Weapons

Weapons come in all shapes and sizes across the Imperium. It is important to be trained in how to use your weapon of choice;
for example, an acolyte not trained in the use of a Boltgun - "Weapon Training (Bolt)" - would suffer a -20 penalty on all attempts to use the weapon.


Or filter specific columns:


Name Family Class Range RoF Damage Pen Clip Reload Special Qualities Weight Availability Notes Page #
Bolt Pistol Bolt Pistol 30m S/2/- 1d10+5 Explosive 4 8 Full Tearing 3.5 kg Very Rare (-30) 151 CB
Boltgun Bolt Basic 100m S/3/- 1d10+5 Explosive 4 24 Full Tearing 7 kg Very Rare (-30) 151 CB
Heavy Bolter Bolt Heavy 150m -/-/6 1d10+8 Explosive 5 60 Full Tearing 40 kg Very Rare (-30) 151 CB
Storm Bolter Bolt Basic 90m S/2/4 1d10+5 Explosive 4 60 Full Storm, Tearing 9 kg Extremely Rare (-40) 151 CB
Flamer Flame Basic 20m S/-/- 1d10+4 Energy 2 6 2 Full Flame, Spray 6 kg Scarce (-10) 152 CB
Hand Flamer Flame Pistol 10m S/-/- 1d10+4 Energy 2 2 2 Full Flame, Spray 3.5 kg Rare (-20) 152 CB
Heavy Flamer Flame Heavy 30m S/-/- 1d10+5 Energy 4 10 2 Full Flame, Spray 45 kg Rare (-20) 152 CB
Lasgun Las Basic 100m S/3/- 1d10+3 Energy - 60 Full Reliable 4 kg Common (+10) Las Weapon Variable Setting: Overcharge: +1 Dam, 2 ammo. Overload: +2 Dam and Pen but uses 4 ammo, loses Reliable, and gains Unreliable 153 CB
Laslock Las Basic 70m S/-/- 1d10+4 Energy - 1 Half Unreliable 4 kg Plentiful (+20) Do not benefit from the Las Weapon Variable Setting rules. 153 CB
Laspistol Las Pistol 30m S/2/- 1d10+2 Energy - 30 Half Reliable 1.5 kg Common (+10) Las Weapon Variable Setting: Overcharge: +1 Dam, 2 ammo. Overload: +2 Dam and Pen but uses 4 ammo, loses Reliable, and gains Unreliable 153 CB
Hot-shot Lasgun Las Basic 60m S/3/- 1d10+4 Energy 7 30 2 Full 6 kg Rare (-20) Do not benefit from the Las Weapon Variable Setting rules. 154 CB
Hot-shot Laspistol Las Pistol 20m S/2/- 1d10+4 Energy 7 40 2 Full 4 kg Rare (-20) Do not benefit from the Las Weapon Variable Setting rules. 154 CB
Long-Las Las Basic 150m S/-/- 1d10+3 Energy 1 40 Full Accurate, Felling (4), Reliable 4.5 kg Scarce (-10) Las Weapon Variable Setting: Overcharge: +1 Dam, 2 ammo. Overload: +2 Dam and Pen but uses 4 ammo, loses Reliable, and gains Unreliable 154 CB
Grenade Launcher Launcher Basic 60m S/-/- - - 6 2 Full - 12 kg Average (+0) Consumes grenades as ammunition - damage and effects depend on the grenade used 154 CB
Missile Launcher Launcher Heavy 300m S/-/- - - 1 Full - 35 kg Rare (-20) Consumes missiles as ammunition - damage and effects depend on the missile used 154 CB
Bolas Low-Tech Thrown 10m S/-/- - - 1 - Inaccurate, Snare 1.5 kg Average (+0) 154 CB
Bow Low-Tech Basic 30m S/-/- 1d10 Rending - 1 Half Primitive (6), Reliable 2 kg Common (+10) Two-handed weapon. 154 CB
Crossbow Low-Tech Basic 30m S/-/- 1d10 Rending - 1 2 Full Primitive (7) 3 kg Common (+10) 154 CB
Inferno Pistol Melta Pistol 10m S/-/- 2d10+10 Energy 12 3 Full Melta 3 kg Near Unique (-50) 155 CB
Meltagun Melta Basic 20m S/-/- 2d10+10 Energy 12 5 Full Melta 15 kg Very Rare (-30) 155 CB
Plasma Gun Plasma Basic 90m S/2/- 1d10+7 Energy 6 40 5 Full Maximal, Overheats 18 kg Very Rare (-30) 155 CB
Plasma Pistol Plasma Pistol 30m S/2/- 1d10+6 Energy 6 10 3 Full Maximal, Overheats 4 kg Very Rare (-30) 155 CB
Autocannon Solid Projectile Heavy 300m S/3/- 3d10+8 Impact 6 24 2 Full Reliable 40 kg Very Rare (-30) 155 CB
Autogun Solid Projectile Basic 100m S/3/10 1d10+3 Impact - 30 Full - 5 kg Average (+0) 155 CB
Autopistol Solid Projectile Pistol 30m S/-/6 1d10+2 Impact - 18 Full - 1.5 kg Average (+0) 155 CB
Hand Cannon Solid Projectile Pistol 35m S/-/- 1d10+4 Impact 2 5 2 Full - 3 kg Scarce (-10) Two Handed to fire. 155 CB
Grav Pistol Exotic Pistol 15m S/-/- 1d10+3 Impact 6 6 Full Concussive (1), Graviton 3 kg Near Unique (-50) 156 CB
Graviton Gun Exotic Basic 30m S/3/- 1d10+6 Impact 8 9 2 Full Concussive (2), Graviton 6 kg Extremely Rare (-40) 156 CB
Needle Pistol Exotic Pistol 30m S/-/- 1d10 Rending - 6 Full Accurate, Felling (1), Toxic (5) 1.5 kg Very Rare (-30) Built-in silencer 156 CB
Needle Rifle Exotic Basic 180m S/-/- 1d10 Rending - 6 2 Full Accurate, Felling (1), Toxic (5) 2 kg Very Rare (-30) Built-in silencer 156 CB
Web Pistol Exotic Pistol 30m S/-/- - - 1 Full Snare (0) 3.5 kg Very Rare (-30) Web dissolve away after 1d5 hours. 156 CB
Webber Exotic Basic 50m - - - 1 2 Full Blast (5), Snare (1) 8 kg Rare (-20) Web dissolve away after 1d5 hours. 156 CB
Heavy Stubber Solid Projectile Heavy 100m -/-/8 1d10+4 Impact 3 80 2 Full - 30 kg Rare (-20) 156 CB
Shotgun Solid Projectile Basic 30m S/-/- 1d10+4 Impact - 8 2 Full Scatter 5 kg Average (+0) 156 CB
Shotgun (Combat) Solid Projectile Basic 30m S/3/- 1d10+4 Impact - 18 Full Scatter 6.5 kg Scarce (-10) 156 CB
Sniper Rifle Solid Projectile Basic 200m S/-/- 1d10+4 Impact 3 20 Full Accurate, Reliable 5 kg Scarce (-10) 156 CB
Stub Automatic Solid Projectile Pistol 30m S/3/- 1d10+3 Impact - 9 Full - 1.5 kg Average (+0) 156 CB
Stub Revolver Solid Projectile Pistol 30m S/-/- 1d10+3 Impact - 6 2 Full Reliable 1.5 kg Plentiful (+20) 156 CB
Fire Bomb Explosives Thrown SBx3m S/-/- 1d10+2 Energy - 1 - Blast (2), Flame 0.5 kg Plentiful (+20) Cannot be used with launcher weapons and cannot be thrown. Require Half Action to ready. 157 CB
Melta Bomb Explosives - - S/-/- 6d10 Energy 12 1 - Blast (2), Flame, Melta, 12 kg Very Rare (-30) Cannot be used with launcher weapons and cannot be thrown. 157 CB
Blind Grenade Grenades/Missiles Thrown SBx3m S/-/- - - 1 - Smoke (2) 0.5 kg Scarce (-10) 157 CB
Choke Grenade Grenades/Missiles Thrown SBx3m S/-/- Special - 1 - Blast (3) 0.5 kg Scarce (-10) Characters in radius make a Toughness test each turn, taking 1 fatigue upon failure. 4+ DoF suffers a 1d10 Toughness damage. Lasts for up 2d5 rounds depending on weather. 157 CB
Frag Grenade Grenades/Missiles Thrown SBx3m S/-/- 2d10 Explosive - 1 - Blast (3) 0.5 kg Common (+10) 157 CB
Frag Missile Grenades/Missiles - - S/-/- 2d10+2 Explosive 2 - - Blast (5) 1 kg Average (+0) 157 CB
Hallucinogen Grenade Grenades/Missiles Thrown SBx3m S/-/- - - 1 - Blast (6), Hallucinogenic 0.5 kg Scarce (-10) 157 CB
Haywire Grenade Grenades/Missiles Thrown SBx3m S/-/- - - 1 - Haywire (2) 0.5 kg Very Rare (-30) 157 CB
Krak Grenade Grenades/Missiles Thrown SBx3m S/-/- 2d10+4 Explosive 6 1 - Concussive (0) 0.5 kg Rare (-20) Gain Vengeful (9) against vehicles. 157 CB
Krak Missile Grenades/Missiles - - S/-/- 3d10+8 Explosive 8 - - Concussive (3), Proven (2) 1 kg Scarce (-10) Gain Vengeful (9) against vehicles. 157 CB
Chainaxe Chain Melee - - 1d10+4 Rending 2 - - Tearing, Two-Handed 13 kg Scarce (-10) Two-handed weapon. 158 CB
Chainblade Chain Melee - - 1d10+1 Rending 1 - - Tearing 2 kg Scarce (-10) 158 CB
Chainsword Chain Melee - - 1d10+2 Rending 2 - - Balanced, Tearing 6 kg Average (+0) 158 CB
Photon Flash Grenade Grenades/Missiles Thrown SBx3m S/-/- - - 1 - Blast (6), 0.5 kg Rare (-20) Must pass an Ordinary (+10) Agility test or be blinded for a number of rounds equal to his DoF. 158 CB
Smoke Grenade Grenades/Missiles Thrown SBx3m S/-/- - - 1 - Smoke (4) 0.5 kg Common (+10) 158 CB
Stun Grenade Grenades/Missiles Thrown SBx3m S/-/- - - 1 - Blast (3), Concussive (2) 0.5 kg Common (+10) 158 CB
Web Grenade Grenades/Missiles Thrown SBx3m S/-/- - - 1 - Blast (3), Snare (2) 0.5 kg Rare (-20) Web dissolve away after 1d5 hours. 158 CB
Eviscerator Chain Melee - - 2d10 Rending 9 - - Razor Sharp, Tearing, Two-Handed, Unwieldy 15 kg Very Rare (-30) 159 CB
Force Staff Force Melee - - 1d10 Impact 2 - - Force, Two-Handed 2 kg Extremely Rare (-40) 160 CB
Force Sword Force Melee - - 1d10+1 Rending 2 - - Balanced, Force 5 kg Near Unique (-50) 160 CB
Great Weapon Low-Tech Melee - - 2d10 Rending - - - Unbalanced, Two-Handed 7 kg Scarce (-10) Two-handed weapon. 160 CB
Hunting Lance Low-Tech Melee - - 2d10+3 Explosive 7 - - Concussive (3) 4 kg Scarce (-10) After a successful attack is made with this weapon, its tip is destroyed and it is treated as a staff. 160 CB
Improvised Low-Tech Melee - - 1d10-2 Impact - - - Primitive (7), Unbalanced - - 160 CB
Knife Low-Tech Melee - - 1d5 Rending - - - - 1 kg Plentiful (+20) 160 CB
Knife Low-Tech Thrown 5m S/-/- 1d5 Rending - - - - 1 kg Plentiful (+20) 160 CB
Shield Low-Tech Melee - - 1d5 Impact - - - Defensive 3 kg Common (+10) Attacks suffer a -20 penalty instead of the normal penalty from the Defensive quality. 160 CB
Spear Low-Tech Melee - - 1d10 Rending - - - Primitive (8), Two-Handed 3 kg Common (+10) Two-handed weapon. 160 CB
Staff Low-Tech Melee - - 1d10 Impact - - - Balanced, Primitive (7), Two-Handed 3 kg Plentiful (+20) Two-handed weapon. 160 CB
Sword Low-Tech Melee - - 1d10 Rending - - - Balanced 3 kg Common (+10) 160 CB
Truncheon Low-Tech Melee - - 1d10 Impact - - - Primitive (7) 2 kg Plentiful (+20) 160 CB
Warhammer Low-Tech Melee - - 1d10+3 Impact 1 - - Concussive (1), Primitive (8), Two-Handed 4.5 kg Scarce (-10) Two-handed weapon. 160 CB
Whip Low-Tech Melee 3m - 1d10 Rending - - - Flexible, Primitive (6) 2 kg Average (+0) 160 CB
Omnissian Axe Power Melee - - 2d10+4 Energy 6 - - Power Field, Two-Handed, Unbalanced 8 kg Extremely Rare (-40) Two-handed weapon and functions as a Combi-tool. 161 CB
Power Axe Power Melee - - 1d10+7 Energy 7 - - Power Field, Two-Handed, Unbalanced 6 kg Very Rare (-30) Two-handed weapon. 161 CB
Power Fist Power Melee - - 2d10 Energy 9 - - Power Field, Unwieldy 13 kg Very Rare (-30) 161 CB
Power Maul (High) Power Melee - - 1d10+5 Energy 4 - - Power Field, Shocking 3.5 kg Very Rare (-30) When used with two hands it gains the Concussive (0) quality. 161 CB
Power Maul (Low) Power Melee - - 1d10+1 Energy 2 - - Shocking 3.5 kg Very Rare (-30) When used with two hands it gains the Concussive (0) quality. 161 CB
Power Sword Power Melee - - 1d10+5 Energy 5 - - Balanced, Power Field 3 kg Very Rare (-30) 161 CB
Shock Maul Shock Melee - - 1d10+3 Impact - - - Shocking 2.5 kg Scarce (-10) 161 CB
Shock Whip Shock Melee 3m - 1d10+1 Impact - - - Flexible, Shocking 3 kg Extremely Rare (-40) 161 CB
Unarmed Low-Tech Melee - - 1d5-3 Impact - - - - - 226 CB
Psycannon Bolt Heavy 120m -/2/5 2d10+5 Explosive 5 40 3 Full Daemonbane, Reliable, Tearing 20kg Near Unique (-50) Grants the Auto-Stabilised Trait when fired. Ignores all protective benefits from Psy Powers, and deals an additional +2 damage per target's Psy Rating 41 EB
Hellrifle Exotic Basic 300m S/-/- 1d10+4 Rending 4 - - Felling (2) 10kg Very Rare (-30) 41 EB
Silverseine Launcher Exotic Heavy 60m S/-/- 1d10 Impact - 1 2 Full Blast (4), Reliable, Sanctified, Snare (2) 25kg Very Rare (-30) The Snare quality is doubled against Daemonic targets. Daemonic targets trapped by the Snare must also test for Warp Instability at the start of each turn 41 EB
Incinerator Flame Basic 30m S/-/- 1d10+6 Energy 6 10 2 Full Daemonbane, Flame, Spray 3kg Near Unique (-50) Ignores any protective benefits from Psy Powers, and targets in the area of effect suffer -10 to the Agility test to avoid being set aflame for each point in the wielder's Psy Rating 41 EB
Abyssal Charge Grenades/Missiles Thrown SBx3 S/-/- 1d10+4 Explosive 4 1 - Blast (3), Crippling (2), Tainted 0.5kg Extremely Rare (-40) 41 EB
Argent Globe Grenades/Missiles Thrown SBx3 S/-/- 2d10 Explosive 2 1 - Blast (3), Santified 0.5kg Extremely Rare (-40) Gains the Crippling (3) quality when the target is Daemonic 41 EB
"Ironfaith" Incense Grenade Grenades/Missiles Thrown SBx3 S/-/- 1d10 Explosive - 1 - Daemonbane, Sanctified, Smoke (3) 0.5kg Extremely Rare (-40) Whenever a character suffers a hit from this grenade, enters its smoke, or begins his turn within the smoke, he suffers Energy damage equal to his Corruption bonus or his Daemonic (X) trait, whichever is higher. This ignores armour and Toughness Bonus 41 EB
Animus Hammer Force Melee - - 2d10+10 Energy 4 - - Daemonbane, Force, Power Field, Unwieldy 8kg Near Unique (-50) SB added to damage is doubled. Acts as a Psy Focus. If the wielder is a Psyker, add +1 to his Psy Rating. 42 EB
Force Hammer Force Melee - - 2d10 Rending - - - Force, Unbalanced 10kg Extremely Rare (-40) Two-handed unless wielder has SB of 5 or higher. 42 EB
Nemesis Daemon Hammer Force Melee - - 2d10+1 Energy 8 - - Daemonbane, Force, Power Field, Unwieldy 10kg Near Unique (-50) SB added to damage is doubled. One-handed, but if used with two hands it gains Concussive (X), with X being the wielder's Psy Rating. 42 EB
Sanctus Hammer Force Melee - - 2d10+6 Energy 4 - - Balanced, Concussive (4), Daemonbane, Force, Power Field 6kg Near Unique (-50) SB added to damage is doubled. Two-handed weapon. Contains an exterminator cartridge loaded with Incinerator ammunition (pp 163 CB) 42 EB
Tempus Hammer Force Melee - - 2d10+4 Energy 6 - - Daemonbane, Force, Power Field, Unwieldy 14kg Near Unique (-50) SB added to damage is doubled. Two-handed weapon. Once per game session, as a Full Action, the wielder may strike the ground causing a blast with radius 2d10 metres. Every other character in the area must make a (-20) Agility test or lose a Half Action on their next turn; if they fail with 2+ DoF, they lose a Full Action 42 EB
Rune Weapon (Sword) Low-Tech Melee - - 1d10 Rending - - - Balanced, Tainted, Tearing, Vengeful (8) 3kg Near Unique (-50) Can take the profile of any Low-Tech weapon and use those stats, losing the Primitive quality (if it was present). Cannot be destroyed by a Power Field weapon. Whenever the wielder triggers Righteous Fury, he gains 1d5 Corruption 42 EB
Stealth Claw Low-Tech Melee - - 1d10+4 Rending 4 - - Felling (2), Razor Sharp, Sanctified 1.5kg Very Rare (-30) Comes with the Compact modification. If the wielder successfully executes an All Out Attack, add damage equal to his Psy Rating 42 EB
Wailing Trident Low-Tech Melee - - 1d10+8 Rending 4 - - Balanced, Felling (3), Santified 9kg Very Rare (-30) Two handed weapon. Can be thrown with a range of 6m. When used against a Daemonic target, gains Crippling (3) 42 EB
Ebenus Hammer Power Melee - - 2d10+6 Energy 10 - - Daemonbane, Power Field, Unwieldy 16kg Near Unique (-50) SB added to damage is doubled. Two-handed weapon. Acts as a Null Rod and grants the wielder the Deny the Witch talent. 42 EB
Ordo Malleus Power Glaive Power Melee 3m - 1d10+8 Energy 5 - - Balanced, Power Field, Proven (4), Sanctified 9kg Very Rare (-30) Grants the wielder an additional (+10) to Parry. Two-handed weapon. 42 EB
Power Shield Power Melee - - 1d10 Energy 1 - - Defensive, Power Field 6kg Very Rare (-30) Adds 4 AP to the Body and Arm using the shield. This stacks with existing armour. 42 EB
Thunder Hammer Power Melee - - 2d10+4 Energy 10 - - Concussive (2), Power Field, Unwieldy 16kg Very Rare (-30) SB added to damage is doubled. One-handed, but if used with two hands it deals an additional +2 damage 42 EB
Godwyn-De'az Bolt Pistol Bolt Pistol 40m S/2/- 1d10+5 Explosive 4 10 Full Reliable, Tearing 3kg Extremely Rare (-40) Only available to the Adeptus Sororitas 43 EI
Godwyn-De'az Bolter Bolt Basic 90m S/2/- 1d10+5 Explosive 4 30 Full Reliable, Tearing 6kg Very Rare (-30) Only available to the Adeptus Sororitas 43 EI
Godwyn-De'az Heavy Bolter Bolt Heavy 140m -/-/6 1d10+8 Explosive 5 80 Full Reliable, Tearing 35kg Extremely Rare (-40) Only available to the Adeptus Sororitas 43 EI
Godwyn-De'az Storm Bolter Bolt Basic 80m S/2/4 1d10+5 Explosive 4 60 Full Reliable, Storm, Tearing 8kg Near Unique (-50) Only available to the Adeptus Sororitas 43 EI
Purgatus Crossbow Exotic Basic 50m S/-/- 1d10+5 Impact 0 5 2 Full Reliable 16kg Rare (-20) Mix of a crossbow and shotgun. May use any crossbow bolts or shotgun shells, in addition to the usual Purgatus Stakes. Damage, penetration, and special qualities are dependant upon ammunition used 43 EI
Condemnor Exotic Basic 100m S/-/- 1d10+4 Rending 2 1 2 Full Accurate, Reliable 8kg Rare (-20) Damage, penetration, and special qualities are dependant upon ammunition used 43 EI
Cerberus Heavy Flamer Flame Heavy 30m S/2/- 1d10+5 Energy 3 8 2 Full Flame, Reliable, Spray 40kg Very Rare (-30) 43 EI
Gorgon Chemical Flamer Flame Basic 20m S/-/- 1d10+4 Energy 2 6 2 Full Corrosive, Felling (1), Flame, Spray, Toxic (2) 8kg Very Rare (-30) Cannot use regular flame ammunition; the fuel is exclusive to the Gorgon 43 EI
Hydra Flamer Array Flame Basic 8m S/-/- 1d10+4 Energy 2 10 2 Full Flame, Proven (3), Spray 10kg Very Rare (-30) Characters gain the Fear (1) trait until the end of combat when they use this weapon. Fires in a 90 degree cone, rather than the normal 30 degree arc for Spray weapons 43 EI
Arquebus Low-Tech Basic 45m S/-/- 2d10 Impact 2 1 2 Full Concussive (1), Inaccurate, Unreliable 8kg Common (+10) Counts as a Heavy weapon when fired with a SB of 3 or lower. Creates Smoke (1) around the firer that lasts for 1d5-1 rounds 43 EI
Castigator Heavy Crossbow Low-Tech Heavy 70m S/-/- 1d10+6 Impact 1 14 2 Full Concussive (2), Reliable 12kg Scarce (-10) Whenever this weapon deals damage to a target of Size (5) or smaller, that target is knocked prone. Damage, penetration, and special qualities are dependant upon ammunition used 43 EI
Deliverance Light Crossbow Low-Tech Pistol 15m S/-/- 1d10 Rending 0 1 Half Primitive (7) 1kg Rare (-20) If used with a Forearm Mounting, range is not reduced. Tests to find when concealed suffer -20, and counts as having a built-in Silencer. Damage, penetration, and special qualities are dependant upon ammunition used. 43 EI
Drake's Claw Low-Tech Heavy 200m S/-/- 1d10+2 Explosive 2 1 - Blast (3), Crippling (1), Inaccurate, Primitive (7), Tearing 6kg Rare (-20) Single-use rocket launcher 43 EI
Flintlock Pistol Low-Tech Pistol 15m S/-/- 1d10+2 Impact 0 1 2 Full Inaccurate, Primitive (8), Unreliable 3kg Common (+10) Counts as a Truncheon when used in melee combat 43 EI
Longflame Low-Tech Heavy 200m S/-/- 1d10 Rending 0 1 - Blast (4), Flame, Inaccurate, Primitive (8) 6kg Rare (-20) Single-use rocket launcher 43 EI
Musket Low-Tech Basic 30m S/-/- 1d10+3 Impact 0 1 2 Full Inaccurate, Primitive (8), Unreliable 7kg Common (+10) Counts as a Staff when used in melee combat 43 EI
Snapper Repeating Rifle Low-Tech Basic 50m S/2/- 1d10+3 Impact 0 8 2 Full Inaccurate, Overheats, Primitive (8), Unreliable 45kg Very Rare (-30) If used as an improvised melee weapon, and the wielder suffers 2+ DoF, its mechanisms snap and it is damaged until repaired 43 EI
Sentinel Plasma Rifle Plasma Basic 120m S/5/10 1d10+5 Energy 3 40 Full Reliable 20kg Extremely Rare (-40) 43 EI
Pyschotroke Grenade Grenades/Missiles Thrown SBx3 S/-/- - - 1 - Blast (3), Hallucinogenic (4) 1kg Rare (-20) Respirators and sealed armour provide no protection. For every DoF on Toughness test to resist, and +1 to roll on hallucinogenic effect 44 EI
Psyk-Out Grenade Grenades/Missiles Thrown SBx3 S/-/- 1d10 Explosive 0 1 - Blast (3), Smoke (3) 1kg Extremely Rare (-40) Psykers caught in the blast radius must make a (-30) WP Test or have his PR reduced by 1 per DoF (recover 1 PR per 6 hours) 2 or more DoF results in Psychic Phenomena. Any psy powers used in the field automatically fail. 44 EI
Rad Grenade Grenades/Missiles Thrown SBx3 S/-/- 1d10 Energy 0 1 - Blast (2) 1kg Very Rare (-30) Characters in the blast radius must make a (-20) Toughness test or suffer 2d10 Toughness Damage 44 EI
Spore Bomb Grenades/Missiles Thrown SBx3 S/-/- - - 1 - Blast (5) 2kg Very Rare (-30) Characters in the blast radius suffer from Mind-Mould (PP 403 CB) 44 EI
Tears of the Emperor Grenades/Missiles Thrown SBx3 S/-/- 1d10 Explosive 0 1 - Blast (2), Sanctified - Near Unique (-50) Psykers caught in the blast radius must immediately roll for Perils of the Warp. Daemonic entities gain the Warp Instability trait; if they already had it, they suffer -20 to all tests made until the end of combat 44 EI
Whitefire Grenade Grenades/Missiles Thrown SBx3 S/-/- 1d10+4 Explosive 3 1 - Blast (3), Corrosive, Flame, Smoke (5), Toxic (2) 1kg Extremely Rare (-40) Characters who begin their turn in the smoke cloud suffer 1d10 Impact dammage (Corrosive, Toxic (2)) and must test for suffocation 44 EI
Firesprite Needler Exotic Pistol 30m -/4/8 1d10+2 Rending 2 16 2 Full Inaccurate, Toxic (2) 1.5kg Extremely Rare (-40) Comes with the Compact, Forearm Weapon Mounting, and Silencer modifications 44 EO
Ghostblade Exotic Melee - - 1d10+5 Energy 6 - - Felling (4), Razor Sharp, Overheats 6kg Extremely Rare (-40) When this weapon overheats, it is damaged and counts as a regular sword until repaired. Weight includes backpack power supply 44 EO
Integration Cannon Exotic Heavy 100m S/-/- 4d10+4 Impact 8 6 3 Full Blast (5), Concussive (0), Inaccurate 65kg Near Unique (-50) Creates a gravitic anomaly within its blast radius for 1d5 rounds. When a character begins his round in this radius, he must make a (-20) Dodge (Strength) tests. On failure, he is Immobilized and suffers 4d10+4 I damage (pen 8) to a random location 44 EO
Graviton Grenade Exotic (Graviton) Thrown SBx3 S/-/- 1d10+7 Impact 7 1 - Blast (3), Concussive (3), Graviton 1kg Near Unique (-50) 44 EO
Graviton Hammer Exotic (Graviton) Melee - - 2d10+5 Impact 7 - - Concussive (3), Graviton 8kg Near Unique (-50) Two-handed weapon 44 EO
Silver Shield Low-Tech Melee - - 1d5+1 Impact 1 - - Defensive 5kg Extremely Rare (-40) Provides 4 AP to the body and to the arm wielding the shield. This is doubled to 8 AP against Energy damage. Stacks with existing armour 44 EO
Desoleum Power Blade Power Melee - - 1d10+3 Energy 5 - - Power Field 2kg Very Rare (-30) Comes with the Compact modification 44 EO
Quillgun Solid Projectile Basic 120m S/-/- - - 3 Full - 6kg Very Rare (-30) When acquired, comes with 1 clip each of Ataractic and Venerum rounds. Has the Silencer modification 44 EO
Digi-Weapon Varies Pistol 3m S/-/- 1d10+2 Energy 0 1 - Reliable 0.5kg Near Unique (-50) Can have the profile of any pistol, taking on that damage, penetration, and weapon qualities. Worn as a ring, and does not prevent the hand from performing other tasks. Does not consume ammo, but does take 1 hour to recharge between shots. Cannot be modified. 44 EO
Brazier of Holy Fire Flame Melee - - 1d10+5 Energy 3 - - Flame, Unbalanced 6kg Very Rare (-30) Allies in sight gain +10 to WP tests. Can be used as a Heavy Flamer with Clip of 1. When fired, it loses its Flame quality until reloaded, which takes 20 min 46 EI
Fire Gauntlets Flame Melee - - 1d10 Impact 2 - - Flame, Unbalanced 1kg Very Rare (-30) As a free action, the user can ignite the gauntlets to gain +20 to Intimidate. This lasts until the end of the encounter, or 2d10 minutes 46 EI
Axe of Retribution Low-Tech Melee - - 2d10 Rending 6 - - Felling (2), Sanctified 8kg Near Unique (-50) Two-handed weapon 46 EI
Flail of Chastisement Low-Tech Melee - - 1d10+8 Rending 2 - - Crippling (2), Flexible, Primitive (8), Snare (2) 3kg Rare (-20) A victim who escapes the Snare is no longer affected by Crippling 46 EI
Man-Catcher Low-Tech Melee 2m - 1d10 Impact 0 - - Snare (4), Unwieldy 8kg Scarce (-10) Two-handed weapon. Restraining the victim requires a Half Action each round. Best Quality gains the Shocking quality 46 EI
Praesidium Protectiva Low-Tech Melee - - 1d10 Impact 0 - - Defensive 14kg Very Rare (-30) Only available to the Adeptus Sororitas. Provides 4 AP to the body and the arm wielding the shield, which stacks with existing armour. Acts as a Force Field with protection rating of 35. 46 EI
Power Stake Power Melee - - 1d10+7 Energy 5 - - Power Field, Sanctified, Unbalanced 1kg Very Rare (-30) Inflicts an additional 1d10 E damage for every Psy Rating the target possesses. In addition, provides +10 to interaction with the Ordo Hereticus 46 EI
Electro-Flail Shock Melee - - 1d10+2 Rending 0 - - Flexible, Shocking 4.5kg Rare (-20) 46 EI
Agoniser Xenos (Eldar) Melee 3m - 1d10+3 Energy 6 - - Flexible, Power Field, Tearing, Shocking 2kg Extremely Rare (-40) Critical damage inflicted by a Best Quality agoniser reduces his Perception permanently by 1d5 46 EO
Eldar Plasma Grenade Xenos (Eldar) Thrown SBx3 S/-/- 1d10+8 Energy 8 1 - Blast (4), Shocking 0.5kg Very Rare (-30) 46 EO
Eldar Power Sword Xenos (Eldar) Melee - - 1d10+5 Energy 4 - - Balanced, Power Field 1kg Extremely Rare (-40) 46 EO
Harlequin's Kiss Xenos (Eldar) Melee - - 1d10+8 Rending 10 - - Felling (4), Tearing 1kg Extremely Rare (-40) The user's SB is not added to the damage 46 EO
Shardcarbine Xenos (Eldar) Basic 60m S/3/5 1d10+2 Rending 3 150 2 Full Storm, Toxic (1) 3kg Extremely Rare (-40) 46 EO
Shuriken Cannon Xenos (Eldar) Heavy 60m -/-/10 1d10+6 Rending 4 200 2 Full Razor Sharp, Reliable 18kg Extremely Rare (-40) Grants the Auto-Stabilised Trait when fired 46 EO
Shuriken Catapult Xenos (Eldar) Basic 80m S/3/10 1d10+4 Rending 3 120 Full Razor Sharp, Reliable 2.5kg Extremely Rare (-40) 46 EO
Shuriken Pistol Xenos (Eldar) Pistol 30m S/3/- 1d10+4 Rending 3 60 Full Razor Sharp, Reliable 1.2kg Very Rare (-30) 46 EO
Splinter Cannon Xenos (Eldar) Heavy 110m -/-/10 1d10+5 Rending 4 300 3 Full Tearing, Toxic (4) 5kg Extremely Rare (-40) Grants the Auto-Stabilised Trait when fired 46 EO
Splinter Pistol Xenos (Eldar) Pistol 30m S/3/- 1d10+2 Rending 3 120 2 Full Toxic (1) 1.5kg Very Rare (-30) Counts as a Knife with the Mono weapon modification when used in melee 46 EO
Splinter Rifle Xenos (Eldar) Basic 80m S/3/5 1d10+3 Rending 3 180 2 Full Toxic (2) 2kg Extremely Rare (-40) Counts as a Spear with the Mono weapon modification when used in melee 46 EO
Big Choppa Xenos (Ork) Melee - - 2d10 Rending 2 - - Tearing, Unbalanced 10kg Extremely Rare (-40) Two handed weapon. May be a power weapon; if so, it gains the Power Field and Overheats qualities 47 EO
Big Shoota Xenos (Ork) Basic 120m -/-/10 1d10+6 Impact 2 60 2 Full Inaccurate, Unreliable 6kg Very Rare (-30) 47 EO
Burna (Melee Profile) Xenos (Ork) Melee - - 1d10+5 Energy 5 - - Power Field, Unwieldy 8kg Very Rare (-30) Can be switched to Ranged Profile as a Free Action. Two-handed weapon 47 EO
Burna (Ranged Profile) Xenos (Ork) Basic 20m S/-/- 1d10+4 Energy 2 6 Full Flame, Spray, Unreliable 8kg Very Rare (-30) Can be switched to Melee Profile as a Free Action. Two-handed weapon 47 EO
Choppa Xenos (Ork) Melee - - 1d10+1 Impact 2 - - Unbalanced 1kg Rare (-20) Two handed for a non-ork with SB of 3 or less 47 EO
Rokkit Launcha Xenos (Ork) Basic 150m S/-/- 2d10+5 Explosive 6 1 Half Blast (2), Inaccurate, Unreliable 6kg Very Rare (-30) 47 EO
Shoota Xenos (Ork) Basic 60m S/3/- 1d10+4 Impact 0 30 Full Inaccurate, Unreliable 4kg Rare (-20) 47 EO
Slugga Xenos (Ork) Pistol 20m S/3/- 1d10+4 Impact 0 18 Full Inaccurate, Unreliable 2kg Rare (-20) 47 EO
Stikkbomb Xenos (Ork) Thrown SBx3 S/-/- 2d10+5 Explosive 2 1 - Blast (2), Unreliable 1kg Rare (-20) Counts as a truncheon when used in melee combat. If a character does so, and fails their WS test with 3+ DoF, the Stikkbomb immediately detonates 47 EO
Kroot Rifle Xenos (Kroot) Basic 110 - - - - - - 6kg Very Rare (-30) Counts as a Staff with the Mono quality in melee combat. Can use either Pulse Rounds (RoF: S/2/-, 1d10+5E, Pen 1, Clip 6, Reload 2 Full) or Sniper Rounds (RoF: S/-/-, 1d10+7R, Pen 5, Clip 1, Reload Half, Accurate). 49 EO
Photon Grenade Xenos (Kroot) Thrown SBx3 S/-/- - - - - Blast (12) 0.5kg Very Rare (-30) A character in the blast radius without eye protection makes a (+0) Agility test or is blinded for rounds equal to DoF 49 EO
Pulse Carbine Xenos (Kroot) Basic 60m S/-/3 2d10+2 Energy 4 24 Full - 6kg Extremely Rare (-40) Comes with an integrated grenade launcher, capable of firing Photon Grenades with a range of 60m, clip of 1, reload of Half 49 EO
Pulse Pistol Xenos (Kroot) Pistol 40m S/2/- 2d10+2 Energy 4 16 Half - 3kg Extremely Rare (-40) 49 EO
Pulse Rifle Xenos (Kroot) Basic 150m S/2/4 2d10+3 Energy 4 36 Half - 8kg Extremely Rare (-40) 49 EO
Ablative Projector Xenos (Necron) Basic 100m S/2/- 1d10+8 Energy 5 - - Reliable, Vengeful (9) 10kg Extremely Rare (-40) 50 EO
Cascade Lance (Melee) Xenos (Necron) Melee - - 1d10+6 Energy 8 - - Concussive (1), Power Field 6kg Near Unique (-50) Can be switched to Ranged Profile as a Free Action. Two-handed weapon 50 EO
Cascade Lance (Ranged) Xenos (Necron) Basic 15m S/-/- 1d10+12 Energy 10 1 Half Proven (5), Reliable 6kg Near Unique (-50) Can be switched to melee Profile as a Free Action. 50 EO
Concussion Beamer Xenos (Necron) Pistol 30m S/3/- 2d10+5 Explosive 4 - - Concussive (1), Reliable 6kg Near Unique (-50) 50 EO
Molecular Blade Xenos (Necron) Melee - - 1d10 Rending 5 - - Corrosive, Razor Sharp, Tearing 15kg Near Unique (-50) 50 EO
Resonance Arc Xenos (Necron) Basic 75m S/-/- 2d10+3 Energy 3 - - Shocking, Reliable 20kg Extremely Rare (-40) When the user rolls a 9 or 10 for damage, or kills a target, a bolt of electricity arcs from the original target to a randomly-selected target within 5 metres, inflicting an additional automatic hit with the weapon's profile on the Body. This can continue to leap if the additional hits roll a 9 or 10 for damage, or if the target dies 50 EO
Akvran Cutter Xenos (Lost Races) Thrown SBx3 S/-/- 2d10 Energy 6 1 - Blast (3), Concussive (3), Proven (4) 1kg Extremely Rare (-40) 51 EO
Guldaniri Bile Projector Xenos (Lost Races) Basic 60m S/-/- 3d10 Energy - 10 3 Full Blast (2), Corrosive, Toxic (2) 11kg Very Rare (-30) 51 EO
Havatian Ringblade (Melee) Xenos (Lost Races) Melee - - 1d10+4 Rending 3 - - Razor Sharp 1kg Extremely Rare (-40) Can be used as a grenade, which explodes and is destroyed on impact. Dam: 1d10+6 X, Pen: 6, Blast (2), Corrosive 51 EO
Kyaire Riveblade Grenade Xenos (Lost Races) Thrown SBx3 - 1d10+6 Rending 10 - - Razor Sharp 1kg Very Rare (-30) 51 EO
Neural Catalyser Xenos (Lost Races) Pistol 35m S/-/- 2d10 Explosive - - - Concussive (3), Overheats 3kg Extremely Rare (-40) Ignores armour and is reduced by WPB rather than TB. If a hit inflicts damage, the target also suffers 1d5 WP Damage 51 EO
Talonblade Xenos (Lost Races) Melee - - 1d10+3 Rending 4 - - Razor Sharp, Tearing 1kg Very Rare (-30) 51 EO
Xenarch Death-Arc Xenos (Lost Races) Basic 100m S/3/6 1d10+3 Energy - 90 Full Inaccurate, Shocking 10kg Very Rare (-30) Rather than acting like a normal semi-/full-auto weapon, additional hits are resolved against the original body part hit 51 EO
Hell Hammer Lascannon Las Heavy 300m S/-/- 5d10+10 Energy 10 5 2 Full Proven (3) 55 kg Extremely Rare (-40) 154 BC
Las Carbine Las Basic 75 m S/2/- 1d10+3 Energy 0 60 Half Reliable 2.5kg Common (+10) Can be fired one handed at a -10 penalty rather than -20 154 BC
M41 Multilaser Las Heavy 150m -/-/5 2d10+10 Energy 2 100 2 Full Reliable 35kg Very Rare (-30) 154 BC
Assault Shotgun Solid Projectile Basic 30m S/3/- 1d10+4 Impact 0 12 2 Full Scatter 5.5kg Scarce (-10) 154 BC
Harpoon Gun Solid Projectile Heavy 40m S/-/- 2d10+2 Rending 0 1 4 Full Crippling (5), Primative (9), Snare (1) 18kg Scarce (-10) If a target is snared by a Harpoon Gun, the operator can make an Opposed Strength Test with the target as a Full Action on his next turn. If he succeeds, he pulls the target a number of metres directly towards him equal to the Degrees of Success. 154 BC
Legion Shotgun Solid Projectile Basic 30m S/2/- 1d10+6 Impact 0 10 2 Full Reliable, Scatter 10kg Very Rare (-30) 154 BC
M34 Autocannon Solid Projectile Heavy 300m S/3/- 3d10+8 Impact 6 20 2 Full Reliable 40kg Very Rare (-30) 154 BC
Reaper Autocannon Solid Projectile Heavy 300m S/4/- 3d10+8 Impact 6 40 2 Full Reliable, Twin-Linked 60kg Extremely Rare (-40) 154 BC
Stub Rifle Solid Projectile Basic 120m S/-/- 1d10+3 Impact 1 5 Full Accurate 5.5kg Average (+0) 154 BC
Bolter Bolt Basic 100m S/3/- 1d10+5 Explosive 4 24 Full Tearing 7kg Very Rare (-30) 154 BC
Weapon Name Weapon Family Weapon Class Range S/-/- Damage Pen Clip Reload Special Weight Rarity (-40) Page BC
Combi-Bolter Bolt Basic 80m S/3/- 1d10+5 Explosive 4 32 2 Full Tearing, Twin Linked 12kg Extremely Rare (-40) 154 BC
Legion Bolter Bolt Basic 100m S/3/- 1d10+9 Explosive 4 24 Full Tearing 10kg Extremely Rare (-40) 154 BC
Legion Bolt Pistol Bolt Basic 30m S/2/- 1d10+9 Explosive 4 8 Full Tearing 5.5 Extremely Rare (-40) 154 BC
Legion Combi-Bolter Bolt Basic 80m S/4/- 1d10+9 Explosive 4 32 2 Full Tearing, Twin-Linked 15kg Extremely Rare (-40) 154 BC
Legion Heavy Bolter Bolt Basic 150m -/-/6 1d10+12 Explosive 5 60 Full Tearing 45kg Extremely Rare (-40) 154 BC
Legion Meltagun Melta Basic 20m S/-/- 2d10+13 Energy 12 6 2 Full Melta 17kg Extremely Rare (-40) 154 BC
Multi-Melta Melta Heavy 60m S/-/- 2d10+16 Energy 12 12 2 Full Melta, Blast (1) 40kg Very Rare (-40) 154 BC
Legion Plasma Gun Plasma Basic 100m S/2/- 1d10+12 Energy 10 24 5 Full Maximal, Overheats 18kg Very Rare (-30) 155 BC
Legion Plasma Pistol Plasma Pistol 30m S/2/- 1d10+10 Energy 8 24 5 Full Maximal, Overheats 4kg Very Rare (-30) 155 BC
Plasma Cannon Plasma Heavy 150m S/-/- 2d10+12 Energy 10 16 5 Full Blast (3), Maximal, Overheats 40kg Very Rare (-30) 155 BC
Heavy Flamer Flame Heavy 30m S/-/- 1d10+8 Energy 5 10 2 Full Flame, Spray 20kg Very Rare (-30) 155 BC
Legion Flamer Flame Basic 20m S/-/- 1d10+9 Energy 4 6 2 Full Flame, Spray 10kg Scarce (-10) 155 BC
Legion Heavy Flamer Flame Heavy 30m S/-/- 1d10+12 6 15 2 Full Flame, Spray 25kg Very Rare (-30) 155 BC
Triplex Pattern Lasgun (Standard Mode) Las Basic 100m S/3/- 1d10+3 Energy - 30 Full 4.5 kg Rare (-20) Can be switched to precision or burst mode as a free action 174 OW
Triplex Pattern Lasgun (Precision Mode) Las Basic 150m S/-/- 1d10+3 Energy - 30 Full Accurate 4.5 kg Rare (-20) Can be switched to precision or burst mode as a free action 174 OW
Triplex Pattern Lasgun (Burst Mode) Las Basic 50m S/-/- 1d10+3 Energy - 30 Full Proven (5), Felling (4) 4.5 kg Rare (-20) Can be switched to standard or burst mode as a free action 174 OW
Bullpup Lasgun Las Basic 90m S/2/- 1d10+3 Energy - 60 Full Reliable 3.5 kg Average (+0) 174 OW
Man Portable Lascannon Las Heavy 300m S/-/- 5d10+10 Energy 10 5 2 Full Proven (3) 55 kg Very Rare (-30) 174 OW
Shotgun (Pump Action) Solid Projectile Basic 30m S/-/- 1d10+3 Impact - 12 2 Full Scatter 5 kg Average (+0) 174 OW
Ripper Gun Solid Projectile Heavy 30m S/-/6 1d10+8 Impact - 48 2 Full Ogryn-Proof, Scatter 35 kg Common (+10) Counts as a warhammer when used in melee combat 174 OW
Plasma Cannon (Mortal) Plasma Heavy 120m S/-/- 2d10+10 Energy 8 16 5 Full Blast (1), Maximal, Overheat 40 kg Extremely Rare (-40) 174 OW
Mortar Launcher Heavy 50m-300m S/-/- - - 1 Full Inaccurate, Indirect (2) 41 kg Rare (-20) Consumes rounds as ammunition - damage and effects depend on the round used 175 OW
Anti-Plant Grenade Grenades/Missiles Thrown SBx3m S/-/- 3d10 Energy - 1 - Blast (3) 0.5 kg Scarce (-10) Damage only affects flora and has no other effect 183 OW
Fire Bomb Grenade (Only War) Grenades/Missiles Thrown SBx3m S/-/- 1d10+3 Energy 6 1 - Blast (3), Flame 0.5 kg Plentiful (+20) 183 OW
Minefield Missile Grenades/Missiles - - S/-/- 2d10 Explosive 1 1 - Blast (1) 0.5 kg Rare (-20) Release a plethora of sub-munitions that detonate when trod on. Can be used in either mortars or missile launchers and cannot be thrown 183 OW
Scatter Missile Grenades/Missiles - - S/-/- 2d10 Explosive - 1 - Blast (10) 0.5 kg Rare (-20) Can be used in either mortars or missile launchers and cannot be thrown 183 OW
Anti-Plant Round Grenades/Missiles - - S/-/- 3d10 Energy - 1 - Blast (5) 1 kg Rare (-20) Damage only affects flora and has no other effect. Can only be used in mortars 183 OW
Blind Round Grenades/Missiles - - S/-/- 2d10 Energy - 1 - Smoke (6) 1 kg Rare (-20) Can only be used in mortars 183 OW
Frag Round Grenades/Missiles - - S/-/- 2d10 Explosive 3 1 - Blast (5) 1 kg Common (+10) Can only be used in mortars 183 OW
Minefield Round Grenades/Missiles - - S/-/- 2d10 Explosive 1 1 - Blast (1) 1 kg Rare (-20) Release a plethora of sub-munitions that detonate when trod on. Can only be used in mortars 183 OW
Photon Flash Round Grenades/Missiles - - S/-/- - - 1 - Blast (12) 1 kg Rare (-20) Must pass an Ordinary (+10) Agility test or be blinded for a number of rounds equal to his DoF. Can only be used in mortars 183 OW
Scatter Round Grenades/Missiles - - S/-/- 1d10+3 Explosive - 1 - Blast (7) 1 kg Rare (-20) Can only be used in mortars 183 OW
Smoke Round Grenades/Missiles - - S/-/- - - 1 - Smoke (9) 1 kg Scarce (-10) Can only be used in mortars 183 OW
Starflare Round Grenades/Missiles - - S/-/- - - 1 - 1 kg Scarce (-10) Provide illumation when detonated at the top of their arc for a minute. Can dazzle those not wearing protective lenses. Can only be used in mortars 183 OW
Mole Mortar Exotic Heavy 50m-200m S/-/- 2d10+2 Explosive 2 1 Full Inaccurate, Indirect (2), Shocking, Blast (4) 50 kg Extremely Rare (-40) Rounds tunnel through the earth and explode underground. Can only fire the rounds in this profile and cannot take general mortar rounds 184 OW
Grox Whip Low-Tech Melee 3m - 1d10+3 Rending - - - Flexible, Tearing, Primitive (6) 4 kg Scarce (-10) 185 OW
Shield (Only War) Low-Tech Melee - - 1d5 Impact - - - Defensive, Primitive (6) 3 kg Common (+10) Provides 2 AP to the body and arm wielding the shield 185 OW

Special Weapon Qualities

Name Effect
Accurate Grants +10 Bonus to hit if used with Aim, Basic weapons add +1d10 damage per two extra DoS (max +2d10) when firing a single shot (pg 145).
Balanced Grants +10 Bonus to Parry skill when using this weapon. This bonus is only gained from one Balanced weapon, even if wielding multiple.
Blast (X) All within the weapon's blast radius in metres are hit. Roll Hit Location and damage individually for each character affected.
Concussive (X) Target must pass Toughness test with penalty equal to 10 times (X) or be Stunned for 1 round per DoF. If the attack did more damage than the target's Strength Bonus, it is knocked Prone.
Corrosive Permanently reduces Armour points in Hit Location by 1d10. Excess AP damage is dealt as damage to character. This AP damage is permanent until repaired with a Challenging (+0) Tech-Use test, or for free by a character with the Armour Monger talent.
Crippling (X) If the target suffers at least 1 wound from a Crippling weapon, they are Crippled for the rest of combat. A Crippled character who takes more than a Half Action on his turn suffers (X) Rending damage to the original hit location. This damage bypasses Armour and Toughness.
Daemonbane Weapon gain the Vengeful (8) quality and their damage is not reduced by the target's Toughness bonus when attacking Daemons.
Defensive Grants +15 bonus to Parry and -10 penalty to hit when using this weapon.
Felling (X) Weapon reduces a target's Unnatural Toughness bonus by (X) when calculating damage from this weapon.
Flame Target must make an Agility test or be set on fire, even if they take no damage from the attack.
Flexible This weapon cannot be parried, but can be used to parry attacks.
Force Normal weapon unless wielded by a psyker (see CB p. 145).
Graviton Weapon inflicts additional damage equal to AP on Hit Location.
Hallucinogenic (X) Target must make a Toughness test with penalty of 10x(X). Upon failure, they roll 1d10 on Table 5-3 (CB p. 146). This effect lasts for 1 round, plus 1 additional round per DoF.
Haywire (X) Weapon generates a Haywire field with radius (X). Roll 1d10 on Table 5-4 (CB p. 147).
Inaccurate Weapon gains no bonus from Aiming.
Indirect (X) Weapon can fire at targets out of line of sight at a -10 penalty. Shots scatter Xd10 metres (see CB p. 147).
Lance Weapon increases its Penetration to (1+DoS)xPen
Maximal Weapon may be switched to Maximal fire mode as a free action. This adds 10 metres to range, 1d10 to damage, and +2 to Pen. If it has the Blast (X) quality, it becomes Blast(X+2). While fired in this mode, the weapon consumes 3x as much ammunition, and gains the Recharge quality.
Melta Weapon doubles its Pen when firing at Short Range (half or less of max range of weapon).
Ogryn-Proof The bestial Ogryn that serve amongst the ranks of the Imperial Guard have hands that are not only much larger than those of a normal human, but also far stronger. Most Ogryn have a hard time using them to perform delicate, or even normal, tasks. There are many weapons, however, that are perfect for use by these cumbersome creatures. Characters with the Clumsy Trait can use any weapon with the Ogryn-Proof Quality with no penalty.
Overheats Attack roll of 91 or more to hit causes Overheat. The wielder takes Energy damage equivalent to the weapon's damage with a Pen of 0 to their arm. The weapon may be dropped as a Free Action to avoid damage. The weapon may not be fired the following round, as it needs to cool down. Overheat weapons do not Jam, and any effect which would cause a Jam instead causes an Overheat.
Power Field When this weapon is successfully used to Parry a weapon without the Power Field quality, roll 1d100. On a result of 26 or higher, the attacking weapon is destroyed. Natural Weapons, or weapons with the Warp Weapon or Force qualities are immune.
Primitive (X) Weapon's damage dice never count as rolling higher than (X). However, a natural roll of 10 still inflicts Righteous Fury.
Proven (X) Weapon's damage dice never count as rolling lower than (X).
Razor Sharp If the attack results in three or more DoS, double weapon Pen.
Recharge When fired, cannot be fired again in the next round.
Reliable Weapon only jams on unmodified roll of 100. Weapons that do not roll to hit do not jam.
Sanctified This weapon deals Holy damage to Daemonic and Warp creatures.
Scatter At Point Blank range (within 2 metres), weapon gains +10 to hit and +3 damage. At Short Range (within half maximum range of weapon), weapon gains +10 to hit. At ranges beyond Short, weapon suffers -3 damage.
Shocking If weapon causes damage, the target must make a Challenging (+0) Toughness test or be Stunned for rounds equal to DoF.
Smoke (X) Creates smoke cloud with radius of (X) metres lasting 1d10+10 rounds.
Snare (X) Target must make an Agility test with penalty equal to 10 times (X) or be immobilised. An immobilised target can attempt no other actions except to try to escape the bonds. He can make a Full Action to burst the bonds (a Strength test) or wriggle free (an Agility test) in his turn. He is considered Helpless until he escapes.
Spray Weapon projects a 30-degree arc cone out to the weapon's range. No roll to hit; all creatures in path must make a Challenging (+0) Agility test or be struck.
Storm Double number of hits inflicted on target (and ammo expended).
Tainted Weapons inflict additional damage equal to the value of the user's Corruption bonus or Daemonic (X) trait value (whichever is higher).
Tearing Roll one extra die for damage, discard the lowest die.
Toxic (X) Targets damaged by weapon must make a Toughness test with penalty of 10 times (X) or suffer an extra 1d10 damage of same type as the weapon.
Twin-linked Grants +20 Bonus to hit and uses twice as much ammunition. Two or more DoS inflicts 1 additional hit; reload time is doubled.
Unbalanced Grants -10 Penalty to Parry skill when using this weapon, and the weapon cannot be used to make Lightning attacks.
Unreliable Weapon jams on roll of 91 or higher, even when fired Semi- or Full-Auto
Unwieldy Cannot be used to Parry or make Lightning Attacks.
Vengeful (X) Inflicts Righteous Fury on damage rolls of X or higher.

Weapon Mods

Name Weight Availability Description Upgrades Page
Auxiliary Grenade Launcher 2.5kg Rare (-20) Can fire either the launcher or the weapon it's attached to, but not both. Range of 45 meters with Damg and Pen of the loaded grenade, and can be fired Indirectly. Cannot reload during combat. Any Las, Solid Projectile, or Bolt weapons of the Basic class PG 162 CB
Backpack Ammo Supply 15kg Scarce (-10) Increases the clip size of the weapon to five times its current clip size, but it cannot be reloaded in combat. Any Bolt, Flame, Las, Melta, Plasma, and Solid Projectile weapon. PG 162 CB
Compact x1/2 Average (+0) Halves the weight, Clip size, and range and reduces damage by 1. -20 to attempt to find. Any Pistol or any Las, Solid Projectile, Flame, Bolt, or Plasma weapon of the Basic class. PG 162 CB
Custom Grip - Rare (-20) Grants +5 to any BS or WS for owner and -5 of all others. Any weapon PG 162 CB
Deactivated Safety Features - Rare (-20) May Ready another weapon or draw another item as part of the same action. Any weapon PG 162 CB
Expanded Magazine 1kg Scarce (-10) Increases clip size by half (rounded up) Ranged weapons PG 163 CB
Exterminator 1kg Common (+10) Rather than firing the weapon as normal, can use as a half action. Counts as a Standard Attack with a flamer Any weapon except Pistol or Thrown. PG 163 CB
Fire Selector 1kg Rare (-20) Swap ammo types without reloading. Can hold 3 different ammo's Any Bolt, Launcher, and Solid Projectile weapon of the Pistol or Basic class. PG 163 CB
Fluid Action - Rare (-20) When using Semi-Auto Burst, counts as scoring one additional DoS. Also reload increased by Half Action. Any ranged weapon capable of Semi-Automatic fore. PG 163 CB
Forearm Weapon Mounting 1kg Scarce (-10) Allows the user to keep both hands free while using the weapon. Upgrade reduces range by 1/3. Any Las, Low-Tech, Solid Projectile, Bolt, or Melta of the Pistol class. PG 163 CB
Melee Attachment 2kg Plentiful (+20) The ranged weapon counts as a spear when used in melee combat. Any Basic ranged weapon. PG 163 CB
Modified Stock - Scarce (-10) Gains +2 bonus on a Half Aim or +4 bonus for a Full Aim Any Weapon PG 163 CB
Mono - Scarce (-10) Loses the Primitive quality (if it had it) and has its penetration increased by 2. No effect when power field is active. Any Low-Tech or Power Melee weapon. PG 163 CB
Motion Predictor 0.5kg Very Rare (-30) Gains +10 BS to Semi-Auto Burst or Full Auto. Any Ranged weapon (except Low-Tech) Capable of Semi-Auto or Full Auto. PG 163 CB
Omni-Scope 2kg Very Rare (-30) Combines the benefits of a preysense sight, red-dot laser sight, and telescopic sight. Any ranged Las, Solid Projectile, Bolt, Low-Tech or Plasma weapon of the Basic class. PG 163 CB
Photo Sight 0.5kg Very Rare (-30) No penalties due to darkness. Any ranged Las, Solid Projectile, Bolt, Low-Tech or Plasma weapon of the Basic class. PG 163 CB
Pistol Grip - Rare (-20) Can be wielded in one hand without -20 penalty. Range is halved. Any Basic ranged weapon. PG 164 CB
Preysense Sight 0.5kg Very Rare (-30) Suffers no penalties due to darkness and gains a +20 bonus to vision-based Perception tests in the dark. Any ranged Las, Solid Projectile, Bolt, Low-Tech or Plasma weapon of the Basic class. PG 164 CB
Quick-Release - Rare (-20) The weapon reduced by a Half Action, to a minimum of a Half Action. Any ranged weapon. PG 164 CB
Red-Dot Laser Sight 0.5kg Scarce (-10) Gains +10 to BS when firing a single shot. Any ranged Las, Solid Projectile, Bolt, Low-Tech or Plasma weapon of the Basic class. PG 164 CB
Reinforced 0.2 Scarce (-10) Weapon weight increased by 20%. Ranged weapons receives +1 bonus to damage when used as an improvised weapon. Only destroyed on a result of 41 or higher when Parried by a weapon with the Power Field quality. Any Weapon PG 164 CB
Sacred Inscriptions - Scarce (-10) Gains a +10 bonus to Pinning tests. Any Weapon PG 164 CB
Silencer 0.5kg Plentiful (+20) Tests to hear shots made suffer -20 and can only attempt at half the normal distance. Any Solid Projectile weapon of the Basic or Pistol class. PG 164 CB
Suspensors x1/2 Extremely Rare (-40) Counts as having the Auto-stabilized trait and so always counts as being braced. Any Heavy Weapon PG 164 CB
Targeter 1.5kg Rare (-20) If there is a final penalty to a BS test when using a weapon with a targeter, it is reduced by ten. Any Las, Solid Projectile, Bolt, or Heavy weapon. PG 165 CB
Telescopic Sight 1kg Average (+0) Ignores penalties for Long and Extreme range, as long as the shooter is benefitting from a Full Action to Aim. Any ranged Las, Solid Projectile, Bolt, Low-Tech or Plasma weapon of the Basic class. PG 165 CB
Tox Dispenser 0.75kg Rare (-20) Gain the Toxic (2) quality for one round. A tox dispenser can be used 10 times before requiring refilling. Any Low-Tech or Chain Melee Weapon PG 165 CB
Tripod/Bipod 2kg Average (+0) Bipods and tripods allow a weapon to be braced anywhere there is a reasonably flat surface. A weapon braced on a bipod has a 90-degree fire arc, while one on a tripod has a 180-degree arc. Any Basic or Heavy weapon. PG 165 CB
Vox-Operated 0.5kg Rare (-20) With spoken commands, the operator can fire his gun, switch firing modes, and also change ammunition (should it be fitted with a fire selector). Any Pistol, Basic, Launcher, or Heavy weapon that is not of the Low-Tech type PG 165 CB

Special Ammunition Types

Name Availability Effect Used with Page
Amputator Shells Extremely Rare (-40) Add 2 to the weapon damage. Stub revolvers, stub automatics, shotguns (all types), sniper rifles, hand cannons, autopistols, and autoguns. PG 165 CB
Bleeder Rounds Rare (-20) Damage from bleeder rounds and suffers Blood Loss for 1d5 rounds or treated. Stub revolvers, stub automatics, hand cannons, autopistols, and autoguns. PG 165 CB
Dumdum Bullets Scarce (-10) Add 2 dmg to the weapon, but Armour points count double against them. Stub revolvers, stub automatics, sniper rifles, and hand cannons. PG 165 CB
Expander Rounds Scarce (-10) Add 1 to a weapon's damage and penetration. Stub revolvers, stub automatics, sniper rifles, autopistols, and autoguns. PG 165 CB
Explosive Arrows/Quarrels Scarce (-10) Suffer -10 penalty but change damage type to Explosive, remove the Primitive quality, and gains Blast (1). Bows and crossbows. PG 166 CB
Hot-Shot Charge Packs Scarce (-10) Adds 1 to its damage, gains Tearing, and penetration of 4. Also loses Reliable quality and clip size is reduced to 1. Laspistols, lascarbines, lasguns, and long las weapons. PG 166 CB
Inferno Shells Rare (-20) Gains the Flame quality. Shotgun and all Bolt weapons. PG 166 CB
Man-Stopper Bullets Scarce (-10) Adds 3 to weapon's penetration. Stub revolvers, stub automatics, hand cannons, sniper rifles, autopistols, and autoguns. PG 166 CB
Scrambler Rounds Rare (-20) Adds the Hallucinogenic (2) and Recharge qualities. Bolt and Solid Projectile weapons PG 166 CB
Tempest Bolt Shells Near Unique (-50) Changes weapon's damage to Energy and grant Shocking quality. They also add 3 damage to targets with the Machine trait. Bolt pistols, boltguns, and heavy bolters. PG 166 CB
Tox Rounds Scarce (-10) Adds Toxic (1) quality but reduces damage by 2 Bolt and Solid Projectile weapons PG 166 CB