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RANGED WEAPONS

Table: Ranged Weapons


Name Damage AP Range Salvo Traits Value Keywords
Alien Weapons
Hrud Fusil 15+1ED 0 48m 2 Rapid Fire (1), 5 Very Alien, Hrud,
Warp Weapon Rare Imperium
Xenarch 16+3ED -2 48m 2 Agonizing 8 Very Alien, Xenarch,
Death-Arc Rare Imperium
Bolt weapons
Bolt Carbine 10+1ED 0 24m 1 Brutal 2 Uncommon Bolt, Imperium
Bolt Launchers 8+1ED -1 18m 4 Brutal 5 Uncommon Bolt, Imperium,
Spyrer
Concealed 10+1ED 0 12m - Brutal 6 Uncommon Bolt, Imperium,
Bolter-Cane Nobility
Psycannon 12+2ED -1 60m 3 Brutal, Heavy 6 Very Rare Bolt, Imperium,
(4), Sanctified, Grey Knights,
Force Inquisition
Purgatus 12+1ED -2 48m 0 Brutal, Crippling 4 Very Rare Bolt, Imperium,
Crossbow (1), Sanctified Inquisition, Ordo
Hereticus
Relic Boltgun 10+2ED 0 40m 2 Brutal, Rapid 6 Unique Bolt, Imperium,
Fire (2), Adeptus Astartes
Sanctified
Digital Weapons
Digi-Las 7+1ED 0 18m - Pistol 3 Very Rare Digital, Imperium
Digi-Las 7+1ED 0 18m - Pistol, Recharge 2 Unique Digital, Imperium,
(Jokaero) Jokaero
Digital 14+2ED -2 Strength - Blast (Small) 7 Very Rare Digital, Imperium
Explosive x 5m
Digi-Weapon Varies Varies 18m - Varies 2+ Weapon Digital, Imperium
Value, Very
Rare
Disintegration weapons
Disintegration 10+1ED -4 48m 2 Fleshbane, 8 Unique Disintegration,
Gun Supercharge Imperium, Adeptus
Astartes
Disintegration 10+1ED -4 24m 1 Fleshbane, 5 Unique Disintegration,
Pistol Supercharge Imperium, Adeptus
Astartes
Flame Weapons
Nightfire 8+1ED 0 24m 1 Assault, Blast 4 Uncommon Fire, Imperium
Flamer (Medium),
Blaze, Spread,
Toxic (3)
Gas Torch 6+1ED 0 12m 0 Blast (Small), 5 Common Fire, Imperium,
Flamer Blaze, Spread Lower Class
Graviton Weapons
Archeotech - 0 48m 0 Graviton Pulse 4 Unique Graviton, Imperium
Grav-Gun (3), Blast
(Medium)
Archeotech - 0 24m 0 Graviton Pulse 2 Unique Graviton, Imperium
Grav-Pistol (2), Blast
(Small), Pistol
Graviton Gun 11+1ED 0 48m 1 Graviton, 4 Very Graviton, Imperium
Concussive (4) Rare
Graviton Pistol 11+1ED 0 24m 1 Graviton, 2 very Rare Graviton, Imperium
Concussive (3),
Pistol

516
Name Damage AP Range Salvo Traits Value Keywords
Las Weapons
Archeotech 8+1ED 0 36m 2 Steadfast, 6 Very Rare Las, Imperium,
Laspistol Pistol, Rapid Commercia,
Fire (1) Nobility, Rogue
Trader Fleet
Assault 7+1ED 0 36m 2 Steadfast, Rapid 4 Common Las, Imperium,
Lasgun Fire (1) Astra Militarum
Boosted Pulse 8+1ED -1 10m 2 Steadfast, 2 Unique Las, Imperium,
Laser Penetrating (1) Spyrer
Dueling Pistol 9+1ED -1 56m 0 Steadfast, Pistol 2 Rare Las, Imperium,
Nobility
Las Carbine 7+1ED 0 36m 1 Steadfast, Rapid 4 Common Las, Imperium,
Fire (1) Astra Militarum
Las Gauntlet 7+1ED -1 18m 1 Steadfast, 5 Rare Las, Imperium,
Pistol, Nobility
Recharge,
Penetrating (3)
Lasburst Twin 7+1ED 0 48m 4 Steadfast, Rapid 6 Common Las, Imperium,
Lasgun Fire (2) Astra Militarum
Laslock 7+1ED 0 48m 0 Steadfast, 4 Uncommon Las, Imperium,
Supercharge Recidivist, Scum
Man-Portable 18+3ED -3 150m 1 Heavy (8), 7 Rare Las, Imperium
Lascannon Steadfast
Shotlas 7+3ED 0 36m 2 Rapid Fire (2), 8 Uncommon Las, Imperium
Inaccurate
Spyrer Laser 6+1ED -1 60m 2 Steadfast 5 Very RareLas, Imperium
Gauntlet Spyrer
Stutter-Las 7+2ED 0 16m 2 Rapid Fire (2), 6 Uncommon Las, Imperium
Spread, Pistol,
Inaccurate
Launchers
Bolas As Bola As Bola 120m 0 Assault 4 Common Launcher,
Launcher Imperium, Hired
Gun, Adeptus
Arbites
Disposable By By 150m - Heavy (4) 2 Uncommon Launcher,
Launcher Missile Missile Imperium, Astra
Militarum,
Recidivist
Disposable 16+3ED -3 150m - Heavy (4), 4 Uncommon Launcher,
Rocket Penetrating (2) Imperium,
Launcher Government, Astra
Militarum
Hunter-Killer 16+3ED -2 500m - Blast (Small) 6 Rare Launcher,
Missile Imperium, Astra
Militarum
Mole Mortar By Mortar By 150m - Heavy (6), 5 Very Rare Launcher,
Mortar Indirect Imperium, Astra
Militarum
Mortar By Mortar By 150m - Heavy (6), 4 Uncommon Launcher,
Mortar Indirect Imperium, Astra
Militarum
Mortar (Locke) By Mortar By 150m 1 Heavy (6), 6 Uncommon Launcher,
Mortar Indirect Imperium, Astra
Militarum
RPG Launcher By By 120m - Heavy (4) 2 Rare Launcher,
Grenade Grenade Imperium, Astra
Militarum
Low-Tech Weapons

517
Name Damage AP Range Salvo Traits Value Keywords
Blunderbuss 6+1ED 0 20m 0 Steadfast, 2 Common Low-Tech,
Spread, Imperium, Scum,
Inaccurate Outcast
Bow 6+1ED 0 30m 0 Steadfast 2 Common Low-Tech,
Imperium
Crossbow 6+2ED 0 30m 0 Steadfast 4 Common Low-Tech,
Imperium
Dartcaster - 0 12m 0 Assault, 3 Common Low-Tech,
Steadfast Imperium
Flintlock Pistol 6+2ED 0 15m 0 Steadfast, 4 Common Low-Tech,
Inaccurate Imperium
Handbow 6+1ED 0 15m 0 Steadfast, Pistol 2 Common Low-Tech,
Imperium
Impaler 8+1ED -1 18m 0 Steadfast, 2 Low-Tech,
Penetrating (2), Uncommon Imperium, Scum,
Unwieldy (2) Outcast
Musket 6+2ED -1 30m 0 Steadfast, 6 Common Low-Tech,
Inaccurate Imperium
Sling 2+1ED 0 15m 0 Steadfast 1 Common Low-Tech,
Imperium
Melta Weapons
Melta Cutter 16+1ED -4 5m 0 Melta, Heavy 2 Rare Melta, Imperium,
(4), Penetrating Imperial Navy
(3)
Thermal Lance 16+2ED -4 18m 1 Assault, Melta, 4 Rare Melta, Imperium
Penetrating (2)
Needle Weapons
Need Rifle 7+1ED 0 150m 0 Toxic (4) 4 Very Rare Needle, Imperium
Needle Pistol 7+1ED 0 30m 0 Toxic (4) 2 Very Rare Needle, Imperium
Needler Sniper 7+2ED 0 200m 0 Penetrating (1), 5 Very Rare Needle, Imperium,
Rifle Sniper (2), Toxic Ratling, Astra
(4) Militarum
Plasma Weapons
Heavy Plasma 15+2ED -3 48m 2 Heavy (4), 3 Very Rare Plasma, Imperium,
Gun Rapid Fire (2), Astra Militarum
Supercharge
Plasma Blaster 15+1ED -3 48m 4 Rapid Fire (1), 8 Rare Plasma, Imperium
Supercharge
Plasma Torch 15+1ED -3 6m 0 Supercharge, 2 Rare Plasma, Imperium,
Pistol Adeptus
Mechanicus
Projectile Weapons
Assault 14+2ED -1 48m 3 Heavy (8) 3 Very RareProjectile,
Cannon Imperium, Adeptus
Astartes
Autocannon 16+2ED -1 96m 3 Heavy (8) 6 Uncommon Projectile,
Imperium, Astra
Militarum
Auto-Carbine 7+1ED 0 36m 2 Rapid Fire (1) 4 Common Projectile,
Imperium
Auto-Stubber 10+1ED 0 30m 1 Brutal, Rapid 4 Uncommon Projectile,
Fire (2) Imperium, Imperial
Navy
Boarding Gun 10+1ED 0 18m 2 Assault, Brutal, 6 Uncommon Projectile,
Heavy (4), Imperium, Imperial
Spread Navy

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Name Damage AP Range Salvo Traits Value Keywords
Chimera Pistol 10+1ED 0 20m - Brutal, Pistol 3 Uncommon Projectile,
Sword Imperium, Imperial
Navy
Civilian 7+1ED 0 10m 1 Pistol 2 Uncommon Projectile,
Firearm Imperium, Lower
Class, Middle
Class, Voidfarer
Combat 7+1ED 0 36m 3 Assault 3 Common Projectile,
Autogun Imperium,
Government
Combat 9+1ED 0 24m 2 Assault, Rapid 3 Uncommon Projectile,
Shotgun Fire [1], Spread Imperium, Adeptus
Arbites
Drive Nailer 7+1ED 0 10m 1 Pistol 2 Common Projectile,
Imperium, Lower
Class
Harpoon Gun 8+3ED -1 30m - Bulky, 4 Uncommon Projectile,
Penetrating (2) Imperium, Imperial
Navy, Rogue
Trader Fleet
Irontalon Pistol 10+1ED 0 20m 1 Brutal, Pistol 3 Uncommon Projectile,
Imperium, Imperial
Navy
Naval 12+3ED 0 30m 3 Brutal, Heavy 3 Rare Projectile,
Shotcannon (6), Spread Imperium, Imperial
Navy, Rogue
Trader Fleet
Persecutor 9+1ED 0 24m 2 Assault, Rapid 6 Uncommon Projectile,
Combat Fire [1], Spread Imperium, Adeptus
Shotgun Arbites
Razorhail Gun 7+2ED -1 30m 3 Inaccurate, 3 Uncommon Projectile,
Spread Imperium,
Voidfarer
Ripper Pistol 7+2ED -2 20m 1 Pistol, Toxic (3) 4 Rare Projectile,
Imperium, Imperial
Navy, Rogue
Trader Fleet
Shotgun 8+1ED 0 20m 2 Assault, Spread 3 Common Projectile,
Imperium, <Any>
Shotgun Pistol 8+1ED 0 20m 1 Pistol, Spread 6 Common Projectile,
Imperium, Imperial
Navy
Sniper Rifle 9+1ED 0 200m 0 Sniper [1] 6 Common Projectile,
Imperium, Astra
Militarum
Sting-Blunt 6+2ED 0 20m 1 Agonizing, Pistol 4 Uncommon Projectile,
Imperium, Hired
Gun
Stub 7+1ED 0 30m 2 Pistol 2 Common Projectile,
Automatic Imperium
Stub Rifle 8+2ED 0 150m 1 4 Common Projectile,
Imperium
Stubber 7+1ED 0 30m 1 Pistol 2 Common Projectile,
Imperium
Void Speargun 7+2ED -1 48m 0 Penetrating (1) 2 Uncommon Projectile,
Imperium, Imperial
Navy, Rogue
Trader Fleet,
Voidfarer
Rad Weapons

519
Name Damage AP Range Salvo Traits Value Keywords
Rad-Cleanser 14+2ED -6 30m 0 Blast (Medium), 6 Very Rad, Imperium,
Rad-Phage (5), Rare Adeptus
Recharge Mechanicus
Sonic Weapons
Seismic 16+2ED -3 0-24m 2 Agonizing, 5 Uncommon Sonic, Imperium,
Cannon 10+1ED -2 25-48m 1 Heavy [4] Genestealer Cult
Sonic Rifle 8+2ED -3 60m 2 Agonizing 4 Very Rare Sonic, Imperium,
Imperial Navy
Toxic Weapons
Hypo Pistol 8+1ED 0 20m 0 Special 4 Rare Toxic, Imperium,
Adeptus
Mechanicus
Tox Spray 8+1ED 0 10m 0 Corrosive (2), 6 Common Toxic, Imperium,
Toxic (3) Scum, Recidivist
Webber Weapons
Heavy Webber - 0 120m 0 Snare (6), Blast 8 Rare Webber, Imperium,
(Medium) Adeptus Arbites
Heavy Webber - 0 140m 0 Bulky, Snare (6), 4 Very Rare Webber, Imperium,
(Tyrannicus) Blast (Medium) Adeptus Arbites,
Inquisition,
Recidivist, Void
Pirate
Razorweb - 0 150m 0 Snare (4), Blast 3 Very Rare Webber, Imperium
Launcher (Medium),
Crippling (2)
Web Gun - 0 50m 0 Snare (4), Blast 4 Rare Webber, Imperium,
(Small) Adeptus Arbites
Web Pistol - 0 20m 0 Snare (3) 2 Rare Webber, Imperium,
Adeptus Arbites
Web Spinner - 0 10m 1 Snare (5), 6 Very Rare Webber, Imperium,
Special Spyrer

The Imperium encompasses billions of worlds Hrud Fusil


and countless forges and factories, all churning
The Hrud are a mysterious, nocturnal race who
out weapons and armor in innumerable models
use a powerful form of rifle based on Warp-
and patterns. The items described in this
plasma technology that literally draws raw
chapter represent the most common designs,
energy from the Immaterium and projects it
which can have differing names on differing
outwards in controlled bursts to cause heavy
worlds. As such, players are encouraged to
damage.
create unique names and backgrounds for their
guns, armor, and other gear as they would for Hrud Fusil (Damage 15+1ED; AP 0; Range
their own characters; owning a Katerina-pattern 48m; Salvo 2; Rapid Fire (1), Warp Weapon)
Widowmaker is of course much more rewarding Value: 5 (Very Rare)
than generic stub revolver. Keywords: Alien, Hrud, Imperium

Alien Weapons Xenarch death-arc


Some agents within the Ordo Xenos acquire The Imperium has had little contact with the
weapons which are of non-human origin and are shadowy Xenarch of the Northern Rim, but their
prepared to use them. Also, some aliens are electrical weapons are highly prized, utilizing
willing to trade their armaments with humans charge cells and capacitors far beyond anything
who care more about survival than legalities. that the Adeptus Mechanicus can manufacture.

520
Xenarch Death-Arc (Damage 16+3ED; AP -2; Bolt Carbine
Range 48m; Salvo 2; Agonizing)
Relatively uncommon weapons, Bolt Carbines
Value: 8 (Very Rare)
are typically easier to wield than full-size
Keywords: Alien, Xenarch, Imperium
Boltguns, due to lighter, simpler construction
Special: If a target is wounded by a Xenarch
and a lower rate of fire. Without the multi-round
death-arc, he must make a Toughness Test with
burst ability common to many patterns of Bolter,
a DN equal to the number of wounds suffered. If
a Bolt Carbine is incapable of the wholesale
failed, the target suffers 1d3 Shock.
slaughters that characterize volleys of bolter fire.
However, their simpler design means that they
misfire less frequently and are much easier to
Bolt Weapons
maintain.
Bolt weapons launch a projectile with a mass-
Bolt Carbine (Damage 10+1ED; AP 0; Range
reactive warhead. Each bolt is rocket propelled
24m; Salvo 1; Brutal)
and explodes inside the target, causing
Value: 2 (Uncommon)
considerable damage with its distinctive cracking
Keywords: Bolt, Imperium
detonation. Almost exclusively used by the
shock troops of the Legiones Astartes, bolters
can occasionally be found in the hands of other
Bolt Launchers
Imperial servants. Bolt ammunition is fairly rare,
and only a criminal with good connections would Bolt launchers can be affixed on a spyrer’s
be able to maintain a bolter or bolt pistol. hunting rig with racks of small rockets mounted
on the back of its forearm mounts (or power
fists). The power boosts of a hunting rig can
extend the power and burn duration of the
rocket’s tiny engines, giving them a greater
range. They can also increase the power of the
warheads and improve the fire control so that
salvoes of bolts can be fired.
Bolt Launchers (Damage 8+1ED; AP -1; Range
18m; Salvo 4; Brutal)
Value: 5 (Uncommon)
Keywords: Bolt, Imperium, Spyrer

Concealed Bolter-Cane
While many Rogue Traders favor a brusque,
overwhelming appearance, festooned with
bandoliers of pistols and power weapons, some
attempt a more subtle (but no less deadly) style,
favoring concealed weapons. These are also
useful when local customs dictate leaving one’s
weapons behind, or in dire emergencies where
one last shot is needed. For such explorers,
these ostentatious canes (also fashioned as
staffs and batons) come into play. Each can
store one bolter round in the upper end,
specially modified with a penetrator tip to pierce

521
the false bottom of the cane. While it can be Psycannon
reloaded, bolter-canes are primarily designed for
Using modified bolter technology, a Psycannon
one single shot, to be refitted and re-disguised
is named after its special ammunition. Much like
after the battle is done and the Amasec can be
psyk-out grenades, a psycannon uses an anti-
poured.
psychic substance (some say it is a by-product
Concealed Bolter-Cane (Damage of the Golden Throne that sustains the Emperor)
10+1ED; AP 0; Range 12m; Salvo -; Brutal) to cause serious injury to targets of a psychic
Value: 6 (Uncommon) disposition. It is almost a badge of office for the
Keywords: Bolt, Imperium, Nobility daemon-hunting Ordo Malleus, who make the
widest use of this weapon.
Psycannon (Damage 12+2ED; AP -1; Range
Relic Boltgun
60m; Salvo 3; Brutal, Heavy (4), Sanctified,
Within any given sector, there may only be a Force)
handful of these extraordinarily rare and ancient Value: 6 (Very Rare)
devices. Bulky beyond the means of most men Keywords: Bolt, Imperium, Grey Knights,
to wield, these weapons may once have been Inquisition
wielded by the Emperor’s warriors during the
earliest days of the Imperium, and bear the
eagle’s claw and thunderbolt symbols common Purgatus Crossbow
to that distant age. More than merely fine
Throughout the millennia, Witch Hunters have
examples of ancient Bolters, these weapons are
seen the humble crossbow as a symbol of their
holy relics, imbued with a tiny fragment of the
trade, able to drive a thick bolt of thrice-blessed
Emperor’s wrath.
wood into the heart of a daemonic or heretical
The scarcity and historical significance of these opponent. With that in mind, some Inquisitors
weapons make them extremely sought-after, have commissioned skilled artisans to transform
prized as relics of a more glorious age by the these primitive weapons into something far more
Ecclesiarchy and the Adeptus Mechanicus both. deadly. The Purgatus appears a fusion of
Any who bear such a device are likely to attract boltgun and crossbow, able to fire with more
a great deal of unpleasant attention, their very force than a shotgun blast. However, it is its
ownership often deemed a minor heresy by ammunition that is the true marvel; heavy wood
ambitious Cardinals and Magi. and silver stakes inscribed with wards and runes
An archeotech bolter may be used with any designed to disrupt a creature’s contact with the
special bolter ammunition, but acquisition tests immaterium.
to obtain special bolter ammunition compatible If the Purgatus does at least one point of
with this weapon suffers an additional +2 DN damage, the stake becomes lodged in the
penalty. target. Removing the stake without proper
Relic Boltgun (Damage 10+2ED; AP 0; Range medical care and operating facilities (such as on
40m; Salvo 2; Brutal, Rapid Fire (2), Sanctified) the field of battle) takes one Action, and deals 1
Value: 6 (Unique) wound to the target removing it, ignoring armor
Keywords: Bolt, Imperium, Adeptus Astartes or resilience.
Special: Characters with any Malignancies For every round a creature with the Daemonic
suffers a +1 DN penalty to Ballistic Skill tests keyword leaves a Purgatus stake in itself, it must
when attempting to use this weapon. make a Warp Instability Test at a +1 DN Penalty,
even if it would not normally be required to test
for Warp Instability. As long as any creature with
the Psyker keyword has a Purgatus stake

522
imbedded in it, the test difficulty for any psychic counterparts. Through some fine and unknown
mastery tests is increased by +2 DN. mechanism, these weapons are able to quickly
recharge their depleted power reserves.
Purgatus Crossbow (Damage 12+1ED; AP -2;
Range 48m; Salvo 0; Brutal, Crippling (1), Digi-Las (Jokaero) (Damage 7+1ED; AP 0;
Sanctified) Range 18m; Salvo -; Pistol, Recharge)
Value: 4 (Very Rare) Value: 2 (Unique)
Keywords: Bolt, Imperium, Inquisition, Ordo Keywords: Digital, Imperium, Jokaero
Hereticus

Digital Explosive
Digital explosives are made to
look like a wide variety of jewelry,
are armed by applying precise
pressure to certain points, and then
thrown. Digital explosives are
strictly one use only, making them
Digital Weapons an expensive investment.
Digital weapons, or digi-weapons as they are Digital Explosive (Damage 14+2ED; AP -2;
commonly known, are miniaturized guns which Range Strength x 5m; Salvo -; Blast (Small))
are so advanced that they can be worn on the Value: 7 (Very Rare)
finger like a ring, but pack the punch of a full- Keywords: Digital, Imperium
sized pistol. The most compact are those
manufactured by the brightly-haired, ape-like
aliens known as the Jokaero, whose creations Digi-Weapon
are sought after across the Imperium.
Digital weapons exist that replicate the functions
A character can wear up to one digital weapon of hand flamers, inferno pistols, needle pistols
per finger - not thumbs - and a digital weapon and hot-shot laspistols. However, reloading a
can be fired even if the character is holding digi-weapon is exceptionally difficult and as such
something else in his hands. each weapon can only be fired once per
encounter.

Digi-las Digi-Weapon (Damage As Pistol; AP As Pistol;


Range 18m; Salvo -; As per Pistol)
Digi-las weapons are usually modelled in the Value: 2+ Weapon Value, Very Rare
form of rings, and can be used in close combat Keywords: Digital, Imperium
as a pistol. Digi-las weapons take considerable
time to replenish their tiny power reserves (1d6
hours before the weapon may be fired again)
Digi-Las (Damage 7+1ED; AP 0; Range 18m;
Salvo -; Pistol)
Value: 3 (Very Rare)
Keywords: Digital, Imperium

Digi-Las (Jokaero Forged)


These extraordinarily potent digi-las weapons
are of much finer quality than their imperial

523
Disintegration Weapons Nightfire Flamer (Damage 8+1ED; AP 0;
Range 24m; Salvo 1; Assault, Blast (Medium),
Relics from the Dark Age of Technology, these Blaze, Spread, Toxic (3))
weapons can reduce a target to atoms in the Value: 4 (Uncommon)
blink of an eye. Keywords: Fire, Imperium

Disintegration Gun
Though highly dangerous, few of these weapons
remain in Imperial use and the ones that do are
revered beyond measure.
Disintegration Gun (Damage 10+1ED; AP -4;
Range 48m; Salvo 2; Fleshbane, Supercharge) Gas Torch Flamer
Value: 8 (Unique) The ‘torch’ or ‘gas-lighter’, as most call it, is not
Keywords: Disintegration, Imperium, Adeptus strictly a weapon but an industrial tool that uses
Astartes incandescent vapor to burn debris and clear the
fungal growths that plague many hive duct-
systems. The ‘gas-lighter’ also serves well
Disintegration Pistol enough as a flamer for many low-rent hive
The design of these dangerous sidearms has gangs who can’t afford the real thing and is
long since been lost, and the few that remain are frequently found in the hands of insurrectionists.
revered beyond measure. The ‘torch’ is nowhere near as effective (or
stable) as a true flamer, but it is easy to procure
Disintegration Pistol (Damage 10+1ED; AP -4; and the wash of burning gas can still crisp flesh
Range 24m; Salvo 1; Fleshbane, Supercharge) to cinders.
Value: 5 (Unique)
Keywords: Disintegration, Imperium, Adeptus Gas torches use bulky, ill-protected canisters to
Astartes carry their fuel. If an individual carrying a gas
torch flamer suffers a Wounding hit to the body
from the rear, there is a 50% chance that the
Flame Weapons canisters explode—treat this as a four meter
blast, causing 2d10 E Damage, the wearer
Flamers gout a burning incendiary fuel, dousing suffering double rolled Damage and catching
their targets in white-hot flames. They are useful fire.
for flushing enemies out of cover, and the liquid
chemical they fire can adhere to the target, Gas Torch Flamer (Damage 6+1ED; AP 0;
setting it alight. Range 12m; Salvo 0; Blast (Small), Blaze,
Spread)
Value: 5 (Common)
Nightfire Flamer Keywords: Fire, Imperium, Lower Class

Purely a terror weapon, the Nightfire uses


refined promethium blended with toxic Graviton
chemicals. Used only by specialist assault
troops in full protective gear, it not only burns but Graviton Weapons are ancient and little-
also poisons the surrounding air with noxious understood weapons dating back to the Dark
smoke. Foes who manage to survive the initial Age of Technology. They refer to a group of
flames find themselves gasping for air once the gravity projector devices whose sophistication is
toxins reach their lungs. such that few remained even in the Great

524
Crusade era. Such weapons however are settings is sufficient to rupture organs and crack
extremely useful when fighting on a starship or bones even inside armor.
zero-gravity environment. The power of the
Archeotech Grav-Pistol (Damage -; AP
graviton gun's highest settings is sufficient to
0; Range 24m; Salvo 0; Graviton Pulse (2), Blast
rupture organs and smash bones that are
(Small), Pistol)
encased even in armor, but its primary use is to
Value: 2 (Unique)
impede the enemy and damage machinery.
Keywords: Graviton, Imperium

Archeotech Graviton Gun


Graviton Gun
An extremely rare device, the so-called graviton
Using sophisticated field technology to create a
gun is a little understood relic unlikely to have
localized anomaly in the gravity field, a graviton
been originally designed as a weapon at all.
gun pins the firer’s target to the ground. These
When fired at a target area, the energy field
weapons are highly unreliable though, and many
generated by the gun creates a sudden and
prefer the surety of a definite kill to this
powerful gravitational flux. Whilst unlikely to do
weapon’s unpredictable effects.
more than knock living creatures violently to the
floor, the effect can be extremely damaging to Graviton Gun (Damage 11+1ED; AP 0; Range
the internal mechanisms and moving parts of 48m; Salvo 1; Graviton, Concussive (4))
vehicles, and can be particularly lethal to Value: 4 (Very Rare)
skimmers and other devices with their own grav- Keywords: Graviton, Imperium
engines quickly destabilized and overloaded by
the flux-field.
Archeotech Grav-Gun (Damage -; AP 0;
Range 48m; Salvo 0; Graviton Pulse (3), Blast
(Medium))
Value: 4 (Unique)
Keywords: Graviton, Imperium

Grav-Pistol
A Grav-pistol, also called a Graviton Pistol, is
the hand-held pistol version of a Grav-weapon
employed by the Adeptus Astartes. Its effect is
not quite as powerful as that of its larger
counterparts, but it can still do enormous
Archeotech Graviton Pistol
damage to targets possessed of a large mass.
Graviton gun was originally developed for using
Graviton Pistol (Damage 11+1ED; AP 0;
on low gravity environments for peaceful
Range 24m; Salvo 1; Graviton, Concussive (3),
purposes. The weapon fires a stream of
Pistol)
particles which affects the local gravitational field
Value: 2 (Very Rare)
of a target area, making the targeted object
Keywords: Graviton, Imperium
either far heavier or lighter depending on the
weapon's setting. The gun also creates a bass
rumble as the waves affect the local air
Las Weapons
pressure, causing the air to vibrate. The effect is
generally non-lethal and can be used to Las weapons are the most common type of
incapacitate foes who need to be captured alive, weaponry found in the Imperium, as they are
but the power of the graviton gun's highest cheap to manufacture and easy to maintain.

525
They also benefit from being easy to recharge, Assault Lasgun
and ammunition shortage is rarely a problem.
Designed purely for close range assaults, this
Las weapons work by firing a blast of highly
gun is heavily reinforced and has a bayonet built
charged light which transforms into heat and
into its short and heavy frame. Slots for two
kinetic energy upon impact, causing tissue
power packs are included so the gun can switch
damage and burning.
to a fresh pack with no reloading. Since the
firefights it’s designed for are typically over long
before two packs are exhausted, it serves its
Archeotech Laspistol
design perfectly.
Sometimes known as lasrods and gelt guns,
Assault Lasgun (Damage 7+1ED; AP 0; Range
these ancient designs pack much greater range
36m; Salvo 2; Steadfast, Rapid Fire (1))
and power. It can be fired like a pistol, though
Value: 4 (Common)
many also can mount folding stocks and longer
Keywords: Las, Imperium, Astra Militarum
barrels allow the weapon to be braced two
Special: Each Assault Lasgun may be used as
handed for a more accurate shot. It is also more
a spear with the monomolecular upgrade in
efficient than most las weapons, getting more
melee combat.
shots per charge. Rare and arcane, few outside
of Rogue Traders or collectors would ever know
of - let alone possess - one, but many regard
these weapons as statements of rank and
status.
Archeotech Laspistol (Damage 8+1ED; AP 0;
Range 36m; Salvo 2; Steadfast, Pistol, Rapid Boosted Pulse Lasers
Fire (1)) Spyrer are commonly armed with two laser
Value: 6 (Very Rare) weapons based on the same technology as the
Keywords: Las, Imperium, Commercia, laser gauntlets. In this variation, the weapons
Nobility, Rogue Trader Fleet are fitted to two of the cybernetically controlled
arms of combat armor. Thanks to the amour’s
sophisticated targeting systems, both weapons
can be used simultaneously, and are capable of
engaging separate targets if desired.
Boosted Pulse Laser (Damage 8+1ED; AP -1;
Range 10m; Salvo 2; Steadfast, Penetrating (1))
Value: 2 (Unique)
Keywords: Las, Imperium, Spyrer
Special: Boosted Pulse lasers ignore the first +2
DN when firing at separate targets as part of a
Multi-attack

Dueling Pistol
While certainly lethal, dueling pistols more often
serve as ostentatious displays of wealth and
status than as field weapons. Most can only fire
one powerful las-blast before needing a reload,

526
but they are extremely accurate over longer forearm with glove controls, and can fire salvos
ranges. of long raking beams rather than the short crisp
blasts of most las weapons. They are mostly
Dueling Pistol (Damage 9+1ED; AP -1; Range
viewed as a plaything for rich nobles on the hunt
56m; Salvo 0; Steadfast, Pistol)
for exotic prey of any type (even xenos or
Value: 2 (Rare)
humans), but some assassins favor the
Keywords: Las, Imperium, Nobility
gauntlets as an affectation designed to frighten.
Las Gauntlet (Damage 7+1ED; AP -1; Range
18m; Salvo 1; Steadfast, Pistol, Recharge,
Penetrating (3))
Value: 5 (Rare)
Keywords: Las, Imperium, Nobility
Lasburst Twin Lasgun
Considered old even among the ancient nature
of most Imperial weapons, twin lasguns are a Laslock
rare sight on the battlefield. First produced Sometimes known as “blaze guns” or “las-
millennium ago, their design was never muskets”, no two of these cobbled together and
perfected as other patterns soon superseded the ill-made weapons are ever quite the same. Often
Lasburst’s unreliable nature. Still some appear found in the hands of desperate and poorly
on battlefields, either as ancient devices or low- equipped insurgents or renegades, las-locks are
grade versions manufactured in lesser munitions usually scratch built or modifications of antique
factories. While not as dependable as a regular or damaged las rifles brought back into service
lasgun, Lasbursts offer a much stronger fire rate by scav-workshops and heretek forges.
by literally doubling the normal firepower. Laslocks’ jury-rigged capacitors are
temperamental things at best, but still potent,
firing a more powerful discharge than that of a
Las Carbine standard lasgun.
A lighter, cut down version of the lasgun, the las Laslock (Damage 7+1ED; AP 0; Range 48m;
carbine has fewer shots and a shorter range but Salvo 0; Steadfast, Supercharge)
is easier to carry and aim, often coming with a Value: 4 (Uncommon)
folding stock. Keywords: Las, Imperium, Recidivist, Scum
Las Carbine (Damage 7+1ED; AP 0; Range
36m; Salvo 1; Steadfast, Rapid Fire (1))
Value: 4 (Common) Man-Portable Lascannon
Keywords: Las, Imperium, Astra Militarum Built for war, lascannons use huge power packs
Special: Las carbines can be fired in one hand that provide enough energy to punch holes in
with a +1 DN penalty. the thickest armor even at very long ranges.
Lascannons also require separate power packs,
which is why they are often crewed by two or
more people.
Man-Portable Lascannon (Damage 18+3ED;
Las Gauntlet AP -3; Range 150m; Salvo 1; Heavy (8),
Steadfast)d
It is still debated whether these devices are of Value: 7 (Rare)
xeno manufacture or an intact pattern from the Keywords: Las, Imperium
Dark Age of Technology. Each fits over the

527
fire, charging quickly to unleash a hail of
lasblasts. Though seldom as potent as the
discharges of most las-weapons, the spray of
light and heat is effective at close quarters.
Stutter-Las (Damage 7+2ED; AP 0; Range
Shotlas 16m; Salvo 2; Rapid Fire (2), Spread, Pistol,
Inaccurate)
An illegal modification of a standard lasgun Value: 6 (Uncommon)
popular amongst the techwrights and armor- Keywords: Las, Imperium
mongers of Footfall, the ‘shotlas’ is rigged to
discharge more energy per shot, at the cost of
beam coherence, with shots swiftly losing power Launchers
and becoming ineffective at longer ranges.
The most common type of launcher is the
Shotlas (Damage 7+3ED; AP 0; Range grenade launcher, used to lob grenades further
36m; Salvo 2; Rapid Fire (2), Inaccurate) and higher than they can be thrown. Rocket and
Value: 8 (Uncommon) missile launchers fire more directly, and can
Keywords: Las, Imperium often fire ammunition with a more devastating
effect than grenades.

Bola Launcher
Frequently used by law enforcement agents and
bounty hunters alike, a bolas launcher enables
Spyrer Laser Gauntlet the firer to take an enemy in alive for
questioning, ransom or reward. Bola Launchers
Some hunting rigs are fitted with heavy gauntlets fire a whirling set of weighted balls and cord,
mounting multiple laser tubes. The gauntlets fire usually much father and more accurately than a
a storm of laser bolts from Spyrer’s fists, a skilled bola wielder could manage. They also
deadly attack which has the longest range of have the advantage of storing the projectiles in
any of the Spyrer hunting suits. The power small magazines so that several rounds can be
boosts of a Hunting rig make its lasers even quickly fired before reloading is needed. Bola
more potent, feeding more power to them so launchers may not fire unusual ammo.
they can fire in a sustained mode and increasing
Bolas Launcher (Damage As Bola; AP As Bola;
their penetrating power.
Range 120m; Salvo 0; Assault)
Spyrer Laser Gauntlet (Damage 6+1ED; AP -1; Value: 4 (Common)
Range 60m; Salvo 2; Steadfast) Keywords: Launcher, Imperium, Hired Gun,
Value: 5 (Very Rare) Adeptus Arbites
Keywords: Las, Imperium Spyrer
Special: Spyrer Laser Gauntlets ignore the first
+2 DN when firing at separate targets as part of Disposable Launcher
a Multi-attack
This weapon is popular with planetary defense
forces as it is simple to use and requires no
Stutter-Las loading or reloading. These weapons normally
come pre-loaded with a single frag or krak
Another common illegal modification, stutter-las missile. Some disposable launchers come
pistols trade accuracy and reliability for rate of loaded with rocket-propelled frag or krak missile.

528
Disposable Launcher (Damage By missile suppress enemy fire as the targets are forced to
type; AP By missile type; Range 150m; Salvo -; dive for protective cover. Many are operated in
Heavy (4)) teams, with one manning the weapon whilst the
Value: 2 (Uncommon) other acts as a spotter to provide targeting
Keywords: Launcher, Imperium, Astra information and often communicating the data in
Militarum, Recidivist via voxlink.
Mortars may fire any munitions with the Mortar
keyword, including frag or krak missile profiles.
Disposable Rocket Launcher
Mortar (Damage By Mortar type; AP By Mortar
A one-shot version of the standard rocket
type; Range 150m; Salvo -; Heavy (6), Indirect)
launcher pre-loaded with a single Super-Krak
Value: 4 (Uncommon)
Missile. It is cheaper, but of course can only be
Keywords: Launcher, Imperium, Astra Militarum
used once.
Disposable Rocket Launcher (Damage
16+3ED; AP -3; Range 150m; Salvo -; Heavy Mortar (Locke-Pattern)
(4), Penetrating (2)) Unlike basic versions, the Locke model
Value: 4 (Uncommon) incorporates a drum magazine of 6 rounds and
Keywords: Launcher, Imperium, Government, can be fired via remote control. Mortar shells
Astra Militarum explode with a strong blast effect and also
suppress enemy fire as the targets are forced to
dive for protective cover.
Hunter-Killer Missile
Mortar (Locke) (Damage By Mortar type; AP By
This specialty missile launcher is often mounted Mortar type; Range 150m; Salvo 1; Heavy (6),
on vehicles, and fires an advanced krak missile. Indirect)
Fitted with advanced guidance systems and fuel, Value: 6 (Uncommon)
it has longer range and better accuracy than Keywords: Launcher, Imperium, Astra Militarum
standard launchers, as the internal cogitator’s
sensorum suite guides it to the target. Each
comes in a complete launching package, good Mole Mortar
for one shot only.
Mole Mortars are odd devices that look much
A Hunter-Killer Missile grants a +2d to Ballistic like regular Imperial Mortars, but they fire their
Skill Tests made to fire it. Hunter-Killer Missiles shells under the ground rather than through the
may not be loaded with unusual ammo. air via special tunneling torpedo rounds. The
Hunter-Killer Missile (Damage 16+3ED; AP -2; rounds penetrate the earth then arc back up in
Range 500m; Salvo -; Blast (Small)) almost a reverse of a normal mortar round,
Value: 6 (Rare) timed to explode just underneath the surface.
Keywords: Launcher, Imperium, Astra Militarum While not particularly accurate, they can often
catch the enemy unprepared, and the resulting
underground explosion can be devastating,
Mortar since those enemies not killed or injured outright
are typically knocked off their feet.
While relatively simple in construction, this
weapon provides a medium-range attack Mole Mortars may fire any munitions with the
capability, particularly against targets behind Mortar keyword, including frag or krak profiles.
cover or out of sight, as it fires its explosive
rounds in a high, indirect arc. Mortar shells
explode with a strong blast effect and also

529
Mole Mortar (Hadd-Pattern) ease of use and the havoc that they cause more
than the damage they deal. Blunderbusses are
The Hadd-Pattern Mole Mortar launches
also worthy of note for their seemingly
specialist burrowing torpedoes that detonate
indestructible ability to fire anything placed into
under or just above the surface. The torpedoes
the barrel, and it is unsurprising to know that
can plough through almost any material, and the
they are also called “scrappers” or “pelters” on
Tech-Priests of Aurora Novos have rediscovered
some worlds, referring largely to their foraged
a number of different munition types to enhance
ammunition.
the tactical flexibility of this peculiar weapon.
Individuals successfully hit with a scrap cannon
Mole Mortar (Hadd) (Damage By Mortar type;
must Test for Pinning.
AP By Mortar type; Range 150m; Salvo -; Heavy
(6), Indirect
Value: 5 (Very Rare)
Keywords: Launcher, Imperium, Astra Militarum Scrap Cannon
Special: Hadd-Pattern Mole Mortars may fire For underhive gangs who cannot steal or buy
any munitions with the Torpedo keyword. more effective heavy armament, the best they
can bring to a turf war is a scrap cannon. Made
from a crudely reinforced length of pipe packed
RPG Launcher with black powder and rammed with nails, bolts
More powerful than a standard grenade and anything else nasty scraped from the
launcher, a rocket propelled grenade launcher is underhive floor. Scrap cannons are hugely
capable of accurately hitting a target hundreds unwieldy and not actually very lethal. However,
of meters away. they look scary and make an impressively
enormous bang and pyrotechnic blast when
RPG Launcher (Damage By Grenade; AP By fired, added to which the ammo is more or less
Grenade; Range 120m; Salvo -; Heavy (4)) free!
Value: 2 (Rare)
Keywords: Launcher, Imperium, Astra Militarum
Blunderbuss (Damage 6+1ED; AP 0; Range
20m; Salvo 0; Steadfast, Spread, Inaccurate)
Value: 2 (Common)
Keywords: Low-Tech, Imperium, Scum,
Outcast
Low-Tech Weapons
On many worlds of the Imperium, technology Bow
has almost been completely lost. In these
places, the lasgun is replaced by the bow, and Bows have changed little through their many
the crossbow replaces the bolter. As crude as countless centuries of usage, and can be found
they may seem, these weapons can still be across the galaxy in a variety of designs and
dangerous in the right hands. constructions.
Even on high-tech worlds, these weapons, like
hand bows, are a favorite amongst assassins
Blunderbuss and gangers for their silence and reliability.
A common primitive form of the black powder
weapon is the blunderbuss. Essentially a large
metal tube equipped with a primitive firing
mechanism, these weapons are favored for their

530
Composite Bow
Composite bows are constructed from a variety
of materials such as wood, sinew and horn
fused together under pressure to give the bow a
compact design without sacrificing power.
Heavy Crossbow
Accurate and quick to use, composite bows
require substantial craftsmanship to make and The heavy crossbow or arbalest is a ranged
care to look after, but offer notable advantages weapon of considerable size and is capable of
over most primitive black powder weapons. delivering bolts with astonishing force, easily
Composite bows created on advanced worlds able to punch through primitive armor. Heavy
use the same principal as their forbears but are crossbows find use in the endless wars of feudal
crafted from superior materials, enabling them to kings, whilst others are gaudy, hunting toys of
shoot custom arrows that would not necessarily the nobility. In either case, the hefty damage that
fly from a bow of classical design. these weapons inflict is not to be ignored.
Longbow
A longbow is a larger variant of the more
traditional bow, designed to send projectiles
through dense steel plates and against much Dartcaster
more distant targets. A longbow is typically Dartcasters come in a variety of forms, most
crafted from the heartwood of a tree and most using pressurized gas or crossbow mechanisms
measure two meters or more in length. The to fire small metal slivers at high velocities. As
quality of the weapon is wholly dependent on they have only a small degree of damage on
where it originates. Even on more advanced their own, most users dip the dart in powerful
worlds, longbows see use, although this may be poisons or other chemicals. These can range
more for sport and hunting than for actual from simple needler poison to exotics such as
combat. Bows manufactured on these worlds hallucinogens or tranquillizers. Dartcasters are a
use modern materials like laminates and plexi- favorite for some bounty hunters as they are
chromes. flexible enough that the user can select the
exact pre-coated dart desired (or coat the dart
by hand with the desired chemical) then load in
Bow (Damage 6+1ED; AP 0; Range 30m; Salvo the dart for the shot. In a pinch, skilled users can
0; Steadfast) also simply throw the dart manually at the target.
Value: 2 (Common) Many of the ammunition loads for dartcasters
Keywords: Low-Tech, Imperium are coated with chemicals to mimic the effects of
a hallucinogen grenade or are formed of holy
silver and then blessed to have a greater effect
Crossbow upon a creature of the warp. Naturally, other
poisons can also be delivered via a dartcaster
Crossbows are less common than bows as they
as well.
require more advanced mechanical fittings, but
they are equally as deadly. Dartcasters do not cause damage – instead,
when struck with a Called Shot action, the
Crossbow (Damage 6+2ED; AP 0; Range 30m;
effects of the coated poison inflict a Resistance
Salvo 0; Steadfast)
Value: 4 (Common) Test appropriate to the utilized toxin.
Keywords: Low-Tech, Imperium Dartcaster (Damage -; AP 0; Range 12m; Salvo
0; Assault, Steadfast)
Value: 3 (Common)

531
Keywords: Low-Tech, Imperium
Special: The darts from a dartcaster can be
thrown instead, replacing the range of the Flick Bow
weapon’s profile with Strength x5 meters A flick bow is a compact version of the hand bow
instead. and is a popular sidearm for coachmen, ladies of
negotiable affection and criminal gangs on many
medieval worlds, although the finest crafted
Flintlock Pistol examples are made by master artisans.
These primitive blackpowder weapons can take Constructed so that its span folds inwards for
many forms, from finely crafted pistols easy concealment, a flick bow can be hidden in
constructed for the nobles of low-tech worlds, to a boot, muffler or sleeve for use in unexpected
simple pipe and powder affairs used by and unpleasant situations.
underhive scum.

Handbow (Damage 6+1ED; AP 0; Range 15m;


Salvo 0; Steadfast, Pistol)
Value: 2 (Common)
Keywords: Low-Tech, Imperium

Deuce Pistol
Impaler
This twin-barreled flintlock pistol is popular on
many worlds where dueling is common, and it Carried by the most slab-muscled of gang
also serves as a useful hunting sidearm. Most heavies and other degenerate scum, Impalers
models of the deuce pistol feature separate (also known as the ‘harpoon cannon’), as
triggers, one for each barrel, thus allowing the primitive as they are, can still launch a spear of
wielder to fire twice before having to reload. metal capable of punching straight through a
Typically, they can both be pulled at once - human body with ease. Usually made by
whether the powder takes or not is another desperate and ill-equipped hive or mutant gangs
matter. from discarded industrial springs and high
tensile cable, the harpoons used are often little
more than a length of metal piping with its tip
ground to a wicked point.
Flintlock Pistol (Damage 6+2ED; AP 0; Range
15m; Salvo 0; Steadfast, Inaccurate) Up-hive gunslingers and enforcers may scoff at
Value: 4 (Common) the crudity of these weapons but sometimes find
Keywords: Low-Tech, Imperium that it is much harder to laugh when pinned to a
wall by a meter-long spear.
Impaler (Damage 8+1ED; AP -1; Range 18m;
Handbow
Salvo 0; Steadfast, Penetrating (2), Unwieldy
A form of small crossbow, the handbow is (2))
favored by many assassins because it is easy to Value: 2 (Uncommon)
conceal as separate components before being Keywords: Low-Tech, Imperium, Scum,
assembled. Quite often a handbow will fire Outcast
poisonous or explosive-tipped quarrels. Special: A Strength Attribute of at least 4 is
required to operate the mechanism to reload an
Impaler.

532
Musket Melta Weapons
Muskets are primitive firearms, utilizing These weapons use a magnetic containment
explosive powder and a crude firing mechanism beam to create microwave agitation which
to propel a lead ball. These crude devices can vaporizes the target in a blast of intense heat.
only fire once before reloading and prone to They are inaccurate, get few shots and are
failure. Slow, inaccurate and unreliable, they are difficult to reload, but are immensely destructive
only made and used on backwards planets. at short range.
However, they are extremely easy to construct
and maintain. For this reason they are known to
be quite popular among outlaw members of hive Melta Cutter
societies. The planetary defense forces of feral
Used to cut and weld sheet metal in macro
and feudal Worlds also sometimes make use of
construction facilities, the melta cutter is
muskets.
extremely large and cumbersome and not
Musket (Damage 6+2ED; AP -1; Range 30m; designed as a weapon, but it takes little
Salvo 0; Steadfast, Inaccurate) imagination to turn this piece of industrial
Value: 6 (Common) equipment into an unwieldy but highly effective
Keywords: Low-Tech, Imperium killer. The melta beam produced by the cutter is
of a very short range but can quickly breach
most sealed bulkheads and reduce a fully
armored Arbitrator to hot gas and ash with ease.
Melta Cutter (Damage 16+1ED; AP -4; Range
5m; Salvo 0; Melta, Heavy (4), Penetrating (3))
Value: 2 (Rare)
Sling Keywords: Melta, Imperium, Imperial Navy
Slings are a difficult weapon to master, but can
be used to throw anything from rocks picked off
the ground, to specialized metallic balls, to even
Thermal Lance
grenades. When using a sling to throw A more refined melta weapon, a thermal lance
grenades, replace the sling’s Damage with the uses additional magnetic containment beams to
effects of the grenade but retain the weapon’s guide the superheated flow through an extended
Range (including armor penetration, traits, etc). barrel, resulting in less dispersion and tighter
Sling (Damage 2+1ED; AP 0; Range 15m; control. It is often used for precise cutting, but
Salvo 0; Steadfast) doubles nicely as a weapon for slicing through
Value: 1 (Common) armor and bulkheads in focused cuts.
Keywords: Low-Tech, Imperium Thermal Lance (Damage 16+2ED; AP -4;
Special: Unlike other ranged weapons, the sling Range 18m; Salvo 1; Assault, Melta, Penetrating
adds a wielder’s strength to the damage caused (2))
by the propellant. Value: 4 (Rare)
Keywords: Melta, Imperium

Needle weapons
These weapons are the preferred choice of
snipers, as they are silent and give off no

533
muzzle flash whatsoever. Instead needle Needler Sniper Rifle
weapons fire a crystalline sliver into the target
Needlers fire a needle of crystallized toxin.
which delivers a paralyzing or lethal toxin,
These needlers fire a needle of crystallized toxin
rendering the victim paralyzed or dead in a
and also make use of a form of laser technology
matter of seconds.
in order to propel the toxic sliver, and to
Needle ammunition contains a toxin or viral penetrate any existing armor. The laser used is
agent. These are generally treated with the invisible and flash-less, allowing the weapon to
Toxic trait, but may be exchanged for a specific be used without giving away the firer's position.
agent. If a specific agent is used, then the target The beam which propels the sliver gives the
must make a Resistance Test to see if he is Needler unerring accuracy, driving the toxin to
affected by the toxin if he suffers any Wounds its target. The secondary function of the beam is
from the a needle shot (i.e., after surpassing to pierce any existing armor and provide an
resilience). opening for the sliver to penetrate.
Needler Sniper Rifle (Damage 7+2ED; AP 0;
Range 200m; Salvo 0; Penetrating (1), Sniper
Needle Pistol
(2), Toxic (4))
Needle pistols use a low-power laser beam to Value: 5 (Very Rare)
propel small slivers of crystalline coated in viral Keywords: Needle, Imperium, Ratling, Astra
toxins. Enemies wounded by them are almost Militarum
instantly paralyzed or dead within moments. As
they are virtually silent and have no muzzle
flash, needle weapons are ideal for assassins.
Needle Pistol (Damage 7+1ED; AP 0; Range
30m; Salvo 0; Toxic (4))
Value: 2 (Very Rare)
Plasma Weapons
Keywords: Needle, Imperium
Plasma weapons store highly unstable
energized photohydrogen, which is unleashed
with a devastating blast of energy. They are
difficult to manufacture, arduous to maintain and
frequently malfunction. Even if the weapon
doesn’t explode, cooling vents are built in to
Needle Rifle evacuate excess heated gases, which can
cause considerable damage to an unarmored
Prized by snipers, the needle rifle offers the user.
perfect combination of range, stealth and
deadliness. The only argument against these
exquisite weapons is that they are next to Heavy Plasma Gun
useless against heavily armored targets.
The heavy plasma gun, or sun gun, fires energy
Need Rifle (Damage 7+1ED; AP 0; Range shells of bright glowing plasma matter in a
150m; Salvo 0; Toxic (4)) super-heated energized state. When a plasma
Value: 4 (Very Rare) shell strikes a target energy is released and the
Keywords: Needle, Imperium target blows apart in an almighty explosion.
Plasma weapons are extremely effective and
very dangerous and the heavy version is the
most deadly of all, however, they are also highly
unstable, difficult to maintain and frequently

534
malfunction. The user can mitigate this by firing Plasma Torch (Damage 15+1ED; AP -3; Range
the weapon on a low energy discharge. 6m; Salvo 0; Supercharge, Pistol)
Value: 2 (Rare)
Heavy Plasma Gun (Damage 15+2ED; AP -3;
Keywords: Plasma, Imperium, Adeptus
Range 48m; Salvo 2; Heavy (4), Rapid Fire (2),
Mechanicus
Supercharge)
Value: 3 (Very Rare)
Keywords: Plasma, Imperium, Astra Militarum
Special: A heavy plasma gunshot envelops an
entire area in a searing discharge so gains the Projectile Weapons
Blast [small] trait when firing with Supercharge.
After las weapons, bullet or shell-firing weapons
are the most popular sidearm of choice amongst
Imperial servants and outlaws alike. Some put
Plasma Blaster
up with the higher cost of ammunition and
A unique variant crafted as a combi-weapon, it maintenance difficulties for the psychological
incorporates two plasma guns which, when fired effect caused by the roar of battle they make
together, give twice the effective damage, but when fired!
also at a higher risk to the user. The guns share
the same fuel canisters, lowering the weight of
the weapon but keeping the number of shots it Assault Cannon
can fire to roughly the same as a regular plasma
Assault cannons are equipped with six rapidly
gun.
rotating barrels in a gatling-style configuration
Plasma Blaster (Damage 15+1ED; AP -3; firing diamantine tipped shells. The barrels wear
Range 48m; Salvo 4; Rapid Fire (1), out quickly due to the intense heat generated by
Supercharge) the internal motor that spins them, and normally
Value: 8 (Rare) require replacements after each mission to
Keywords: Plasma, Imperium prevent jamming or catastrophic failure.
Assault cannons are nasty for their sheer rate of
fire that lets them progressively “chew” through
Plasma Torch
targets.
A Plasma Torch is a common tool utilized by
Assault Cannon (Damage 14+2ED; AP -1;
Imperial engineers and Tech-priests, exploration
Range 48m; Salvo 3; Heavy (8))
teams who need to breach multiple barriers, and
Value: 3 (Very Rare)
Space Marine Techmarines. Plasma Torches
Keywords: Projectile, Imperium, Adeptus
utilize a controlled plasma arc to make precise
Astartes
alterations when fixing Imperial technologies,
although they are more commonly used to cut
through impeding bulkheads within voidships.
Auto-Carbine
Plasma Torches are capable of cutting through
adamantine plating that is up to 20 centimeters Auto-carbines are a fairly common version of
thick in a standard minute, and can cut thinner solid projectile weapons, utilized by those who
and weaker materials far faster. Plasma Torches prefer a more easily concealable weapon than
can also be fired as a weapon in a similar way to the bulky autoguns. Shorter barrels, removed
a Plasma Pistol, albeit at a shorter range and stocks, and pistol grips make these weapons
without the ability to fire on maximal mode. concealable under storm coats or flak cloaks,
Many a foe who has come too close has been and easily used in confined spaces. However,
struck by a bolt of superheated plasma from a most auto-carbines are less accurate and
Plasma Torch. shorter ranged than their larger cousins.

535
Standard auto-carbines have an integrated pistol Boarding Gun
grip, allowing it to be fired one-handed without
Essentially a large-bore, triple-barreled shotgun,
penalty. In addition, when concealed under
the weight and hitting power of boarding guns
bulky clothing or cloaks, the compact size
has made them infamous across the Imperium.
imposes a +1 DN penalty on any Awareness
Loaded with heavier, more powerful shells than
tests to notice it.
most shotguns, the weapon has punishing recoil
Auto-Carbine (Damage 7+1ED; AP 0; Range that, combined with its weight, makes it
36m; Salvo 2; Rapid Fire (1)) impractical for any but the strongest men to
Value: 4 (Common) wield.
Keywords: Projectile, Imperium
A boarding gun may use any special shotgun
ammunition.
Autocannon Boarding Gun (Damage 10+1ED; AP 0; Range
18m; Salvo 2; Assault, Brutal, Heavy (4),
An autocannon is a very brutal weapon, noisy
Spread)
and hard to control in action, and requires a
Value: 6 (Uncommon)
team of two operators (firer and loader) for
Keywords: Projectile, Imperium, Imperial Navy
effective use. Autocannons use cased, explosive
Special: Due to its sheer weight and solid
shells fired at a high rate to destroy their target.
construction, a boarding gun can be used as a
On the battlefield they provide excellent infantry
two-handed melee weapon in close combat and
support.
counts as a Club.
Autocannon (Damage 16+2ED; AP -1; Range
96m; Salvo 3; Heavy (8) )
Value: 6 (Uncommon)
Keywords: Projectile, Imperium, Astra Militarum

Auto-stubber Combat Shotgun


Sometimes found in Imperial Navy lockers as an The arbites combat shotgun is a simple shotgun
alternative to shotguns, the so-called auto- with a number of adaptations that allow it to fire
stubbers utilize a similar fragmenting round to a number of special ammunition types. In
the more common naval pistols. This increases addition to the standard solid and scatter rounds
stopping power, while reducing the chance of fired by ordinary shotguns, the combat shotguns
dangerous ricochets or damage to important used by the Adeptus Arbites can fire
components when repelling a boarding action. ‘Executioner’ adamantium-tipped armor piercing
The weapon may use any kind of special rounds that are designed to seek out and
ammunition normally available to an autogun, destroy the toughest targets. This sophisticated
but if any special ammo is used, the weapon’s shell has a tiny robot brain that locks onto the
attacks lose the Brutal trait. target’s energy pattern and seeks it out with
unerring accuracy. This variety of ammunition
Auto-Stubber (Damage 10+1ED; AP 0; Range
types makes the combat shotgun a uniquely
30m; Salvo 1; Brutal, Rapid Fire (2))
flexible weapon.
Value: 4 (Uncommon)
Keywords: Projectile, Imperium, Imperial Navy

536
Ironclaw Shotgun
These standard shipboard weapons are
designed to resist the rigors of the void and have
a reinforced, weighted stock, which can double
as a club if needed. Storage lockers filled with
Ironclaws are commonplace on military vessels
and unlock automatically to arm the crew when
Civilian Firearm
the signal is given to repel boarders.
These come in a wide variety from numerous
Pump-Action Shotgun
hive-factories, and typically come into play only
Favored by Enforcers, pump-action shotguns when civilians are part of an armed uprising or
have all the strengths of their double-barreled are forced to defend themselves from attacking
cousins with the added benefits of increased clip invaders or raiding pirates. They are generally
capacity. There are also few things as distinctive not meant for military use. This weapon may not
as the sound of pump-action shotgun be equipped with any unusual ammo.
chambering a shell.

Disposable Handgun
Many shipboard survival kits contain one of
these inexpensive weapons - essentially an
extremely stripped down autopistol with a small
Combat Shotgun (Damage 9+1ED; AP 0;
clip. Made by a wide variety of manufacturers,
Range 24m; Salvo 2; Assault, Rapid Fire [1],
‘disposable handguns’ are one of the most
Spread)
easily obtainable firearms in the void, at the
Value: 3 (Uncommon)
expense of shoddy craftsmanship and poor
Keywords: Projectile, Imperium, Adeptus
performance. Though not technically disposable,
Arbites
seasoned warriors joke that when the clip runs
out, someone is better off throwing the gun at an
opponent than trying to reload. However, many
Chimera Pistol Sword
of the destitute cannot afford a better weapon.
As many shipboard combats move from
shooting to personal combat very quickly, it is
common for many ranged weapons to also Civilian Firearm (Damage 7+1ED; AP 0: Range
serve in close combat. Others take this 10m; Salvo 1; Pistol
approach in the opposite direction, and add a Value: 2 (Uncommon)
single-shot firearm to their sword. While the Keywords: Projectile, Imperium, Lower Class,
firearm can vary from person to person, most Middle Class, Voidfarer
have the same range and effect as a standard
Irontalon. This augmentation is often disguised
as an ornate part of the sword or axe hilt, Combat Autogun
allowing the user to catch the enemy by
surprise. This weapon is popular with planetary defense
forces across the Imperium, where the simple
Chimera Pistol Sword (Damage 10+1ED; AP setting (one shot or full automatic) fits better with
0; Range 20m; Salvo -; Brutal, Pistol) the generally less well-trained soldiers. The
Value: 3 Uncommon larger magazine size helps keep up with the
Keywords: Projectile, Imperium, Imperial Navy higher rate of shooting.

537
Combat Autogun (Damage 7+1ED; AP 0; Harpoon Gun (Damage 8+3ED; AP -1; Range
Range 36m; Salvo 3; Assault) 30m; Salvo -; Bulky, Penetrating (2))
Value: 3 (Common) Value: 4 (Uncommon)
Keywords: Projectile, Imperium, Government Keywords: Projectile, Imperium, Imperial Navy,
Rogue Trader Fleet

Drive Nailer
Naval Shotcannon
One of the first weapons to appear in the hands
of heretics in a hive uprising, the drive nailer is Shotcannons can lay waste to hordes of
simply a high-power nail or rivet driving gun of attackers in the confined spaces of a shipboard
the type common to the millions who toil in hive action and a close-range hit from one can
construction and reclamation crews across the literally explode a man into a spray of shredded
Imperium. With its power setting turned up to clothing and flesh. These huge weapons
maximum and its safety features disabled, the generate fearsome recoil when fired and must
drive nailer can make a messy but effective be securely mounted or fired from a braced
weapon. position to be effectively used.
Drive Nailer (Damage 7+1ED; AP 0; Range Naval Shotcannon (Damage 12+3ED; AP 0;
10m; Salvo 1; Pistol) Range 30m; Salvo 3; Brutal, Heavy (6), Spread)
Value: 2 (Common) Value: 3 (Rare)
Keywords: Projectile, Imperium, Lower Class Keywords: Projectile, Imperium, Imperial Navy,
Rogue Trader Fleet

Irontalon Pistol
A favored naval officer’s sidearm in the
Persecutor Combat Shotgun
Segmentum Obscurus, it uses special Favored by Arbitrators sent to space-born
fragmenting ammunition designed to violently postings such as voidstations, particularly those
stop a target dead in its tracks without undue expecting close quarters combat, the Persecutor
risk to a ship’s hull. The pistol itself is also very Combat Shotgun is a solid, reliable weapon,
sturdy and designed to be used as a cudgel in designed to withstand the rigors of battle. To
emergences (treat as a club). Most are better support the needs of an Arbitrator in
engraved with their issuing vessel’s mark, combat, there is a retractable shock-prod
making those from famous warships extremely mounted beneath the muzzle, allowing some of
valuable to wealthy collectors. the utility of a shock maul without needing to
Irontalon Pistol (Damage 10+1ED; AP 0; stow the shotgun.
Range 20m; Salvo 1; Brutal, Pistol) Persecutor Combat Shotgun (Damage 9+1ED;
Value: 3 (Uncommon) AP 0; Range 24m; Salvo 2; Assault, Rapid Fire
Keywords: Projectile, Imperium, Imperial Navy [1], Spread)
Value: 6 (Uncommon)
Keywords: Projectile, Imperium, Adeptus
Harpoon Gun Arbites
A significantly larger and heavier version of the Special: A Persecution-pattern Combat Shotgun
void speargun, these weapons violently propel may be used as a Shock Staff in close combat.
long, heavy, barbed spears that can easily Persecutor-pattern Combat Shotguns may use
puncture most voidsuits and leave deep wounds any special shotgun ammunition.
in their wearers.

538
Razorhail Gun Shotgun
Cobbled together from scrap and spare parts, Even the lowest-tech factories can produce
these weapons spew hails of jagged, razor- these weapons, making them a common sight in
sharp blades which tear and lacerate anything in the galaxy. Favored for urban and shipboard
their path. While not particularly powerful, the combat, where their short-range stopping power
spread of blades are ideal for tearing open comes into play, shotguns have found their way
voidsuits and leaving ragged gashes that are into the arsenal of many Imperial organizations.
difficult to quickly repair. Most versions are easy
enough to manufacture, but are easily foiled by
armor, though some examples exist that utilize
mono-edged blades to better tear through
protective suits.
As this weapon is designed to be used with a
specific type of ammunition, it may not use any Sawn-Off Shotgun
unusual ammo.
Sawn-off shotguns are a type of shotgun with a
Razorhail Gun (Damage 7+2ED; AP -1; Range shorter gun barrel and often a shorter or absent
30m; Salvo 3; Inaccurate, Spread) stock. These variants come very handy during
Value: 3 (Uncommon) fighting in confined space. It is mostly popular on
Keywords: Projectile, Imperium, Voidfarer Agricultural and primitive worlds.

Ripper Pistol
The favored personal weapon of those who
venture into hostile jungle planets and Death
Worlds, this modified auto-pistol fires specially
Shotgun (Damage 8+1ED; AP 0; Range 20m;
designed armor-piercing rounds containing a
Salvo 2; Assault, Spread)
vicious cocktail of venomous chemicals. It is
Value: 3 (Common)
designed so that if the vicious impact of the
Keywords: Projectile, Imperium, <Any>
bullet doesn’t kill the target, the poisons flooding
into its bloodstream will, and thus can bring
down the largest opponents in a single shot.
Shotgun Pistol
Often, they are the final word in terminal close
This weapon is a compact single shot hand
encounters. As this weapon is designed to be
cannon, designed to fire shotgun cartridges.
used with a specific type of ammunition, it may
These weapons are often the preferred sidearm
not be equipped with any unusual ammo.
of petty officers and bosuns who carry them to
Ripper Pistol (Damage 7+2ED; AP -2; Range discourage any thoughts of mutiny, earning the
20m; Salvo 1; Pistol, Toxic (3)) weapon the nickname of “persuaders” in naval
Value: 4 (Rare) slang.
Keywords: Projectile, Imperium, Imperial Navy,
Shotgun Pistol (Damage 8+1ED; AP 0; Range
Rogue Trader Fleet
20m; Salvo 1; Pistol, Spread)
Value: 6 (Common)
Keywords: Projectile, Imperium, Imperial Navy
Special: Due to their recoil, shotgun pistols
impose a +2 DN penalty to hit if fired one-
handed.

539
Sniper Rifle Autoslugger
Less advanced than the elite needle rifles, An Autoslugger is a crude weapon assembled in
sniper rifles are still very effective against most the Underhive workshops and rarely seen
lightly armored foes. When the gun is combined elsewhere. Their design widely varies and often
with a tripod brace and telescopic sight, a skilled incorporates cannibalized parts from other guns,
marksman can easily turn the tides of a battle but they all share the same purpose, to rapidly
with a single shot. fire a hail of bullets. They are simple weapons
and cheap to maintain so have become popular
Sniper Rifle (Damage 9+1ED; AP 0; Range
with the underhive gangs, especially amongst
200m; Salvo 0; Sniper [1])
outlaws who find it difficult to find, afford and
Value: 6 (Common)
maintain the more powerful heavy weapons.
Keywords: Projectile, Imperium, Astra Militarum

Stub Automatic (Damage 7+1ED; AP 0; Range


30m; Salvo 2; Pistol)
Value: 2 (Common)
Keywords: Projectile, Imperium
Sting-Blunt
Sting- Blunts are popular with bounty hunters Stubber
undertaking a warrant that requires their target
be taken alive. Low caliber pistols, Sting-Blunts Also called a “stub gun,” these crude weapons
are a fusion of technologies, requiring a power resemble oversized revolvers. Dangerous and
pack as well as specially created ammunition. easy to acquire, stubbers are quite common on
After being loaded into the gun, the circuitry- many Imperial Hive worlds.
traced bullets are given an electro-static charge.
This results in the characteristic high-pitched
whining crack of the Sting-Blunt, and causes Stub Revolver
those hit to be given an electric shock together
Based on an ancient and well tested design, the
with the impact of the bullet.
stub revolver is an ideal backup weapon.
Sting-Blunt (Damage 6+2ED; AP 0; Range
20m; Salvo 1; Agonizing, Pistol)
Value: 4 (Uncommon)
Keywords: Projectile, Imperium, Hired Gun

Stub Automatic
Stubber (Damage 7+1ED; AP 0; Range 30m;
Just as common as the revolver variant, the stub Salvo 1; Pistol)
automatic allows for a greater rate of fire and Value: 2 (Common)
clip capacity, though at the cost of reliability. Keywords: Projectile, Imperium, Scum

540
Stub Rifle be used with a specific type of ammunition, it
may not be equipped with any unusual ammo.
The stub rifle is a common sight across the
galaxy, a hunting rifle firing large-bore rounds. Void Speargun (Damage 7+2ED; AP -1; Range
Like most solid projectile weapons, its primary 48m; Salvo 0; Penetrating (1))
benefit is ease of construction and maintenance. Value: 2 (Uncommon)
It is also very accurate, even over large Keywords: Projectile, Imperium, Imperial Navy,
distances. Stub rifles are often dismissed as Rogue Trader Fleet, Voidfarer
pitiful civilian weapons by some, but are
frequently used by rebels and outlaws as well as
by hunters on more primitive worlds of the Rad Weapons
Galaxy.
Rad Weapons are deadly radioactive weapons
employed by forces of the Imperium, particularly
the militants of the Adeptus Mechanicus. Only
Hunting Rifle employed against the foulest Xenos, these
Hunting rifles can be found in the hands of a weapons detonate with a short, intense burst of
frontier hunter, or carried by a wealthy radiation and shower the immediate area with
sportsman in the pursuit of prey. Highly accurate deadly radioactive fallout.
in the arms of a trained user, even at extreme
long ranges, a hunting rifle can bring down its
target be it man or beast. Rad-Cleanser
Rad-cleansers are potent weapons said to be
relics of the long past Dark Age of Technology,
and they are certainly powerful and terrible
enough in effect to justify that mythic claim.
Stubcannon Victims caught in the rad-cleanser’s blast suffer
an agonizing death as their tissues are blown
A larger, rifle-sized version of the stubber, these apart on a cellular level and they are boiled alive
weapons fire correspondingly heavier shots. from within. Even metals may combust in the
powerful blast created by a rad-cleanser. These
horrific weapons are extremely difficult to
Stub Rifle (Damage 8+2ED; AP 0; Range manufacture and heavily proscribed by the Cult
150m; Salvo 1) Mechanicus.
Value: 4 (Common)
Rad-Cleanser (Damage 14+2ED; AP -6; Range
Keywords: Projectile, Imperium
30m; Salvo 0; Blast (Medium), Rad-Phage (5),
Recharge)
Value: 6 (Very Rare)
Void Speargun
Keywords: Rad, Imperium, Adeptus
A straightforward and easy-to-use weapon, the Mechanicus
void speargun was designed to tear holes in Special: Rad-cleansers must be reloaded by
void suits. Most models use a simple recoilless refueling their bulky reactor-core units, which
gas discharge system, but some models are cannot be done during combat.
even simpler and use a modified crossbow often
mounted on the forearm. While not normally
deadly on its own, the sudden rip of a void suit
generally will cause a foe to be distracted long
enough repair the suit integrity lest he suffers
decompression. As this weapon is designed to

541
Sonic Weapons
Sonic weapons cause damage using sound to Hypo Pistol
create oscillation in the target until the target This compact and intricate handgun, crafted
fractures from the stress. from clockwork and brass, is a Cult Mechanicus
device used by the Magos Biologis and their
agents to subdue living specimens. By the use
Seismic Cannon of a cunningly fashioned mechanical spring, it
The Seismic Cannon is a type of construction fires a short-range injector dart fitted with a
equipment used by the Imperium. However it is penetrating filament that delivers a chemical
also utilized as a weapon in some cases, most payload directly into the target’s bloodstream.
notably by Genestealer Cults. The distinctive Nominally a tool for the Biologis or Medicae, it is
pronged muzzle of a seismic cannon sends out actually quite commonly found in the hands of
pulsed bow waves of sonic force that can shiver bounty hunters, criminal scum or even enforcers
a basilica wall into rubble, or turn the internal who want to take their prey alive.
organs of living targets to mush. The usual payload for a hypo pistol is a powerful
Seismic Cannon, Short Range (Damage soporific, although, almost any chemical, toxin or
16+2ED; AP -3; Range 0-24m; Salvo 2; even viral agent could be used. When filled with
Agonizing, Heavy [4]) the soporific agent, any living target damaged by
Seismic Cannon, Normal Range (Damage the weapon must pass a Toughness Test (DN 5)
10+1ED; AP -2 Range 25-48m; Salvo 1; or fall comatose for 1d6 x 3 minutes. On a failure
Agonizing, Heavy [4]) with a Complication, the target is comatose for
Value: 5 (Uncommon) 1d6 hours instead.
Keywords: Sonic, Imperium, Genestealer Cult Hypo Pistol (Damage 8+1ED; AP 0; Range
20m; Salvo 0; Special)
Value: 4 (Rare)
Sonic Rifle Keywords: Toxic, Imperium, Adeptus
Most sonic weapons require a huge weapons- Mechanicus
support platform in order to generate enough Special: Hypo pistol injector darts are designed
power to be effective. In the tight spaces on not to unduly harm their targets. Roll for
board ships, however, rifle-sized weapons can Damage as normal to overcome the target’s
generate enough power to rupture eardrums and Resilience and Armour Rating. Any Damage in
cause severe, disorienting pain. The Sonic rifle excess is reduced to 1 point.
is used aboard some of the warships of the
Imperial Navy, and has gained a solid reputation
for stopping attempted mutinies with little or no Tox Spray
collateral damage to the ship. The tox spray is a terrifying weapon found in the
Sonic Rifle (Damage 8+2ED; AP -3; Range hands of the worst kind of gang scum in the
60m; Salvo 2; Agonizing) most polluted hive sumps. The weapon uses an
Value: 4 (Very Rare) unholy mixture of highly corrosive industrial
Keywords: Sonic, Imperium, Imperial Navy residue and toxic waste contained under high
pressure, unleashed through a jury-rigged spray
gun. The effects of the mixture on flesh are truly
Toxic Weapons horrific and all but the best armor is little
protection from the burning poison.
Filled with malignant chemicals and fast acting
poisons, toxic weapons bring down enemies Notoriously, the tox spray is used by gangers to
through virulence and sickness. execute traitors and informants in the most

542
gruesome manner possible - and without doubt ladder or lift available. The distance moved up or
there are few worse ways to die. down is counted against the character’s total
Move or movement Action for the turn and the
Tox Spray (Damage 8+1ED; AP 0; Range 10m;
user must end its movement on a flat surface,
Salvo 0; Corrosive (2), Toxic (3))
not dangling between two platforms. Otherwise,
Value: 6 (Common)
the character is unimpeded by obstacles.
Keywords: Toxic, Imperium, Scum, Recidivist
Special: If the tox spray suffers a Complication
on a failed roll while being used, the weapon
Heavy Webber
ruptures explosively, inflicting the weapon’s
damage as a two meter blast radius with double Standard issue for Adeptus Arbites capture-units
Damage to the user. across the Imperium and also carried in the
armories of the better equipped local law
enforcement units, the weapon takes the form of
Webber Weapons a heavy, wide-barreled projector fed from a large
canister worn on the user’s back. The weapon’s
A webber weapon fires masses of jellied
use is often reserved for when large numbers of
filaments, which expand in the air to form a web
targets are to be taken alive for interrogation or
of sticky, near-unbreakable material. A favored
where important bystanders are caught in the
type of armament for Adeptus Arbites and
line of fire.
bounty hunters alike, these can easily subdue
violent mobs that would dare violate the Heavy Webber (Damage -; AP 0; Range 120m;
Emperor’s Law. Once entangled, few can Salvo 0; Snare (6), Blast (Medium))
escape from the constricting threads. Value: 8 (Rare)
Keywords: Webber, Imperium, Adeptus Arbites
Unless a character frees himself or receives
assistance, the filaments from a webber weapon
becomes brittle and dissolve away after 1d6
Heavy Webber (Tyranicus Pattern)
hours.
Found primarily in use by slavers operating in
the Periphery, the manufacturing location is
Spyrer Web Spinner rumored to be in a secret location within the
Koronus Expanse. Some Inquisitors have found
The spinnerets of a spyrer’s hunting rig’s web
the weapon useful for capturing larger mutants
spinner spew out silky threads of gossamer that
or groups of cultists for interrogation. It also sees
harden with the strength of steel wires. A victim
limited use with the Adeptus Arbites riot-
of the web is left hopelessly ensnared and at the
suppression squads on Scintilla.
mercy of the Spyrer’s ripping claws. The spyrer
can also use its spinner to create threads that it A large version of the standard webber gun, the
uses to climb vertical surfaces or lower itself Tyranicus pattern Heavy Webber requires a
down sheer drops. backpack or vehicle mounted ammunition
supply. The Heavy Webber fires a wide spray of
Web Spinner (Damage -; AP 0; Range 10m;
filaments which expand in the air to form a web
Salvo 1; Snare (5), Special)
of sticky, nearly unbreakable material. Targets
Value: 6 (Very Rare)
are quickly entangled, and if they attempt to
Keywords: Webber, Imperium, Spyrer
struggle the filaments constrict.
Special: If a character with web spinners is
running, charging or simply not firing in its turn Heavy Webber (Damage -; AP 0; Range 140m;
then it can use its threads to help them move. Salvo 0; Bulky, Snare (6), Blast (Medium))
This means that it can move up or down Value: 4 (Very Rare)
walkways and platforms even if there is no Keywords: Webber, Imperium, Adeptus Arbites,

543
Inquisition, Recidivist, Void Pirate and rendering them immobile. The sticky mass
Special: In addition to the normal effects of quickly shrinks and hardens holding the target
Snare weapons, each time a character ensnared fast and preventing them from making the
by a Heavy Webber fails a Strength or Agility slightest move. A victim who struggles too hard
Test to escape, he suffers a cumulative +1 DN may be strangled or crushed by the constricting
penalty to future escape Tests. Should this mesh. Web pistols are bulky with a coned nozzle
reach +3 DN, the character suffers 1d3 mortal and a distinctive canister containing the web
wounds for each failed Test. The webbing chemical.
breaks down on its own and flakes away after
Web Pistol (Damage -; AP 0; Range 20m;
2d6 hours.
Salvo 0; Snare (3))
Value: 2 (Rare)
Keywords: Webber, Imperium, Adeptus Arbites
Razorweb Launcher
This weapon fits onto the user’s forearm, with a
wide thin barrel projecting beyond the fingers.
Cylindrical canisters provide the ammunition,
kilometers of hyper-condensed monofilament
lengths held in a power field. When triggered,
the filaments emerge in what appears to be
gouts of smoke. Users attempting to pull away Web Gun
from the strands are cut into ribbons by the Web guns (or stranglers as they are known in
impossibly sharp threads. While the weapon some regions) fire a mass of sticky filaments
itself is thought to be of human manufacture that rapidly expand to entangle their target. The
(though reminiscent of some alien devices), the more the victim struggles, the more the filaments
filaments are believed to be of xenos origin and contract, tightening their grip.
thus no reputable manufacturer will take credit
for the gun’s production. Despite this, they are Web Gun (Damage -; AP 0; Range 50m; Salvo
bought and traded throughout the Imperium. 0; Snare (4), Blast (Small))
Value: 4 (Rare)
Razorweb Launcher (Damage -; AP 0; Range Keywords: Webber, Imperium, Adeptus Arbites
150m; Salvo 0; Snare (4), Blast (Medium),
Crippling (2))
Value: 3 (Very Rare)
Keywords: Webber, Imperium

Web Pistol
The web pistol, or glue gun as it is cheerfully
called, is a common sight in a hive city. It's used
by enforcers or noble house security forces to
suppress crowds and take captives without
harming them.
The weapon fires a tangle of gluey threads
which envelop and ensnare their target, trapping

544

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