrite grants a +20 underneath, and can also be used to amputate a
bonus to the tech-priest's Strength Characteristic diseased or mangled limb with great speed (the
when making Tests while using it or lifting heavy difficulty becomes a Challenging (+0) Medicae
objects. The manipulator can be used to make Test). The tech-priest can also use the blade as a
Climb Tests provided there are sufficient hand- weapon by making Weapon Skill Tests, in which
holds for it to grab on to, such as exposed girders case it functions as a chain knife. Finally, the
or buttresses. The mechadendrite deals 1d5+2 threatening-looking rig of gleaming instruments
points of Impact Damage, plus the tech-priest's can be used to intimidate a helpless victim,
improved Strength Bonus, if used to bash in granting a +5 bonus on Interrogation Tests if
stuck doors or crush objects. The tech-priest can used in such a fashion.
make Weapon Skill Tests to attack with the Optical Mechadendrite: Unlike just about
mechadendrite, which has the Primitive and every other mechadendrite, this one has no
Unbalanced qualities if used in combat. actual tools of its own, but rather is intended to
Medicae Mechadendrite: Tech-priests are be of assistance to others or the tech-priest's own
not well known for their skills as a chirurgeon, hands. The mechadendrite has two main
but not for lack of talent or gear. A medicae components. First, a powerful electric torch in a
mechadendrite is fitted with all sorts of small shock-proof housing peers over the tech-priest's
tools useful for procedures on living or shoulder, allowing him to cast a very bright
preserved flesh, such as lancets and scalpels, beam of light anywhere he's facing. The light can
injectors, surgical staplers, a cauterizing probe, cycle through different colours, and can also be
and so forth. The surgical implements are used as an infrared illuminator for IR goggles as
mounted on the end of a highly flexible limb well. Second, a pict-capture suite is installed on
about two metres long, and some of the more the tip of a very thin probe which can snake out
precise instruments can be further extended on up to three metres while being no thicker than a
tiny wire-like probes. Most tech-priests who bear flow-pen. The flexible nature of the probe means
this mechadendrite use it in the maintenance of it can be used to inspect machinery in cramped
servitors or biological components of large quarters, peer into ventilation chutes, or wiggle
machines, but those who do have the interest through vents to observe objects in toxic
and goodwill towards lesser men can be perfectly environments, sending still pict reports back to
effective medicae in their own right. It is also the its bearer. Among other things, the tech-priest
perfect tool for the attachment and maintenance can remain in a dignified posture where others
of augmetics, and some particularly skilled magi would be stooped over or crawling along
fumbling with a handheld stab-light.

118
An optical mechadendrite duplicates the must have the appropriate talent to make use of
functions of a pair of infrared goggles and it as such. Firing the weapon in this fashion
magnoculars for the tech-priest, and can also be consumes fuel equivalent to 2 minutes' worth of
used as a signalling device. The torch can project cutting time.
a high output light out to a distance of more Utility Mechadendrite: Fitted with all sorts of
than 100 metres, while the optical probe allows useful tools and appendages, a utility
for close examination of very small objects. At mechadendrite is about the closest thing to
the discretion of the GM, the tech-priest may "common" as far as the artificial Mechanicus
receive a bonus on Search or Evaluate Tests limbs can be concerned, and is often the first
when being able to see minute detail is relevant. type of mechadendrite that a tech-priest will
Plasma Cutter Mechadendrite: This type of graft to his body. A utility mechadendrite is a
mechadendrite is notably rarer than most due to highly flexible limb about two metres long
its specialised applications. A shielded plasma bristling with a variety of implements to assist
cutter is installed at the end of a flexible limb the tech-priest in the commission of his holy
about a metre and a half long and feeds photonic duties to the Machine God. In general, such a
hydrogen from a reservoir that forms part of the mechadendrite will be armed with numerous
mechandendrite's base. The cutter is able to drivers, sockets and spanners, blades, snippers, a
slowly but steadily cut through almost any sparker, lubricant and oil dispensers, a current
material. It is often thought of as a tool of monitor, and probably a few other bits as well.
demolition or to make doors into areas where The mechadendrite also includes a built in
none exist, but they can also be used for censer for puffing incense as part of rituals and
constructive purposes equally well, such as rites as well as to sooth perturbed machine
cutting lengths of conduit to the right size or spirits with a direct blast. Giving the wide range
shaping piston heads and impellor blades. of styles and fixtures, a utility mechadendrite
Further, while not designed to perform as such may have other features and faculties as well,
at all, a tech-priest can also disable the cutter's such as thermal probes to determine the
safety limiters to turn the mechadendrite into an temperature of fluids or surfaces, mag-clamps to
improvised plasma weapon, though such an hold small objects steady for closer inspection,
affront to the device's machine spirits should and so forth.
only be undertaken in an emergency. A utility mechadendrite's various tools and
A plasma cutter mechadendrite can cut implements duplicate the effects of a combi-tool
through up to 20 centimetres of superhard while keeping the tech-priest's hands free for
material, such as adamantine alloy, in one other tasks. If the tech-priest has the Ferric Lure
minute. Less dense materials, such as ordinary or Ferric Summons talents, he can attract objects
metal, take proportionally less time. The cutter to a utility mechadendrite instead of his hands.
must be allowed to cool off for 1d5 minutes after The censer can be used offensively to distract
each use. The photonic hydrogen reservoir and obscure by puffing fumes into the faces of
contains enough fuel for the cutter to be used for enemies. As a Half Action, the tech-priest can
up to 20 minutes at a time - the reservoir can be create a puff of incense smoke with a two metre
refilled using standard plasma flasks, three of radius. Living creatures whose eyes and nose
which are needed to fully fill it. The tech-priest aren't protected incur a -5 penalty on Weapon
can use the mechadendrite as a weapon, in Skill, Ballistic Skill, and Perception-based Tests
which case it is treated as a Ryza-pattern plasma while in the cloud, which dissipates in 1d5+1
pistol with an absolute maximum range of 10 Rounds (or faster if a strong breeze presents
metres, no Maximal setting, and the Unreliable itself). The censer takes one minute to build up
quality. The weapon can be used similarly to a enough fumes to be used in this fashion again.
Ballistic Mechadendrite, and the tech-priest Because of the very pungent and recognisable

119
scent of Mechanicus incense, any Perception-
based Tests to detect the tech-priest that rely on Servo-Arm
scent gain a +10 bonus. The censer can be shut This huge appendage is too large to be
off as a Full Action which ceases making the considered a proper mechadendrite, although it
smells, though it takes 1d10 minutes to coax it is used in a similar fashion. Servo-arms are
back into action again if the tech-priest requires typically only seen in the employ of Enginseers
its services. The blades and cutters on the and other tech-priests who frequently work
mechadendrite can be used as a weapon in a around very large and heavy objects, such as
pinch, functioning as a mono-edged knife with those attached to Imperial Guard regiments or
the Defensive quality. The tech-priest can make foremen in macro-foundries. A servo-arm more
Half Action Standard Attacks using his Weapon resembles a transplanted gantry armature than a
Skill as normal. mechadendrite, having only a few points of
articulation and fitted with a huge clamp or
Secutor Augmetics pincer almost the size of a man's chest. The
The Secutors of the Auxilia Myrmidon are entire rig is fitted with grav-stabilisers so that the
fearsome experts at strategic warfare as well as tech-priest doesn't tip over while lifting giant
personal combat, applying their knowledge of machine blocks or tipping a Leman Russ onto its
machinery and extensive augmetics to make side to replace damaged tracks. The limb is
themselves an embodiment of the Imperium's invariably attached to the tech-priest's cyber
mighty war machine. Those who truly relish mantle directly at his centre of mass, remaining
battle will often undergo a lengthy series of folded up in a more compact shape akin to a
implants and rituals that reshape their fleshy backpack when not in use. Although intended
bodies and what bionics they already have to be strictly as a heavy-duty utility device, a servo-
more powerful and durable, further solidifying arm's monstrous hydraulics and pistons can be
their roles as warrior-priests who are only used to utterly flatten lesser men like tiny hive
fulfilled while preparing mighty death-dealing roaches, and a good slam could potentially flip
machines or crushing their enemies with bionic over light ground vehicles.
siege weapons. Aside from becoming noticeably The tech-priest must have the Mechadendrite
stronger and more solidly built, a Secutor's brain Use (Manipulator) to use a servo-arm. The
is also wired to make sure it has no shortage of servo-arm uses its own Strength of 65 with the
the one emotion that such combatants truly Unnatural Strength (x2) trait in place of the
need: aggression. tech-priest's own as far as determining how
Secutor augmetics improve the tech-priest's much weight it can lift or push. The bulky
Strength and Toughness Characteristics by 10, pincers or clamps at the end of the
but also reduce his Agility Characteristic by the mechadendrite can be used to pick up durable
same on account of the more solid and heavy objects or to securely anchor the tech-priest to
construction. The tech-priest's weight doubles an available surface, but the servo-arm has very
and he gains the Iron Jaw and True Grit talents if little precision and can't be used for any tasks
he did not have them already. Further, if the requiring manual dexterity. If used as a weapon,
tech-priest has the Machinator Array talent, he the servo-arm imposes a -10 penalty to the tech-
can opt to replace one or both bionic arms with a priest's Weapon Skill Test made to attack with it
heavy ranged weapon or breacher, leaving his due to its bulk and poor handling. A direct hit
mechadendrites to assist with things he would from the servo-arm inflicts 2d10+12 Impact
have used hands on before. A Sector always Damage with a Penetration value of 2 (do not
desires to be in battle or preparing for it, and this add the tech-priest's own Strength Bonus to the
monomania focused on combat inflicts 1d10 total Damage); the servo-arm is considered to
Insanity Points as the tech-priest begins to think have the Unwieldy quality.
of himself as a weapon more than anything else.

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