Only War Weapons

Books Mined for Data

  • Only War Core Rulebook
  • Hammer of the Emperor (In Progress)

Vehicle Weapons


Name Class Range RoF Dam Pen Clip Rld Special Wt. Availability
Heavy Bolter Heavy 150m –/–/6 1d10+8 X 5 60 Full Tearing 40kg Very Rare
Heavy Stubber Heavy 100m –/–/8 1d10+4 I 3 75 2 Full Ogryn-Proof 30kg Rare
Lascannon Heavy/Vehicle 300m S/–/– 5d10+10 E 10 5 2 Full Proven (3) 55kg Very Rare
M41 Multi-laser Heavy/Vehicle 150m –/–/5 2d10+10 E 2 100 2 Full Reliable 35kg Very Rare
Battle Cannon Vehicle 750m S/–/– 3d10+10 X 8 12 3 Full Blast (10), Concussive (3), Reliable 350 kg Average
Demolisher Cannon Vehicle 50m S/–/– 4d10+20 X 10 2 Full Blast (10), Concussive (3) 400kg Rare
Vanquisher Battle Cannon Vehicle 900m S/–/– 3d10+10 X 16 6 2 Full Accurate 400 kg Very Rare
Earthshaker Cannon Vehicle 3,500m S/–/– 4d10+10 X 8 1 Full Blast (10+1d10), Concussive (5), Indirect (5) 800 kg Very Rare
Inferno Cannon Vehicle 50m S/–/– 2d10+15 E 8 50 Flame, Spray 600 kg Rare
Multiple Rocket Pod Vehicle 300 S/2/4 2d10+2 X 2 2x16 16 Full Blast (5), Twin-Linked / Rare
Hellstrike Missile Vehicle 300 S/-/- 3d10+7 X 7 2 4 Full each Blast (5) / Rare
Skystrike Missile Vehicle 1000 S/-/- 3d10+8 X 8 2 6 Full each Concussive (3), Proven (2), Air-to-Air / Rare

Imperial Ranged Weapons

Las Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Availability
Laspistol Pistol 30m S/2/– 1d10+2 E 0 30 Half Reliable 1.5kg Common
Accatran-pattern MkII Heavy Laspistol Pistol 40m S/2/– 1d10+3 E 0 60 Full Reliable 2 kg Average
Las Carbine Basic 75m S/2/– 1d10+3 E 0 60 Half Reliable 2.5kg Common
M36 Lasgun Basic 100m S/3/– 1d10+3 E 0 60 Full Reliable 4kg Common
Laslock Basic 70m S/–/ 1d10+4 E 0 1 Half Unreliable 4kg Plentiful
Long Las Basic 150m S/–/– 1d10+3 E 1 40 Full Accurate, Reliable, Felling (4) 4.5kg Scarce
Triplex Pattern Lasgun Basic 100m S/3 /– 1d10+3 E 0 30 Full 4.5kg Rare
Bullpup Lasgun Basic 90m S/2/– 1d10+3 E 0 60 Full Reliable 3.5kg Average
Hot-shot Laspistol Pistol 20m S/2/– 1d10+4 E 7 40 2 Full 4kg Rare
Hot-shot Lasgun Basic 60m S/3/– 1d10+4 E 7 30 2 Full 6kg Rare
Accatran-pattern MkIV Lasgun Basic 80m S/3/– 1d10+3 E 0 60 Full Reliable 4 kg Average
Lucius-pattern Lasgun Basic 100m S/–/– 1d10+5 E 0 35 Full 5 kg Average
Man Portable Lascannon Heavy 300m S/–/– 5d10+10 E 10 5 2 Full Proven (3) 55kg Very Rare
M41 Multi-laser Heavy 150m –/–/5 2d10+10 E 2 100 2 Full Reliable 35kg Very Rare
Solid Projectile Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Availability
Autopistol Pistol 30m S/–/6 1d10+2 I 0 18 Full 1.5kg Average
Stub Automatic Pistol 30m S/3/– 1d10+3 I 0 9 Full 1.5kg Average
Stub Revolver Pistol 30m S/–/– 1d10+3 I 0 6 2 Full Reliable 1.5kg Plentiful
Hand Cannon Pistol 35m S/–/– 1d10+4 I 2 5 2 Full 3kg Scarce
Naval Pistol Pistol 20m S/3/– 1d10+4 I 0 6 Full Tearing 3 kg Rare
Ripper Pistol Pistol 30m S/2/– 1d10+3 I 5 8 Full Tearing, Toxic (2) 4 kg Extremely Rare
Sniper Rifle Basic 200m S/–/– 1d10+4 I 3 20 Full Accurate, Reliable 5kg Scarce
Autogun Basic 100m S/3/10 1d10+3 I 0 30 Full 5kg Average
Shotgun (Pump-Action) Basic 30m S/–/– 1d10+3 I 0 12 2 Full Scatter 5kg Average
Shotgun Basic 30m S/–/– 1d10+4 I 0 8 2 Full Scatter 5kg Average
Combat Shotgun Basic 30m S/3/– 1d10+4 I 0 18 Full Scatter 6.5kg Scarce
Ripper Gun Heavy 30m S/–/6 1d10+8 I 0 48 2 Full Ogryn-Proof, Scatter 35kg Common
Heavy Stubber Heavy 100m –/–/8 1d10+4 I 3 75 2 Full Ogryn-Proof 30kg Rare
M34 Autocannon Heavy 300m S/3/– 3d10+8 I 6 20 2 Full Ogryn-Proof, Reliable 40kg Very Rare
Battle Cannon Vehicle 750m S/–/– 3d10+10 X 8 12 3 Full Blast (10), Concussive (3), Reliable 350 kg Average
Demolisher Cannon Vehicle 50m S/–/– 4d10+20 X 10 2 Full Blast (10), Concussive (3) 400kg Rare
Vanquisher Battle Cannon Vehicle 900m S/–/– 3d10+10 X 16 6 2 Full Accurate 400 kg Very Rare
Earthshaker Cannon Vehicle 3,500m S/–/– 4d10+10 X 8 1 Full Blast (10+1d10), Concussive (5), Indirect (5) 800 kg Very Rare
Exterminator Cannon Vehicle 500m S/6/– 3d10+8 I 6 120 2 Full Reliable, Twin-Linked Vehicle mounted Very Rare
Bolt Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Availability
Bolt Pistol Pistol 30m S/2/– 1d10+5 X 4 8 Full Tearing 3.5kg Very Rare
Hesh-pattern M38 MkII Bolt Pistol Pistol 25m S/3/– 1d10+5 X 4 12 2 Full Tearing 4 kg Very Rare
Boltgun Basic 100m S/3/– 1d10+5 X 4 24 Full Tearing 7kg Very Rare
Storm Bolter Basic 90m S/2/4 1d10+5 X 4 60 Full Storm, Tearing 9kg Extremely Rare
Heavy Bolter Heavy 150m –/–/6 1d10+8 X 5 60 Full Tearing 40kg Very Rare
Melta Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Availability
Inferno Pistol Pistol 10m S/–/– 2d10+10 E 12 3 Full Melta 3kg Near Unique
Meltagun Basic 20m S/–/– 2d10+10 E 12 5 Full Melta 15kg Very Rare
Multi-melta Heavy 60m S/–/– 2d10+16 E 12 12 Full Melta, Blast (1) 40kg Extremely Rare
Plasma Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Availability
Plasma Pistol Pistol 30m S/2/– 1d10+6 E 6 10 3 Full Maximal, Overheats 4kg Very Rare
Plasma Gun Basic 90m S/2/– 1d10+7 E 6 40 5 Full Maximal, Overheats 18kg Very Rare
Plasma Cannon Heavy 120m S/–/– 2d10+10 E 8 16 5 Full Blast (1), Maximal, Overheats 40kg Extremely Rare
Plasma Destroyer Vehicle 180m S/3/– 2d10+12 E 9 50 5 Full Blast [2], Maximal, Overheats) Vehicle Mounted Extremely Rare
Flame Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Availability
Hand Flamer Pistol 10m S/–/– 1d10+4 E 2 2 2 Full Flame, Spray 3.5kg Rare
Flamer Basic 20m S/–/– 1d10+4 E 2 6 2 Full Flame, Spray 6kg Scarce
Hades Assault Flamer Basic 20m S/–/– 1d10+4 E 2 10 2 Full Flame, Spray, Reliable 12 kg Scarce
Heavy Flamer Heavy 30m S/–/– 1d10+5 E 4 10 2 Full Flame, Spray 45kg Rare
Inferno Cannon Vehicle 50m S/–/– 2d10+15 E 8 50 Flame, Spray 600 kg Rare
Low-Tech Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Availability
Bolas Thrown 10m S/–/– 0 1 Primitive (1), Snare (1), Inaccurate 1.5kg Average
Javelin Thrown SBx3m S/–/– 1d10 R 0 1 Primitive (8) 0.5 kg Common
Throwing Knife Thrown SBx2m S/2/– 1d5+3 R 0 Accurate 0.5 kg Common
Hand Bow Pistol 15m S/–/– 1d10 R 0 1 Full Primitive (5) 1kg Rare
Flintlock Pistol Pistol 15m S/–/– 1d10+2 I 0 1 3 Full Primitive (8), Inaccurate, Unreliable 3kg Common
Signalling Device Pistol 15m S/–/– 1d10+1 E 0 1 Full Flame, Inaccurate, Reliable 2 kg Common
Blowgun Basic 10m S/–/– 1d5+2 I 0 1 Half Toxic (0) 0.5 kg Common
Flintlock Musket Basic 30m S/–/– 1d10+3 I 0 1 5 Full Primitive (8), Inaccurate, Unreliable 7kg Common
Bow Basic 30m S/–/– 1d10 R 0 1 Half Primitive (6), Reliable 2kg Common
Sling Basic 15m S/–/– 1d10–2 I 0 1 Full Primitive (5) 0.5kg Plentiful
Crossbow Basic 30m S/–/– 1d10 R 0 1 2 Full Primitive (7) 3kg Common
Launcher Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Availability
Grenade Launcher Basic 60m S/–/– 6 2 Full 12kg Average
Voss Automatic Grenade Launcher Basic 40m S/3/– 6 2 Full Inaccurate 12.5 kg Scarce
Hellstrike Missiles Vehicle 300m S/–/– 3d10+7 X 7 1 N/A Blast (5) 85kg Very Rare
Hunter-Killer Missile Vehicle 350m S/–/– 3d10+6 X 6 1 N/A 64kg Very Rare
Missile Launcher Heavy 300m S/–/– 1 Full 35kg Rare
Mortar Heavy 50– 300m S/–/– 1 Full Inaccurate, Indirect (2)† 41kg Rare
Accatran Automatic Mortar Heavy 25–200m S/–/5 5 4 Full Inaccurate, Indirect 50 kg Very Rare
Tread Fether Heavy 250m S/–/– 1 Full Inaccurate 20 kg Scarce
†The Damage, Penetration, and Special Qualities of Launcher weapons with variable ammunition are dependent upon the grenade or missile used.
Exotic Weapons
Name Class Range RoF Dam Pen Clip Rld Special Wt. Availability
Mole Mortar Heavy 50–200m S/–/– 2d10+2 X 2 1 Full Inaccurate, Indirect (2), Shocking, Blast (4) 50kg Extremely Rare
Needle Pistol Pistol 30m S/–/– 1d10 R 0 6 Full Accurate, Toxic (5), Felling (1) 1.5kg Very Rare
Needle Rifle Basic 180m S/–/– 1d10 R 0 6 2 Full Accurate, Toxic (5), Felling (1) 2kg Very Rare

Imperial Melee Weapons

Chain Weapons
Name Class Range Dam Pen Special Wt. Availability
Chainsword Melee 1d10+2 R 2 Tearing, Balanced 6kg Average
Chainaxe Melee 1d10+3 R 2 Tearing, Unbalanced 11 kg Rare
Chainflail Melee 1d10+4 R 2 Flexible, Tearing, Unwieldy 14 kg Very Rare
Chain Glaive Melee 1d10+3 R 2 Razor-Sharp, Tearing, Unbalanced 12 kg Very Rare
Chain Knife Melee 1d10+1 R 2 Tearing 4 kg Rare
Eviscerator Melee 2d10 R 9 Razor Sharp, Tearing, Unwieldy 15kg Very Rare
Power Weapons
Name Class Range Dam Pen Special Wt. Availability
Cavalry Sabre Melee 1d10+6 E 4 Power Field, Razor Sharp 4 kg Very Rare
Command Baton Melee 1d10+1 E 0 Shocking 4 kg Very Rare
Omnissian Axe Melee 1d10 +4 E 6 Power Field, Unbalanced 8kg Extremely Rare
Power Axe Melee 1d10+7 E 7 Power Field, Unbalanced 6kg Very Rare
Power Fist Melee 2d10† E 9 Power Field, Unwieldy 13kg Very Rare
Power Flail Melee 1d10+8 E 3 Flexible, Power Field, Unwieldy 7 kg Extremely Rare
Power Maul (High) Melee 1d10+5 E 4 Power Field, Shocking 3.5kg Very Rare
Power Maul (Low) Melee 1d10 +1 E 2 Shocking 3.5kg Very Rare
Power Spear Melee 1d10+4 E 8 | Power Field, Proven (2) 7 kg Extremely Rare
Power Sword Melee 1d10+5 E 5 Power Field, Balanced 3kg Very Rare
Shock Glove Melee 1d10 I 0 Shocking 1 kg Extremely Rare
Suppression Shield Melee 1d10 I 0 Defensive, Recharge, Shocking 7 kg Extremely Rare
† Power Fists add the user’s SB×2 to the Damage.
Force Weapons
Name Class Range Dam Pen Special Wt. Availability
Force Axe Melee 1d10+3 R 2 Force, Unbalanced 6.5 kg Near Unique
Force Dagger Melee 1d5+2 R 2 Force 1.5 kg Extremely Rare
Force Sword Melee 1d10+1 R 2 Balanced, Force 5kg Near Unique
Force Staff Melee 1d10 I 2 Force 2kg Extremely Rare
Low-Tech Melee Weapons
Name Class Range Dam Pen Special Wt. Availability
Axe Melee 1d10+1 R 0 Unbalanced 4 kg Common
Cavalry Spear Melee 1d10 R 0 Proven (2), Unbalanced 7 kg Scarce
Flail Melee 1d10+1 I 0 Flexible, Ogryn-Proof, Primitive (7) 8.5 kg Scarce
Great Weapon Melee 2d10 R 0 Ogryn-Proof, Unbalanced 7kg Scarce
Groxwhip Melee 3m 1d10+3 R 0 Flexible, Tearing, Primitive (6) 4kg Scarce
Hunting Lance Melee 2d10+3 X 7 Concussive (3) 4kg Scarce
Improvised Melee 1d10–2 I 0 Ogryn-Proof, Primitive (7), Unbalanced
Knife Melee/Thrown 5m 1d5 R 0 1kg Plentiful
Shields†† Melee 1d5 I 0 Defensive, Primitive (6) 3kg Common
Spear Melee 1d10 R 0 Primitive (8) 3kg Common
Staff Melee 1d10 I 0 Balanced, Primitive (7) 3kg Plentiful
Sword Melee 1d10 R 0 Balanced 3kg Common
Truncheon Melee 1d10 I 0 Ogryn-Proof, Primitive (7) 2kg Plentiful
Warhammer Melee 1d10+2 I 1 Ogryn-Proof, Primitive (8) 4.5kg Scarce
Warknife Melee 1d5+3 R 0 2 kg Average
†† Provides Armour 2 to the Body and Arm wielding the Shield.
Hunting Lance Tips
Name Class Range Damage Pen Special Wt. Availability
Inferno Tip Melee 2d10+4 E 5 Flame 4 kg Scarce
Krak Tip Melee 2d10+5 X 8 Concussive (3), Proven (2), Unbalanced 5 kg Rare
Melta Tip Melee 2d10+10 E 24 Inaccurate, Unwieldy 8 kg Very Rare
Plasma Tip Melee 3d10+3 E 8 Overheats, Unwieldy 6 kg Extremely Rare
Poison Tip Melee 1d10+6 R 4 Razor Sharp, Toxic (3) 4 kg Rare
Shock Tip Melee 1d10+2 I 2 Shocking, Recharge 4 kg Scarce

Weapon Upgrades

Name Weight Availability
Auxiliary Grenade Launcher +2.5kg Rare
Auxiliary Shotgun +2.0 kg Scarce
Chain Attachment +3 kg Scarce
Compact x1/2 Average
Exterminator +1kg Common
Extended Magazine +3 kg Scarce
Extra Grip x1/3 Common
Forearm Weapon Mounting +1kg Scarce
Gun Carriage +25 kg Common
Gun Shield +15 kg Common
Grapnel Mounting +2 kg Scarce
Melee Attachment +2kg Plentiful
Mono +0kg Scarce
Motion Predictor +0.5kg Very Rare
Omni-Scope +2kg Near Unique
Overcharge Pack +0.5kg Common
Photo Sight +0.5kg Very Rare
Preysense Sight +0.5kg Very Rare
Red-Dot Laser Sight +0.5kg Scarce
Silencer +0.5kg Plentiful
Spoor Targeter + 0.5 kg Very Rare
Suspensors x1/2 Extremely Rare
Symbol of Sanctity + 0.2 kg Scarce
Targeter +1.5kg Rare
Telescopic Sight +1kg Average
Tox Dispenser +0.75kg Rare
Tripod and Bipod +2kg Average
Vox-Operated +0.5kg Rare

Grenades, Missiles, Projectiles

Name Range RoF Dam Pen Clip Special Wt. Availability
Anti-Plant Grenade SBx3 S/–/– 3d10 E† 0 1 Blast (3) 0.5kg Scarce
Blind Grenade SBx3 S/–/– 2d10 E 0 1 Smoke (3) 0.5kg Scarce
Fire Bomb Grenade SBx3 S/–/– 1d10+3 E 6 1 Blast (3), Flame 0.5kg Plentiful
Frag Grenade SBx3 S/–/– 2d10 X 0 1 Blast (3), Ogryn-Proof 0.5kg Common
Hallucinogen Grenade SBx3 S/–/– 0 1 Hallucinogenic (2), Blast (6) 0.5kg Scarce
Krak Grenade SBx3 S/–/– 2d10+4 X 6 1 Concussive (0) 0.5kg Rare
Photon Flash Grenade SBx3 S/–/– 0 1 Blast (10) 0.5kg Rare
Smoke Grenade SBx3 S/–/– 0 1 Smoke (6)†† 0.5kg Common
Stun Grenade SBx3 S/–/– 0 1 Blast (3), Concussive (2) 0.5kg Common
Maccabian Frag Grenade SBx3 S/–/– 2d10+1 X 0 1 Blast (3), Sanctified 0.5 kg Rare
Iron-Eater Grenade SBx3 S/–/– 2d10 E 5 1 Blast (2), Corrosive 0.5 kg Very Rare
Tube Charge SBx2 S/–/– 3d10 X 0 1 Blast (4) 1 kg Scarce
Frag Missile 2D10+2 X 2 Blast (5) 0.5kg Average
Krak Missile 3d10+8 X 8 Concussive (3), Proven (2) 0.5kg Scarce
Minefield Missile 2d10 X 1 Blast (1) 0.5kg Rare
Scatter Missile 2d10 X 0 Blast (10) 0.5kg Rare
Launcher Rounds
Anti-Plant Round 3d10 E† 0 Blast (5) 1kg Rare
Blind Round 2d10 E 0 Smoke (6) 1kg Rare
Frag Round 2d10 X 3 Blast (5) 1kg Common
Minefield Round 2d10 X 1 Blast (1) 1kg Rare
Photon Flash Round 0 Blast (12) 1kg Rare
Scatter Round 1d10+3 X 0 Blast (7) 1kg Very Rare
Smoke Round 0 Smoke (9)†† 1kg Scarce
Starflare Round 0 1kg Scarce

† Damage only effects flora and has no other effect.
†† Unlike blind, this only interferes with visual sight.
††† If the weapon causes any Damage, then, each Round after the first, check for another target at random (friend or foe) within d5 metres to see if any Damage is caused to them (rolling for a new Damage to represent the mutated virus). Continue until Damage is not taken or after d10 Rounds have passed.


Ammo weight is not listed; however, should it be important to know how much ammunition weighs, consider a weapon’s full clip to weigh 10% of the weight of the weapon itself.
Name Availability
Arrows/Quarrels Common
Shot Common
Bullets Plentiful
Cartridge Common
Backpack Power Pack/Ammo Pack Rare
Charge Cell Common
Charge Pack (pistol) Common
Charge Pack (basic) Common
Charge Pack (heavy) Rare
Fuel (pistol) Scarce
Fuel (basic) Scarce
Fuel (heavy) Scarce
Bolt Shells Rare
Melta Canister (pistol) Very Rare
Melta Canister (basic) Very Rare
Melta Canister (heavy) Very Rare
Plasma Flask (pistol) Rare
Plasma Flask (basic) Rare
Plasma Flask (heavy) Very Rare
Exotic Ammo Very Rare
Artillery Shell Very Rare
Unusual Ammunition
Name Availability
Amputator Shell Extremely Rare
Bleeder Round Rare
Dumdum Bullets Scarce
Expander Rounds Scarce
Explosive Arrows/Explosive Quarrels Scarce
Hot-Shot Charge Pack Scarce
Inferno Shell Rare
Man-Stopper Bullets Scarce
Tempest Bolt Shell Near Unique
Artillery Shells
Name Availability
Anti-Tank Shell Extremely Rare
Envenomed Ammunition Scarce
High Explosive Shell Rare
Illumination Shell Very Rare
Infernus Shell Extremely Rare
Smoke Shell Rare
Solid Slugs Common
Tracer Rounds Common
Special Issue Ammunition
Slug Rounds
Name Dam Pen Special Wt. Availability
Penetrator Slug 1d10+3 I 4 Proven (4), Razor Sharp Very Rare
Explosive Slug 2d10 X 0 Blast (2) Very Rare
Flash Slug Blast (5) Very Rare
Toxin Slug 1d10+1 2 Blast (1), Corrosive, Toxic (2) Extremely Rare
Name Dam Pen Special Wt. Availability
Manticore Missile 4d10+12 X 12 Blast (15+1d10), Concussive (5) 4000kg Rare
Storm Eagle Rocket 6d10 X 4 Blast (10), Concussive (6) 4500kg Very Rare
Sky Eagle Rocket 4d10+12 X 12 Proven (4) 4000kg Very Rare
Artillery/Mortar Shells
Name Dam Pen Special Wt. Availability
Heavy Frag Shell 3d10 X 5 Concussive (3), Blast (8) 3kg Common
Heavy Minefield Shell 2d10 X 1 Blast (1) 3kg Rare
Infernus Mortar Shell 2d10+4 E 2 Blast (8), Flame 3kg Rare
Siege Shell 2d10+6 X 10 Concussive (2), Blast (3) 3kg Very Rare

Astartes Weaponry

Ork Weapons

Name Type/Group Range RoF Damage Pen Clip Reload Special Qualities
Slugga Pistol/ Solid Shot 20m S/3/– 1d10+4 I Pen 0 Clip 18 Reload Full Inaccurate, Unreliable
Shoota Basic/ Solid Shot 60m –/3/10 1d10+4 I Pen 0 Clip 30 Reload Full Inaccurate, Unreliable
Kustom mega-blasta Basic/Plasma 100m S/-/- 4d10+7 Pen 6 Clip 10 Reload 3 Full Blast 2, Overheats, Recharge, Shocking
Big Shoota Heavy/ Solid Shot 120m –/–/10 2d10+5 I Pen 2 Clip 120 Reload Full Inaccurate, Unreliable
Deffgun 1 Heavy/ Bolt Weapons 200m –/–/10 2d10+3 X Pen 6 Clip 80 Reload Full Tearing, Inaccurate
Deffgun 2 Heavy/Bolt Weapons 90m Special Special Pen 1d5 Clip 50 Reload 1d5 Full Inaccurate
Dakkagun Heavy/ Solid Shot or Vehicle 75m –/3/5 2d10+4 I Pen 4 Clip 80 Reload 2 Full Inaccurate, Unreliable
Burna Basic/ Flame 20m S/–/– 1d10+4 E Pen 2 Clip 6 Reload Full Flame, Spray, Unreliable
Skorcha Heavy/ Flame 30m S/–/– 1d10+7 E Pen 3 Clip – Reload – Flame, Spray, Unreliable
Rokkit launcha Heavy/ Launcher or Vehicle 150m S/–/– 3d10+6 X Pen 9 Clip 1 Reload Half Inaccurate, Unreliable
Kannon Heavy/Launcher or Vehicle 200m S/–/– 3d10+6 X Pen 6 Clip 1 Reload Full Blast [4], Concussive [2], Inaccurate, Unreliable
Lobba Heavy/Launcher or Vehicle 30-200m S/–/– 2d10 X Pen 1 Clip 1 Reload Full Blast [6], Concussive [4], Inaccurate, Indirect [2], Unreliable
Kill Kannon Heavy/Vehicle 100m S/–/– 3d10+8 X Pen 8 Clip 1 Reload Full Blast [8], Concussive [3], Inaccurate, Unreliable
Shokk Attack Gun Heavy 200m S/–/– 3d10 X Pen 0 Clip 1 Reload Full Blast [3], Inaccurate, Overheats
Grotzooka Vehicle 50m S/–/– 2d10+5 I Pen 2 Clip 25 Reload 2 Full Inaccurate, Scatter, Tearing, Unreliable
Skorcha Vehicle 30m S/–/– 1d10+7 E Pen 3 Clip – Reload – Flame, Spray, Unreliable
Supa Lobba Vehicle 30-200m s/-/- 4d10 X Pen 5 Clip 1 Reload Full Blast [10], Concussive [6], Inaccurate, Indirect, Unreliable)
Stikkbomb Grenade SBx3 s/-/- special special Clip 1 Thrown Special
Snazzgun Basic 100m S/2/- 2d10 I or E Pen 1d10 Clip 2 Reload Half Inaccurate, Overheats, Unreliable
Choppa Melee 1d10+1 R Pen 2 Tearing, Unbalanced
Big Choppa (Custom) Melee 1d10+6 R Pen 5 Tearing, Unbalanced
Burna Melee 1d10 E Pen 5 Power Field, Unwieldy
Grot Prod Melee 1d5 I Pen 0 Shocking
sneaky boot knife Melee 1d5 R Pen 0 Primitive (8)
tiny knives Melee 1d5 R Pen 0 Primitive (8)
Squig Bite Melee 1d10+6 R Pen 0 Primitive (8), Tearing
Dok’s tools Melee 1d10 I Pen 2 Tearing
‘urty syringe Melee 1d10+4 R Pen 3 Tearing, Toxic
Copper thumpin’ staff Melee 1d10 I Pen Variable (As Weirdboyz Psyker Rank Balanced, Primitive [7]
Power Klaw Melee 2d10+10 R Pen 7 Power Field, Unwieldy
Power Klaw (Deff Dread) Vehicle Melee 2d10+16 R Pen 7 Power Field, Unwieldy
Big shears (Killa Kan) Vehicle Melee 2d10+6 R Pen 6 Razor Sharp, Unbalanced
Buzz saw (Killa Kan) Vehicle Melee 2d10+8 R Pen 4 Tearing, Unwieldy
Buzz saw (Deff Dread) Vehicle Melee 2d10+12 R Pen 3 Tearing, Unwieldy

Remember to add Str bonus to melee weapons, along with half W.S. bonus for Crushing Blow and +1 for each Unnatural Strength bonus; Already factored for Walkers

Dark Eldar Weapons

Name Type/Group Range RoF Damage Pen Clip Reload Special Qualities
Splinter Rifle Basic or Vehicle 100m S/3/5 1d10+2 R Pen 3 Clip 200 Reload 2 Full Toxic [2])

Vehicle Weapons
• Splinter pod (Front-Facing; 75m; S/5/7; 1d10+2 R; Pen 3; Clip 200; Reload 2 Full; Toxic [1]).
• Splinter rifle (Basic/ Front-Facing; 100m; S/3/5; 1d10+2 R; Pen 3; Clip 200; Reload 2 Full; Toxic [2])
• Blaster (Front-Facing; 75m; S/–/–; 3d10+7 E; Pen 4; Clip –; Reload –; Lance)
• Splinter cannon (150m; –/5/10; 2d10+2 R; Pen 4; Clip 300; Reload 2 Full; Toxic [4])
• Dark lance (Front Facing; 200m; S/–/–; 4d10+7 E; Pen 5; Clip –; Reload –; Lance)
• Disintegrator (Front Facing; 200m; –/–/10; 2d10+6 E; Pen 9; Clip –; Reload –)

Weapon Special Qualities

ACCURATE - These weapons are designed with precision in mind and respond superbly in skilled hands. They grant an additional bonus of +10 to the firer’s Ballistic Skill when used with an Aim Action, in addition to the normal bonus granted from Aiming. When firing a single shot from a single Basic weapon with the Accurate Quality and benefiting from the Aim Action, the attack inflicts an extra 1d10 of Damage for every two Degrees of Success, to a maximum of an extra 2d10. These extra d10s cannot generate Righteous Fury.
BALANCED - Some weapons, such as swords and knives, are designed so that the weight of the hilt balances the weight of the blade, making the weapon easier to wield. Balanced weapons grant a +10 bonus to Weapon Skill Tests made to Parry. Even if the wielder is using multiple Balanced weapons, he only gains the bonus once.
BLAST (X) - Many missiles, grenades, and some guns create an explosion when they hit their target. When working out a hit from a Blast weapon, anyone within the weapon’s blast radius in metres, indicated by the number in parentheses, is also hit. Roll Damage once and apply it to each person affected by the blast.
CONCUSSIVE (X) - Some weapons create a deafening blast or shock wave when they hit. When a target is struck by a Concussive weapon, he must take a Toughness Test with a penalty equal to 10 times the number in parentheses (X). For example, a weapon with Concussive (2) would impose a –20 on Toughness Tests and Concussive (0) would be a Test with no penalty. If he fails, the target is Stunned for 1 Round per Degree of Failure. Additionally, if the target takes Damage greater than his Strength Bonus, he is knocked Prone.
CORROSIVE - Some weapons utilize highly caustic acids which cause damage to both the wearer and their equipment. If a target is hit by an attack from a Corrosive weapon, the Armour Points of any armour worn by the target in that location are reduced by 1d10 points. If the Armour Points of the armour are reduced below 0 or the target is not wearing any armour in that location, the excess amount of Armour Point Damage (the whole amount if the target is wearing no armour in that location) is dealt to the target. This excess Damage is not reduced by Toughness. A target’s armour can be reduced multiple times by the effects of a Corrosive weapon. The Armour Point Damage is cumulative. A suit of armour can be repaired with a successful Challenging (+0) Tech-Use Test. A Player Character who possesses the Armour Monger Talent can repair the armour while making use of that Talent.
CRIPPLING (X) - Particularly cruel or deadly weapons, usually employed by the xenos enemies of the Imperium, 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 Wound from this weapon, he 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 his Turn, he suffers Rending Damage equal to the number in parentheses (X) to whichever location received the original Damage. This Damage is not reduced by Armour or Toughness.
DEFENSIVE - A Defensive weapon, such as a shield, is intended to be used to block attacks and is awkward when used to make attacks. Defensive weapons grant a +15 bonus to Tests made when used to Parry, but impose a –10 penalty when used to make attacks.
FELLING (X) - To kill powerful foes often requires fearsome weapons or special rounds with the ability to punch through even the toughest hides. When calculating Damage from Felling weapons, reduce the target’s Unnatural Toughness Bonus by the number in parentheses (X). Felling only reduces Unnatural Toughness, not the target’s base Toughness Bonus. The reduction occurs for calculating Damage only and does not persist.
FLAME - Some weapons belch great gouts of flame, igniting anything they strike. If a target of a Flame attack is hit (even if he suffers no Damage), he must succeed on an Agility Test or be set on fire (see page 266).
If the target of the Flame attack is a Vehicle, the pilot of the vehicle must make the appropriate Operate Skill Test with a bonus equal to the Vehicle Armour value on the facing hit by the Flame Attack. If the pilot fails, the Vehicle immediately catches fire (see the On Fire! sidebar on page 284).
FLEXIBLE - Some weapons, such as whips, are made up from lots of loosely connected segments, such as chains or supple woven hides. These kinds of weapons lash about when used to attack and cannot be Parried.
FORCE - Force weapons are unique in that they only function properly when wielded by a true psyker, whose mental energies turn these ordinary looking weapons into devices of terrifying power. They can take the form of almost any normal hand weapon such as a sword, axe, halberd, or hammer, and in the hands of a non-psyker they function as such. When a psyker directs his powers through them, though, such a weapon can multiply his strength to superhuman levels.
Force weapons have special rules when used by a psyker and otherwise count as a Best Craftsmanship Mono variant of the standard Low-Tech weapon. In the hands of a psyker, the weapon deals bonus Damage and gains bonus Penetration equal to the psyker’s Psy Rating (so a Psy Rating 3 would grant +3 Damage and +3 Penetration) and the Damage type changes to Energy. In addition, whenever a psyker Damages an opponent, he may make a Focus Power Action (Opposed Willpower) as a Half Action. If he wins the Test, then for every Degree of Success, the Force weapon’s wielder deals an additional 1d10 E Damage, ignoring Armour and Toughness Bonus. Force weapons cannot be destroyed by a power weapon’s field.
HALLUCINOGENIC (X) - Hallucinogenic weapons use drugs or mind-altering exotic energy to disorient or disable their targets, often inducing a variety of short-lived psychological states and delusions. When a
creature takes a hit from a Hallucinogenic weapon, it must make a Toughness Test with a penalty equal to 10 times the number in parentheses (X) or suffer a temporary delusion and roll 1d100 on Hallucinogenic Effects. Respirators and sealed armour provide a +20 bonus to this Test. The effects last for 1 Round, plus 1 additional Round for every Degree of Failure.

Hallucinogenic Effects
Roll Effect
1 Bugsbugsbugsbugs! The character drops to the floor, flailing and screaming as he tries to claw off imaginary insects devouring his skin and flesh. In game terms, the character is Stunned.
2 My hands…! The character believes his hands have turned into slimy tentacles, or perhaps the flesh has begun to strip off the bone in bloody lumps. Regardless of the particulars, the character drops everything he is carrying and spends the duration staring at his hands and screaming. In game terms, the character is Stunned.
3 They’re coming through the walls! The character sees gruesome aliens bursting through the walls/ceiling/floor/bushes and opens fire. The character must spend each Turn firing at a random piece of terrain within his line of sight. Any creatures caught in the line of fire are subject to attacks as normal. Each Round, choose a new target at random (use the Scatter Diagram on page 255 to determine which direction that is, with a “7” meaning he shoots the ground, and a “0” meaning he fires wildly into the air).
4 Nobody can see me! The character believes he is invisible and wanders aimlessly, making faces at those around him. He waddles about in random directions each Round (use the Scatter Diagram on page 255), using a Full Action to move. The character retains his Reactions.
5 I can fly! The sky looks so big and inviting, the character flaps his arms trying to imitate a pterasquirrel. He may do nothing but jump up and down on the spot. If he is standing above ground level, he may throw himself off in a random direction, with the usual consequences for falling—appalling injury or death being the usual outcomes.
6 They’ve got it in for me… The character is overcome with paranoia, believing even his own comrades are out to get him. On the character’s Turn, he must move to a position of cover, getting out of line of sight from any other characters. He remains hidden until the effect ends.
7 They got me, mother… The character believes that the gas is toxic and collapses to the floor as if dead—he counts as being Helpless. Any other character who sees him “die” must pass an Intelligence Test or they think the character is dead too.
8 I’ll take you all on! The character is filled with a burning rage and a desire for violence. The character enters a Frenzy (see page 144) and attacks the closest opponent.
9 I’m only little! The character believes he has shrunk to half his normal size and everything else is big and frightening now. All other characters count as having a Fear Rating of 3 to the character.
0 The worms! The character desperately tries to remove a massive fanged worm he thinks is slowly winding its way up his leg. If holding a gun, he shoots himself with it or, if not, he hits himself in the leg with whatever melee weapon he is holding. If the character is currently holding no weapon, he draws a random weapon from those he carries and attacks himself with it. Randomly determine which leg the character believes to be trapped by the worm. The attack hits automatically and deals normal Damage.

HAYWIRE (X) - Haywire weapons make use of microwaves or electromagnetic radiation to destroy the inner workings of machines and tech. Everything within the field’s radius, indicated by the number in parentheses, is affected: Haywire (3) would affect an area with a three metre radius. Roll 1d10 on Haywire Field Effects (adding any modifiers from the weapon) to determine the strength of the effect. As the field slowly dissipates, the strength lessens one step in severity each Round until it becomes Insignificant (i.e., a result of Major Disruption would become Minor Disruption the following Round and then cease to have an effect the Round after that). Additional Haywire attacks in the same area do not stack but instead create a new effect that is either ignored if lower than the current effect or replaces the old one if higher.

Haywire Field Effects
Roll Field Strength
1–2 Insignificant: There is no noticeable effect on nearby technology.
3–4 Minor Disruption: All actions utilising technology, including firing Ranged weapons without the Primitive Quality, Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –10 penalty. The Base Movement of anyone in power armour is reduced by 1.
5–6 Major Disruption: All actions utilizing technology, including firing Ranged weapons without the Primitive Quality, Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –20 penalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components function as a Primitive weapon of the analogous type.
7–8 Dead Zone: Technology within the affected area completely ceases to function. Power armour becomes unpowered reducing the wearer’s move to 1. Characters with cybernetic replacements to any internal organ(s) suffer one level of Fatigue each Round they remain in the Dead Zone. Melee weapons with technological components (i.e. power swords) function as a Primitive weapon of their type.
9–0 Prolonged Dead Zone: As Dead Zone.

INACCURATE - Inaccurate weapons are either far too cumbersome to aim properly or lack any kind of reliable sights. No bonus is gained from the use of the Aim Action with these weapons.
INDIRECT (X) - Mortars and similar Launcher weapons are often fired in a suppression mode, where the actual enemy cannot be seen and only their rough location is known. In these cases, mortar shells and the like can be fired without any actual line of sight required. Often such weapons are fired in conjunction with a spotter who directs fire from the weapon. Any ally with an auspex or who can see the target can assist with indirect fire.

  • When making any ranged attack Action (Standard Attack, Semi-Auto Burst, or Full Auto Burst) with an Indirect weapon, the attack does not have to target a location in line of sight of the active player, but is made at a –10 penalty and requires a Full Action instead of the normal Half Action. The active character, however, must be aware of his intended target, either by using the target’s last known position, through the use of a spotter, or through other means. The GM makes the final determination on whether or not the character is aware of his target’s location and may add penalties to this ranged attack based on how aware the character is of his target.
  • For each hit with the ranged attack, roll once on the Scatter Diagram (see page 255). The hit instead strikes the ground at a location a number of metres away from the intended target, in the direction rolled on the Scatter Diagram, equal to 1d10 minus the firer’s Ballistic Skill Bonus—to a minimum of zero.
  • If the ranged attack fails, or if the Semi-Auto Burst or Full Auto Burst Actions fail to achieve the maximum potential hits, the remaining missed hits—up to the maximum potential hit for the rate of fire used in the attack—are still fired, but miss their target. For each missed hit, roll once on the Scatter Diagram (see page 255). The hit instead strikes the ground at a location Xd10 metres away from the intended target in the direction rolled on the Scatter Diagram (where X is equal to the number in parentheses [X]).
  • If the active character has a Comrade in cohesion, that Comrade may spend a Full Action to help the character in aiming and steadying the weapon. If he does, then the attack with the Indirect weapon does not suffer from the normal –10 penalty and all missed hits only scatter Xd5 metres.

LANCE - Lance weapons fire focused beams of devastating energy, piercing armour with ease. Weapons with the Lance Quality have a variable Penetration value that is dependent on the accuracy of each shot. When a target is hit by a weapon with the Lance Quality, increase the weapon’s Penetration value by its base value once for each Degree of Success achieved by the attacker. For example, if a Dark Eldar Kabalite Warrior hit a Leman Russ Battle Tank with a Dark Lance and achieved 3 Degrees of Success, the Dark Lance would have a Penetration value of 20—the base Penetration value of the Dark Lance of 5 plus 15, 5 for each of the three Degrees of Success—for that shot. Note that this means that a weapon with the Lance Quality always has at least a Penetration value of 5 if its wielder hits the target, as a hit represents a single Degree of Success.
MAXIMAL - Maximal weapons have two fire settings allowing the wielder to either use the weapon at its lower setting to conserve ammo and allow a higher rate of fire or make single powerful blasts that require the weapon to recharge between shots. Before making an attack, the user can choose to either fire the weapon normally, in which case it uses the profile detailed on Table 6–9: Ranged Weapons, or to fire it on Maximal. When the weapon is fired on Maximal it adds 10 metres to its Range, adds 1d10 to its Damage, and +2 to its Penetration. If it has the Blast Quality, then this is improved by +2; i.e., a weapon with Blast (3) become Blast (5). The weapon also uses three times the normal amount of ammo per shot and gains the Recharge Quality.
MELTA - Using intense blasts of heat to excite particles and carve away armour, these weapons can slag even the hardest materials if fired from a close enough range. This weapon doubles its Penetration when firing at Short Range.
OGRYN-PROOF - The bestial Ogryn that serve amongst the ranks of the Imperial Guard have hands that are not only much larger than those of a normal human, but also far stronger. Most Ogryn have a hard time using them to perform delicate, or even normal, tasks. There are many weapons, however, that are perfect for use by these cumbersome creatures. Characters with the Clumsy Trait can use any weapon with the Ogryn-Proof Quality with no penalty.
OVERHEATS - Certain weapons are prone to overheating, either because of poor design or because they fire unstable superheated ammunition. A weapon with the Overheats Quality overheats on an attack roll of 91 or higher. When a weapon overheats, the wielder suffers Energy Damage equal to the weapon’s Damage with a Penetration of 0 to an arm location (the arm holding the weapon if the weapon was fired one-handed, or a random arm if the weapon was fired with two hands). The wielder may choose to avoid taking the Damage by dropping the weapon. Dropping a weapon is a Free Action. A weapon that overheats must spend the Round afterwards cooling the weapon to overheat.
POWER FIELD - A field of power wreathes weapons with this Quality, increasing their Damage and Penetration. Such modifiers are already included in the weapon’s profile. When the character successfully use this weapon to Parry an attack made with a weapon that lacks this Quality, he has a 75% chance of destroying his attacker’s weapon. Weapons with the Warp Weapon Quality and Natural Weapons are immune to this effect.
PRIMITIVE (X) - Crude and basic in design, these kinds of weapons, while still deadly, are less effective against modern armour. When rolling for Damage with these weapons, any dice roll greater than the number in parentheses (X) counts as that number. For example, a weapon with Primitive (7) would count all Damage rolls of 8, 9 or 0 as 7. These weapons can still generate Righteous Fury as normal, on a Damage roll of 0.
PROVEN (X) - Weapons with a Proven Quality always inflict massive trauma and treat any dice roll for Damage lower than the Proven rating (as indicated by the number in parentheses) as if it were the Proven rating instead. Thus, a Proven (3) weapon would treat any die roll of 1 or 2 as a 3 for the purposes of calculating Damage.
RAZOR SHARP - Certain weapons or ammunition have the ability to slice right through armour if they hit just right. If the wielder scores three or more Degrees of Success when rolling to hit with this weapon, double this weapon’s Pen when resolving the hit.
RECHARGE - Because of the volatile nature of the weapon’s ammunition or due to the way it fires, the weapon needs time between shots to Recharge. The weapon must spend the Round after firing building up a charge and cannot be fired—in effect, the character can only fire the weapon every other Round.
RELIABLE - Based on tried and true technology, Reliable weapons seldom fail. Reliable weapons only jam on an unmodified hit roll of 00. Reliable weapons with the Spray Quality, or which do not make hit rolls, never jam.
SANCTIFIED - These weapons are blessed against the forces of Chaos. Any Damage inflicted by a Sanctified weapon counts as Holy Damage. Holy Damage does not have any integral effects, but works differently against some Daemonic and Warp creatures.
SCATTER - The standard ammunition of these weapons spreads out when fired, hitting more of the target. If fired at a foe within Point Blank range, every two Degrees of Success the firer scores indicates another hit (use Multiple Hits). However, at longer ranges this spread of small projectiles reduces its effectiveness. All Armour Points are doubled against hits from Scatter weapons at Long or Extreme Range.
SHOCKING - Shocking weapons can Stun their opponents with a powerful surge of energy. A target that takes at least 1 point of Damage from a Shocking weapon, after Armour and Toughness Bonus, must make a Challenging (+0) Toughness Test. If he fails, he is Stunned for a number of Rounds equal to his Degrees of Failure.
SMOKE (X) - Rather than inflicting Damage, these weapons throw up dense clouds of smoke to create cover. When a hit is scored from a weapon with the Smoke Quality, it creates a smokescreen a number of metres in diameter from the point of impact equal to the number in parentheses (X). This screen lasts for 1d10+10 Rounds, or less in adverse weather conditions (see the effects of Smoke on page 253).
SNARE (X) - Weapons with this Quality are designed to entangle enemies. On a successful hit, the target must make an Agility Test with a penalty equal to 10 times the number in parentheses (X) or be immobilised. For example, a weapon with Snare (1) would impose a –10 on Agility Tests. An immobilised target can attempt no other Actions except to try to escape the bonds. He can attempt to burst the bonds (a Strength Test) or wriggle free (an Agility Test) on his Turn. Both of these Tests to escape also have a penalty equal to 10 times the number in parentheses. The target is considered helpless until he escapes.
SPRAY - Spray weapons project a cone of missiles, liquid, or fire out to the range of the weapon. Unlike other weapons, Spray weapons have just one range and, when fired, hit all those in their area of effect. The wielder does not need to Test Ballistic Skill; he simply fires the weapon. All creatures in the weapon’s path, a cone-shaped area extending in a 30-degree arc from the firer out to the weapon’s range, must make a Challenging (+0) Agility Test or be struck by the attack and take Damage normally. Cover does not protect characters from attacks made by Spray weapons unless it completely conceals them. Because Spray weapons make no roll to hit, they are always considered to hit targets in the body, and jam if the firer rolls a 9 on any of his Damage dice (before adding any bonuses). Due to their inaccurate nature, Spray Weapons cannot be used to make Called Shot Actions.
STORM - A weapon with the Storm Quality unleashes shots at rapid speed, often through use of a double-barrelled design. This Quality doubles the amount of hits inflicted on the target and the amount of ammunition expended. For example, when firing a weapon with the Storm Quality in fully automatic mode, each Degree of Success yields two additional hits (up to the weapon’s firing rate, as normal).
TEARING - Tearing weapons are vicious devices, often using multitudes of fast-moving jagged teeth to rip into flesh and bone. These weapons roll one extra die for Damage, and the lowest result is discarded.
TOXIC (X) - Some weapons rely on toxins and poisons to do their damage. Anyone that takes Damage from a Toxic weapon, after reduction for Armour and Toughness Bonus, must make a Toughness Test with a penalty equal to 10 times the number in parentheses (X) or suffer an additional 1d10 points of Damage (of the same type as the weapon which inflicted the hit) not reduced by Armour or Toughness. For example, a weapon with Toxic (4) would impose a –40 on Toughness Tests. Some weapons or creatures may carry additional effects with their toxins or inflict more Damage as indicated in their individual descriptions.
TWIN-LINKED - A Twin-Linked weapon represents two identical weapons connected together and linked to fire at the same time, often through one pull of the trigger or push of a button. Twin-linked weapons are built this way in order to increase the chances of scoring a hit through the crude expedience of blasting more shots at the target. A weapon with the Twin-linked Quality gains a +20 to hit when fired and uses twice as much ammunition. In addition, the weapon scores one additional hit if the attack roll succeeds by two or more Degrees of Success. Lastly, the weapon’s reload time is doubled.
UNBALANCED - Heavy and difficult to ready after an attack, these kinds of weapons cannot be used to make Lighting Attack Actions, and impose a –10 when used to Parry.
UNRELIABLE - Certain weapons misfire more often than normal because they are badly maintained or constructed. An Unreliable weapon suffers a jam on a roll of 91 or higher, even if fired on Semior Full Auto.
UNWIELDY - Huge and often top-heavy, Unwieldy weapons are too awkward to be used with finesse. Unwieldy weapons cannot be used to Parry or make Lightning Attack Actions.

Weapon Customization

Through training and deployment, a soldier of the Imperial Guard spends virtually every moment with his trusted weapons within easy reach. Over time, his primary weapon becomes an extension of his body. As each soldier becomes increasingly familiar with his armaments, he may opt to make minor changes to the weapon. Extensive changes would invariably violate standard doctrine and draw the ire of superior officers. However, most officers choose to turn a blind eye to minor tweaks of the weapon. In this way, a character may find solutions to offset bad habits in the way they carry and wield the weapon, but also adjust it so that they may operate at their peak efficiency.
Keep in mind that the changes associated with customisation are invariably minor adjustments. To the casual observer, most of these changes are hardly noticeable. It is the very subtlety of these customisations that enable the Imperial officers to turn a blind eye to the tweaks. However, one or more of these minor changes may ultimately instil confidence in the soldier and increase his overall combat performance.
Weapon customisations may only be applied to a piece of equipment that is part of the Standard Regimental Kit or a favoured weapon of the soldier’s Regiment. Guardsmen never have sufficient exposure or training to safely customise more specialised weapons. Similarly, regimental officers are well versed with the various customisations that their men make. When they spot a soldier wielding a weapon with which they are less familiar, they are far more prone to issue punishments for unauthorised customisations of such armaments. Each character may install up to four customisations to any of his Standard Regimental Kit weapons.
All customisations require a Routine (+20) Trade (Armourer) Test. Success on the Test implements the modification. Characters who suffer two or more Degrees of Failure damage their weapons, requiring that it be returned to the supply depot for replacement. If customisations are attempted in the field when the supply depot is unavailable, such failure causes the weapon to become Unreliable. If the weapon was previously Reliable, it instead loses that Trait. Naturally, if the character loses or replaces a customised weapon, he also loses all of his customisations. A weapon newly issued from the supply depot is delivered in stock conditions.
Characters do not have to perform customisations for themselves. Instead, another more ably skilled character may make these changes for them. However, the character who performs the procedure might want some form of repayment for his services. Such compensation is entirely subject to the whim of the acting player or Game Master.


Some Guardsmen prefer a lighter, more manoeuvrable weapon than a rifle, while also requiring more stability than a pistol can offer. With the addition of a stock and possibly some additional modifications, a pistol weapon can be effectively turned into a carbine.
A weapon with this customisation changes its type to Basic and increases its Range by half.
Applies to: Any Pistol weapon.

The weapon’s hilt, under-barrel grip, or handle is modified to better fit the character’s hands. The grip might be textured, changed in size, or grooves might be added that align perfectly with the character’s fingers. As a consequence of these changes, the character for whom the customisation was performed receives a +5 to Ballistic Skill or Weapon Skill when wielding the weapon. Any other character wielding the weapon receives a –5 penalty, as the weapon feels slightly out of alignment when they attempt to use it.
Applies to: Any weapon.

The weapon has been modified so that its volatile nature is always at the forefront. A weapon with this modification is always ready to be fired or wielded in an instant. When using a Ready Action to prepare a weapon with this modification, a character may Ready another weapon or draw another item as part of the same action. However, any time a character who is carrying a weapon with this modification suffers four or more Degrees of Failure on a Movement Skill Test, this weapon fires, activates, or cuts itself free as a result of the jostling.
Applies to: Any weapon.

While the Departmento Munitorum issues long-lases and sniper rifles to dedicated snipers, some Guardsmen take it upon themselves to modify their weapons to better utilise their skill as a marksman. Often, this is most readily achieved with components from a similar or identical weapon, either scavenged from the field or “borrowed” from the quartermaster.
A weapon with an extended barrel increases its Range and weight by half.
Applies to: Any Las, Solid Projectile, or Bolt weapon.

The weapon’s internal mechanisms have been thoroughly lubricated and carefully maintained down to the finest detail. When the character uses the weapon as part of a Semi-Auto Burst Action, he counts as scoring one additional Degree of Success than actually rolled for purposes of determining the number of rounds that hit the target. Note that this modifier does not affect whether the initial attack hits the target, only whether additional rounds strike home. Weapons with this customisation are trickier to load as the ammunition feed must be more carefully engaged. Reload time is increased by an additional Half Action.
Applies to: Any ranged weapon capable of Semi-Automatic fire.

Some of the weapon’s components—typically stock, grip, hilt, or shaft—is constructed of materials manufactured or grown upon his regiment’s home planet. This serves as a powerful reminder of the Guardsman’s home and a constant reminder of his duty to serve and protect the Imperium of Man. Characters who wield a weapon that features this modification receive a +5 bonus to any Fear Test.
Applies to: Any weapon.

Expert marksmen sometimes disdain the use of automatic weapons, believing that a single, well-placed shot is far preferable. As a result of this thinking, some veterans modify their weapons to fire only single shots. While this may partially be for simple bragging rights, such modifications do reduce the wear on the weapon, maintaining its efficiency over longer periods of time.
A weapon with this customisation changes its fire mode to S/–/– and gains the Reliable Quality, or loses the Unreliable Quality, if it had it.
Applies to: Any Solid Projectile or Bolt weapon capable of Semi-Auto or Full Auto fire.

When the character holds a weapon with a modified stock up to aim, its contours perfectly align with his shoulder and cheek. The weapon fits his body perfectly and there is no moment of hesitation. As the character takes aim with the weapon, it feels like a natural extension of his body. When a character takes an Aim Action with weapons modified in this way, he receives an additional +2 bonus on a Half Action or an additional +4 bonus for a Full Action. This customisation is compatible with any other devices that modify Aim Actions. This customisation is most commonly applied to the stock of a Basic ranged weapon, but comparable changes may be made to virtually any weapon.
Applies to: Any weapon.

The mechanism for removing a magazine is carefully modified so that it may be ejected forcibly and rapidly, reducing the amount of time required for inserting fresh ammunition. The mechanism could be more thoroughly lubricated, might have springs or magnets installed, or might use some more sophisticated system. As a consequence of these changes, the weapon’s Reload time is reduced by a Half Action, down to a minimum of a Half Action. For example, a weapon that normally took 2 Full Actions to reload can be reloaded with one Full and one Half Action.
Applies to: Any ranged weapon.

This customisation involves shaving off excess parts, boring holes through non-structural solid features, and generally replacing as many parts of the weapon as possible with alternative components made of lighter weight materials. In some cases, these materials can be obtained from the stores of other regiments, while in others, they must be fabricated from whatever materials are available on the base. Regardless of how the changes are implemented, weapons that undergo this customisation decrease their weight by 20%, or a minimum of a 0.5 kg loss. However, the resulting weapon is substantially more fragile. If it is used in melee—either as intended or as an improvised weapon—it may crumple under an impact. Any unmodified roll of 90–100 results in the weapon shattering and becoming irreparably damaged.
Applies to: Any weapon.

Additional support brackets are affixed to the weapon so that it can better handle the stresses of battlefield abuse. These brackets could be scavenged from other equipment, custom fabricated from alternative components, or simply be from alternative patterns of comparable weapons. With the additional reinforcement, the weapon is better suited to melee combat. If the customised arm is a ranged weapon, it receives an additional +1 bonus to Damage when used as an improvised weapon. If the base item is a Melee weapon, when parried by a weapon with a power field, its chance of destruction is reduced to 60%. In any case, the weapon’s weight is increased by 20%.
Applies to: Any weapon.

The character inscribes a sacred script from the Imperial Creed upon the weapon. These inscriptions are generally etched into the weapon’s surface and might be lavishly illuminated with valuable metals, jewels, and embedded relics, medals, or talismans from members of the Ecclesiarchy. Characters who wield these weapons are held in high regard by any priests or missionaries with whom they work but are also held to the highest standards by these same individuals. The constant reminder of their faith serves to instil additional courage in the weapon’s wielder when his faith is tested. The weapon provides a +10 bonus to any Pinning Test.
Applies to: Any weapon.

While most often applied to shotguns, other weapons are sometimes cut down. Though this modification results in a slight reduction in range and power, sawn-off weapons are lighter and more easily manoeuvrable, making them desirable for city fighting or boarding actions, where soldiers must be able to move through narrow doors or other openings, while keeping their weapon ready. Sawn-off weapons are also easier to conceal, a trait which, while desirable for hive gangers and other criminals, can also come in handy for a Guardsman attempting to hide his unsanctioned firearm during inspection.
A sawn-off weapon reduces its range and weight by one quarter and inflicts an additional +2 Damage when fired at Short Range or closer.
Applies to: Any shotgun or autogun.

Through precise adjustments, the weapon is modified so that its trigger pull better fits with the length of the character’s fingers and the way they grip the weapon. This is a very precise adjustment that requires careful workmanship to not disrupt the firing mechanism, safety features, and the travel length of the trigger. When wielding a weapon with a finely adjusted trigger, the character is able to aim the weapon and snap off the first shot much more quickly. During the first Round of combat, a character wielding a weapon with this modification receives a +1 bonus to Initiative. However, due to the variation, if any other individual uses the weapon, he suffers a –5 penalty to Ballistic Skill Tests made with it.
Applies to: Any ranged weapon.

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