The Trisdekan Primer 2.1 Volume 3
The Trisdekan Primer 2.1 Volume 3
TRISDEKAN PRIMER
1
A note on Playtesting
Welcome to the Trisdekan Primer! This is a There is vastly more material in these
(currently) 3-volume series of expansions to volumes than I could ever have time to
Only War playtest- though most of it has been used in
roleplaying game. a limited fashion at least once in a game or
two. If you feel that any of my rules are
The Primer aims to fill in many of the gaps broken or nonsensical, please drop me a
line at windowsfullofglass@gmail.com.
advanced options for many classes which
did not receive them, and provide a Acknowledgements
plethora of rules and content to expand the
depth of any variety of campaign. This document has been a labour of love,
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Changelog 18/04/2017: Version 0.8. Added Psyker
07/02/2017: Version 0.2. Overall spelling Advanced Specialties.
and grammar and formatting fixes. Made
the tables look prettier. Added new several 20/04/2017: Version 0.8.1 Added one
new Talents and reorganized the Talents Talent, gear for Psyker Advanced
section. Added one new Weapon and two Specialties, minor formatting fixes
new Mounts.
24/04/2017: Version 0.8.2 Added more
14/02/2017: Version 0.3. Another Tennanlower, Edelweiss and Nivan fluff,
proofreading/editing pass. Improved added the True Nivans regiment option
formatting and added a sweet map by and several pieces of True Nivan gear, as
Messiahcide. Added several new pieces of well as a single Edelweiss vehicle
Wargear and rewrote various Talents and
Weapon Qualities. 26/05/2017: Version 0.8.3. Added Commissar
Advanced Specialties courtesy of
22/02/2017: Version 0.4. Yet more Commander Beef, as well as rules for Ski
proofreading, added a bunch of new art, a Troops and Bicycle Troops, reworked the
new Vehicle, and yet more wargear and True Nivan/Nivan Junker fluff
weapons.
12/06/2017: Version 0.8.4. More formatting
26/02/2017: Version 0.4.1. Big pass for fixes, a bit more Bellagian fluff, added
content readability, a little bit more art, one some new weapons to the Armoury
new Talent, one new Weapon, added
changelog 16/06/2017: Version 0.8.5. Image
compression fixes to cut filesize.
16/03/2017: Version 0.5. Formatting Standardized formatting for Regimental
overhaul now that I actually know how to statblocks. Added one new piece of
use Libreoffice Wargear, 3 new Talents, made many small
tweaks to Talents and Armoury equipment.
17/03/2017: Version 0.5.1. Minor formatting Added slightly more Dolcaterran fluff.
fixes, added missing gear weights
12/09/2017: Version 0.8.6. Some minor
10/04/2017: Version 0.6. Tweaked a few formatting changes for legibility.
Talents, added several new pieces of Rearranged the Armory section so it makes
weaponry and gear, added Regimental more sense. Many more balance/content
Archetypes tweaks. Added a couple new pieces of art.
3
Added two new Talents, including Many many many bits of editing, mostly on
MARTIAL ARTS ACTION. bits of gear and vehicles.
4
26/02/2019: Version 1.8: The Cavalry and Version 2.1: The Chilly Archery Update
Children Update • Volume 1:
• Added a couple more new Talents o Added the Cold-Weather
• Added the Old Guard Advanced Warfare section, as requested
Specialty by patron Alex H.
• Added rules for Child Soldiers o Added planet art by Evil
• Added Barding Windly
• Added stats for camels, mules and o Edited and tweaked several
elephants sections for clarity and
continuity
• Did tons of minor editing and
rebalancing in all sections • Volume 2:
• Added a crap-ton of images o Added the Arbalist, Yeoman
and Trick Archery Talents.
Tweaked the balance of
20/12/2019: Version 2.0: The Volume Split
several older Talents.
• Divided the Trisdekan Primer into a
o Reorganized Regiment
setting, character-building and
Creation Options,
armoury book to make editing
Regimental Archetypes,
easier. Added a kickass piece of
Battle Honours, Advanced
cover art by Akklonia
Specialties, Orders and
• Volume 1: Tweaked and clarified the
Combat Actions
Korpogardistos regiment rules
o Added one new Battle
• Volume 2: Added Battle Honours, Honour
new Regimental Drawbacks, and o Slightly buffed the Battle
Habermann Soldiers. Made some Song action
balance tweaks on Actions, added
• Volume 3:
three new Talents and two new
o Added Longbows, Horn
Orders. Added Plasma Ammunition
Bows, Asymmetrical Bows,
and Compound Bows
• Volume 3: Separated Low-Tech and o Added several new Weapon
Blackpowder Weapons. Added Upgrades
seven new Blackpowder weapons o Added Bodkin Arrows, Blunt
and Duplex Bullets. Tweaked Arrows, Whistling Arrows
several weapon statblocks for more and Fire Arrows.
variety. Converted the 4-pounder o Added Crampons and Snow
into an artillery piece, rather than a Goggles
weapon. Added 2 new Blackpowder o Tweaked some weapon stats.
artillery pieces o Reorganized several sections
for clarity and ease of use
5
Chemical Damage ammunition or a variant pattern, should use
Chemical damage instead of its normal
poison; only the dose makes a thing not damage type.
-Paracelsus
Retroactive Changes
6
Table 1: Chemical Critical Effects- Head
Critical Critical Effect
Damage
1 The target begins to feel a tingling or burning sensation on their face and becomes
disoriented. They can take only a Half Action on their next turn as they recover their
senses.
3 -degree burn.
Permanent scarring is very likely. The target suffers 1 level of Fatigue and must make a
Challenging (+0) Toughness test or suffer 1d10 Fellowship damage.
4 The chemical seeps into the flesh, causing a rapid onset of necrosis, leaving the target
disoriented and in agony. The target suffers 1d10 Perception damage and must make a
Challenging (+0) Toughness test; if they fail, they lose an eye and permanently reduce their
Fellowship characteristic by 1d5.
5 Even as the target begins to cough up blood, their flesh darkens as deep necrosis sets in.
The target suffers 1d10 Perception damage and suffers a -10 penalty to Weapon Skill and
characteristic by 1.
7 The target succumbs quickly to the fumes of the chemical and the reek of burning flesh,
falling to the floor unconscious as they twitch wildly. The target is knocked Prone, and is
considered Unconscious for 1d5 rounds. Permanently reduce their Perception and
Intelligence characteristic by 1d10.
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unconscious, twitching wildly. They are knocked Prone, Stunned for 1d10 rounds and take
1d5 permanent Perception and Intelligence damage.
9 In a sickening display, th
flesh and blood with a horrendous stench. As their cerebral fluid escapes their now vacant
eye sockets they usher a final terrible shriek before hitting the ground dead. If the target
burns a Fate Point to survive this horrible ordeal, they permanently reduce their Perception
and Fellowship by 5.
10+ As above, except the process coats the area around the target with slick, foul-smelling goo.
For the remainder of combat, anyone moving within 2 meters of this spot must make a
Challenging (+0) Agility test or fall Prone.
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Table 2: Chemical Critical Effects- Body
Critical Critical Effect
Damage
1
lungs and causing gurgling coughing. The target can take only a Half Action on their
next turn.
3 The target is racked by heavy coughs and strained breathing as their flesh bleaches and
lungs fill with fluid. The target is Stunned for 1d5-1 rounds and suffers 1 level of Fatigue.
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flesh and caustic goo. The target suffers 1 level of Fatigue and can only take Half Actions
for the remainder of combat.
7 With an agonizing scream, the target breathing becomes labored as the chemicals
corrode not only their flesh, but internal organs as well. Permanently reduce the ta
Strength characteristic by 1d5. Until they receive medical attention, at the end of each of
each round in which they took an action, roll 1d10. On a result of 1 or 2, the character dies
instantly as a vital organ dissolves.
9 The target is overcome by chemical poisoning as their circulatory and respiratory systems
suddenly halt. Spewing out a gargled cough of blood and dissolved flesh, the character
falls to the ground dead.
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Table 3: Chemical Critical Effects- Arm
Critical Critical Effect
Damage
1
they are holding in that hand.
2 The strike leaves a deep bruise that develops within moments of exposure, possibly
causing muscle spasms. The target suffers 1 level of Fatigue.
3
clench and tighten. The target is Stunned for 1 round and drops anything they were
holding in that hand. Roll 1d10; on a result of 1, anything the target was holding in that
hand is badly damaged and unusable until repaired.
4 The chemical leaves a darkening necrosis that scars the flesh of the arm. The limb cannot
be used for any purpose until the target receives medical attention.
5
Until the critical damage is healed, they take a -10 penalty to any Strength, Weapon Skill
or Ballistic Skill tests, and cannot use the limb for any purpose.
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rictus contraction. This may cause permanent injury. The target must make a Challenging
(+0) Toughness Test. If they succeed, the hand cannot be used until they undergo
healing. If they fail, they permanently lose the use of the hand.
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tendons and muscles dissolve. The target loses the hand and takes 1d10 Strength
damage. They must immediately make a Challenging (+0) Toughness test or suffer the
Blood Loss Condition.
9 In a horrifying display of gore, the corrosive chemical sloughs the flesh and tendons from
the bone, leaving tenuous strands of tissue dangling from the shoulder. The target must
immediately make a Challenging (+0) Toughness test or die from shock. If they survive,
they are Stunned for 1d10 rounds, lose the arm, and suffer Blood Loss.
10+ As above, except the attack melts the arm into an almost liquified slush and sends the
target crumbling to the ground. They immediately die from shock, their face frozen in
twisted agony.
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Table 4: Chemical Critical Effects- Leg
Critical Critical Effect
Damage
1
knocked Prone.
3
2 Fatigue and are knocked Prone.
4 tem
begins to collapse. They reduce their Agility by 1d10.
5
movement speed and take a -20 on Agility tests until they receive medical treatment.
8 eg is seared through and the exposed bone snaps, leaving behind a jagged
stump of bone. The target loses the leg, and they suffer from Blood Loss.
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an oozing stump. They must make a Challenging (+0) Toughness Test or die from shock.
If they succeed, the leg is lost, they are stunned for 2d5 rounds, and they suffer from
Blood Loss.
10+ As above, except the target dies immediately from shock, landing in the puddle left by
their limb. Their body twitches a few times, then lies still.
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Armoury I- Weaponry dealing damage as it would in a normal
attack.
-Motto of the Edelweiss Kurassiers
Logistical Corps Discharge: This weapon occasionally
creates high-voltage electrical arcs as it
Logistics in the Synerge Cluster overloads. A weapon with this quality
discharges on attack rolls of 91 or higher-
As a backwater subsector largely out of the the wielder suffers 1d5 Energy damage with
way of any major conflict, many of the the Shocking quality to their Arms,
worlds in Subsector Trisdeka receive little ignoring Armour but not toughness.
by way of military material support from Additionally, the weapon generates a
the Munitorum. While several, including Haywire (5) field centered on the user (a
Bellagia, Katyush and Niva Gustav possess Haywire field with a radius of 5m). Roll on
their own manufacturing facilities and the Haywire Field Effects Table as normal
STC-derived blueprints and plans, others for all electronic devices within range,
are forced to improvise and rely on their excepting the weapon that generated the
own scrounged or scavenged arms, often Haywire field. A Discharge weapon can be
purchased through backroom channels or fired again on the turn after it has
via less than scrupulous Rogue Traders. Discharged. Any circumstance that would
normally cause this weapon to jam instead
The Availability values for all weapons in causes it to Discharge.
the following section are those that would
apply within a regiment normally using that Infiltrator: This weapon is designed to fire
weapon. For, say, a Tennanlowe regiment a specially-loaded subsonic round which
scavenging Dolcaterran weapons, the creates no sonic boom upon exiting the
Availability of the weapons would decrease. weapon's action. Further, its barrel is
encased in mechanical baffles or other
sound-dampening systems that make it
Weapon Qualities
almost inaudible when firing, as well as
reducing its recoil. Weapons with this
Black Promethium: Black Promethium is
quality gain all the advantages of weapons
an extraordinarily volatile and powerful
equipped with Silencers; however, they are
incendiary by any standard, but its sheer
incapable of hitting targets beyond their
instability makes it a risk to the user. A
maximum listed Range. After resolving
Black Promethium weapon increases the
damage normally against an Unaware
damage done by the Toxic quality by 1, and
target, an Infiltrator weapon does 1d10
the Armour damage done by the Corrosive
extra damage, ignoring Armour. This
quality by 1. When the user of a Black
additional damage can trigger Righteous
Promethium weapon is hit with any kind of
Fury.
Energy damage or is set on fire, roll 1d100:
on a roll of 75 or above, all ammunition and
weaponry on their person with the Black
Promethium quality immediately detonates,
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Gyrojet: This Katyushan weapon uses a legendary inspiration for the Katyushans.
small solid-tipped rocket instead of a Any Katyushan character within line of
conventional bullet, a design which sight of someone wielding a Streltsy
provides significant stopping power and weapon gains a temporary +5 to all
range compared to a standard autogun Willpower and Ballistics Skill tests (with the
round, but carries with it several drawbacks. obvious exception of the wielder
A weapon with this Quality reduces its themselves). The bonus from multiple
Penetration by 1 at Short Range, and to 0 at Streltsy weapons stacks, to a maximum of
Point-Blank Range, but increases it by 2 at +15.
Long and Extreme range. It also gains a
+10 bonus to hit at Long and Extreme Thrust Jet: This weapon is a modified
range. rocket or pulse-jet engine, firing a long
cone of superheated exhaust gasses with
Streltsy: These weapons are literal antiques, devastating results but massive recoil.
seldom fielded except on ceremonial Thrust Jet weapons function as if they had
occasions, and full of historical and the Spray quality, but hit all targets in a line
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with a length equal to the weapon's range. Can also fire most common signal flare
Thrust Jet weapons have +1 Penetration at types.
point-blank range. On a jam the user of one
such weapon must make an Ordinary (+10) M37 Strela: A simple, bolt-action long rifle
Strength test or be Stunned for one round that fires rocket-powered bullets with a
from whiplash. Failing this test by more great deal of force. Comes attached with an
than one Degree extends the duration of integrated Telescopic Sight as standard,
the Stun to 2 rounds. which can be removed with a Difficult (-10)
Tech-Use or Trade (Armorer) test.
Twin-stage: This weapon's projectiles
incorporate a small secondary rocket Krug M37 Carbine: A lengthened, double-
engine to give the round an extra kick at barreled version of the Krug pistol with a
the end of its ballistic arc. A weapon with folding stock, designed for use by vehicle
this Quality gains a +2 to its Penetration at crew. Can be wielded one-handed at a -10
Long ranges. If a Twin-Stage weapon hits penalty.
any target and does not do damage, the
shot ricochets- roll on the Scatter diagram, M37 Autostrela: Uses the same frame as the
and the round continues to the end of its conventional Strela, but adds a simple gas
range in that direction until it hits another piston and a box magazine, making it a
target. If the attack roll on such a ricochet powerful if slow-firing automatic. Comes
scored more than two Degrees of Success, standard with an integrated bipod.
the firer can choose to modify the Scatter
roll by a number up to their Ballistic Skill Combining
Bonus. A Twin-stage round can bounce offworld compressed air gun technology
between multiple targets in this way. with gyrojet ammunition, these
Weapons with the Twin-stage Quality complicated but powerful semiautomatic
cannot also have the Blast Quality. rifles are only issued in small numbers to
the most elite Advance Spotter companies.
Gyrojet Weapons Though the redesigned sabot rounds they
use hit well above their size, their unusual
The two pillars of Katyushan military shape makes them incompatible with the
doctrine are range and accuracy, and their range of specialty ammunition used in more
native weapon designs are built around this. traditional weapons. Comes attached with
Though they do not fire conventional solid an integrated Telescopic Sight as standard,
projectiles, these weapons function which can be removed with a Difficult (-10)
similarly to normal slug-throwers or Tech-Use or Trade (Armorer) test.
autoguns and thus require the Weapon
Training (Solid Projectile) Talent to use. Antitank Rifle: Derived
from the prototypes of what would become
Krug Pistol: A single-shot, break-action the Reyder, the Drotik is a heavy anti-
pistol that fires a single heavy rocket round. materiel rifle used for long-range precision
marksmanship in situations where a
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standard Strela simply won't cut it. It than overt action, the bolt-action Welreus
incorporates a compressed-air accelerator is a simple but extremely effective
system like the Reyder, as well as an infiltrator's weapon found across the sector.
extremely lengthened bull barrel and an Though not particularly damaging, its
oversized action. Drotiks can load Kulak concealability and reliability make it a
rounds without reducing their Clip Size. valuable tool when discretion is needed on
Drotiks come equipped with a Bipod and the battlefield.
Telescopic Sight as standard, which can be
removed with a Difficult (-10) Tech-Use or Delileus 'Threadcutter' Commando
Trade (Armorer) Test. Stubber: Another popular weapon amongst
Advanced Spotters, dozens of different
Solid-Projectile Weapons Delileus variants exist across Subsector
Trisdeka, a testament to the ease of
The most ubiquitous and simple of the construction of these primitive but
surprisingly effective stubguns.
following equipment requires the Weapon
Training (Solid Projectile) Talent to Normally bolt-action, they make excellent
operate. long-range sentry-killers, allowing highly
mobile forces some modicum of firepower
Welreus-Pattern Commando Stub Pistol: with very little noise.
Frequently used by the Katyushan Advance
Spotters and a variety of Bellagian
regiments that focus on infiltration rather
Krug Pistol Pistol 60m S/-/- 1d10 + 4 I 3 1 Half Gyrojet, Reliable 1kg Common
Welreus Commando Pistol Pistol 20m S/-/- 1d10 + 3 I 0 8 Full Infiltrator, Reliable 1kg Rare
Strela Basic 120m S/-/- 1d10 + 5 I 3 5 2 Full Gyrojet, Reliable 7kg Average
Krug M37 Carbine Basic 100m S/2/- 1d10 + 4 I 3 2 Full Gyrojet, Reliable 3kg Average
M40 Basic 100m S/3/- 1d10 + 4 I 4 30 Full Gyrojet, Proven (3), 5kg Rare
Twin-Stage
Delileus Commando Stubber Basic 200m S/3/- 1d10 + 4 I 2 10 Full Infiltrator, Reliable 4kg Rare
Combilauncher (Launcher) Heavy 150m S/-/- 1d10+8 X 7 1 2 Full Blast (3), Concussive (0) 15kg Very
Rare
Drotik Heavy 150m S/-/- 1d10 + 8 I 8 3 2 Full Gyrojet, Accurate 12kg Rare
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Niva-Pattern Combilauncher: A curious
combination of autogun and light recoilless Apashe: A native Edelweiss las weapon, the
rifle, the Combilauncher was intended to Apashe is a curious and unwieldy folding
give PDF troops light anti-tank firepower weapon that combines a trench knife and a
in a portable package. Though it achieved compact laspistol into a single package.
this, it is a bulky and uncomfortable Though difficult to operate without
finesse, these standard-issue Kurassier arms
simplicity and ease of manufacture has seen are excellent in close quarters. An Apashe
it slowly spread across the Subsector. A can be used in melee as if it were a
Combilauncher requires either Launcher or Warknife.
Solid-Projectile Weapon Training to
operate- one of the weapons' integrated Apashe Réal: Apashes Réal are only
systems can be operated without having awarded to the finest Edelweiss warriors,
training in the other. for they must be delivered by the acclaim of
their regiment. Their general structure is
Las Weapons comparable to an oversized standard
Apashe, but their laspistol component
Modified or rare versions of the Imperial utilizes a hotshot design and their trench
knife is replaced with a miniaturized chain
require the Weapon Training (Las) Talent weapon. An Apashe Réal can be used in
to operate.
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melee as if it were a Chain Knife with the practically exposed. A Lasarque can be fired
Mono quality. one-handed at a -5 penalty.
Gul-Model Hand Pistol 15m S/-/- 1d10 + 4 E 2 2 2 Full Flame, Thrust Jet 4kg Scarce
Projector
Apashe Réal Pistol 20m S/2/- 1d10 + 4 E 6 5 Full - 1kg Near Unique
Nivablotter Pistol 15m S/2/- 1d10 + 5 E 4 8 2 Full Scatter, Discharge, 5kg Very Rare
Maximal
Zhuzh-Model Boost Basic 25m S/-/- 1d10 + 5 E 2 4 2 Full Flame, Thrust Jet 7kg Scarce
Projector
Thermovortex Basic 15m S/-/- 1d10 +3 E 4 6 3 Full Blast (3), Concussive (0), 6.5kg Very Rare
Inaccurate, Flame
Gambler-Pattern Lasgun Basic 100m S/3/- 1d10 + 1d5 E 1d5 50 Full Unreliable 4kg Common
Nivablaster Basic 120m S/2/- 1d10 + 6 E 6 20 3 Full Maximal, Discharge 20kg Very Rare
Lasbarde Heavy 100m S/-/- 3d10 + 10 E 10 3 2 Full Proven (3), Inaccurate 25kg Very Rare
Rev-model Ram Heavy 35m S/-/- 1d10 + 5 E 4 8 2 Full Flame, Thrust Jet 50kg Rare
Projector
Nivablaster-H Heavy 120m S/3/- 1d10 + 8 E 8 20 3 Full Maximal, Discharge 30kg Extremely
Rare
Nivablotter-H Heavy 50m S/3/- 1d10 + 8 E 6 16 3 Full Maximal, Discharge, 25kg Extremely
Scatter Rare
Saxifrage PDS Heavy 300m S/-/- 2d10 + 5 E 7 1 Full Recharge, Inaccurate 30kg Near Unique
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Faucon: A rarer Edelweiss las weapon used Rev-model Ram Projector: Uncommon
by some infantry units, the Faucon could be due to their great size, these massive pulse
described as a laser battle rifle, with an rocket weapons can send even the heaviest
emphasis on damage per shot and, targets flying. Targets that fail their Agility
unusually for a las weapon, an automatic test to catch fire when hit with this weapon
fire rate. are also knocked Prone. Firing a Ramjet
Projector unbraced requires a Very Hard (-
Lasbarde: Essentially a cut-down 30) Strength test in addition to the normal
lascannon, the Lasbarde is designed to be penalties to Ballistics, even if the firing
mounted on the saddle of a large Edelweiss character has the Bulging Biceps talent. If
Querl or other military mount. It trades off the test fails, roll on the Scatter Table- the
long-range firepower for portability and out-of-control recoil causes the weapon to
ease of use on the move. Lasbardes come fire in that direction instead.
with a built-in Saddle Weapon Mounting.
Thermovortex Gun: Manufactured in
Flame Weapons Ixaniad, these unusual flame weapons see
some use by the Bellagians and
Though the roaring, back blast-generating Tennanlowers, who appreciate their relative
pulse rocket flamers of Katyush are a highly lightness compared to conventional
unconventional design, they can be flamers. They employ a compressed air tank
operated by a character with the Weapon to fire a vortex of powdered thermite
Training (Flame) talent. towards their target, which is then ignited
by a low-power las-bolt, causing a pulse of
Gul-model Hand Projector: A small but violently superheated air that can knock a
potent hand flame weapon with a nasty target off their feet. Though less
kick, used as a last-ditch weapon by Field devastating and significantly less
Engineers and Advance Spotters. Guls are intimidating than a Flamer, they are much
deadly in close quarters, though their high easier to control.
fuel consumption and small internal tanks
are a frequent subject of complaint. Plasma Weapons
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plasma guns- but not without compromise. heavier focussing coils, this heavy weapon is
The Nivablaster uses an explosively-driven effectively a massive plasma shotgun, very
piston to compress hydrogen gas into a popular amongst the soldiers of Maniple
superdense state, and recycles waste heat 931 as a room-clearing weapon.
from the explosion to power a series of
magnetic coils that accelerate the gas down Saxifrage Plasma Delivery System: The
the barrel, superheating it into plasma in answer to a question no one asked, namely
the process. The resultant weapon is
significantly less prone to injuring its users,
as the plasma only becomes dangerously uncertain origin, as its design matches none
hot as it is already leaving the weapon. from Niva or from the Ixaniad or Calixis
However, the sudden power surges through sectors. Some even believe the design might
have been pulled from the icy surface of
havoc with any kind of uninsulated
electronics. The wider Mechanicus was weapon, its electromagnetic catapult hurls a
quick to condemn the Nivablaster as a compact plasma canister towards its target,
dangerously uncontrollable weapon, but which discharges in midair, creating a
the Nivans still produce them in significant focused plasma bolt that can strike over vast
numbers, happy so long as they are never, distances. Unfortunately, the projectile
ever used in proximity to Nivan facilities or system is notoriously hard to aim, slow to
Skitarii. reload, and functionally useless unless it has
had time to charge in-flight. A Saxifrage
Nivablotter Plasma Splatgun: An offshoot reduces its Penetration to 0, rolls d5s for
of the development of the Nivablaster, the damage and changes its damage type to
Nivablotter is a pistol-sized plasma weapon Impact if fired at any target within Close
that, while compact, suffers at long ranges. range.
Its extremely short focusing coils project a
semi-coherent blob of plasma instead of a
proper bolt. While still hot enough to burn
and damage a wide area, the projectile
dissipates soon after leaving the barrel.
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Table 7: Low-Tech Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Rarity
Nivan Scrap Bow Basic 30m + S/-/- 1d10 + 1 0 1 Full Primitive (7), Crippling (1) 10kg Average
10xSB R
Longbow Basic 30m + S/-/- 1d10 + 1 0 1 Full Primitive (8), Reliable 2.5kg Scarce
20 x SB R
Horn Bow Basic 20m + S/-/- 1d10 R 1 1 Full Primitive (7), Reliable 1.5kg Scarce
10 x SB
Asymmetrical Bow Basic 45m S/-/- 1d10 R 0 1 Full Primitive (6), Reliable 3kg Very Rare
Compound Bow Basic 30m + S/-/- 1d10 + 1 1 1 Full Accurate 4kg Extremely
20 x SB R Rare
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the ground and require a great deal of uses a complicated clockwork mechanism
specialized training, but their unusual shape and a series of internal chambers to rapidly
and long arrows make them extremely discharge shots at short range. While fast-
accurate when fired from horseback. firing, the complexity of the system means
When fired while riding a Mount, an loading it is unfeasible. Superposed pistols
Asymmetrical Bow gains Accurate. Any cannot be reloaded in combat, as the
time an Asymmetrical Bow Jams, the user process takes several minutes at the least.
takes 1d5 Rending damage to the Head
location, as the bow string catches on their Horse Pistol
ear. Horse pistols are substantially larger and
heavier than ordinary flintlock pistols,
Compound Bow: The pinnacle of all- designed to provide mounted soldiers with
mechanical bow technology, the compound hand weapons that provide comparable kick
bow uses a lever and pully system to ensure to a full-size musket. As a result of their
an easy, even draw, making it substantially large powder charge and heavy barrel, they
more powerful and accurate than are surprisingly accurate, though hard to
conventional bow weapons. handle. A Horse Pistol loses Inaccurate if
fired two-handed.
Blackpowder Weapons
Howdah Pistol
From the ornate but unreliable muskets of A bizarre and ungainly weapon under
Dolcaterro to the strange firework-like normal circumstances, Howdah Pistols are
rocket bows of Katyush, these weapons commonly employed in tropical
require the Weapon Training environments, as an emergency sidearm to
(Blackpowder) Talent to operate. defend against animal attacks. Though they
hit hard and their multiple barrels allow a
Strelet Rocket Handbow: A light hand high rate of fire, they are heavy and
crossbow firing a pair of primitive rocket unwieldy. This weapon gains Concussive (0)
arrows. Unpredictable but dangerous. when fired in a Semi-Auto Burst. A
character who fires a Howdah Pistol one-
Flintlock Revolver: This slight step up handed must test Toughness or gain 1 level
from the flintlock pistol is much less stable of Fatigue.
than its stub counterpart. If a flintlock
revolver jams on an unmodified roll of 00, a Strelet Rocket Musket: Little more than a
number of targets within its range equal to lightweight metal tube packed with rocket
the number of rounds left in the cylinder arrows, these weapons are as ornate as they
take a normal attack from the weapon as its are impractical.
cylinders overheat and discharge.
20
Table 8: Blackpowder Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Rarity
Strelet Rocket Pistol 50m S/2/- 1d10 + 3 I 0 2 Full Proven (2), Blast (1), Streltsy 5kg Rare
Handbow
Flintlock Revolver Pistol 15m S/-/- 1d10 + 2 I 0 6 5 Full Primitive (8), Inaccurate, 3kg Rare
Unreliable
Superposed Pistol Pistol 15m S/4/- 1d10 + 2 I 0 4 - Primitive (8), Inaccurate, 3.5kg Extremely
Unreliable Rare
Horse Pistol Pistol 30m S/-/- 1d10 + 3 I 0 1 3 Full Primitive (9), Inaccurate, 4kg Rare
Unreliable
Howdah Pistol Pistol 20m S/2/- 1d10 + 3 I 0 4 6 Full Primitive (8), Inaccurate, 8kg Rare
Unreliable
Strelet Rocket Basic 100m -/-/3 1d10 + 2 I 1 9 2 Proven (2), Inaccurate, Streltsy 10kg Rare
Musket Full
Flintlock Carbine Basic 20m S/-/- 1d10 + 3 I 0 1 4 Primitive (8), Inaccurate, 6kg Common
Full Unreliable
Flintlock Blunderbuss Basic 10m S/-/- 1d10 + 3 I 0 1 5 Full Inaccurate, Unreliable, Scatter 7kg Plentiful
Flintlock Rifle Basic 60m S/-/- 1d10 + 3 I 0 1 6 Full Accurate, Unreliable 7.6kg Rare
Wheellock Repeater Basic 30m S/4/- 1d10+3 I 0 16 - Primitive (8), Inaccurate 7kg Very Rare
Seven-Barrel Gun Heavy 30m S/-/- 1d10 + 9 I 1 1 6 Full Blast (1), Inaccurate, Unreliable, 10kg Rare
Scatter
Fourteen-Barrel Gun Heavy 35m S/2/- 1d10 + 8 I 0 2 6 Full Blast (1), Inaccurate, Unreliable, 12kg Very Rare
Scatter
Dvina Rocket Bow Heavy 80m + S/-/- 2d10 E 4 1 Half Indirect (3), Blast (2), Streltsy 2.5kg Extremely
10xSB Rare
4-Bore (Slug) Heavy 50m S/-/- 1d10 + 8 I 2 1 5 Full Felling (2), Concussive (0), 12kg Very Rare
Unreliable
4-Bore (Shot) Heavy 20m S/-/- 1d10+8 I 1 1 5 Full Felling (2), Concussive (1), - -
Scatter, Unreliable, Inaccurate
Charger Gun Heavy 40m S/-/- 1d10 + 4 I 0 10 4 Primitive (9), Inaccurate, 25kg Very Rare
Full Unreliable, Crippling (2)
Chambers Gun Heavy 35m -/-/5 1d10 + 3 I 0 70 - Primitive (9), Inaccurate, 30kg Near
Unreliable, Storm Unique
21
Flintlock Carbine: A lighter variant of the musket fires seven barrels simultaneously in
flintlock musket, the carbine is often found a spread with devastating effect.
used by cavalrymen or artillery troops on
feudal worlds for whom a long weapon Fourteen-Barrel Gun: Such excessive
would be too unwieldy. A flintlock carbine weapons are almost never used in regular
can be wielded one-handed at a -10 penalty. armies, and tend to be specialty pieces
custom-built for discerning clients.
Flintlock Blunderbuss: A more primitive Though they fire smaller rounds than
version of the classic shotgun, the seven-barrel guns, their capacity to be fired
blunderbuss' distinctive funnel-shaped twice, and the psychological effect of doing
barrel makes it easy to load in a large so, is undoubtable.
quantity of lead shot, nails, scrap metal or
miscellaneous junk instead of a single ball. Dvina Rocket Bow: An ancient but
surprisingly effective weapon, firing a
Flintlock Rifle single heavy rocket-assisted arrow to
The addition of a rifled barrel to a standard devastating effect. If a Dvina should
musket turns it into a substantially more misfire, the user and everyone within a 3m
accurate weapon which is reasonably hard- cone behind him takes the weapon's
hitting at medium to long ranges. damage as the aged rocket motor explodes.
Unfortunately, making a standard musket
ball fit a rifled barrel requires the addition 4-Bore
of a leather patch to the weapon's loading, These mighty hunting flintlocks are built
slowing its already pitiful rate of fire. to take down the largest of big game- but
anyone strong or crazy enough to use them
Wheellock Repeater on the battlefield soon discovers that they
These complex and intricate repeating work just fine on targets smaller than a grox
rifles are more akin to a clock than to a gun, or a rhinoceros. As an added bonus, the
but their incredible rate of fire and ornate weapon's smooth barrel can be loaded with
construction make them popular with the either massive bullets or fistfuls of heavy
wealthy. Unfortunately, their fixed internal shotgun pellets. This weapon can be fired
magazine and delicate components make unbraced at a -10 penalty if the user's
them impractical as regular infantry Strength is 40 or higher.
weapons. Reloading a Wheellock Repeater
requires approximately 3 minutes of work Charger Gun
with a screwdriver. If used as a melee These bizarre heavy weapons are adapted
weapon or dropped, the wheellock's from heavy muskets used to defend
delicate action breaks and the gun cannot fortifications. Fitted with a rotating wheel
be fired without repair. of chambers that are screwed into place
before firing, they are a hard-hitting and
Seven-Barrel Gun: A mighty weapon for fast-firing defensive weapon, albeit an
only the strongest soldier, this heavy ungainly one. Charger Guns are often
designed to fire squared-off or angular
22
bullets meant to lacerate and slow down
targets. Charger Guns have built-in tripods
by default.
Chambers Gun
These rare, custom-manufactured weapons
are a true Blackpowder machine gun, of a
sort. Seven barrels are each packed full of 10
rounds of superposed ammunition, each
with its own small ignition system- pulling
the trigger fires off all 10 rounds in a barrel
in quick succession, resulting in a veritable
hail of fire. A Chambers Gun cannot be
reloaded in combat, and comes with a built-
in tripod by default.
23
Table 9: Launchers
Name Class Range RoF Dam Pen Clip Rld Special Wt. Rarity
Igla S-lRS Heavy 350m S/-/- Ammo- 1 Full 40kg Average
dependent
Hand Mortar Heavy 75m S/-/- Ammo- 1 2 Unreliable 5kg Scarce
dependent Full
Downpour Heavy 15-100m S/-/- 2d10 X 0 1 Half Blast (3), Indirect (2), 4.5kg Scarce
Inaccurate
Dymar Rocket Cart Heavy 300m S/3/- 1d10+8 X 3 6 2 Blast (3), Indirect (4), 60kg Average
Full Inaccurate
24
Melee Weapons Feudal Worlds. Though a poor weapon for
an individual soldier, the serried ranks of a
These hand-to-hand weapons require line of pikes or halberds can be devastating
different Weapon Training talents to use, to an approaching for when deployed en
as specified in Table 10: Melee Weapons. masse. A character with a Polearm gains a +5
on their rolls to hit for each other allied
Ulu Knife: While somewhat ineffective as a character with a Polearm within 2 meters, to
combat knife, crescent-bladed Ulu are a maximum of +15.
standard among Katyushan soldiers because
of their comfortable grip, great utility and Chakram: A bizarre weapon used by some
overall sturdiness, especially for cutting ice ancient Trisdekan religious sects, this
or as an improvised piton. Using an Ulu sharpened ring of steel can be held
conveys +10 to Survival tests in conditions (carefully) and used as a slashing knife, or
of extreme cold. thrown with a flick of the wrist with
surprising power.
Nivan Shock Spear: Little more than a set
of industrial capacitors mounted to a Trench Dagger: Little more than a
conductive blade on the end of a long sharpened metal spike made of discarded
handle made from recycled plasteel, these plasteel or even adamantium, a trench
weapons are simple but devastating to dagger is only a truly effective melee
unarmoured foes. weapon in the most brutal of fights. A
Trench Dagger imposes a -20 penalty on
Polearm: From halberds to guisarmes to Parry tests, as it is a purely offensive
bec-de-corbins to combat picks to weapon.
longspears, polearms are the favored
weapon of war on many more organized
Bellagian Cosh Melee Low-Tech - 1d5-1 I 0 Concussive (x), Infiltrator 0.5kg Plentiful
25
Bellagian Cosh: withstand a high-speed impact with a
Surprisingly deadly. The value of its rapid-discharge plasma torch. This is a one-
Concussive quality is equal to its us handed weapon. As listed, a Nivabeater
Strength bonus. must be reloaded as if it were a ranged
weapon, in order to fuel the plasma bursts it
Exotic Weapons generates. A Nivabeater that is
Table 11: Burnt Offering Payloads unloaded has the Nivabeater
A Subsector of
strange worlds needs (Unloaded) profile.
d100 Roll: Quality:
must produce
1-5 Lance Burnt Offering Shotpistol:
strange weapons.
6-10 Proven (5) The most veteran of the
11-15 Snare Bellagian Low Rollers often
Ecarlator: The
16-20 Toxic (2) joke that they will give unto the
identity of the
21-25 Unreliable enemies of the Emperor
inventor of these
26-30 Reliable
terrifying las
31-35 Flame and the saying is literal. These
weapons is unknown,
36-40 Inaccurate compact shot-pistols are not
but they have a
41-45 Razor Sharp unusual for their design- a
worrying tendency
46-50 Melta conventional revolving cylinder
to turn up in
51-55 Shocking with a snub barrel- but for what
Edelweiss regiments
56-60 Crippling (5) they fire. Bellagian soldiers
despite the furious
61-65 Corrosive collect fragments of alien soil,
censure of the
66-70 Primitive (6) curious xeno weapons, and even
Adeptus Mechanicus.
71-75 Recharge bits of holy relics, pack them
Little more than a
76-80 Spray into anointed shell casings, and
violently
81-85 Overheats fire them back at their enemies.
overclocked
86-90 Hallucinogenic (3) Burnt Offerings are totally
lascannon with its
91-95 Indirect (2) illegal, totally unpredictable,
firing frequency
96-00 Infiltrator and totally deadly.
shifted high into the
ultraviolet, the
Ecarlator discharges a literally blinding When declaring that you want to fire a
beam of purple light that can melt through Burnt Offering, roll on Table 11: Burnt
the thickest of armour. A living target hit Offering Payload twice to determine the
by the beam of an Ecarlator must make a Weapon Qualities.
Hard (-20) Toughness Test or be Reroll identical results.
permanently Blinded as the intense UV
light burns away their corneas. Bellowing Maul: Ceremonial weapons used
since time immemorial on Tennanlowe, the
Nivabeater Plasma Fist: Only a Nivan Bellowing Mauls incorporate masterful
techpriest would think it a good idea to harmonic tuning into their design- as they
incorporate compact plasma weapons into a move through the air, their internal
reinforced gauntlet. Few targets can structure generates a deafening roar of
26
Table 12: Exotic Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Rarity
Bellowing Maul Melee - - 2d10 I 1 - - Concussive (0), Razor Sharp 2kg Near
Unique
Burnt Offering Pistol 20m S/-/- 1d10 + 3 1 6 1 Full Sanctified, Scatter 1kg Extremely
R Rare
Ecarlator Heavy 300m S/-/- 5d10 + 10 10 3 2 Recharge, Overheats, Lance, 55kg Very Rare
E Full Proven (2)
27
Armoury II- Ordnance clay shell. They can be used to temporarily
disable machinery in a small radius, or emit
-Anonymous Tennanlower Ogryn a nasty shock. On a roll of doubles on the
Ballistic Skill test used to activate it, a
Explosives and Rounds Microwave Pot simply fails to work due to
its crude construction.
The explosives of Trisdeka generally
conform to the patterns found in other Vizg Rocket: Supplementing their rocket
Imperial sectors, but the people of the engines with a built-in pulse-jet engine,
Synerge cluster have made a few these bulky rounds hit with tremendous
innovations. force at long ranges, and make a terrifying
roaring noise as they fly. Any missile
Black Powder Grenade: These simple iron launcher firing Vizg rockets increases its
spheres have a wick that can easily be lit by Range by 50m.
touching it to a smouldering match and are Used With: Missile Launchers
packed full of gunpowder. Though their
Golden Glory Missile: A standard
clouds of cloying smoke they leave behind thermobaric missile design for the
can be useful. Manticore missile tank, intended for
incendiary saturation fire.
Black Promethium Canister: Used only in Used With: Manticores
the direst emergencies, these heavy
incendiary grenades can do horrific damage Dark Glory Missile: A variation of the
do nearly any target, but their incredible normal Golden Glory carrying a payload of
volatility makes them just as dangerous to volatile Katyushan Black Promethium.
their user. Black Promethium Canisters Officially, Dark Glories are only rarely
cannot be fired from Grenade Launchers. fielded to avoid the risk of massive
collateral damage, but most Katyushan
Concussion Grenade: Sometimes referred artillery regiments use them as frequently as
to as offensive hand grenades, these use the possible.
same explosive charge as the standard Frag Used With: Manticores
Grenade to produce a smaller wave of
pressure upon explosion. The smaller blast Kopye Rockets: The Kopye series of
and reduced fragmentation makes them rockets are the local Katyushan variant on
safer to use in close quarters, though no less any one of several dozen different kinds of
deadly. unguided saturation rockets used all across
the Imperium. Simple and robust, they are
Microwave Pot: Cobbled together by the an effective if somewhat crude weapon.
tech-serfs of Niva Gustav for use against They come with a wide variety of warheads,
rampaging servitors, these simple devices which generally do not affect the function
incorporate a salvaged microwave emitter of rocket itself. Vizg Kopye, which
and a powerful capacitor inside a fragile incorporate a twin-stage design, increase
28
the range of the base launcher by 200 Used With: Praetor Multiple Missile
meters. Launcher
Used With: Rocket Racks Firestorm Missile: The anti-infantry
equivalent of the Praetor Foehammer, the
Foehammer Missile: The standard anti- Firestorm is a thermobaric warhead, felling
vehicle missile used by the Praetor multiple infantry and light vehicles with thunderous
missile system, Foehammers are an accurate fuel-air explosions. As they are explicitly
anti-armour solution incorporating a designed for area saturation use, they lack
shaped-charge warhead and a complicated the complicated guidance package found in
microservitor guidance system. other Praetor loadouts.
Black Promethium Thrown SB x 3 S/-/- 2d10 + 3 C 8 Blast (4), Flame, Corrosive, Toxic 1kg Rare
Canister (1), Black Promethium
Black Powder Grenade Thrown SB x 3 S/-/- 1d10 + 4 X 0 Blast (3), Smoke (2) 0.5kg Plentiful
Microwave Pot Thrown SB x 3 S/-/- 1d5 E 0 Haywire (2), Blast (2) 0.5kg Common
Concussion Grenade Thrown SB x 3 S/-/- 1d10 + 6 X 2 Blast (3), Concussive (1) 0.5kg Average
Golden Glory Missile Round - - 4d10 + 5 E 4 Blast (15+1d10), Flame 4000kg Rare
Black Glory Missile Round - - 5d10 + 5 C 4 4 Blast (10), Flame, Corrosive, Toxic 4500kg Extremely
(1), Black Promethium Rare
High-Ex Kopye Round - - 2d10 + 5 X 4 Blast (8), Indirect (2) 50kg Average
Black Promethium Kopye Round - - 3d10 + 5 C 4 Blast (10 + 1d5), Flame, Corrosive, 55kg Extremely
Toxic, Black Promethium Rare
Foehammer Missile Round - - 3d10 + 12 X 14 Blast (10 + 1d5), Concussive (2), 3000kg Rare
Accurate
Firestorm Missile Round - - 3d10 + 15 E 4 Blast (15 + 1d5), Concussive (2), 3500kg Scarce
Flame
Pilum Missile Round - - 3d10 + 12 X 14 Proven (5), Accurate 3000kg Very Rare
29
Used With: Praetor Multiple Missile which they fight make gas less of a reliable
Launcher tool for warfare, in the right situation a gas
bombardment can shatter the morale of an
Pilum Missile: The Pilum incorporates a enemy defensive line. There is a vast
fiendishly complicated servitor targeting profusion of different chemical gas
system optimized for bringing down aerial weapons, so this section will provide a
targets. However, it is rare and expensive to broad overview of the categories of gas
manufacture. warheads one might find on an Imperial
Used With: Praetor Multiple Missile battlefront- and not just in Trisdeka.
Launcher
Gas weapons function similarly to
Rifle Grenades explosives, in that they have a Blast radius,
but they cannot be dodged-
An intermediate step between throwing throw yourself out of the way out of an
grenades by hand and launching them with expanding cloud of clear, odourless gas,
a dedicated weapon, rifle grenades use the after all. Instead, each has a Detection
explosion produced by a standard stub or value- the bonus provided to an Awareness
autogun round to fire a heavy grenade over test to know the gas is present, followed by
fairly long distances. This allows a modicum a Hazard value- the bonus or malus
of portable heavy firepower to be provided to a Toughness test to resist the
distributed amongst a squad, making rifle negative effects of the gas. Their
grenades popular with guerilla and PDF Absorption reflects how they are processed
units that might not be able to afford by living beings- Inhaled, in which case gas
heavier weapons. masks, respirators and other breathing
devices provide their benefits, or Absorbed,
A Basic solid-projectile weapon fitted with in which case only an airtight suit provides
a Rifle Grenade Launcher (see Weapon protection. They also included a Rarity-
Upgrades below) can fire Rifle Grenades, this is the number of steps to increase the
which function as standard Missile rarity of the shell type (see below) they are
Launcher rounds with a Range equal to half fitted to. Inorganic enemies obviously
the base weapon and the Inaccurate and suffer no ill effects from such weapons.
Indirect (3) Qualities. Rifle grenades have
the same base Rarity as the missile type Tear Agents: Stronger versions of the riot
they are derived from. gas used by the Arbites, tear agents cause
blurred vision, irritation, and coughing, but
Gas Warheads little to no permanent injury. They take the
form of thick clouds of white or greenish
The human race has been using gas smoke.
weapons since the dawn of time, and the Detection Value: +30
Astra Militarum is no exception. Though Hazard: +10
the variety of xenos enemies the Guard Absorption: Inhaled
fights against and bizarre environments in Rarity: +0
30
A failed Hazard test against Tear Agents Bonus before dying of asphyxia. A Hard (-
causes the subject to take a -5 penalty to 20) Medicae Test and the administration of
their Perception, WS and BS for the chemical antiagents will halt this progress
duration of the time they are within the gas, and restore the subject to consciousness.
plus 1d5 rounds after they have left the area
of effect. Tear agents also provide Smoke Vesicants: The most unpleasant of the gas
over their area of effect. agents, vesicants cause immediate and
severe chemical burns to the skin and soft
Irritants: Though they vary in severity, tissues. Though not likely to be fatal, they
irritants generally cause painful burning in do cause horrific scarring. Wearing
the mucous membranes, skin and lungs. respirators or gas masks reduces the Stun
Only some are fatal, but all are almost duration and Toughness damage of a
universally unpleasant, though vesicant by 1, but otherwise provides no
characterized by a strong smell. benefits.
Detection Value: +10 Detection Value: +10
Hazard: +0 Hazard: -20
Absorption: Inhaled Absorption: Absorbed
Rarity: -10 Rarity: -10
A failed Hazard test against an irritant A failed Hazard Test against a vesicant
causes the subject to gain a number of levels causes the subject to be Stunned for 1d5
of Fatigue equal to their Degrees of Failure rounds. They also take 2d5 points of
on the test, as well as 1d5 points of Chemical Toughness Damage, which becomes
damage to the body, which is not reduced permanent if it is not treated within 24
by armour or toughness. hours. If they fail the test by more than 3
degrees, they also take 1d5 points of
Asphyxiants: These rarely-seen chemical Chemical damage to the Body, ignoring
weapons are hard to detect but only work Armour and Toughness.
well in enclosed spaces, making their
battlefield use infrequent. They cause Blood Agents: These extremely aggressive
chemical reactions in the lungs that prevent
the intake of oxygen, leading to a painful absorb oxygen, leading to death in seconds
death by asphyxiation. at high concentrations. However, they are
Detection Value: -20 chemically unstable and dissipate quickly. If
Hazard: +0 a character rolls doubles on their Hazard
Absorption: Inhaled Test against blood agents, their respiratory
Rarity: -20 gear is damaged and requires repair to
A failed Hazard test against an Asphyxiant continue filtering.
causes the subject to begin to suffocate. Detection Value: +10
They remain conscious for a number of Hazard: -20
rounds equal to their Toughness Bonus. Absorption: Inhaled
When unconscious, they survive for another Rarity: -20
number of rounds equal to their Toughness
31
A character who fails a Hazard Test against
blood agents by less than 2 degrees is same Range value as their base weapon
Stunned for 1+1d5 rounds and takes 2 levels would normally.
of Fatigue. If they fail by 2 degrees of more Big Gas Shell: Designed to carry large
they take 3d10 Chemical damage to the quantities of gas in high concentration,
body, ignoring Armour and Toughness. these weapons are assumed to have a blast
Blood Agents persist for one-quarter of the radius of 30 meters, and the gas they deploy
time indicated by their gas shell type, will persist for at least 5 minutes (60 rounds).
rounded down. Rarity: Very Rare
Used By: Colossus, Medusa, Manticores,
Nerve Agents: Subtle, aggressive and etc.
indiscriminate, the use of nerve agents is
unpopular in the Imperial Guard because The most common
the negative effects such chemicals tend to variety of gas shells, these leave a moderate
have on friendly morale. Nerve agents concentration of gas over a reasonable area.
disrupt the functioning of the nervous They are assumed to have a blast radius of
system, causing rapid, painful seizures, 20 meters, and the gas they deploy will
paralysis and then heart failure. They also persist for 2 minutes (24 rounds).
tend to be colourless and odourless, making Rarity: Rare
them all the more frightening. While nerve Used By: Earthshaker, Gotterdamerung,
gas is not hugely difficult to manufacture Heavy Mortar, Kopye Rocket, etc.
base, it is dangerous enough that its Small Gas Shell: These are true tactical gas
distribution is limited to all but the most shells, useful more for harassing than
trusted Militarum forces. wiping out an entire enemy concentration.
Detection Value: -30 They are assumed to have a blast radius of
Hazard: -30 10 meters, and the gas they deploy will
Absorption: Absorbed persist for 30 seconds (6 rounds).
Rarity: -40 Rarity: Scarce
A character who fails a Hazard test against Used By: Mortar, Grenade Launcher,
nerve gas is Stunned for 1d5 rounds and Rocket Launcher, etc.
takes 3d10 Chemical damage to the Body,
ignoring Armour and Toughness. They
receive a further 1d5 non-reducible
Chemical damage every subsequent round
they are exposed to the gas. If they p ass the
initial Hazard test, they still take 1d5-1
levels of Fatigue, to a minimum of 0.
32
Standard Ammunition type includes a cannonball, as well as cloth
wadding and bag upon bag of gunpowder.
Listed below is common standard Used With: 4-Pounder Field Gun
ammunition for the specialty weapons of Rarity: Rare
the Synerge Cluster. As certain types of
weapon are significantly more common in Combilauncher Recoilless Round:
Trisdeka than elsewhere, their availabilities Imperial missile technology has progressed
vary. As with all ammunition, a full Clip of to the point that recoilless projectile
rounds is equal to 10% of the weight of the weapons are no longer particularly popular,
full weapon, with the exception of except where cost or ease of manufacture
Cannonballs because they explicitly weigh are a concern.
4 pounds, or roughly 1.8kg. Used With: Nivan Combilauncher
Rarity: Very Rare
Black Powder Rocket: The general name
for any one of dozens of different types of
handcrafted Compacted Thermite:
gunpowder- Table 14: Standard Ammunition The standard
based rocket Type Rarity ammunition for
projectiles used Black Powder Rocket Average Thermovortex
on ancient (Large) weapons, and an
Streltsy Black Powder Rocket Scarce extremely dangerous
weapons. As (Small) industrial substance in
archery with Cannonball Rare its own right, this is a
Dvina rocket Combilauncher Very Rare mixture of iron oxide
bows is a not Recoilless Round with a variety of other
unpopular sport Compacted Thermite Very Rare metals, forming a
on Katyush, Compressed Hydrogen Rare reddish powder that
larger black Downpour Round Scarce burns with unbelievable
powder rockets Grapeshot Rare heat.
tend to be much K-Grade Fuel Common Used With:
more common. Lead Shot Plentiful Thermovortex Gun
Used With: M30 Microjet Abundant Rarity: Very Rare
Rocket Musket, M40 Microjet Scarce
Rocket Rocket Artillery Average Compressed
Handbow Saxifrage Canister Near Unique Hydrogen: One of the
(Small), Dvina great advantages of
Rocket Bow (Large) Nivan plasma weapons is that they do away
Rarity: Scarce (Small), Average (Large) with bulky, explosive plasma flasks- while
canisters of highly compressed hydrogen
Cannonball: There is a certain brute are unstable and explosive, they are
simplicity towards hurling a large metal nowhere nearly as bad, and not used
sphere at your enemy. This ammunition exclusively for weapons systems.
33
Used With: Nivan Plasma Weapons heavy and somewhat awkward to handle,
Rarity: Rare
power are the main reasons for its long
Downpour Round: These compact high- lifespan in military service.
explosive mortar rounds pack little in the Used With: Krug Gyrojet Pistol, Krug M37,
way of firepower, but are stable, handy, and Strela Gyrojet Rifle, Autostrela, Heavy
easy to carry. Autostrela
Used With: Downpour Discharger Rarity: Abundant
Rarity: Scarce
M40 Microjet Round: A new experiment in
Grapeshot: Little more than a very large small-calibre weaponry, this caseless 5 x
bag of lead shot packed into the barrel of a 39mm rocket round uses a solid tellurium
cannon, a whiff of grapeshot has a slug and a much shorter motor that
remarkable effect on the morale, health and exhausts itself far quicker than the M30.
enthusiasm of any charging enemy. Though much less effective at long range,
Used With: 4-Pounder Field Gun combined with the
Rarity: Rare compressed-air systems of the Reyder
Autostrela, make it a lethal midrange load.
K-Grade Fuel: As a major local Used With:
Promethium exporter, Katyush is more Rarity: Scarce
than willing to supply high-quality
petrochemical products to its neighbours in Rocket Artillery: Heavy unguided rockets
exchange for lucrative trade kickbacks. As a for vehicular and emplacement use are
result, flamer fuel is considerably easier to nowhere more common or more varied than
come by in Trisdeka. they are in Katyushan regiments. Though
Used With: Projector weapons, Flame they come in a variety of sizes and
weapons configurations, each is designed specifically
Rarity: Common for the weapon that fires them.
Used With: Dymar Rocket Cart
Lead Shot: These small balls of lead can be Rarity: Average
loaded into every variety of smoothbore
musket or flintlock weapon. Saxifrage Plasma Canisters: Manufactured
Used With: Black Powder weapons in limited numbers by craft manufactories
Rarity: Plentiful throughout Trisdeka, these small-scale
plasma cells are miracles of engineering.
M30 Gyrojet Round: The standard calibre Used With: Saxifrage PDS
for almost all mainline Katyushan rocket Rarity: Near Unique
weapons, the caseless 10x 63mm
incorporates a brass-coated lead slug with a
long solid-fuelled rocket motor and three
small exhaust ports on the aft of the round,
surrounding the central primer. Though
34
Exotic Table 15: Exotic Ammunition Arrows gains Primitve (4) and
Ammunition Type Rarity gains Concussive (X), where X
Blitz Pack Rare
As a subsector of Blunt Arrow Common bonus, rounded down.
strange worlds and Bodkin Arrow Scarce Used With: Bows
strange weapons, it Rarity: Common
Buck and Ball Common
is no surprise that Duplex Rounds Rare
the people of the Bodkin Arrow: These angular,
Dust Cell Very Rare
Synerge Cluster bullet-shaped arrowheads
Filament Cell Very Rare
have also allow a conventional arrow a
Fire Arrow Plentiful
developed equally Grad Round Scarce surprising degree of armour
strange specialty Kulak Round Rare penetration, if fired by a
ammunition. Lo-Charge Pack Rare strong bowman. A bow weapon
Mars-Pattern Extremely firing Bodkin Arrows loses
Blitz Pack: A Charge Pack Rare Primitive if it had it and
manifestation of increases its Penetration by an
Nessler Ball Scarce
the curious amount equal to ha
Nivablinder Glass Extremely
Edelweiss Strength bonus, rounded up.
Fibre Warhead Rare
obsession with las Used With: Bows
Otdacha Tank Rare
weaponry, the Rarity: Scarce
QG Cell Near Unique
Blitz pack simply Scrapmaker Pack Rare
involves jamming a Subsonic Stub Average Buck and Ball: Not strictly
small piece of Round speaking a different type of
conductive wire Whistling Arrow Rare ammunition, but rather an
into the contacts of unusual way of loading it,
a standard lasgun Buck and Ball entails loading
powerpack at just the right angle, causing a several small rounds of lead buckshot in
minor short which makes the weapon fire an addition to the regular ball in a musket.
eye-searing pulse of UV light. An enemy The end result is slightly more complicated
who takes damage from a las weapon fitted to load, but greatly increases the hitting
with a Blitz Pack must test Toughness or be power of the weapon at short ranges
Blinded for 1d5 rounds, in addition to its without sacrificing much long-range
regular effects. Blitz packs can be firepower. A weapon equipped with Buck
recharged as normal lasgun power cells. and Ball ammunition gains the positive
Used With: Las weapons effects of the Scatter Quality, but none of
Rarity: Rare the negatives, and increases its reload time
by one Full Action. Buck and Ball can be
Blunt Arrow: Flat-headed arrows are often loaded in addition to other types of
used for training new archers or hunting specialty ammunition.
small game, where their reduced Used With: non-Streltsy Black Powder
penetration and increased stopping power weapons.
come in handy. A bow weapon firing Blunt Rarity: Common
35
Duplex Rounds: A bizarre bullet design Fire Arrow: Wrapping an ordinary arrow in
adopted by some Imperial PDF forces, the flammable material and setting it alight
duplex round is designed to maximize the provides a simple if somewhat dangerous
likelihood that a poorly-trained rifleman incendiary weapon. A bow weapon loaded
will hit a target, especially a moving target with Fire Arrows gains Flame and
in thick woods or jungle. It uses boosted Overheats. A Fire Arrow must be lit before
propellants to launch two interlocking it can be launched. This requires an
bullets which separate in flight, in theory accessible source of flame or intense heat,
doubling the chances of a hit. However, the and takes a Reaction. Good-Craftsmanship
lighter projectiles, and their odd shape, Fire Arrows incorporate some kind of
makes them ineffective over long ranges. A igniting device, and do not need to be lit
non-Shotgun solid projectile weapon before they are launched.
loaded with Duplex Rounds gains +2 Used With: Bows
damage and a +10 bonus to hit targets, but Rarity: Plentiful
decreases its Range by half and increases its
Weight by 25%. Grad Round: Designed for saturation fire,
Used With: non-Shotgun Solid Projectile these small rounds are in actual fact a
Weapons bundle of long, needle-shaped flechettes
Rarity: Rare clustered around a central core. A weapon
firing Grad rounds gains the Indirect (3)
Dust Cell: Firing a plasma load imbued quality and the Blast (2) quality.
with a highly-charged suspension of dust Used With: Gyrojet Weapons
particles enables its bolt to carry a massive Rarity: Scarce
electrical charge. However, the plasma
charge itself is somewhat less coherent, and Kulak Rounds: These high-powered
more plasma needs to be discharged with rocket rounds are designed for sniping use
each shot. A plasma weapon loaded with a against large targets at long range. Though
Dust Cell reduces its Clip by 25%, rounding their incredible ballistic characteristics
down, and gains Shocking. make them hit hard at all ranges, their
Used With: Plasma Weapons expanded motor means they can only be
Rarity: Very Rare loaded one at a time. A Katyushan gyrojet
weapon firing Kulak Rounds gains the
Filament Cell: Loaded with a high-density Twin-stage and Tearing qualities, but
plasma which collapses into string-like decreases its Clip size to 1.
filaments upon firing, this form of plasma Used With: Gyrojet Weapons
cell allows for extremely accurate fire, Rarity: Rare
focusing coils substantially decreases range. Lo-charge Pack: A Nivan invention that
A plasma weapon loaded with a Filament occasionally sees use among the Edelweiss
Cell gains Accurate but halves its Range. and the more covertly-minded Bellagians,
Used With: Plasma Weapons this unusual power pack forces a lasgun's
Rarity: Very Rare internal power systems to run at much
36
lower frequencies than normal, producing a Custom Ammunition
las-blast that is not visible and transfers less
heat to the surrounding atmosphere. A Many Imperial Guard and PDF regiments
lasgun with a Lo-charge Pack does 1 extra which use solid-projectile weapons instruct
damage and gains the Infiltrator and their technically-minded soldiers in the
Recharge Qualities. Lo-charge Packs can ancient Mechanicus art of gunsmithing, that
be recharged as normal lasgun power cells. they might better maintain their weaponry in
Used With: Las Weapons an approved fashion. Some also teach the
Rarity: Rare incredibly valuable art of hand-loading
ammunition, allowing soldiers to create
Mars-Pattern Charge Pack: Few regiments specialized rounds to account for any
even of the Tempestus Stormtroopers have battlefield situation.
access to the famed MPCPs, but their
reputation has spread far and wide. These Creating such custom rounds requires the
are perfectly-optimized hand-crafted creator to specify two different types of solid-
charge packs, providing a mathematically projectile round or shotgun shell they wish to
ideal amount of current to the workings of combine. They must then make a Challenging
a lasgun. Any hit with one of these is gonna (+0) Trade (Armorer) test with a penalty equal
really sting. A las weapon loaded with an to the highest rarity of the two ammunition
MPCP gains Proven (5), Felling (2), and types. Other characters may assist in this Test.
Crippling (2). Mars-Pattern Charge Packs
can be recharged as normal lasgun power If the test succeeds, the character is able to
cells. create 3 rounds of custom ammunition, plus
Used With: Las Weapons another 3 for each Degree of Success.
Rarity: Extremely Rare
Custom rounds have all the same bonuses,
Nessler Ball: A form of conical ammunition penalties and Qualities as the two base ammo
designed specifically for smoothbore types which make them up. In cases where two
muskets, Nessler Ball is shaped to hug the ammo types would provide the same Quality,
the end result has a Quality value equal to the
much faster and more stable in ballistic highest of the two originals.
flight than hand-molded rifle shot. A
weapon equipped with Nessler Ball loses incorporates a massive payload of ultra-
the Primitive quality and increases its range sharp glass fibres. These fibres worm their
by 50 meters. way into soft tissue and clothing, initially
Used With: non-Streltsy Black Powder causing excruciating itching which escalates
Weapons into horrific skin infections, permanent
Rarity: Scarce blindness, severe internal bleeding, and
eventually even madness from the sheer
Nivablinder Glass Fibre Warhead: intensity of the agony. Nivablinder shells
see infrequent use along the Spinward
invention, the Nivablinder shell
37
Front as an excellent terror and area-denial duration of their injury. Poor-Quality
weapon. Augmetics simply cease to function.
Nivablinder shells airburst, scattering an Head: Every day, the character must make a
area with a radius of 20+2d10 meters with Hard (-20) Toughness Test or reduce their
glass fibre. The fibres coat all surfaces in Perception and Fellowship by 1d5-1 as their
the area. It is impossible to avoid being face is covered in pustules. If a character
coated with glass fibre in an area directly fails this test by more than five degrees,
struck by the warhead's blast radius by they are permanently Blinded as the glass
Dodging or through Cover, though active fibres destroy their corneas.
Force Fields will repel the fibres in the area
in which they are active. Glass fibre Body: Every day, the character must make a
weaponry has no effect on mechanical Hard (-20) Toughness Test or risk
enemies, though it can coat them and make inhalation of glass fibre. Characters wearing
them dangerous to the touch. It takes a rebreathers, external air supplies or bearing
Difficult (-10) Awareness Test to notice augmetic lungs decrease the difficulty of
glass fibre coating an area, and a Hard (-20) this Test to Routine (+20). A character who
Agility Test to move through an area has inhaled glass fibre permanently reduces
coated with glass fibres without suffering their Toughness by 1d5.
injury from them. For each day that a Legs: Every day, the character must make a
character is afflicted by fibres, they must Hard (-20) Toughness Test or reduce their
make a Challenging (+0) Willpower Test or Agility by 1d5-1 as the skin of their feet is
take 1d5-2 points of Sanity loss as they are repeatedly lacerated. If a character fails this
constantly irritated by the itching. test by more than three degrees they treat
Removing fibres stuck in a single hit all terrain as Difficult until such time as the
location requires an Extended Very Hard (- fibres are removed.
30) Medicae Test totalling at least 3 degrees Used With: Earthshaker, Manticore,
of success, and at least 10 minutes of work. Medusa
Failure does not cause any further damage Rarity: Extremely Rare
to the sufferer. Nivablinder shells can be
fired from Earthshaker artillery or Otdacha Tank: An alternate fuel mixture
Manticore rockets, and in both cases are for flame Projector weapons, Otdacha
treated as having the same range increases the explosive force of fuel
characteristics as a standard round. combustion in the weapon to the point
where it can lift a person off the ground for
Arm: Every day, the character must make a a few seconds, though the dynamics of the
Hard (-20) Toughness Test or reduce their shock cone created make it unsuitable for
Ballistic and Weapon Skills by 1d5-1 as use in combat. Weapons equipped with
weeping sores open up on their hands. Any Otdacha fuel reduce their Penetration to 0
limb-based Augmetics they are equipped and halve their Range. Using a Free Action,
with function as if they were one degree of a character can expend a full tank of
Craftmanship lower than normal for the Otdacha fuel to give themselves a +20 to all
38
Agility checks to jump for the rest of the Rarity: Rare
turn, as well as increasing their Agility
Bonus for the purpose of determining Subsonic Stub Round: These heavy rounds
movement speed by 1. incorporate a greatly undersized explosive
Used With: Flamers charge that causes the round to remain
Rarity: Rare below the speed of sound upon firing.
Infiltrator weapons treat these rounds as
QG Cell: Quark-gluon plasma is a normal ammunition, while non-Infiltrator
hyperdense substance which can only be weapons loading them decrease their Range
produced in large-scale particle by half and cause enemies to take -10 to any
accelerators. It can be fed into standard Awareness tests to locate the firing weapon.
plasma weaponry, generating a single tiny Used With: Solid-Projectile Weapons
bolt which packs a gigantic punch. That Rarity: Average
said, the sheer weight of the containment
cell and ammunition significantly limits its Whistling Arrow: The addition of small
use. A plasma weapon loaded with a QG cell fringes or holes to a standard arrowhead
gains Concussive (6), Felling (4), and makes it screech and whistle as it travels
reduces its Clip to 1. through the air. Though this does not
Used With: Plasma Weapons substantially change the characteristics of
Rarity: Near Unique the arrow, it can be a valuable tool for
intimidating an enemy.
Scrapmaker Pack: Built in covert factories Any character who is the target of a ranged
on Niva Gustav, these bulky, unstable attack with a Whistling Arrow, even if it
misses, must pass a Pinning Test or be
nightmare, because they convert a lasgun Pinned for one Round.
into a primitive electrolaser, causing it to Used With: Bows, Crossbows
intensely ionize the air along its beam, Rarity: Rare
scrambling unshielded electronics. A las
weapon fitted with a Scrapmaker pack
reduces its damage dice to d5s but gains the
Haywire (2) quality. Scrapmaker packs
cannot be recharged.
Used With: Las Weapons
39
Armoury III- Wargear fire for longer. Once per combat, the
Arm a legion as heavily as you want, but operator of a Flamer with this upgrade can
without boots and trousers and fancy laser optics use their Reaction to fire the weapon a
they will conquer nothing. second time in their turn. This second
-Tactica Imperialis attack rolls d5s instead of d10s for damage
and cannot inflict Righteous Fury. A
Weapon Upgrades Flamer may only have one Tank upgrade at
Wherever a person is trying to kill another a time.
person, one is guaranteed to find a third Weight: +2kg
person trying to sell the first person bells Upgrades: Any Flamer weapon
and whistles for their implement of death of Rarity: Very Rare
choice. Trisdeka is no exception.
Dispersal Nozzle: These multi-tube flamer
Aegisal: Fitting a tube-shaped arrow guide nozzles allows the weapon to let out truly
to a bow allows it to launch shorter, heavier vast amounts of fuel, saturating its target
arrows which are area. The operator
substantially more of a Flamer weapon
Table 16: Weapon Upgrades
aerodynamically equipped with this
Type Rarity
effective. When upgrade may choose
Aegisal Rare
upgraded with an to fire a single
Cycler Tanks Very Rare
Aegisal, a bow attack consuming 4
Dispersal Nozzle Rare
reduces its base units of ammo from
Dust Cover Average
damage to 1d5+2, Ejector System Scarce
gains a +5 bonus to Extra Barrel Average
hit, increases its Clip, if it carries less
High-Frequency Rare
Penetration by 1, than 4 units of
Generator
and loses Primitive. ammo). This attack
Howler Tanks Average
Weight: +1kg forces all targets in
Mellow-Pattern Piton Rare
Upgrades: Single- range to roll Agility
Driver
shot Bows at a -20 penalty to
Nivan Coil Impeller Extremely Rare
Rarity: Rare avoid it, and ignores
Optimized Nozzle Extremely Rare
any cover in the
Pistol Stock Common
Cycler Tanks: area. A Flamer may
Rate Limiter Average
These high- only have one
Rifle Grenade Common
efficiency fuel tanks Nozzle upgrade at
Launcher
draw off unburnt once.
Saddle Weapon Mount Average
promethium from Weight: +1kg
Sprave-Pattern Very Rare
the pumps of a Upgrades: Any
Autobow
standard Flamer, Flamer weapon
Sprave-Pattern Bow Very Rare
giving the weapon Rarity: Rare
Magazine
the ability to Stutter Nozzle Average
occasionally sustain Vapour Tanks Scarce
40
Dust Cover: A simple layer of retractable or striking head of a melee weapon to
metal plates over the action of a weapon vibrate at hypersonic frequencies, creating a
make it substantially more reliable in 'sawing' effect that considerably increases
conditions of mud, dust or sand in its its armour-piercing capabilities. A weapon
action. Any weapon upgraded with a Dust equipped with an HF Generator increases
Cover gains Reliable, or loses Unreliable if its Penetration by 2 and its Damage by 1,
it already had it. and loses the Primitive quality if it had it. A
Weight: +0.5kg, +1kg for Heavy weapons weapon can be upgraded with both the
Upgrades: Any Solid-Projectile, Bolt, Black Mono and the HF Generator upgrades,
Powder or Las weapon though Power Weapons cannot- the
Rarity: Average vibration of the blade interferes with the
stability of the Power Field.
Ejector System: A quality-of-life Weight: +1 kg
improvement for common revolvers, this Upgrades: Any low-tech melee weapon
mechanical modification ejects spent Rarity: Rare
casings from a revolver mechanism,
meaning that the firer no longer needs to Howler Tanks: Fitting a series of
extract the spent casings themselves. A carefully-crafted whistles to the gas
revolver weapon with this upgrade
decreases its Reload by one Half Action. weapon issue an unearthly howling noise
Weight: +0.25kg when it fires, the better to terrify the
Upgrades: Revolver-type Solid Projectile or enemies of Mankind. On any turn in which
Bolt Weapons a Flamer with this upgrade is fired, the
Rarity: Scarce wielder gains a +10 to Intimidate Tests. A
Flamer may only have one Tank upgrade at
Extra Barrel: One of the simplest ways to a time.
increase the firepower of a Black Powder Weight: +0.5kg
weapon to add a second barrel and firing Upgrades: Any Flamer weapon
mechanism, and the intimidation value of a Rarity: Average
double-barreled weapon cannot be
understated. A Black Powder weapon with Mellow-Pattern Piton Driver: An
this upgrade increases its Clip Size by 1 and explosively-driven device intended for use
fire rate to S/2/-, and adds one Half Action in installing fixed structures on
to its Reload speed. mountainsides, the Piton Driver consists of
Weight: +2kg a heavy adamantine spike driven violently
Upgrades: Single-shot Black Powder forward by a small explosive. Its devastating
weapons ability to crack solid targets did not go
Rarity: Average unnoticed by the Edelweiss, who very
quickly figured out a way to mount it on
High-Frequency Generator: A their infantry weapons. A weapon with an
complicated step up from mono-edged equipped Piton Driver gains the Inaccurate
weapons, an HF Generator causes the blade quality, cannot be fired one-handed, and
41
counts as a Hunting Lance with the +10 bonus to hit when held with both
Unwieldy quality in melee combat. When hands, but a -10 penalty on tests to conceal
the lance head is depleted, it instead counts it.
as a Spear with the Unwieldy quality. Weight: +1.5kg
Upgrades: Any Basic or Heavy weapon Upgrades: Any Pistol weapon
Weight: +8kg Rarity: Common
Rarity: Rare
Rate Limiter: It might seem counter-
Nivan Coil Impeller: A variant of the intuitive to reduce the rate of fire of an
Maglev Impeller system, this Nivan automatic weapon, but in situations where
invention uses magnetic coils to slightly accuracy or low ammo consumption are
accelerate a bullet out of the barrel of a paramount, such devices can be quite useful.
firearm. The actual acceleration process is A weapon with a Rate Limiter installed
quite inefficient, however, and the main halves its Automatic Fire Rate, rounding
advantage of this system is that the down, but gains a +10 to-hit on Full-Auto
projectile is actually encased in a field of Bursts and the Reliable quality.
highly-charged electrostatic dust. A Weight: +0.5kg
weapon with this Upgrade increases its Upgrades: Any ranged weapon with a full-
Range by 15m and gains the Shocking auto fire rate greater than 4.
quality at Close range. Rarity: Average
Weight: +1.5kg
Upgrades: Solid-projectile weapons Rifle Grenade Launcher: A simple
Rarity: Extremely Rare upgrade kit with barrel modifications and a
new set of sights, this upgrade allows a
Optimized Nozzle: Most Imperial flamers weapon to launch Rifle Grenades (See
are built with generic projector nozzles, Armoury II, Rifle Grenades section).
designed as a cost-effective component of a It takes a Half Action to convert a weapon
simple machine. A little careful tuning, fitted with this upgrade to Grenade mode,
however, yields a flamer spray that travels and a Half Action to load a single grenade.
further and hits harder with no significant Weight: +1kg
downsides. A Flamer equipped with an Upgrades: Any Basic solid projectile
Optimized Nozzle increases its range by 5m weapon.
and its Damage by +1. A Flamer may only Rarity: Common
have one Nozzle upgrade at once.
Weight: +0.5kg Saddle Weapon Mount: Many Edelweiss
Upgrades: Flamer weapons heavy and superheavy cavalry weapons
Rarity: Extremely Rare choose not to carry their heavy infantry
weapons, instead mounting them on the
Pistol Stock: A halfway step to a full tack of their Querls with specially stabilized
carbine, the inclusion of a folding stock can swivels. A weapon with this upgrade can be
make a pistol weapon much easier to handle
over all ranges. A pistol with a stock gains a harness with a Routine (+20) Tech-Use or
42
Trade (Armourer) Test. A weapon attached Stutter Nozzle: Fitting an electromagnetic
in such a way always counts as being Braced, valve system into the fuel feed of a standard
with a 180-degree field of fire facing flamer weapon allows it to project what are
essentially coherent chunks of jellied
weapon attached in this way misses an Promethium instead of a continuous stream.
attack, roll 1d10: on a roll of 9 or 10 it hits At
the animal it is attached to in the Head with this upgrade fitted may be fired
instead. without the Spray quality. It instead gains
Weight: +0.5 kg Indirect (3). A Flamer may only have one
Upgrades: Heavy weapons Nozzle upgrade at once.
Rarity: Average Weight: +0.5kg
Upgrades: Flamer weapons
Sprave-Pattern Autobow: This bizarre Rarity: Average
upgrade to the traditional crossbow allows
it to fire automatically, thanks to the Vapour Tanks: Flamethrower operators are
addition of a compact motor and lever almost always a target on the field, and they
system. seek constantly for ways to stay under
A Crossbow weapon upgraded with this cover. By diverting waste gasses from its
system gains an Automatic fire rate of 4. pump around the outside of its main tanks,
Weight: +2kg a Flamer can be made to generate small but
Upgrades: Any Crossbow weapon fitted dense clouds of smoke upon firing. Once
with a Bow Magazine per combat, the operator of a Flamer
Rarity: Very Rare weapon with this upgrade may spend their
Reaction to generate a cloud of smoke with
Sprave-Pattern Bow Magazine: This term a radius of 3m on their position. This smoke
covers a wide variety of clever mechanical lasts until the end of their next turn. A
devices recovered by a certain Magos Flamer weapon may only have one Tank
Sprave which allow bows and crossbows a upgrade at once.
multi-shot capacity. A bow weapon fitted Weight: +1kg
with a Bow Magazine increases its Reload Upgrades: Flamer weapons
Time to 2 Full Actions, but gains a Clip of Rarity: Scarce
5. The Magazine may be enlarged to up to
43
Weapon Customizations Illuminated Sight: Incorporating small
Oftentimes, unusual or highly-specialized lights, glowing chemicals or fluorescent
features normally used for civilian weapons
will find their way onto the arms of makes them easier to see in bad lighting.
Guardsmen, with or without the tacit The user of a weapon with this
approval of regimental Techpriests. A customization reduces penalties to hit due
weapon which has been customized may to poor visibility by 5.
only bear one Sight customization at a time, Applies to: Any non-Spray weapon.
and this effect is lost while it mounts a
Weapon Upgrade that is also a Sight. Ghost Ring Sight: A refined and somewhat
easier to use version of the peep sight, this
Peep Sight: The extremely narrow rear
aperture on this sight naturally causes the the eye to the target without causing severe
eye to focus on the target, though it blocks tunnel vision. Once per combat, the wielder
of a weapon with this Customization may
makes it difficult to acquire a target take a Full Action Aim as a Half Action
quickly. A weapon customized with this instead.
Sight gains a +5 to Ballistic Skill Tests to hit Applies to: Any non-Spray weapon.
which have been Aimed, and a -5 to hit
without. Buckhorn Sight: These delicate, horn-
Applies to: Any non-Spray weapon. shaped sights an archaic design halfway
between a standard open right and a Ghost
Express Sight: Designed for hunting big Ring- some argue they give reasonable
game, these wide v-shaped rear sights make accuracy at long ranges while also allowing
it easy to quickly get a bead on a charging the wielder to switch to closer targets
animal- or soldier, for that matter. On the quickly. A character wielding a weapon with
first round of each combat, the wielder of a this Customization treats the weapon's
weapon with this customization may take a Close Range as being 5m longer than
Half Action Aim as a Reaction instead. written, and its Point-Blank range as being
Applies to: Any Non-Spray weapon. 1m longer than written.
Applies to: Any non-Spray weapon.
Volley Sight: Mounted in parallel with the
Globe Sights: More popular for
c, allowing it to be fired in long competition shooting, this system combines
arcs over cover. This weapon gains Indirect tiny peep sight with a massive concentric
(X), where X is 8-the user's Ballistic Skill front sight to maximize accuracy on
Bonus. immobile targets. A character wielding a
Applies to: Any Solid Projectile, Launcher or weapon with this Customization reduces
Plasma weapon that does not already have the penalty for Long or Extreme ranges by
Indirect (X). 10 when firing at a target that has not yet
moved this round.
Applies to: Any non-Spray weapon.
44
Armour Nivablator Armour Vest: Composed of a
Generally speaking, Trisdekans are not series of flexible, interwoven polymer
known as armour-makers- being anywhere fibres, Nivablator armour promises
near the Lathe Worlds is a great way to be defensive potential on par with
heavily outclassed in the realm of personal contemporary Flak armour, but at a
protective equipment. fraction of the weight and manufacturing
cost. Unfortunately,
Hexagramatic Table 17: Armour and Barding Nivablator fibres literally
Robes: A lighter, Type Rarity fall apart with sustained
somewhat simpler Hexagramatic Robes Very Rare high-energy impacts.
form of the Nivablator Armour Average Millions of Nivablator
incredibly ornate Vest suits and vests have made
hexagramatically- Padded Uniform Common their way on to the black
warded armour Powdered Wig Plentiful market, a boon to anyone
worn by agents of Reinforced Shako Common looking for cheap,
the Ordos Leather Barding Common comfortable but not
Malleus and Chainmail Barding Common necessarily high-quality
Hereticus, these Plate Barding Scarce armour.
robes are issued to Light Flak Barding Average When a hit location
high-level Rough Rider Barding Scarce covered by a piece of
Sanctioned Heavy Flak Barding Very Rare Nivablator armour is
Psykers or those Powered Barding Near Unique struck by an attack that
trusted soldiers rolled doubles (eg. 11, 22,
who by necessity 33), its AP value
must work closely with psykers. permanently decreases by 1 after the attack
Incorporating flexible null-psy lattice is resolved. This AP damage cannot be
plates and blessed threads taken from the restored in any way. When the armour's AP
garments of miracle-workers on Shrine value hits 0, it is permanently destroyed.
Worlds, these pieces of clothing provide Poor-Quality Nivablator armour reduces its
limited, but still useful, protection against AP to 0 after it is hit by any attack that rolls
psychic energies. Hexagramatic Robes doubles, and is thus effectively one-use.
provide 2 AP to all locations except the Good-Quality Nivablator armour only
Head, but increase their AP against Psychic reduces its AP by 1 after being hit by an
Powers or Force weapons by their weare attack rolling odd doubles (eg 11, 33, 55...).
Willpower Bonus. Additionally, whenever Best-Quality Nivablator Armour only
the wearer is struck with a Psychic attack reduces its AP on an attack roll of 11 or 1.
that would normally cause damage ignoring A Nivablator Armour Vest provides 4 AP to
the Body.
counted against incoming damage. Weight: 2 kg
Rarity: Very Rare Rarity: Average
45
Padded Uniform: Thick layers of padded Grox, for instance, can only wear Grox
cotton and wool make up this elegantly barding, but not horse barding.
tailored blue, white and green-gold dress
uniform, the standard for all the Leather Barding: Thick slabs of cured or
Korpogardistos. They provide limited dried leather make for simple, if somewhat
protection against enemy attacks, but are primitive protection.
designed more to instill esprit de corps than Leather Barding provides 1 AP to the Body
for actual defence. Padded Uniforms and Head.
provide 1 AP to the Arms, Legs and Body, Weight: 10kg
and a further +1 AP against Rending and Rarity: Common
Impact damage to the Body.
Weight: 6 kg Chainmail Barding: Though somewhat
Rarity: Common time-consuming to manufacture, thick ring
mail makes for excellent protection against
Powdered Wig: The famous powdered wigs melee strikes.
Chainmail Barding provides 3AP to all hit
regiments, and confer status and dignity locations.
upon their wearer. A Brumeran wearing Weight: 30kg
such a wig gains a +5 to any Fellowship- Rarity: Common
based Test with fellow Brumerans.
Weight: 0.5 kg Plate Barding: Full suits of metal plate
Rarity: Plentiful armour for cavalry mounts are rare, and
usually signs of great status for the rider.
Reinforced Shako: The high peaked caps Plate Barding provides 5AP to all hit
of the Korpogardistos are protected with a locations.
thick layer of leather padding and Weight: 60kg
occasionally even chain mail, and provide 2 Rarity: Scarce
AP against Impact and Rending damage to
the head. Light Flak Barding: A few thin flak plates
Weight: 0.5 kg in a fabric overlayer make for a low-impact
Rarity: Common and flexible suit of mount armour.
Light Flak Barding provides 2AP to the
Barding Head and Body. It gains the same bonus
against Blast attacks as human Flak armour.
Cavalry mounts are frequently equipped Weight: 10kg
with light barding, or animal armour, which Rarity: Average
gives them an extra modicum of protection
in a fight. Rough Rider Barding: The standard-issue
Munitorum animal armour, this suit of
Barding functions identically to normal barding comes in endless variants.
armour, save that it can only be worn by an
animal of the species it was designed for. A
46
Rough Rider Barding provides
3AP to all hit locations. It gains
the same bonus against Blast
attacks as human Flak armour.
Weight: 22kg
Rarity: Scarce
Powered Barding grants the Mount it is The Craftsmanship values of Barding are
fitted on 8AP to all hit locations. So long functionally similar to that of regular Armour,
as it is powered, it also provides with the exception of Best-Craftsmanship
Unnatural Strength (2). It can remain suits.
powered for up to 8 hours before
needing a recharge. to be extraordinarly lightweight. With that in
discretion, a Mount in unpowered mind, Best-
barding might not be able to carry the gain a weight reduction, but instead provides a
weight of a rider.
Weight: 70kg Characteristic, as well as the usual 1 extra AP.
Rarity: Near Unique
47
Wargear and Cybernetics overhand. A Bakhgranata functions
Being residents in an industrial Subsector, identically to the Grenade it is attached to,
the citizens and soldiers of Trisdeka but its maximum range is equal to the user's
import, manufacture, improvise and design SB x 3 + 10 and it increases its Scatter
a huge variety of distance on a misfire by
military and Table 18: Wargear and Cybernetics 2. Attaching a
technical Type Rarity Bakhgranata to a
equipment. Aether Staff Very Rare standard Grenade takes
Bakhgranata Scarce a Routine (+20) Tech-
Aether Staff: A Battle Standard Extremely Use or Trade (Armorer)
step up from the Rare test.
ornamented staves Crampons Scarce Weight: 0.5 kg
issued to common Fighting Spurs Scarce Rarity: Scarce
Sanctioned Psyker, Librium Mnemonicae Rare
the Aether Staff Musical Instrument Varies Battle Standard: The
incorporates a Parachute Average
variety of psychic Power Spurs Very Rare past glories, Battle
collimation devices Regimental Extremely Standards come in many
and amplification Instrument Rare different forms. The
arrays. While they Skis Average troops of Cadia, for
make for well- Snow Goggles Common instance, carry large and
balanced melee Snowshoes Average ornate banners into
weapons, their true Scarce battle, while the
power is as conduits Tennanlowe Hawk Near Unique Edelweiss use long
for psychic energy. Mechadendrite multicoloured pennants
A Psyker character Tennanlowe Skyboard Very Rare on the end of their
wielding an Aether Wavespar Harness Very Rare lances and the
Staff gains a 10- Katyushans carry
meter bonus to the military relics onto the
Range of any Psychic Powers with a range field. Regardless of their form, the mere
they manifest, and a +1 bonus to the presence of a Battle Standard on the field
Damage values of any damaging Psychic raises the spirits of all those around.
Powers they manifest. In combat, an Aether Characters in direct line of sight of a Battle
Staff is treated as a Best-Quality High- Standard held by a friendly character gain a
Frequency Staff. temporary +5 bonus to their Toughness and
Rarity: Very Rare Willpower Characteristics. However, if the
Standard is dropped in the field or
Bakhgranata: An attachment that fits most destroyed, all allies within line of sight must
standard Munitorum grenades, this device make a Challenging (-10) Fear Test as their
is equipped with small fins and a tiny rocket regimental honour is sullied.
engine that gives the payload a small kick Weight: 5 kg
forward shortly after being lobbed Rarity: Extremely Rare
48
Crampons: Gripping spikes and spurs that spending 5 minutes studying the
slip on over ordinary boots, crampons are Mnemonicae, a character gains the benefits
the lifeblood of any Guardsman operating of the Total Recall Talent and a +15 bonus
in intensely icy environments. Crampons to any Lore skills they may have. This
provide a +20 bonus to Athletics Tests to bonus does not apply to any untrained Lore
climb in snowy and icy environments, a +5 Tests, as the Librium only enhances the
bonus to any Movement-related tests to
move across flat ground in those know, not facts they are trying to learn.
environments, and a -20 penalty to Rarity: Rare
Movement-related tests in any other
environment. Musical Instrument: From simple reed
Rarity: Scarce pipes to complicated banks of synthesizers,
musical instruments can be found on
Fighting Spurs: It is not only the human thousands of different battlefields in the
warriors of the Imperial Guard who arm 41st Millennium. Some are used for issuing
themselves for battle-quite often their signals, some for inspiring troops in battle,
beasts do too. Many Edelweiss regiments, and some merely as personal items to pass
for instance, equip their Querls with heavy the time during a monotonous guard shift.
steel spurs on their claws, giving their The Rarity of a Musical Instrument
already famously powerful kicks an extra depends on the Instrument and where and
edge, while Dolcateran soldiers have been when it is found, wholly subject to the
known to weld borrowed steel caltrops on
to the outer edges of horseshoes, giving common in a cavalry regiment than a grand
their mounts terrifying stomping power. piano would be in a regiment of Drop
When Fighting Spurs are attached to a Troops, for instance.
riding beast, they effectively give its melee Weight: 0.5-5 kg, depending on type
Natural Weapons the Mono upgrade, Rarity: Varies
removing the Primitive quality from them
and increasing their Penetration by 2. If a Parachute: A simpler alternative to the
riding beast whose Natural Weapons are advanced grav-chutes used by Imperial
not Primitive is equipped with Fighting Guard drop troops and thrill-seekers across
Spurs, it increases both their Damage and the galaxy, the simple but reliable
Penetration by 1. parachute still finds its place in modern
Rarity: Scarce Astra Militarum forces. Though much
heavier than a grav-chute, parachutes are
Librium Mnemonicae: Written in ancient often used by those drop troops whose
days by the scholars of the Scholastica grav-chutes have broken down or who hail
Psykana, the Mnemonicae is a brilliant from worlds with lower levels of
work of memory aids, full of seemingly technology. If the character passes a
meaningless riddles and strange patterns Difficult (-10) Agility Test or Ordinary
(+10) Operate (Aeronautica) Test, a
trancelike state of near-perfect recall. After parachute allows for a safe, semi-guided fall
49
from any height, otherwise the character Weight: 0.5-5 kg, depending on type
counts as having fallen five metres for each Rarity: Extremely Rare
Degree of Failure.
Weight: 4 kg Snow Goggles: A signature piece of kit
Rarity: Average carried by many Katyushan regiments,
these slitted goggles can be found all across
Power Spurs: Regarded by a weapon for the Imperium in an excellent example of
the insane even by the famously parallel invention. They help block the
bloodthirsty soldiers of the Edelweiss, the dazzling glare of sunshine reflecting off
Power Spur is a weapon concept so bizarre snow or ice- a valuable asset to any
that many are convinced it had to originate Iceworlder or inhabitant of a dark planet.
on Niva Gustav. Power spurs are simply any Snow Goggles provide a +5 bonus to Tests
weapon designed to apply a power field to to resist the effects of bright lights or
Photon Flash Grenades.
subdermal insulation and an impact- Weight: 0.5kg
sensitive trigger, a horse, for instance, can Rarity: Common
kick an enemy with a power-field-
reinforced hoof but still walk normally
without activating the weapon. When
Power Spurs are attached to a riding
beast, their Natural Weapons lose the
Primitive quality (if they had them),
increase their Damage and Penetration
by 5, and gain the Power Field quality.
Implanting Power Spurs in a riding beast
takes several hours of surgery and a Very
Hard (-30) Medicae Test. Failure
permanently lames the animal, and it
must be put down.
Rarity: Very Rare
50
Skis: The Imperium has relatively few Skis are attached to a character's feet, they
inhabited Ice Worlds, and fewer still where have two movement options available:
humans can operate on the surface unaided.
On many of these worlds, and on countless Stepping: The character walks normally,
others that see snow on part of their globes, though somewhat awkwardly due to the
skis are a common tool used for locomotion skis. They halve their Agility bonus for the
and recreation. purposes of determining Movement Speed.
It takes a Full Action to put on or remove Sliding: The character slides along in a
Skis. With skis attached, characters receive a gliding, shuffling motion. On flat snowy or
-20 penalty to all Dodge and Acrobatics icy terrain, they increase their Agility bonus
Tests. They cannot move through Difficult for the purposes of determining Movement
or Dangerous Terrain that is not covered in Speed by +2.
snow or ice, but they ignore the negative
effects of such snowy or icy terrain. Once A character on Skis who is moving downhill
increases their Agility Bonus for the
51
purposes of determining Movement Speed ignores any movement penalties for moving
by +4. If they are untrained or unfamiliar through deep snow, but takes a -15 penalty
with the use of skiis they must make a to Agility-based tests.
Routine (+20) Agility Test each time they Weight: 0.5kg each, 1kg a pair
take an Action to move, or be knocked Rarity: Average
Prone. They can choose to increase this
downhill movement bonus up to +6, but the Bulky and unwieldy, a kit
Test upon moving becomes Challenging
(+0), and if they fail they are Stunned for 1 between life and death for someone
round in addition to being knocked Prone. suffering from a sword wound or musket
impact. Normally distributed in leather
Skis and Weapons: While Skiing, a character
can use one-handed pistol or melee scalpels, pliers, bonesaws, probes, forceps,
weapons as normal with no penalties, and all the tools needed for messy but
though they cannot make Aim Actions on functional battlefield surgery. Using the
any turn in which they have moved on skis. tools conveys a +10 to Medicae tests to treat
Characters can use two-handed Melee or trauma and wounds, but not infections or
Basic weapons at a -15 penalty, and again diseases.
lose the benefits of any Aim Actions. Weight: 3 kg
Weight: 6kg Rarity: Scarce
Rarity: Average
Tennanlowe Hawk Mechadendrite:
Snowshoes: The common name for any Another piece of ancient Tennanlower
device used to prevent a human from antigrav technology, the Hawk
sinking into deep snow. Removing or Mechadendrite contains a series of
putting on snowshoes requires a minutes deployable fins, airspeed sensors, and small
effort. A character wearing snowshoes antigrav arrays that are fitted to the
52
Best-quality Skyboards function as Good-
instinctual feel for the movement of air quality, but also convey a +5 bonus to
currents and a preternatural sense of Operate (Aeronautica) tests to operate
balance. Only the finest of Tennanlowe them.
Skyboarders are awarded the privilege of Weight: 10 kg
wearing Hawks. A character with this Rarity: Very Rare
cybernetic implant installed gains a +15
bonus to any Agility-based tests for the Wavespar Harness: Though the
purposes of operating any open-topped technology behind Aetheric Wave-Spar
hovering or flying vehicle, and the Catfall technology was condemned by the
and Peer (Tennanlower) Talents. Inquisition of the Calixis Sector, the
Rarity: Near Unique Inquisitors of Ixaniad have no objections to
the concept, in a limited form. Instead of an
Tennanlowe Skyboard: The Tennanlowe implant, the Wave-Spar Harness functions
Skyboard is not, strictly speaking, a true via skin contact, and takes the form of a
anti-gravity device; it incorporates the same pair of forearm bracers with connected by
weight-reduction technology as in a thickly insulated cables to a small halo of
conventional grav-chute, but is not antennae that protrude over the shoulders
otherwise powered or motor-driven. and around the back of the neck. These act
Instead, its streamlined winglike shape as low-power psionic amplifiers, permitting
gives it a significant amount of lift at high psykers to safely draw on slightly more
speeds, allowing a trained pilot to pull of Warp energy for limited amounts of time.
considerable maneuvers with one. Once per combat, a when a Psyker wearing
Skyboards are heavily customized to their a Wave-Spar Harness Pushes a psychic
pilots, and are issued as standard to all power, he may add a +1 bonus to his Psy
Tennanlowers, but the production of new Rating. Poor Craftsmanship Harnesses also
ones is limited due to the harsh conditions add a further +10 to all rolls on the Psychic
on the homeworld and they are treasured as Phenomena table, while Good
a result. Craftsmanship versions reduce all rolls by -
10.
A pilot with the Operate (Aeronautica) skill Weight: 10kg
using a Tennanlowe Skyboard counts as Rarity: Very Rare
having the Flyer (10) trait and gains +1 AP
while on the board due to their constant
movement and high speeds. However, any
time they would be called to make a Dodge
or Acrobatics test, they must instead make
an Operate (Aeronautica) test at the same
difficulty or fall off their board.
53
Armoury IV- Vehicular replaced in this manner, but each one after
the first increases the overall repair time
Customization
needed by 2 hours.
It is my opinion as Archmagos of this blessed
Forge World that the Omnissiah has nothing
Balance Optimizers: Though balance is
negative to say about racing stripes.
seldom an issue for wheeled or tracked
-Archmagos Deraclius Lestron of Niva
vehicles, on skimmer or legged platforms
Gustav
not falling over or losing equilibrium can
mean the difference between life and death
Imperial officers frequently overlook
on the battlefield. This customization adds
weapon modifications made by soldiers so
counterweights, extra fins, and even heavy
long as they are minor, and the same is
gyroscopes scavenged from industrial
equally true of soldiers in vehicular
machinery that will keep the vehicle upright
regiments. Though they fall under greatly
even in a catastrophic situation. A Skimmer
increased scrutiny by the tech-wrights of
with this customization reduces the Critical
the Mechanicus, all but the most deeply
Hit damage from crashing by -2, to a
orthodox children of the Omnissiah are
minimum of 1, and only flips over on a roll
willing to forgive the occasional expedient
of 10 when moving at its tactical speed or
modification, though there are certainly
faster. A Walker with this customization
degrees of tech-heresy involved.
only takes 1d5 base damage from falling
over, and its crew can get the vehicle
upright as a Half Action.
Standard Regimental Kit for them or their
Applies to: Any Walker or Skimmer vehicle
squad can have a number of customizations
applied equal to its Size trait -2. Applying a
Bigger Extinguishers: Fire is the
vehicle customization requires a Routine
nightmare of all crews, and most will make
(+20) Essential Repair Skill Test and may
some effort to add in extra fire-fighting
take up to several hours of solid work.
systems to their vehicles. The first Agility
Failing the test by more than two degrees
test to put out a fire in each combat is made
means that the part being modified is
at +0, and the second at -10 instead of -20,
slightly damaged-
because no fire extinguisher is bottomless.
is inaccessible until the next time the
Applies to: Any vehicle
vehicle undergoes repairs that take more
than 12 hours to complete, but the
Cleated Grips: Welding bits of metal to
performance of the vehicle is otherwise not
track links or hammering hobnails into
affected.
wheel rims give this vehicle a little bit of
extra grip on rough terrain, though they
tend to damage or get stuck in harder
or altered any time it undergoes repairs
surfaces. When moving in snow, ice, or any
from Heavy Damage- make a Routine (+20)
soft terrain, this vehicle gains a +10 to its
Essential Repair Skill Test as normal to
Manoeuverability. It takes a -5 when
replace a single Customization with a new
one. Any number of Customizations can be
54
moving on prepared roads, rock, or other passengers. However, an improvised port is
hard terrain. much less stable than a standard one- only
Applies to: Any wheeled, tracked or walker Basic or Pistol weapons can be fired
vehicle through it.
Applies to: Any Enclosed vehicle that is not
Cushioned Interior: Nobody likes Environmentally Sealed
bumping their head or elbows in a fighting
vehicle, and safety gear can only go so far. Extra Storage: The interior and exterior of
This vehicle's interior has been fitted with this vehicle have been fitted with extra
pads and soft cushions to minimize the storage bins, water tanks, and fuel
worst injuries. It reduces damage to the containers- it is positively jam-packed with
crew from critical hits by 1, to a minimum of useful equipment. All this comes at a cost to
0. ergonomics, however. The crew of this
Applies to: Any Enclosed vehicle vehicle can access an extra reserve of one
extra day's worth of fuel and two extra
Disruptive Camo: This vehicle's paint days' worth of food and water in an
scheme is brightly coloured and patterned emergency, but entering or exiting this
to make the vehicle's silhouette vague. All tank in combat requires an extra Half
vision-based Awareness tests to locate this Action.
vehicle gain a +10 bonus. Ballistic Skill tests Applies to: Any vehicle
to hit this vehicle at ranges longer than 50
meters take a -5 penalty. For each vehicle Improved Sound System: The devotional
with the same camo scheme within 5 meters, hymns of the Munitorum often accompany
this penalty increases by -5, to a maximum the Imperial Guard into battle, but some
of -30. crews prefer more personal, popular music,
Applies to: Any vehicle and install internal speakers to listen to the
upbeat pilgrimage songs of the Peregrine
Extra Fireport: Performance Project, or the Mechanicum
drill makes defending an armoured vehicle forge-metal of the ancient rock group
against close attacks that much easier. This OMNI/SIAH. Regardless, such music can
vehicle gains a single extra fireport which do a great deal to increase morale- each
can be operated by its crew but not its crew member gains a +10 to their first
55
Willpower or Command test of each Integrated Cooking Gear: Many vehicle
combat. crews will find a way to run a kettle or hot
Applies to: Any vehicle plate off their vehicle's power systems so
they can always have a hot meal or a warm
Improvised Armor: Plasteel plates, logs, cuppa. Quite a few regiments, notably the
sandbags, concrete, bodies of fallen foes- Praetorians, mount such equipment as
all serve to reduce the power of incoming standard. The crew of this vehicle always
fire by just a little bit. This vehicle reduces have access to a source of heat or fire to
its Tactical Speed by 1, but improves its AV warm their food, boil water, etc., so long as
on one Facing (front, sides or rear) by 2. their vehicle is operational. They can also
This customization can be applied multiple ignore the negative effects of their first
times, and stacks with armor upgrades. point of Fatigue so long as they are inside
Applies to: Any vehicle it.
Applies to: Any vehicle
Improved Climate Control: Most Imperial
Guard vehicles do not end up serving on Internal Lavatory: Sometimes the best
the worlds they are designed for, with their defense against the horrors of the xeno,
crews having to modify them as necessary. mutant and heretic is a safe place to take a
When adding this modification, select a dump. Even a bucket behind a screen will
single environment (tundra, desert, do in a pinch. The crew of this vehicle
mountains, etc.)- the crew gains a +10 to reduce any incoming Sanity loss by 1, to a
any tests to resist the effects of that minimum of 1, so long as they are inside.
environment while they are in their vehicle. Other characters may comment on the
This customization can be applied multiple smell, however.
times. Applies to: Any vehicle
Applies to: Any Enclosed vehicle
56
Luck Charm: Be it fuzzy dice or human the value of a good ramming, and modify
skulls, few Imperial Guard vehicles are their craft with vicious spikes or scythe
without some kind of symbol of luck. Each blades. The similarity such vehicles share
crewman of this vehicle can choose to reroll with those of the traitor and heretic does
a single vehicle-related test once per day. not go unnoticed, however. A Vehicle with
They must take the result of the second this customization increases the Penetration
roll, even if it is worse than the first. value of its ram attacks by the value of its
Applies to: Any vehicle Size Trait, but its crew will be more likely
to attract negative attention from the
Muffled Engines: Large mufflers or Commissariat or the Ecclesiarchy.
sound-cancelling devices fitted over the Applies to: Any vehicle
exhausts or around the engine make this
vehicle unusually quiet, and comfortable. Rubberized Grips: This vehicle's padded
When it is not firing its weapons, tests to motive surfaces let it run smooth and soft
detect this vehicle by hearing are one step and really hug the ground, making it much
harder than normal. Additionally, the crew faster on hard ground, at the cost of off-
of the vehicle take no penalties to road performance. This vehicle gains a +10
Awareness tests due to noise. to its Maneuverability on hard surfaces like
Applies to: Any vehicle rock or pavement, and takes a -5 to its
Maneuverability on soft surfaces like snow
Nose Art: It could be a sexy pinup, a or dirt.
menacing slogan, or a personal symbol of Applies to: Any wheeled, tracked or walker
the pilot's family, but this vehicle stands out vehicle
from the crow because of the art it bears. So
long as this vehicle is not suffering any Sealed Hull: A little bit of sealant, plastic
Critical Damage, all of its crew and any barrels for floats, some second-hand air
allies within line of sight gain +5 to scrubbers, and pow! Instant submersible!
Willpower-based Tests. This ability does This vehicle gains the Amphibious trait, but
not stack with other vehicles. halves its Tactical Speed and gains a -20 to
Applies to: Any Vehicle its Maneuverability on water.
Applies to: Any non-Skimmer vehicle.
Pintle Shield: Improvised armour around a
door gun goes a long way towards keeping Terrain Camo: This vehicle sports a
a gunner safe. One of this vehicle's Pintle camouflage coating which matches the
mount weapons improves the Body and colours of the terrain in which it serves. It is
Arm AP of its operator by 4 when in use. necessary to modify this scheme to match
This customization can be applied multiple the changing of combat zones or the
times to multiple pintle weapons. seasons. Enemies take a -10 penalty to all
Applies to: Any vehicle with a Pintle weapon tests to visually detect it when it is in terrain
that matches the colours of its paint
Ram Spikes: Certain more brutal or scheme. This effect stacks with Camo
primitive vehicular regiments appreciate Netting.
57
Applies to: Any vehicle negative attention from any Mechanicus
authorities who see it in action.
Threatening Weapon: Cosmetic Applies to: Any Vehicle
modifications to this vehicle's primary
weapon make it much more impressive- Unditching Gear: Sometimes the easiest
looking and much more likely to draw way to unstick a vehicle that has become
negative waves. This vehicle's crew gains a bogged down is simple leverage, and many
+10 to Intimidate tests while they are in or crews will attach extended skids, wooden
near their vehicle, but enemies will always beams or winches to their vehicles to pull
target this vehicle first in combat unless themselves free. This vehicle grants a +20 to
there are much larger or menacing targets any tests to unditch or unstick it from mud,
available. deep snow, shifting sand or other rough
Applies to: Any vehicle with a Fixed, Hull or terrain.
Turret weapon Applies to: Any vehicle
58
Armoury V- Variant Patterns the d10 tables. An expanded table for
Oh, this? I have no idea what the hell it is. general equipment patterns has not been
Found it on a trash heap on patrol one day. Shoots included, because there are only so many
changes you can apply to generic gear.
- Unidentified Korpogardisto Soldier Some gear bonuses and maluses would seem
to cancel out- it is up to the GM to decided
If there is one defining trait that applies to if two cancelling results should be rerolled
the entirety of the Imperium of Man, or ignored.
ignoring regional differences, the span of
ages and its many strange cultures, it is Also included are vehicle pattern
modifications, because a Lucius Pattern
clever devices for killing other men. The Vanquisher is sure as hell different from a
mind-boggling number of variants on even Gryphonne Pattern Vanquisher- roll on
common weapons like the Lasgun, from the Table 19 and reference Tables 24 and 25 for
most ancient patterns of the Forge Worlds variant
to scrap-built variants assembled by hand in Table 19: Number of positives
primitive tribal encampments cannot be Changes and
captured in any documentary form. 1d10 Positive Negative negatives.
Roll
This section of the Primer is designed to be 1 1 2 As a warning
used as a replacement to the Variant 2-3 1 1 to GMs: use
Equipment Patterns section of Only War: 4-6 2 2 these tables
Hammer of the Emperor (pp. 127-131). 7-9 2 1 at your own
When generating a variant melee or ranged 10 3 2 risk. The
weapon pattern, simply follow all the rules results can
presented in Hammer of the Emperor, but get a little
use the following d100 tables to generate crazy, especially when applied to already
pattern positives and negatives, instead of very powerful weapons, like Sniper Rifles
or Eviscerators. Trust me on this one.
59
Table 20: Ranged Weapon Pattern Positive
Roll Pattern Modification
1-5 Longbarrel:
6-10 High-Capacity:
16-20 Precision: Decrease any penalty this weapon would receive to Ballistic Skill Tests for firing at long or extreme
ranges by 5.
21-25 Venerable Design: This weapon gains the Proven (2) Quality. If it has the Proven (X) Quality already, increase
the value of X by 1.
26-30 Efficient Feed: If this weapon fires energy projectiles, each time it rolls doubles on its hit rolls it consumes no
ammunition for that attack. If this weapon fires physical projectiles, it decreases its Reload time by one Half
Action (to a minimum of one Half Action) and loses none of the rounds in its Clip if it jams.
31-35 Lightweight Material: kg). If it is a Basic weapon,
its wielder reduces the penalty for firing it one-handed to 10. If it is a Pistol weapon, its wielder can draw it
from its sheathe or holster as a Free Action.
36-40 Slaying: Pick a single species or type of enemy (eg. Tyranids, Orks, Eldar, Humans, etc.). This weapon gains a
+1 to its Damage and Penetration when attacking that type of enemy.
41-45 Exceptional Pattern: Logistics Tests to acquire Good and Best Craftsmanship versions of this weapon gain a
+20 bonus in addition to any other modifiers.
46-50 Simplified: Any Tests to repair, modify or upgrade this weapon are made at a +20 bonus.
51-55 Rapid Ammo Ejection: Reduce the Reload of the weapon by one Full Action (to a minimum of one Half
Action).
56-60 Thermal: This weapon gains the Flame Quality when fired at a target within Short Range. If it already has the
Flame Quality, increase its Damage by 2.
61-65 Piercing: This weapon gains the Felling (2) Quality when fired at a target within Short Range. If it already has
the Felling (X) Quality, increase the value of X by 2 when this happens.
66-70 Electrified: This weapon gains the Shocking Quality when fired at a target within Short Range. If it already has
the Shocking Quality, increase its Damage by 2.
71-75 Crippling Munitions: This weapon gains the Crippling (2) Quality. If it has the Crippling (X) Quality already,
increase the value of X by 1.
76-80 Blessed Pattern:
a failed Fear or Pinning test.
81-85 Brutal Construction: This weapon gains the Ogryn-Proof Quality. If used as an Improvised Weapon, it has the
following profile: Melee; 1d10 I; Ogryn-Proof, Primitive (8).
86-90 Close-Quarters Optimized: If used with a Melee Attachment or as an Improvised Weapon, this weapon gains
the Balanced Quality.
91-95 Incredibly Lethal: This weapon gains the Accurate Quality. If it has the Inaccurate Quality, it loses it instead.
If it already has the Accurate Quality, it gains the Proven (2) Quality.
96-00 Anti-Materiel: This weapon increases its Penetration by 1 and gains the Lance Quality. If this weapon already
has the Lance or Melta Qualities, increase its damage by 1.
60
Table 21: Ranged Weapon Pattern Negative
Roll Pattern Modification
1-5 Inefficient Barrel: Apply a
Short range.
6-10 Exposed Action: If this weapon rolls doubles on an attack action in muddy, sandy or otherwise dirty
conditions it jams.
11-15 Heating Issues: This weapon gains the Overheats Quality. If it has this Quality already, it loses the
16-20 Dangerous Ergonomics: When this weapon jams, it inflicts 1 point of Impact damage ignoring Armour
and Toughness to the user. This weapon loses the Reliable quality if it has it.
21-25 Erratic: This weapon gains the Unreliable Quality. If it has the Reliable Quality, it loses it.
26-30 Inefficient Feed: If this weapon fires energy projectiles, each time it rolls doubles on its hit rolls it
consumes twice as much ammunition for that attack. If this weapon fires physical projectiles, it increases
its Reload time by one Full Action.
31-35 Bulky: kg. If it is a Pistol weapon, it becomes a Basic weapon.
36-40 Inadequate Sights: This weapon loses the benefits of Full-Action Aiming.
41-45 Rare Model: Logistics Tests to acquire this weapon outside of its place of manufacture suffer a 20
penalty in addition to any other modifiers.
46-50 Nonexistent Sights: This weapon gains the Inaccurate quality. If it has the Accurate Quality, it loses it
instead.
51-55 Small Magazine: Decrease the Clip Size of the weapon by 5 (to a minimum of 1).
56-60 Questionable Ballistics: This weapon gains the Primitive (8) Quality. If it is already Primitive, decrease
the value of its Primitive Quality by 1.
61-65 Corrupted Pattern: Common Craftsmanship versions of this weapon count as being of Poor
Craftsmanship instead.
66-70 Unsteady Grips: This weapon decreases its Close and Point-Blank range hit bonuses by 10.
71-75 Diffuse Spread: Apply a
Short Range.
76-80 Uncontrollable: When this weapon kills a target in combat, it loses the rest of the rounds in its Clip.
81-85 Recharge Cycle: This weapon gains the Recharge Quality. If it has this Quality already, it loses the
Reliable Quality if it has it.
86-90 Malign Pattern: Characters wielding this weapon receive a -10 to all Tests to resist Fear, Corruption or
Mutations.
91-95 Delicate:
seize up or snap, and it must be repaired with a Hard ( 20) Tech-Use Test that requires at least several
minutes before it can be fired again.
96-00 Ineffectual Pattern: This weapon rolls d5s on its damage instead of d10s.
61
Table 22: Melee Weapon Pattern Positive
Roll Pattern Modification
1-5 Finetuned: If this weapon has the Unbalanced Quality, remove it. If it has the Unwieldy Quality,
it gains the Unbalanced Quality instead. If it has neither the Unwieldy nor Unbalanced Quality, it
gains the Balanced Quality.
6-10 Slaying: Pick a single species or type of enemy (eg. Tyranids, Orks, Eldar, Humans, etc.). This weapon
gains a +1 to its Damage and Penetration when attacking that type of enemy.
11-15 Serrated
Test to attack with this weapon, it gains the Tearing Quality for the attack. If it already has the Tearing
Quality, apply a +1 modifier to its Damage when this happens instead.
16-20 Simplified: Any Tests to repair, modify or upgrade this weapon are made at a +20 bonus.
21-25 Venerable Design: This weapon gains the Proven (2) Quality. If it has the Proven (X) Quality already,
increase the value of X by 1.
26-30 Blessed Pattern:
can reroll a failed Fear or Pinning test.
31-35 Lightweight Material: -
handed weapon, it becomes a one-handed weapon. If it is a one-handed weapon, its wielder can draw it
from its sheathe or holster as a Free Action.
36-40 Devious Pattern:
Weapon Skill Test to attack with this weapon, it gains the Flexible Quality for the attack. If it already
has Flexible, it increases its Penetration by 1 when this happens.
41-45 Exceptional Pattern: Logistics Tests to acquire Good and Best Craftsmanship versions of this weapon
gain a +20 bonus in addition to any other modifiers.
46-50 Mighty: This weapon gains the Concussive (0) Quality. If it already has the Concussive (X) Quality,
increase the value of X by 1.
51-55 Shearing: This weapon gains the Razor Sharp Quality. If it already has this Quality, or if its
Penetration is 0, apply a +2 modifier to its Penetration instead.
56-60 Ferocious: When making an All-Out Attack, this weapon increases its damage by +2.
61-65 Symbols of Duty: The wielder of this weapon gains a +5 bonus to Willpower Tests made to resist the
effects of Fear and Pinning.
66-70 Armoured: This weapon increase
71-75 Envenomed: This weapon has the Toxic (1) Quality. If it already has the Toxic (X) Quality, increase the
value of X by 1. Its damage type changes to C.
76-80 Nimble Pattern: This weapon grants the wielder a +15 bonus to the Feint combat action.
81-85 Incredibly Dense: This weapon is never destroyed when used to Parry a weapon with the Power
Field Quality. It gains the Ogryn-Proof Quality.
86-90 Pummeling: This weapon grants the wielder a +15 to the Knock Down combat action.
91-95 Precisely Weighted: This weapon can be thrown. It counts as having a Thrown weapon profile that is
identical to its Melee weapon profile, with a Range of 5 metres.
96-00 Martial Pattern: Once per combat, this weapon can be drawn and used to make a Standard Attack with
a +2 bonus to Damage and Penetration.
62
Table 23: Melee Weapon Pattern Negative
Roll Pattern Modification
1-5 Poor Grip: If the wielder fails a Weapon Skill Test with this weapon by a number of Degrees of
Failure greater than his Weapon Skill Bonus, he loses his hold on it. It travels 1d5 metres in a randomly
determined direction before coming to rest.
6-10 Dangerous Ergonomics: When this weapon fails a test to hit by more than two Degrees of Failure, it
inflicts 1 point of Impact damage ignoring Armour and Toughness to the arm of the user holding it.
11-15 Sub-Optimal: Apply a
16-20 Unsteady Grip: This weapon decreases its Standard and All-Out Attack hit bonuses by 10.
21-25 Crude: If this weapon has the Primitive (X) Quality, reduce the value of X by 1. Otherwise, it gains the
Primitive (9) Quality.
26-30 Uncontrollable: When this weapon kills a target in combat the wielder must make a Challenging (+0)
Willpower Test or spend their next Full Action attacking the fallen body.
31-35 Leaden:
weapon by a number of Degrees of Failure greater than his Weapon Skill Bonus, it becomes lodged in
the ground or another surface. It requires a Half Action and a Challenging (+0) Strength Test to
dislodge it.
36-40 Malign Pattern: Characters wielding this weapon receive a -10 to all Tests to resist Fear, Corruption
or Mutations.
41-45 Rare Model: Logistics Tests to acquire this weapon outside of its place of manufacture suffer a 20
penalty in addition to any other modifiers.
46-50 Ineffectual Pattern: This weapon rolls d5s on its damage instead of d10s.
51-55 Shallow Cuts: Apply a 1 modifier to Critical Damage that this weapon inflicts (including Critical
Damage from Righteous Fury).
56-60 Vulnerable:
61-65 Corrupted Pattern: Common Craftsmanship versions of this weapon count as being of Poor
Craftsmanship instead.
66-70 Wavering: This weapon cannot be used in a Defensive Stance.
71-75 Imprecise: This weapon gains the Inaccurate Quality. If it already has the Inaccurate Quality, it gains
the Unwieldy Quality instead.
76-80 Hesitant Pattern: This weapon decreases the Weapon Skill bonus on a Charge action by -20.
81-85 Awkward: If this weapon has the Balanced Quality, it loses it. Otherwise, it gains the Unbalanced
Quality. If it already has the Unbalanced Quality, it gains the Unwieldy Quality instead.
86-90 Anchoring: This weapon inflicts a -
91-95 Brittle: Whenever the attacker fails a Weapon Skill Test by a number of Degrees of Failure greater
than his Weapon Skill Bonus, roll 1d10. On a result of 1, the weapon shatters.
96-00 Indiscriminate: Each time the user of this weapon inflicts Critical Damage, they take X points of
Rending damage to the Body, where X is the total amount of Critical Damage they caused on their
target. This damage is reduced by Toughness but not Armor.
63
Table 24: Vehicle Pattern Positive
Roll Pattern Modification
1-5 Thick Hull: This vehicle has a distinctly thick, bulky silhouette and increases its AP on all facings by 3.
6-10 Insulated Systems: Intricate grounding systems in the wheels and hull allow this vehicle to take intense
electromagnetic disruption without danger. If this vehicle is hit by a Haywire weapon, its rolls on the Haywire
Table is decreased by 2.
11-15 Energetic Machine Spirit: If crew is incapacitated, the vehicle may act independently for 1 round.
Assume it is Trained in all relevant skills and has Characteristics of 35.
16-20 Integrated Launchers: This vehicle's hull incorporates deployable or hardwired defensive grenade launchers. It
has integrated Frag Defenders and Smoke Launchers (1 shot each) which can be reloaded between missions.
21-25 Thermoablative Hull: This vehicle's hull is made of a glassy, composite material, cool to the touch. It ignores the
Melta and Lance qualities of incoming attacks.
26-30 Stable Platform: This vehicle's low center of mass and profile make it seem to hug the ground, even at full speed.
It reduces the penalties for firing on the move by 10.
31-35 Efficient Radiators: This vehicle's cooling system runs with a smooth purr. It reduces all damage from Flame
weapons by 5, and ignores any penalties to operation due to intense temperatures.
36-40 Sturdy Suspension: The heavy springs or structural members this vehicle's motive systems ride on are well-made. It
reduces all Critical Damage to its Motive Systems by 1.
41-45 Quick-Change Drivetrain: Whether through easy-access panels or cleverly arranged modules, any breakdowns in
this vehicle's engines are simple to fix. It provides a +20 bonus to tests to repair or modify its motive systems.
46-50 Simple Pattern: This vehicle is the product of centuries of refinement to make it as idiot-proof as possible. It
provides +10 to all tests to repair it.
51-55 Ergonomic: The layout of this vehicle's controls are comfortable to use for long periods, and its hull surprisingly
roomy. It grants a +5 bonus to all tests to use vehicle systems, conduct repairs, or otherwise run the vehicle.
56-60 Superior Optics: Whether it's powerful sensors or even just well-located viewports, this vehicle provides a wide
field of view to its crew. It grants a +10 bonus to all Perception or Tech-Use tests to investigate the area around it.
61-65 Powerful Weaponry: This vehicle's armaments are made to a high standard of quality or simply have longer
barrels. The damage of all its default weapons increase by 3.
66-70 Stabilized Fire Control: The aiming systems onboard this vehicle are carefully calibrated and keep the guns level
at all times. Increase the range of all this vehicle's weapons by 20. It grants the crew a +5 bonus to Aim those
weapons.
71-75 Spall Liner: The interior of the hull is lined with protective coatings that keep the crew safe in the event of severe
itical Damage effects to them by 5.
76-80 Quick Starter: Whether through powerful prestarters or good construction, this vehicle's engine starts instantly,
every time. It gains +5 Tactical Speed on its first turn of combat.
81-85 Escape Hatches: A hull dotted with large and well-designed escape hatches allows for safe entry and egress. Crews
can enter or exit this vehicle as a Free Action.
86-90 Heavy Tread: This vehicle's tracks, wheels, legs or hoverjets are widely spaced, making it hard for it to sink in to
soft ground. Reduce all difficult terrain penalties by 10, and it cannot be bogged down.
91-95 Defensible: When its mobility fails, this vehicle can serve well as a bunker. This vehicle has two fireports that can
be used by the crew.
96-00 Secondary Weapon: This vehicle is characterized by a sub-turret or secondary weapon mounted in its hull. This
vehicle has a spot for a pintle weapon operated by the driver in addition to any other pintle weapons it may have.
64
Table 25: Vehicle Pattern Negative
Roll Pattern Modification
1-5 Poor Radiators: Fragile cooling systems or no cooling systems at all make this vehicle vulnerable to
temperature changes. It takes 5 extra damage from Flame attacks and doubles any penalties to operation in
extreme temperatures.
6-10 Weak Suspension:
to its Motive Systems, increase the damage by 1.
11-15 Wobbly: This vehicle janks and twitches constantly on the move. Increase penalties for firing after moving
by 10.
16-20 Complicated Pattern: Though it might be a miracle of engineering, this vehicle is just too complicated for
battlefield use. All tests to repair this vehicle suffer a -10 penalty.
21-25 Dangerous Ergonomics: Hatches blocked by the turret and flickering lighting make operating this vehicle
a nightmare. It inflicts a -5 penalty to all tests to use vehicle systems, conduct repairs, or otherwise run the
vehicle.
26-30 Poor Visibility: Tiny vision slits and nonexistent sensors make the outside world a mystery in this vehicle.
It inflicts a -10 penalty to all Perception or Tech-Use tests to investigate the area around it.
31-35 Undergunned: Military patterns appropriate to a PDF or secondary forces might not cut it on the
bat default Weapons reduce their damage by 3.
36-40 Inferior Optics:
gamble. All of its inbuilt (but not Pintle) weapons gain Inaccurate.
41-45 Brittle Hull:
totalling over 25% of its Hull Points, its crew takes 1d5+1 Impact damage to the body.
46-50 Fuel Hog: g else, and it runs inefficiently at the best of times.
All Logistics Tests to acquire fuel or supplies to run it take a -10 penalty.
51-55 High Ground Pressure: Narrow wheels or tracks make this vehicle dangerously prone to sinking in to soft
ground. The penalties for rough terrain are increased by 10.
56-60 Unusual Hull:
Upgrades.
61-65 Accursed Pattern: Something about this vehicle is sinister, and its make has a bloodstained reputation. Fate
Points cannot be spent to give a bonus to rolls while inside it.
66-70 Berserk Machine Spirit: The ghost in the machine is dangerously strong. Whenever this vehicle takes
Critical Damage or is affected by a Haywire Field, it fires its main weapon at the nearest target, at a
Ballistic Skill of 30.
71-75 Cramped: This vehicle is quite small for its type- certainly too small to easily move ammo in and out.
Increase the Reload time of all of its weapons by 1 Full Action.
76-80 Noisy:
Enemies gain a +20 to any tests to detect the location of this vehicle, and any Command Tests within the
hull suffer a -10 penalty.
81-85 Unsafe: The engine might leak fumes, or the control levers stick, but operating this vehicle is a tiring
chore. For each hour continuously operating this vehicle, the crew must test Toughness or take 1 level of
Fatigue.
86-90 Reactor Instability: owerplant or fuel systems destabilize far too quickly. If this vehicle
loses more than half its Hull Points in a single attack, it gains the Extremely Volatile trait. If it already has
Extremely Volatile, it explodes.
91-95 Inescapable: The tiny hatches on this vehicle make getting out in a hurry a worrisome prospect. Entering
or exiting this vehicle requires a Full Action.
96-00 High Profile: This vehicle is top-heavy and hard to miss. It counts as being one size category larger for the
purposes of making attacks against it.
65
Rugged, Tracked Vehicle
Armoury VI- Vehicles and Mounts Crew: 1 Commander (Hull), 1 Driver, 1
Gunner (Hull), 1
Loader/Gunner (Hull/Rocket Rack)
-Tactica Imperialis Carrying Capacity: None
Weapons:
Subsector Trisdeka does not produce Hull-Mounted Battle Cannon
legions of tanks or endless armoured 750m | S/ / | 3d10+10 X| Pen 8 | Clip 12 |
vehicles, but its technological Reload 3 Full| Blast [10], Concussive [3],
quirks and distinct cultures have led to the Reliable
prominence of several homegrown vehicles. Fixed Kopye Rocket Rack:
Range 1km | S/3/9 | Clip 18 | Reload 10 Full |
are the Querls of Edelweiss, which are, in Indirect (2)
some areas, well on their way to replacing Ammunition for this weapon can be found
the Grox or the horse as the most common here.
beast of burden in the region. Options:
A Laykhodok can take one of the following
Leman Russ Laykhodok Pintle-mounted weapons atop the hull:
The only true Katyushan tank, the • Flamer
Laykhodok is more of a heavy assault gun, o 20m | S/ / | 1d10+4 E | Pen 2
with armament designed to provide heavy | Clip 12 | Reload 2 Full |
forward anti-vehicle and anti-emplacement Flame, Spray
capabilities, trading off their sponson guns • Autostrela
for extra side armour and a roomier o 120m | S/3/5 | 1d10+5 I | Pen 6
interior. Laykhodoks are built from | Clip 30 | Reload Full |
Reliable
Niva Gustav by the Katyushans, who are • Boost Projector
more than willing to not ask questions in o 25m | S/-/- | 1d10 + 5 E | Pen
exchange for a supply of inexpensive 2 | Clip 4 | Reload 2 Full |
vehicles. Flame, Thrust Jet
66
Leman Russ Nivablitzer Armour: Front 40, Side 32, Rear 20
Vehicle Traits: Enclosed, Reinforced
Parallel to the development of the Armour, Tracked Vehicle
Nivablaster plasma coilgun, the Nivan Crew: 1 Commander (Turret), 1 Driver, 1
techpriests also reworked several of their Gunner (Turret), 1 Loader/Gunner
heavy designs into a twin-linked weapon (Turret/Hull Weapons), 2 additional
suitable for mounting into the turret gun of Gunners (Sponsons, if taken)
a Leman Russ battle tank. They envisioned Carrying Capacity: None
67
Special Rules:
increases by a further +2 for every Degree
of Success the crewman succeeded on their
not cause the dangerous Haywire effects of original test. If the test fails, the weapon is
their man-portable cousins, they still disabled for one round but the tank does
produce extremely powerful not ground itself. If the test is failed by
electromagnetic flux when their firing coils more than two degrees, the weapon is
misalign. If any of the weapons on a disabled for 1d10+1 rounds and the crewman
Nivablitzer suffers a Jam, it cannot be fired takes 2d10 points of Energy damage with
until the end of the next round. In addition, the Shocking quality, ignoring Armour but
all enemies and allies within 5 meters of the not Toughness.
must make a Challenging
(+0) Toughness Test or take 1d10 + 1
Energy damage with the Shocking quality,
ignoring Armour but not Toughness.
68
Kobold Light Tank Crew: 1 Commander (Turret), 1
While the Edelweiss are most famous for Gunner/Loader (Turret), 1 Driver (Hull)
their Querl cavalry, they make significant Carrying Capacity: None
use of the Kobold tank, the umbrella name Weapons:
for dozens of different light armoured Turret Mounted Blockhaus Howitzer
vehicles. The specific regional designs of 110m | S/-/ | 2d10 + 15 X | Pen 6 | Clip 1 |
the Kobolds vary, but generally they are Reload 2 Full| Blast [6], Reliable
small, emphasizing armour and a tight Coaxial Weapon (Choose one of the
turning radius over speed, and with short- following)
range weapons optimized for city fighting. • Twin-Linked Lasarque
The Anzalt-Manlich Waffenfabrik version o 50m | S/2/- | 1d10 + 5 E | Pen
is a popular model, armed with a compact 2 | Clip 30 | Reload 2 Full |
siege howitzer for anti-building and short- Inaccurate, Twin-Linked
range anti-armour use. Kobolds are seldom • Lasbarde
found offworld, seeing most work in o 100m | S/-/- | 3d10 + 10 E |
planetary conflicts on Edelweiss proper, Pen 10 | Clip 3 | Reload 2 Full
but some Kurassier regiments choose to | Proven (3), Inaccurate
keep small numbers of them around as • Heavy Flamer
mobile artillery. o 30m | S/ /- | 1d10+5 E | Pen 4 |
Type: Tracked Vehicle Tactical Speed: 10 Clip 20 | Reload 2 Full |
m Flame, Spray
Cruising Speed: 40 kph Manoeuvrability: Special Rules
+20 The Blockhaus-pattern howitzer is
Structural Integrity: 40 Size: Enormous designed as both a direct and indirect-fire
Armour: Front 30, Side 28, Rear 28
Vehicle Traits: Enclosed, Tracked Vehicle, may switch it over to bombardment mode,
Reinforced Armour, Ponderous which gives it the Indirect (4) Quality.
69
Soyuz-Z4 from a lack of fully-functional cooling
A Katyushan-designed four-wheel-drive systems. A Soyuz-chassis vehicle takes no
penalties to tests in Difficult Terrain that is
and large engine let it move in even gale- snowy or icy. However, in very warm or
force snowstorms and carry substantial hot-weather conditions, it vehicles loses the
loads. Though not designed as a combat Rugged trait as its drivetrain begins to
vehicle, these trucks see a great deal of overheat dangerously.
service as light prime movers and support
vehicles in Katyushan trench lines. Civilian
versions of the Z4 differ little from their
military counterparts, and are popular as
personal transports on the homeworld.
Small numbers of Z4s are also license-built
on Edelweiss for use on the ice worlds of
Gentian and Pulsatilla.
70
Soyuz-Z4(M) Soyuz-Z4(C)
The ambulance version of the Z4, the
Z4(M) is slightly larger and slower, but is The scout/command version of the Z4, the
fully equipped to provide considerable in- Z4(C) mounts a large suite of optical and
field medical care. As any major casualties in radar imaging and targeting equipment, as
a Katyushan regiment are cause for alarm, well as a substantial vox array. They find use
Z4(M)s are almost always on constant in Advance Spotter groups and as general
standby to minimize potential losses. mobile command posts.
71
Soyuz-Z4(A) o 25m | S/-/- | 1d10 + 5 E | Pen
2 | Clip 4 | Reload 2 Full |
Originally developed as a combat APC, the Flame, Thrust Jet
Z4(A) has gone through numerous
survivability upgrades and weapons Options:
improvements, substantially reducing its
carrying capacity but making it a A Z4(A) can optionally mount a Kopye
respectable infantry support vehicle or Rocket Rack in a turret, selecting one of
mobile artillery platform in a pinch. All too the following types of ammunition.
frequently, however, crews treat them as Mounting a Rocket Rack reduces its
frontline tanks, where their modest armour Carrying Capacity to 4.
leads to high losses.
Range 1km | S/3/9 | Clip 9 | Reload 5 Full |
Type: Wheeled Vehicle Indirect (2)
Tactical Speed: 25 m Ammunition for this weapon can be found
Cruising Speed: 70 kph here.
Manoeuvrability: +5
Structural Integrity: 30 Size: Enormous Special Rules:
Armour: Front 25, Side 20, Rear 20
Vehicle Traits: Enhanced Motive Systems, Katyushan vehicles are designed to move
Enclosed, Rugged, Wheeled Vehicle smoothly over snow and ice, but suffer
Crew: 1 Driver, 1 Engineer, 1 Gunner from a lack of fully-functional cooling
(Pintle) systems. A Soyuz-chassis vehicle takes no
Carrying Capacity: 6 Imperial Guardsmen penalties to tests in Difficult Terrain that is
plus wargear snowy or icy. However, in very warm or
hot-weather conditions, it vehicles loses the
Weapons: Rugged trait as its drivetrain begins to
overheat dangerously. Soyuz-Z4(A)s are
A Z4(A) is always equipped with one of the equipped with 6 fireports for the crew.
following Pintle-mounted weapons atop
the hull:
• Soyuz-Pattern Flamer
o 20m| S/ / | 1d10+4 E | Pen 2 |
Clip 12 | Reload 2 Full |
Flame, Spray
• Heavy Autostrela
o 120m | S/3/5 | 1d10+5 I | Pen 6
| Clip 30 | Reload Full |
Reliable
• Boost Projector
72
Soyuz-Z5 or ice. In snowy conditions, a Z5 adds 10kph
to its Cruising Speed, and 5 to both its
The older sibling of the Z4, the Z5 is a full- Tactical Speed and Manoeuvrability.
bed all-terrain transport halftrack and mass
hauler, designed to be able to operate in Igla Sabre
even the most icy or snowed-in terrain. Another local variant on a popular Imperial
These lumbering vehicles see as much use in design, the Igla Sabre simply replaces the
civilian roles on Katyush as they do in the standard weapons of a Sabre gun platform
field, though they are first and foremost with a triple-barreled Igla soft-launched
transports and not fighting machines. rocket launcher. These effective if
somewhat fragile weapons platforms form
Type: Tracked Vehicle the primary anti-aircraft weapon of
Tactical Speed: 15 m Katyushan entrenched forces, and their
Cruising Speed: 72 kph useful ability to ripple-fire or indirectly fire
Manoeuvrability: +5 their launcher is an added bonus.
Structural Integrity: 25 Size: Enormous
Armour: Front 10, Side 5, Rear 5 An Igla Sabre functions as a standard Sabre
Vehicle Traits: Enhanced Motive Systems, platform but with the following weapon:
Open-Topped, Rugged, Wheeled Vehicle Triple-Igla Launcher
Crew: 1 Driver, 1 Engineer Heavy | 350m | S/3/- | Damage Ammo-
Carrying Capacity: 25 Imperial Guardsmen dependent | Pen Ammo-dependent | Clip 3 |
plus wargear Reload 2 Full
Special Rules:
In very warm or hot-weather conditions, This weapon also gains the ability to lob
this vehicle loses the Rugged trait due to its inactive rounds, as listed under the Igla S-
poor-to-nonexistent cooling systems. The lRS rules.
cleated tracks and wide front tire or ski on a
Z5 are designed primarily for use on snow
73
Bicycle can hit impressive rates. A Bicycle increases
It goes by many names: The bicycle, the its default Tactical Speed by a number
fahrrad, the velocipede, bone-rattler, equal to the Strength Bonus of its operator.
penny-farthing, even just simply 'bike'. It increases its default Cruising Speed by a
These pedal-powered one-man vehicles are number equal to 5 times one half the
ubiquitous in the Imperium, and are built Strength Bonus of its operator, rounded up.
by very nearly every Forge World or planet Lightweight: Bicycles are somewhat
with any kind of industrial capacity. They unwieldy to carry, but not particularly
can operate in almost any environment, heavy: as an item, a Bicycle has a carry
even the depths of space, and are simple weight of 8 kg, though characters who are
enough for children to use with ease. carrying one cannot make Run Actions if
they are holding the Bicycle in their hands.
Type: Wheeled Vehicle
Tactical Speed: 4 m Look Ma, no hands!: Bicycles aren't exactly
Cruising Speed: 15 kph combat vehicles, but a reasonably skilled
Manoeuvrability: +20 rider can pull off one-handed operation
Structural Integrity: 5 Size: Average with ease. One-handed weapons can be
Armour: Front 1, Side 1, Rear 1 fired by the operator of a bicycle as normal.
Vehicle Traits: Bike, Wheeled Vehicle, Two-handed Basic or Melee weapons can
Open-Topped, Rugged be used as normal, but they impose a -30 to
Crew: 1 Cyclist all Operate tests to control the bicycle on
Carrying Capacity: 1 passenger plus light that turn. If one such test is failed, the rider
gear falls off the bike and takes 1d5 points of
Special Rules: Impact damage, ignoring Armour but not
Skeletal Frame: While they aren't designed to Toughness.
stand up to gunfire, bicycles are so light
and pared-down they often make hard
targets to begin
with. Any tests to
hit a Bicycle or its
rider with ranged
attacks suffers a -10
penalty so long as
the rider has already
moved in the
current Round of
combat.
Pedal Power: Even
the weakest cyclist
can get a 'bike
moving at fair speeds, but
Art by Steve Johnson.
those with strong muscles
74
Tauros Commando
A Tauros Commando has no inbuilt
Not an official Tauros variant, the weapons, but it has room in the hull for up
Commando is simply the standard Tauros to 2 weapons to be mounted on Pintles.
assault vehicle, but lightened and retuned
for extreme range and speed. With little to Special Rules:
speak of by way of crew protection, they
are weapons of surprise and asymmetrical Although it is a Wheeled Vehicle, Tauros-
warfare, not direct attack. Quite often these platform vehicles are treated as Tracked
modifications are unsanctioned by the Vehicles for the purposes of Tests involving
Mechanicus, and the resulting vehicles are Difficult Terrain and when determining
more than a little unpredictable. how much slower they get when suffering
critical damage. Additionally, they ignore
Tauros Commandos are frequently the usual penalties to Operate Tests that
employed by the more aggressive Edelweiss Wheeled Vehicles normally suffer when
infantry regiments, some of the wealthier taking Motive Systems Damage.
and better-equipped Dolcaterran Old
Rollers, and those Katyushan Advance When acquiring a Tauros Commando, the
Spotters who no longer depend on supplies character making the Logistics Test may
from the homeworld.
Trait for the Ramshackle Trait instead.
Type: Wheeled Vehicle
Tactical Speed: 25 m
Cruising Speed: 130 kph
Manoeuvrability:
+15
Structural
Integrity: 20 Size:
Enormous
Armour: Front 15,
Side 10, Rear 10
Vehicle Traits:
Enhanced Motive
Systems, Open-
Topped, Rugged,
Wheeled Vehicle
Crew: 1 Driver
Carrying Capacity:
4 passengers plus
light gear
Weapons:
75
Aerosani Armour: Front 20, Side 15, Rear 10
Vehicle Traits: Tracked Vehicle, Open-
A curious vehicle that has either evolved in Topped
parallel or been redeveloped from STCs on Crew: 1 Driver, 1 Gunner
many Imperial worlds, the Aerosani is an Carrying Capacity: 4 passengers plus light
unusual snowmobile riding on broad skis gear
and propelled by an externally mounted jet
engine or propeller. Though awkward to Weapons:
steer, and somewhat difficult to repair
because of their extremely large engines An Aerosani may mount a Heavy Stubber
and light frames, these vehicles fare or a Storm Bolter on its Pintle, using the
excellently on snow and ice, where their rules for those weapons found in the Only
speed is almost wholly unmatched. The one War Core Rulebook.
flaw of the Aersoani is that it can only run
on slippery terrain- these vehicles are Special Rules:
seldom found except as curiosities on
worlds which are not beset by heavy snow Aerosled:
and ice for the majority of the year. Dozens somewhat unusual to control. Aerosani are
of different Aerosani variants exist, and treated as Tracked Vehicles, but they gain a
they take on a wide variety of roles on further +10 to Operate tests involving
iceworlds, from civilian recreational craft to Difficult or Dangerous snowy or icy terrain
light cargo transports to armed military in addition to the one already given by the
patrol vehicles. Tracked Vehicle Trait. However, when
moving over any surface other than snow or
Type: Tracked Vehicle ice, they reduce their Tactical and Cruising
Tactical Speed: 15 m Speeds by a factor of 5 and gain the
Cruising Speed: 100 100kph Ponderous Trait.
Manoeuvrability: -10
Structural Integrity: 18 Size: Enormous
76
Camargue Querl Traits: Bestial, Size (6), Natural Weapons,
The Camargue is one of the more common Terrain Master, Irritable, Enduring,
breeds of mid-size Querl, and its even Unnatural Toughness (2), Natural Armour
temperament and tough skin make it an (3)
ideal mount for heavy cavalry. Like all
Querls, the Camargue is semi-bipedal, Landais Querl
using one set of legs for slow movement but The Landais is an unusually small breed of
switching to two sets when running or omnivorous Querl, one of the few meat-
jumping. It has an internal skeleton, but its eating Querl breeds large enough to bear a
head is covered by an incredibly dense bone
shell that it uses to knock down trees. fragile, lacking much of the natural
WS BS STR T Ag Int Per WP Fel
protection of their herbivorous cousins,
Characteristic 20 01 40 45 45 20 30 20 15
Bonus 2 0 4 4 4 2 3 2 1 their incredible speed overland and
Movement: 4/8/12/16 particularly nasty kick makes them a
Skills: Awareness, Survival, Athletics favorite of many Edelweiss light cavalry
Wounds: 18 regiments. Landais are recognizable for
Talents: Catfall, Iron Jaw, Leap Up, Sprint their thin, bony frames and their tendency
AP: 3 All to move on all fours at any speed above a
Traits: Bestial, Size (5), Natural Weapons, trot.
WS BS STR T Ag Int Per WP Fel
Loyal, Natural Armour (3), Terrain Master,
Characteristic 20 01 40 30 55 20 40 20 10
Enduring
Bonus 2 0 4 3 5 2 4 2 1
Movement: 10/20/30/40
Pinzgauer Querl Skills: Awareness, Survival, Athletics, Dodge
The Pinzgauer is among the largest and Wounds: 12
strongest of the Querl breeds, with vast Talents: Catfall, Leap Up, Sprint, Frenzy
reserves of stamina that make up for its AP: -
somewhat short temper and bullish lack of Traits: Bestial, Size (5), Deadly Natural
Weapons (Tearing), Terrain Master, Wiry,
skin is pock-marked with bone plates, Quadruped
giving them a distinctive piebald or tiger-
spotted look. Many Edelweiss cavalry
regiments use Pinzgauers as second-line
mounts, as they are ideal carriers of cargo
or gun-hauling animals.
77
Camel bizarrely large elephant population, a hold-
Hundreds of breeds of the famously ill- over from an unsuccessful servitor
tempered and graceless camel can be found component breeding program.
across the Imperium. Their speed,
unbelievable resilience in harsh conditions WS BS STR T Ag Int Per WP Fel
Characteristic 20 1 50 50 30 20 25 20 20
and capacity for going long distances
Bonus 2 3 7 7 3 2 2 2 2
without sustenance make them a superb
Movement: 6/12/18/24
military animal for any civilization willing
Skills: Awareness, Survival Wounds: 20
to put up with their considerable cunning
Talents: Crushing Blow AP: -
and willingness to bite and spit at anything
Traits: Bestial, Size (6), Natural Weapons,
that gets in their way.
Enduring, Stampede, Quadruped, Skittish,
Unnatural Strength (2), Unnatural
Camels are frequently employed as draft
Toughness (2)
animals on Bellagia, and small breeding
populations can be found on both
Dolcaterro and Niva Gustav. Mule
Another ancient draft animal from Terra,
WS BS STR T Ag Int Per WP Fel the mule is a genetic blending of the horse
Characteristic 20 30 35 40 35 20 26 20 10 with some long-lost animal from the home
Bonus 2 3 3 4 3 2 2 2 1 of humanity. Sturdily built, patient and
Movement: 6/12/18/24 more cautious than horses, they make for
Skills: Awareness, Survival Wounds: 14 superb pack animals.
Talents: Hardy, Resistance (Heat, Cold),
Sprint AP: - In the Synerge Cluster, mules are used as
Traits: Bestial, Size (5), Natural Weapons, pack animals on Bellagia, Dolcaterro and
Enduring, Stampede, even on Edelweiss, where their
Terrain Master, Quadruped temperament sees them frequently
Spit (Basic | 15m | S/-/- | 1d10 + 4 I | Pen 4) employed in mines and factories.
78
Armoury VII- Artillery vehicles, though with some significant
rial Guardsman modifications.
knows that big guns rule
-Apocryphal You will note that a lot of the rules for
artillery operate on timescales much too
Artillery on the Battlefield long to be practical in the small, squad-
scale combats that Only War provides. This
Even the largest piece of Astra Militarum is deliberate- artillery duels and
ordnance is fitted to some kind of gun bombardments are generally done over
carriage, a wheeled, tracked or skii'd much longer, larger scales than are relevant
conveyance that allows the weapon to be to the average Imperial Guardsman, and if
moved around the battlefield. Though most the crew of anything but the lightest mortar
of the more famous artillery types are or field artillery piece comes under direct
commonly found mounted on vehicles, such enemy attack then something has gone
dismounted artillery is more prevalent in horribly wrong. These rules are mainly
the kind of semi-stationary positions found present to provide a bit more structure to
in trench warfare. Moving and operating what goes on behind the lines, or for use in
such a carriage, with a weapon attached, of prolonged battles or defenses.
course, is a difficult task best accomplished
by a large team of well-trained soldiers. To You may also notice that none of the rules
reflect this, artillery in the Trisdekan here cover vehicle-mounted artillery- that
Primer uses rules not dissimilar to those for topic has already been covered in detail by
the other FFG 40k RPGs, and we need not
79
retread it here. Artillery pieces do not have include actually loading the artillery piece.
a listed Availability because they cannot be The vehicle or animals towing the piece
normally requisitioned by most soldiers. An must be stationary while the limbering
officer might request the use of an anti- process is undertaken. Limbering and
tank gun, but they would not actually be unlimbering a piece does not require a Test.
requisitioning the gun- they would be
requisitioning a squad of soldiers attached Rotation Test: Artillery pieces are generally
to a gun. quite large, and are assumed to only be able
to hit targets within a 45-degree cone of the
Artillery Carriage Statistics angle they are facing unless stated
All carriages have a few base statistics, otherwise. The Rotation Test is a successful
which vary depending on the general class Strength test, based on the Strength value
of weapon used, and the specific weapon of the weakest member of the gun crew
mounted. (assume 35 for average Guardsmen). A
successful Rotation test allows the gun to
Class: Covered below. change its facing by an amount determined
by its Class. A failed Rotation test uses up
Crew: Like vehicles, the number of crew the rest of the turn, but the gun is stuck or
needed to successfully operate this artillery will not move. Rotating a gun requires a
piece with no penalties. A crewman with the Full Action on the part of the entire crew.
Bulging Biceps Talent, a Strength rating of
50 or higher, or the Unnatural Strength Crew Protection Value: The extra AP the
Trait is assumed to count for two. Having artillery piece provides to its crew while
fewer than the listed number of crew slows they are working on it, not taking cover
the operation of the artillery. For each behind it. Some carriages provide different
crewman less than the listed Crew value, an front and side AP values- treat these as you
artillery piece gains the following penalties. would treat the Facings on a vehicle.
• Increase the Rotation Test (see
below) difficulty by -10 An actual artillery piece as cover is always
• Increase the Reload Time of the treated as providing 24 AP of cover,
weapon by 1 full action. because it's a big heavy chunk of metal, but
• Increase the Limber Time (see obviously it's borderline impossible to load
below) of the weapon by 30 minutes. and fire a gun while actively under fire.
Different Classes of weapon have different
Size: The Size trait of the artillery piece, rules for operation under fire (see below).
and how easy it is to hit. Size also
determines how easily an artillery piece can Artillery Class
be moved. Different kinds of artillery are designed for
different things, and for this reason the
Limber Time: How long it takes the artillery artillery weapons in this book are sorted
to be converted from its travelling state to into four categories, each with their own
readiness, and back. This time does not strengths and weaknesses.
80
Mortar- Simple indirect-fire artillery, Field- Field artillery is a broad category, but
mortars are generally the physically generally these are weapons which are used
smallest and lightest Imperial Guard for direct firing against enemy targets,
artillery, though their range and damage instead of indirect or over-the-horizon
are limited as a result. Mortar-class artillery bombardment. They are frequently adapted
provides the following benefits: tank cannons. Field-class artillery provides
• A mortar can be unlimbered as a the following benefits:
Full Action, though limbering it • A successful Rotation Test allows a
takes the listed time. Field weapon to be rotated up to 180
• A successful Rotation Test allows a degrees.
Mortar weapon to be rotated up to • Field weapons are frequently low to
360 degrees. the ground, designed to be dug in or
• A mortar provides little to no cover hidden for use in tank-busting or
to the crew, and needs to be so close counterfire. A field-class weapons
to the front lines to operate grants a -20 to any Test made by an
effectively that detecting mortar enemy to locate its position.
nests is a relatively easy task. A • A field artillery weapon can be
mortar-class weapon grants a +20 to operated as normal under direct fire,
any Test made by an enemy to though damage to the crew may
locate its position. result.
• A Mortar weapon cannot be
operated under direct fire, except Rocket- Rocket artillery is somewhat
by characters with a Willpower of unusual in that the majority of the weapon's
over 50 or the Nerves of Steel talent. bulk is its ammunition, and not the launcher
itself. Because of this, rocket weapons
behave much differently when loaded
versus when unloaded.
81
• A successful Rotation Test allows an Tests to locate it, but a firing Siege
unloaded Rocket weapon to be weapon provides +30.
rotated up to 180 degrees. A loaded • Operating a Siege weapon is often a
Rocket weapon cannot be rotated. painstaking task that requires care
• An unloaded Rocket weapon and precision. A Siege weapon
reduces its Size value by 1, and cannot be operated under direct
halves its Limber Time. fire, except by characters with a
• An unloaded Rocket weapon may Willpower of over 50 or the Nerves
not even be identifiable as a weapon, of Steel talent, but doing so conveys
and grants a -30 to any test made by a -10 penalty to all tests to operate
an enemy to locate its position. A the weapon.
loaded or firing Rocket weapon is a • Siege weapons have a minimum safe
massive ball of fire and screaming firing range- they cannot target
steel, and grants a +30 to any test anything closer than 30 meters.
made by an enemy to locate its
position. Towing Artillery
• Firing a rocket weapon requires An ordinary wheeled or tracked vehicle can
little intervention from the crew tow any artillery piece that has a smaller
beyond lighting a fuse or making an size than it does, though doing so halves
electrical contact. A rocket weapon the vehicle's Tactical and Cruising Speeds
can be fired, but not loaded or and reduces its Maneuverability to -10. If
moved, while under direct fire. s Maneuverability is already less
• Rocket weapons have a minimum than -10, it does not change. Vehicles
safe firing range- they cannot aim at specifically designed for carrying heavy
or hit targets which are less than 50 loads, like Centaurs, can tow artillery pieces
meters away. up to one larger than their Size while
suffering the same penalty. Multiple towing
Siege- The largest Imperial ground weapons vehicles treat their Size category as the
which are not self-propelled, these cannons base, +1 for each additional vehicle- two
are designed for engaging stationary Centaurs would have an effective towing
targets at extreme ranges, and are often so Size of Massive, for instance, while three
large as to make direct or short-ranged fire would have an effective towing size of
dangerous or impossible. A Siege class Immense.
weapon provides the following benefits:
• A successful Rotation Test allows a When moving an artillery piece without
siege weapon to be rotated up to 90 vehicles, things get a little more
degrees. complicated. The number of horses,
humans or draft animals needed to move an
• A Siege weapon is large, but
artillery piece can be found in Table 24
stationary for long periods of time,
below. In either case, a human being or
and thus fairly easy to camouflage. A
Siege weapon that is not being fired draft animal with Bulging Biceps, a
provides a -10 penalty to enemy Strength rating of over 50, or the Unnatural
82
Strength Trait is assumed to count for two.Lightly Damaged artillery functions as
The speed at which artillery can move can normal, but gains Unreliable and
also be found below. Inaccurate. If it already had either of these
Qualities, it gains Primitive (7) as well.
Table 26: Manhandling Artillery Artillery remains Lightly Damaged until
repaired in a depot behind the lines. If a
Artillery Size # of # of Speed/Round piece of Lightly Damaged artillery is hit
Animals Humans (M) by a second attack that would do damage
Average (4) 1 2 4 after overcoming an AP of 24, it is
considered Unusable. Unusable artillery
Hulking (5) 2 6 4
might be destroyed, cracked, or
Enormous (6) 4 8 3 otherwise so badly damaged that
Massive (7) 8 12 3 operating it would be suicide. An
Unusable gun might have to be towed
Immense (8) 12 20 2
off the field, or outright replaced.
Monumental (9) 24 50 2
Coehorn Mortar
Damage to Artillery These small-to-medium mortars are
An artillery piece is a much more delicate effectively universal in Dolcaterran armies,
object than a tank or a pillbox, and and are used in sieges and on the battlefield.
consequently much less likely to survive Though simple and sturdy, their basic
under direct fire. Instead of Wounds or construction makes them difficult to
reorient in a hurry.
Class: Mortar
Crew: 4
Size: Average
Limber Time: 2 minutes
Rotation Test: Difficult (-10)
Crew Protection Value: 0
Weapon Stats:
Range 200m | S/-/- | 3d10 X | Pen 1 | Clip 1 |
Reload 5 Full | Blast (1d10), Flame, Smoke
(1d10), Indirect (4), Reliable
Heavy Mortar
Hull Points, Artillery has three damage The classic piece of Imperial light artillery,
states. When an artillery piece is not under the Heavy Mortar needs little introduction.
fire, it can be considered Undamaged. It These weapons are found just as often in
functions as normal. If an artillery piece is field emplacements as they are on the
hit with an attack that would still do Griffon self-propelled artillery vehicle.
damage after overcoming an AP of 24, the Class: Mortar
artillery piece is considered Lightly Damaged. Crew: 4
83
Size: Average Variable Ammunition: The Thudd gun
Limber Time: 5 minutes uses standard Imperial light mortar rounds
Rotation Test: Simple (+40) which can be found on page 183 of the Only
Crew Protection Value: 0 War Core Rulebook.
Weapon Stats: Light Carriage: The Thudd Gun is
Range 300m | S/-/- | Clip 1 | Reload Half | deliberately designed to be fairly compact
Indirect (3), Reliable | Variable Ammunition and easy to move. This gun can be moved 1
Variable Ammunition: Standard ammo meter for every two Degrees of Success its
types for heavy mortar weapons can be crew achieves on a Rotation Test.
found on page 129 of Shield of Humanity.
Heavy Mortars may also fire the anti-plant, Stormshard Mortar
smoke and starflare rounds found on page A specialized automatic mortar used on the
183 of the Only War core rulebook, adding
+2 to any Blast or Smoke rating they may short barrel fires airbursting shrapnel shells
have, and 1 extra minute of illumination for that, while relatively useless against
Starflare rounds. vehicles, are excellent for area denial and
infantry suppression. Stormshards have a
Thudd Gun relatively high rate of fire, being magazine-
-Launc fed, and are surprisingly accurate, but their
four-barrel Thudd gun mounts four extremely short range limits them
mortars that can be fired in distinctive compared to other Imperial mortar
rhythmic volleys, hence its nickname. One weapons.
of the lightest pieces of Imperial trench Class: Mortar
Crew: 5
makes it extremely effective in both direct Size: Average
and indirect fire, though its complicated Limber Time: 10 minutes
reloading systems makes sustaining that Rotation Test: Easy (+30)
rate of fire difficult. Crew Protection Value: Front 2
Class: Mortar Weapon Stats:
Crew: 4 Range 100m | S/3/5 | 2d10 X | Pen 1 | Clip 6 |
Size: Average Reload 2 Full | Indirect (1), Blast (5),
Limber Time: 3 minutes Crippling (1)
Rotation Test: Easy (+30) Airburst: Any target caught within the
Crew Protection blast radius of a standard
Value: 0 Stormshard attack, even
Weapon Stats: if they did not take
Range 350m | damage, must make a
S/2/4| Clip 4 | Challenging (+0) Pinning
Reload 4 Full | Test as the clouds of
Indirect (2) | splinters filling the air
Variable force them to keep their
Ammunition heads down.
84
Pack Howitzer Limber Time: 6 Minutes
The Imperium fields hundreds of different Rotation Test: Routine (+20)
small, mobile artillery pieces, usually in Crew Protection Value: 0
calibres of 75mm or less. Designed for Weapon Stats:
portability above all else, they tend to fire Range 175m | S/-/- | 1d10 + 15 I | Pen 2 | Clip
fairly low-powered rounds to minimize 1 | Reload 8 Full | Blast (2)
weight and recoil. A Whiff of Grapeshot: These weapons are
Class: Field frequently loaded with bags of musket balls
Crew: 3 for use as a short-ranged antipersonnel
Size: Average weapon. In this case, they use the following
Limber Time: 2 minutes Weapon Stats:
Rotation Test: Simple (+40) Range 75m | S/-/- | 1d10 + 5 I | Pen 2 | Clip 1
Crew Protection Value: 0 | Reload 8 Full | Spray, Concussive (0)
Weapon Stats:
Range 250m | S/-/- | 2d10 + 8 X | Pen 1 | Conqueror Cannon
Clip 1 | Reload 2 Full| Blast (4), Concussive A short-barreled version of the standard
(1), Inaccurate (3) 120mm Battle Cannon, the Conqueror was
HEAT Rounds: Artillery this small designed for use on cavalry tanks like the
Leman Russ variant that bears its name.
anti-armour role, but high-explosive anti- Though somewhat less popular as a field
tank rounds can help. A Pack Howitzer anti-tank gun due to its reduced range and
firing HEAT rounds changes its Blast striking power compared to the original,
quality to (1), loses Concussive (1), and the Conqueror finds its use in situations
increases its Penetration to 6. where mobility and volume of fire are
Light Carriage: A Pack Howitzer is paramount, as the lighter cannon is much
deliberately designed to be fairly compact easier to move around, and its greatly
and easy to move. This gun can be moved 1 reduced recoil makes loading much faster.
meter for every two Degrees of Success its Class: Field
crew achieves on a Rotation Test. Crew: 4
Size: Hulking
4-Pounder Field Gun Limber Time: 5 Minutes
These 84mm smoothbore muzzle-loaders Rotation Test: Easy (+30)
are the bread and butter of the Crew Protection Value: Front 4
Dolcaterran armed forces. They fire solid Weapon Stats:
lead cannonballs great distanced, but are Range 500m | S/2/- | 3d10 + 8 X | Pen 7 |
light enough to be carried by as few as three Clip 12 | Reload 3 Full | Blast (5), Concussive
horses. Though slow-firing, their above- (1), Reliable
average manufacturing makes them Augur Shells: A rare Conqueror load
surprisingly accurate. briefly manufactured on Gryphonne IV in
Class: Field the 39th millennium, the Augur shell is a
Crew: 6 squash-head round designed to make up for
Size: Hulking -tank
85
capacity by causing dangerous spalling to vulnerable to being overrun, though they
are famously potent when attached to the
Augur Shells reduces its Blast quality to (1) Leman Russ variant of the same name.
and inflicts Righteous Fury on enemy Class: Field
vehicles on rolls of 7-10. A case of 12 Augur Crew: 6
Shells has a base Availability of Extremely Size: Hulking
Rare. Limber Time: 10 Minutes
Specialised Shells: Special-purpose shells Rotation Test: Routine (+20)
for this weapon can be found on page 194 of Crew Protection Value: Front 8, Side 6
the Only War Core Rulebook. Weapon Stats:
Range 50m | S/-/- | 4d10 + 20 X | Pen 8 |
Battle Cannon Clip 2 | Reload Full | Blast (10), Concussive
Probably the single most produced (3)
Imperial ordnance weapon, the Battle Specialised Shells: Special-purpose shells
Cannon is the 120mm weapon that arms for this weapon can be found on page 194 of
every standard Leman Russ in the Imperial the Only War Core Rulebook.
arsenal. A simple and reliable weapon, it can
always be counted on to deliver a solid Vanquisher Cannon
multi-purpose punch. The dedicated tank-hunter version of the
Class: Field Battle Cannon, low-slung Vanquisher
Crew: 4 mounts are a much-treasured, but
Size: Hulking increasingly rare, sight on Imperial
Limber Time: 6 Minutes battlefields. Much knowledge of their
Rotation Test: Routine (+20) proper construction has been lost, and new
Crew Protection Value: Front 4, Side 2 versions are of distinctly lower quality than
Weapon Stats: the originals, but they provide a super anti-
Range 750m | S/-/- | 3d10 + 10 X | Pen 8 | armour punch at great ranges.
Clip 12 | Reload 3 Full | Blast (10), Class: Field
Concussive (3), Reliable Crew: 4
Specialised Shells: Special-purpose shells Size: Enormous
for this weapon can be found on page 194 of Limber Time: 5 Minutes
the Only War Core Rulebook. Rotation Test: Routine (+20)
Crew Protection Value: Front 4, Side 2
Demolisher Cannon Weapon Stats:
Closer to a short-range assault gun than a Range 900m | S/-/- | 3d10 + 10 X | Pen 16 |
lasma Clip 6 | Reload 2 Full | Accurate
charge shells are heavier and shorter- Precision Instrument: The Vanquisher
ranged but much more devastating than a Cannon gains the bonus damage from the
Accurate quality.
little field emplacement use except in city Specialised Shells: Special-purpose shells
fighting or ambush attacks, as their poor for this weapon can be found on page 194 of
arc of fire leaves their crew dangerously the Only War Core Rulebook.
86
Hydra Anti-Aircraft Battery The bonus never applies to ground targets.
The quadruple Hydra autocannon battery
-to medium Blitzen Anti-Aircraft Cannon
antiaircraft weapon, and proves just as One of the many STC designs that came
effective against light vehicles and infantry
in the ground emplacement role. same chassis as the popular
Class: Field Gotterdamerung howitzer but instead
Crew: 6 mounts a long 90mm anti-aircraft cannon.
Size: Hulking Though it cannot put out the same massed
Limber Time: 15 Minutes firepower as a Hydra battery, a Blitzen
Rotation Test: Simple (+40) cannon is significantly more accurate, much
Crew Protection Value: Front 2, Side 2 longer-ranged, and a great deal better in
Weapon Stats: the anti-tank role. Blitzens are often
Range 1.5km | S/-/-6 | 3d10 + 8 I | Pen 6 |
Clip 200 | Reload 4 Full | Reliable, Tearing, and see a great deal of use by many PDF
Twin-Linked anti-tank units.
Quad-Mounting: A standard Hydra Class: Field
battery is assumed to be equipped with two Crew: 4
pairs of autocannons, both of which can be Size: Enormous
fired simultaneously. Both weapons must Limber Time: 10 Minutes
fire at the same target, as a single Attack Rotation Test: Routine (+20)
Action. Crew Protection Value: Front 8
Anti-Aircraft: This weapon suffers no Weapon Stats:
penalties to hit Fliers. Range 2.5km | S/-/- | 3d10 + 5 I | Pen 12 |
Tracking Systems: Once a Hydra scores a Clip 1 | Reload Full | Reliable, Accurate
successful hit on an enemy aircraft the Anti-Aircraft: This weapon suffers no
penalties to hit Fliers.
begins to track the target and turn the
turret to keep the enemy within its sights. Manticore Missiles
As long as a Hydra continues to target the The primary Imperial missile artillery
same aircraft all shots from the two Hydra weapon, the Manticore exists in dozens of
autocannons count as if they had made a different variants. Slow to reload and
Half-Action Aim, therefore gaining a +10 somewhat inaccurate, it is nonetheless a
bonus to Ballistic Skill Tests. This bonus is brutally effective
lost as soon as area-denial tool.
the target is Class: Rocket
destroyed, the Crew: 8
Hydra stops Size: Enormous
firing at the Limber Time: 20
target, or fires at Minutes
another target. Rotation Test:
Ordinary (+10)
87
Crew Protection Value: 0 Rocket Rack
Weapon Stats: Many Imperial guard regiments that prefer
Range 4km | S/2/4 | Clip 4 | Reload Special | rocket weapons will make use of the
Indirect (4) | Variable Ammunition -fire capabilities for
Reloading Manticores: A manticore must saturation fire. Such rocket racks tend to
select a single type of rocket or missile, and carry smaller weapons than a Manticore,
all four missiles loaded must be of the same but be much more compact and faster to
type. Loading a Manticore requires a reload. The Kopye-type munitions
separate vehicle such as a Trojan Support constructed on Katyush in the Segmentum
Vehicle. Reloading the multiple-rocket Obscurus are a classic example of saturation
launcher takes 3 minutes (36 Full Actions) rockets, but hundreds of different variants
per rocket, and if the Manticore ever can be found across the Imperium.
suffers a Jam then all the remaining rockets Class: Rocket
must be manually removed before being Crew: 2
replaced. This also takes 3 minutes per Size: Hulking
rocket and requires a separate support Limber Time: 10 Minutes
vehicle. Rotation Test: Challenging (+0)
Variable Ammunition: Standard ammo Crew Protection Value: 0
types for Manticore launchers can be found Weapon Stats:
on page 129 of Shield of Humanity and Range 1km | S/3/9 | Clip 18 | Reload Special |
here. Indirect (2) | Variable Ammunition
Anti-Aircraft: When filing Sky Eagle Reloading Rocket Racks: It takes a Half
rockets, the Manticore takes no penalty to Action to load a single rocket onto a
hit Fliers. Rocket Rack, or 9 Full Actions to load a
full rack. The rockets are just small enough
88
to be hefted by a pair of unassisted humans, then all the remaining rockets must be
so at minimum two crew are needed to load manually removed before being replaced.
a rack. Up to 6 crew can be assigned to load This also takes 1 minute per rocket and
multiple rockets simultaneously, reducing requires a separate support vehicle.
the standard reload time to 3 Full Actions
for a single rack. Variable Ammunition: Praetor missile
Variable Ammunition: Kopye Rocket Rack rounds can be found here.
ammunition can be found here. Anti-Aircraft: When filing Pilum rockets,
the Praetor gains the Anti-Air (Advanced)
Praetor Missiles Trait from p. 135 of Shield of Humanity.
The STC data for the Praetor Multiple
Missile Launcher was discovered on the Licorne Howitzer
Segmentum Tempestus Zhao-Arkkad, and A 121mm muzzle-loading blackpowder
led to the subsequent development through weapon, the Licorne represents the
M37 and M38 of the famous Praetor pinnacle of Dolcaterran arms development.
Armoured Assault Launcher. During the Their long barrel and conical chamber
process, however, independent versions of enables fast loading, and they can fire a
the Praetor for emplacement or field use wide variety of shot.
were also developed, and proved Class: Siege
significantly easier to manufacture than the Crew: 7
bulky leviathan that was the Assault Size: Massive
Launcher. Praetor missiles are smaller, Limber Time: 10 Minutes
faster, and considerably more accurate than Rotation Test: Challenging (+0)
Crew Protection Value: 0
produce. Weapon Stats:
Class: Rocket Range 350m | S/-/- | 4d10 X | Pen 4 | Clip 1 |
Crew: 10 Reload 8 Full | Blast (10)
Size: Massive A Whiff of Grapeshot: These weapons are
Limber Time: 30 Minutes frequently loaded with bags of musket balls
Rotation Test: Difficult (-10) for use as a short-ranged antipersonnel
Crew Protection Value: 0 weapon. In this case, they use the following
Weapon Stats: Weapon Stats:
Range 5km| S/2/4 | Clip 13 | Reload Special | Range 100m | S/-/- | 1d10 + 5 I | Pen 2 | Clip
Indirect (2) |Variable Ammunition 1 | Reload 8 Full | Spray, Concussive (4)
Reloading Praetors: A Praetor must select Solid Shot: Licornes are usually loaded
a single type of rocket or missile, and all with primitive explosive shells, but they can
missiles loaded must be of the same type. also fire conventional cannonballs using the
Loading a Praetor requires a separate following profile:
vehicle or crane such as a Trojan Support Range 350m | S/-/- | 2d10+10 I | Pen 2 | Clip
Vehicle. Reloading the multiple-rocket 1 | Reload 6 Full | Blast (2)
launcher takes 1 minute (12 Full Actions) per
rocket, and if the Praetor ever suffers a Jam
89
Earthshaker Cannon Range 3.5km | S/-/- | 4d10 + 10 X | Pen 8 |
The single most common piece of Imperial Clip 1 | Reload Full | Blast (10 + 1d10),
artillery, the relatively small 132mm shells Concussive (5), Indirect (5)
fired by the long-barreled Earthshaker hit Specialised Shells: Special-purpose shells
with incredible speed and accuracy. Massed for this weapon can be found on page 194 of
Earthshaker fire can annihilate armour, the Only War Core Rulebook.
infantry, and fortifications with equal Extra Powder:
measure. Though the vehicular version of cavernous breech can be packed full of
the Earthshaker designated the Basilisk is extra explosive charges, significantly
the more well-known version of the increasing its range at the cost of severe
weapon, millions of the humbler carriage-
mounted Earthshakers are used all across overloaded Earthshaker increases its range
the Imperium. by 1000m, and gains the Inaccurate and
Class: Siege Unreliable Qualities. The weapon will be
Crew: 6 permanently destroyed if it fires more than
Size: Massive 1d10 + 11 of these shots without
Limber Time: 30 Minutes maintenance or overhaul.
Rotation Test: Very Hard (-30)
Crew Protection Value: Front 8 Gotterdamerung Howitzer
Weapon Stats: A compact, low-cost howitzer developed
on Krieg during its civil war, the
90
Gotterdamerung fires the same 132mm standard 132mm Earthshaker shells
rounds as the Earthshaker over much enhanced with a much larger explosive
shorter distances. Though it is somewhat charge to achieve immense ranges. Though
less well-known than its larger sibling, it is powerful, the Magnus has proved to be
a variety much favored by PDF troops and much less capable in the direct-fire role
planets with small economies, due to its than the standard version.
reliability and speed of production. Class: Siege
Class: Siege Crew: 7
Crew: 6 Size: Immense
Size: Massive Limber Time: 60 Minutes
Limber Time: 25 Minutes Rotation Test: Arduous (-40)
Rotation Test: Hard (-20) Crew Protection Value: Front 8
Crew Protection Value: Front 8 Weapon Stats:
Weapon Stats: Range 6km | S/-/- | 5d10 + 10 X | Pen 10 |
Range 1km | S/-/- | 4d10 + 10 X | Pen 4 | Clip 1 | Reload 3 Full | Blast (10 + 1d10),
Clip 1 | Reload Full | Blast (5 + 1d10), Concussive (6), Indirect (2)
Concussive (3), Indirect (4) Oversized: The Earthshaker Magnus is a
Specialised Shells: Special-purpose shells gigantic and unwieldy weapon, and thus
for this weapon can be found on page 194 of cannot engage targets in direct fire, or
the Only War Core Rulebook. indirectly fire on targets less than 50 meters
Extra Powder: The Gotterdamerung away from it.
Specialised Shells: Special-purpose shells
Powder rule. for this weapon can be found on page 194 of
the Only War Core Rulebook.
Earthshaker Magnus
A rare variant of the Earthshaker cannon Medusa Siege Gun
manufactured by the Forge Worlds of the In many ways a larger and more specialized
Lithesh Sector in the Ultima Segmentum, version of the Demolisher, the Medusa fires
the Magnus is a much larger, longer- a much larger low-velocity projectile than
barreled version of the conventional an Earthshaker. Its tremendous payload can
Earthshaker, designed specifically for crack even the heaviest fortifications given
extreme-range bombardments. It uses enough time, but its poor range and
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difficulty of reloading make it less versatile Crew Protection Value: Front 12, Sides 12,
and thus less common on Imperial Rear 4
battlefields. Weapon Stats:
Class: Siege Range: 600m | S/-/- | 8d10 + 20 X | Pen 12 |
Crew: 6 Clip 1 | Reload Special | Inaccurate, Blast
Size: Massive (25), Concussive (8), Indirect (9)
Limber Time: 30 Minutes Gigantic Munitions: It takes no less than
Rotation Test: Very Hard (-30) an hour to reload a Colossus, and doing so
Crew Protection Value: Front 12, Side 6 requires the use of power-lifters and any
Weapon Stats: number of support vehicles just to transport
Range 200m | S/-/- | 5d10 + 20 X | Pen 8 | a few rounds.
Clip 1 | Reload 4 Full | Blast (15 + 1d10), Unnecessary Firepower:
Concussive (6) sake, when firing a Bombard against a
Bastion-Breacher Shells: These specialized group of enemies in the open or without
armour-piercing siege shells, which are massive amounts of heavy cover, roll 1d10.
mostly inert and fin-stabilized, use sheer That percentage of the group are left alive-
velocity to crack and puncture armour of the rest are killed instantly.
unparalleled thickness. A Medusa firing Thermobaric Shells: These specialized
Bastion-Breachers increases its Penetration fuel-air shells are designed to crush larger
to 24 and reduces its Blast rating to 10. A targets with an explosion of super-heated
single Bastion-Breacher shell has an and super-pressurized gasses. A Colossus
Availability of Very Rare. firing such shells stuns all targets in its blast
for 1d10 + 5 rounds, unless they would
Colossus Bombard otherwise be immune to Stunning, does
One of the largest-calibre ground weapons Energy damage, and gains the Flame
fielded by the Imperial Guard, the Colossus quality. A Thermobaric Shell has an
Siege Bombard is so slow, cumbersome and Availability of Near Unique for a single
overspecialized that it is almost never seen shell.
except in cases of extended siege. Its
concussion rounds are so large and so heavy Prolonged Bombardment
that the emplacement must be carefully dug Though the Imperial Guard has moved
in before firing, and a Colossus crew is away from static trench combat for the
considered unbelievably skilled if they can most part, even the most mobile warfare
loose off more than a couple dozen rounds can devolve into bloody attrition. In such
in a day. That said, the effect of said rounds circumstances, the artillery is often called in
on any kind of target, be it fortifications, to crack enemy lines and provide for
vehicles, or otherwise, is apocalyptic. breakthroughs. The Imperial guard is no
Class: Siege stranger to large scale artillery attacks, and
Crew: 15 is willing to commit frightful quantities of
Size: Immense weaponry and materiel to breaking their
Limber Time: 3 Hours enemies. Such may also be true of other
Rotation Test: Arduous (-40) forces as well, including traitors,
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secessionists and the varied weapons used the lines can reduce this Fatigue as normal,
by xenos. A well-prepared Imperial line rest under bombardment does not.
may be relatively undamaged by heavy
bombardment, but the same cannot NPCs or enemies under bombardment
necessarily be said of the troops manning obviously do not suffer sanity damage,
that line. mechanically. Instead, reduce all the stats of
enemies who have been under
The constant shock of sustained bombardment by 1d5 -1 for each day of
bombardment over the course of hours, bombardment. GMs may decide that for
days or even weeks will leave its mark on larger, tougher enemies, or enemies like
the strongest mind. Shell shock is a specific Necrons or Tyranids who do not sleep or
form of battlefield fatigue than can turn think in the same way as regular beings, this
veteran soldiers into twitching, paranoid stat reduction may be diminished or
wrecks, and few Guard veterans do not removed entirely.
suffer from it in some form or another. The
same can be said even of the enemies of
man- the Eldar and Tau are just as
vulnerable to lack of sleep or the stress of
bombardment as humans are, and solid
Orkish constitutions can be thrown off the
constant roar of drumfire.
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-Konigstein
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