Escolar Documentos
Profissional Documentos
Cultura Documentos
Ascendant Characters of
the Koronus Expanse
Table of Contents
Table of Contents
Introduction
Chapter 1: New Career Paths
Adepta Sororitas
Arbitrator
Assassin
Chapter 2: Expanded Core Career Paths
Rogue Trader
Arch Militant
Astropath Transcendent
Explorator
Missionary
Navigator
Seneschal
Void Master
Optional Advances
Chapter 3: Expanded Xenos Careers
Dark Eldar Kabalite Warrior
Dark Eldar Wych
Kroot Mercenary
Ork Freebooter
Ork Weirdboy
Tau Fire Warrior
3
4
5
13
21
29
30
32
34
36
38
40
42
44
46
47
48
50
52
54
56
58
60
76
76
76
78
81
86
87
91
92
95
98
100
101
126
127
131
132
Introduction
Introduction
New Careers
Adepta Sororitas
Adepta Sororitas
Adepta Sororitas
Adepta Sororitas
Adepta Sororitas
Adepta Sororitas
10
11
Adepta Sororitas
Adepta Sororitas
12
13
Arbitrator
Source Disclaimer: Lore in this section is taken from the Source Disclaimer: Lore beyond this point is fan written, feel
Dark Heresy Core Rulebook, but with references to the free to use or disregard as needed.
Inquisition replaced with Rogue Traders.
Arbitrator
14
15
Arbitrator
Arbitrator
16
17
Arbitrator
Arbitrator
18
19
Arbitrator
Arbitrator
20
21
Assassin
Assassin
22
23
Assassin
Assassin
24
25
Assassin
Assassin
26
27
Assassin
Assassin
28
29
Expanded Careers
Rogue Trader
Rogue
Trader
Expanded
Career
Path
30
31
Rogue Trader
Arch-Militant
Arch-Militant
Expanded
Career Path
32
33
Arch-Militant
Astropath Transcendent
Astropath
Transcendent
Expanded
Career Path
34
35
Astropath Transcendent
Explorator
Explorator
Expanded
Career
Path
36
37
Explorator
Missionary
Missionary
Expanded
Career
Path
38
39
Missionary
Navigator
Expanded
Career
Path
Navigator
40
41
Navigator
Seneschal
Seneschal
Expanded
Career
Path
42
43
Seneschal
Void Master
Void
Master
Expanded
Career
Path
44
45
Void Master
Optional Advances
Optional Advances
2000
2000
2000
Astropath Transcendent
Rank 9: Unnatural Toughness (x2) 2000
Rank 10: Unnatural Perception (x2) 1000
Rank 11: Unnatural Willpower (x2) 3000
Explorator
Rank 9: Unnatural Toughness (x2) 2000
Rank 10: Unnatural Strength (x2) 2000
Rank 11: Unnatural Intelligence (x2) 1000
Missionary
Rank 9: Unnatural Toughness (x2) 2000
Rank 10: Unnatural Strength (x2) 2000
Rank 11: Unnatural Willpower (x2) 3000
Navigator
Rank 9: Unnatural Toughness (x2) 2000
Rank 10: Unnatural Perception (x2) 1000
Rank 11: Unnatural Willpower (x2) 3000
Seneschal
Rank 9: Unnatural Toughness (x2) 2000
Rank 10: Unnatural Fellowship (x2) 1000
Rank 11: Unnatural Agility (x2)
2000
46
Void-Master
Rank 9: Unnatural Toughness (x2) 2000
Rank 10: Unnatural Agility (x2)
2000
Rank 11: Unnatural Speed (x2)
1000
47
Xenos Careers
Kabalite Warrior
Dark Eldar
Kabalite Warrior
Expanded Career
Path
48
49
Kabalite Warrior
Wych
Expanded
Career
Path
Wych
50
51
Wych
Kroot Mercenary
Kroot
Mercenary
Expanded
Career Path
52
53
Kroot Mercenary
Ork Freebooter
Ork
Freebooter
Expanded
Career Path
54
55
Ork Freebooter
Ork Weirdboy
Ork
Weirdboy
Expanded
Career Path
56
57
Ork Weirdboy
Fire Warrior
Fire
Warrior
Expanded
Career Path
58
59
Fire Warrior
New Talents
60
Accrue Pain
Prerequisites: Dark Eldar, Siphon Pain
The Dark Eldar's need for suffering grows
and they grasp further and further afield to sate
their vile hunger. The Dark Eldar adds five
times the first digit of their corruption points in
meters to the range at which they can gain pain
tokens.
Astounding Leader
Prerequisites: Rogue Trader
The Rogue Trader has learned how to direct
an astounding number of subordinates in a
coherent and productive manner, a feat not to
be taken lightly. The Rogue Trader may now
use the Exceptional Leader Special Ability a
number of times per round equal to one-half
their unmodified Fellowship Bonus.
All O Da Dakka
Prerequisites: Ork, Exotic Weapon Training
(Any Ork) x5
The Ork has practiced with the many
practical and impractical weapons in the Ork
arsenal, and has learned the intricacies of their
operation. The Ork is considered to be
proficient with all Ork Weapons.
Adaptable Assault
Prerequisites: Tau
The Tau has learned how to drill and teach
the operation of weapons to their fellows with
such reliable results that they can rapidly
instruct those who have no experience in
operating with them. As a full round action the
Tau may spend a Fate Point to confer the Fire
Caste Weapon Training Talent to a number of
allies (including themselves) equal to their
fellowship bonus for the duration of the
encounter. If the character already has the Fire
Caste Weapon Training Talent they instead gain
a +5 bonus to all tests to utilize those weapons.
Additional Pilot Mastery (x3)
Prerequisites: Void Master
This talent may be taken up to three times.
Each time it is taken, the Void Master selects an
additional Mastery aspect from the Void-Master
Special Ability list located on page 72 of the
Rogue Trader Core Rulebook.
Additional Reaction (X)
Prerequisites: Assassin, Additional Reaction
(X-1)
The Assassin has perfected their skill in
avoiding dangers to complete the goal of
61
New Talents
New Talents
Armour Monger
Prerequisites: Intelligence 35, Tech-Use, Trade
(Armourer)
The finest armours and most powerful
shields are all products of the followers of the
machine god, based on the fabled and ancient
designs of mans glorious past. With years of
training, the Explorer can learn to enhance
these protections, or use them in their optimum
fashion. The Explorer increases the Armour
Points of any armour he wears by 2 on all
locations it would normally cover as long as he
has at least an hour each day to bless and
prepare the armour. This bonus applies only to
armour worn by the Explorer.
Aura of Faith
Prerequisites: Missionary
Daemonic entities reel from the Missionary,
their daemonic powers cleansed in their
presence. Any Daemon within a radius equal to
the Missionary's Willpower Bonus in meters
suffers 1d5 damage if it fails a Warp Instability
Test plus an additional 1d5 damage per degree
of failure. This damage is not affected by
armour or Toughness Bonus.
Biggest 'n Baddest
Prerequisites: Ork, Da 'Ardest Eva
The Ork has become even tougher and more
resilient than almost any other creature in the
galaxy. The Ork subtracts their unmodified
62
Cold Hearted
Prerequisites: None
Either chemical and surgical treatments or
sheer will has rendered the character immune to
most mundane temptations. Seduction attempts
against him automatically fail and Charm Tests
increase their Difficulty by one level. Taking
this Talent causes one Insanity Point. If the
Explorer possesses the Chem Geld talent, they
instead gain the benefits of the difficulty
increase to any skill with the Interaction
descriptor, not just charm.
Da 'Ardest Eva
Prerequisites: Ork, 'Ard, Dead 'Ard, Too 'Ard to
Care
The Ork's resilience has become legendary
even amongst their own kind and they are able
to stand until completely decimated. The Ork
also becomes immune to the effects of Critical
Hits that do not cause death. While tougher
than most creatures in the galaxy they still fall
to critical effects that cause death.
Da Orkier Da Originz...
Prerequisites: Ork
The Ork has embraced their origins, be they
the Klan or their Know Wotz. They gain the
Peer and Good Reputation Talents for their
Klan, and treat the skills they gained from the
Klan and Know Wotz are treated as being at
Trained (+20).
Commerce Savant
Prerequisites: Seneschal
The Seneschal now adds an additional bonus
degrees of success on any successful
Commerce, Inquiry, or Evaluate test. This
stacks with the Seeker of Lore ability for a total
of two bonus degrees of success to these skills.
Common Lore Mastery
Prerequisites: Seneschal, Common Lore (Any 3)
+20, Total Recall
The Seneschal is treated as though they have
all Common Lore Skills at the Mastered (+20)
level.
Constant Training
Prerequisites: Tau
The Tau has learned how to best direct the
skills of their team. As a full round action the
Tau may spend a Fate Point to confer the
benefits of any Tau Talent to a number of allies
equal to their Fellowship Bonus for the duration
of the encounter.
Crime Scene Investigator
Prerequisites: Arbitrator, Any Investigation
Skill +20 (x5)
The Arbitrator has witnessed so many crime
scenes that they begin to quickly identify
important elements of any scene. The Arbitrator
may make an Intelligence Test in place of any
skill Test with the Investigation skill descriptor.
63
New Talents
New Talents
Deflect Shot
Prerequisites: Agility 50
The characters weapons move with such
speed that they can deflect thrown weapons and
shots fired from primitive weapons. When the
character is armed with a readied melee
weapon, they add their Weapon Skill Bonus to
their Armour Points on all locations (even
unarmoured locations) when calculating
Damage from hits from ranged weapons with
the Primitive Special Quality or Thrown
weapons. This bonus armor does not apply to
Blast weapons.
Deny the Witch
Prerequisites: Willpower 35
The Explorer draws on his faith and mental
fortitude to act as his shield against those
tainted by the Warp. The character may use his
Willpower characteristic when making an
Evasion Reaction against ranged or melee
attacks against him made with psychic powers.
When successfully evading an attack with an
area of effect, the character does not move but
instead is simply unaffected by the psychic
power.
Devastating Weapon Mastery
Prerequisites: Arch-Militant
The Arch Militant's mastery of their chosen
weapons becomes so devastating that few can
stand in their way. The Arch Militant now adds
an additional +10 to hit, +2 to damage, and +2
initiative when wielding any weapon with
which they have the Weapon Master Special
Ability. These benefits stack with those
provided by Weapon Master.
Distant Pain
Prerequisites: Dark Eldar, Accrue Pain
The Dark Eldar's need for suffering grows
and they grasp still further afield to sate their
vile hunger. The Dark Eldar adds ten times the
first digit of their corruption points in meters to
the range at which they can get pain tokens.
64
Encompassing Hatred
Prerequisites: Adepta Sororitas, Hatred (Any)
(x3)
Bringing down their wrath so strongly on
some enemies has led them to understand all
available means of dealing with a particular
group of foes. The character now adds the
bonus from hatred to all tests versus the foe of
their choice, including Ballistic Skill and Skill
Tests involving these foes, representing an all
encompassing knowledge of how best to deal
with them. This bonus also applies to allies if
using the Litany of Hate talent.
Eye of Vengeance
Prerequisites: Ballistic Skill 50
The character can focus their intent on
where it is likely to do most damage to their
enemy and then strike them down with a single
shot. Before making a ranged Standard Attack
Action, the character may spend a Fate Point. If
he does so, his attack deals +X Damage and
gains +X Pen, where X equals the number of
Degrees of Success scored on the attack roll.
Exotic Weapon Mastery
Prerequisites: Arch-Militant, Exotic Weapon
Training (Any) (x4)
Having become familiar with the various
Exotic weapons of the Koronus Expanse, the
Arch Militant is now treated as proficient in all
Exotic Weaponry, and can use it without
penalty.
Firing Solutions
Prerequisites: Arch-Militant
The Arch-Militant has become incredibly
adept at the art of precision fire and instructing
others in their use. The Arch-Militant may reroll any failed Ballistic Skill Test once per
round, or may grant any other Explorer a re-roll
on a Ballistic Skill Test once per round.
Flame Weapon Expert
Prerequisites: Missionary, Flame Weapon
Training (Universal)
When wielding a Flame Weapon, the
character knows exactly when to release the
trigger to avoid jamming the weapon or when
to push its functions in the glorious name of the
God-Emperor. A Missionary with this talent
may treat all Flame weapons as reliable and
gain the Proven (4) Quality.
65
New Talents
Drill Instruction
Prerequisites: Arch-Militant
The Arch-Militant bellows instructions
about the use of weaponry to those around him,
giving a crash course in their use. The
character chooses a single weapon training skill
that he has and makes a Challenging (+0)
Command Test. If successful, anyone under his
command or who chooses to obey (including
other Explorers) are treated as if they too have
that weapon training talent until the end of the
encounter or until this talent is used again.
New Talents
Flames of Faith
Prerequisites: Missionary, Flame Weapon
Training (Universal)
The Explorer's faith in both the GodEmperor of Mankind and his trusted weapon
causes Psyflame ammunition to burn even
brighter. The Explorer is treated as having a Psy
Rating of 3 when using weapons loaded with
Psyflame Ammunition.
Forbidden Lore Mastery
Prerequisites: Seneschal, Forbidden Lore (Any
3) +20, Total Recall
The Seneschal is treated as though they have
all Forbidden Lore Skills at the Mastered (+20)
level.
Furious Litanies
Prerequisite: Missionary
By inscribing powerful litanies and prayers
onto weapons, the Missionary can instill the
fervor of the Emperor into the weapons of their
allies. The Missionary may grant the Sanctified
trait to a number of weapons equal to their
Willpower Bonus. Sanctified weapons ignore
the toughness bonus granted by the Daemonic
trait. If the weapon already possesses the
Sanctified Trait or is treated as having it, the
weapon instead gains the Felling quality against
any creature with the Daemonic trait. This lasts
for one day or until the Missionary grants the
benefit to a different weapon.
Hammer Blow
Prerequisites: Crushing Blow
The character strikes a single blow with such
focus and force that it breaks armour and pulps
flesh as it strikes. When the character uses an
All Out Attack manoeuvre to make a single
melee attack, they may add half their Strength
Bonus to the weapons Armour Penetration.
The attack also counts as having the
Concussive Special Quality to represent the
shocking force of the blows impact.
Holy Purging
Prerequisites: Missionary, Flame Weapon
Training (Universal)
When wielding a Flame Weapon, the
character knows how to infuse the very
spirit of their faith into cleansing fire. Any
Flame Weapon wielded by the Missionary
gains additional Damage and Pen equal to the
66
Killing Strike
Prerequisites: Weapon Skill 50
Certain Explorers are amongst the deadliest
warriors in the galaxy, and they have learned
how best to place their blows for maximum
effect. When taking the All-Out Attack action,
an Explorer may spend a Fate Point (before
rolling the dice) to make his melee attacks for
that round impossible to parry or dodge.
Land Vehicle Operation Mastery
Prerequisites: Additional Pilot Mastery
This talent represents a true mastery of
vehicle operation. The Void Master may now
re-roll all tests associated with operating land
vehicles. This extends to all Drive (Ag) Skill
Tests.
Land Vehicle Systems Mastery
Prerequisites: Land Vehicle Operation Mastery
This talent allows the Void Master to re-roll
67
New Talents
Investigation Mastery
Prerequisites: Rogue Trader, Investigation
Skills +20 (Any 4)
The Rogue Trader has refined their abilities
to uncover the truth as they have traversed the
expanse and grown quite adept at uncovering it.
The Rogue Trader now adds +10 to all skills
with the Investigation descriptor.
New Talents
Luminen Barrier
Prerequisites: Luminen Shield, Electoo
Inductors, Potentia Coil.
Much like the celebrated Electro-Priests, the
Explorator can draw upon all of his power to
create a shimmering barrier of pure energy, one
capable of deflecting any attack. As a Full
Action, the player can activate a Luminen
Barrier which remains active for a number of
Rounds equal to the Exploratorss base
Willpower Bonus. The barrier has a Rating
equal to the Exploratorss base Willpower
Characteristic. As long as the barrier is active,
the Explorator can attempt to stop incoming
Ranged and Melee attacks by rolling a 1d100
and comparing it to the barriers Rating. If the
roll is equal to or under the Rating, the attack is
stopped completely. If the roll is over the
Rating, the attack penetrates the barrier and
causes Damage as normal. This roll is made
before reductions for Armour and Toughness
Bonus. If the 1d100 roll ever results in a 01-05,
the barrier stops the attack, but is overloaded in
the process. It instantly collapses, and the
Explorator must pass a Challenging (+0)
Toughness Test or gain 1 level of Fatigue. An
Explorator can use Luminen Barrier a number
of times equal to his Willpower Bonus every 24
hours; however, upon the second activation of
the ability within 24 hours, and upon each
subsequent activation in that time, he gains 1
level of Fatigue.
Luminen Flare
Prerequisites: Luminen Blast, Mechanicus
Implants
The Explorator has mastered the ability to
channel his will through the Potentia Coil into a
powerful blast of energy that brings the fury of
the Omnissiah to all who might stand in his
path. On a successful Ballistic Skill Test, he
may direct this energy at a single target within
20 metres The attack deals 1d10 plus his
Willpower Bonus in Energy Damage, and has
the Blast (X) Quality, where X equals the
Explorators Willpower Bonus. This counts as a
Half Action, and each time the Explorator uses
this Talent, he must first pass a Challenging
(+0) Toughness Test or gain a level of Fatigue.
Luminen Shield
Prerequisites: Mechanicus Implants
Focusing his energy in all directions at once,
the Explorator is capable of creating a hazy
68
Master of Blades
Prerequisites: Assassin, Blademaster
The Assassin has trained with bladed
implements for so long that they have become
an extension of their arms. The Assassin may
now re-roll any weapon skill test with any
bladed weapon, successful or not. They may
select which roll is the one used.
Master of Death
Prerequisites: Assassin
The Assassin has perfected the art of death
with weapons of both close range and long.
The Assassin gains the benefit of the Deliverer
of Death Special Ability with all weapons.
Masterful Leader
Prerequisites: Rogue Trader
So adept has the Rogue Trader become at
leading and directing their fellows that they can
coax even more out of their crew. Whenever
the Rogue Trader utilizes the Exceptional
Leader Special Ability (See page 72 of the
Rogue Trader Core Rulebook), they grant a +20
bonus instead of the normal +10
Mastery
Prerequisites: Any Skill +20
The character has become a consummate
master of a single Skill and can perform feats
with it that would baffle lesser men. The
character may spend a Fate Point to
automatically pass a Skill Test with his chosen
Skill (which must be at +20), provided the final
modifier to his Skill Test is 0 or better. In
addition to simply passing the Test, the
69
New Talents
Luminen Surge
Prerequisites: Luminen Shock, Mechanicus
Implants
The Explorator is able to channel even more
power through his hands, sheathing them in a
glowing torrent of power that can rend armour
and bone alike. He must touch his enemy for
this ability to work. In combat, he must either
make a successful Challenging (+0) Weapon
Skill Test or be Grappling to deliver the blast.
Each Luminen Surge deals 2d10+3 points of
Energy Damage. This counts as a Half Action,
and each time the Explorator uses this Talent,
he must pass a Challenging (+0) Toughness
Test or gain a level of Fatigue.
New Talents
Mercenary's Avarice
Prerequisites: Kroot, Mercenary
The Kroot has fully devoted themselves to
the payment and favors of their benefactor.
They may now utilize Profit Factor in place of
Willpower for any Willpower test they may be
required to make. This does not allow them to
replace Willpower for the purpose of utilizing
skills.
Miraculous Survival
Prerequisites: n/a
The Explorer is not merely protected by
their faith in the Emperor, it is clear to all that
He has plans for them and they will not die
until He ordains it. When the Explorer burns a
Fate Point to avoid death, they stands up (or
climbs their way out of the rubble, etc.) at the
beginning of their next action completely
unharmed in any way. They have full wounds,
no fatigue and are cured of any critical effects
that they had sustained, even if the damage was
incurred before the event that would have
caused their death.
Movement Mastery
Prerequisites: Assassin, Any Movement Skill
+20 (x3)
The Assassin's movements have become a
thing of almost unnatural grace with no
movements wasted in the application of
physicality. The Assassin gains a +10 bonus to
all skills with the Movement descriptor.
Navigating the Eddies
Prerequisites: Navigator
The Navigator has become skilled at
perceiving the interaction between the material
of a Voidship and the immaterial of the
Empyrean. The Navigator gains a +20 bonus to
the Steering the Vessel stage of Warp Travel
(See page 184 of the Rogue Trader Core
Rulebook). In addition, they become incredibly
attuned to any possible incursions that may
happen aboard the vessel. Add a +20 bonus to
all rolls made during the Encounters in the
Warp test (See page 185 of the Rogue Trader
Core Rulebook).
Never Die
Prerequisites: Toughness 50, Willpower 50
The characters will or devotion to the
Emperor can sustain him when his mortal body
fails him. The character can spend one Fate
Point to ignore the effects of injury, Fatigue,
and Stunning for a single combat. This Talent
does not prevent the Damage, but allows the
character to temporarily ignore its effects for
the duration of the combat. Death still affects
him normally.
Nymune Equilibrium
Prerequisites: Kroot, Hyperactive Nymune
Organ
The Kroot's Nymune Organs have been
utilized and exercised enough that they have
grown accustomed to use. The Kroot may now
utilize the Hyperactive Nymune Organ Talent
indefinitely without fear of gaining Fatigue or
needing a Toughness Test.
70
Orky Enuf
Prerequisites: Ork, Mob Rule, Da Nekst Best
Fing
The Ork has become used to the strange
non-orky companions that they travel with, and
has grown to respect their contributions in a
fight. The Ork gains gains the full benefit of
Mob Rule from their non-ork companions
instead of half. They still do not gain a bonus
from lesser orkoids such as Gretchins/Squigs.
71
New Talents
Peerless Marksmanship
Prerequisites: Deadeye Shot, Marksman,
Sharpshooter, Ballistic Skill 40, Perception 40
The character has perfected the art of
leading and adjusting for atmospheric
conditions so frequently that it has become
second nature. So great is the character's skill
with firearms that they may now utilize the
Called Shot special action as a half action.
New Talents
Rite of Inspiration
Prerequisites: Missionary
This rite allows the missionary to make
manifest the protections and inspirations of the
Emperor and inspire those who serve with
them. During Void Combat, the Missionary
may take an extended action to restore Crew
Morale. With a successful Challenging (+0)
Charm or Command test, they restore an
amount of Morale equal to their Fellowship
Bonus. This may be done only once per
instance of Cohesion Damage Suffered and
cannot increase it above maximum, but may be
performed multiple times. This may not heal
cohesion damage suffered in a previous round.
For example, if a ship took ten Crew Morale
damage during a boarding action and the
Missionary decided to Inspire the crew with the
Rite of Inspiration and succeeded, they would
restore an amount equal to their Fellowship
Bonus. For the sake of example, we will
assume this recovered five. On the next turn,
they suffer 3 more crew morale damage, and
the Missionary takes this action again, and
again succeeds. He would only be able to
restore 3 crew morale, as that is all that was
taken this turn.
Scholastic Lore Mastery
Prerequisites: Seneschal, Scholastic Lore (Any
3) +20, Total Recall
The Seneschal is treated as though they have
all Scholastic Lore Skills at the Mastered (+20)
level.
Shotgun Surgeon
Prerequisites: Arbitrator, Mighty Shot, Hip
Shooting
Like many of their fellow Arbitrators,
Arbitrators have a judicious amount of training
with one of the signature weapons of their
organization, the Shotgun. Far beyond the
traditional training, the Arbitrator's skill with
these weapons far outshines the basic
instruction. As such, the Arbitrator now adds
their Ballistic Skill Bonus (the tens place) to the
Pen value of any shotgun they wield.
Sidearm
Prerequisites: Weapon Skill 40, Ballistic Skill
40, Two Weapon Wielder (Ballistic, Melee)
Many Rogue Traders among the stars of the
Koronus Expanse favour fighting with both
72
Storm of Iron
Prerequisites: Ballistic Skill 45
When facing massed enemies on the
battlefield, the character lays down a storm of
firepower that even the most foolhardy cannot
push through. When the character deals
Damage to a target with a semi-auto burst or a
full-auto burst, the character may allocate his
extra hits to any other target within five metres,
instead of the usual two metres.
Street Fighting
Prerequisites: Weapon Skill 30
The character is adept in close and dirty
fighting, favouring small weapons or even his
bare hands to take down his foes. When armed
with a knife (powered, chain or otherwise),
similar small weapon, or simply armed with his
bare hands, he adds half his Weapon Skill
Bonus to any Critical Damage he inflicts.
Target Selection
Prerequisites: Ballistic Skill 50
The characters dread gaze marks out his
chosen victim and not even the riotous
confusion of close combat interferes. The
character may shoot into melee with no penalty.
If he aims beforehand, he can avoid any chance
of hitting friendly targets.
Tests of Faith (X)
Prerequisites: Adepta Sororitas, Pure Faith
The Adepta Sororitas's faith has been tested
in the fires of combat and she has emerged with
her faith tempered and sharpened. The Adepta
Sororitas gains a fate point that can be spent to
activate any of her Faith Talents, but may not be
burnt to activate them. They cannot be used in
any other fashion Fate Points are typically used.
Thunder Charge
Prerequisites: Strength 50
The Explorer charges into combat using his
armoured body as an additional weapon. Driven
by his armour and the Explorers enhanced
muscle, the impact of such a charge is like
being struck by a thunderbolt. When the
Explorer makes a Charge Action, first make an
unarmed attack against every opponent he is
charging. This represents slamming into the
enemy with the characters armoured bulk. This
attack automatically also has the potential to
knock the opponent down in the same way as if
the Explorer had used the Knock Down Action.
Once this attack has been resolved, the
Explorer may make his normal Charge Attack
as normal.
Tormentor's Indestructibility
Prerequisites: Dark Eldar, Tormentor's Might,
Tormentor's Vigour
The Dark Eldar is an unstoppable fury on
the battlefield, able to shrug off the mightiest of
blows in the pursuit of causing more anguish.
After gaining five Pain tokens, the Character
may spend a Fate Point to gain the Unnatural
Toughness (x2) Trait for the
remainder of the encounter.
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New Talents
Stalwart Defense
Prerequisites: Weapon Skill 50, Fearless
The Explorer stands immovable and
indomitable, as if he were made of rock and
iron against which foes break like water against
a cliff. The Explorer may spend a Fate Point as
a Full Action to adopt a Stalwart Defense.
While adopting this condition, the Explorer
may not move and may not Dodge. He may
make a Parry reaction against all successful
strikes against him, and all Damage he suffers
is reduced by 2. Furthermore, the characters
enemies gain no benefits for outnumbering the
Explorer in close combat. These effects last
until the Explorer chooses to end his Stalwart
Defense or until he is rendered incapable of
fighting.
New Talents
Unified Cooperation
Prerequisites: Tau, Constant Training
The Tau has learned how best to direct their
fellows in a variety of circumstances. As a full
round action the Tau may spend a Fate Point to
confer the benefits of any two Tau Talents to a
number of allies equal to their Fellowship
Bonus for the duration of the encounter.
Unpowered Weapon Mastery
Prerequisites: Melee Weapon Training
(Universal)
The Explorer has learned the art of
deflecting power weapons on the field of battle
in such a fashion as to preserve non powered
ones meeting them by swatting them aside and
catching hilt and haft instead of the power field
directly. Explorers with this talent ignore the
chance that power weapons have to destroy
non-powered weapons when parrying or being
parried.
Versatile Weapon Mastery
Prerequisites: Arch-Militant
The Arch-Militant chooses an additional
class of weapons. They gain the benefits of the
Weapon Master Special Ability (See page 72 of
the Rogue Trader Core Rulebook) with this
class of weapons.
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Warp Lock
Prerequisites: Willpower 50, Psy Rating, Strong
Minded
The character has learned to swiftly cut
himself off from the Warp to protect himself
from harm. Once per game session, the
character may ignore a Psychic Phenomenon
result he has rolled (including a result that
would indicate rolling on the Perils of the Warp
Table) completely negating its effects. Such
rapid dislocation from the Warp, through, is
stressful and traumatic to the characters mind
and they will suffer 1d5 Energy Damage to the
Head location (not reduced by Armour or
Toughness) as a result, and may not make any
Focus Power Tests or sustain other Psychic
Powers until the beginning of his next Turn.
Weapon Master
Prerequisites: Arbitrator, Blademaster, Melee
Weapon Training (Universal)
The Arbitrator has trained with the melee
weapons for so long that they have become an
extension of their arm. The Arbitrator may now
use the Blademaster talent with any melee
weapon, not just bladed weapons.
Whirlwind of Death
Prerequisites: Weapon Skill 40
When facing massed opponents in combat,
the character becomes a whirlwind of death,
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New Talents
Weapon Tech
Prerequisites: Tech-Use +10, Intelligence 40
The character has developed an extensive
understanding of advanced technological
weapons and their functions, opening them up
and learning what makes them tick, hum, or
click. Once per combat, the character can
enhance his weapon, increasing its firepower
and deadliness. For one Round per combat
encounter, a weapon personally wielded by the
character from the Las, Melta, Plasma, Power,
or Exotic category increases its Damage and
Penetration by an amount equal to his
Intelligence Bonus.
Expanded Armory
Melee Weapons
Concussive
The weapon causes a barrage of sound and force
upon impact. When you strike an opponent with a
Concussive weapon, he must make a Toughness
Test at a Difficulty of 10 per degree of success by
which the attack succeeded or be Stunned for 1
Round. Auditory protection confers a +10 bonus to
this Test, but does not negate the kinetic energy of
the blast. Additionally, any target taking Damage
greater than his Strength Bonus from a Concussive
weapon is automatically knocked down.
Crippling (X)
Particularly cruel or deadly weapons sometimes
include things like living barbs or shards that
remain in their victims wounds, causing them
immense pain and even slowly killing them. When
a target suffers at least one Damage (after
reductions for Armour and Toughness Bonus) from
a weapon with the Crippling Quality, it counts as
being Crippled for the remainder of the
encounter or until healed of all Damage. If a
Crippled character takes more than a Half Action
on a single turn, that character suffers Rending
Damage equal to the number in parenthesis (X).
This damage is not reduced by Armour or
Toughness Bonus.
Felling (X)
Designed to puncture and to mangle, Felling
weapons are capable of toppling even the mightiest
foes. If the weapon hits, it ignores a number of
levels of Unnatural Toughness possessed by the
target equal to the number in parenthesis. For
instance, a Felling (1) weapon ignores the benefits
of Unnatural Toughness (x2) and would reduce the
benefits of Unnatural Toughness (x3) by one
multiplier.
Proven (X)
Weapons with the Proven Quality always inflict
significant injuries and treat any die roll for
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Sanctified
Damage inflicted by a sanctified weapon counts
as Holy Damage, which has certain effects on some
Daemonic and warp creatures. All weapons with
this special quality must be of either Good
Craftsmanship or Best Craftsmanship.
Neuro Gauntlet
Neuro-Gauntlets are subtle weapons, but
noless vicious for that. Prized by assassins and
torturers, the neuro-gauntlet is a glove
constructed from a flexible adamantine
hyperalloy, with neuro-toxin injectors fitted into
each finger. Each injector is diamond-hard and
incredibly sharp, allowing it to slice through
armour and into the vulnerable flesh below.
The cuts from a neuro-gauntlet are
deceptively small. However, the poisons they
produce are some of the most potent and
crippling toxins known to the Officio
Assassorium. Neuro-Gauntlets have the Toxic
Quality; if the target fails its Toughness Test, in
addition to suffering damage as normal, all his
Characteristics are halved for 1d5 minutes. This
specific effect is not cumulative, and does not
affect targets with the Daemonic or Machine
Traits.
The toxins within the neuro-gauntlets may
be replaced by different toxins (including one
that mimics the effect of a Hallucinogen
Grenade).
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Power Stakes
The Power Stake is another item in the
Explorer's arsenal that is designed to be as
much a symbol as a weapon. It takes the form
of a solid metre-long shaft of cold-forged iron,
tapering to a wicked point on one end. The
other end is fashioned into a handle, containing
a power field generator. All along the shaft are
thousands of etched runes, each a prayer against
the psyker and an invocation against the warp.
The power stakes of Witch Hunter Rykehuss
were specially commissioned by that noted
Inquisitor to be a bane against the witch and
psy-user. He has actually commissioned several
dozen, which by now have been scattered
throughout the Sector with his blessing, to do
the God-Emperors holy work.
If this weapon strikes a target with a Psy
Rating, it deals an additional 1d10 damage for
every point of Psy Rating the target possesses
(so a target with Psy Rating 3 would take an
additional 3d10 damage). A Power Stake of
Witch Hunter Rykehuss is always considered a
Best craftsmanship weapon, granting the user
+10 to Weapon Skill Tests and +1 damage,
which has already been included in the profile.
Ranged Weapons
Astartes Incinerator
Incinerators are Heavy Flamers that use a
psychically impregnated promethium so that
they might burn with hotter and more fierce
flames. An Incinerator ignores any protective
benefits granted by Psychic Abilities or Sorcery.
Its damage counts as Sanctified, ignoring any
Toughness Bonus granted by the Daemonic
Trait, and targets in the its area of affect suffer a
5 penalty to the Agility Test to avoid the blast
for every point of the wielders Psy Rating.
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Autocannon
Autocannons are large-calibre support guns
that fire dense, high-velocity solid shells
designed to punch through armour. These heavy
weapons see widespread service by the Imperial
Guard, as well as by many planetary militias
and renegade armies. Though unlikely to
penetrate the adamantium and ceramite of
power armour, they can devastate light and
medium vehicles. Autocannons can also
provide effective anti-infantry support,
especially the shooter uses high explosive
shells to augment their lethality against smaller
targets.
The M34 autocannon is an older version of a
common Imperial Guard pattern used
throughout the Calixis Sector and uses a tripod
mount. It can be manned by one person, though
it ideally employs a crew of two to move, set
up, and assist with reloading the weapon. If it
has a second crew member, he can spend his
Actions to Reload the autocannon.
Digital Explosive
Among the most popular types of digital
weapons amongst the those who traverse the
Expanse are the digital explosives. Digital
explosives are made to look like a wide variety
of jewellery, are armed by applying precise
pressure to certain points, and then thrown. As
such, digital explosives are strictly one use
only.
Executor Pistol
This combi-pistol is rarely seen in Imperial
space, despite (or perhaps because of ) the fact
that it is used by one of the Imperiums most
dangerous killers. The Eversor Assassins, skullfaced slaughterers of the Officio Assasinorum,
carry these weapons in addition to their lethal
array of close-combat gear. The Executor is an
unusual example of a combi-weapon. Instead of
being one weapon grafted crudely onto another,
it is a seamless joining of two individual
firearms. The Executor is a bolt pistol with an
under-slung needle pistol beneath the barrel,
allowing the wielder to choose between the
destructive power of the bolt weapon, or the
Exitus Pistol
The Exitus pistol is a masterpiece of
craftsmanship, a weapon as elegant as it is
deadly. Unlike the larger rifle, the Exitus pistol
is mainly considered a backup weapon for the
Vindicare Temple, primarily used in those rare
circumstances where the Assassin is
discovered, cornered, or in need of rapidfire
capability. Under those circumstances, the
Exitus pistol performs admirably, and more
than a few Vindicare Assassins owe their lives
to this weapon. The Exitus Pistol has a built-in
silencer and is manufactured at the Best
craftsmanship level.
Exitus Rifle
The signature weapon of the Vindicare
Temple, this rifle is amongst the finest
examples of Imperial weaponsmithing. Handcrafted by a Magos-Artisan of the Adeptus
Mechanicus, each Exitus rifle is part of a
matched setboth pistol and rifle customised
to the specifications of the individual Assassin.
The Exitus weapons contain sophisticated
machine-spirits and utilise ammunition
constructed from special heavy-gravity alloys to
penetrate nearly all forms of known protection.
All Exitus weapons incorporate a silencer and a
selector switch. The Exitus rifle has a built-in
telescopic sight. Exitus weapons are
manufactured at the Best craftsmanship level.
The firer may load one round as a half action
(normally for one of the special issue
ammunition loads). If the firer has the Rapid
Reload Talent, he may instead use a Reaction to
load a single round.
Ius Automatic
Not even planetary lords can gainsay an
Arbites Precinct commanders choice of the
weapons issued to his officers. Load-outs range
from innocuous unpowered batons to full
blown military weapons like bolters or krak
grenades. However, there are certain weapons
that are distributed to the Arbites by Lord
Marshal Goreman as a matter of course, and the
Ius pistol falls within this category. Normally
used as a backup weapon alongside the Arbites
shotgun, the Ius is ubiquitous amongst both the
Calixian Arbites and planetary enforcers of
Scintilla. This weapon is a solid and
unspectacular yet utterly reliable pistol, crafted
by the gunsmiths of Gunmetal city to be as
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New Armour
Arbites Carapace Armour
The appearance of the Adeptus Arbites
strikes fear into the hearts of criminals and the
lawless. The task of crafting the signature
carapace armour of the Adeptus Arbites falls to
a variety of worlds in the Calixis Sector. The
Calixian Adeptus sees to the manufacturing of
equipment for its Fortress Precincts on many of
the Forge Worlds, so that it would require a
sector wide revolt to jeopardise the supply
lines. The carapace armour is constructed from
dense plasteel plates overlaying a synthetic
polyplastic fibre weave that must be produced
in the orbital null-gravity manufactorum above
the Lathe worlds. Calixian Arbites carapace
armour is designed to be clipped together and
worn over a light, breathable bodyglove, the
armour carefully constructed and tailor-made to
the proportions of the Arbitrator concerned.
Given that the armour must be worn for hours
at a time, often during periods of extreme
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Hospitaller Carapace
Often serving in combat zones, Sisters
Hospitaller require more protection than other
Non-militant Orders. The distinctive armour is
a welcome sight to injured guardsmen and
Acolytes alike, an angel of mercy sent by the
God-Emperor himself. In addition to its
protective qualities, the hooded habit is often
coated in incense and unguents and the rest of
the armour is sealed and treated against toxins.
This grants the wearer a +20 to resist toxins or
diseases that do not penetrate the armour (such
as a poison dart) and a +10 on any Fear Test
with an olfactory component (such as rotting
bodies). The helm incorporates a re-breather.
Cameleoline.
It should be noted that the equipment issued
to a Vindicare Assassin is often gene-coded to
that individual and no other, and that it would
take a great deal of effortand a Very Hard (
30) Tech-Use and Medicae Testto adjust the
gene-coding for another user.
Infiltrator Suit
This item of wargear appears as a matteblack bodyglove, specially fitted for the
individual Explorer, though it is most often
associated with the Vindicare Temple. The
Vindicare Temple has a long-standing pact with
the Adeptus Mechanicus to craft these equisite
suits, each one combining Cameleoline laced
materials with a complex version of synskin.
This material bonds with the Assassins body,
enhancing his reflexes and protecting him from
poisons, gases, and other hazards of the
battlefield. Each suit is supple and silent,
allowing the Assassin to move with perfect
freedom whilst still retaining its protective
qualities.
The Stealth Suit may not be worn under any
form of armour. It provides 3 points of Armour
to all locations and incorporates all the benefits
of synskin. The Stealth Suit grants a +10 bonus
to Dodge Tests and to Toughness tests to resist
any form of toxin, and a +20 bonus to
Concealment and Silent Move Tests. The
wearer may attempt a Concealment Test as a
Half Action instead of a Full Action, and may
make the attempt even whilst being observed. If
the wearer remains stationary, he counts as
being one range bracket further away for all
ranged attacks against him. The Stealth Suit
makes the wearer invisible to the Dark Sight
Trait, preysense, and infared sensors of all
kinds. This item is manufactured at the Best
craftsmanship level.
It should be noted that the equipment of a
Vindicare Assassin is often gene-coded to that
individual and no other, and that it would take a
great deal of effortand a Very Hard (30)
Tech-Use and Medicae Testto adjust the
gene-coding for another user.
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Expanded Armory
Infiltrator Mask
Of the same make as those Issued to
Imperial Assassins of the Vindicare Temple,
this wargears systems are incredibly advanced
and sophisticated. It is said that the design for
the Infiltrator Mask is little-understood even by
the Tech-Priests of Mars. The spy mask
contains cartridges of concentrated food and
water for extended operations, and a multichannel comm sensor (both vox and pict) for
monitoring enemy communications. Its main
feature is a wide-spectrum visor which can pick
out heat and energy sources at tremendous
distances.
The mask includes a built-in auspex,
advanced high quality magnoculars, goodquality photo-visor (granting the wearer the
Dark Sight Trait and making him immune to
the effects of photon flash grenades), pictrecorder, re-breather, and vox- aster. In
addition, the wearer may re-roll any failed
Perception-based Test, and does not suffer a
change to the range bracket when firing a
ranged weapon at a target protected by
Expanded Armory
Judge Armour
Judges have the authority to requisition
whatever equipment is held within the
armouries or Cold Vaults of their planets
Precincts, and as such will wear whatever they
want in the field. Some pride themselves on
wearing the same battered carapace armour they
wore when patrolling decades ago as a humble
arbitrator; however, most accept that their
superior station as a lord of the Emperors
justice demands more spectacular and
intimidating garb. Judges will typically wear
the finest examples of carapace armour
available, constructed by master artisans,
together with antique flowing robes and
elaborate headdresses from different periods of
humanitys judicial history. A Judges armour
will vary from world to world, as he or she
seeks to refine their appearance so that it causes
the most awe and fear in an individual planetary
population.
Judge armour is broadly similar to normal
Arbites carapace armour in terms of its level of
protection, but it incorporates theatrical and
gaudy elements which suggest (in local
historical terms) the power and majesty of the
Arbites. When a Judge is required to take an
Interrogation or Intimidate Test, they gain a +5
bonus against individuals from the sector where
the Judge is stationed while wearing this
armour.
Sanctified Carapace
Created with great care (and great expense),
a sanctified carapace features engraved prayers
on each layered plate. Additional prayers and
wards border each primary piece (such the rim
of the helmet or edges of the chest plate), while
large holy symbols are set into the centre of the
chest and along each limb. Finally, the entire
suit is blessed and then anointed with sacred
machine oils.
Once complete, a sanctified carapace grants
the wearer a number of protective benefits.
First, it provides a +10 bonus on Tests made to
resist any direct psychic attack or manipulation
used against the user. Additionally, it provides
full Armour Points against attacks of psychic
force or warp energy that deal damage directly
as well as attacks made with the Warp Weapon
effect. Blows made with the carapaces
gauntlets are considered to be Holy in nature
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Verispex Armour
The Verispex Adepts on are individuals with
a unique perspective on the galaxy, a skewed
outlook gained by years of focused study. These
crime-teks do not require the same standard of
protective armour as frontline Arbitrators, yet
they are still operating alongside Arbites agents,
and must be clothed in garments that express
their standing. Verispex armour symbolically
resembles Arbitrator carapace armour, but is far
lighter and more comfortable. It contains a
variety of special tools and scanners, including
an auspex, chrono, combi-tool and data-slate. In
addition, the armour has storage space for
specialised tools, granting a +10 bonus
Awareness and Medicae tests made to find
information in the field (such as looking over a
dead body or tracing the trajectory of a bullet).
Verispex Helm
In order to comprehend the often mystifying
scenes left behind by the galaxys killers and
assassins, the Verispex Adepts employ a wide
variety of tools, custom crafted by Calixian
Manufactorums. Issued with the Adepts
Verispex armour, the Verispex helm is a
diagnostic and detective device resembling
prey-sight goggles mounted with a variety of
eyepieces and lamps. The helm employs a
number of polarised eyelenses and lume
frequencies to locate bloodstains and other
bodily fluids. The rare chemicals found in the
oceans of Landunder also allow the Verispex
helm to analyze scent and pheromone trails, an
invaluable tool for the Verispex Adepts working
beside the Calixian Arbites. Many Verispex
Adepts will attempt to acquire a Verispex helm
for their own use, especially when in the field
with an Inquisitorial cell.
The Verispex helm includes both infra-red
goggles and a photo-visor. In addition, the
Verispex helm adds +10 to Search and Tracking
Tests.
New Shields
Enforcer Riot Shield
These transparent circular shields have a
diameter of about 2 feet, and are constructed of
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Chaplet Ecclesiasticus
Every member of the Adepta Sororitas
carries a Chaplet Ecclesiasticus either around
her neck or her waist. Each adamantium bead
serves as a reminder of an act of penitence, but
in the case of very experienced Sisters each
bead could represent many more such acts. A
Sister who openly displays her Chaplet
Ecclesiasticus may re-roll any failed Charm
Tests made against members of the
Ecclesiarchy who are of equal or lower status
(as determined by the GM).
Cilice
These are garments and other accessories
designed to cause a level of discomfort when
worn. Examples include shirts made from
rough and/or coarse cloth, lengths of heavy
chain, belts of crude rope and unscraped hide or
coarse cloth, or garters of metal links adorned
with small hooks. Shirts are normally worn
under regular clothing, while the other forms of
cilice are strapped around the waist or limbs.
The purpose of a cilice is to remind the
wearer of the burdens he bears as a citizen of
the Imperium, as well as the trials and
tribulations endured by the Saints and the GodEmperor himself. A form of corporal
mortification, wearing a cilice is meant to bring
about a purification of the soul and serve as an
act of penance. Cilice are common on Feral
Worlds and, strangely enough among the
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New Gear
Expanded Armory
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Magnetic Harness
The Magnetic Harness finds use on many
Calixian worlds where Hive structures and
readily abundant metal surfaces are not
common occurances, or where an Explorer
must operate alone. The multiple magnets can
either be used as simple surfaces, or as
magnetic field generators of their own. The first
of their type were simple metal plates, strapped
to the arms, legs, and torso of the Arbitrators of
Iocanthos, but the system has long since been
refined by Calixian Tech-Adepts.
Each magnetic plate can be activated and deactivated individually, holding a weapon, piece
of equipment, or even a suspect to the plate.
Simple taps on the center of the plate set the
device to release when pressure is applied, or to
hold until the Explorer inputs a command
sequence.
An Explorer with a magnetic harness is
treated as having the Quick Draw Talent, usable
on any object stored on his magnetic harness. In
addition, if an Explorer has the Quick Draw
Talent he may also stow equipment weapons as
a Free Action.
Pinner
Scintillas Arbites make extensive use of
magnetic latches and holsters to carry their gear
and secure prisoners. To help foil their
operations, certain factions of the Kasballica
have invested in devices called pinners. These
coil-generators emit a charged fluctuating magfield. Though it does not magnetically charge
items itself, it greatly amplifies the power of
existing magnets.
Once activated, the device affects all
magnetic devices within 30 metres for 2d10
Rounds, supercharging them. Any attempt to
separate the magnet from the surface they are
attached to requires a Hellish (60) Strength
Test.
Good and Best Craftsmanship versions
increase the radius by 5 metres and 10 metres,
respectively. Poor Craftsmanship versions
decrease the radius by 10 metres.
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Magnacles
These are magnetised handclampsa snapopen hoop constructed of hardened and
tempered steel that seals around a suspects
wrist and locks together using powerful
magnets. These same magnets (controlled by a
simple set of buttons operated by the keyholder)
allow suspects to be rapidly clamped to
lampposts, Rhino APCs, or other metallic
objects. The magnets are intensely powerful,
and almost impossible to separate from each
other or whatever they are attached to. Arbites
officers usually carry at least two pairs of these
on their person at any time, and most Arbites
vehicles contain dozens.
Magnacles are about as advanced and well
constructed as wrist restraints can get. All Tests
(Contortionist, Security, or even pure Strength)
to escape the bonds are always taken with at
least a Very Hard (-30) penalty, and take three
times as long as normal.
Expanded Armory
Vox-Pickup
These tiny devices, taking the form of black
boxes no larger than the joint of a childs
thumb, are technological wonders from a
forgotten age. They are capable of
eavesdropping upon any conversation within a
10-metre radius. They can either record up to
100 hours of such conversation, or directly
transmit them contemporaneously in short,
secure bursts to waiting receivers. The Arbites
make extensive use of this equipment to obtain
damning evidence against suspects. Enforcers
make use of similar devices, though usually
they are less sophisticated and easier to detect.
The Inquisition also has a great fondness for
these machines.
Activating a vox-pickup is a Full Action,
though they are so simple to use that no TechUse Test is required. Detecting an activated
vox-pickup is a far harder proposition: anyone
searching for one that has been planted must
make an Opposed Search Test, pitting his
Search Test against an Intelligence Test taken
by the person who concealed the vox-pickup.
At the GMs discretion, modifiers may be
applied for possessing equipment which can
detect burst transmissions, or for having
foreknowledge of the actual existence of vox
pickups in a given location.
Vox-Privacy Field
Much in demand amongst the secretive
Kasballica crime lords, these energy fields
create a shimmering dome of force which
sound and light do not penetrate. These fields
are used to obfuscate their users from the
prying eyes of Arbites and Enforcers alike, the
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Exitus Ammunition
All Exitus ammunition (including all special
rounds) contain miniaturised cogitator targetingspirits that make them nearly impossible to avoid.
Any attempt to Dodge an attack from an Exitus
rifle or pistol suffers a 20 penalty.
Exitus rounds can also be programmed to selfdestruct. The rounds are disintegrated, consumed
as if destroyed by a virus, and leave no trace
behind.
Used With: Exitus Pistol and Exitus Rifle
Expanded Armory
Combi-Weapon Mounting
This mounting allows the wielder to create a
Combi Weapon with two weapons that they
possess as opposed to purchasing one already
created. Any two basic ranged weapons or any
two pistol weapons can be combined into a
combi-weapon. First, select which weapon is
the primary weapon and which is the secondary
weapon. The primary weapon retains its
statisticsrate of fire, ammo capacity, and so
forthwhile the secondary weapon has its clip
size reduced to one and its rate of fire becomes
S//. The weight of the new, combined
weapon is equal to the weight of the primary
weapon plus half the weight of the secondary
weapon.
Upgrades: Any two Basic Ranged weapons or
any two Pistol weapons.
Customization Kit
This kit allows the user to modify and tweak
the specifications of the weapon in such a
fashion that is individually tailored to the
owner's needs. This grants the Customized
Quality to any weapon with this upgrade.
Upgrades: Any ranged weapon
Devastating Heraldry
A multitude of heraldry now covers the
weapon, making it more devastating when used
as an improvised weapon and making those
weapons designed for melee altercations all the
more deadly. Ranged Weapons with this
upgrade count as an Unbalanced Sword in close
combat. Melee weapons with this upgrade gain
+1 Damage.
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Dipole Mag-Lock
For Explorers in power armour, mag-locks
are as common as holsters for securing
weapons. The typical mag-lock consists of
strong electromagnets near a suit of power
armours surface, and mirrored magnets on the
weapon to be attached. A dipole mag-lock can
reverse its magnetic field to literally propel the
weapon into the wielders hand. This is
typically accomplished by embedding small
proximity triggers in the glove of the weapon
hand that cause the magnet to reverse polarity
when brought near it. However, versions using
verbal and more sophisticated somatic cues also
exist.
A dipole mag-lock grants the Quick Draw
Talent for the upgraded weapon. If the character
already has Quick Draw, he may draw his
weapon as part of a Parry, allowing him to go
from unarmed to deflecting an enemy blade
with his own in the blink of an eye.
Upgrades: Any Pistol or Basic ranged weapon,
or any melee weapon that may be wielded in
one hand
Electromagnetic Enhancement
A series of Electromagnetic Emitters are
placed within the barrel of a firearm,
augmenting any ammunition, projectile, or
energy beam passing through. Any weapon
with this upgrade gains +3 damage and +2
Penetration, and loses the Primitive Quality if it
has it.
Upgrades: Any Ranged Weapon
Precision Barrel
A longer and more precisely machined barrel
allows the shots fired from the weapon it is
installed in to fire longer ranges with increased
accuracy. Increase the weapon's range by 10
meters.
Upgrades: Any Ranged Weapon
Power Field Emitter
An ancient and powerful piece of
technology, this emitter produces a Power Field
that envelops the blade of any weapon it is
affixed to. Any weapon with this upgrade gains
the Power Field Quality and increases it's
Damage and Pen by 2.
Upgrades: Any Melee Weapon without the
Power Field Quality
Shock Emitters
A series of electrical shock emitting
attachments, these allow the wielder to more
easily take down foes. A weapon with this
upgrade gains the Shocking Quality.
Upgrades: Any Melee Weapon
Targeter
Expensive, heavy and rarely used except by
elite forces, a targeter uses a variety of guidance
cogitators and omni-sights to improve accuracy.
These upgrades are normally hard-wired into a
specific weapon for maximum efficiency.
Commonly viewed as adding to the weapons
machine-spirit, they create an even closer bond
between gunner and gun. A targeter grants a
+10 bonus on all Ballistic Skill Tests made with
the weapon.
Upgrades: Any Basic, Pistol, or Heavy Weapon
93
Expanded Armory
Expanded Armory
Ecclesiarchal Overlay
Comprised from the extensive
Ministorumapproved iconography, engraved
prayers, mottos, and purity seals, an Overlay
can be applied to any normal suit of armour.
Aside from marking the wearer as a devout
follower of the God-Emperor, it also grants +10
bonus to Command and Fellowship Tests when
the character seeks to inspire, lead, and rally the
faithful.
Upgrades: Any Armour
Hexagrammatic Wards
Powerful wards, null-psy lattice circuits and
prayers of protection are woven into armour
carrying this upgrade, often visually represented
by ornate carvings and graven icons
embellishing its surface. Armour upgraded in
this way serves not only to protect the wearers
body but also their soul.
Armour with this upgrade provides it wearer
with a +20 bonus on Tests made to resist any
direct psychic attack or manipulation used
against them. Additionally, the armour provides
double the Armour Points against attacks of
psychic force or warp energy that directly deal
Damage (such as the Psychic Blade or Fire Bolt
powers), and keeps its value against attacks
made with the Warp Weapon effect.
Upgrades: Any fully encompassing suit of
armour.
Power Armor Microfusion Power Supply
This power supply is constructed utilizing
the same methods as the power packs utilized
by the Adeptus Sororitas and the Adeptus
Astartes. Utilizing an arcane power source not
fully understood, this allows suits of Powered
Armour to function indefinitely. Limitations on
oxygen and other consumable concerns do not
change.
Note: Damaging Microfusion Packs
Microfusion generator backpacks can
sustain power forever with proper care,
however it is possible for the power unit to be
damaged, hindering or even disabling the suit.
If the wearer takes Critical Damage to the Body
from behind, consult the Power Unit Critical
Effects chart below (in addition to normal
Critical Effects). The problems continue until
the unit can be repaired with a Challenging
(+0) Tech-Use Test.
Upgrades: Any Power Armor
94
Column 2
Cranial Armour
Inserted just beneath the skin, Cranial
Armour adds an extra level of protection that
could be the difference between life and death.
Cranial Armour adds +1 to any armour on the
head, stacking with other types of armour as
well as Talents that provide Armour Points
(such as The Flesh is Weak). Poor- uality
Cranial Armour is crude and obvious,
permanently reducing the users Fellowship by
1d10. Good-Craftsmanship Cranial Armour
adds an additional +1 (for a total of +2)Armour
to the head.
Enhanced Potentia Coil
Designed as a more heavy-duty replacement
for standard internal power units, the Enhanced
Potentia Coil can be taxed at a far greater level
in order to enhance the many abilities common
to members of the Machine Cult. Installation of
an Enhanced Potentia Coil involves difficult
and invasive surgery, and thus the time taken to
add the Enhanced Potentia Coil is 1d5+1
weeks. Poor- Quality Enhanced Potentia Coils
leave the user with a noticeably hunched form,
permanently reducing their Agility by 1d10. An
Enhanced Potentia Coil can be used for all of
the following benefits:
Karrikan Lock-Arm
On the high gravity world of Karrik, the
Arbitrators must augment their armour and
equipment with powerful servomotors to
operate outside of the orbiting Precinct
Fortress. The tithe of Ogryns to the Imperial
Guard regiments is constantly under threat by
slavers who see the worlds location on the
outskirts of the sector as a sign of easy prey.
While the enhanced power armour of the
Arbitrators and Judges who serve there has
suited them well over the last century, the LockArm has become a right of passage for local
Adeptus Arbites personnel.
Those Ogryn who have fallen under the
sway of slavers make excellent body guards,
and while easily tricked, they are violent and
potent melee combatants. When they turn their
formidable mass to an Arbitrator, armour can
sometimes prove useless. The Ogryn will often
attempt to tear off the arm of a subject,
mangling it within the power armour in the
process.
It is in this way that many Karrikian
Arbitrators come to possess a Lock-Arm, a
powerful servo- nhanced augmetic that is
powerful even by the standards of an Ogryn. In
addition to the enhanced strength, the arm
contains dozens of magnetic field generators,
and reactive grapple stakes. Such a powerful
cybernetic would otherwise be torn from the
body of the user, or they would be lifted from
the ground. When required, the arm fires the
stakes or magnetic grapples to nearby supports
at multipe angles, bracing against a more sturdy
frame, allowing a unnaturally strong suspect to
be restrained without harming the user.
A character with a Karrikian Lock-Arm is
treated as having Unnatural Strength (x3) for
the purposes of grappling or restraining a target.
In addition, the user gains a +20 bonus to
Strength when making melee attacks using the
arm.
95
Expanded Armory
New Cybernetics
Expanded Armory
Landrian Revealer
The Cyber-Mastiff s of Hive Subrique are
well known for their augmented gene-spoor and
scent tracking abilities. Several attempts have
been made to create portable versions of the
device, but none have met with any success
among the Calixian Adeptus Mechanicus.
Refusing to believe that such a thing was
impossible, Tech-Wright Ontuo began a
lifelong quest to uncover the secrets of the
chemicals in the oceans of Landsunder, and to
unlock their detection secrets. The end result
was the Landrian Revealer.
Rather than processing the data through a
cogitator, the Landrian Revealer fills the users
eyes with phero-conductive chemicals, literally
allowing him to see scents and other biological
markers. This augmetic is typically installed on
a single eye, so that the user may still choose to
see the world normally most of the time.
A character equipped with a Landrian
Revealer gains the Heightened Sense (Smell)
and Talented (Tracking) talents. In addition,
when blinded he may locate targets by their
smell and only suffers a -10 penalty to Ballistic
or Weapon Skill tests. It is a half-action to flood
the eye with chemicals, activating the device.
Good Quality versions of the Landrian
Revealer impose no penalty to Ballistic Skill
and Weapon Skill Tests when blinded. Those of
Best Quality also include powerful Photovisors
or Infra-Red goggle augmentations.
Malfian Dermaguise
Imposters from around the Calixis Sector
routinely make a pilgrimage to Malfi to see one
of the few surgeons capable of performing a
unique, painful, and dangerous operation.
Hundreds of electro-flexible plates are inserted
beneath the subjects skin, and linked into a
series of micro-servos. Using
a data-slate, the subject is able to manipulate
the plates so that his facial structure is
reshaped.
The process is extremely painful; many
users of the Malfian Dermaguise become
addicted to drugs to help compensate for the
pain. The movement of the plates can tear
through the skin or stretch flesh in odd ways.
After using the Dermaguise it often takes days
for the skin to heal around the new form
properly, although minor alterations can heal
much quicker. Over-use of the device can
damage muscles and facial tissue, even
96
97
Expanded Armory
Perinetus-Pattern Servo-Harness
As one of the main voidship construction
and repair facilities within the Calixis Sector,
forge world Perinetus has developed numerous
adaptive technologies to make working in zerogravity environments easier and more efficient.
One such device is the Perinetus-Pattern ServoHarness, a large, backpack-like cybernetic that
gives its user the ability to carry and use more
tools simultaneously as they float around
damaged and unfinished vessels. Additionally,
small manoeuvring thrusters sprout from
various points across the harness, allowing for
greater control in environments without gravity.
At a minimum, each Perinetus-Pattern
Servo-Harness consists of one Manipulator
Mechadendrite, one Utility Mechadendrite, a
Combi-tool, a Fyceline Torch, and a Plasma
Cutter. The torch is identical to a Flamer. The
plasma cutter can burn through a metre of
adamantine plating up to 20 centimetres thick
every minute (thinner material can be cut
through faster); it may also be used as a Plasma
Pistol with a Range of 10m. A Perinetus-pattern
Servo-Harness also has several manoeuvring
thrusters, that grant the user the Flyer (6) Trait
when used in areas with very low or no gravity.
A character with Talents that allow him to
make Multiple Attacks may use any weapon (or
equivalent) on his Perinetus-Pattern ServoHarness for any of the attacks he would
normally be allowed, subject to all normal
limitations including weapon Class.
Additionally, the user may use his normal
Reaction to make a single shot or strike with
Expanded Armory
98
99
Expanded Armory
Expanded Vehicles
100
The Atlas is a heavily stripped down variant of the Leman Russ used for towing immobilised or
damaged vehicles to safety. The Atlas engine is powerful enough to tow a fully-loaded Leman Russ, and
can even tow something as large as a Baneblade when matched with three or four other recovery vehicles.
The Atlas performs its tasks by means of its heavy duty winch and hydraulic spade, both of which allow
the Atlas to stay steady during recovery operations and pull even the most crippled vehicles from ditches
or craters. Atlas Recovery Vehicles also assist with field repairs as their ability to lift stricken vehicles
gives Enginseers the chance to restore what would normally require a full repair facility. With no turret
and little armour to speak of, the Atlas is extremely vulnerable to enemy attack and thus tends to wait in
reserve until called upon.
Type: Tracked Vehicle
Cruising Speed: 40 kph
Structural Integrity: 35
Armour: Front 28, Side 18, Rear 16
Carrying Capacity: n/a
Weapons
Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer
Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules
Ground Vehicle: This vehicle follows all the rules for Ground Vehicles
Reliable: All tests made to repair this vehicle gain a +10 bonus
Repair Winch: Decreases the difficulty of repairing other vehicles by one step (ex: A Hard (-20)
test would become Difficult (-10))
Towing: May tow a single vehicle up to Massive Size, two may move an Immense, four may
move Monumental or Larger. When more than one Atlas tows in unison their speeds are
halved and they suffer an additional -10 to Manoeuvrability. Attaching the winch takes 24 Full
Actions (2 minutes) and the Atlas must remain stationary.
Availability: Very Rare
101
Expanded Vehicles
Expanded Vehicles
An exceptionally lethal variant of the Hellhound Flame Tank, the Bane Wolf replaces the inferno
cannon with a short ranged chemical spray cannon. Each burst from the chem cannon sends a cloud
of toxin so potent that it can melt armour and dissolve flesh. More pervasive than even the best
types of promethium, the chem cannon is usually the best weapon for dislodging heavily entrenched
infantry. The effects of the toxins are horrifying to behold, and exposed infantry often give the Bane
Wolf a wide berth, letting it go about its grizzly work before following up the advance.
Type: Tracked Vehicle
Cruising Speed: 70kph
Structural Integrity: 30
Armour: Front 30, Side 28, Rear 18
Carrying Capacity: n/a
Tactical Speed:
Manoeuvrability:
Size:
Crew: Commander, Driver, Gunner
Weapons
Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer
Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules
Enhanced Motive Systems: This vehicle may move twice their tactical speed as a half
action and may move three times tactical speed as a full action. This applies to the Floor
It! Action and causes the vehicle to move three times tactical speed.
Extremely Volatile: Double the chance of exploding when this vehicle catches fire, on
explosion all those in the blast must make a Difficult (-10) Agility Test or catch fire.
Ground Vehicle: This vehicle follows the rules for Ground Vehicles
Noxious Fuel: In addition to being extremely flammable, the Bane Wolf utilzes fuel with
toxic fumes. If the Bane Wolf is ruptured, all those within the flame radius must make a
Challenging (+0) Toughness Test or take 1d10 Toxic damage ignoring Armor.
Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the
result rounding up. This does not affect rolls on the critical hit chart from Righteous
Fury.
Availability: Extremely Rare
102
The Baneblade is easily one of the most dangerous vehicles on the battlefields of the 41st Millennium.
Colossal vehicles, Baneblades make Leman Russ battle tanks look tiny and pathetic in comparison, and
the morale boost from seeing one of these metal leviathans can never be underestimated. Baneblades are
bristling with weapons and can engage more targets by themselves than most vehicle squadrons. Their
armour is nigh on impenetrable to small arms fire and they can shrug off hits that would core even a
Leman Russ Demolisher.
A Baneblades main weapon is the huge baneblade cannon. Firing a specially designed rocketpropelled warhead, it can remove entire chunks of the battlefield in fiery plumes of death and destruction.
An autocannon is slaved to the main cannon in a co-axial mount, mainly used to guide the larger guns
shots. However, unlike some superheavy vehicles, the Baneblades arsenal does not end with its primary
weapon. A hull-mounted demolisher cannon gives the Baneblade added punch at shorter ranges and a trio
of twin-linked heavy bolters give it the defensive firepower of an entire squadron of Leman Russ. Finally,
two strategically placed lascannon turrets give the Baneblade protection against flanking vehicles,
especially walkers, who can often turn the Baneblades sluggish speed against it.
To be the commander of a Baneblade is to be a god among other tank crews. Baneblades are always in
high demand and most Imperial Guard armies will be lucky to have one in their service, let alone a full
squadron. However, even one Baneblade can turn the tide of a losing battle, or make the break in a vital
siegethere is almost nothing that can stand in a Baneblades way.
Type: Tracked Vehicle
Cruising Speed: 25kph
Structural Integrity: 120
Armour: Front 45, Side 38, Rear 30
Carrying Capacity: n/a
Tactical Speed: 8m
Manoeuvrability: -30
Size: Monumental
Crew: Commander, Driver, 5 Gunners, 2 Support
Weapons
Turret Mounted (All Facing): Baneblade Cannon with mounted Auto Cannon
Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules
Damage Control: When this vehicle takes critical damage the result may be re-rolled, but the
second result stands. Putting out fires in this vehicle is a free action.
Ground Vehicle: This vehicle follows the rules for ground vehicles
Ponderous: May not use the Floor It! Action and moving tactical speed requires a Full Action.
Problematic Targeting: The Baneblade's size is so great that any All Facing weapon may have
difficulties targeting certain enemies as their line of site will be blocked.
Improved Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve
the result rounding up. This does not affect rolls on the critical hit chart from Righteous Fury.
If a Mechanic is stationed onboard this rule applies to Righteous Fury rolls as well and
provides a +20 bonus to put out all fires.
Super-Heavy: This vehicle may drive over obstacles 5 meters high or bulldoze it's way through
walls, forests, or medium size buildings with no negative effects.
Availability: Unique
103
Expanded Vehicles
Baneblade
Baneblade (Continued)
Expanded Vehicles
104
Showing just how multi-purpose the basic Chimera chassis is, the Basilisk is not a transport vehicle at
all but is instead the premiere artillery unit of the Imperial Guard. Entire sectors have had their fates
decided by the power and roar of the Basilisks mighty earthshaker cannon, and, true to its basic
construction, it remains one of the more versatile artillery units available to Guard commanders.
Basilisk batteries are capable of flattening entire cities, decimating tank formations and cutting a
swathe through massed ranks of advancing infantry. This ability stems from the earthshaker artillery shell,
a type of ordnance so potent and so powerful that it tends to literally shake its targets apart. Destroying
the enemies of the God-Emperor is not the only thing a Basilisk can do, as its main gun can fire a variety
of shells in order to support its fellow infantry. Illumination shells can carpet battlefields in daylight,
forcing heretics and xenos alike out of the darkness, and smoke shells can keep Imperial Guard infantry
and tanks safe as they advance towards their targets. With abilities like these, the Basilisk becomes more
than just another artillery pieceit becomes a vital part of the Imperial Guard war machine.
Type: Tracked Vehicle
Cruising Speed: 35 kph
Structural Integrity: 40
Armour: Front 30, Side 18, Rear 16
Carrying Capacity: n/a
Weapons
Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer
Pintle (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules
Ground Vehicle: This vehicle follows the rules for ground vehicles
Availability: Extremely Rare
105
Expanded Vehicles
Basilisk
Centaur Carrier
Expanded Vehicles
Easily one of the smallest vehicles employed by the Imperial Guard, the Centaur Carrier is an
exceptionally versatile vehicle that uses speed and a uniquely modular design to fulfil a number of
roles. Centaurs act as command crew transports, supply transports and communication vehicles, but
they most often find use as towing vehicles for field artillery as well as transporting the gun crews
that operate these weapons. The Centaur itself has few weapons, often just a single pintle mount,
but its hull incorporates a modular weapon mount adapted for numerous weapon types. This makes
it an ideal transport for small units of well-equipped infantry, such as Storm Troopers or Grenadiers.
Not considered fighting vehicles, Centaur crews tend to fall back from concentrated pockets of
enemy resistance using their high speed to get away quickly.
Type: Tracked Vehicle
Tactical Speed: 20m
Cruising Speed: 110 kph
Manoeuvrability: +10
Structural Integrity: 25
Size: Enormous
Armour: Front 25, Side 16, Rear 12
Crew: Driver, Gunner
Carrying Capacity: 5 Explorers plus wargear
Weapons
Artillery Towing: Centaurs may tow Artillery Pieces up to Massive Size, though it halves
the vehicles speed and applies a -20 penalty to Manoeuvrability. Coupling and
uncoupling a piece takes 12 full actions (1 minute) and the Centaur must remain
stationary during this time.
Enhanced Motive Systems: This vehicle may move twice their tactical speed as a half
action and may move three times tactical speed as a full action. This applies to the Floor
It! Action and causes the vehicle to move three times tactical speed.
Ground Vehicle: This vehicle follows the rules for ground vehicles
Modular Weapon Mount: The Centaur is equipped with a modular front weapon mount
that can be fired by the passengers in the vehicle. The mount can accept a Heavy
Stubber, Heavy Flamer, or Grenade Launcher.
Open Topped: Crew of this vehicle may be targeted with the Called Shot action
106
More than a simple armoured personnel carrier, the Chimera is both a transport vehicle and light tank,
and its dependable frame and universal design forms the backbone of the Imperial Guards armoured
might.
The Chimera is designed to transport a full squad of Guardsmen into the thick of the fighting, whilst
still providing support in the form of heavy firepower. The Chimeras heavily armoured front makes it
ideal for head-on assaults where lines of Chimeras can form an exceptionally effective spearhead, backed
up by the infantry within them.
The Chimeras success is also down to its versatility. More vehicles are based upon the Chimera
design than any other, from command tanks like the Salamander to self-propelled artillery like the
Medusa. Even the basic Chimera itself has many variants, and its modular turret and hull mounts can be
adapted to a number of different weapon configurations to ensure a level of tactical flexibility not
normally achievable with other Guard vehicles. The Chimeras adaptability is such that many other
organisations, such as the Inquisition and the Adeptus Arbites, also employ the vehicle, making it one of
the most ubiquitous designs in the galaxy.
Type: Tracked Vehicle
Cruising Speed: 70kph
Structural Integrity: 35
Armour: Front 30, Side 22, Rear 16
Carrying Capacity: 12 Explorers plus gear
Weapons
Turret Mounted (All Facing) Weapon (Choose One): Multi-Laser, Heavy Bolter, Heavy
Flamer, Autocannon
Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer
Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules
Firing Ports: This vehicles has ports (3 per side) that the occupants of the vehicle may use to
shoot at enemies outside of the vehicle.
Ground Vehicle: This vehicle follows the rules for ground vehicles
107
Expanded Vehicles
Expanded Vehicles
A diminutive vehicle that none would ever describe as a tank, the Cyclops Demolition Vehicle
is a remote controlled siege weapon packed with an inordinate amount of high explosives. Upon
command the Cyclops detonates with a thunderous crack, ripping apart fortifications and
annihilating exposed infantry over a large area. However against the heavily entrenched forces of
the Severan Dominate, the Cyclops more often find itself deployed for mine and tank trap clearance
despite its overwhelming explosive power. The small size of the Cyclops allows it to fit inside the
hulls of Chimeras, Crassus Armoured Assault Transports and even Valkyries. Always in high
demand and low supply, the Cyclops holds a special place in many Spinward Front regiments.
A Cyclops Demolition Vehicle takes up the equivalent space of 5 Guardsmen (so a Chimera
could carry two Cyclops Demolition Vehicles and the two Guardsmen that control them) although
due to their weight a Valkyrie can only ever carry a single Cyclops.
Type: Tracked Vehicle
Cruising Speed: 42 kph
Structural Integrity: 10
Armour: Front 10, Side 10, Rear 8
Carrying Capacity: n/a
Weapons
108
Criticised for its lack of firepower, the Griffon Heavy Mortar is something of a rarity among dedicated
artillery regiments. The heavy mortar lacks the punch of its larger cousins such as the earthshaker or
bombard, and the heavy mortars significantly reduced range makes it ill-suited to the task of sustained
suppressive barrages. Nevertheless as an infantry close support weapon the Griffon shines above more
cumbersome artillery pieces, and as each individual shell tends to be smaller the vehicles rate of fire is
much higher than more traditional barrage weapons. The Griffons main strength is its versatility, and the
heavy mortar is capable of utilising many different shell types. The siege shell is unique to the Griffon, its
specialised design allowing it to burrow into the ground before exploding, concentrating the blast within
a smaller area and giving it greater armour cracking potential.
Type: Tracked Vehicle
Cruising Speed: 70kph
Structural Integrity: 40
Armour: Front 30, Side 18, Rear 16
Carrying Capacity: n/a
Weapons
Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer
Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules
Ground Vehicle: This vehicle follows the rules for Ground Vehicles
Open Topped: Crew of the vehicle may be targeted with the Called Shot action
Availability: Very Rare
109
Expanded Vehicles
Expanded Vehicles
Not a true tank by any means, the Hades Breaching Drill is essentially a piece of mining
equipment commonly found within combat engineer regiments. Consisting of four diamantinetipped rotary power cutters and a high-power melta-cutter, the Hades can plough through just about
any surface. The Hades is used to grind through massive walls and other obstructions, usually in
underground tunnels to guard its crew from enemy fire as it is brought into position. Piloted through
man-made, braced tunnels, the Hades acts as the final blow, boring through rockcrete, plasteel, and
adamantium with equal ease. This unique ability gives the Hades its role as a subterranean ambush
vehicle. With a single command the small vehicle rips into fortified enemy positions from beneath,
scattering defenders in a maelstrom of dust and sprays of near-molten rock. Moments later the
Hades attendant combat engineers swarm the breach, securing the position before the enemy has
regrouped. Across the Spinward Front the regiments of Krieg make the most use of the Hades, and
the small vehicle has a proven track record against the forces of the Severan Dominate. However,
against the unpredictable nature of the Orks and nimble raiding parties of the Dark Eldar, the Hades
is often of little use.
Type: Tracked Vehicle
Cruising Speed: 25 kph
Structural Integrity: 20
Armour: Front 30, Side 16, Rear 16
Carrying Capacity: n/a
Weapons
Burrower: This vehicle may move underground as though it had the Burrower (6) Trait, and
leave behind a semi-stable tunnel for infantry to pass through. These tunnels may
collapse suddenly. Targets attacked by Burrowing into them count as surprised.
Ground Vehicle: This vehicle follows the rules for Ground Vehicles
Limited Attacks: This vehicle may only attack via the Ram! Action, however the Hades
uses the weapon profile for the rotary power/melta cutters to determine the damage and
the Hades takes no damage itself for the Ram.
Open Topped: Crew of this vehicle may be targeted with the Called Shot action.
Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the
result rounding up. This does not affect rolls on the critical hit chart from Righteous
Fury.
Availability: Average
110
One of the more specialist variants of the Chimera chassis, the Hellhound Flame Tank is a dedicated
anti-infantry tank designed to clear out masses of troops with its fearsome inferno cannon. Watching a
Hellhound in action is a frightening prospect, as great gouts of fiery promethium spray outwards in a
large arc. The effect is short lived, but the roar of its scorching payload is soon replaced by the tortured
screams of those unfortunate enough to be caught in the wave of fire.
Hellhounds are suited to the more reckless and cavalier of vehicle crews, as while they may have
increased armour across their flanks, they do carry vast amounts of highly explosive promethium fuel.
Every hit could spell potential disaster for a Hellhound and its crew, and exposed infantry tend to give the
tank a wide berth in case a well-aimed shot from an enemy turns the tank into a raging fireball of titanic
proportions.
Despite these obvious drawbacks, the Hellhound itself has a good reputation as a quick strike vehicle,
moving ahead of the main line to torch dug-in enemy positions and burn away obstructions for the slower
and heavier vehicles that follow behind it. The enemies of Mankind know to fear the Hellhound and their
crews exploit this well-deserved dread at every opportunity.
Type: Tracked Vehicle
Cruising Speed: 70kph
Structural Integrity: 30
Armour: Front 30, Side 28, Rear 18
Carrying Capacity: n/a
Weapons
Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer
Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules
Enhanced Motive Systems: This vehicle may move twice their tactical speed as a half action and
may move three times tactical speed as a full action. This applies to the Floor It! Action and
causes the vehicle to move three times tactical speed.
Extremely Volatile: Double the chance of exploding when this vehicle catches fire, on explosion
all those in the blast must make a Difficult (-10) Agility Test or catch fire.
Ground Vehicle: This vehicle follows the rules for ground vehicles.
Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the result
rounding up. This does not affect rolls on the critical hit chart from Righteous Fury.
Availability: Very Rare
111
Expanded Vehicles
Expanded Vehicles
Weapons
Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer
Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules
Anti-Air: This vehicle is designed to eliminate threats in the air. It suffers a -20 to Ballistic Skill
against any Ground Targets.
Ground Vehicle: This vehicle follows the rules for ground vehicles.
Sustained Fire: As long as the Hydra continues to target the same Aerial vehicle with both
Autocannons they count as having benefited from a Half Action Aim. This benefit ends if the
cannons target different enemies or the target is destroyed. This benefit never applies to
Ground Vehicles.
Availability: Extremely Rare
112
The Leman Russ is the workhorse of the Imperial Guards armoured companies. Deployed to virtually
every warzone across the galaxy for thousands of years, there is no other type of tank that sees more
combat than the Leman Russ.
A robust and rugged design, the Leman Russ actually benefits from its unsophisticated construction
techniques that allow it to traverse all sorts of terrain types and ensure that it can operate in almost any
local conditions. Its heavy armour, mostly concentrated towards the front, provides a level of protection
that outweighs all but the greatest tanks of the Adeptus Astartes, and its weapon configuration allows it to
take on a varied range of targets.
The Leman Russ is slow and bulky, yet adaptable, forming the basis for several variants such as the
Executioner and the Annihilator. It is one of the most recognisable silhouettes on the battlefield and the
sound the Leman Russ battle cannon makes as it fires high explosive rounds towards the enemies of the
Imperium can be as inspirational as a Ministorum Priests battle hymn or the shouts of a Commissar.
Type: Tracked Vehicle
Cruising Speed: 35 kph
Structural Integrity: 55
Armour: Front 40, Side 32, Rear 20
Carrying Capacity: n/a
Weapons
Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Lascannon, Heavy Flamer
2 Sponson Mounted (Left/Right Facing) Weapons (Choose One): 2 Heavy Bolters, 2 Heavy
Flamers, 2 Plasma Cannons
Pintle Mounted Weapon (All Facing) (Choose One): Heavy Stubber, Storm Bolter
Special Rules
Ground Vehicle: This vehicle follows the rules for Ground Vehicles
Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the result
rounding up. This does not affect rolls on the critical hit chart from Righteous Fury.
113
Expanded Vehicles
Expanded Vehicles
The Demolisher gets its name from the enormous siege cannon that sits within its turret. This
demolisher cannon fires massive shells that can level buildings, annihilate heavily armoured
infantry, and obliterate vehicles in a single hit. However, the main cannon is not the only thing that
makes the Demolisher so dangerous and so popular amongst the infantry of the Imperial Guard.
Based on the venerable chassis and construction techniques of the Leman Russ, the Demolisher
strains its engine by adding even more armour to its rear quarters and thickening the armour in all
other locations. This makes it one of the slower vehicles in the Imperial Guard arsenal, almost as
slow as some of the colossal super-heavy tanks, but also one of the most resilient. Demolishers can
form bulwarks in defensive actions, and a line of these tanks can hold off a determined attacker for
hours, if not days, when properly supplied with ammunition.
On the offensive, the Demolisher acts as a siege tank, spearheading attacks against the most
hardened points of enemy resistance. Often equipped with hull lascannons and exceptionally
dangerous sponson weaponry such as plasma cannons and multi-meltas, these siege tanks can blast
holes in enemy formations, allowing for faster elements to move in and claim their objectives. The
Demolisher is a vital and powerful element of any Armoured Company.
Type: Tracked Vehicle
Cruising Speed: 28kph
Structural Integrity: 60
Armour: Front 40, Side 35, Rear: 22
Carrying Capacity: n/a
Weapons
Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Lascannon, Heavy
Flamer
Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules
Ground Vehicle: This vehicle follows the rules for ground vehicles
Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the
result rounding up. This does not affect rolls on the critical hit chart from Righteous
Fury.
Ponderous: May not use the Floor It! Action and moving tactical speed requires a Full
Action.
Availability: Extremely Rare
114
The Leman Russ Executioner has all but disappeared from the battlefields of the 41st Millennium.
Rarer than even the Leman Russ Vanquisher, the Executioner features a primary weapon that virtually no
Forge World can replicate: the plasma destroyer. Volatile, unreliable and devastatingly powerful, this relic
of the Age of Technology disgorges gouts of incandescent death that no personal armour can withstand.
The plasma destroyers fusillade makes the Executioner one of the most dangerous tanks available to the
Imperial Guard.
However this power comes at a price, and the Executioner has a number of serious drawbacks. Such
ancient tech-secrets require dedicated Enginseer support. Prone to massive overheating, the plasma
destroyers troubles only get worse if errant small arms fire or explosive shrapnel cut the external coolant
lines. Overtaxed main guns have led to catastrophic detonations, meaning only the most skilled tank
crews ever pilot these formidable, if unpredictable, tanks to their full potential.
Type: Tracked Vehicle
Cruising Speed: 35 kph
Structural Integrity: 55
Armour: Front 40, Side 32, Rear 20
Carrying Capacity: n/a
Weapons
Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Lascannon, Heavy Flamer,
Plasma Cannon
2 Sponson Mounted (Left/Right Facing) Weapons (Choose One): 2 Heavy Bolters, 2 Heavy
Flamers, 2 Plasma Cannons
Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules
Extremely Volatile: Double the chance of exploding when this vehicle catches fire, on explosion
all those in the blast must make a Difficult (-10) Agility Test or catch fire.
Ground Vehicle: This vehicle follows the rules for ground vehicles.
Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the result
rounding up. This does not affect rolls on the critical hit chart from Righteous Fury.
Availability: Unique
115
Expanded Vehicles
Expanded Vehicles
Although it carries considerably lighter armaments than the standard Leman Russ, the
Exterminator is no less heavily armoured than its more common cousin. A simple modification of the
Leman Russ design, the Exterminator replaces the battle cannon with a set of autocannons commonly
referred to as an exterminator cannon. The higher rate of fire afforded by this weapon system allows
the Exterminator to blast through ranks of infantry and lighter vehicles, and the internal space freed
up by the removal of the heavy shells gives the Exterminator deep ammunition reservoirs allowing it
to operate for longer periods of time without resupply.
The rest of the Exterminators chassis remains almost identical to that of the venerable Leman
Russ, but the robust (if inefficient) engine no longer need cope with the massive weight of the battle
cannon and its ammunition, making the Exterminator significantly faster for a vehicle of its type.
Often used in a scouting role when armoured companies require recon in force, the Exterminator is
reliable, easy to maintain and very dangerous.
Although unsuited to the task, Exterminators can be pressed into ad-hoc anti-aircraft duty when
more dedicated AA assets are unavailable. Their main armament is perfect for bringing down enemy
fliers, but the Exterminator lacks the sophisticated targeting equipment needed to properly track and
eliminate fast-moving airborne targets. Nevertheless squadrons of Exterminators can, at a pinch,
mimic the effect of a single Hydra battery.
Type: Tracked Vehicle
Cruising Speed: 40 kph
Structural Integrity: 55
Armour: Front 40, Side 32, Rear 20
Carrying Capacity: n/a
Weapons
Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer,
Lascannon
2 Sponson Mounted (Left/Right Facing) Weapon (Choose One): 2 Heavy Bolters, 2 Heavy
Flamers, 2 Plasma Cannons
Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules
Ground Vehicle: This vehicle follows the rules for ground vehicles.
Gyroscopic Stabilization: This vehicle does not take penalties for firing while moving
Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the result
rounding up. This does not affect rolls on the critical hit chart from Righteous Fury.
Reinforced Turret: Any hits against the turret of this vehicle count as having armor 42
Reliable: Tech-Use tests made to repair this vehicle gain a +10 bonus.
Availability: Extremely Rare
116
An extremely sophisticated and rare variant of the basic Leman Russ, the Vanquisher is a dedicated
vehicle destroyer and command tank. Equipped with the exceptionally longbarrelled vanquisher cannon,
a Vanquisher is capable of sending specialist anti-tank shells that far outclass standard anti-tank
munitions. Their built-in command and control systems also make them natural choices for squadron and
company command vehicles, and Vanquisher crews are usually hand-picked from the best within any
given regiment.
The unfortunate reality when it comes to the Vanquisher is that they are in short supply. Very few
Forge Worlds now possess the ability to make vanquisher cannons and the specialist ammunition they
use, and many Vanquishers have to make do with standard types of ammunition when their namesake
rounds are unavailable.
Vanquishers are usually kept towards the middle of an armoured advance as to not expose them to
enemy fire too early into a confrontation and to ensure that they can keep an eye on the battle around
them, putting their command and control systems to better use. The extra range their vanquisher cannons
afford mean they can often snipe enemy vehicles from afar before moving in closer to use their secondary
weapons. Tank commanders privileged enough to find themselves leading the crew of a Vanquisher often
have good prospects for rank advancement, and their tanks are often afforded much glory in the name of
the God-Emperor.
Type: Tracked Vehicle
Cruising Speed: 35kph
Structural Integrity: 55
Armour: Front 40, Side 32, Rear 20
Carrying Capacity: n/a
Weapons
Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Lascannon, Heavy Flamer
2 Sponson Mounted (Left/Right Facing) Weapons (Choose One): 2 Heavy Bolters, 2 Heavy
Flamers, 2 Plasma Cannons
Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules
Ground Vehicle: This vehicle follows the rules for ground vehicles
Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit, halve the result
rounding up. This does not affect rolls on the critical hit chart from Righteous Fury.
Availability: Near Unique
117
Expanded Vehicles
Expanded Vehicles
Whilst the Basilisk is the mainstay artillery piece of the Imperial Guard, the Manticore stands
above it for sheer destructive firepower. Utilising fairly sophisticated technology by Guard standards
the Manticores four massive rocketseach one nearly the length of the vehicle itselfpossess the
ability to level massive swathes of infantry, crack open enemy fortifications, or blast enemy aircraft
right out of the sky. Typically a Manticore barrage lasts only seconds as the vehicles high rate of
fire quickly overwhelms its limited ammunition capacity. Nevertheless, with secured supply lines,
rearming takes little time and it is never long before the crews hear the distinctive sound of another
salvo racing into the sky to bring death to the Emperors foes.
Type: Tracked Vehicle
Cruising Speed: 60 kph
Structural Integrity: 40
Armour: Front 30, Side 18, Rear 16
Carrying Capacity: n/a
Weapons
Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer
Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules
Ground Vehicle: This vehicle follows the rules for Ground Vehicles
Rocket Ordinance: A manticore must select a single type of rocket and all four must match.
Loading a Maticore require a special facility (such as a voidship bay) or a Trojan
Support Vehicle. Reloading the Manticore takes 36 Full Actions (3 Minutes) per rocket.
If the firing mechanism jams it must be manually removed, which requires time equal to
loading.
Availability: Extremely Rare
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Sabre Gun Platforms are simple and relatively robust point defence weapons often used as a light
support weapon or as a way of shoring up strong points with additional firepower. Consisting of paired
heavy weapons and designed with a single operator in mind, the Sabres simple yet elegant gyroscopic
frame provides ample range of movement for both anti-ground and anti-air targeting.
Type: Gun Platform
Cruising Speed: n/a
Structural Integrity: 14
Armour: Front 12, Side 10, Rear 8
Carrying Capacity: n/a
Weapons
Turret Mounted (All Facing) Weapon (Choose One): Twin-Linked Heavy Bolter, 2 TwinLinked Heavy Stubbers, Twin-Linked Lascannon, Twin-Linked autocannon
Special Rules
Immobile: This vehicle cannot move under it's own power and must be towed by another.
Open-Topped: Crew of this vehicle may be targeted with the Called Shot action
119
Expanded Vehicles
Expanded Vehicles
An even more specialised variant of the Chimera chassis, the Salamander Command Vehicle
often finds itself at the head of Armoured Fist Companies and artillery batteries where it can act as a
spotter and coordinate the actions of its fellow vehicles. Not designed for combat and equipped with
only the most cursory of defensive weaponry, the Salamanders chief strength lies in its multispectral auspex surveyor. The device gives the Salamanders crew a commanding view of the
battlefield allowing for better organisation and a more fluid response to enemy movements.
Unfortunately for the forces of the Spinward Front, the Severan Dominate makes extensive use of
the Salamander Command Vehicle, and its sophisticated command and control features have led to
numerous crushing defeats on many worlds.
Type: Tracked Vehicle
Cruising Speed: 70 kph
Structural Integrity: 35
Armour: Front 30, Side 18, Rear 16
Carrying Capacity: n/a
Weapons
Fixed Weapon Mount (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy
Flamer
Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer
Pintle Mounted (All Facing) Weapon (Choose One): Heavy Stubber, Storm Bolter
Special Rules
Command and Control: Command tests gain a +10 bonus while aboard this vehicle.
Ground Vehicle: This vehicle follows the rules for Ground Vehicles.
Multi-Spectral Auspex: This device grants a +30 to Awareness Tests and one of the Crew
may make an Ordinary (+10) Tech-Use test to detect things not normally detectable to
human senses. This functions to a range of 500m though it can be blocked by 1m or
thicker walls and certain shielding materials.
Open-Topped: Crew of this vehicle may be targeted by the Called Shot action
Availability: Extremely Rare
120
Mostly seen in pairs ranging ahead of Imperial lines, the Salamander Reconnaissance Vehicle is a
lightly armed and armoured variant of the Chimera chassis. Used in a similar role to the Sentinel,
Salamanders use their high speed to move beyond the main advance and identify important targets.
Outside of reconnaissance, Salamanders act as sentries and guards for supply depots where their thin
armour and limited armaments make them less of a liability. Crews are trained to withdraw to friendly
lines rather than engage in pitched battles as the Salamander is neither designed for nor capable of
protracted engagements. Capable of covering more terrain types at a greater rate than their walker
cousins, Salamanders give Imperial Guard commanders a real edge when scouting uneven ground.
Type: Tracked Vehicle
Cruising Speed: 100 kph
Structural Integrity: 35
Armour: Front 30, Side 18, Rear 16
Carrying Capacity: n/a
Weapons
Hull Mounted (Front Facing) Weapon (Choose One): Heavy Bolter, Heavy Flamer
Special Rules
Enhanced Motive Systems: This vehicle may move twice their tactical speed as a half action and
may move three times tactical speed as a full action. This applies to the Floor It! Action and
causes the vehicle to move three times tactical speed.
Ground Vehicle: This vehicle follows the rules for ground vehicles.
Open-Topped: Crew of this vehicle may be targeted by the Called Shot action.
Availability: Very Rare
121
Expanded Vehicles
Shadowsword
Expanded Vehicles
Sister tank to the Baneblade, the Shadowswords formidable frame is home to the mighty
Volcano Cannon, a Titan-killing weapon capable of punching through massed void shields and
sheering titan- sized limbs off in a single blast.
As one of the largest non-starship-based weapons in the Imperial arsenal, the Volcano Cannon is
a sight to behold on the battlefield. Each lance of white-blue energy that leaps from its barrel blinds
any foolish enough to look directly upon it, and seconds later whatever the Shadowsword targeted is
often reduced to a massive smoking crater. The weapon is overkill in most instances, but as most
Shadowswords hail from worlds that maintain their own Titan Legions, the Shadowswords act as
additional anti-Titan firepower, working as hunterkiller tanks that enemy titans tend to neglect in
favour of larger targets. This is useful as the gun must recharge after each shot, leaving the
Shadowsword stationary and temporarily vulnerable to counter-attack.
Type: Tracked Vehicle
Cruising Speed: 25 kph
Structural Integrity: 120
Armour: Front 48, Side 40, Rear 30
Carrying Capacity: n/a
Tactical Speed: 8m
Manoeuvrability: -30
Size: Monumental
Crew: Commander, Driver, 4 Gunners, Enginseer
Weapons
Pintle Mounted (All Facing) Weapons (Choose One): Heavy Stubber, Storm Bolter
Special Rules
Damage Control: When this vehicle takes critical damage the result may be re-rolled, but
the second result stands. Putting out fires in this vehicle is a free action.
Ground Vehicle: This vehicle follows the rules for ground vehicles
Ponderous: May not use the Floor It! Action and moving tactical speed requires a Full
Action.
Problematic Targeting: The Shadowsword's size is so great that any All Facing weapon
may have difficulties targeting certain enemies as their line of site will be blocked.
Improved Reinforced Hull: When a vehicle with Reinforced Hull receives a critical hit,
halve the result rounding up. This does not affect rolls on the critical hit chart from
Righteous Fury. If a Mechanic is stationed onboard this rule applies to Righteous Fury
rolls as well and provides a +20 bonus to put out all fires.
Super-Heavy: This vehicle may drive over obstacles 5 meters high or bulldoze it's way
through walls, forests, or medium size buildings with no negative effects.
Availability: Unique, Best Craftsmanship
122
The Tarantula Sentry Gun comes from an ancient design lost to the vagaries of time. Found throughout
the Imperium, the Tarantula is a short multi-legged turret that features two heavy weapons and no crew.
Within the armoured shell of each Tarantula lies a simple logis engine capable of guarding defined areas
and approach paths far more effectively than living sentries. Tarantulas never sleep, never waver in their
duty and relentlessly hammer their targets until their ammunition bays run dry.
Type: Gun Platform
Cruising Speed: n/a
Structural Integrity: 12
Armour: Front 12, Side 10, Rear 10
Carrying Capacity: n/a
Weapons
Turret Mounted (All Facing) Weapon (Choose One): Twin Linked Heavy Bolter, Twin Linked
Lascannons. Weapons are assumed to have a Preysense Sight and a Targeter.
Special Rules
Automated Logis Engine: This weapon has a logis engine that has the follow statistics: Ballistic
Skill 45, Agility 40, Perception 35, and Awareness +10.
Immobile: This vehicle cannot move under it's own power and must be towed by another.
Sentry: Once put in a position and activated this vehicle will automatically target and attack any
enemies that pass within it's sensor range. A successful Tech-Use test can assign more specific
Targeting Parameters.
Availability: Rare
123
Expanded Vehicles
Expanded Vehicles
An all-terrain vehicle found mostly in use by Elysian regiments, the Tauros Assault Vehicles
compact design and sophisticated drive system make it a remarkable asset to regiments that lack
traditional armoured support. Featuring a silent-running long-ranged electric engine and set of
special galvanic motors that powers each wheel individually the Tauros is very hard to stop, and can
still maintain considerable speeds even when half of its wheels are damaged or destroyed. Limited
weapons and negligible armour make the Tauros unsuitable for frontal attacks, but the speed and
reliability of its motive systems make it a great harassing unit and an excellent scout vehicle.
Type: Wheeled Vehicle
Cruising Speed: 120 kph
Structural Integrity: 20
Armour: Front 16, Side 14, Rear 14
Carrying Capacity: n/a
Weapons
Pintle Mounted (All Facing) Weapon (Choose One): Heavy Flamer, Tauros Grenade
Launcher
Special Rules
Enhanced Motive Systems: This vehicle may move twice their tactical speed as a half
action and may move three times tactical speed as a full action. This applies to the Floor
It! Action and causes the vehicle to move three times tactical speed.
Ground Vehicle: This vehicle follows the rules for Ground Vehicles.
Open-Topped: Crew of this vehicle may be targeted with the Called Shot action.
Reliable: Tech-Use tests made to repair this vehicle gain a +10 bonus
Availability: Rare
124
A further modification of the Tauros Assault Vehicle, the Venator is larger and more heavily armed,
featuring a powered turret and an additional set of independently powered wheels. The increased size also
allows for slightly thicker frontal armour, making the Venator capable of withstanding more punishment
whilst engaging in flanking or hit and fade attacks. Designed to give Elysian regiments a form of fastmoving heavy weapon support, the Venators turret and missile hard points allow it to excel at both antiinfantry and anti-tank duty.
Type: Wheeled Vehicle
Cruising Speed: 110 kph
Structural Integrity: 25
Armour: Front 18, Side 15, Rear 15
Carrying Capacity: n/a
Weapons
Turret Mounted (All Facing) Weapon (Choose One): Twin-Linked Multi-Lasers, Twin-Linked
Lascannons
Enhanced Motive Systems: This vehicle may move twice their tactical speed as a half action and
may move three times tactical speed as a full action. This applies to the Floor It! Action and
causes the vehicle to move three times tactical speed.
Ground Vehicle: This vehicle follows the rules for Ground Vehicles.
Open-Topped: Crew of this vehicle may be targeted with the Called Shot action.
Reliable: Tech-Use tests made to repair this vehicle gain a +10 bonus
Availability: Very Rare
125
Expanded Vehicles
Tauros Venator
Expanded Vehicles
126
Chem Cannon
A frightening and hazardous weapon to use,
the Bane Wolf s chem cannon is often more of
a burden than a boon. Firing a dense cloud of
exceedingly dangerous chemicals, some so
powerful that they dissolve organic material on
contact, the chem cannon is a true terror
weapon. Exposed infantry die within seconds,
reduced to puddles of stinking infected ooze,
any survivors lurching away screaming, their
bodies covered with steaming chemical burns.
After completing a chem cannon attack find
the general centre of the area affected by the
attack. A toxic cloud with a radius of 1d5
metres remains in place for 1d5 rounds. Any
character who ends his Turn within the cloud
suffers 2d10+5 Energy Damage with the ,
Felling (1) and Toxic Qualities. Any character
who ends his Turn within the cloud also begins
to suffocate until they leave the cloud or the
cloud dissipates.
127
Expanded Vehicles
Vehicle Weapons
Expanded Vehicles
Earthshaker Cannon
This massive artillery gun is designed for
long range bombardments, but it may also be
used as a direct fire weapon when necessary. In
either situation, it is ideal for levelling
fortifications, destroying massive war
machines, and obliterating any unsuspecting
infantry. Earthshaker cannons are far larger than
the indirect weapons carried by infantry, and
fire over a much longer distance.
Exterminator Cannon
This weapon is a set of autocannons
commonly referred to as an exterminator
cannon. The higher rate of fire afforded by this
weapon system allows the Exterminator to blast
through ranks of infantry and lighter vehicles,
and the internal space freed up by the removal
of the heavy shells gives the Exterminator deep
ammunition reservoirs allowing it to operate for
longer periods of time without resupply.
Fixed Rotary Power/Melta Cutters
These incredibly powerful mining tools
allow the Hades to burrow through virtually any
substance and perform devastating ramming
attacks on those unfortunate enough to get in
their way.
Griffon Heavy Mortar
Despite its name, the heavy mortar is one of
the smallest artillery weapons in service to the
Imperial Guard. As the main armament of the
Griffon artillery vehicle, the heavy mortar
makes up for its lack of punch with a higher
rate of fire and a broad suite of ammunition
types, including the specially designed Siege
Shell. In addition the specialist ammunition
listed in this book, heavy mortars may also fire
anti-plant rounds, smoke rounds, and starflare
rounds, adding +2 to any Blast or Smoke
Radiuses (or an extra minute of illumination for
starflare rounds).
Heavy Frag Shell (Mortar)
The standard shell of the heavy mortar, the
heavy frag shell lacks the punch of the bigger
Earthshaker shell, but covers a much wider area
than the standard frag shells used by regular
mortars.
128
Manticore Missiles
Easily the most common type of warhead
used by the Manticore, the standard manticore
missile has an enormous blast radius and can
tear infantry and heavy vehicles apart with ease.
Inferno Cannon
Specifically designed as part of the
Hellhound Flame Tank, the inferno cannon has
a limited number of other uses within the
Tactica Imperialis. These enormous flamers
send huge gouts of white hot flames over an
extended portion of the battlefield. Their
accelerated pumping mechanisms grant the
turreted weapons the abilities to shoot massive
jets of destruction at a range that drastically
exceeds that of a traditional flamer. Because of
this, when calculating the weapons spray area,
the cannons wielder may choose to begin the
spray at a point up to half the weapons range
away from the firing point. Due to the inferno
cannons power, other vehicles do not add their
Armour value when making the Drive Test to
avoid catching on fire from the Flame Quality.
The inferno cannon draws fuel from a large
storage tank, and cant be easily reloaded on the
battlefield. Reloading one requires at least
thirty minutes at a properly equipped facility.
129
Expanded Vehicles
Hydra Autocannons
These autocannons are specially designed to
be particularly devastating to aircraft, though
they may be used on other types of vehicle as
well to equally devastating effect.
Expanded Vehicles
130
Sidebar
Author's Note
After many hours of hard work and re-revision, the now current draft of the Legends of the
Expanse Supplement as of 8-25-15 (US Date Notation) is available for download!
This revision was a major one to say the least, and includes a whopping 90 pages of additional
content including new Career Paths, new Expanded Career Paths, and a prolific amount of new
weapons, gear, and cybernetics. I decided to add in a multitude of new vehicles in chapter 6, though
it does break my usual rule for guide creation and requires a book outside the core rules to use that
chapter. I highly recommend picking up the Into the Storm supplement if you don't have it, it is a
fantastic addition to any game and the options are truly worthwhile.
The images used in my guide have been found with search engines and presently have no
accreditation, so if you see your work here or supply the link I will create an artist's credits page and
include a link to the original source.
An enormous thanks goes out to Libre Office, whose Draw program is used to create all of these
PDFs. A new thanks goes out to GIMP image editing software recommended by Elavion on the
forums which has allowed me to really refine the graphics and images in my guides.
A colossal thanks goes out to Jerichoreach.com for creating the wonderful high-res vehicle
character sheet included with this guide. It's a fantastic sheet and my players loved it during the
Deathwatch game that I ran.
A huge thanks goes out once again to everyone on the Rogue Trader Forums who has helped me
with editing and given such wonderful feedback over the many guide releases and revisions.
I hope you all enjoy this version of the Legends of the Expanse supplement! Happy gaming!
-LodgeBlackman99
132