Sunteți pe pagina 1din 132

Legends of the Expanse

Ascendant Characters of
the Koronus Expanse

Table of Contents

Table of Contents

Introduction
Chapter 1: New Career Paths
Adepta Sororitas
Arbitrator
Assassin
Chapter 2: Expanded Core Career Paths
Rogue Trader
Arch Militant
Astropath Transcendent
Explorator
Missionary
Navigator
Seneschal
Void Master
Optional Advances
Chapter 3: Expanded Xenos Careers
Dark Eldar Kabalite Warrior
Dark Eldar Wych
Kroot Mercenary
Ork Freebooter
Ork Weirdboy
Tau Fire Warrior

3
4
5
13
21
29
30
32
34
36
38
40
42
44
46
47
48
50
52
54
56
58

Chapter 4: New Talents


Chapter 5: Expanded Armory
Weapon Qualities
Melee Weapons
Ranged Weapons
Armour
Shields
Gear and Tools
Ammunition
Upgrades
Cybernetics
Compiled Armory Tables
Chapter 6: Expanded Vehicles
New Vehicles
Vehicle Rarity/Weapon Stats
New Vehicle Weapons
Vehicle Character Sheet

60
76
76
76
78
81
86
87
91
92
95
98
100
101
126
127
131

A Note From the Author

132

This guide is meant to provide additional


ranks for the Rogue Trader system, bringing it's
Experience Totals up to equal those presented
in the Dark Heresy: Ascension Rules
Supplement and the Deathwatch Core
Rulebook. This supplement provides three new
Ranks for each Career Path presented in the
Rogue Trader Core Rulebook. These ranks
follow the normal rules for Rank progression as
detailed in the Rogue Trader Core Rulebook.
They may also be replaced by Alternate Ranks
as detailed in Into the Storm and other Rogue
Trader Supplements.
There are also several new talents and
abilities available as characters progress into
this level of expertise and ability, which are all
detailed in the New Talents section. These
talents are all based off existing talents present
in other lines, and inherent abilities presented at
the end of the Career Paths section of the
Rogue Trader Core Rulebook. The intent is to
provide special abilities to every character at
this power level, but not to cause power levels
to become too divergent.

Remember to check the New Talents section


for clarification of any talents that are not
presented in the Rogue Trader Core Rulebook,
and apply the benefits described to the
character.
In addition to the new Talents, also included
for purchase is new Equipment. Included in the
New Gear section, you will find a series of new
weapons and a substantial number of new
Weapon Upgrades. These new upgrades
provide an unparalleled new level of
customization to the Rogue Trader Experience,
and allow for increased versatility with many
Ranged weapons.
Chapter 6 provides statistics for new
vehicles which requires the vehicle rules from
Into the Storm to fully utilize.
I hope you enjoy the Expanded Career Paths,
Additional Characteristics, and new options
present in the Legends of the Expanse
Supplement!

The three new Expanded Ranks utilize the


following experience levels:
Rank 9: 35,000-39,999
Rank 10: 40,000-44,999
Rank 11: 45,000-49,999
These Expanded Ranks function identically
to the ranks described in the Rogue Trader Core
Rulebook, and function in exactly the same
manner. Upgrades are purchased from the
given rank or a previous one until the requisite
amount of experience has been spent to reach
the next rank. Also provided are two
Additional Characteristic Advances. These
Additional Characteristic Advances each
provide an additional +5 to attributes, and are
purchased in the same fashion as regular
characteristics as detailed in the Rogue Trader
Core Rulebook. These new ranks may, at the
player's option, be swapped out for alternate
ranks provided in Into the Storm and other
Rogue Trader Supplements, following the
standard rules for Alternate Ranks.

Introduction

Introduction

Chapter 1: New Career Paths

New Careers

Included in this supplement are three new


Career Paths for players to choose. They
include the Adepta Sororitas, a member of a
holy organization committed to protecting the
material plane from Daemonic incursion and
rooting out heretical influence, the Arbitrator, a
law enforcer who attempts to impose order on
the chaos of Imperial society and bring the
justice of the law to those who might otherwise
escape it, and the Assassin, a highly skilled
warrior who is trained in eliminating high value
targets, who may or may not be involved with a
death cult or assassin temple.
To use these Career Paths, simply follow the
instructions for Character Creation listed on
page 13 of the Rogue Trader Core Rulebook,

making sure to follow all the instructions. If


other supplements are available, you may also
use the Expanded Origin Path presented in the
Into the Storm supplement, though it is not
required for play. The Special Ability for each
new rank is detailed in each Rank's starting
statistics section.
These new Career Paths function in the
same manner as those presented in the Rogue
Trader Core Rulebook and advance by
progressing through the ranks detailed on page
38 of the Rogue Trader Core Rulebook. They
also make use of the Expanded Ranks presented
in this supplement on page 3.
I hope you enjoy these new additions to the
Legends of the Expanse Supplement!

Source Disclaimer: Lore in this section is taken from the


Inquisitor's Handbook from the Dark Heresy RPG.

To be a sister of the Adepta Sororitas in the


coreward worlds is to have a holy and divinely
ordained calling to do the Emperors will, to
lead the faithful by example and to punish and
destroy the heretic wherever and whenever it is
found. The Orders Militant of the Adepta
Sororitas (or the Daughters of the Emperor to
give them their archaic title), are a powerful
and largely independent collection of religious
orders that form the militant wing of the
Imperial Ecclesiarchy, protecting its domains,
enforcing its will, destroying its enemies and
defending the faithful. Each member of this allfemale sisterhood is sworn to the Imperial
Creed, relentlessly trained to excel and is
utterly devoted to her Order, her work and the
Imperial faith.
The Sororitas is formed into two divisions:
the great Convent Prioris on Terra and the
Convent Sanctorum of the shrine world of
Ophelia IV. The Sororitas is further subdivided
into several component Orders. The principle
task of the Orders Militant or Sisters of Battle

is to persecute the Ecclesiarchys wars of faith


and serve as a fighting arm of Ordo Hereticus.
Members of the Orders Famulous specialise
as councillors, diplomats, teachers and
investigators. The Orders Dialogous serves in
translating and understanding ancient, xenos or
heretical texts, ciphers and history. Finally, the
Orders Hospitaller provides skilled surgeons
and physicians to the Imperial military.
Regardless of her Order, each Sororitas sister is
a highly trained and adaptable agent of the
God-Emperor. Each is willing to lay down their
lives for Creed and mankind: strong of will and
firm of purpose. They are also armed with one
of the greatest of weapons in humanitys arsenal
faith.
The power of the purity, will and faith of an
Adepta Sororitas sister is a tangible and real
thing, capable of shielding her from the
psykers power or the Daemons wrath and
enabling her to perform deeds that are nothing
short of miraculous. A Sororitas sisters faith
manifests as a series of specialised Talents that
allow the character to use her Fate Points in
unique ways to achieve extraordinary effects.

Adepta Sororitas

Adepta Sororitas Career Path

Source Disclaimer: Lore in this section is fan written.


Feel free to use or disregard as needed.

Adepta Sororitas

To be a member of the Adepta Sororitias on


the fringes of the galaxy is somewhat different.
While some Adepta Sororitas in the Koronus
Expanse can follow the traditional mentality of
their order, many have adopted what would be
considered by their contemporaries to be
heretical beliefs. Amongst the wilds of the
Expanse there are many different methods of
following the word of the Emperor, and many
different interpretations that are permitted. It is
these varying beliefs that have caused the
members of the Sororitas to have a much
different outlook than their coreward
counterparts. With so many Rogue Traders and
so much interaction with the various Xenos of
the galaxy, their fervor in that regard has been
tempered. The primary goal of the Sororitas in
the Expanse is to guard against Daemonic
incursion from all sides, as the passage to the
Expanse still skirts the boundaries of two warp
storms. The ever present danger of such
Incursions may also have played a part in the
more liberal views of the Sororitas of the
Expanse.
This is what drives many to join and travel
with the Rogue Traders of the Expanse. By
traversing the void they find more loyal allies to
bolster their numbers and can find powerful

artifacts to defend the material plane against the


unknowable. Rogue Traders find the Sororitas
to be steadfast and loyal allies with incredible
skills in situations social and martial, making
an excellent addition to their crew.
Adepta Sororitas Characters begin play with the
following Skills, Talents, Gear, and Special
Ability:
Starting Skills: Common Lore (Ecclesiarchy,
Imperial Creed), Forbidden Lore (Heresy),
Literacy, Scholastic Lore (Imperial Creed),
Speak Language (High Gothic, Low Gothic),
Starting Talents: Basic Weapon Training
(Universal), Pistol Weapon Training
(Universal), Pure Faith, Unshakeable Faith
Starting Gear: Good Craftsmanship Hellgun
or Common Craftsmanship Boltgun, Good
Craftsmanship Hellpistol or Common
Craftsmanship Bolt Pistol, Best Craftsmanship
Pneumoshock (Mono) Maul or Common
Craftsmanship Power Maul, Micro Bead, Void
Suit, Chaplet Ecclesiasticus (Charm),
Rebreather, Lamp Pack, Enforcer Light
Carapace
Special Ability: Pure Faith: the Adepta
Sororitas begins play with the Pure Faith Talent
(See page 104 of the Rogue Trader Core
Rulebook for more details).

Adepta Sororitas

Adepta Sororitas

Adepta Sororitas

Adepta Sororitas

10

11

Adepta Sororitas

Adepta Sororitas

12

Arbitrator Career Path


In the coreward systems, there is a need for
justice. Throughout the millions of worlds of
the Imperium, crime is rife. Not just the petty
crimes of individuals for personal gain, but
organised crime on a scale never even
considered in humanitys past. Entire subsectors and planets have been in the thrall of
illegal cartels and criminal organisations. There
are even wayward planetary governors who
shun the Imperium and treat the dominion as
their own paltry fiefdom, claiming the planets
natural resources, labour and riches for their
own.
In these dire situations it falls to the Adeptus
Arbites to defend the Imperiums rights and
prevent whole sub-sectors going rogue for
generations, or even permanently. The Adeptus
Arbites is not a galactic police force; it has little
interest in petty crimes such as theft, murder or
tax evasion, for these fall under the
responsibility of the local planetary forces. The
Adeptus Arbites is there to keep order on a far
greater scale, to root out corruption, maintain
the Imperial tithe and to guard against witchery.
From the Adeptus Arbites come the
fearsome Arbitrators. Also known as Judges,
these men and women are stoic in their duty
and unquestionably loyal to the Imperium.
Rogue Traders often go to the Adeptes Arbites
when in need of a trustworthy ally, trained to
think on their feet, combat-hardened and
beyond reproach in their faith. Arbitrators are
infamous for their prodigious stamina and zeal,
and their ability to survive all manner of
wounds and punishment in the quest to catch
their quarry.
Arbitrators are resolute and fearless. They
demand utter obedience from the citizens they
come into contact with. Where civil unrest and
crime threaten the stability of a world, the
Arbitrators are in the field: unflinching,
ordering the local enforcers, and hunting down
the rabble-rousers, to restore law and order. The
means used can be different depending on their
mentors, what Schola Progenium the individual
attended and other such factors. Regardless of
their origins, all members of the Adeptes
Arbites have the same goal and responsibility
to uphold the Emperors justice. The Judges
methods are varied, not unlike the way Rogue
Traders go about their duties.

While the Emperor's Justice might be more


spelled out in the more civilized sectors of the
galaxy, the Arbitrator's responsibilities in the
Koronus Expanse are incredibly difficult ones.
The law of the land is, in many cases, that of the
Rogue Trader who has been given one of the
highest Imperial decrees to settle worlds, explore
the unknown, and speak with the voice of the
Emperor. It is for this reason that many Arbitrators
join Rogue Traders on their excursions throughout
the Expanse, as the Rogue Trader is the greatest
authority in the region. Many Rogue Traders are
simply happy for the additional layer of legitimacy
that an Arbitrator can bring to their dealings.
Those Rogue Traders who uphold the duties of
their writ tend to forge strong alliances with the
Arbites forces in the Expanse.

13

Arbitrator

Source Disclaimer: Lore in this section is taken from the Source Disclaimer: Lore beyond this point is fan written, feel
Dark Heresy Core Rulebook, but with references to the free to use or disregard as needed.
Inquisition replaced with Rogue Traders.

Arbitrator

Conversely, some Arbitrators join up with


Rogue Trader crews to expose corruption and
failure to uphold their warrant's duties. These
arbitrators collect evidence and ready
themselves to begin a long uphill battle to bring
down a supremely powerful individual.
Still more Arbitrators have come to the
understanding that the Emperor's Justice is not
as cut and dry on the edges of the galaxy as it is
in the coreward worlds. With a multitude of
dangers and the relatively weak Imperial
presence within the Expanse, they have come to
the belief that there is a certain practicality that
must be considered when dispensing Justice,
and that there are more shades of gray than
many others in the Arbites would refuse to
admit exist.
Whatever their disposition, the presence of
an Arbitrator on a Rogue Trader's crew can
provide an incredible asset with their skills,
knowledge, and experiences.

Arbitrators begin play with the following Skills,


Talents, Gear, and Special Ability:
Starting Skills: Common Lore (Adeptus
Arbites, Imperium), Interrogation, Inquiry,
Literacy, Scrutiny, Scholastic Lore (Judgement),
Speak Language (Low Gothic)
Starting Talents: Basic Weapon Training
(Universal), Melee Weapon Training
(Universal), Pistol Weapon Training (Universal)
Starting Gear: Best Craftsmanship Ius
Automatic or Common Craftsmanship Raffir
Ringleader Pistol, Best Quality Shotgun or
Common Craftsmanship Vox Legi-Pattern
Arbites Combat Shotgun, Common
Craftsmanship Power Maul, Micro-Bead, Void
Suit, Rebreather, Lamp Pack, Manacles,
Enforcer Light Carapace
Special Ability: Bulwark Mastery: The ranks
of the Adeptus Arbites often call for the use and
mastery of defensive formations. When using a
large shield that normally grants protection to
an arm and body the Arbitrator applies that
armour bonus to all locations.

14

15

Arbitrator

Arbitrator

16

17

Arbitrator

Arbitrator

18

19

Arbitrator

Arbitrator

20

Source Disclaimer: Lore in this section is taken from the


Dark Heresy Core Rulebook with references to the
Inquisition replaced with Rogue Traders.

In the Imperium assassination is a valued


tool and it is used by all, from the agencies of
the Adepta down to petty crime lords of the
underhivesa professional killer is always in
demand. Such individuals can range from
freelancers, who are self-taught, to members of
Assassin Orders and Guilds.
Assassins come in all shapes and guises, and
it is often the person a potential target least
expects that is their killer. These can range from
unsubtle brutes, who will crush every bone in
the targets body, to mundane-looking
everymen who practice the use of potions and
poisons, and are able to slip a deadly
concoction into the unsuspecting targets next
meal.
There are many Orders, Guilds and Death
Cults that thrive in the Imperium. Though there
will be an element of penitence to the Emperor,
in the duties they perform the Orders are either
a functioning off-shoot of some monolithic
Adepta or may even have a commercial
interest, so some sort funding or tithe would be
required to gain their services. Unbeknownst to
even the aspirants that belong to these semilegal organizations and cults most, if not all, are
fronts for the Assassin Temples that form the
highly secretive Officio Assassinorum, for this
is where the Temple Masters recruit and induct
the most promising individuals.
The Assassins of such Orders are highly
trained killers capable of feats far and above
that of mere humans. Whether a Death Cultist
or member of an Assassin Order, they are
experts in exotic weaponry but they also have
intimate knowledge of other lethal crafts, such
as the use of poisons and the creation of fatal
booby traps. The methods, demeanour, and
personality of an Assassin can vary as much as
there are ways to kill, though this will be
heavily influenced by the teachings and
training, be it from a Death Cult or Order.
If an Assassin survives long enough into his
career and his superiors deem him worthy, he

will be unknowingly tested. The trials are


likely extremely lethal, and so those who are
found lacking are unlikely to survive. The few
who do successfully make it through the trials
become initiates in one of the Assassin
Temples, although the Assassin is unaware of
this even at this stage, such is the secrecy
surrounding the Officio Assassinorum.
Source Disclaimer: Lore beyond this point is fan written
feel free to use or disregard as needed.

Assassins in the Koronus Expanse are a


unique entity in that there is no known central
organization of them in the sector. Perhaps they
are simply that much better hidden, but perhaps
those that journey to the Expanse are looking
for a freedom that the coreward worlds cannot
offer. Whatever the motivation, Assassins are a
tool highly prized by any who have the means
to compensate them for their services,
especially Rogue Traders.

21

Assassin

Assassin Career Path

Assassin

Understanding the value of the elimination


of key targets, the Rogue Traders of the
Expanse and those Assassins who work within
it have a known relationship. Whether it be to
remove a rival who has been causing problems
for the dynasty, a pesky government official
preventing trade routes, or a dangerous Xeno
leader causing problems, the Rogue Traders are
always willing to pay highly for the services of
a trained killer. Those Assassins who work
with Rogue Traders often accompany them for
extended contracts. After all, one enormous
payday can be good, but a lifetime of payments
can be priceless.
There are those who are trained in the arts of
assassins who have no connection to the
Assassin Temples or the Death Cults at all as
well, such is the nature of the varied talents in
the Expanse. These individuals still possess
incredible skills, and are often even more
sought after as there is no connection to the
temples that might cause problems for the
employer in the future.

22

Assassins begin play with the following Skills,


Talents, Gear, and Special Ability:
Starting Skills: Awareness, Concealment,
Dodge, Shadowing, Silent Move, Speak
Language (Low Gothic), Tracking
Starting Talents: Basic Weapon Training
(Universal), Melee Weapon Training
(Universal), Pistol Weapon Training (Universal)
Starting Gear: Best Craftsmanship Long-Las
or Common Craftsmanship Triplex-Pattern
Lasgun, Best Craftsmanship Las Pistol or
Common Craftsmanship Bolt Pistol, Best
Craftsmanship Mono-Sword or Common
Craftsmanship Power Sword, Chameleoline
Cloak, Grapnel, Micro Bead, Stummer, Void
Suit, Synskin
Special Ability: Deliverer of Death: The
Assassin has trained extensively in the art of
the demise of others. Choose one group of
weapons. The Assassin gains +3 Initiative and
+3 Damage when wielding weapons of the
chosen type.

23

Assassin

Assassin

24

25

Assassin

Assassin

26

27

Assassin

Assassin

28

This section contains the Expanded Career


Paths for all of the Careers presented in the
Rogue Trader Core Rulebook. Within each
rank there are a multitude of new talents and
abilities, as well as some imported from some
of the other Warhammer 40,000 Roleplay lines.
For details on the new talents check Chapter 4:
New Talents on page 60.

In addition to a series of universal talents,


each Career Path has also been given a series of
unique talents that further develop the abilities
of each individual class. These new talents are
designed to showcase the strengths of each
individual career path and give them abilities
more in line with the higher levels of play in
Dark Heresy: Ascension and Deathwatch.

29

Expanded Careers

Chapter 2: Expanded Core Career Paths

Rogue Trader

Rogue
Trader
Expanded
Career
Path

30

31

Rogue Trader

Arch-Militant

Arch-Militant
Expanded
Career Path

32

33

Arch-Militant

Astropath Transcendent

Astropath
Transcendent
Expanded
Career Path

34

35

Astropath Transcendent

Explorator

Explorator
Expanded
Career
Path

36

37

Explorator

Missionary

Missionary
Expanded
Career
Path

38

39

Missionary

Navigator
Expanded
Career
Path

Navigator
40

41

Navigator

Seneschal

Seneschal
Expanded
Career
Path

42

43

Seneschal

Void Master

Void
Master
Expanded
Career
Path

44

45

Void Master

Optional Advances

Optional Advances

As is sometimes the case when integrating a


cross-systems game utilizing Dark Heresy (1st
Edition), Rogue Trader, and Deathwatch, the
Rogue Trader Career Paths in the Core
Rulebook are almost always overlooked.
Generally people will opt to play the Space
Marines with their incredible abilities and
Unnatural Attribute modifiers, or play a
Guardsman, Assassin, or Magos and obtain the
same modifiers in Dark Heresy Ascension.
With that in mind, the following additional
advances have been provided as a way to bring
up the Rogue Trader Career Paths to match the
power level of those classes.
WARNING: GMs, utilizing these advances
may seriously unbalance your game if you are
unprepared for it. Unnatural modifiers make
your players significantly more powerful. If
you are not doing a cross-systems game, it may
be better to not allow these advances. Players,
you MUST check with your GM to see if these
advances are allowed before purchasing any of
them. They are not inherently part of the
Expanded Career Paths, and as such the GM
has final say in what is an is not allowed in
their game.

Adepta Sororitas Optional Advances


Rank 9: Unnatural Toughness (x2) 2000
Rank 10: Unnatural Strength (x2) 1000
Rank 11: Unnatural Willpower (x2) 3000
Arbitrator Optional Advances:
Rank 9: Unnatural Toughness (x2) 2000
Rank 10: Unnatural Strength (x2) 2000
Rank 11: Unnatural Intelligence (x2) 1000
Assassin Optional Advances
Rank 9: Unnatural Agility (x2)
2000
Rank 10: Unnatural Toughness (x2) 2000
Rank 11: Unnatural Strength (x2) 2000
Rogue Trader
Rank 9: Unnatural Toughness (x2) 2000
Rank 10: Unnatural Strength (x2) 2000
Rank 11: Unnatural Fellowship (x2) 1000
Arch-Militant
Rank 9: Unnatural Toughness (x2)
Rank 10: Unnatural Strength (x2)
Rank 11: Unnatural Agility (x2)

2000
2000
2000

Astropath Transcendent
Rank 9: Unnatural Toughness (x2) 2000
Rank 10: Unnatural Perception (x2) 1000
Rank 11: Unnatural Willpower (x2) 3000
Explorator
Rank 9: Unnatural Toughness (x2) 2000
Rank 10: Unnatural Strength (x2) 2000
Rank 11: Unnatural Intelligence (x2) 1000
Missionary
Rank 9: Unnatural Toughness (x2) 2000
Rank 10: Unnatural Strength (x2) 2000
Rank 11: Unnatural Willpower (x2) 3000
Navigator
Rank 9: Unnatural Toughness (x2) 2000
Rank 10: Unnatural Perception (x2) 1000
Rank 11: Unnatural Willpower (x2) 3000
Seneschal
Rank 9: Unnatural Toughness (x2) 2000
Rank 10: Unnatural Fellowship (x2) 1000
Rank 11: Unnatural Agility (x2)
2000

46

Void-Master
Rank 9: Unnatural Toughness (x2) 2000
Rank 10: Unnatural Agility (x2)
2000
Rank 11: Unnatural Speed (x2)
1000

This chapter was a desire of many who were


interested in the first version of Legends of the
Expanse, and has finally come to fruition. This
section of the guide provides Expanded Career
Paths for each of the official Fantasy Flight
Games Xenos Career Paths, including the Dark
Eldar Kabalite Warrior, Dark Eldar Wych,
Kroot Mercenary, Ork Freebooter, Ork
Weirdboy, and Tau Fire Warrior.
These Career Paths function in the same
manner as their human equivalents and are
intended to bring the Xenos Career Paths up to
the same experience level presented in Dark
Heresy Ascension and Deathwatch. The new
talents for this section are presented in the
New Talents section on page 60 alongside the
universal talents also presented in these Paths.

Always remember to first check with your


GM before playing a Xenos character, as it is
best to make sure that they will fit in with the
party you are playing with. Just because the
rules are presented here as an option does not
mean that every GM allows Xenos characters,
and it does not mean that they will be
appropriate for every game.
One difference between this section and the
last is that there are not optional rules for
Unnatural Characteristic Advances for these
Career Paths, as the majority of them get them
inherently or have gear and special abilities that
grant sufficient equivalents already.
I hope that you all enjoy this robust and long
requested addition to the Legends of the
Expanse supplement!

47

Xenos Careers

Chapter 3: Expanded Xenos Careers

Kabalite Warrior

Dark Eldar
Kabalite Warrior
Expanded Career
Path

48

49

Kabalite Warrior

Wych
Expanded
Career
Path

Wych
50

51

Wych

Kroot Mercenary

Kroot
Mercenary
Expanded
Career Path

52

53

Kroot Mercenary

Ork Freebooter

Ork
Freebooter
Expanded
Career Path

54

55

Ork Freebooter

Ork Weirdboy

Ork
Weirdboy
Expanded
Career Path

56

57

Ork Weirdboy

Fire Warrior

Fire
Warrior
Expanded
Career Path

58

59

Fire Warrior

Chapter 4: New Talents

New Talents

This sections pertains to a host of new


Talents for players to purchase and the rules of
how they function. These talents are partly
scavenged from other Warhammer 40,000
Roleplay lines, but mostly have been custom
created for this supplement.
These new custom Talents represent the
specialization of each of the Career Paths as
they become incredibly powerful examples of
those of their station.

60

Included in this sections are more ubiquitous


talents available to multiple Career Paths as
well as a bevy of them only available to certain
Career Paths, designed to further their starting
abilities and those developed over the course of
the 8 Ranks prior to reaching this supplement.
Hopefully these new Talents accurately
reflect power levels equal to Ascension and
Dark Heresy, I hope you enjoy using these new
rules in your game!

removing a target. The Assassin gains an


additional reaction per round equal to the
number in parentheses. This reaction is in
addition to the standard reaction per round,
Step Aside, and Wall of Steel and can be used
to either Parry or Dodge.

Accrue Pain
Prerequisites: Dark Eldar, Siphon Pain
The Dark Eldar's need for suffering grows
and they grasp further and further afield to sate
their vile hunger. The Dark Eldar adds five
times the first digit of their corruption points in
meters to the range at which they can gain pain
tokens.

Astounding Leader
Prerequisites: Rogue Trader
The Rogue Trader has learned how to direct
an astounding number of subordinates in a
coherent and productive manner, a feat not to
be taken lightly. The Rogue Trader may now
use the Exceptional Leader Special Ability a
number of times per round equal to one-half
their unmodified Fellowship Bonus.

All O Da Dakka
Prerequisites: Ork, Exotic Weapon Training
(Any Ork) x5
The Ork has practiced with the many
practical and impractical weapons in the Ork
arsenal, and has learned the intricacies of their
operation. The Ork is considered to be
proficient with all Ork Weapons.

Adaptable Assault
Prerequisites: Tau
The Tau has learned how to drill and teach
the operation of weapons to their fellows with
such reliable results that they can rapidly
instruct those who have no experience in
operating with them. As a full round action the
Tau may spend a Fate Point to confer the Fire
Caste Weapon Training Talent to a number of
allies (including themselves) equal to their
fellowship bonus for the duration of the
encounter. If the character already has the Fire
Caste Weapon Training Talent they instead gain
a +5 bonus to all tests to utilize those weapons.
Additional Pilot Mastery (x3)
Prerequisites: Void Master
This talent may be taken up to three times.
Each time it is taken, the Void Master selects an
additional Mastery aspect from the Void-Master
Special Ability list located on page 72 of the
Rogue Trader Core Rulebook.
Additional Reaction (X)
Prerequisites: Assassin, Additional Reaction
(X-1)
The Assassin has perfected their skill in
avoiding dangers to complete the goal of

61

New Talents

A Leaf on the Wind


Prerequisites: Drive (Ground Vehicle) +20,
Drive (Skimmer/Hover) +20, Drive (Walker)
+20, Pilot (Aeronautica) +20, Pilot (Personal)
+20, Pilot (Spacecraft) +20
Countless hours of practice have honed a
truly remarkable skill with vehicle operations.
The Void Master now adds an additional +10 to
all Drive and Pilot checks, and is considered to
be Trained at Master Level (+20) with all Drive
and Pilot Skills. This means that the Void
Master now treats all Pilot and Drive Skills as
though they are at +30 before any other
modifiers. They may also now re-roll any
failed Pilot (Personal) tests.

New Talents

Armour Monger
Prerequisites: Intelligence 35, Tech-Use, Trade
(Armourer)
The finest armours and most powerful
shields are all products of the followers of the
machine god, based on the fabled and ancient
designs of mans glorious past. With years of
training, the Explorer can learn to enhance
these protections, or use them in their optimum
fashion. The Explorer increases the Armour
Points of any armour he wears by 2 on all
locations it would normally cover as long as he
has at least an hour each day to bless and
prepare the armour. This bonus applies only to
armour worn by the Explorer.
Aura of Faith
Prerequisites: Missionary
Daemonic entities reel from the Missionary,
their daemonic powers cleansed in their
presence. Any Daemon within a radius equal to
the Missionary's Willpower Bonus in meters
suffers 1d5 damage if it fails a Warp Instability
Test plus an additional 1d5 damage per degree
of failure. This damage is not affected by
armour or Toughness Bonus.
Biggest 'n Baddest
Prerequisites: Ork, Da 'Ardest Eva
The Ork has become even tougher and more
resilient than almost any other creature in the
galaxy. The Ork subtracts their unmodified

toughness bonus from the critical effects table.


This in effect gives them an additional number
of levels of critical damage equal to their
unmodified Toughness bonus. Ex: An Ork with
an Unmodified Toughness Bonus of 7 would
move the effects of a -1 Critical Effect to a -8
Critical Effect, and a -10 Critical Effect to a
-17. The additional critical levels granted to
not have any penalties associated with them.
Blade Dancer
Prerequisites: Weapon Skill 40, Two Weapon
Wielder (Melee)
The character has mastered the difficult
ability to wield a blade or other melee weapon
in either hand, making expert simultaneous
attacks as they weave a deadly pattern of steel.
When armed with two single-handed melee
weapons with the Balanced Quality, the
character reduces the penalties for Two-Weapon
Fighting by 10 (so 20 would drop to 10). If
taken with the Ambidextrous Talent, this drops
the penalty to +0.
Blessed Bolt Weapons
Prerequisite: Adepta Sororitas
The Adepta Sororitas has become so
proficient with the often preferred Bolt
Weapons of the order that they have begun to
ring with the blessings of the Emperor. The
character now adds their unmodified Willpower
Bonus to the Damage and Pen of all Bolt
Weapons.
Blessed Bolts
Prerequisites: Bolt Weapon Training (Any)
The Explorer's faith in both the GodEmperor of Mankind and his trusted weapon
causes Psybolt ammunition to burn even
brighter. The Explorer is treated as having a Psy
Rating of 3 when using weapons loaded with
Psybolt Ammunition.
Bulwark Mastery
Prerequisites: Arbitrator
The Arbitrator has become so skilled in the
art of protecting themselves with their shield
that they can use even smaller variants of shield
to the same effect as large. The Arbitrator now
adds the AP provided by a shield to all locations
regardless of what size the shield may be.

62

Cold Hearted
Prerequisites: None
Either chemical and surgical treatments or
sheer will has rendered the character immune to
most mundane temptations. Seduction attempts
against him automatically fail and Charm Tests
increase their Difficulty by one level. Taking
this Talent causes one Insanity Point. If the
Explorer possesses the Chem Geld talent, they
instead gain the benefits of the difficulty
increase to any skill with the Interaction
descriptor, not just charm.

Da 'Ardest Eva
Prerequisites: Ork, 'Ard, Dead 'Ard, Too 'Ard to
Care
The Ork's resilience has become legendary
even amongst their own kind and they are able
to stand until completely decimated. The Ork
also becomes immune to the effects of Critical
Hits that do not cause death. While tougher
than most creatures in the galaxy they still fall
to critical effects that cause death.
Da Orkier Da Originz...
Prerequisites: Ork
The Ork has embraced their origins, be they
the Klan or their Know Wotz. They gain the
Peer and Good Reputation Talents for their
Klan, and treat the skills they gained from the
Klan and Know Wotz are treated as being at
Trained (+20).

Commerce Savant
Prerequisites: Seneschal
The Seneschal now adds an additional bonus
degrees of success on any successful
Commerce, Inquiry, or Evaluate test. This
stacks with the Seeker of Lore ability for a total
of two bonus degrees of success to these skills.
Common Lore Mastery
Prerequisites: Seneschal, Common Lore (Any 3)
+20, Total Recall
The Seneschal is treated as though they have
all Common Lore Skills at the Mastered (+20)
level.
Constant Training
Prerequisites: Tau
The Tau has learned how to best direct the
skills of their team. As a full round action the
Tau may spend a Fate Point to confer the
benefits of any Tau Talent to a number of allies
equal to their Fellowship Bonus for the duration
of the encounter.
Crime Scene Investigator
Prerequisites: Arbitrator, Any Investigation
Skill +20 (x5)
The Arbitrator has witnessed so many crime
scenes that they begin to quickly identify
important elements of any scene. The Arbitrator
may make an Intelligence Test in place of any
skill Test with the Investigation skill descriptor.

63

New Talents

Burning Light of the Astronomican


Prerequisites: Navigator
The Navigator has become incredibly adept
at locating the Astronomicon, and gains a +20
to all tests to Locate the Astronomicon (See
page 184 of the Rogue Trader Core Rulebook.)

New Talents

Dark Eldar Weapon Mastery


Prerequisites: Dark Eldar, Exotic Weapon
Training (Any Dark Eldar) x5
The Dark Eldar has trained with such a wide
variety of exotic Dar Eldar weapons that they
have learned the fundamentals of their
operation. The Dark Eldar is considered
proficient with all Dark Eldar Weapons.
Deadly Beak
Prerequisites: Kroot
The Kroot has spent much time perfecting
the assault with their naturally sharp beak, and
has honed it to deadly effect. They now treats
their beak as an Improved Natural Weapon with
the following profile: 1d10+SB, Pen 2
Death Dealer
Prerequisites: Weapon Skill 45, Ballistic Skill
45
The Explorer can place his hits where they
inflict maximum harm, such as gaps or joints in
armour. When the characters attack in that
combat type inflicts Critical damage, he adds
his unmodified Perception bonus to the damage
result.

Deflect Shot
Prerequisites: Agility 50
The characters weapons move with such
speed that they can deflect thrown weapons and
shots fired from primitive weapons. When the
character is armed with a readied melee
weapon, they add their Weapon Skill Bonus to
their Armour Points on all locations (even
unarmoured locations) when calculating
Damage from hits from ranged weapons with
the Primitive Special Quality or Thrown
weapons. This bonus armor does not apply to
Blast weapons.
Deny the Witch
Prerequisites: Willpower 35
The Explorer draws on his faith and mental
fortitude to act as his shield against those
tainted by the Warp. The character may use his
Willpower characteristic when making an
Evasion Reaction against ranged or melee
attacks against him made with psychic powers.
When successfully evading an attack with an
area of effect, the character does not move but
instead is simply unaffected by the psychic
power.
Devastating Weapon Mastery
Prerequisites: Arch-Militant
The Arch Militant's mastery of their chosen
weapons becomes so devastating that few can
stand in their way. The Arch Militant now adds
an additional +10 to hit, +2 to damage, and +2
initiative when wielding any weapon with
which they have the Weapon Master Special
Ability. These benefits stack with those
provided by Weapon Master.
Distant Pain
Prerequisites: Dark Eldar, Accrue Pain
The Dark Eldar's need for suffering grows
and they grasp still further afield to sate their
vile hunger. The Dark Eldar adds ten times the
first digit of their corruption points in meters to
the range at which they can get pain tokens.

64

Embracing the Order


Prerequisites: Adepta Sororitas, Skill from
related descriptor group +20 (x4)
While there are many orders within the
Adepta Sororitas, there are those who embody
the skills that their order traditionally follows.
When taking this talent, choose one skill
descriptor (Crafting, Exploration, Interaction,
Investigation, Movement, or Operator). The
Sororitas gains a +10 bonus to all skills from
the group of their choice, reflecting their
superior training and use of these skills.
Emperor's Blessing
Prerequisites: Adepta Sororitas, Pure Faith,
Tests of Faith (1)
Only those Adepta Sororitas who have
learned to channel the true power of that which
protects humanity ever receive this potent
blessing. Once per session, the Sororitas may
treat a Faith Talent that has been activated by
spending a Fate Point as though it were spent
by Burning a Fate Point, with all the benefits
that entails.

Encompassing Hatred
Prerequisites: Adepta Sororitas, Hatred (Any)
(x3)
Bringing down their wrath so strongly on
some enemies has led them to understand all
available means of dealing with a particular
group of foes. The character now adds the
bonus from hatred to all tests versus the foe of
their choice, including Ballistic Skill and Skill
Tests involving these foes, representing an all
encompassing knowledge of how best to deal
with them. This bonus also applies to allies if
using the Litany of Hate talent.
Eye of Vengeance
Prerequisites: Ballistic Skill 50
The character can focus their intent on
where it is likely to do most damage to their
enemy and then strike them down with a single
shot. Before making a ranged Standard Attack
Action, the character may spend a Fate Point. If
he does so, his attack deals +X Damage and
gains +X Pen, where X equals the number of
Degrees of Success scored on the attack roll.
Exotic Weapon Mastery
Prerequisites: Arch-Militant, Exotic Weapon
Training (Any) (x4)
Having become familiar with the various
Exotic weapons of the Koronus Expanse, the
Arch Militant is now treated as proficient in all
Exotic Weaponry, and can use it without
penalty.
Firing Solutions
Prerequisites: Arch-Militant
The Arch-Militant has become incredibly
adept at the art of precision fire and instructing
others in their use. The Arch-Militant may reroll any failed Ballistic Skill Test once per
round, or may grant any other Explorer a re-roll
on a Ballistic Skill Test once per round.
Flame Weapon Expert
Prerequisites: Missionary, Flame Weapon
Training (Universal)
When wielding a Flame Weapon, the
character knows exactly when to release the
trigger to avoid jamming the weapon or when
to push its functions in the glorious name of the
God-Emperor. A Missionary with this talent
may treat all Flame weapons as reliable and
gain the Proven (4) Quality.

65

New Talents

Drill Instruction
Prerequisites: Arch-Militant
The Arch-Militant bellows instructions
about the use of weaponry to those around him,
giving a crash course in their use. The
character chooses a single weapon training skill
that he has and makes a Challenging (+0)
Command Test. If successful, anyone under his
command or who chooses to obey (including
other Explorers) are treated as if they too have
that weapon training talent until the end of the
encounter or until this talent is used again.

New Talents

Flames of Faith
Prerequisites: Missionary, Flame Weapon
Training (Universal)
The Explorer's faith in both the GodEmperor of Mankind and his trusted weapon
causes Psyflame ammunition to burn even
brighter. The Explorer is treated as having a Psy
Rating of 3 when using weapons loaded with
Psyflame Ammunition.
Forbidden Lore Mastery
Prerequisites: Seneschal, Forbidden Lore (Any
3) +20, Total Recall
The Seneschal is treated as though they have
all Forbidden Lore Skills at the Mastered (+20)
level.
Furious Litanies
Prerequisite: Missionary
By inscribing powerful litanies and prayers
onto weapons, the Missionary can instill the
fervor of the Emperor into the weapons of their
allies. The Missionary may grant the Sanctified
trait to a number of weapons equal to their
Willpower Bonus. Sanctified weapons ignore
the toughness bonus granted by the Daemonic
trait. If the weapon already possesses the
Sanctified Trait or is treated as having it, the
weapon instead gains the Felling quality against
any creature with the Daemonic trait. This lasts
for one day or until the Missionary grants the
benefit to a different weapon.
Hammer Blow
Prerequisites: Crushing Blow
The character strikes a single blow with such
focus and force that it breaks armour and pulps
flesh as it strikes. When the character uses an
All Out Attack manoeuvre to make a single
melee attack, they may add half their Strength
Bonus to the weapons Armour Penetration.
The attack also counts as having the
Concussive Special Quality to represent the
shocking force of the blows impact.
Holy Purging
Prerequisites: Missionary, Flame Weapon
Training (Universal)
When wielding a Flame Weapon, the
character knows how to infuse the very
spirit of their faith into cleansing fire. Any
Flame Weapon wielded by the Missionary
gains additional Damage and Pen equal to the

66

Missionary's Willpower Bonus, and treats all


Flame Weapons as though they were Sanctified.
Sanctified weapons ignore toughness bonus
granted by the Daemonic trait.
Intellectualization
Prerequisites: Arbitrator
The Arbitrator has memorized such a large
number of regulations, statues, and information
that they have become skilled at rationalizing
words, text, and undesirable situations and
stripping them of their power over themselves.
If called to make a Test against Fear, Insanity or
Corruption, the character may re-roll any failed
Willpower Tests substituting his Intelligence for
Willpower on the re-roll.
Interaction Mastery
Prerequisites: Rogue Trader, Interaction Skills
+20 (Any 4)
The Rogue Trader has become incredibly
adept at interacting with others and getting
what they want from them. The Rogue Trader
now adds +10 to all skills with the Interaction
Descriptor.

Killing Strike
Prerequisites: Weapon Skill 50
Certain Explorers are amongst the deadliest
warriors in the galaxy, and they have learned
how best to place their blows for maximum
effect. When taking the All-Out Attack action,
an Explorer may spend a Fate Point (before
rolling the dice) to make his melee attacks for
that round impossible to parry or dodge.
Land Vehicle Operation Mastery
Prerequisites: Additional Pilot Mastery
This talent represents a true mastery of
vehicle operation. The Void Master may now
re-roll all tests associated with operating land
vehicles. This extends to all Drive (Ag) Skill
Tests.
Land Vehicle Systems Mastery
Prerequisites: Land Vehicle Operation Mastery
This talent allows the Void Master to re-roll

all Gunnery and Augury checks that involve


vehicle mounted or integrated systems.
Leaping Dash
Prerequisites: Kroot, Kroot Leap, Strength 45+,
Agility 45+
The Kroot may now utilize the Kroot Leap
talent in spaces where there is not sufficient
overhead space by leaping off of walls or other
obstructions. They may also land in the same
square as an enemy with a successful
Acrobatics Test.
Legendary Leader
Prerequisites: Rogue Trader, Masterful Leader
Able to bring order to even the most chaotic
of voidships, the Rogue Trader has become a
paragon of efficiency and direction. The Rogue
Trader may now utilize the Exceptional Leader
a number of times per round equal to their
Fellowship Bonus.
Lore Savant
Prerequisites: Seneschal
The Seneschal gains a +10 bonus to the
Ciphers, Commerce, Common Lore, Evaluate,
Forbidden Lore, Inquiry, Lore, Logic, and
Scholastic Lore skills. In the even that a skill
has multiple specializations (in particular the
Ciphers or Lore skills), this bonus applies to all
specializations.

67

New Talents

Investigation Mastery
Prerequisites: Rogue Trader, Investigation
Skills +20 (Any 4)
The Rogue Trader has refined their abilities
to uncover the truth as they have traversed the
expanse and grown quite adept at uncovering it.
The Rogue Trader now adds +10 to all skills
with the Investigation descriptor.

New Talents

Luminen Barrier
Prerequisites: Luminen Shield, Electoo
Inductors, Potentia Coil.
Much like the celebrated Electro-Priests, the
Explorator can draw upon all of his power to
create a shimmering barrier of pure energy, one
capable of deflecting any attack. As a Full
Action, the player can activate a Luminen
Barrier which remains active for a number of
Rounds equal to the Exploratorss base
Willpower Bonus. The barrier has a Rating
equal to the Exploratorss base Willpower
Characteristic. As long as the barrier is active,
the Explorator can attempt to stop incoming
Ranged and Melee attacks by rolling a 1d100
and comparing it to the barriers Rating. If the
roll is equal to or under the Rating, the attack is
stopped completely. If the roll is over the
Rating, the attack penetrates the barrier and
causes Damage as normal. This roll is made
before reductions for Armour and Toughness
Bonus. If the 1d100 roll ever results in a 01-05,
the barrier stops the attack, but is overloaded in
the process. It instantly collapses, and the
Explorator must pass a Challenging (+0)
Toughness Test or gain 1 level of Fatigue. An
Explorator can use Luminen Barrier a number
of times equal to his Willpower Bonus every 24
hours; however, upon the second activation of
the ability within 24 hours, and upon each
subsequent activation in that time, he gains 1
level of Fatigue.
Luminen Flare
Prerequisites: Luminen Blast, Mechanicus
Implants
The Explorator has mastered the ability to
channel his will through the Potentia Coil into a
powerful blast of energy that brings the fury of
the Omnissiah to all who might stand in his
path. On a successful Ballistic Skill Test, he
may direct this energy at a single target within
20 metres The attack deals 1d10 plus his
Willpower Bonus in Energy Damage, and has
the Blast (X) Quality, where X equals the
Explorators Willpower Bonus. This counts as a
Half Action, and each time the Explorator uses
this Talent, he must first pass a Challenging
(+0) Toughness Test or gain a level of Fatigue.
Luminen Shield
Prerequisites: Mechanicus Implants
Focusing his energy in all directions at once,
the Explorator is capable of creating a hazy

68

field of static, strong enough to turn aside


incoming blows and stop weapons fire in its
tracks. As a Full Action, he may activate a
Luminen Shield which remains active for a
number of Rounds equal to the Explorators
base Willpower Bonus. The shield has a rating
equal to the half the Explorator's Willpower
Characteristic, rounded up (e.g. an Explorator
with a Willpower of 43 would have a Luminen
Shield with a Rating of 22). As long as the
shield is active, the Explorator may attempt to
stop incoming Ranged and Melee attacks by
rolling a 1d100 and comparing it to the shields
Rating. If the roll is equal to or under the
Rating, the attack is stopped completely. If the
roll is over the Rating, the attack penetrates the
shield and causes Damage as normal. This roll
is made before reductions for
Toughness/Armour. If the 1d100 roll ever
results in a 01-04, the shield stops the attack,
but is overloaded in the process. It instantly
collapses, and the Explorator must pass a
Challenging (+0) Toughness Test or gain 1 level
of Fatigue. An Explorator can use Luminen
Shield a number of times equal to his
Willpower Bonus every 24 hours; however,
upon the second activation of the ability within
24 hours, and upon each subsequent activation
in that time, he gains 1 level of Fatigue.

Master of Blades
Prerequisites: Assassin, Blademaster
The Assassin has trained with bladed
implements for so long that they have become
an extension of their arms. The Assassin may
now re-roll any weapon skill test with any
bladed weapon, successful or not. They may
select which roll is the one used.
Master of Death
Prerequisites: Assassin
The Assassin has perfected the art of death
with weapons of both close range and long.
The Assassin gains the benefit of the Deliverer
of Death Special Ability with all weapons.

character will pass it by a number of Degrees of


Success equal to it's associated Characteristic
Bonus. This Talent may be taken more than
once, each time for a different Skill.
Material Emergence
Prerequisites: Navigator
The Navigator has learned to locate with
incredible accuracy the points that connect the
Immaterium back to real space. The Navigator
now treats the Perception test to leave the Warp
(See page 186 of the Rogue Trader Core
Rulebook) as a Challenging (+0) instead of a
Hard (-20) test.
Meditative Frenzy
Prerequisites: Frenzy, Battle Rage, Willpower
45
So practiced is the character in the art of
fury and destruction that is has become a
natural state for them. The character no longer
suffers a -20 to Ballistic Skills and Willpower
Tests. So focused is their fury that they are able
to act more freely under it's influence, and as
such are no longer required to move closer to
their target or utilize the All-Out Attack action.

Masterful Leader
Prerequisites: Rogue Trader
So adept has the Rogue Trader become at
leading and directing their fellows that they can
coax even more out of their crew. Whenever
the Rogue Trader utilizes the Exceptional
Leader Special Ability (See page 72 of the
Rogue Trader Core Rulebook), they grant a +20
bonus instead of the normal +10
Mastery
Prerequisites: Any Skill +20
The character has become a consummate
master of a single Skill and can perform feats
with it that would baffle lesser men. The
character may spend a Fate Point to
automatically pass a Skill Test with his chosen
Skill (which must be at +20), provided the final
modifier to his Skill Test is 0 or better. In
addition to simply passing the Test, the

69

New Talents

Luminen Surge
Prerequisites: Luminen Shock, Mechanicus
Implants
The Explorator is able to channel even more
power through his hands, sheathing them in a
glowing torrent of power that can rend armour
and bone alike. He must touch his enemy for
this ability to work. In combat, he must either
make a successful Challenging (+0) Weapon
Skill Test or be Grappling to deliver the blast.
Each Luminen Surge deals 2d10+3 points of
Energy Damage. This counts as a Half Action,
and each time the Explorator uses this Talent,
he must pass a Challenging (+0) Toughness
Test or gain a level of Fatigue.

New Talents

Mercenary's Avarice
Prerequisites: Kroot, Mercenary
The Kroot has fully devoted themselves to
the payment and favors of their benefactor.
They may now utilize Profit Factor in place of
Willpower for any Willpower test they may be
required to make. This does not allow them to
replace Willpower for the purpose of utilizing
skills.
Miraculous Survival
Prerequisites: n/a
The Explorer is not merely protected by
their faith in the Emperor, it is clear to all that
He has plans for them and they will not die
until He ordains it. When the Explorer burns a
Fate Point to avoid death, they stands up (or
climbs their way out of the rubble, etc.) at the
beginning of their next action completely
unharmed in any way. They have full wounds,
no fatigue and are cured of any critical effects
that they had sustained, even if the damage was
incurred before the event that would have
caused their death.

Movement Mastery
Prerequisites: Assassin, Any Movement Skill
+20 (x3)
The Assassin's movements have become a
thing of almost unnatural grace with no
movements wasted in the application of
physicality. The Assassin gains a +10 bonus to
all skills with the Movement descriptor.
Navigating the Eddies
Prerequisites: Navigator
The Navigator has become skilled at
perceiving the interaction between the material
of a Voidship and the immaterial of the
Empyrean. The Navigator gains a +20 bonus to
the Steering the Vessel stage of Warp Travel
(See page 184 of the Rogue Trader Core
Rulebook). In addition, they become incredibly
attuned to any possible incursions that may
happen aboard the vessel. Add a +20 bonus to
all rolls made during the Encounters in the
Warp test (See page 185 of the Rogue Trader
Core Rulebook).
Never Die
Prerequisites: Toughness 50, Willpower 50
The characters will or devotion to the
Emperor can sustain him when his mortal body
fails him. The character can spend one Fate
Point to ignore the effects of injury, Fatigue,
and Stunning for a single combat. This Talent
does not prevent the Damage, but allows the
character to temporarily ignore its effects for
the duration of the combat. Death still affects
him normally.
Nymune Equilibrium
Prerequisites: Kroot, Hyperactive Nymune
Organ
The Kroot's Nymune Organs have been
utilized and exercised enough that they have
grown accustomed to use. The Kroot may now
utilize the Hyperactive Nymune Organ Talent
indefinitely without fear of gaining Fatigue or
needing a Toughness Test.

70

Orky Enuf
Prerequisites: Ork, Mob Rule, Da Nekst Best
Fing
The Ork has become used to the strange
non-orky companions that they travel with, and
has grown to respect their contributions in a
fight. The Ork gains gains the full benefit of
Mob Rule from their non-ork companions
instead of half. They still do not gain a bonus
from lesser orkoids such as Gretchins/Squigs.

Perceiving the Currents


Prerequisites: Navigator
The Navigator has become incredibly adept
at perceiving turbulence, strange phenomena, or
storms that lie hidden in the Empyrean that will
affect vessels as they travel through them. The
Navigator gains a +20 bonus on the Perception
Check made during the Charting the Course
step of Warp Travel (See page 184 of the Rogue
Trader Core Rulebook).

Persistent Pain (X)


Prerequisites: Dark Eldar, Any 5 Dark Eldar
Talents
The Dark Eldar has truly embraced their
ability to gain power through pain, and so much
so that they are able to push themselves further
than other Dark Eldar purely with the memory
of previous acts. The Dark Eldar begins each
encounter with a number of pain tokens equal
to the number of times this talent has been
taken, noted by a number in place of the X.
Physiological Adaptation
Prerequisites: Kroot
The Kroot has come to learn how to utilize
their skills while heavily encumbered by
increasing their reliance on visual cues and
practicing movement in armor. The Kroot now
retains the Unnatural Perception and Fieldcraft
Traits in armor with more than 3 AP.
Preturnatural Speed
Prerequisites: Weapon Skill 40, Agility 50
The character is a swift moving bringer of
death, a living, bloody scythe before whom foes
die like corn before the reaper. The character
may use Swift Attack and Lighting Attack as a
Half Action rather than a Full Action. In
addition, the character may use the Swift Attack
and Lightning Attack Talents during a Charge.

Quantifying the Immaterial


Prerequisite: Navigator
The Navigator has become incredibly well at
judging the time it will take to complete a Warp
Jump. When making a Navigation (Warp) test
to estimate duration (See page 183 of the
Rogue Trader Core Rulebook) the Navigator
adds a +20 bonus to their check, though the
results remain secret.
Reliable Assault
Prerequisites: Tau, Adaptable Assault
The Tau has further refined their abilities in
weapon drills. They now confer a +5 bonus to
those who do not have the Fire Caste Weapon
Training Talent when utilizing the Adaptable
Assault, and a +10 bonus to those who do have
the Fire Caste Weapon Training Talent.

71

New Talents

Peerless Marksmanship
Prerequisites: Deadeye Shot, Marksman,
Sharpshooter, Ballistic Skill 40, Perception 40
The character has perfected the art of
leading and adjusting for atmospheric
conditions so frequently that it has become
second nature. So great is the character's skill
with firearms that they may now utilize the
Called Shot special action as a half action.

New Talents

Rite of Inspiration
Prerequisites: Missionary
This rite allows the missionary to make
manifest the protections and inspirations of the
Emperor and inspire those who serve with
them. During Void Combat, the Missionary
may take an extended action to restore Crew
Morale. With a successful Challenging (+0)
Charm or Command test, they restore an
amount of Morale equal to their Fellowship
Bonus. This may be done only once per
instance of Cohesion Damage Suffered and
cannot increase it above maximum, but may be
performed multiple times. This may not heal
cohesion damage suffered in a previous round.
For example, if a ship took ten Crew Morale
damage during a boarding action and the
Missionary decided to Inspire the crew with the
Rite of Inspiration and succeeded, they would
restore an amount equal to their Fellowship
Bonus. For the sake of example, we will
assume this recovered five. On the next turn,
they suffer 3 more crew morale damage, and
the Missionary takes this action again, and
again succeeds. He would only be able to
restore 3 crew morale, as that is all that was
taken this turn.
Scholastic Lore Mastery
Prerequisites: Seneschal, Scholastic Lore (Any
3) +20, Total Recall
The Seneschal is treated as though they have
all Scholastic Lore Skills at the Mastered (+20)
level.
Shotgun Surgeon
Prerequisites: Arbitrator, Mighty Shot, Hip
Shooting
Like many of their fellow Arbitrators,
Arbitrators have a judicious amount of training
with one of the signature weapons of their
organization, the Shotgun. Far beyond the
traditional training, the Arbitrator's skill with
these weapons far outshines the basic
instruction. As such, the Arbitrator now adds
their Ballistic Skill Bonus (the tens place) to the
Pen value of any shotgun they wield.
Sidearm
Prerequisites: Weapon Skill 40, Ballistic Skill
40, Two Weapon Wielder (Ballistic, Melee)
Many Rogue Traders among the stars of the
Koronus Expanse favour fighting with both

72

blade and pistol. When armed with a pistol in


one hand and melee weapon in the other (both
of which the character could normally use
single-handed), the character reduces the
penalty for Two-Weapon Fighting by 10 (so 20
would drop to 10). If taken with the
Ambidextrous Talent, this drops the penalty to
0.
Speed Reading
Prerequisites: Literacy, Total Recall
Through years of practice the character has
developed the ability read text at an astonishing
rate. The character may make a Challenging
(+0) Literacy Test to read text at the rate of 20
pages per minute, plus an additional 5 pages per
minute per degree of success. The character
automatically passes any Total Recall Tests
required of him to recall the information within
the book.

Storm of Iron
Prerequisites: Ballistic Skill 45
When facing massed enemies on the
battlefield, the character lays down a storm of
firepower that even the most foolhardy cannot
push through. When the character deals
Damage to a target with a semi-auto burst or a
full-auto burst, the character may allocate his
extra hits to any other target within five metres,
instead of the usual two metres.

Street Fighting
Prerequisites: Weapon Skill 30
The character is adept in close and dirty
fighting, favouring small weapons or even his
bare hands to take down his foes. When armed
with a knife (powered, chain or otherwise),
similar small weapon, or simply armed with his
bare hands, he adds half his Weapon Skill
Bonus to any Critical Damage he inflicts.
Target Selection
Prerequisites: Ballistic Skill 50
The characters dread gaze marks out his
chosen victim and not even the riotous
confusion of close combat interferes. The
character may shoot into melee with no penalty.
If he aims beforehand, he can avoid any chance
of hitting friendly targets.
Tests of Faith (X)
Prerequisites: Adepta Sororitas, Pure Faith
The Adepta Sororitas's faith has been tested
in the fires of combat and she has emerged with
her faith tempered and sharpened. The Adepta
Sororitas gains a fate point that can be spent to
activate any of her Faith Talents, but may not be
burnt to activate them. They cannot be used in
any other fashion Fate Points are typically used.
Thunder Charge
Prerequisites: Strength 50
The Explorer charges into combat using his
armoured body as an additional weapon. Driven
by his armour and the Explorers enhanced
muscle, the impact of such a charge is like
being struck by a thunderbolt. When the
Explorer makes a Charge Action, first make an
unarmed attack against every opponent he is
charging. This represents slamming into the
enemy with the characters armoured bulk. This
attack automatically also has the potential to
knock the opponent down in the same way as if
the Explorer had used the Knock Down Action.
Once this attack has been resolved, the
Explorer may make his normal Charge Attack
as normal.
Tormentor's Indestructibility
Prerequisites: Dark Eldar, Tormentor's Might,
Tormentor's Vigour
The Dark Eldar is an unstoppable fury on
the battlefield, able to shrug off the mightiest of
blows in the pursuit of causing more anguish.
After gaining five Pain tokens, the Character
may spend a Fate Point to gain the Unnatural
Toughness (x2) Trait for the
remainder of the encounter.
73

New Talents

Stalwart Defense
Prerequisites: Weapon Skill 50, Fearless
The Explorer stands immovable and
indomitable, as if he were made of rock and
iron against which foes break like water against
a cliff. The Explorer may spend a Fate Point as
a Full Action to adopt a Stalwart Defense.
While adopting this condition, the Explorer
may not move and may not Dodge. He may
make a Parry reaction against all successful
strikes against him, and all Damage he suffers
is reduced by 2. Furthermore, the characters
enemies gain no benefits for outnumbering the
Explorer in close combat. These effects last
until the Explorer chooses to end his Stalwart
Defense or until he is rendered incapable of
fighting.

New Talents

Unified Cooperation
Prerequisites: Tau, Constant Training
The Tau has learned how best to direct their
fellows in a variety of circumstances. As a full
round action the Tau may spend a Fate Point to
confer the benefits of any two Tau Talents to a
number of allies equal to their Fellowship
Bonus for the duration of the encounter.
Unpowered Weapon Mastery
Prerequisites: Melee Weapon Training
(Universal)
The Explorer has learned the art of
deflecting power weapons on the field of battle
in such a fashion as to preserve non powered
ones meeting them by swatting them aside and
catching hilt and haft instead of the power field
directly. Explorers with this talent ignore the
chance that power weapons have to destroy
non-powered weapons when parrying or being
parried.
Versatile Weapon Mastery
Prerequisites: Arch-Militant
The Arch-Militant chooses an additional
class of weapons. They gain the benefits of the
Weapon Master Special Ability (See page 72 of
the Rogue Trader Core Rulebook) with this
class of weapons.

74

Warp Lock
Prerequisites: Willpower 50, Psy Rating, Strong
Minded
The character has learned to swiftly cut
himself off from the Warp to protect himself
from harm. Once per game session, the
character may ignore a Psychic Phenomenon
result he has rolled (including a result that
would indicate rolling on the Perils of the Warp
Table) completely negating its effects. Such
rapid dislocation from the Warp, through, is
stressful and traumatic to the characters mind
and they will suffer 1d5 Energy Damage to the
Head location (not reduced by Armour or
Toughness) as a result, and may not make any
Focus Power Tests or sustain other Psychic
Powers until the beginning of his next Turn.
Weapon Master
Prerequisites: Arbitrator, Blademaster, Melee
Weapon Training (Universal)
The Arbitrator has trained with the melee
weapons for so long that they have become an
extension of their arm. The Arbitrator may now
use the Blademaster talent with any melee
weapon, not just bladed weapons.

Whirlwind of Death
Prerequisites: Weapon Skill 40
When facing massed opponents in combat,
the character becomes a whirlwind of death,

moving, hacking, gutting, and beheading with


ceaseless fury. When attacking more than one
foe in close combat, the character may make
one melee attack for each foe he is facing, up to
a maximum equal to his Weapon Skill Bonus.
Each additional attack beyond the first counts
as a Free Action, but cannot be combined with
any other Talents or abilities which would grant
extra attacks or hits (i.e. Lightning Attack,
Furious Charge, etc.). The character may
choose in which order he attacks his opponents.
Wisdom of the Greater Good (X)
Prerequisites: Tau
The Tau has fully embraced the elements of
the Greater Good and it has in turn granted
them a measure of power. The Tau gains a
number of Fate Points equal to the (X) that can
only be utilized to activate Tau Talents.

75

New Talents

Weapon Tech
Prerequisites: Tech-Use +10, Intelligence 40
The character has developed an extensive
understanding of advanced technological
weapons and their functions, opening them up
and learning what makes them tick, hum, or
click. Once per combat, the character can
enhance his weapon, increasing its firepower
and deadliness. For one Round per combat
encounter, a weapon personally wielded by the
character from the Las, Melta, Plasma, Power,
or Exotic category increases its Damage and
Penetration by an amount equal to his
Intelligence Bonus.

Chapter 5: Expanded Armory

Expanded Armory

This section of the guide holds within a host of


new equipment options selected from the various
Warhammer 40,000 Roleplay lines but never made
it into any offical Rogue Trader release. A portion
of the gear does reflect the new Career Paths, but it
is also available to any who might wish to use it.
This section includes rules for new Melee
Weapons, Ranged Weapons, Armor, Shields, Gear
and Tools, Ammunition, Equipment Upgrades, and
Cybernetics. Enjoy these new additions to the
Rogue Trader Armory!

Damage lower than the value in parenthesis as if it


were that number instead. For instance, a Proven
(3) weapon treats any die roll of 1 or 2 as 3 for the
purposes of calculating Damage.

New Weapon Qualities

Melee Weapons

Concussive
The weapon causes a barrage of sound and force
upon impact. When you strike an opponent with a
Concussive weapon, he must make a Toughness
Test at a Difficulty of 10 per degree of success by
which the attack succeeded or be Stunned for 1
Round. Auditory protection confers a +10 bonus to
this Test, but does not negate the kinetic energy of
the blast. Additionally, any target taking Damage
greater than his Strength Bonus from a Concussive
weapon is automatically knocked down.

Agni-Pattern Power Maul


A relatively small and inexpensively
manufactured model of power maul, this weapon is
weighted towards the hilt, and as such is regarded
by some power weapon connoisseurs as somewhat
graceless. It iscommon in second line precincts
(as they are locally known) where trouble is not
particularly expected, or among vehicle crews who
value its handy proportions. Like all true power
mauls, it has energy settings which can be adjusted
to the circumstances.
The user may switch settings on their power
maul between low and high power once per turn as
a Free Action.

Crippling (X)
Particularly cruel or deadly weapons sometimes
include things like living barbs or shards that
remain in their victims wounds, causing them
immense pain and even slowly killing them. When
a target suffers at least one Damage (after
reductions for Armour and Toughness Bonus) from
a weapon with the Crippling Quality, it counts as
being Crippled for the remainder of the
encounter or until healed of all Damage. If a
Crippled character takes more than a Half Action
on a single turn, that character suffers Rending
Damage equal to the number in parenthesis (X).
This damage is not reduced by Armour or
Toughness Bonus.
Felling (X)
Designed to puncture and to mangle, Felling
weapons are capable of toppling even the mightiest
foes. If the weapon hits, it ignores a number of
levels of Unnatural Toughness possessed by the
target equal to the number in parenthesis. For
instance, a Felling (1) weapon ignores the benefits
of Unnatural Toughness (x2) and would reduce the
benefits of Unnatural Toughness (x3) by one
multiplier.
Proven (X)
Weapons with the Proven Quality always inflict
significant injuries and treat any die roll for

76

Sanctified
Damage inflicted by a sanctified weapon counts
as Holy Damage, which has certain effects on some
Daemonic and warp creatures. All weapons with
this special quality must be of either Good
Craftsmanship or Best Craftsmanship.

Bakka-Pattern Power Ram


This power ram is a heavy tube with a pair of
long handles running down each side of its length.
Inside the tube is a potent power field connected to
a piston, the head of which is often sculpted to
resemble an Imperial Aquila. These tools were
crafted for use on Karrik, and other Calixian
worlds with high gravity, because of the requisite
sturdy construction of the doors and walls. Usually
held by two Arbitrators, who swing it against a
door or even a wall, the Bakka-pattern Power Ram
drives the piston forward, surrounded by the
flickering energies of the disruption field. The
weapon is powerful enough to blow most doors
clean off their hinges, and is more than capable of
knocking holes in solid brick walls in seconds.
Although this weapon can theoretically be used
in combat, it is really not designed for this its
primary use is as an entry device. All Weapon Skill
Tests made using the weapon in melee combat are
at -20 to represent how bulky it is. However, the
ram is assumed to do double damage against
inanimate structural objects such as doors and
walls. Unless the GM wishes, for dramatic reasons,
to prevent a wielder entering a building, this
weapon should allow entry into most normal
structures instantly.

Lathe-Pattern Power Maul


A light, slender, and elegant model of power
maul, this unusual weapon (crafted only on
demand in the Calixis Sector) has a spiked
handguard and a long, straight, un-weighted
haft. It must be handled more like a sword than
a club, which some users find frustrating, and
critics have labelled the weapon fussy and
difficult to master. However, the Arbitrators
manning the Precinct Fortresses of the Lathe
Worlds find that the slender profile is highly
effective in the dense manufactorum corridors.
Those who take the time to familiarise
themselves with the patterns idiosyncrasies
declare it one of the finest examples of a power
maul. The apparent fragility of the design is
misleading, and the versatile power field is
more than capable of inflicting the same
damage against opponents as models with a
more brutal heft.
The user may switch settings once per turn
as a Free Action. This weapon is so well made
and finely balanced that it adds +5 to the users
Weapon Skill when attempting to Parry.

Neuro Gauntlet
Neuro-Gauntlets are subtle weapons, but
noless vicious for that. Prized by assassins and
torturers, the neuro-gauntlet is a glove
constructed from a flexible adamantine
hyperalloy, with neuro-toxin injectors fitted into
each finger. Each injector is diamond-hard and
incredibly sharp, allowing it to slice through
armour and into the vulnerable flesh below.
The cuts from a neuro-gauntlet are
deceptively small. However, the poisons they
produce are some of the most potent and
crippling toxins known to the Officio
Assassorium. Neuro-Gauntlets have the Toxic
Quality; if the target fails its Toughness Test, in
addition to suffering damage as normal, all his
Characteristics are halved for 1d5 minutes. This
specific effect is not cumulative, and does not
affect targets with the Daemonic or Machine
Traits.
The toxins within the neuro-gauntlets may
be replaced by different toxins (including one
that mimics the effect of a Hallucinogen
Grenade).

77

Expanded Armory

Cyclopea-Pattern Power Maul


A huge and intimidating two-handed weapon
unique to the Calixis Sector, this power maul
contains a monstrously overcharged disruption
field which actively shatters the bonds between
the molecules contained within items it strikes.
Resembling a feudal mace, this maul has only
one power setting: maximal. Potent enough to
crush groundcars or send shattered opponents
flying dozens of feet with a single stroke, this
weapon is reserved for the most intense riots. It
is designed to awe and terrorise the enemies of
the Arbites, to send entire mobs cowering
before the user.
An Arbitrator who hits a target with a
Cyclopea-pattern Power Maul gains the Fear
(1) Trait against that targets allies for the
remainder of the encounter.

Expanded Armory

Power Stakes
The Power Stake is another item in the
Explorer's arsenal that is designed to be as
much a symbol as a weapon. It takes the form
of a solid metre-long shaft of cold-forged iron,
tapering to a wicked point on one end. The
other end is fashioned into a handle, containing
a power field generator. All along the shaft are
thousands of etched runes, each a prayer against
the psyker and an invocation against the warp.
The power stakes of Witch Hunter Rykehuss
were specially commissioned by that noted
Inquisitor to be a bane against the witch and
psy-user. He has actually commissioned several
dozen, which by now have been scattered
throughout the Sector with his blessing, to do
the God-Emperors holy work.
If this weapon strikes a target with a Psy
Rating, it deals an additional 1d10 damage for
every point of Psy Rating the target possesses
(so a target with Psy Rating 3 would take an
additional 3d10 damage). A Power Stake of
Witch Hunter Rykehuss is always considered a
Best craftsmanship weapon, granting the user
+10 to Weapon Skill Tests and +1 damage,
which has already been included in the profile.

Ranged Weapons
Astartes Incinerator
Incinerators are Heavy Flamers that use a
psychically impregnated promethium so that
they might burn with hotter and more fierce
flames. An Incinerator ignores any protective
benefits granted by Psychic Abilities or Sorcery.
Its damage counts as Sanctified, ignoring any
Toughness Bonus granted by the Daemonic
Trait, and targets in the its area of affect suffer a
5 penalty to the Agility Test to avoid the blast
for every point of the wielders Psy Rating.

78

Autocannon
Autocannons are large-calibre support guns
that fire dense, high-velocity solid shells
designed to punch through armour. These heavy
weapons see widespread service by the Imperial
Guard, as well as by many planetary militias
and renegade armies. Though unlikely to
penetrate the adamantium and ceramite of
power armour, they can devastate light and
medium vehicles. Autocannons can also
provide effective anti-infantry support,
especially the shooter uses high explosive
shells to augment their lethality against smaller
targets.
The M34 autocannon is an older version of a
common Imperial Guard pattern used
throughout the Calixis Sector and uses a tripod
mount. It can be manned by one person, though
it ideally employs a crew of two to move, set
up, and assist with reloading the weapon. If it
has a second crew member, he can spend his
Actions to Reload the autocannon.

Digital Explosive
Among the most popular types of digital
weapons amongst the those who traverse the
Expanse are the digital explosives. Digital
explosives are made to look like a wide variety
of jewellery, are armed by applying precise
pressure to certain points, and then thrown. As
such, digital explosives are strictly one use
only.
Executor Pistol
This combi-pistol is rarely seen in Imperial
space, despite (or perhaps because of ) the fact
that it is used by one of the Imperiums most
dangerous killers. The Eversor Assassins, skullfaced slaughterers of the Officio Assasinorum,
carry these weapons in addition to their lethal
array of close-combat gear. The Executor is an
unusual example of a combi-weapon. Instead of
being one weapon grafted crudely onto another,
it is a seamless joining of two individual
firearms. The Executor is a bolt pistol with an
under-slung needle pistol beneath the barrel,
allowing the wielder to choose between the
destructive power of the bolt weapon, or the

Exitus Pistol
The Exitus pistol is a masterpiece of
craftsmanship, a weapon as elegant as it is
deadly. Unlike the larger rifle, the Exitus pistol
is mainly considered a backup weapon for the
Vindicare Temple, primarily used in those rare
circumstances where the Assassin is
discovered, cornered, or in need of rapidfire
capability. Under those circumstances, the
Exitus pistol performs admirably, and more
than a few Vindicare Assassins owe their lives
to this weapon. The Exitus Pistol has a built-in
silencer and is manufactured at the Best
craftsmanship level.

Exitus Rifle
The signature weapon of the Vindicare
Temple, this rifle is amongst the finest
examples of Imperial weaponsmithing. Handcrafted by a Magos-Artisan of the Adeptus
Mechanicus, each Exitus rifle is part of a
matched setboth pistol and rifle customised
to the specifications of the individual Assassin.
The Exitus weapons contain sophisticated
machine-spirits and utilise ammunition
constructed from special heavy-gravity alloys to
penetrate nearly all forms of known protection.
All Exitus weapons incorporate a silencer and a
selector switch. The Exitus rifle has a built-in
telescopic sight. Exitus weapons are
manufactured at the Best craftsmanship level.
The firer may load one round as a half action
(normally for one of the special issue
ammunition loads). If the firer has the Rapid
Reload Talent, he may instead use a Reaction to
load a single round.

Ius Automatic
Not even planetary lords can gainsay an
Arbites Precinct commanders choice of the
weapons issued to his officers. Load-outs range
from innocuous unpowered batons to full
blown military weapons like bolters or krak
grenades. However, there are certain weapons
that are distributed to the Arbites by Lord
Marshal Goreman as a matter of course, and the
Ius pistol falls within this category. Normally
used as a backup weapon alongside the Arbites
shotgun, the Ius is ubiquitous amongst both the
Calixian Arbites and planetary enforcers of
Scintilla. This weapon is a solid and
unspectacular yet utterly reliable pistol, crafted
by the gunsmiths of Gunmetal city to be as

79

Expanded Armory

quiet lethality of the needle weapon. It is this


versatility, combined with the exquisite
craftsmanship of every Executor pistol, that
makes them such a popular choice for one of
the Imperiums sanctioned assassins.
The weapon incorporates the heights of
arcane tech-lore in its construction. It
incorporates a bi-stabilised targeting sight, and
its polymorphic grip is genetically coded to the
individual Assassin. Even if an opponent was
able to somehow gain control of an Executor,
he would be unable to fire it. In addition, the
needle pistol uses a synthesised neuro-toxin to
incapacitate its target.
An Executor Pistol can always be fired as
either a bolt pistol or needle pistol, although the
bearer may only fire it in one mode per turn.
The entire weapon counts as Best
craftsmanship. An Executor Pistol is
programmed to be used by a single individual
when it is crafted. Changing the weapons
programming requires either access to secret
Officio facilities (something that is almost
impossible even for members of the Holy
Ordos), or success on a Hellish (60) Tech-Use
Test. In addition, the needle pistols toxins are
so potent that whenever a target is hit by a shot,
he must succeed on a Challenging (+0)
Toughness Test or take 1d10 wounds ignoring
armour or toughness; the shot does not need to
wound the target.

Expanded Armory

sturdy as possible. Typically issued to junior


ranks within both organisations, this weapon is
designed to be foolproof and to withstand
punishment that would damage other firearms
Many of these humble weapons are thousands
of years old, having served generations of
lawmen and women in some of the toughest
hives in the galaxy
Multi-Laser
Often found mounted on vehicles as a
counter to infantry and light vehicles, the multilaser is a multi-barrelled gatling laser with an
impressive rate of fire. However, its blasts lack
the penetration of the lascannon, making it less
effective against heavy armour.
Raffir Ringleader Pistol
Gifted to the Arbites as part of the planetary
tithe by the Raffir clan manufactory
smithmasters of Hive Subrique, these beautiful
weapons are produced under licence using
ancient Adeptus Mechanicus archprints. The
pistols produced are huge, intimidating shockand-terror weapons, designed for the execution
of high profile targets at the height of antiImperial riots. These weapons are issued to
senior Arbites officers, not so much for their
accuracy or utility in a fi re fight, but for the
damage they inflict on both the person of rabble
rousers and on the morale of their followers.
Raffir 'Pax Factotem' Rifle
Both Assassins and the Enforcers in
Gunmetal city make use of sharpshooter teams,
snipers who ensconce themselves among the

80

gargoyles, heating ducts, and gantries of the


great hives, the better to watch over every
aspect of the lives of the fearful citizens below,
and, when needed, to bring death. A variety of
local-pattern sniper rifles are used for this
purpose, including long-las and needler
weapons. However, many skilled riflemen rely
upon more traditional solid projectile weapons,
such as the Raffir Pax Factorem, a large
calibre semi-automatic rifle of sturdy
construction common amongst the weapons
made in Gunmetal City
Triplex Pattern Lasgun
A highly refined variant of the standard
lasgun, the triplex offers alternative firing
modes that make the weapon more versatile on
the battlefield. When fired in standard mode,
the weapon uses the Rate of Fire, Range, and
Damage listed. When fired in precision mode,
the Rate of Fire is changed to S//, the Range
is changed to 150m, and the weapon gains the
Accurate Quality. When fired in burst mode, the
Rate of Fire is changed to S//, the Range is
changed to 50m, and the weapon gains Proven
(5) and Felling (1) Qualities.

New Armour
Arbites Carapace Armour
The appearance of the Adeptus Arbites
strikes fear into the hearts of criminals and the
lawless. The task of crafting the signature
carapace armour of the Adeptus Arbites falls to
a variety of worlds in the Calixis Sector. The
Calixian Adeptus sees to the manufacturing of
equipment for its Fortress Precincts on many of
the Forge Worlds, so that it would require a
sector wide revolt to jeopardise the supply
lines. The carapace armour is constructed from
dense plasteel plates overlaying a synthetic
polyplastic fibre weave that must be produced
in the orbital null-gravity manufactorum above
the Lathe worlds. Calixian Arbites carapace
armour is designed to be clipped together and
worn over a light, breathable bodyglove, the
armour carefully constructed and tailor-made to
the proportions of the Arbitrator concerned.
Given that the armour must be worn for hours
at a time, often during periods of extreme

81

Expanded Armory

Vox-Legi Pattern Arbites Combat Shotgun


The primary weapon of the Arbites is the
combat shotgun. It is valued for its stopping
power, simplicity, reliability, and for its ability
to intimidate. Even the most dusty, ancient
Judge haunting the Halls of Judgement on Terra
will have cut his teeth on the brutally effective
shotgun drills which form the foundation of all
Arbites combat training.
A huge variety of different shotgun designs
are used in different Precinct Fortresses across
the galaxy, depending upon local forge worlds.
The Vox Legi-pattern is particularly widespread
amongst the Arbitrators of The Periphery, and is
broadly typical of the weapons favoured by
Calixian Arbitrators. Effectively a large-bore,
locally manufactured version of the shotgun
designs used by many planetary enforcers, the
Vox Legi is a devastating and adaptable weapon
that fi res shotgun shells nearly the size of those
employed by the Adeptus Astartes. The
increased size of the weapon reduces its
ammunition capacity compared to that of its
fellow shotguns, but it still remains more
powerful and adaptable than a standard
shotgun. Most patrolling Arbitrators take
advantage of this flexibility by carrying a
variety of shotgun shell types so as to offer
them different tactical options in the event of
encountering a situation that requires their
intervention.
Over-engineered by a considerable margin,
the weapon is also perfectly capable of being
used as a large club indeed, it is expressly
designed with this secondary purpose in mind.
It is also designed for maximum psychological
impact, with a very audible pump action
(standard Arbites riot training makes use of
this) The sound of a hundred Arbitrators
simultaneously chambering their weapons has
ended countless riots over the millennia.
The Vox Legi counts as a club when used in
melee. The user may opt to hand load a single
shotgun shell into the specially designed tube
magazine as a single Full Action. This shotgun
shell may be of a different type to the other
shells in the gun, but must be the next shell
fired from the weapon.

Expanded Armory

physical exertion, it must be light and


comfortable, and it succeeds surprisingly well
on these fronts. The armour is completely
unpowered, though it is often equipped with a
number of mag-strips which permit weapons
and other equipment to be attached directly to
the armour without the need for clumsy straps
and external clips. The Carapace helm is
equipped with a micro-bead (or vox-torc) and
is open at the mouth to allow easier verbal
communication. The helm is, however, capable
of being hermetically sealed in seconds; and
has mountings for a rebreather, which is usually
magnetised to the belt when not in use. It also
contains polarising lenses which react instantly
to light over a certain lumen level, and which
have the effect of negating photon flash
grenades completely. A beneficial side effect of
this approach is that it makes it impossible to
see which direction an Arbitrator is looking.
The armoured gloves are cunningly wrought
devices colloquially known as lock gloves in
Calixian Arbites terminology, which count as
recoil gloves.
The armour has a number of magnetised
attachment strips that are capable of carrying
the Arbitrators weapons and equipment.
Typically, an Arbitrator in the field will be
equipped with a holstered Ius automatic pistol,
three clips of ammunition, a rebreather, a voxtorc, a lamp pack that can be handheld or
swiftly attached to any Arbites weapon, a power
maul, two grenades (of any type), and two pairs
of magnacles in addition to a basic weapon and
ammunition. The armour has a very large magstrip on the back which is capable of mounting
a single basic weapon of up to 10kg in weight.

82

Hospitaller Carapace
Often serving in combat zones, Sisters
Hospitaller require more protection than other
Non-militant Orders. The distinctive armour is
a welcome sight to injured guardsmen and
Acolytes alike, an angel of mercy sent by the
God-Emperor himself. In addition to its
protective qualities, the hooded habit is often
coated in incense and unguents and the rest of
the armour is sealed and treated against toxins.
This grants the wearer a +20 to resist toxins or
diseases that do not penetrate the armour (such
as a poison dart) and a +10 on any Fear Test
with an olfactory component (such as rotting
bodies). The helm incorporates a re-breather.

Cameleoline.
It should be noted that the equipment issued
to a Vindicare Assassin is often gene-coded to
that individual and no other, and that it would
take a great deal of effortand a Very Hard (
30) Tech-Use and Medicae Testto adjust the
gene-coding for another user.
Infiltrator Suit
This item of wargear appears as a matteblack bodyglove, specially fitted for the
individual Explorer, though it is most often
associated with the Vindicare Temple. The
Vindicare Temple has a long-standing pact with
the Adeptus Mechanicus to craft these equisite
suits, each one combining Cameleoline laced
materials with a complex version of synskin.
This material bonds with the Assassins body,
enhancing his reflexes and protecting him from
poisons, gases, and other hazards of the
battlefield. Each suit is supple and silent,
allowing the Assassin to move with perfect
freedom whilst still retaining its protective
qualities.
The Stealth Suit may not be worn under any
form of armour. It provides 3 points of Armour
to all locations and incorporates all the benefits
of synskin. The Stealth Suit grants a +10 bonus
to Dodge Tests and to Toughness tests to resist
any form of toxin, and a +20 bonus to
Concealment and Silent Move Tests. The
wearer may attempt a Concealment Test as a
Half Action instead of a Full Action, and may
make the attempt even whilst being observed. If
the wearer remains stationary, he counts as
being one range bracket further away for all
ranged attacks against him. The Stealth Suit
makes the wearer invisible to the Dark Sight
Trait, preysense, and infared sensors of all
kinds. This item is manufactured at the Best
craftsmanship level.
It should be noted that the equipment of a
Vindicare Assassin is often gene-coded to that
individual and no other, and that it would take a
great deal of effortand a Very Hard (30)
Tech-Use and Medicae Testto adjust the
gene-coding for another user.

83

Expanded Armory

Infiltrator Mask
Of the same make as those Issued to
Imperial Assassins of the Vindicare Temple,
this wargears systems are incredibly advanced
and sophisticated. It is said that the design for
the Infiltrator Mask is little-understood even by
the Tech-Priests of Mars. The spy mask
contains cartridges of concentrated food and
water for extended operations, and a multichannel comm sensor (both vox and pict) for
monitoring enemy communications. Its main
feature is a wide-spectrum visor which can pick
out heat and energy sources at tremendous
distances.
The mask includes a built-in auspex,
advanced high quality magnoculars, goodquality photo-visor (granting the wearer the
Dark Sight Trait and making him immune to
the effects of photon flash grenades), pictrecorder, re-breather, and vox- aster. In
addition, the wearer may re-roll any failed
Perception-based Test, and does not suffer a
change to the range bracket when firing a
ranged weapon at a target protected by

Expanded Armory

Judge Armour
Judges have the authority to requisition
whatever equipment is held within the
armouries or Cold Vaults of their planets
Precincts, and as such will wear whatever they
want in the field. Some pride themselves on
wearing the same battered carapace armour they
wore when patrolling decades ago as a humble
arbitrator; however, most accept that their
superior station as a lord of the Emperors
justice demands more spectacular and
intimidating garb. Judges will typically wear
the finest examples of carapace armour
available, constructed by master artisans,
together with antique flowing robes and
elaborate headdresses from different periods of
humanitys judicial history. A Judges armour
will vary from world to world, as he or she
seeks to refine their appearance so that it causes
the most awe and fear in an individual planetary
population.
Judge armour is broadly similar to normal
Arbites carapace armour in terms of its level of
protection, but it incorporates theatrical and
gaudy elements which suggest (in local
historical terms) the power and majesty of the
Arbites. When a Judge is required to take an
Interrogation or Intimidate Test, they gain a +5
bonus against individuals from the sector where
the Judge is stationed while wearing this
armour.
Sanctified Carapace
Created with great care (and great expense),
a sanctified carapace features engraved prayers
on each layered plate. Additional prayers and
wards border each primary piece (such the rim
of the helmet or edges of the chest plate), while
large holy symbols are set into the centre of the
chest and along each limb. Finally, the entire
suit is blessed and then anointed with sacred
machine oils.
Once complete, a sanctified carapace grants
the wearer a number of protective benefits.
First, it provides a +10 bonus on Tests made to
resist any direct psychic attack or manipulation
used against the user. Additionally, it provides
full Armour Points against attacks of psychic
force or warp energy that deal damage directly
as well as attacks made with the Warp Weapon
effect. Blows made with the carapaces
gauntlets are considered to be Holy in nature

84

and will have additional certain effects on some


Daemonic creatures and warp entities (as will
be noted in their description). Finally, the
armours sanctified nature give it an aura of
purity, causing all supernatural creatures within
20 metres to take a -10 penalty on Willpower
Tests.
Shield Robes
When not clad in their well-known power
armour, the Adepta Sororitas will often wear
their armoured robes. These are consecrated
mesh robes designed for both devotional study
and martial training. Traditionally worn by the
Orders Non- Militant in their support roles and
by noviciates as they are being instructed in the
ways of the Sisterhood, they act as secondary
clothing for a Battle Sister while their power
armour is being maintained or when they return
to their Convent. Eschewing regular clothing,
the robes and the power armour are typically all
a Battle Sister will wear.
Shield Robes are not limited to the Adepta
Sororitas. Clerics who fi nd themselves in
combat or who bring faith and fi re to the
enemies will also wear them. Often these robes
are stylized and detailed with images from the
lives of Saints or with iconography meaningful
to a single cult.

suit. If the wearer takes Critical Damage to the


Body from behind, consult the Power Unit
Critical Effects chart below (in addition to
normal Critical Effects). The problems continue
until the unit can be repaired with a
Challenging (+0) Tech-Use Test.

NOTE: Damaging Power Armour: Sororitas


power armour uses a fusion generator backpack
which can sustain power forever with proper
care. However, it is possible for the power unit
to be damaged, hindering or even disabling the

85

Expanded Armory

Sororitas Power Armour


Commissioned by Goge Vandire, it is the
only part of his legacy that was not removed
along with his head. Created initially by the
forges on Mars for the Adepta Sororitas, this
lighter power armour provides excellent
protection and increased strength with little to
no reduction in movement speed or agility. The
armour uses a similar power supply as the
armour for the Adeptus Astartes and does not
run out of power unless damaged. A Sister of
Battle within the Calixis sector is not typically
issued a helmet until she has proven herself.
Sororitas Power Armour adds +10 to the
users strength and the helmet includes an
integrated targeter (+5 to BS), a rebreather, and
a comm-link. Users with a Heavy weapon treat
it as Braced.

Expanded Armory

Verispex Armour
The Verispex Adepts on are individuals with
a unique perspective on the galaxy, a skewed
outlook gained by years of focused study. These
crime-teks do not require the same standard of
protective armour as frontline Arbitrators, yet
they are still operating alongside Arbites agents,
and must be clothed in garments that express
their standing. Verispex armour symbolically
resembles Arbitrator carapace armour, but is far
lighter and more comfortable. It contains a
variety of special tools and scanners, including
an auspex, chrono, combi-tool and data-slate. In
addition, the armour has storage space for
specialised tools, granting a +10 bonus
Awareness and Medicae tests made to find
information in the field (such as looking over a
dead body or tracing the trajectory of a bullet).
Verispex Helm
In order to comprehend the often mystifying
scenes left behind by the galaxys killers and
assassins, the Verispex Adepts employ a wide
variety of tools, custom crafted by Calixian
Manufactorums. Issued with the Adepts
Verispex armour, the Verispex helm is a
diagnostic and detective device resembling
prey-sight goggles mounted with a variety of
eyepieces and lamps. The helm employs a
number of polarised eyelenses and lume
frequencies to locate bloodstains and other
bodily fluids. The rare chemicals found in the
oceans of Landunder also allow the Verispex
helm to analyze scent and pheromone trails, an
invaluable tool for the Verispex Adepts working
beside the Calixian Arbites. Many Verispex
Adepts will attempt to acquire a Verispex helm
for their own use, especially when in the field
with an Inquisitorial cell.
The Verispex helm includes both infra-red
goggles and a photo-visor. In addition, the
Verispex helm adds +10 to Search and Tracking
Tests.
New Shields
Enforcer Riot Shield
These transparent circular shields have a
diameter of about 2 feet, and are constructed of

86

lightweight polycarbonate that offers


protection against impact attacks and limited
protection against many other types of assault.
Because the shield is attached at the wrist, an
Enforcer may prefer this shield over other
protection, as it keeps his hand free to operate
other equipment (such as a vox) or a pistol.
These shields offer +3 AP against attacks
made against the body and one arm from
weapons with the Primitive quality, and +1 AP
to attacks of all other kinds made against the
same areas. An Acolyte using an Enforcer riot
shield may still carry and manipulate objects in
his shield hand, up to pistol-sized weapons.
Synford Pattern Lockshield
The Arbites commonly make use of heavy,
ceramite shields during operations of all types.
These are rectangular plates, worn on one arm,
which are typically equipped with a heavily
armoured viewport that offers protection to the
operator. The Synford Lockshield is a
relatively standard example of the type, but
with one unusual and defining feature.
The lockshield, like most Arbites shields, is
designed with an armourglass viewport and a
firing port through which a basic or pistol
weapon can be fired without penalty. It also
contains a powered vox- ailer linked to the voxtorc of the most senior Arbitrator present,
allowing that officer to rebuke and remonstrate
over even the most deafening racket. It contains
mag-strips on both sides, which enable
prisoners to be secured directly to the shield by
magnacles. Its most unusual feature is its ability
to lock solidly with adjacent lockshields to
create an armoured wall behind which
Arbitrators can advance as a unit.
A lockshield requires one hand to use and
provides +4 AP to that arm and the torso of the
user. The shield is taller than most Arbites
shields, and as such can additionally provide
the +4 AP protection to the head when the user
is in motion, or the legs when stationary. The
shield can be locked using mag- trips to shields
adjacent to it; the Arbites use this to create
walled Lockshield formations during
particularly lethal riots, or to advance large
groups of Arbites down wide, fire swept
corridors.

Chaplet Ecclesiasticus
Every member of the Adepta Sororitas
carries a Chaplet Ecclesiasticus either around
her neck or her waist. Each adamantium bead
serves as a reminder of an act of penitence, but
in the case of very experienced Sisters each
bead could represent many more such acts. A
Sister who openly displays her Chaplet
Ecclesiasticus may re-roll any failed Charm
Tests made against members of the
Ecclesiarchy who are of equal or lower status
(as determined by the GM).
Cilice
These are garments and other accessories
designed to cause a level of discomfort when
worn. Examples include shirts made from
rough and/or coarse cloth, lengths of heavy
chain, belts of crude rope and unscraped hide or
coarse cloth, or garters of metal links adorned
with small hooks. Shirts are normally worn
under regular clothing, while the other forms of
cilice are strapped around the waist or limbs.
The purpose of a cilice is to remind the
wearer of the burdens he bears as a citizen of
the Imperium, as well as the trials and
tribulations endured by the Saints and the GodEmperor himself. A form of corporal
mortification, wearing a cilice is meant to bring
about a purification of the soul and serve as an
act of penance. Cilice are common on Feral
Worlds and, strangely enough among the

nobility of many Hive Worlds, although the


latter seem to consider wearing a cilice (usually
in the form of a shirt) to be a point of pride and
not humility.
A cilice does however help to focus the
characters mind and remind him of his
devotion to the God-Emperor. This has the
effect of granting a +10 on Willpower Tests to
resist Fear, Charm, Intimidation or other kinds
of social manipulation. However, characters
who adorn themselves with an excess of chains
and hooks or wear their cilice for longer then
the proscribed period of time (usually twice
their Toughness Bonus in hours) must make a
Toughness Test or suffer 1 Level of Fatigue.
Dialogous Staff
Many sisters of the Ordo Dialogous choose
to carry the Dialogous staff. Fitted with a Laud
Hailer and an audio recording device. It is
sturdy enough to be used in combat as a Staff
and grants a +10 to understand sounds at a
distance
Gene Printer
This compact piece of apparatus can be
worn as a backpack, and will provide (with
reasonable accuracy) confirmation as to
whether two pieces of biological residue come
from the same person. They are used by the
Arbites Verispex teams to prove guilt based
upon gene-spoor (hair follicles, skin, etc) left at
crime scenes. While many would-be criminals
decry this evidence as suspicious at best,
Lord Marshal Goreman asserts that the devices
are serviced regularly by trained Adeptus
Mechanicus personnel. Gene printers are
relatively simple devices, and lack the nuanced
power of the larger, holy Omnissian constructs
stored within the great altar-templums of the
Mechanicus. These legendary devices are said
to be able to unspool a supplicants genome all
the way back to ancient Terra, providing a
wealth of genetic information about him and his
entire line.
The gene-printer requires an Ordinary (+20)
Tech-Use Test to perform the proper rituals of
tek-obeisance. A success will confirm whether
or not two gene-spoor samples placed within
the device come from the same person. The
machine-spirits of gene-printers are relatively
simple, however, and at the GMs discretion,
complex genetic factors (genetic manipulation,
twins, xenos tampering, etc.) may interfere with
the result.

87

Expanded Armory

New Gear

Expanded Armory

Hospitaller Medicae Tools


The Order Hospitaller equips its Sisters with
the best battlefi eld medicine tools found
outside the Apothecaries of the Adeptus
Astartes. The kit has a variety of sacred oils,
unguents, surgical tools, and sterilisers to help
those who lay wounded in battle.
The Hospitaller Medicae Tools count as a
medkit, 2 doses of De-tox, and 2 doses of
Stimm. In addition the Sister Hospitaller may
amputate a damage limb (or what remains) and
inject a cocktail of drugs that provide succour
and cauterises the wound. The amputation is a
Hard (-10) Medicae Test. If successful the
patient is missing the limb but removes all
other effects caused by damage to the limb,
including Fatigue, Blood Loss and (per GM
discretion) heals 1d5 wounds suffered in the
loss of the limb.
Liber Heresius
Containing the collected writings,
philosophies, musings, sayings, and wisdom of
thousands of Witch Hunters of the Holy Ordos,
the Liber Heresius is the defi nitive guide to
heresy in all of its forms. It details the structure,
activities, and nature of many infamous
heretical cults, as well as how they were
detected and destroyed. Treatises can be found
on how to identify incipient heresy, the signs
and symbols commonly used by heretics, and
the various heretical creeds and mottos.
As can be expected, the tome is a closely
guarded secret among the Holy Ordos, who
realise that not only is the Liber Heresius an
excellent guide to the nature of heresy, its also
the perfect primer on how to start a heretical
cult and keep one hidden. The book is only
issued to those Witch Hunters who have proved
their loyalty and devotion and even then the
owner may be called upon to surrender his copy
at a moments notice.
The Liber Heresius normally appears as a
massive armoured book. The symbol of the
Ministorum is set into the outer cover and
contains a lock coded to the owners genetic
structure. The Liber Heresius provides a +20
bonus on Research Tests involving Forbidden
Lore (Cults, Heresy).
Litanies of Faith
These books come in a variety of forms,
ranging from massive tomes of hand-written
parchment to compact dataslates. They contain

88

the teachings of the Ecclesiarchy, with a special


emphasis on chants and hymnals. Compact
versions of the Litanies (concentrating
primarily on prayers) are common among the
possessions of Ministorum preachers.
A complete copy of the Litanies Of Faith
provides a +20 bonus on Research Tests
involving Common Lore (Ecclesiarchy) and
Scholastic Lore (Imperial Creed). Abridged
versions of the Litanies only provide a +10
bonus.
Lock Punch
A simple two-handed cylinder with a
salvaged grav-plate generator built in, the lockpunch is designed to quickly disable door locks.
The user presses the cylinder against the lock
and triggers the plate, which generates a
localized maelstrom of gravitic energies that
tear the lock (or occasionally the entire door)
apart. The user must be wary, however, as the
temperamental mechanism may backfire and
throw the user across a roomor into the
ceiling.
The most common form of the lock-punch is
crafted from stolen grav-plating found in long
forgotten corridors of Hive Subrique. It is
rumoured that the entire Hive was built on the
remnants of a Rogue Traders vessel, but more
level heads point to deep sea pressures as a
reason to install grav-plates deep within the
Hives infrastructure.
Using the lock-punch is a Full Round
Action. The user must press the devices barrel
against the lock and make a Challenging (+0)
Tech-Use Test. Success destroys a lock on a
standard door of AP 16 or less (this usually
includes thin rockcrete, iron, and steel).
Particularly flimsy doors, such as wooden ones,
are blown apart in their entirity. Tough doors
such as adamantium hatches or ceramite vault
doors cannot be affected by the lock-punch. If
the user rolls 4 or more Degrees of Failure, the
device misfires and it throws him 2d10 metres
away. This deals damage as if he had fallen
from the same height, and may have other
adverse environmental effects as well (such as
if the user is standing on a ledge!).
Good and Best Craftsmanship versions
throw the user 5 and 6 Degrees of Failure,
respectively. Poor Craftsmanship versions
impose a 10 on Tech-Use Tests.

Magnetic Harness
The Magnetic Harness finds use on many
Calixian worlds where Hive structures and
readily abundant metal surfaces are not
common occurances, or where an Explorer
must operate alone. The multiple magnets can
either be used as simple surfaces, or as
magnetic field generators of their own. The first
of their type were simple metal plates, strapped
to the arms, legs, and torso of the Arbitrators of
Iocanthos, but the system has long since been
refined by Calixian Tech-Adepts.
Each magnetic plate can be activated and deactivated individually, holding a weapon, piece
of equipment, or even a suspect to the plate.
Simple taps on the center of the plate set the
device to release when pressure is applied, or to
hold until the Explorer inputs a command
sequence.
An Explorer with a magnetic harness is
treated as having the Quick Draw Talent, usable
on any object stored on his magnetic harness. In
addition, if an Explorer has the Quick Draw
Talent he may also stow equipment weapons as
a Free Action.

Pinner
Scintillas Arbites make extensive use of
magnetic latches and holsters to carry their gear
and secure prisoners. To help foil their
operations, certain factions of the Kasballica
have invested in devices called pinners. These
coil-generators emit a charged fluctuating magfield. Though it does not magnetically charge
items itself, it greatly amplifies the power of
existing magnets.
Once activated, the device affects all
magnetic devices within 30 metres for 2d10
Rounds, supercharging them. Any attempt to
separate the magnet from the surface they are
attached to requires a Hellish (60) Strength
Test.
Good and Best Craftsmanship versions
increase the radius by 5 metres and 10 metres,
respectively. Poor Craftsmanship versions
decrease the radius by 10 metres.

89

Expanded Armory

Magnacles
These are magnetised handclampsa snapopen hoop constructed of hardened and
tempered steel that seals around a suspects
wrist and locks together using powerful
magnets. These same magnets (controlled by a
simple set of buttons operated by the keyholder)
allow suspects to be rapidly clamped to
lampposts, Rhino APCs, or other metallic
objects. The magnets are intensely powerful,
and almost impossible to separate from each
other or whatever they are attached to. Arbites
officers usually carry at least two pairs of these
on their person at any time, and most Arbites
vehicles contain dozens.
Magnacles are about as advanced and well
constructed as wrist restraints can get. All Tests
(Contortionist, Security, or even pure Strength)
to escape the bonds are always taken with at
least a Very Hard (-30) penalty, and take three
times as long as normal.

Expanded Armory

Vox-Pickup
These tiny devices, taking the form of black
boxes no larger than the joint of a childs
thumb, are technological wonders from a
forgotten age. They are capable of
eavesdropping upon any conversation within a
10-metre radius. They can either record up to
100 hours of such conversation, or directly
transmit them contemporaneously in short,
secure bursts to waiting receivers. The Arbites
make extensive use of this equipment to obtain
damning evidence against suspects. Enforcers
make use of similar devices, though usually
they are less sophisticated and easier to detect.
The Inquisition also has a great fondness for
these machines.
Activating a vox-pickup is a Full Action,
though they are so simple to use that no TechUse Test is required. Detecting an activated
vox-pickup is a far harder proposition: anyone
searching for one that has been planted must
make an Opposed Search Test, pitting his
Search Test against an Intelligence Test taken
by the person who concealed the vox-pickup.
At the GMs discretion, modifiers may be
applied for possessing equipment which can
detect burst transmissions, or for having
foreknowledge of the actual existence of vox
pickups in a given location.

better to smoothly affect the lucrative


transactions these underworld lords and ladies
thrive upon.
A privacy field generates a dome of
flickering blue light with a ten-foot radius that
cannot be seen through or eavesdropped upon.
The field offers no physical protection
whatsoever, other than visual cover. Each is
unique, usually mounted in a small handled
case or on a Servo-Skull.
Witch Cage
The Witch Cage is an ancient device created
on Veneris to control Psykers who would
otherwise be killed but who need to be kept
alive due to extreme circumstances. This simple
iron box is placed over the head of the psyker
and restricts both his vision and hearing. Runes
inscribed within stop the psyker from
effectively using his unholy gifts. In addition
the Witch Cage has dozens of rings and spikes
so that the psyker is easy to control by slapping
the cage or pulling on ropes looped through
rings.
A psyker wearing a Witch Cage deducts 4
from his effective Psy Rating, takes a -40
penalty to all Willpower and Willpower based
Tests and is considered Blind and Deaf.
New Ammunition

Vox-Privacy Field
Much in demand amongst the secretive
Kasballica crime lords, these energy fields
create a shimmering dome of force which
sound and light do not penetrate. These fields
are used to obfuscate their users from the
prying eyes of Arbites and Enforcers alike, the

90

Executioner Shotgun Shells


These rare and specialised shells (whose use
is often limited to the upper echelons such as
Judges and important members of the
Castigators and Mortiurges of the Adeptus
Arbites) contain miniaturised propulsion and
stabilisation systems allowing the shell to lock
on and track its target. The mechanisms that
achieve this are little understood and extremely
hard to replicate, and so remain within the
purview of those Magos-Munitorium that
provide the Arbites with their sanctioned and
ordained arms.
Effects: The weapon loses the Scatter Quality,
but adds +4 to its base Damage and +1 to its
base Penetration. Ballistic Skill Tests for shots
that miss at short or standard range may be rerolled, and the defensive value of any cover for
your target is ignored. When firing Executioner
rounds, the weapon may not be used for SemiAutomatic or Automatic fire.
Used With: Any Shotgun

Exitus Hellfire Rounds


The Hellfire round has devastating effects on
organic matter its core is filled with a vial of
mutagenic acid. Thousands of armour-piercing
micro-needles inject the target with this acid
upon impact, eating away flesh and metal alike
with horrific speed.
Effects: The weapon inflicts +1d10 damage and
may inflict Righteous Fury on any damage die
results of a 9 or 10. In addition, the weapon gains
the Tearing Quality.
These rounds are incredibly hard to come by.
Each successful check to obtain this ammunition
results in one clip of this ammo. It must be reacquisitioned and does not replenish inherently.
Used With: Exitus Pistol and Exitus Rifle
Exitus Shieldbreaker Rounds
This round is a specially-treated with a
psychically-charged imprint, and contains a
complex circuit of anti-phase technology that is
little understood even by the Mechanicus.
Effects: This ammunition ignores the Daemonic
Trait, any protection from a Psychic Power, and
the protection from any Field item. When this
round hits a target utilising a protective Psychic
Power and/or an item with the Field quality, that
Psychic Power and/or Field ceases to function for
1 Round.
These rounds are incredibly hard to come by.
Each successful check to obtain this ammunition
results in one clip of this ammo. It must be reacquisitioned and does not replenish inherently.
Used With: Exitus Pistol and Exitus Rifle

Exitus Turbo-Penetrator Round


The turbo-penetrator round is a hypervelocity,
adamantine jacketed shell surrounding a special
magno-sealed flux needle. These special rounds
are renowned for their ability to pierce nearly any
armour, and the hypervelocity shell wreaks havoc
upon any target, often by the secondary effects of
its passage through the targets molecular
structure.
Effects: The weapon inflicts +2d10 Damage and
adds +5 to its Penetration. In addition, the
weapon ignores any increase to a targets base
Toughness Bonus from the Unnatural Toughness
Trait (but does not ignore the Daemonic Trait,
nor the Toughness Bonus associated with that
Trait).
These rounds are incredibly hard to come by.
Each successful check to obtain this ammunition
results in one clip of this ammo. It must be reacquisitioned and does not replenish inherently.
Used With: Exitus Pistol and Exitus Rifle
High Grade Promethium
Most promethium is poorly refined or has
already been through the engines of a shuttle or
generator before it finds its way into the canisters
of a flamer; high-grade promethium, as the name
suggests, is of a much better quality and allows a
flamer to fire further with a cleaner jet. The
weapon adds 20 to its range.
Used With: Any Flame Weapon
Psybolt Ammunition
Psychically charged bolt shells tipped with
truesilver and etched with powerful rites, Psybolt
ammunition glows with an eerie blue light when
fi red from a bolt weapon. Any Bolt weapon
equipped with Psybolt ammunition ignores any
protective benefits the target has based on
psychic powers or Sorcery. In addition, the
weapon counts as Sanctifi ed and adds the Psy
Rating of the user to the damage dealt.
Used With: All Bolt Weapons
Psyflame Ammunition
The promethium used in flamers can be
replaced with the psychically charged
promethium, like that used in Incinerators, with a
few simple modifications that prevent undue
stress on the weapon. Flamer weapons equipped
with Psyflame Ammunition ignore any protection
based on psychic powers or Sorcery. The
weapons damage counts as Sanctified, and
targets in the weapons area of affect suffer a 5
modifier to the Agility Test to avoid the blast for
every point of Psy Rating of the user.
Used With: Any Flame Weapon

91

Expanded Armory

Exitus Ammunition
All Exitus ammunition (including all special
rounds) contain miniaturised cogitator targetingspirits that make them nearly impossible to avoid.
Any attempt to Dodge an attack from an Exitus
rifle or pistol suffers a 20 penalty.
Exitus rounds can also be programmed to selfdestruct. The rounds are disintegrated, consumed
as if destroyed by a virus, and leave no trace
behind.
Used With: Exitus Pistol and Exitus Rifle

New Weapon Upgrades

Expanded Armory

Combi-Weapon Mounting
This mounting allows the wielder to create a
Combi Weapon with two weapons that they
possess as opposed to purchasing one already
created. Any two basic ranged weapons or any
two pistol weapons can be combined into a
combi-weapon. First, select which weapon is
the primary weapon and which is the secondary
weapon. The primary weapon retains its
statisticsrate of fire, ammo capacity, and so
forthwhile the secondary weapon has its clip
size reduced to one and its rate of fire becomes
S//. The weight of the new, combined
weapon is equal to the weight of the primary
weapon plus half the weight of the secondary
weapon.
Upgrades: Any two Basic Ranged weapons or
any two Pistol weapons.
Customization Kit
This kit allows the user to modify and tweak
the specifications of the weapon in such a
fashion that is individually tailored to the
owner's needs. This grants the Customized
Quality to any weapon with this upgrade.
Upgrades: Any ranged weapon
Devastating Heraldry
A multitude of heraldry now covers the
weapon, making it more devastating when used
as an improvised weapon and making those
weapons designed for melee altercations all the
more deadly. Ranged Weapons with this
upgrade count as an Unbalanced Sword in close
combat. Melee weapons with this upgrade gain
+1 Damage.

92

Dipole Mag-Lock
For Explorers in power armour, mag-locks
are as common as holsters for securing
weapons. The typical mag-lock consists of
strong electromagnets near a suit of power
armours surface, and mirrored magnets on the
weapon to be attached. A dipole mag-lock can
reverse its magnetic field to literally propel the
weapon into the wielders hand. This is
typically accomplished by embedding small
proximity triggers in the glove of the weapon
hand that cause the magnet to reverse polarity
when brought near it. However, versions using
verbal and more sophisticated somatic cues also
exist.
A dipole mag-lock grants the Quick Draw
Talent for the upgraded weapon. If the character
already has Quick Draw, he may draw his
weapon as part of a Parry, allowing him to go
from unarmed to deflecting an enemy blade
with his own in the blink of an eye.
Upgrades: Any Pistol or Basic ranged weapon,
or any melee weapon that may be wielded in
one hand
Electromagnetic Enhancement
A series of Electromagnetic Emitters are
placed within the barrel of a firearm,
augmenting any ammunition, projectile, or
energy beam passing through. Any weapon
with this upgrade gains +3 damage and +2
Penetration, and loses the Primitive Quality if it
has it.
Upgrades: Any Ranged Weapon

Lasgun Variable Setting


The Lasguns in use by the Imperium utilize
a standard power pack, and with a modification
attachment can be made to be more tactically
flexible. This attachment comes with a variable
setting option, allowing it to fire higherpowered bursts. It may be changed to
overcharge mode, dealing +1 Damage, but
using two shots worth of ammunition per shot
fired. Further, the lasgun may be changed to
overload mode, dealing +2 Damage and gaining
+2 Penetration. In this case, the lasgun uses
four shots of ammunition per shot fired, loses
Reliable, and gains Unreliable.
Upgrades: Any Pistol or Basic Las Weapon
Laud Hailer Attachment
Equipped with a vox system that blasts
Imperial battle hymns, weapons with this
upgrade strike terror into any foolish enough to
charge them. When using the Suppressing Fire
action, any weapon with this upgrade applies a
-10 penalty to all tests made to resist pinning.
Upgrades: All weapons capable of Suppressing
Fire

Precision Barrel
A longer and more precisely machined barrel
allows the shots fired from the weapon it is
installed in to fire longer ranges with increased
accuracy. Increase the weapon's range by 10
meters.
Upgrades: Any Ranged Weapon
Power Field Emitter
An ancient and powerful piece of
technology, this emitter produces a Power Field
that envelops the blade of any weapon it is
affixed to. Any weapon with this upgrade gains
the Power Field Quality and increases it's
Damage and Pen by 2.
Upgrades: Any Melee Weapon without the
Power Field Quality
Shock Emitters
A series of electrical shock emitting
attachments, these allow the wielder to more
easily take down foes. A weapon with this
upgrade gains the Shocking Quality.
Upgrades: Any Melee Weapon
Targeter
Expensive, heavy and rarely used except by
elite forces, a targeter uses a variety of guidance
cogitators and omni-sights to improve accuracy.
These upgrades are normally hard-wired into a
specific weapon for maximum efficiency.
Commonly viewed as adding to the weapons
machine-spirit, they create an even closer bond
between gunner and gun. A targeter grants a
+10 bonus on all Ballistic Skill Tests made with
the weapon.
Upgrades: Any Basic, Pistol, or Heavy Weapon

93

Expanded Armory

Extra-Large Duplex Magazine


This modified magazine system is capable
of holding an enormous amount of ammunition,
and is available in a wide variety of styles,
including magazines, ammunition belts, and
high yield batteries. Weapons with this upgrade
double their Clip size.
Upgrades: Any Ranged Weapon

New Armor Upgrades

Expanded Armory

Ecclesiarchal Overlay
Comprised from the extensive
Ministorumapproved iconography, engraved
prayers, mottos, and purity seals, an Overlay
can be applied to any normal suit of armour.
Aside from marking the wearer as a devout
follower of the God-Emperor, it also grants +10
bonus to Command and Fellowship Tests when
the character seeks to inspire, lead, and rally the
faithful.
Upgrades: Any Armour
Hexagrammatic Wards
Powerful wards, null-psy lattice circuits and
prayers of protection are woven into armour
carrying this upgrade, often visually represented
by ornate carvings and graven icons
embellishing its surface. Armour upgraded in
this way serves not only to protect the wearers
body but also their soul.
Armour with this upgrade provides it wearer
with a +20 bonus on Tests made to resist any
direct psychic attack or manipulation used
against them. Additionally, the armour provides
double the Armour Points against attacks of
psychic force or warp energy that directly deal
Damage (such as the Psychic Blade or Fire Bolt
powers), and keeps its value against attacks
made with the Warp Weapon effect.
Upgrades: Any fully encompassing suit of
armour.
Power Armor Microfusion Power Supply
This power supply is constructed utilizing
the same methods as the power packs utilized
by the Adeptus Sororitas and the Adeptus
Astartes. Utilizing an arcane power source not
fully understood, this allows suits of Powered
Armour to function indefinitely. Limitations on
oxygen and other consumable concerns do not
change.
Note: Damaging Microfusion Packs
Microfusion generator backpacks can
sustain power forever with proper care,
however it is possible for the power unit to be
damaged, hindering or even disabling the suit.
If the wearer takes Critical Damage to the Body
from behind, consult the Power Unit Critical
Effects chart below (in addition to normal
Critical Effects). The problems continue until
the unit can be repaired with a Challenging
(+0) Tech-Use Test.
Upgrades: Any Power Armor

94

Column 2

Cranial Armour
Inserted just beneath the skin, Cranial
Armour adds an extra level of protection that
could be the difference between life and death.
Cranial Armour adds +1 to any armour on the
head, stacking with other types of armour as
well as Talents that provide Armour Points
(such as The Flesh is Weak). Poor- uality
Cranial Armour is crude and obvious,
permanently reducing the users Fellowship by
1d10. Good-Craftsmanship Cranial Armour
adds an additional +1 (for a total of +2)Armour
to the head.
Enhanced Potentia Coil
Designed as a more heavy-duty replacement
for standard internal power units, the Enhanced
Potentia Coil can be taxed at a far greater level
in order to enhance the many abilities common
to members of the Machine Cult. Installation of
an Enhanced Potentia Coil involves difficult
and invasive surgery, and thus the time taken to
add the Enhanced Potentia Coil is 1d5+1
weeks. Poor- Quality Enhanced Potentia Coils
leave the user with a noticeably hunched form,
permanently reducing their Agility by 1d10. An
Enhanced Potentia Coil can be used for all of
the following benefits:

Luminen Blast/Luminen Flare: Gain


+1d10 Damage, a Penetration value
equal to the users Willpower Bonus,
and the Shocking Quality.

Luminen Shock/Luminen Surge: Gain a


Penetration value equal to the users
Willpower Bonus as well as the
Shocking and Tearing Qualities.

Luminen Shield/Luminen Barrier: Can


be activated as a Reaction.

Luminen Charge: Tests are 2 steps


easier (i.e. Hard (20) Test becomes
a Challenging (+0) Test).

Maglev Grace/Maglev Transcendence:


Maintaining these abilities becomes
a Free Action. Maglev Grace can be
performed once every 6 hours.
Maglev Transcendence can be
performed twice every 6 hours.

Electrical Succour: Takes half a minute


to conduct and becomes an Easy
(+30) Toughness Test.

Ferric Lure/Ferric Summons: Become


Free Actions.

Karrikan Lock-Arm
On the high gravity world of Karrik, the
Arbitrators must augment their armour and
equipment with powerful servomotors to
operate outside of the orbiting Precinct
Fortress. The tithe of Ogryns to the Imperial
Guard regiments is constantly under threat by
slavers who see the worlds location on the
outskirts of the sector as a sign of easy prey.
While the enhanced power armour of the
Arbitrators and Judges who serve there has
suited them well over the last century, the LockArm has become a right of passage for local
Adeptus Arbites personnel.
Those Ogryn who have fallen under the
sway of slavers make excellent body guards,
and while easily tricked, they are violent and
potent melee combatants. When they turn their
formidable mass to an Arbitrator, armour can
sometimes prove useless. The Ogryn will often
attempt to tear off the arm of a subject,
mangling it within the power armour in the
process.
It is in this way that many Karrikian
Arbitrators come to possess a Lock-Arm, a
powerful servo- nhanced augmetic that is
powerful even by the standards of an Ogryn. In
addition to the enhanced strength, the arm
contains dozens of magnetic field generators,
and reactive grapple stakes. Such a powerful
cybernetic would otherwise be torn from the
body of the user, or they would be lifted from
the ground. When required, the arm fires the
stakes or magnetic grapples to nearby supports
at multipe angles, bracing against a more sturdy
frame, allowing a unnaturally strong suspect to
be restrained without harming the user.
A character with a Karrikian Lock-Arm is
treated as having Unnatural Strength (x3) for
the purposes of grappling or restraining a target.
In addition, the user gains a +20 bonus to
Strength when making melee attacks using the
arm.

95

Expanded Armory

New Cybernetics

Expanded Armory

Landrian Revealer
The Cyber-Mastiff s of Hive Subrique are
well known for their augmented gene-spoor and
scent tracking abilities. Several attempts have
been made to create portable versions of the
device, but none have met with any success
among the Calixian Adeptus Mechanicus.
Refusing to believe that such a thing was
impossible, Tech-Wright Ontuo began a
lifelong quest to uncover the secrets of the
chemicals in the oceans of Landsunder, and to
unlock their detection secrets. The end result
was the Landrian Revealer.
Rather than processing the data through a
cogitator, the Landrian Revealer fills the users
eyes with phero-conductive chemicals, literally
allowing him to see scents and other biological
markers. This augmetic is typically installed on
a single eye, so that the user may still choose to
see the world normally most of the time.
A character equipped with a Landrian
Revealer gains the Heightened Sense (Smell)
and Talented (Tracking) talents. In addition,
when blinded he may locate targets by their
smell and only suffers a -10 penalty to Ballistic
or Weapon Skill tests. It is a half-action to flood
the eye with chemicals, activating the device.
Good Quality versions of the Landrian
Revealer impose no penalty to Ballistic Skill
and Weapon Skill Tests when blinded. Those of
Best Quality also include powerful Photovisors
or Infra-Red goggle augmentations.
Malfian Dermaguise
Imposters from around the Calixis Sector
routinely make a pilgrimage to Malfi to see one
of the few surgeons capable of performing a
unique, painful, and dangerous operation.
Hundreds of electro-flexible plates are inserted
beneath the subjects skin, and linked into a
series of micro-servos. Using
a data-slate, the subject is able to manipulate
the plates so that his facial structure is
reshaped.
The process is extremely painful; many
users of the Malfian Dermaguise become
addicted to drugs to help compensate for the
pain. The movement of the plates can tear
through the skin or stretch flesh in odd ways.
After using the Dermaguise it often takes days
for the skin to heal around the new form
properly, although minor alterations can heal
much quicker. Over-use of the device can
damage muscles and facial tissue, even

96

rendering a subject unable to make normal


facial expressions without using the device.
It requires 5 rounds and a Challenging (+0)
Tech-Use Test to change the users visage,
which grants a +20 bonus to any Disguise Tests
made to impersonate another person and causes
1 level of Fatigue. This bonus increases to +30
after the Fatigue has been removed (as the
stretched skin heals). If the Tech-Use Test is
failed, the user suffers 1 point of Tearing
Damage (not reduced by Toughness) per
Degree of Failure as his muscles are strained
and his face is torn open by metal. If the test is
failed by more than 3 Degrees of Failure, the
user must succeed on a Hard (-20) Toughness
Test or lose 1d5 Fellowship as his face is
permanently damaged. The process of facial
reconfiguration may be shortened from 5
rounds to as little as 1 round, but every round
reduced imposes a cumulative -10 penalty to
the Tech-Use Test.
Good Quality versions of this augmetic
include small pigment scrubbers strategically
placed all over the body, allowing the user to
darken or lighten his skin tone as well. There
are no Best Quality versions of this augmetic.
Mechadendrite Stabilizers
The Lathes are known for mysterious and
frequent gravity shifts, which can overcome
even experienced Tech-Priests when they are in
areas not properly shielded with additional grav
plating. Years of study indicated that replating
the myriad facilities would be impractical, so
many in the far edges of the system began
surreptitiously developing a radical
mechadendrite design to aid in their work.
Instead of adding additional manipulation
capabilities, pairs of gyroscopically stabilised,
heavily clawed talons can anchor a Tech-Priest
firmly onto a surface, where he can conduct his
furtive research more peacefully. Though
somewhat heretical, more and more are
appearing across the Lathe Worlds.
Lathes Stabilisers require a Half Action to
activate or deactivate. Once active, if the
Acolyte remains in place, he counts as being
Braced and gains the Sturdy Trait. The Acolyte
also ignores modifiers to his Movement in areas
of High, Low, or Zero Gravity and in areas with
Tremors or other uncertain stability, as well as
gaining a bonus to Climb Tests. The
Mechadendrite Use (Utility) Talent applies to
this Mechadendrite.

any one weapon on the harness. The


attachments on the Perinetus-pattern ServoHarness can be swapped out for other items,
such as other forms of Mechadendrites,
Bulkhead Cutters, and even full-sized ServoArms. The Talents Mechadendrite Use
(Weapon) and (Utility) are required in order to
use a Perinetus-pattern Servo-Harness, and the
user must possess the Mechanicus Implants
Trait.
Servo Claw
A large number of Mechanicum
technologies, such as Manipulator
Mechadendrites and Servo-Arms, are designed
for a specific practical purpose; whatever use
they have as a weapon is often secondary and
incidental. The Servo-Claw is the opposite, a
form of Mechadendrite designed purely for its
combat applications that can also be used as a
makeshift tool. Consisting of tightly wound
bundles of synthetic muscle fibres contained
within a small metal framework, the ServoClaw ends in a sharp, serrated claw that can cut
through armour and snap bones with
remarkable ease, leaving the users hands free
for other matters.
A Servo-Claw is usually mounted at waist
height, as not to interfere with the movement of
the arms or any other Mechadendrites. It can be
used to make any normal Attack Action as if it
were a regular Melee weapon, or can be used to
make a Standard Attack as a Reaction (but
never both in the same Round). This attack is
made with the users Weapon Skill, and deals
1d10+12 Rending Damage with a Penetration
of 4 and the Tearing Quality. The servo-claw
never adds the Strength of the user to its
Damage. It can be used to grip and lift objects
using its Strength of 60 and Unnatural Strength
(x2) Trait, and can be used as a makeshift
Manipulator Mechadendrite, with a 10 penalty
to all associated Tests. The Mechadendrite Use
(Utility) Talent applies to this Mechadendrite.

97

Expanded Armory

Perinetus-Pattern Servo-Harness
As one of the main voidship construction
and repair facilities within the Calixis Sector,
forge world Perinetus has developed numerous
adaptive technologies to make working in zerogravity environments easier and more efficient.
One such device is the Perinetus-Pattern ServoHarness, a large, backpack-like cybernetic that
gives its user the ability to carry and use more
tools simultaneously as they float around
damaged and unfinished vessels. Additionally,
small manoeuvring thrusters sprout from
various points across the harness, allowing for
greater control in environments without gravity.
At a minimum, each Perinetus-Pattern
Servo-Harness consists of one Manipulator
Mechadendrite, one Utility Mechadendrite, a
Combi-tool, a Fyceline Torch, and a Plasma
Cutter. The torch is identical to a Flamer. The
plasma cutter can burn through a metre of
adamantine plating up to 20 centimetres thick
every minute (thinner material can be cut
through faster); it may also be used as a Plasma
Pistol with a Range of 10m. A Perinetus-pattern
Servo-Harness also has several manoeuvring
thrusters, that grant the user the Flyer (6) Trait
when used in areas with very low or no gravity.
A character with Talents that allow him to
make Multiple Attacks may use any weapon (or
equivalent) on his Perinetus-Pattern ServoHarness for any of the attacks he would
normally be allowed, subject to all normal
limitations including weapon Class.
Additionally, the user may use his normal
Reaction to make a single shot or strike with

Expanded Armory

98

99

Expanded Armory

Chapter 6: Expanded Vehicles

Expanded Vehicles

This section of the supplement adds in


multiple new Vehicles for purchase and use.
The statistics presented here are largely from
the armories of the Imperial Guard and can
pack some serious firepower. As such, you may
want to carefully consider allowing players to
purchase these conveyances.
To fully utilize this section of the
supplement you will need the Vehicle rules
presented in the Rogue Trader Supplement Into
the Storm. This section does not cover rules of

100

how vehicles function in the rules, only


presents new options.
In addition, weapon statistics are not
included in the initial vehicle stat block. The
statistics for emplacement weapons can be
found in the Rogue Trader Core Rulebook and
the Ranged Weapons Section of this
supplement. Vehicle Weapon Statistics are
included later in this chapter on page 126.
I hope you enjoy these new additions to the
Rogue Trader vehicle lineup!

The Atlas is a heavily stripped down variant of the Leman Russ used for towing immobilised or
damaged vehicles to safety. The Atlas engine is powerful enough to tow a fully-loaded Leman Russ, and
can even tow something as large as a Baneblade when matched with three or four other recovery vehicles.
The Atlas performs its tasks by means of its heavy duty winch and hydraulic spade, both of which allow
the Atlas to stay steady during recovery operations and pull even the most crippled vehicles from ditches
or craters. Atlas Recovery Vehicles also assist with field repairs as their ability to lift stricken vehicles
gives Enginseers the chance to restore what would normally require a full repair facility. With no turret
and little armour to speak of, the Atlas is extremely vulnerable to enemy attack and thus tends to wait in
reserve until called upon.
Type: Tracked Vehicle
Cruising Speed: 40 kph
Structural Integrity: 35
Armour: Front 28, Side 18, Rear 16
Carrying Capacity: n/a

Tactical Speed: 14m


Manoeuvrability: -10
Size: Massive
Crew: Commander, Driver, Operator

Weapons

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Ground Vehicle: This vehicle follows all the rules for Ground Vehicles

Reliable: All tests made to repair this vehicle gain a +10 bonus

Repair Winch: Decreases the difficulty of repairing other vehicles by one step (ex: A Hard (-20)
test would become Difficult (-10))

Towing: May tow a single vehicle up to Massive Size, two may move an Immense, four may
move Monumental or Larger. When more than one Atlas tows in unison their speeds are
halved and they suffer an additional -10 to Manoeuvrability. Attaching the winch takes 24 Full
Actions (2 minutes) and the Atlas must remain stationary.
Availability: Very Rare

101

Expanded Vehicles

Atlas Recovery Vehicle

Bane Wolf Chem Tank

Expanded Vehicles

An exceptionally lethal variant of the Hellhound Flame Tank, the Bane Wolf replaces the inferno
cannon with a short ranged chemical spray cannon. Each burst from the chem cannon sends a cloud
of toxin so potent that it can melt armour and dissolve flesh. More pervasive than even the best
types of promethium, the chem cannon is usually the best weapon for dislodging heavily entrenched
infantry. The effects of the toxins are horrifying to behold, and exposed infantry often give the Bane
Wolf a wide berth, letting it go about its grizzly work before following up the advance.
Type: Tracked Vehicle
Cruising Speed: 70kph
Structural Integrity: 30
Armour: Front 30, Side 28, Rear 18
Carrying Capacity: n/a

Tactical Speed:
Manoeuvrability:
Size:
Crew: Commander, Driver, Gunner

Weapons

Turret Mounted (All Facing): Chem Cannon

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Enhanced Motive Systems: This vehicle may move twice their tactical speed as a half
action and may move three times tactical speed as a full action. This applies to the Floor
It! Action and causes the vehicle to move three times tactical speed.

Extremely Volatile: Double the chance of exploding when this vehicle catches fire, on
explosion all those in the blast must make a Difficult (-10) Agility Test or catch fire.

Ground Vehicle: This vehicle follows the rules for Ground Vehicles

Noxious Fuel: In addition to being extremely flammable, the Bane Wolf utilzes fuel with
toxic fumes. If the Bane Wolf is ruptured, all those within the flame radius must make a
Challenging (+0) Toughness Test or take 1d10 Toxic damage ignoring Armor.

Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the
result rounding up. This does not affect rolls on the critical hit chart from Righteous
Fury.
Availability: Extremely Rare

102

The Baneblade is easily one of the most dangerous vehicles on the battlefields of the 41st Millennium.
Colossal vehicles, Baneblades make Leman Russ battle tanks look tiny and pathetic in comparison, and
the morale boost from seeing one of these metal leviathans can never be underestimated. Baneblades are
bristling with weapons and can engage more targets by themselves than most vehicle squadrons. Their
armour is nigh on impenetrable to small arms fire and they can shrug off hits that would core even a
Leman Russ Demolisher.
A Baneblades main weapon is the huge baneblade cannon. Firing a specially designed rocketpropelled warhead, it can remove entire chunks of the battlefield in fiery plumes of death and destruction.
An autocannon is slaved to the main cannon in a co-axial mount, mainly used to guide the larger guns
shots. However, unlike some superheavy vehicles, the Baneblades arsenal does not end with its primary
weapon. A hull-mounted demolisher cannon gives the Baneblade added punch at shorter ranges and a trio
of twin-linked heavy bolters give it the defensive firepower of an entire squadron of Leman Russ. Finally,
two strategically placed lascannon turrets give the Baneblade protection against flanking vehicles,
especially walkers, who can often turn the Baneblades sluggish speed against it.
To be the commander of a Baneblade is to be a god among other tank crews. Baneblades are always in
high demand and most Imperial Guard armies will be lucky to have one in their service, let alone a full
squadron. However, even one Baneblade can turn the tide of a losing battle, or make the break in a vital
siegethere is almost nothing that can stand in a Baneblades way.
Type: Tracked Vehicle
Cruising Speed: 25kph
Structural Integrity: 120
Armour: Front 45, Side 38, Rear 30
Carrying Capacity: n/a

Tactical Speed: 8m
Manoeuvrability: -30
Size: Monumental
Crew: Commander, Driver, 5 Gunners, 2 Support

Weapons

Turret Mounted (All Facing): Baneblade Cannon with mounted Auto Cannon

Hull Mounted (Front Facing): Demolisher Cannon

Turret Mounted (All Facing): Twin-Linked Heavy Bolter

2 Sponson Mounted (Left/Right Facing): 2 Twin Linked Heavy Bolters

2 Turret Mounted (All Facing): 2 Lascannons

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Command and Control: +10 to command tests while in this vehicle

Damage Control: When this vehicle takes critical damage the result may be re-rolled, but the
second result stands. Putting out fires in this vehicle is a free action.

Ground Vehicle: This vehicle follows the rules for ground vehicles

Ponderous: May not use the Floor It! Action and moving tactical speed requires a Full Action.

Problematic Targeting: The Baneblade's size is so great that any All Facing weapon may have
difficulties targeting certain enemies as their line of site will be blocked.

Improved Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve
the result rounding up. This does not affect rolls on the critical hit chart from Righteous Fury.
If a Mechanic is stationed onboard this rule applies to Righteous Fury rolls as well and
provides a +20 bonus to put out all fires.

Super-Heavy: This vehicle may drive over obstacles 5 meters high or bulldoze it's way through
walls, forests, or medium size buildings with no negative effects.
Availability: Unique

103

Expanded Vehicles

Baneblade

Baneblade (Continued)

Expanded Vehicles
104

Showing just how multi-purpose the basic Chimera chassis is, the Basilisk is not a transport vehicle at
all but is instead the premiere artillery unit of the Imperial Guard. Entire sectors have had their fates
decided by the power and roar of the Basilisks mighty earthshaker cannon, and, true to its basic
construction, it remains one of the more versatile artillery units available to Guard commanders.
Basilisk batteries are capable of flattening entire cities, decimating tank formations and cutting a
swathe through massed ranks of advancing infantry. This ability stems from the earthshaker artillery shell,
a type of ordnance so potent and so powerful that it tends to literally shake its targets apart. Destroying
the enemies of the God-Emperor is not the only thing a Basilisk can do, as its main gun can fire a variety
of shells in order to support its fellow infantry. Illumination shells can carpet battlefields in daylight,
forcing heretics and xenos alike out of the darkness, and smoke shells can keep Imperial Guard infantry
and tanks safe as they advance towards their targets. With abilities like these, the Basilisk becomes more
than just another artillery pieceit becomes a vital part of the Imperial Guard war machine.
Type: Tracked Vehicle
Cruising Speed: 35 kph
Structural Integrity: 40
Armour: Front 30, Side 18, Rear 16
Carrying Capacity: n/a

Tactical Speed: 12m


Manoeuvrability: -15
Size: Massive
Crew: Commander, Driver, Gunner, Loader

Weapons

Fixed Turret (Front Facing): Earthshaker Cannon

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer

Pintle (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Ground Vehicle: This vehicle follows the rules for ground vehicles
Availability: Extremely Rare

105

Expanded Vehicles

Basilisk

Centaur Carrier

Expanded Vehicles

Easily one of the smallest vehicles employed by the Imperial Guard, the Centaur Carrier is an
exceptionally versatile vehicle that uses speed and a uniquely modular design to fulfil a number of
roles. Centaurs act as command crew transports, supply transports and communication vehicles, but
they most often find use as towing vehicles for field artillery as well as transporting the gun crews
that operate these weapons. The Centaur itself has few weapons, often just a single pintle mount,
but its hull incorporates a modular weapon mount adapted for numerous weapon types. This makes
it an ideal transport for small units of well-equipped infantry, such as Storm Troopers or Grenadiers.
Not considered fighting vehicles, Centaur crews tend to fall back from concentrated pockets of
enemy resistance using their high speed to get away quickly.
Type: Tracked Vehicle
Tactical Speed: 20m
Cruising Speed: 110 kph
Manoeuvrability: +10
Structural Integrity: 25
Size: Enormous
Armour: Front 25, Side 16, Rear 12
Crew: Driver, Gunner
Carrying Capacity: 5 Explorers plus wargear
Weapons

Pintle Mounted (All Facing): Heavy Stubber


Special Rules

Artillery Towing: Centaurs may tow Artillery Pieces up to Massive Size, though it halves
the vehicles speed and applies a -20 penalty to Manoeuvrability. Coupling and
uncoupling a piece takes 12 full actions (1 minute) and the Centaur must remain
stationary during this time.

Enhanced Motive Systems: This vehicle may move twice their tactical speed as a half
action and may move three times tactical speed as a full action. This applies to the Floor
It! Action and causes the vehicle to move three times tactical speed.

Ground Vehicle: This vehicle follows the rules for ground vehicles

Modular Weapon Mount: The Centaur is equipped with a modular front weapon mount
that can be fired by the passengers in the vehicle. The mount can accept a Heavy
Stubber, Heavy Flamer, or Grenade Launcher.

Open Topped: Crew of this vehicle may be targeted with the Called Shot action

Reliable: Tests made to repair this vehicle get a +10 bonus


Availability: Very Rare

106

More than a simple armoured personnel carrier, the Chimera is both a transport vehicle and light tank,
and its dependable frame and universal design forms the backbone of the Imperial Guards armoured
might.
The Chimera is designed to transport a full squad of Guardsmen into the thick of the fighting, whilst
still providing support in the form of heavy firepower. The Chimeras heavily armoured front makes it
ideal for head-on assaults where lines of Chimeras can form an exceptionally effective spearhead, backed
up by the infantry within them.
The Chimeras success is also down to its versatility. More vehicles are based upon the Chimera
design than any other, from command tanks like the Salamander to self-propelled artillery like the
Medusa. Even the basic Chimera itself has many variants, and its modular turret and hull mounts can be
adapted to a number of different weapon configurations to ensure a level of tactical flexibility not
normally achievable with other Guard vehicles. The Chimeras adaptability is such that many other
organisations, such as the Inquisition and the Adeptus Arbites, also employ the vehicle, making it one of
the most ubiquitous designs in the galaxy.
Type: Tracked Vehicle
Cruising Speed: 70kph
Structural Integrity: 35
Armour: Front 30, Side 22, Rear 16
Carrying Capacity: 12 Explorers plus gear

Tactical Speed: 15m


Manoeuvrability: +0
Size: Massive
Crew: Commander, Driver, Gunner

Weapons

Turret Mounted (All Facing) Weapon (Choose One): Multi-Laser, Heavy Bolter, Heavy
Flamer, Autocannon

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Amphibious: This vehicle treats bodies of water as open ground

Firing Ports: This vehicles has ports (3 per side) that the occupants of the vehicle may use to
shoot at enemies outside of the vehicle.

Ground Vehicle: This vehicle follows the rules for ground vehicles

Reliable: Tech-use tests to repair the vehicle gain a +20 bonus


Availability: Very Rare

107

Expanded Vehicles

Chimera Armoured Transport

Cyclops Demolition Vehicle

Expanded Vehicles

A diminutive vehicle that none would ever describe as a tank, the Cyclops Demolition Vehicle
is a remote controlled siege weapon packed with an inordinate amount of high explosives. Upon
command the Cyclops detonates with a thunderous crack, ripping apart fortifications and
annihilating exposed infantry over a large area. However against the heavily entrenched forces of
the Severan Dominate, the Cyclops more often find itself deployed for mine and tank trap clearance
despite its overwhelming explosive power. The small size of the Cyclops allows it to fit inside the
hulls of Chimeras, Crassus Armoured Assault Transports and even Valkyries. Always in high
demand and low supply, the Cyclops holds a special place in many Spinward Front regiments.
A Cyclops Demolition Vehicle takes up the equivalent space of 5 Guardsmen (so a Chimera
could carry two Cyclops Demolition Vehicles and the two Guardsmen that control them) although
due to their weight a Valkyrie can only ever carry a single Cyclops.
Type: Tracked Vehicle
Cruising Speed: 42 kph
Structural Integrity: 10
Armour: Front 10, Side 10, Rear 8
Carrying Capacity: n/a

Tactical Speed: 12m


Manoeuvrability: -10
Size: Average
Crew: n/a

Weapons

Integrated Explosive: Cyclops Demolition Charge


Special Rules
Extremely Volatile: Double the chance of exploding when this vehicle catches fire, on
explosion all those in the blast must make a Difficult (-10) Agility Test or catch fire.
Ground Vehicle: This vehicle follows the rules for Ground Vehicles
Ponderous: May not use the Floor It! Action and moving tactical speed requires a Full Action.
Remote Controlled: Must be driven via remote at a range of 200m utilizing the Tech-Use Skill
to operate. This requires the actions of the operator and range may be impeded by walls or
inclement weather. Detonating the Demolition Charge is an attack action and destroys the
Cyclops in the process. If it would explode, use the Demolition Charge statistics instead of
the normal critical rules. The Cyclops is destroyed immediately upon suffering a Righteous
Fury.
Availability: Rare

108

Criticised for its lack of firepower, the Griffon Heavy Mortar is something of a rarity among dedicated
artillery regiments. The heavy mortar lacks the punch of its larger cousins such as the earthshaker or
bombard, and the heavy mortars significantly reduced range makes it ill-suited to the task of sustained
suppressive barrages. Nevertheless as an infantry close support weapon the Griffon shines above more
cumbersome artillery pieces, and as each individual shell tends to be smaller the vehicles rate of fire is
much higher than more traditional barrage weapons. The Griffons main strength is its versatility, and the
heavy mortar is capable of utilising many different shell types. The siege shell is unique to the Griffon, its
specialised design allowing it to burrow into the ground before exploding, concentrating the blast within
a smaller area and giving it greater armour cracking potential.
Type: Tracked Vehicle
Cruising Speed: 70kph
Structural Integrity: 40
Armour: Front 30, Side 18, Rear 16
Carrying Capacity: n/a

Tactical Speed: 15m


Manoeuvrability: +0
Size: Massive
Crew: Commander, Driver, Gunner, Loader

Weapons

Fixed Weapon (Front Facing): Griffon Heavy Mortar

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Ground Vehicle: This vehicle follows the rules for Ground Vehicles

Open Topped: Crew of the vehicle may be targeted with the Called Shot action
Availability: Very Rare

109

Expanded Vehicles

Griffon Heavy Mortar

Hades Breaching Drill

Expanded Vehicles

Not a true tank by any means, the Hades Breaching Drill is essentially a piece of mining
equipment commonly found within combat engineer regiments. Consisting of four diamantinetipped rotary power cutters and a high-power melta-cutter, the Hades can plough through just about
any surface. The Hades is used to grind through massive walls and other obstructions, usually in
underground tunnels to guard its crew from enemy fire as it is brought into position. Piloted through
man-made, braced tunnels, the Hades acts as the final blow, boring through rockcrete, plasteel, and
adamantium with equal ease. This unique ability gives the Hades its role as a subterranean ambush
vehicle. With a single command the small vehicle rips into fortified enemy positions from beneath,
scattering defenders in a maelstrom of dust and sprays of near-molten rock. Moments later the
Hades attendant combat engineers swarm the breach, securing the position before the enemy has
regrouped. Across the Spinward Front the regiments of Krieg make the most use of the Hades, and
the small vehicle has a proven track record against the forces of the Severan Dominate. However,
against the unpredictable nature of the Orks and nimble raiding parties of the Dark Eldar, the Hades
is often of little use.
Type: Tracked Vehicle
Cruising Speed: 25 kph
Structural Integrity: 20
Armour: Front 30, Side 16, Rear 16
Carrying Capacity: n/a

Tactical Speed: 10m


Manoeuvrability: -15
Size: Enormous
Crew: Driver

Weapons

Emplacement: Fixed Rotary Power/Melta Cutters


Special Rules

Burrower: This vehicle may move underground as though it had the Burrower (6) Trait, and
leave behind a semi-stable tunnel for infantry to pass through. These tunnels may
collapse suddenly. Targets attacked by Burrowing into them count as surprised.

Ground Vehicle: This vehicle follows the rules for Ground Vehicles

Limited Attacks: This vehicle may only attack via the Ram! Action, however the Hades
uses the weapon profile for the rotary power/melta cutters to determine the damage and
the Hades takes no damage itself for the Ram.

Open Topped: Crew of this vehicle may be targeted with the Called Shot action.

Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the
result rounding up. This does not affect rolls on the critical hit chart from Righteous
Fury.
Availability: Average

110

One of the more specialist variants of the Chimera chassis, the Hellhound Flame Tank is a dedicated
anti-infantry tank designed to clear out masses of troops with its fearsome inferno cannon. Watching a
Hellhound in action is a frightening prospect, as great gouts of fiery promethium spray outwards in a
large arc. The effect is short lived, but the roar of its scorching payload is soon replaced by the tortured
screams of those unfortunate enough to be caught in the wave of fire.
Hellhounds are suited to the more reckless and cavalier of vehicle crews, as while they may have
increased armour across their flanks, they do carry vast amounts of highly explosive promethium fuel.
Every hit could spell potential disaster for a Hellhound and its crew, and exposed infantry tend to give the
tank a wide berth in case a well-aimed shot from an enemy turns the tank into a raging fireball of titanic
proportions.
Despite these obvious drawbacks, the Hellhound itself has a good reputation as a quick strike vehicle,
moving ahead of the main line to torch dug-in enemy positions and burn away obstructions for the slower
and heavier vehicles that follow behind it. The enemies of Mankind know to fear the Hellhound and their
crews exploit this well-deserved dread at every opportunity.
Type: Tracked Vehicle
Cruising Speed: 70kph
Structural Integrity: 30
Armour: Front 30, Side 28, Rear 18
Carrying Capacity: n/a

Tactical Speed: 18m


Manoeuvrability: +10
Size: Massive
Crew: Commander, Driver, Gunner

Weapons

Turret Mounted (All Facing): Inferno Cannon

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Enhanced Motive Systems: This vehicle may move twice their tactical speed as a half action and
may move three times tactical speed as a full action. This applies to the Floor It! Action and
causes the vehicle to move three times tactical speed.

Extremely Volatile: Double the chance of exploding when this vehicle catches fire, on explosion
all those in the blast must make a Difficult (-10) Agility Test or catch fire.

Ground Vehicle: This vehicle follows the rules for ground vehicles.

Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the result
rounding up. This does not affect rolls on the critical hit chart from Righteous Fury.
Availability: Very Rare

111

Expanded Vehicles

Hellhound Flame Tank

Hydra Flak Tank

Expanded Vehicles

The Hydra Flak Tank is one of the most


sought-after vehicles in the Imperial Guard
arsenal, and its distinctive silhouette and four
long-barrelled autocannons have kept the skies
clear of enemy aircraft for millennia. Hydras are
usually organised into large anti-aircraft batteries,
but individual vehicles regularly find themselves
seconded to specific companies where even a
single tank can make a huge difference to the
units defensive capabilities. Artillery companies
almost always have attached Hydra support, as
they are often the most vulnerable to enemy
bombing raids and quick strike aircraft. Infantry
units also adore the Hydra, as it can both watch
the skies for them as well as point its guns
directly forward where the high explosive flak
shells can cut enemy infantry to ribbons.
Much like the Manticore, the Hydra features
highly sophisticated targeting equipment, and the
turret is capable of locking onto a single airborne
target and tracking it automatically without the
need for manual readjustment by the crew.
Combined with its prodigious rate of fire most
aircraft that find themselves in a Hydras sights
do not leave in one piece. Deployed by the
thousands across the entire Spinward Front, most
Hydra crews find their versatile guns pressed into
a variety of tasks from standard AA operations,
to infantry suppression and even rapid emergency
forest clearing. There are few targets they cannot
handle, and all Guardsmen feel safer when
theres a Hydra or two backing their lines.
Type: Tracked Vehicle
Cruising Speed: 50 kph
Structural Integrity: 40
Armour: Front 30, Side 18, Rear 16
Carrying Capacity: n/a

Tactical Speed: 15m


Manoeuvrability: +0
Size: Massive
Crew: Commander, Driver, 2 Gunners, Loader

Weapons

2 Turret Mounted: Hydra Autocannons

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Anti-Air: This vehicle is designed to eliminate threats in the air. It suffers a -20 to Ballistic Skill
against any Ground Targets.

Ground Vehicle: This vehicle follows the rules for ground vehicles.

Sustained Fire: As long as the Hydra continues to target the same Aerial vehicle with both
Autocannons they count as having benefited from a Half Action Aim. This benefit ends if the
cannons target different enemies or the target is destroyed. This benefit never applies to
Ground Vehicles.
Availability: Extremely Rare

112

The Leman Russ is the workhorse of the Imperial Guards armoured companies. Deployed to virtually
every warzone across the galaxy for thousands of years, there is no other type of tank that sees more
combat than the Leman Russ.
A robust and rugged design, the Leman Russ actually benefits from its unsophisticated construction
techniques that allow it to traverse all sorts of terrain types and ensure that it can operate in almost any
local conditions. Its heavy armour, mostly concentrated towards the front, provides a level of protection
that outweighs all but the greatest tanks of the Adeptus Astartes, and its weapon configuration allows it to
take on a varied range of targets.
The Leman Russ is slow and bulky, yet adaptable, forming the basis for several variants such as the
Executioner and the Annihilator. It is one of the most recognisable silhouettes on the battlefield and the
sound the Leman Russ battle cannon makes as it fires high explosive rounds towards the enemies of the
Imperium can be as inspirational as a Ministorum Priests battle hymn or the shouts of a Commissar.
Type: Tracked Vehicle
Cruising Speed: 35 kph
Structural Integrity: 55
Armour: Front 40, Side 32, Rear 20
Carrying Capacity: n/a

Tactical Speed: 12m


Manoeuvrability: -10
Size: Massive
Crew: Commander, Driver, 4 Gunners/Loaders

Weapons

Turret (All Facing): Battle Cannon

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Lascannon, Heavy Flamer

2 Sponson Mounted (Left/Right Facing) Weapons (Choose One): 2 Heavy Bolters, 2 Heavy
Flamers, 2 Plasma Cannons

Pintle Mounted Weapon (All Facing) (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Ground Vehicle: This vehicle follows the rules for Ground Vehicles

Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the result
rounding up. This does not affect rolls on the critical hit chart from Righteous Fury.

Reliable: Tests to repair this vehicle gain a +20 bonus


Availability: Extremely Rare

113

Expanded Vehicles

Leman Russ Battle Tank

Leman Russ Demolisher

Expanded Vehicles

The Demolisher gets its name from the enormous siege cannon that sits within its turret. This
demolisher cannon fires massive shells that can level buildings, annihilate heavily armoured
infantry, and obliterate vehicles in a single hit. However, the main cannon is not the only thing that
makes the Demolisher so dangerous and so popular amongst the infantry of the Imperial Guard.
Based on the venerable chassis and construction techniques of the Leman Russ, the Demolisher
strains its engine by adding even more armour to its rear quarters and thickening the armour in all
other locations. This makes it one of the slower vehicles in the Imperial Guard arsenal, almost as
slow as some of the colossal super-heavy tanks, but also one of the most resilient. Demolishers can
form bulwarks in defensive actions, and a line of these tanks can hold off a determined attacker for
hours, if not days, when properly supplied with ammunition.
On the offensive, the Demolisher acts as a siege tank, spearheading attacks against the most
hardened points of enemy resistance. Often equipped with hull lascannons and exceptionally
dangerous sponson weaponry such as plasma cannons and multi-meltas, these siege tanks can blast
holes in enemy formations, allowing for faster elements to move in and claim their objectives. The
Demolisher is a vital and powerful element of any Armoured Company.
Type: Tracked Vehicle
Cruising Speed: 28kph
Structural Integrity: 60
Armour: Front 40, Side 35, Rear: 22
Carrying Capacity: n/a

Tactical Speed: 10m


Manoeuvrability: -15
Size: Massive
Crew: Commander, Driver, 4 Gunners/Loaders

Weapons

Turret (All Facing): Turret Mounted Demolisher Cannon

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Lascannon, Heavy
Flamer

2 Sponson Mounted (Left/Right Facing) Weapons (Choose One): 2 Heavy Bolters, 2


Heavy Flamers, 2 Plasma Cannons, 2 Multi-Meltas

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Ground Vehicle: This vehicle follows the rules for ground vehicles

Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the
result rounding up. This does not affect rolls on the critical hit chart from Righteous
Fury.

Ponderous: May not use the Floor It! Action and moving tactical speed requires a Full
Action.
Availability: Extremely Rare

114

The Leman Russ Executioner has all but disappeared from the battlefields of the 41st Millennium.
Rarer than even the Leman Russ Vanquisher, the Executioner features a primary weapon that virtually no
Forge World can replicate: the plasma destroyer. Volatile, unreliable and devastatingly powerful, this relic
of the Age of Technology disgorges gouts of incandescent death that no personal armour can withstand.
The plasma destroyers fusillade makes the Executioner one of the most dangerous tanks available to the
Imperial Guard.
However this power comes at a price, and the Executioner has a number of serious drawbacks. Such
ancient tech-secrets require dedicated Enginseer support. Prone to massive overheating, the plasma
destroyers troubles only get worse if errant small arms fire or explosive shrapnel cut the external coolant
lines. Overtaxed main guns have led to catastrophic detonations, meaning only the most skilled tank
crews ever pilot these formidable, if unpredictable, tanks to their full potential.
Type: Tracked Vehicle
Cruising Speed: 35 kph
Structural Integrity: 55
Armour: Front 40, Side 32, Rear 20
Carrying Capacity: n/a

Tactical Speed: 12m


Manoeuvrability: -10
Size: Massive
Crew: Commander, Driver, 3 Gunners, 1 Gunner/Loader

Weapons

Turret Mounted: Plasma Destroyer

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Lascannon, Heavy Flamer,
Plasma Cannon

2 Sponson Mounted (Left/Right Facing) Weapons (Choose One): 2 Heavy Bolters, 2 Heavy
Flamers, 2 Plasma Cannons

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Extremely Volatile: Double the chance of exploding when this vehicle catches fire, on explosion
all those in the blast must make a Difficult (-10) Agility Test or catch fire.

Ground Vehicle: This vehicle follows the rules for ground vehicles.

Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the result
rounding up. This does not affect rolls on the critical hit chart from Righteous Fury.
Availability: Unique

115

Expanded Vehicles

Leman Russ Executioner

Leman Russ Exterminator

Expanded Vehicles

Although it carries considerably lighter armaments than the standard Leman Russ, the
Exterminator is no less heavily armoured than its more common cousin. A simple modification of the
Leman Russ design, the Exterminator replaces the battle cannon with a set of autocannons commonly
referred to as an exterminator cannon. The higher rate of fire afforded by this weapon system allows
the Exterminator to blast through ranks of infantry and lighter vehicles, and the internal space freed
up by the removal of the heavy shells gives the Exterminator deep ammunition reservoirs allowing it
to operate for longer periods of time without resupply.
The rest of the Exterminators chassis remains almost identical to that of the venerable Leman
Russ, but the robust (if inefficient) engine no longer need cope with the massive weight of the battle
cannon and its ammunition, making the Exterminator significantly faster for a vehicle of its type.
Often used in a scouting role when armoured companies require recon in force, the Exterminator is
reliable, easy to maintain and very dangerous.
Although unsuited to the task, Exterminators can be pressed into ad-hoc anti-aircraft duty when
more dedicated AA assets are unavailable. Their main armament is perfect for bringing down enemy
fliers, but the Exterminator lacks the sophisticated targeting equipment needed to properly track and
eliminate fast-moving airborne targets. Nevertheless squadrons of Exterminators can, at a pinch,
mimic the effect of a single Hydra battery.
Type: Tracked Vehicle
Cruising Speed: 40 kph
Structural Integrity: 55
Armour: Front 40, Side 32, Rear 20
Carrying Capacity: n/a

Tactical Speed: 14m


Manoeuvrability: -10
Size: Massive
Crew: Commander, Driver, 3 Gunners, 1 Gunner/Loader

Weapons

Turret Mounted (All Facing): Exterminator Cannon

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer,
Lascannon

2 Sponson Mounted (Left/Right Facing) Weapon (Choose One): 2 Heavy Bolters, 2 Heavy
Flamers, 2 Plasma Cannons

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Ground Vehicle: This vehicle follows the rules for ground vehicles.

Gyroscopic Stabilization: This vehicle does not take penalties for firing while moving

Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the result
rounding up. This does not affect rolls on the critical hit chart from Righteous Fury.

Reinforced Turret: Any hits against the turret of this vehicle count as having armor 42

Reliable: Tech-Use tests made to repair this vehicle gain a +10 bonus.
Availability: Extremely Rare

116

An extremely sophisticated and rare variant of the basic Leman Russ, the Vanquisher is a dedicated
vehicle destroyer and command tank. Equipped with the exceptionally longbarrelled vanquisher cannon,
a Vanquisher is capable of sending specialist anti-tank shells that far outclass standard anti-tank
munitions. Their built-in command and control systems also make them natural choices for squadron and
company command vehicles, and Vanquisher crews are usually hand-picked from the best within any
given regiment.
The unfortunate reality when it comes to the Vanquisher is that they are in short supply. Very few
Forge Worlds now possess the ability to make vanquisher cannons and the specialist ammunition they
use, and many Vanquishers have to make do with standard types of ammunition when their namesake
rounds are unavailable.
Vanquishers are usually kept towards the middle of an armoured advance as to not expose them to
enemy fire too early into a confrontation and to ensure that they can keep an eye on the battle around
them, putting their command and control systems to better use. The extra range their vanquisher cannons
afford mean they can often snipe enemy vehicles from afar before moving in closer to use their secondary
weapons. Tank commanders privileged enough to find themselves leading the crew of a Vanquisher often
have good prospects for rank advancement, and their tanks are often afforded much glory in the name of
the God-Emperor.
Type: Tracked Vehicle
Cruising Speed: 35kph
Structural Integrity: 55
Armour: Front 40, Side 32, Rear 20
Carrying Capacity: n/a

Tactical Speed: 12m


Manoeuvrability: -10
Size: Massive
Crew: Commander, Driver, 4 Gunners/Loaders

Weapons

Turret (All Facing): Turret Mounted Vanquisher Cannon

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Lascannon, Heavy Flamer

2 Sponson Mounted (Left/Right Facing) Weapons (Choose One): 2 Heavy Bolters, 2 Heavy
Flamers, 2 Plasma Cannons

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Command and Control: + 10 to Command Tests while in this vehicle

Ground Vehicle: This vehicle follows the rules for ground vehicles

Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the result
rounding up. This does not affect rolls on the critical hit chart from Righteous Fury.
Availability: Near Unique

117

Expanded Vehicles

Leman Russ Vanquisher

Manticore Rocket Battery

Expanded Vehicles

Whilst the Basilisk is the mainstay artillery piece of the Imperial Guard, the Manticore stands
above it for sheer destructive firepower. Utilising fairly sophisticated technology by Guard standards
the Manticores four massive rocketseach one nearly the length of the vehicle itselfpossess the
ability to level massive swathes of infantry, crack open enemy fortifications, or blast enemy aircraft
right out of the sky. Typically a Manticore barrage lasts only seconds as the vehicles high rate of
fire quickly overwhelms its limited ammunition capacity. Nevertheless, with secured supply lines,
rearming takes little time and it is never long before the crews hear the distinctive sound of another
salvo racing into the sky to bring death to the Emperors foes.
Type: Tracked Vehicle
Cruising Speed: 60 kph
Structural Integrity: 40
Armour: Front 30, Side 18, Rear 16
Carrying Capacity: n/a

Tactical Speed: 16m


Manoeuvrability: +0
Size: Massive
Crew: Commander, Driver, Gunner, Loader

Weapons

Turret Mounted (All Facing): Multiple Rocket Launcher

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Ground Vehicle: This vehicle follows the rules for Ground Vehicles

Rocket Ordinance: A manticore must select a single type of rocket and all four must match.
Loading a Maticore require a special facility (such as a voidship bay) or a Trojan
Support Vehicle. Reloading the Manticore takes 36 Full Actions (3 Minutes) per rocket.
If the firing mechanism jams it must be manually removed, which requires time equal to
loading.
Availability: Extremely Rare

118

Sabre Gun Platforms are simple and relatively robust point defence weapons often used as a light
support weapon or as a way of shoring up strong points with additional firepower. Consisting of paired
heavy weapons and designed with a single operator in mind, the Sabres simple yet elegant gyroscopic
frame provides ample range of movement for both anti-ground and anti-air targeting.
Type: Gun Platform
Cruising Speed: n/a
Structural Integrity: 14
Armour: Front 12, Side 10, Rear 8
Carrying Capacity: n/a

Tactical Speed: n/a


Manoeuvrability: +0
Size: Hulking
Crew: Gunner

Weapons

Turret Mounted (All Facing) Weapon (Choose One): Twin-Linked Heavy Bolter, 2 TwinLinked Heavy Stubbers, Twin-Linked Lascannon, Twin-Linked autocannon
Special Rules

Immobile: This vehicle cannot move under it's own power and must be towed by another.

Open-Topped: Crew of this vehicle may be targeted with the Called Shot action

Reliable: Rests made to repair this vehicle gain a +10 bonus


Availability: Rare

119

Expanded Vehicles

Sabre Gun Platform

Salamander Command Vehicle

Expanded Vehicles

An even more specialised variant of the Chimera chassis, the Salamander Command Vehicle
often finds itself at the head of Armoured Fist Companies and artillery batteries where it can act as a
spotter and coordinate the actions of its fellow vehicles. Not designed for combat and equipped with
only the most cursory of defensive weaponry, the Salamanders chief strength lies in its multispectral auspex surveyor. The device gives the Salamanders crew a commanding view of the
battlefield allowing for better organisation and a more fluid response to enemy movements.
Unfortunately for the forces of the Spinward Front, the Severan Dominate makes extensive use of
the Salamander Command Vehicle, and its sophisticated command and control features have led to
numerous crushing defeats on many worlds.
Type: Tracked Vehicle
Cruising Speed: 70 kph
Structural Integrity: 35
Armour: Front 30, Side 18, Rear 16
Carrying Capacity: n/a

Tactical Speed: 15m


Manoeuvrability: +0
Size: Massive
Crew: Commander, Driver, Comm-Operator, Gunner

Weapons

Fixed Weapon Mount (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy
Flamer

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Amphibious: This vehicle treats open water as covered ground.

Command and Control: Command tests gain a +10 bonus while aboard this vehicle.

Ground Vehicle: This vehicle follows the rules for Ground Vehicles.

Multi-Spectral Auspex: This device grants a +30 to Awareness Tests and one of the Crew
may make an Ordinary (+10) Tech-Use test to detect things not normally detectable to
human senses. This functions to a range of 500m though it can be blocked by 1m or
thicker walls and certain shielding materials.

Open-Topped: Crew of this vehicle may be targeted by the Called Shot action
Availability: Extremely Rare

120

Mostly seen in pairs ranging ahead of Imperial lines, the Salamander Reconnaissance Vehicle is a
lightly armed and armoured variant of the Chimera chassis. Used in a similar role to the Sentinel,
Salamanders use their high speed to move beyond the main advance and identify important targets.
Outside of reconnaissance, Salamanders act as sentries and guards for supply depots where their thin
armour and limited armaments make them less of a liability. Crews are trained to withdraw to friendly
lines rather than engage in pitched battles as the Salamander is neither designed for nor capable of
protracted engagements. Capable of covering more terrain types at a greater rate than their walker
cousins, Salamanders give Imperial Guard commanders a real edge when scouting uneven ground.
Type: Tracked Vehicle
Cruising Speed: 100 kph
Structural Integrity: 35
Armour: Front 30, Side 18, Rear 16
Carrying Capacity: n/a

Tactical Speed: 20m


Manoeuvrability: +10
Size: Massive
Crew: Commander, Drive, Comm-Operator, Gunner

Weapons

Fixed Emplacement (Front Facing): Autocannon

Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer
Special Rules

Amphibious: This vehicle treats open water as solid ground.

Enhanced Motive Systems: This vehicle may move twice their tactical speed as a half action and
may move three times tactical speed as a full action. This applies to the Floor It! Action and
causes the vehicle to move three times tactical speed.

Ground Vehicle: This vehicle follows the rules for ground vehicles.

Open-Topped: Crew of this vehicle may be targeted by the Called Shot action.
Availability: Very Rare

121

Expanded Vehicles

Salamander Reconnaissance Vehicle

Shadowsword

Expanded Vehicles

Sister tank to the Baneblade, the Shadowswords formidable frame is home to the mighty
Volcano Cannon, a Titan-killing weapon capable of punching through massed void shields and
sheering titan- sized limbs off in a single blast.
As one of the largest non-starship-based weapons in the Imperial arsenal, the Volcano Cannon is
a sight to behold on the battlefield. Each lance of white-blue energy that leaps from its barrel blinds
any foolish enough to look directly upon it, and seconds later whatever the Shadowsword targeted is
often reduced to a massive smoking crater. The weapon is overkill in most instances, but as most
Shadowswords hail from worlds that maintain their own Titan Legions, the Shadowswords act as
additional anti-Titan firepower, working as hunterkiller tanks that enemy titans tend to neglect in
favour of larger targets. This is useful as the gun must recharge after each shot, leaving the
Shadowsword stationary and temporarily vulnerable to counter-attack.
Type: Tracked Vehicle
Cruising Speed: 25 kph
Structural Integrity: 120
Armour: Front 48, Side 40, Rear 30
Carrying Capacity: n/a

Tactical Speed: 8m
Manoeuvrability: -30
Size: Monumental
Crew: Commander, Driver, 4 Gunners, Enginseer

Weapons

Fixed Mounting (Front Facing): Volcano Cannon, Twin-Linked Heavy Bolter

2 Sponson Mounted (Left/Right Facing): 2 Twin Linked Heavy Bolters

2 Turret Mounted (All Facing): 2 Lascannons

Pintle Mounted (All Facing) Weapons (Choose One): Heavy Stubber, Storm Bolter
Special Rules

Command and Control: +10 to command tests while in this vehicle

Damage Control: When this vehicle takes critical damage the result may be re-rolled, but
the second result stands. Putting out fires in this vehicle is a free action.

Ground Vehicle: This vehicle follows the rules for ground vehicles

Ponderous: May not use the Floor It! Action and moving tactical speed requires a Full
Action.

Problematic Targeting: The Shadowsword's size is so great that any All Facing weapon
may have difficulties targeting certain enemies as their line of site will be blocked.

Improved Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit,
halve the result rounding up. This does not affect rolls on the critical hit chart from
Righteous Fury. If a Mechanic is stationed onboard this rule applies to Righteous Fury
rolls as well and provides a +20 bonus to put out all fires.

Super-Heavy: This vehicle may drive over obstacles 5 meters high or bulldoze it's way
through walls, forests, or medium size buildings with no negative effects.
Availability: Unique, Best Craftsmanship

122

The Tarantula Sentry Gun comes from an ancient design lost to the vagaries of time. Found throughout
the Imperium, the Tarantula is a short multi-legged turret that features two heavy weapons and no crew.
Within the armoured shell of each Tarantula lies a simple logis engine capable of guarding defined areas
and approach paths far more effectively than living sentries. Tarantulas never sleep, never waver in their
duty and relentlessly hammer their targets until their ammunition bays run dry.
Type: Gun Platform
Cruising Speed: n/a
Structural Integrity: 12
Armour: Front 12, Side 10, Rear 10
Carrying Capacity: n/a

Tactical Speed: n/a


Manoeuvrability: +0
Size: Hulking
Crew: n/a

Weapons

Turret Mounted (All Facing) Weapon (Choose One): Twin Linked Heavy Bolter, Twin Linked
Lascannons. Weapons are assumed to have a Preysense Sight and a Targeter.
Special Rules

Automated Logis Engine: This weapon has a logis engine that has the follow statistics: Ballistic
Skill 45, Agility 40, Perception 35, and Awareness +10.

Immobile: This vehicle cannot move under it's own power and must be towed by another.

Sentry: Once put in a position and activated this vehicle will automatically target and attack any
enemies that pass within it's sensor range. A successful Tech-Use test can assign more specific
Targeting Parameters.
Availability: Rare

123

Expanded Vehicles

Tarantula Sentry Gun

Tauros Assault Vehicles

Expanded Vehicles

An all-terrain vehicle found mostly in use by Elysian regiments, the Tauros Assault Vehicles
compact design and sophisticated drive system make it a remarkable asset to regiments that lack
traditional armoured support. Featuring a silent-running long-ranged electric engine and set of
special galvanic motors that powers each wheel individually the Tauros is very hard to stop, and can
still maintain considerable speeds even when half of its wheels are damaged or destroyed. Limited
weapons and negligible armour make the Tauros unsuitable for frontal attacks, but the speed and
reliability of its motive systems make it a great harassing unit and an excellent scout vehicle.
Type: Wheeled Vehicle
Cruising Speed: 120 kph
Structural Integrity: 20
Armour: Front 16, Side 14, Rear 14
Carrying Capacity: n/a

Tactical Speed: 20m


Manoeuvrability: +15
Size: Enormous
Crew: Driver, Gunner

Weapons

Pintle Mounted (All Facing) Weapon (Choose One): Heavy Flamer, Tauros Grenade
Launcher
Special Rules

Enhanced Motive Systems: This vehicle may move twice their tactical speed as a half
action and may move three times tactical speed as a full action. This applies to the Floor
It! Action and causes the vehicle to move three times tactical speed.

Ground Vehicle: This vehicle follows the rules for Ground Vehicles.

Open-Topped: Crew of this vehicle may be targeted with the Called Shot action.

Reliable: Tech-Use tests made to repair this vehicle gain a +10 bonus
Availability: Rare

124

A further modification of the Tauros Assault Vehicle, the Venator is larger and more heavily armed,
featuring a powered turret and an additional set of independently powered wheels. The increased size also
allows for slightly thicker frontal armour, making the Venator capable of withstanding more punishment
whilst engaging in flanking or hit and fade attacks. Designed to give Elysian regiments a form of fastmoving heavy weapon support, the Venators turret and missile hard points allow it to excel at both antiinfantry and anti-tank duty.
Type: Wheeled Vehicle
Cruising Speed: 110 kph
Structural Integrity: 25
Armour: Front 18, Side 15, Rear 15
Carrying Capacity: n/a

Tactical Speed: 20m


Manoeuvrability: +10
Size: Enormous
Crew: Driver, Gunner

Weapons

Turret Mounted (All Facing) Weapon (Choose One): Twin-Linked Multi-Lasers, Twin-Linked
Lascannons

Fixed Emplacement (Front Facing) Weapon: 2 Hunter-Killer Missiles


Special Rules

Enhanced Motive Systems: This vehicle may move twice their tactical speed as a half action and
may move three times tactical speed as a full action. This applies to the Floor It! Action and
causes the vehicle to move three times tactical speed.

Ground Vehicle: This vehicle follows the rules for Ground Vehicles.

Open-Topped: Crew of this vehicle may be targeted with the Called Shot action.

Reliable: Tech-Use tests made to repair this vehicle gain a +10 bonus
Availability: Very Rare

125

Expanded Vehicles

Tauros Venator

Expanded Vehicles

126

This section contains descriptions and


statistics for the new and deadly vehicular
weapons detailed above. Remember to check
the descriptions of the weapons to see if there
are any special rule that apply to using them.
For a more complete vehicle reference you can
fill out the Vehicle Character Sheet located at
the end of this chapter.
Baneblade Cannon
A Baneblades main weapon is the huge
baneblade cannon. Firing a specially designed
rocket-propelled warhead, it can remove entire
chunks of the battlefield in fiery plumes of
death and destruction.
Battle Cannon
A massive version of the autocannon, the
battle cannon fires a huge, explosive shell
which is proportionately more damaging. One
of the largest and most destructive weapons that
see common use on the battlefield, these
cannons, their ammunition, and support
equipment are far too large for infantry units to
carry and use. Instead, the weapons are
generally mounted upon vehicles or
fortifications. The Leman Russ main battle tank
most commonly employs a battle cannon in its
main turret.

Cyclops Demolition Charge


These are the explosive charges placed
within the Cyclops Demolition Vehicle.
Detonating the Cyclops demolition charge is a
Half Action with the Attack and Concentration
subtypes. Once detonated the Cyclops is
automatically destroyed and cannot be repaired
or salvaged. Cyclops Demolition Vehicles
automatically detonate if they suffer Righteous
Fury. If a Cyclops ever explodes due to
accumulated Critical Damage use the Damage
profile for the demolition charge rather than the
standard Damage for exploding vehicles.
Demolisher Cannon
A variant of the battle cannon, the
demolisher cannon is specifically designed as a
siege support weapon. While it suffers a
decreased range, its plasma charged shells are
capable of blasting through layers of plasteel
and ceramite with each devastating volley. Its
massive shells wrap an outer layer of
explosives and shrapnel around an unstable
chemical core. When the outer explosives
detonate, weakening their target, they also
trigger the chemical reagents to unleash a
potent jet of plasma that is channelled directly
into its victims. The combination of shrapnel
and flaming metal can eliminate even the most
robust defences.

Chem Cannon
A frightening and hazardous weapon to use,
the Bane Wolf s chem cannon is often more of
a burden than a boon. Firing a dense cloud of
exceedingly dangerous chemicals, some so
powerful that they dissolve organic material on
contact, the chem cannon is a true terror
weapon. Exposed infantry die within seconds,
reduced to puddles of stinking infected ooze,
any survivors lurching away screaming, their
bodies covered with steaming chemical burns.
After completing a chem cannon attack find
the general centre of the area affected by the
attack. A toxic cloud with a radius of 1d5
metres remains in place for 1d5 rounds. Any
character who ends his Turn within the cloud
suffers 2d10+5 Energy Damage with the ,
Felling (1) and Toxic Qualities. Any character
who ends his Turn within the cloud also begins
to suffocate until they leave the cloud or the
cloud dissipates.

127

Expanded Vehicles

Vehicle Weapons

Expanded Vehicles

Earthshaker Cannon
This massive artillery gun is designed for
long range bombardments, but it may also be
used as a direct fire weapon when necessary. In
either situation, it is ideal for levelling
fortifications, destroying massive war
machines, and obliterating any unsuspecting
infantry. Earthshaker cannons are far larger than
the indirect weapons carried by infantry, and
fire over a much longer distance.
Exterminator Cannon
This weapon is a set of autocannons
commonly referred to as an exterminator
cannon. The higher rate of fire afforded by this
weapon system allows the Exterminator to blast
through ranks of infantry and lighter vehicles,
and the internal space freed up by the removal
of the heavy shells gives the Exterminator deep
ammunition reservoirs allowing it to operate for
longer periods of time without resupply.
Fixed Rotary Power/Melta Cutters
These incredibly powerful mining tools
allow the Hades to burrow through virtually any
substance and perform devastating ramming
attacks on those unfortunate enough to get in
their way.
Griffon Heavy Mortar
Despite its name, the heavy mortar is one of
the smallest artillery weapons in service to the
Imperial Guard. As the main armament of the
Griffon artillery vehicle, the heavy mortar
makes up for its lack of punch with a higher
rate of fire and a broad suite of ammunition
types, including the specially designed Siege
Shell. In addition the specialist ammunition
listed in this book, heavy mortars may also fire
anti-plant rounds, smoke rounds, and starflare
rounds, adding +2 to any Blast or Smoke
Radiuses (or an extra minute of illumination for
starflare rounds).
Heavy Frag Shell (Mortar)
The standard shell of the heavy mortar, the
heavy frag shell lacks the punch of the bigger
Earthshaker shell, but covers a much wider area
than the standard frag shells used by regular
mortars.

128

Heavy Minefield Shell (Mortar)


Most often used to block enemy infantry
movement, heavy minefield shells scatter
multiple sub-munitions across a wide area. The
mines are hard to see and easily catch the
unwary underfoot with lethal consequences. A
heavy minefield shell creates a minefield 1d10
metres in diameter. This minefield remains in
place until ten mines have exploded, or if the
area is cleared by a minesweeper. Mine
detonations cannot be Dodged unless the victim
is aware he is in a minefield.
Hellstrike Missiles
The hellstrike missile is an air to surface
missile commonly mounted on Imperial attack
and assault craft used in support of groundbased operations. These weapons use a solid
propellant core to deliver a high explosive load,
designed to effectively penetrate even wellarmoured targets. Because they are generally
launched from fixed wing aircraft, these
missiles often strike their targets with a speed
that substantially exceeds that of rockets fired
from ground-based platforms. Hellstrike
missiles may not be loaded with unusual ammo.
Hunter-Killer Missiles
This missile launcher is often mounted on
vehicles and fires a specialised krak missile.
Fitted with advanced guidance systems and
fuel, it has longer range and better accuracy
than standard missiles, as the internal
cogitators sensorum suite guides it to the
target. Each comes in a complete launching
package, good for one shot only.
A hunter-killer missile grants a +20 to
Ballistic Skill Tests made to fire it. HunterKiller Missile Launchers cannot be loaded with
unusual ammo.

Manticore Missiles
Easily the most common type of warhead
used by the Manticore, the standard manticore
missile has an enormous blast radius and can
tear infantry and heavy vehicles apart with ease.

Inferno Cannon
Specifically designed as part of the
Hellhound Flame Tank, the inferno cannon has
a limited number of other uses within the
Tactica Imperialis. These enormous flamers
send huge gouts of white hot flames over an
extended portion of the battlefield. Their
accelerated pumping mechanisms grant the
turreted weapons the abilities to shoot massive
jets of destruction at a range that drastically
exceeds that of a traditional flamer. Because of
this, when calculating the weapons spray area,
the cannons wielder may choose to begin the
spray at a point up to half the weapons range
away from the firing point. Due to the inferno
cannons power, other vehicles do not add their
Armour value when making the Drive Test to
avoid catching on fire from the Flame Quality.
The inferno cannon draws fuel from a large
storage tank, and cant be easily reloaded on the
battlefield. Reloading one requires at least
thirty minutes at a properly equipped facility.

Multiple Rocket Launcher


This incredibly versatile Rocket Launcher
has more space than the standard model,
allowing it to load four rockets and fire them
with astounding speed. This weapon's damage
and special effects are dependent on the type of
ammunition utilized with it.

Infernus Mortar Shell (Mortar)


Much like the heavy frag shell, the infernus
mortar shell lacks the punch of standard sized
infernus shells, but the roaring inferno that
follows is no less dangerous to lightly armoured
infantry.

Seige Shell (Mortar)


A shell unique to the griffon, the siege shell
contains a specialised fuse that detonates only
after it has punctured the hard exterior of an
enemy fortification or building. This makes the
round excellent at destroying bunkers, but
limits its use against standard targets. When
fired at buildings or other fortifications the
siege shell increases its Penetration to 20 and
inflicts an extra 2d10 Damage.
Storm Eagle Rockets (Manticore)
A slightly longer rocket that is gaining
popularity among Spinward Front artillery
crews stationed on worlds with heavy Ork
populations, the Storm Eagle Rocket deploys
multiple smaller warheads that lack the
penetrative capabilities of the standard missiles
but more than make up for it with their
explosive yield. Once the final hit location for a
Storm Eagle rocket is determined, the Explorer

129

Expanded Vehicles

Hydra Autocannons
These autocannons are specially designed to
be particularly devastating to aircraft, though
they may be used on other types of vehicle as
well to equally devastating effect.

that fired it should scatter 1d5 additional hits


2d10 metres away from the initial hit. Once the
location of every hit has been determined
resolve Damage as normal.

Expanded Vehicles

Sky Eagle Rockets (Manticore)


Sky Eagle rockets change the mission
capabilities of the Manticore from heavy
ground suppression to anti-air support. Sky
Eagle Rockets are lethal weapons that track
their targets with surprising accuracy, making
them far more effective than most spray and
pray anti-aircraft weapons. They can be fired
directly at ground targets, but suffer a Ballistic
Skill penalty of 30 when used in this manner.
Tauros Grenade Launcher
This Grenade Launcher comes with an
expanded magazine and rapid launching
system, allowing it to hurl grenades at an
incredible rate and cause much havoc amongst
enemy lines.
Vanquisher Cannon
Veteran tank commanders highly respect this
rare pattern battle cannon for its unique efficacy
in battles against heavily armoured opponents.
While few forge worlds remain capable of
producing it, the legends of its ability to
penetrate any known armour make its extended
profile immediately recognisable.
The vanquisher battle cannon gains the extra

130

Damage granted by Accurate Quality as if it


were a Basic weapon.
Volcano Cannon
In the realm of ground-based warfare there
are few weapons larger and more powerful than
the volcano cannon. Measuring over 13 metres
in length, the volcano cannons range and
firepower make it one of the most feared and
destructive weapons available to the Imperial
Guard. More commonly seen on the massive
God-machines of the Titan Legions, volcano
cannons are also found on the Shadowsword
super-heavy tank, a variant of the Baneblade
chassis. The Shadowsword must remain
stationary when the volcano cannon fires and
recharges, but the effects are unmistakable;
virtually nothing short of an Ork Gargant or
Reaver Titan can stand up to the firepower of
such an immense weapon.
The destructive force of the volcano cannon
against regular infantry is nearly incalculable,
and as such anything anything with a Size of
Hulking or below that suffers even a single
point of Damage is instantly obliterated in a
torrent of ravening flame. Against larger targets,
or any vehicle with the Super-Heavy Vehicle
Trait, roll Damage as normal. If it is not a Titan,
the platform for the volcano cannon cannot
move in the same Turn it fires, or whilst it is
recharging.

Sidebar

A Note from the Author

Author's Note

After many hours of hard work and re-revision, the now current draft of the Legends of the
Expanse Supplement as of 8-25-15 (US Date Notation) is available for download!
This revision was a major one to say the least, and includes a whopping 90 pages of additional
content including new Career Paths, new Expanded Career Paths, and a prolific amount of new
weapons, gear, and cybernetics. I decided to add in a multitude of new vehicles in chapter 6, though
it does break my usual rule for guide creation and requires a book outside the core rules to use that
chapter. I highly recommend picking up the Into the Storm supplement if you don't have it, it is a
fantastic addition to any game and the options are truly worthwhile.
The images used in my guide have been found with search engines and presently have no
accreditation, so if you see your work here or supply the link I will create an artist's credits page and
include a link to the original source.
An enormous thanks goes out to Libre Office, whose Draw program is used to create all of these
PDFs. A new thanks goes out to GIMP image editing software recommended by Elavion on the
forums which has allowed me to really refine the graphics and images in my guides.
A colossal thanks goes out to Jerichoreach.com for creating the wonderful high-res vehicle
character sheet included with this guide. It's a fantastic sheet and my players loved it during the
Deathwatch game that I ran.
A huge thanks goes out once again to everyone on the Rogue Trader Forums who has helped me
with editing and given such wonderful feedback over the many guide releases and revisions.
I hope you all enjoy this version of the Legends of the Expanse supplement! Happy gaming!
-LodgeBlackman99

132

S-ar putea să vă placă și