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Magenta Armoury

V2.6
-New Weapon Qualities Unstable: Weapons with this quality are either dramatically twisted or fire
distorted ammo. Sometimes they inflict terrible trauma for no apparent
reason, and sometimes they inflict surprisingly little damage at all for all
the fuss they cause. After rolling for damage with this weapon quality, roll
a 1d10 dice. On a result of 1-2, half total damage. On a result of 3-8,
damage is unaffected. On a result of 9-10, double total damage.
Disintegrate: Weapons with this quality fire deadly beams or energy
sources that break down matter on an atomic level, and have a chance to
simply reduce a target to dust upon impact. If a weapon with this quality
scores Zealous Hatred, roll two dice for the crit result. Also, if a target with
size 5 or less reaches zero wounds as a result of damage from this
weapon, or suffers damage from it while on less than zero wounds, they
are killed instantly and reduced to dust with no equipment or trace
surviving but a burnt shadow where they once stood.
-Solid Projectile Flare Gun: pistol, 15m, single, 1d10+1, clip 1, full reload, flame, reliable,
inaccurate, common
Longbow: basic, 50m, single, 1d10+2, pen 1, clip 1, full, primitive (7),
scarce
Crossbow Pistol: pistol, 15m, 1d10, clip 1, full, primitive (5), scarce
Naval Pistol: pistol, 20m, single/burst 3, 1d10+4, clip 6, full, tearing, gains
reliable in zero gravity and unreliable in high gravity, also loses tearing in
normal and high gravity, scarce
Naval Shotgun Pistol: pistol, 10m, single, 1d10+4, clip 1, full, scatter,
reliable, scarce
Magenta Pattern Autogun: 80m, single/burst3/full auto6, 1d10+4, clip 60,
2full, reliable, scarce
Hunting Shotgun: basic, 50m, single/burst2, 1d10+4, clip 2, 2full,
accurate, scatter, reliable, scarce
Meat Hammer: basic, 30m, single/burst 3, 1d10+4, clip 3, 3full, scatter,
tearing (only when fired on burst3 at point blank range), rare
Assault Stubber: heavy, 100m, auto6, 1d10+4, pen 3, clip 200, 2full,
storm, rare
Absolution Sniper Rifle: basic, 220m, single, 1d10+4, pen 1, clip 6, full,
accurate, rare
Raffir Pax Rifle: basic, 150m, single/burst3, 1d10+3, pen 1, clip 6, full,
accurate, may gain the bonus effects of accuracy while burst firing, very
rare
Nomad Rifle: basic, 250m, single, 1d10+5, pen 3, clip 4, full, accurate,
reliable, felling (1), very rare
Grox-Killer Rifle: basic, 200m, single, 1d10+7, pen 6, clip 3, full, accurate,
felling (2), loses accurate and requires a strength test to not fall prone if
not braced before firing (unless character has bulging biceps), very rare
Slayer handcannon: pistol, 20m, single, 1d10+5, pen 4, clip 5, 2full,
unstable, -10 to fire one handed (without recoil glove), very rare
Quad Shotgun: basic, 30m, single/burst4, 1d10+4, clip 4, 4full, scatter,
tearing (only when fired on burst4 at point blank range), must be braced

before firing, like a heavy weapon, before firing burst4 or causes attacker
to be knocked prone (unless they have bulging biceps), very rare
Magenta Pattern Naval Shotcannon: heavy, 40m, single/burst3, 2d10+1,
clip 24, 2full, scatter, very rare
Ripper Gun: heavy, 30m, single/auto6, 1d10+8, clip 36, 2full, scatter,
reliable, very rare
Shredder: basic, 40m, single/auto6, 1d10+4, clip 18, full, scatter,
extremely rare
Stinger Rifle: basic, 120m, single/auto5, 1d10, pen12, clip 500, full,
extremely rare
Heavy Stinger: heavy, 150m, single/auto10, 1d10+4, pen 12, clip 1000, 2
full, extremely rare
Ripper Autopistol: pistol, 25m, auto6, 1d10+2, pen 3, clip 18, 2full reload,
tearing, toxic (1), extremely rare
Ripper Stub Pistol: pistol, 30m, single, burst 2, 1d10+3, pen 5, clip 8, full,
tearing, toxic (2), extremely rare
Assault Cannon: heavy, 120m, auto10, 2d10+2, pen 4, clip 200, 4full,
storm, inaccurate, unreliable, terminator only, near unique

-Las Weapons Magenta Pattern Hellpistol: pistols, 30m, single/burst3, 1d10+4, pen 2, clip
12, 2full, scarce
Magenta Pattern Hellgun: basic, 80m, single/burst3/full auto6, 1d10+5,
pen 2, clip 24, 2full, scarce
Shotlas: basic, 75m, single/burst3, 1d10+3, clip30, full, scatter, unstable,
rare
Magenta Pattern Duelling Las: pistol, 30m, single, 1d10+4, pen 4,
accurate, tearing, felling (1), clip1, full reload, very rare
-Bolt Solo Bolter: basic, 100m, single, 1d10+5, pen 4, clip 8, Full, accurate,
tearing, reliable, rare
Stalker Bolter: basic, 150m, single, 1d10+5, pen 4, clip 12, Full, accurate,
tearing, felling (1), counts as silenced, very rare
Legion Stalker Bolter: basic, 150m, single, 1d10+9, pen 4, clip 12, Full,
accurate, tearing, felling (2), counts as silenced, extremely rare
Magenta Pattern Bolt Revolver: pistol, 40m, single, 1d10+5, pen 4, clip 6,
full, reliable, tearing, very rare
Legion Bolt Revolver: pistol, 40m, single, 1d10+9, pen 4, clip 6, full,
reliable, tearing, extremely rare
Magenta Bolt Carbine: basic, 100m, 1d10+12, pen 5, clip 3, full 3,
accurate, tearing, loses accurate and requires a strength test to not fall
prone if not braced before firing (unless character has bulging biceps),
extremely rare
Stormbolter: basic, 80m, single, auto4, 1d10+5, pen 4, clip 32, 2full
reload, tearing, Storm, extremely rare
-Plasma Auto-Plasma: basic, 60m, single/burst3/auto5, 1d10+5, pen 6, clip 40,
5full, overheat, extremely rare

Wrath Plasma Pistol: pistol, 40m, single, 1d10+8, pen 6, clip 8, 3full,
accurate, maximal, extremely rare

-Flame Tox Spray: basic, 15m, 1d10+2, 3 full, unreliable, toxic (2), rare
Corrode Pistol: pistol, 10m, 1d10+2, clip 2, 2 full, tearing, spray, corrosive,
very rare
Corrode Spray: basic, 15m, 1d10+3, clip 4, 3 full, tearing, spray, corrosive,
very rare
Heavy Corroder: heavy, 25m, 1d10+6, clip 8, 4 full, tearing, spray,
corrosive, very rare
Skyfire Flamer: basic, 15m, single, 1d10+9, pen 5, clip 3, 2full, flame,
spray, melta, overheat, extremely rare
-Launcher Gore Oneshot: pistol, 60m, single, clip 1, full2, reliable, -10 to fire one
handed (without recoil glove), average
RPG:heavy, 120m, single, clip 1, full, rare
Autolauncher: basic, 60m, single/burst3, clip 6, 2full, gains inaccurate
when fired on burst 3, very rare
Redeye Heavy Launcher: heavy, 200m, clip 5, 2full, accurate, missile
target tracking system counts as laser sight and means target suffers -30
to dodge, extremely rare
-Grenades/Missiles Choke Gas: thrown, smoke (7), targets must take a toughness test each
turn or suffer a level of fatigue, failing the test by 4 degrees invokes
suffocation, scarce
Tube Charge: thrown, 3d10, blast (4), unreliable, scarce
Howler Grenades: thrown, 3d10, blast (3), concussive (0), everyone within
10m must take a toughness test or is deafened for 1d5 rounds (noise
marines are immune to this effect), rare
Incendiary Grenade: thrown, 1d10+3, pen 5, blast (3), flame, rare
Blackdirt Frag Grenade: thrown, 2d10+1, blast (3), tainted, rare
Cluster Bomb: thrown, 2d10-1, blast (1), one turn after the initial
explosion, scatter 2d5 identical blasts 1d5 meters from the point of origin.
Every overlapping explosion simply adds +2 damage to the overall blast
area, very rare
Orange Bomb: thrown, 3d10, blast (3), only effects plant matter, very rare
White Smoke: thrown, smoke (10), infared, auspex, autosensors and other
forms of enhanced sense cannot penetrate the clouds radius, very rare
Needle Bomb: thrown, 1d10+5, pen 2, blast (4), tearing, crippling (1), very
rare
Iron Eater Grenade: thrown, 2d10, pen 5, blast (2), Corrosive, very rare
Plasma Grenade: thrown, 1d10+8, pen 6, blast (1), very rare
Kinetic Grenade: thrown, 1d10, blast (5), strength test or be knocked
1d10+failure meters into the air and back, extremely rare
Mono-Filament: thrown, 4d10+4, pen 6, blast (1), tearing, extremely rare
Glass Grenade: thrown, 2d10+3, pen 4, blast (3), crippling (3), extremely
rare

Stasis Grenade: thrown, blast (2), anything within radius cannot take any
actions or be interacted with for 1d5 rounds, near unique
Spiral Missile: missile 2d10, pen 6, tearing, razor sharp, double crit
damage, unique
Aetherfire Grenade: thrown, 1d10+6, blast (3),Ignores armour, toughness,
psychic defences, and cover, doesnt damage inanimate objects,
daemons, blanks or machines, cannot be loaded into launchers
Mini-Nuke: thrown/missile,4d10+20, pen 12, blast (12), flame,
disintegrate, concussive (4), irradiated (4), unique, when more than 10
meters away from the blast, damage and status effects are halved

-Chain weapons Chainscythe: two hands, 1d10+5, pen 5, unbalanced, felling (1), tearing,
rare
Chainwhip: one hand, 3m, 1d10+3, pen 2, flexible, tearing, very rare
Chaindisk: thrown, 1d10+2, pen 2, tearing, very rare
-Shock Weapons Shock Shurikens: Thrown, 1d10, pen 2, shocking, rare
Shock Cutlass: one hand, 1d10+1, pen 2, shocking, balanced, rare
Suppression Shield: one hand, 1d10, defensive, recharge, shocking, +4 AP
to arm and body, very rare
Static Gauntlet: one hand, +3 to unarmed damage, shocking, can hold
weapons wielding it, +5 to tech use, extremely rare
-Power Weapons Power maul: one hand, shocking, very rare
o Low Power: 1d10+1, pen 2
o High Power: 1d10+5, pen 4, power field
Power Greatsword: two hands, 2d10+3, pen 6, power field, unbalanced,
very rare
Power Greataxe: two hands, 2d10+7, pen 7, felling (2), power field,
unwieldy, very rare
Power Disk: thrown, 1d10+4, pen 5, power field, extremely rare
Power Whip: one hand, 3m, 1d10+5, pen 5, flexible, power field, extremely
rare
Thunder Shield: one hand, 1d10+2, pen 3, power field, defensive,
recharge, shocking, +8 AP to arm and body, requires strength bonus 6 to
carry, extremely rare
Powerdrill: one hand,2d10+5, pen 9, double strength bonus, razor sharp,
power field, unwieldy, double crit damage, require strength bonus 6to
wield, near unique
-Force Weapons Force Dagger: 1d5+3, pen 2, force, near unique
Force Axe: 1d10+3, pen 2, force, unbalanced, near unique
Force Halberd: 2d10+2, pen 2, unbalanced, unique
-Primary-

Garrotte: Surprise only, 1d10+4, pen 2, primitive (8), tearing, may cause
normal damage or half damage as fatigue rounded up, flexible, counts as
grappling, average
Whip: one hand, 3m, 1d10+1, flexible, primitive (6), average
Fanged Javelin: thrown, 1d10+1, pen 3, crippling (3), primitive (8), scarce
Boomerang: thrown, 1d10, accurate, primitive (6), agility test can retrieve
the weapon from missed attacks, scarce
Riot Shield: one hand, 1d10, defensive, primitive, +4 AP to arm and body
vs. primitive damage, +2 AP vs. other damage, scarce
Combat Shield: one hand, 1d10, defensive, +4 AP to arm and body, rare
Bladecatcher: one hand, 1d5+1, pen 3, tearing, balanced, defensive,
primitive (7), +10 to disarm and can take a disarm test after a successful
parry, rare
Blast Knife: 1d5, pen 2, has a single grenade mounted in the hilt that
explodes 1 turn after stabbing the target, rare
Charnabal Sabre: one handed, 1d10+2, pen 3, razor sharp, balanced,
enemies suffer a -10 to dodge or parry this weapon, very rare

-Exotics Magenta Pattern Needle Rifle: basic, 180m, single, 1d10+3, pen 4, clip 10,
2full, toxic (1), accurate, toxin also inflicts 1d5 agility damage, very rare
Magenta Pattern Needle Pistol: pistol, 35m, single, 1d10+3, pen 4, clip 6,
full, toxic (1), accurate, toxin also inflicts 1d5 agility damage, very rare
Web Pistol: pistol, 30m, single, clip 1, full, snare (0), very rare
Webber: basic, 50m, single, clip 1, full, blast 4, snare (1), very rare
Heavy Webber: heavy, 80m, clip 4, full 3, blast 6, snare (3), very rare
Graviton Gun: basic, 20m, single, 1d5, concussive (2), must pass a -40
strength test to move or perform actions for 1d5 turns within the blast
radius, clip 3, 2full, blast (5), extremely rare
Graviton Cannon: heavy, 30m, single, 1d5, concussive (3), must pass a -60
strength test to move or perform actions for 1d5 turns within the blast
radius, clip 3, 3full, blast (6), extremely rare
Magenta Pattern Haywire Pistol: pistol, 10m, single, 1d10+3, pen 2, clip 6,
full, haywire (1), shocking, double pen vs. machines, near unique
Magenta Pattern Haywire Rifle: basic, 80m, single/auto4, 1d10+4, pen 4,
clip 40, full, haywire (1), shocking, double pen vs. machines, near unique
Magenta Pattern Haywire Cannon: heavy, 120, single, 2d10+6, pen 6, clip
20, 2full, blast 4, haywire (4), shocking, double pen vs. machines, near
unique
Magenta Pattern Ray-Sword: one hand, 1d10+7, pen 8, power field, power
field has 90% chance to destroy weapons rather than 75, -60 to stealth
when active, doesnt add strength bonus to damage, weapons not
destroyed by power field will negate successful parries, requires plasma
canisters which allow the weapon to function for 1d5+5 mins of
continuous use, 2full reload, unique
Apostic Matrix: one hand, 1d10, balanced, shocking, targets so much as
touched by the blade of the weapon much take a -40 WP test with failure
to resist causing 1d10+ degrees of failure WP damage, failure by 3
degrees or more causes disorders based on faithlessness and despair as
well as other effects,unique

Entropic Accelerator: basic, 40m, single, 3d10+4, warp weapon, recharge,


corrosive, unique
Empyric Conduit Blade: one hand, 1d10, pen 2, balanced, unique
o Empyric Discharge: +2d10 damage, warp weapon, ignores
unnatural toughness, both the wielder and non-daemonic targets
suffer 1d5 corruption as a failing and must take a fear (2) test after
the strike, target must test toughness or suffer a mutation. Takes
1d5 hours to recharge.
Catastrophic Mass Driver: heavy, 100m, single, clip 4, 2full reload, unique
o Short Range: 1d10+9, pen 2
o Normal Range: 2d10+9, pen 5, felling (1)
o Long Range: 4d10+11, pen 9, felling (2)
o Extreme Range: 6d10+12, pen 14, felling (2), blast (2), disintegrate

-Daemonic Weapons Excruciating Whip: one hand, 3m, 1d10+5, pen 4, flexible, shocking,
tearing, wielder suffers the effects of the shocking quality after each
combat encounter, extremely rare
Aether Sword: one hand, 1d5+1 damage, ballanced, damage ignores
armour, toughness and psychic defences, no strength bonus added,
cannot damage non-living items or enemies, force fields and antipsychic/daemonic wards make the weapon inactive for 1d10 days,
counting it as a mono sword until it activates again, near unique
Aether Staff: two hands, 2d5 damage, unwieldy, damage ignores armour,
toughness and psychic defences, no strength bonus added, cannot
damage non-living items or enemies, force fields and antipsychic/daemonic wards make the weapon inactive for 1d10 days,
counting it as a mono staff until it activates again, near unique
-Daemon Weapons Daemon Maul: two hands, 2d10+17, pen 17, unwieldy, power field,
concussive (5), legion only, unique
o Is a daemon weapon with a WP of 80 and a binding strength of 4,
granting it the Rampage, Enfeebling, Shrieking and Fateweaver
Attributes.
Black Mace: one hand, 2d10+14, pen 12, power field, felling (5), Toxic (4),
toxic damage deals 2d10 toughness damage, gains concussive (0) when
used with two hands, unique
o Is a daemon weapon with a WP of 70 and a binding strength of 3,
granting it the Accursed, Embodiment of Decay, Herald of Decay
and Plague Carrier Attributes
Rage Caster: basic, 30m, single/burst3, 1d10+7, pen 3, scatter, tearing,
felling (2), near unique
o Is a daemon weapon with a WP of 35 and a binding strength of 1,
granting it the Spiteful and Vicious Attributes. It also gains +10 to
hit vs. hated targets.
Kai Gun: heavy, 150m, auto 6, 1d10+16, pen 9, tearing, razor sharp,
Felling (2), legion only, near unique
o Is a daemon weapon with a WP of 40 and a binding strength of 2,
granting it the Spiteful and Vicious Attributes. It also gains +10 to
hit vs. hated targets.

Aetherblade: two hands, 2d10+9, pen 7, unwieldy, warp weapon, near


unique
o Is a daemon weapon with a WP of 75 and a binding strength of 3,
granting it the Impossibly Sharp, Piercing, Soporific Musk and
Entrancing Aura Attributes
Ether Lance: two hands, 3m, 1d10+6, pen 5, unbalanced, Flame,
Shocking, Proven (3), near unique
o At Range: 75m, single, 2d10+14, pen 4, warp weapon, flame,
shocking, reliable
o Is a daemon weapon with a WP of 40 and a binding strength of 2,
granting it the Fuelled by Slaughter and Warp Flame Attributes. This
weapon may only use its ranged attacks after a target has first been
killed in melee, and gains 1d5 shots for every victim slain in melee.
Dark Blade: one hand, 1d10+9, pen 9, balanced, power field, near unique
o Is a daemon weapon with a WP of 35 and a binding strength of 1,
granting it the Voidchill and Thirsting Attributes.
Blissgiver: one hand, 1d10+5, pen 5, balanced, shocking, near unique
o Is a daemon weapon with a WP of 34 and a binding strength of 2,
granting it the Mind Eater Attribute
Deathscreamer: two hands, 1d10+4, pen 4, balanced, near unique
o At Range: 100m, single, 1d10+4, pen 4
o Is a daemon weapon with a WP of 40 and a binding strength of 1,
granting it the Howling, Sorcerous Force and Living Magic Attributes
Warp Blade: one hand, 1d10+6, pen 6, balanced, near unique
o Is a daemon weapon with a WP of 44 and a binding strength of 1,
granting it the Null, Impervious and Mutating Attributes
Shazhnoegtol: 1d5+8, pen 8, flame, proven (3), unique
o Is a daemon weapon with a WP of 81 and a binding strength of 2,
granting it the Impervious, Voidchill, Illusionary, Living Magic,
Sorcerous Force and Warpflame Attributes.
Anguish: 1d10+7, pen 7, balanced, tearing, unique
o Is a daemon weapon with a WP of 71 and a binding strength of 4,
granting it the Void Chill, Vicious and Illusionary Attributes. The
weapon also functions as a teleporter, and upon a successful WP
test using the bound entitys WP, the wielder may spend a full
action to teleport through the warp to anywhere within seven
meters.
Fleshfeaster: 1d10+6, pen 4, unbalanced, crippling (4), unique
o Is a daemon weapon with a WP of 44 and a binding strength of 2,
granting it the Bloodlust and Wounding Attributes. If the wielder
misses an attack, they must take an opposed WP test with the
bound entity or strike themselves with the weapon instead.
Whisper of Delight:1d5+3, pen 3, tearing, near unique
o Is a daemon weapon with a WP of 31 and a binding strength of 1 ,
granting it the Vicious and Commanding Presence attributes
Hesht: 1d10+5, pen 6, warp weapon, +10 to hit, unique
o Is a daemon weapon with a WP of 44 and a binding strength of 3
granting it the Piercing attribute. If this weapon inflicts a confirmed
critical hit on a living, ensouled target, the target must test
toughness. If it fails, it is killed outright.
Blade of a Thousand Lies: 1d10+6, pen 8, balanced, concussive (2)

Is a daemon weapon with a WP of 69 and a binding strength of 4,


granting it the Glittering and Fateweaver attributes. The wielder of
this weapon may reroll failed deceive tests.
The Headsmans Axe: 2d10+9, pen 7, felling (4), unwieldy
o Is a daemon weapon with a WP of 48 and a binding strength of 1,
granting it the Piercing, Spiteful and Skulltaker attributes.
Dancing Death: 1d10+10, pen 10, balanced, flexible, razor sharp
o Is a daemon weapon with a WP of 43 and a binding strength of 1,
granting it the Illusionary, Glittering and Thirsting.
NathKzul: 2d10+14, pen 18, felling (6), balanced, power field, unique
o Is a daemon weapon with a WP of 88 and a binding strength of 6,
granting it the Spiteful and Accursed attributes. For every kill this
weapon makes, it gains +2 damage for the rest of the combat
encounter. The wielder must succeed opposed WP test with bound
entity to put sword away.
o

-Strath Originals (Requires Forbidden Lore (Magenta Armoury) to access) Dagger Cannon: basic, 75m, clip 10, can launch daggers, knives and
similar weapons, adds +2 to their damage and pen, rare
Lightning Pistol: pistol, 20m, single/burst3, 1d10+2, clip 12, full,
inaccurate, shocking, -20 test to resist shocking, all hits count as a single
attack, very rare
Lightning Rifle: basic, 100m, single/burst3/auto6, 1d10+3, clip 30, full,
inaccurate, shocking, -20 test to resist shocking, all hits count as a single
attack, very rare
Thunder Rifle: basic, 60m, single, 1d10+4, pen 4, clip 5, full, overheats,
shocking, maximal, very rare
Slag Blaster: basic, 20m, single/burst3, 1d10+4, pen 9, clip12, 3full,
unstable, flame, very rare
Flying Guillotine: thrown, 1d10+5, pen 2, tearing, snare (4), homing
devices grant a +20 to hit and always cause hits to the head, double crit
damage, very rare
Tormentor Gauntlet: one hand, 1d10+2, pen 6, shocking, tearing, toxic (3),
unbalanced, +20 to interrogation and medicae, very rare
Explosive Buckler: one hand, 1d10+5 damage, concussive (1), recharge,
blast (1), defensive, inflicts listed damage to attackers when used to parry,
very rare
Scissor Blades: one hand, 1d10+6, pen 6, tearing, add strength bonus to
crit damage and felling quality, very rare
Incendiary Cannon: heavy, range 30m, single/burst3, 1d10+4, pen 4, clip
12, 2full, flame, blast (1), maximal, extremely rare
Doom Hammer: heavy, 100m, single/auto4, launches grenades, clip 30,
2full reload, extremely rare
Blister Blaster: basic, 15m, single, 1d10+3, pen 7, clip 20, 5full, Irradiated
(2)
o When fired on maximal: Heavy, 30m, 2d10+2, pen 7, blast (2),
Irradiated (3), recharge, haywire (1), unstable
Bladed Flex-Pole: two hands, 1d10+2, pen 3, flexible, balanced, force,two
hands, loses flexible and balanced when used by non-psykers, unique

Psy-Daggers: 1d5, pen 2, manifest certain telekinetic psychic powers to


use them within WP bonus x5 meters, and control number of daggers
equal to psy rating, WS test for each, near unique
Gravmace: one hand, 1d10, double strength bonus to damage, add
strength bonus to pen and half to concussive quality, near unique
Gravhammer: two hands, 2d10, double strength bonus to damage, +1d10
damage on all-out attack, add strength bonus to pen and half to
concussive quality, unwieldy, near unique
Mirror Shield: one hand, 1d5-1, defensive, protects arm and body, 8AP
vs.las weapons, but only 3AP vs. others, 20% to reflect las shots back at
attackers, 20% chance to shatter if struck by explosive damage, near
unique
Frequency Kunai: thrown, 1d10+5, pen 5, razor sharp, power field, near
unique
Frequency Blade: one hand, 2d10+4, pen 7, razor sharp, power field, near
unique
Bio-Scourge Rifle: basic, range 35m, single, 2d10+4, clip 18, full, shocking,
warp weapon, unstable, overheats, only damages organic/living matter,
inflicts 1 corruption on targets, unique
Reignbow Cannon: heavy, 40m, 2d10+9, pen 10, flame, spray, overheats,
roll on table below each turn and apply effect for that turn, unique, legion
only
o 1: Irradiated (2)
o 2: Tearing
o 3: Shocking
o 4-7: Unstable
o 8: Tainted
o 9: Disintegrate
o 10: Warp Weapon
Obsidian Halberd: two hands, 1d10+3, pen 4, balanced, crippling (2),
psykers struck with this weapon must take a WP test or suffer a stackable
-1 psy rating for 1 hour, psykers who lose all their psy rating suffer
additional damage from this weapon equal to their normal psy rating,
ignoring armour and toughness, unique

-Limited Equipment (Requires Forbidden Lore (Magenta Armoury +30) to access) Bullet Typhoon: heavy, 80m, 1d10+4, pen 5, clip 8, 4full, tearing, storm,
scatter, overheat, twin linked, legion only
Volkite Serpenta: pistol, 20m, 2d10+14, clip 6, 3full, warp weapon, flame,
felling (4), if it hits an organic target it gains the blast (2) quality, but those
who take damage from the blast effect only suffer half damage and dont
apply the warp weapon quality
Volkite Charger: basic, 50m, 2d10+14, clip 12, 5full, warp weapon, flame,
felling (4), if it hits an organic target it gains the blast (3) quality, but those
who take damage from the blast effect only suffer half damage and dont
apply the warp weapon quality
Volkite Caliver: heavy, 100m, single/auto4, 2d10+14, clip 12, 5full, warp
weapon, flame, felling (4), if it hits an organic target it gains the blast (3)
quality, but those who take damage from the blast effect only suffer half
damage and dont apply the warp weapon quality
Exitus Rifle: basic, 200m, single, 2d10+2, pen 9, clip 10X3, full, accurate,
reliable, felling (4), can load a single shell into the chamber as a full

action, comes with silencer, fire selector and telescopic sight as standard,
unjammable
Exitus Pistol: pistol, 30m, single/burst 3, 2d10+2, pen 2, clip 6, full,
accurate, comes with silencer as standard, unjamable, may only use
standard exitus rounds
o Standard Exitus Rounds: -20 to dodge: Near Unique.
o Special Ammo(All Unique Rarity)
o Shield Breaker: Ignore daemonic/unnatural toughness, psychic
protection and force fields and negates fields + psychic defences for
1 round.
o Turbo Penetrator: +2d10 damage, +3 pen, razor sharp, concussive
(1)
o Magenta Pattern Corrosive Shell: Blast (3), zealous hatred on 9-10,
directly hit targets suffer +1d10 damage and tearing, those caught
in the blast radius suffer the Corrosive effect
o Magenta Pattern Ecstasy Shell: Blast (3), shocking, directly hit
targets suffer hallucinogenic (4), those caught in the blast radius
suffer no damage but suffer shocking and hallucinogenic (2)
Laer Gauntlet: One hand, adds double strength bonus to unarmed attacks,
removes primitive, shocking, power field, unwieldy
o 20m, single, 1d10+6, pen 8, felling (4), shocking
Laer Blade: One hand, 1d10+8, pen 14, felling (4), power field, balanced,
ignore force fields
High Frequency Sword: one hand, 2d10+6, pen 9, balanced, razor sharp,
power field
Tanksplitter Chain Weapon: two hand 2d10+8, pen 9, razor sharp, power
field, tearing, requires strength bonus of 10 to use, unwieldy

-Weapon Upgrades Rotator Barrel: Any las or SP weapon with a full-auto capability, adds the
storm quality or increases highest rate of fire by +2, adds inaccurate
quality
Composite Work: Any bow or crossbow, adds the accurate quality and
adds +10 meters to their range
Repeater: Crossbow weapons, adds burst2 to fire rate, adds +1 turn to
reload time, increase clip size to 5
Sawn Off: Shotguns, turns basic weapons into pistols with -10 to be used 1
handed, gains inaccurate
Wrist Mounted: any pistol or one handed melee weapon,keep hands free
while equipping the weapon, ranged weapons decrease range by half,
melee weapons lose balanced quality and gain the unbalanced quality
Targeter: Las, SP, launcher and Bolt, BS penalties are one step lower, gives
readout of target status
Spite Infusion: All, Weapon gains damage equal to half wielders WP
bonus, additional +5 to hit hated targets, causes psychic phenomenon on
a roll of 95+
Motion Predictor: non-primitive weapons capable of semi and full auto fire,
+10 to BS when fired on burst or full auto
Vox Operated: Any non-primitive, Weapon can be fired and modded via
voice command
Macro Modification: Melee weapons, adds the warp weapon quality, causes
psychic phenomenon if you miss the target

Bright Mod: Power Weapons, adds the tearing quality, requires chain
weapon training to use
Retribution Mod: Las Weapons, -2 damage, weapon counts as being
equipped with a silencer and fires a beam not on the visible spectrum
Arclight Lance Pattern: Any weapon with the spray quality, loses the spray
quality and gains the recharge quality, doubles weapon range
Mag-impeller: SP or bolt, +1 pen, +10 meters, +full action to reload time
Micro: Grenades, reduces blast radius with weapon by 1, if no blast radius
then reduces damage by 1d10, reduces weapon weight to 0.1 and size to
1
Inferno Font: Melee weapons, adds the flame, felling (3) and overheat
qualities, weapons cauterizes wounds, negating bleeding but making
replacing lost limbs much harder, uses a flamer canister and may fire once
as a flamerbefore losing all bonuses granted until the flamer canister is
replaced, rolls of 95+ to hit result in being counting the weapon as
overheating and setting the wielder on fire
Jetstream:Two handed melee weapon,double strength bonus, add felling
(1), add concussive (0) to charge, +30 to detect you, powered by flamer
canister which gives you 10 charges, full to reload
Backpack Supply: Las and Flame weapons have their clip size increased to
80, plasma and melta have their clip size increased to 60, bolt weapons
have their clip size increased to 100 and SP weapons have their clips size
increased to 200, weapon cannot be reloaded in combat and does not
benefit from Quick Draw, backpack has AP6 and 1 wound, and explodes if
destroyed, inflicting damage identical to a single hit from the weapons
damage to the wielder and everyone within 1 meter

-Special Ammo Mono Arrows: remove primitive, +2 pen, common


Solid Slugs: Shotguns, lose scatter, +2 damage, +1 pen, common
Tox-Fuel: Flamer, -1 pen and damage, gain toxic (2) quality, average
Scatter Shells: Handcannon/Revolver, decrease weapon range to 10,
change damage to 1d10+4, pen 0, scatter, scarce
Void rounds: SP, function perfectly in zero gravity and a vacuum, -1
damage in normal gravity, scarce
Expander Rounds: SP, +1 damage and pen, scarce
Shotgun Bolts: Shotguns Change damage to 1d10+5, pen 4, tearing, gains
30m range, loses scatter, gains unreliable or loses reliable if it has it, rare
Airtorch Canister: melta, weapon gets the spray and overheat quality, rare
Flechette shells: Shotguns, +10 range, +2 pen, -1 damage, rare
Incendiary Fuel: Plasma and Melta, -1 pen, gain flame quality, rare
Hyper Density: for Bolt/SP, weapon range reduced by half, +2 pen, SP
gains tearing, Bolt gains concussive (0), rare
Razor Web: for web/net weapons, gain 1d10+2 damage with crippling (3)
quality, very rare
Explosive Rounds: Any SP weapons that dont have the scatter quality,
pistol weapons gain +1 damage, basic weapons gain +2, heavy weapons
gain +3, very rare
Explosive Needles: remove toxic, increase damage by +5 and gain blast
(1), extremely rare

Adamantine Needles: remove toxic, increase damage and pen by +5,


extremely rare
Tempest Bolt Rounds: Haywire (1), shocking, extremely rare
Psy Ammo: SP, Plasma, Melta, Flamer and Bolt, ignore psychic/daemonic
protection, gain +1 damage and pen per psy rating, extremely rare
Organ-grinder Rounds: Bolt/SP, if target takes damage from weapon, take
a toughness test at a -10 penalty for every point of damage taken, failure
means target takes 2d10 rending damage ignoring toughness and armour
if the damage was from a bolt weapon, or the attack gains the crippling (5)
quality if it was an SP weapon, extremely rare
Frequency Arrows: remove primitive, +5 damage and pen, razor sharp,
extremely rare
Plasma Shells: Bolt, Shotgun, adds +3 damage, shotguns gain +4 pen,
adds overheat unless used with single-fire, extremely rare

-Armour Slaanehi Bodyglove/Leathers: AP1, arms, body, legs, +10 to charm, good
quality also covers head, best quality grants +20 to charm, common
Ballistics Greatcoat: +1 AP to body and arms, worn over armour, average
Armoured Bodyglove: AP 3, arms, body, legs, best quality also covers head
and grants +5 to stealth, rare
Void Armour: Counts as best quality voidsuit with 10 hour life support,
internal vox link, 4AP to body, 3AP elsewhere, -10 to agility, rare
Nest Boots: AP 4 (8 vs.corrosives), legs +20 to Agility tests to keep stable
footing on tricky surfaces, kick as if armed with a mono-knife, rare
Feudal Plate: AP 5 all, -10 to agility, rare
Flexsteel Suit: AP 6, arms, body, legs, best quality also covers head, very
rare
Enginseer Plate: AP 7, environmentally sealed with rebreather, mag boots
and photo visor, comes with ceramite coating upgrade as standard, +30 to
tests to resist shocking or extreme heat and cold, -10 to agility and fine
manipulation
Debased Hospitaliser Carapace: AP 5, counts as vac-sealed and comes
with an integrated rebreather and diagnostor, heretics wearing this
armour gain a +10 bonus to charm loyalists, but also gain the enemy
(Sororitas) talent, very rare
Debased Sororitas Power Armour: AP 7, light power armour, has renewable
power supply, recoil suppression and auto senses as standard, heretics
wearing this armour gain a +10 bonus to intimidate loyalists, but also gain
the enemy (Sororitas) talent, extremely rare
Tech-Plate Power Armour: AP 8, (requires mechanicus implants), light
power arour, includes good quality photovisor and respirator, has
renewable power supply as standard, extremely rare
Ironclad Power Armour: AP 9, +20 strength, -10 agility, grants autostabilized, comes with recoil suppression, vox communicator, osmotic life
sustainer and autosensor as standard and has superior auto senses,
counts as being equipped with an photo visor, humans cannot dodge or
perform acrobatics, cannot gain additional subsystems, extremely rare
Psychneuein Carapace Armour: AP 5, double vs. primitive, +1 fear rating
to psykers, near unique
-Armour Upgrades-

Chitin Plates: All,+1 AP


Deflective Plates: All, +2 AP vs. explosive damage
Bone Plates: All,+20 to intimidate tests
Blast Plating: Carapace and Power Armour,Inflicts 1d10+5 damage,
concussive (1), recharge, blast (1) to attackers when struck in melee
Prysense: Mesh, Flack and Carapace, Immune to infrared and dark sight
detection
BlurrEmitters: All, -20 to hit and to all sight based tests to detect the
wearer, +2 damage from enemy attacks
Shock Field: flack, carapace and power armour, Attackers must test
toughness as per shocking quality
Slip Plates: All, +20 to contortion and resist grapple, -20 to initiate grapple
and disarm tests
Iron Collar: Carapace and power armour, -2 to crit results to the head, -1 to
initiative
Raptor Amp: Power Armour, Counts as vox caster/laud hailer/micro bead,
can also attack with the following stats, 20m, single, 1d10+2, pen 9,
concussive (0), spray

-Bionics Weapon Mounting: Attach Weapon to Body, varied


Transgenic Grapht: Attach xenos organ to body, varied
Pain Ward: Involuntary actions and stun effects caused by pain from
critical damage, being on fire, drowning and so on are ignored, good
quality grants +10 to resist heat and cold, poor quality imposes -10 to
perception, rare
Volitator Implant: Can be implanted into targets, which forces them to
perform certain actions or stay within certain emotional, mental or
physical guidelines, or else they will be punished via electrical shocks,
unconsciousness, paralysis, the implant explodes, whatever the GM
allows, rare
Chem Gland: pick three chemicals, character may gland one as a free
action with a +10 toughness test, failing the test by 4 degrees causes 1
level of fatigue, very rare
Bionic Heart: +2 Toughness bonus to body, good quality grants +10 to all
athletics tests and allows frenzy to become a free action if the character
has the appropriate talent, poor quality decreases agility by -5, very rare
Subskin Armour: +1 AP to arms, body and legs, good quality grants +2 AP
and -1 crit results to protected locations, poor quality decreases agility by
-10, very rare
Calculus Implants: +10 to Logic, Linguistics and Scholastic Lore tests, very
rare
Raptor Bionics: Counts as bionic legs, grants sturdy trait, kicking targets
counts as attacking with a mono-sword, good quality includes bonuses of
good quality bionic legs and adds tearing to kick damage, best quality
counts as magnetisable boots, very rare
Dark Mask: +60 bonus to concealment tests in low light situations,
invisible to auspex and other scans unless a very hard (-30) tech-use test
is passed, extremely rare
Machinator Array: Heretek Only, +10 Strength and Toughness, -5 agility
and fellowship, gain auto-stabilised, can no longer swim (you walk along

the bottom), +1 to size rating, -10 to silent move, ballistic mechadendrites


and weapon mounting can use one handed melee weapons, pistol or
compact basic weapons, contains many small compartments in torso,
extremely rare
Flesh Metallization: gain unnatural toughness +4 and +10 to resist heat,
radiation and cold, immune to damage from void exposure although you
still need to breathe, -10 agility, wears off after 1d5 days, poor quality only
lasts 1 day and imposes -20 agility, good quality lasts 2d5 days and
doesnt have an agility penalty, best quality never wears off, near unique
Cortical Stack: Functions as a backup of the characters mind, recording
thoughts, memories and experiences. Can be extracted and implanted into
a new body (requires it to have a cybernetic brain to program stacks
memories into) to resurrect the character, although success of this also
depends on what they are implanted into, near unique.
Psybernetics: 2d10 corruption, gain Psyker +psy rating equal to half WP
bonus and +1 power for each psy rating gained, unique
Hell-Bringer Bionic Reformation: DATA EXPUNGED

-Drugs/Poisons Mute: Masks certain mutations, good quality can improve them slightly as
well, near unique
Holdback: Mixed with other poisons or drugs, delays their effect by 1d5
hours, scarce
Shred: -10 Toughness test or suffer 2d10 damage, rare
Ache: Target must take an agility test each time they move or take an
action, or suffer 1 level of fatigue, rare
Spasm: Toughness test or suffer 1d5 agility damage each turn. May take a
toughness test each turn to resist the effects, rare
Rav: -10 Toughness test or suffer a 1d5 roll on the crit chart from a random
table, very rare
Spike: If user has open wounds, they begin suffering from blood-loss for
1d5 rounds, very rare
Melt: -20 Toughness test or suffer 1d10 toughness damage, extremely rare
Oblivion: -30 WP test or suffer 1d10 Int, Fel and WP damage, passing the
test grants fearlessness, passing by 3 degrees grants cold hearted as well,
near unique
Beat: Living targets must take a -20 toughness test or suffer levels of
fatigue equal to their degrees of failure. If they take more levels of fatigue
than their toughness bonus, they die, unique
-Misc Sling: Can be used to launch thrown weapons 20m, common
Fetish Sorea: If wielder is aligned to Slaanesh, can be used on self as a half
action to trigger items, effects and abilities that normally only trigger if the
character receives damage
Spider Pads: +30 to climb tests, scarce
Tracking Device: Tiny cogitator and readout used to track location of a
target, scarce
Vox Tracker: Determines position of vox broadcast origins, rare
Data-Loom: Data-engine program built into data-slate, +10 to logic tests,
rare

Magboots: When active, half move rate, move normally in zero gravity or
attach to any surface (including walls and ceilings) so long as they are
metallic, good quality can be used to walk up metallic walls and on
metallic ceilings in normal gravity, very rare
Calculus Array: +20 to all commerce and logic tests, heavy but mobile
cogitator, very rare
Slaaneshi Seductive Garments: count as clothes, +10 to charm when
interacting with Slaaneshis or performing seduction tests, good quality
grants +20 and best quality grants +30, no poor quality version, can be
applied as an upgrade to armour under certain circumstances, very rare
Diagnostor: +20 to medicae to determine cause of illness, very rare
Antigrav Harness: Hover (1), +20 to agility, requires operate (aeronautica),
extremely rare
Teleporter: Varies depending on make, design and quality

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