Hypercube Staff | Weapon |
The staff is nearly heretical with the Adeptus Mechanicus due to the source of the staff being an Electroleech Stave. Atop staff, floating in the center of a Faraday cage appears to be a small Hypercube.
5 Stun Charges, then the device is unpowered. A successful hit uses 1 stun charge (for shocking).
Shocking: A successful hit automatically shakes target.
Overcharge: The damage on this weapon is increased to Str+1d6 for 1 charge or Str+2d6 for 2 charges.
Balanced: Increase your parry by 1.
Stun Charge: Blunt weapons can be rigged to deliver a stunning charge of energy. After a target is hit by the weapon (including a Touch Attack), resolve damage. Then the victim must make a Vigor roll or fall prone and Incapacitated. At the start of each subsequent action, he makes a Vigor roll to revive. Success means he revives but is Shaken for the round and can recover on the next as usual A raise means he revives instantly and is not Shaken. An unpowered stun weapon does normal damage.
Edges: Danger Sense, Power Surge, Rapid Recharge.
|
Glavia Pattern Subdermal Plating | Subdermal Plating |
The Cult of the Micro-Omnisiah created this Subdermal plating to better protect the Techpriests of their order. The subdermal plating provides increased armor (+2) to the wearer, but also harbors millions of nanogenic machines
designed to repair damaged done to their host.
Resident nanogenic machines heal the recipient when wounded.
They automatically heal one wound per day and add +4 to rolls to
resist Bleeding Out. They have a 50% chance per day of healing any
disease or poison once it gets into the blood stream (assuming the
character is still alive).
|
Arkkad-Pattern Bionic Heart | Bionic Organ |
The Arkkad-Pattern Bionic Heart is designed with medicae compound designed to force the body to hybernate when facing trauma.
Reactive Plasma: You ignore all wound penalties when making vigor checks for soaking and also for healing rolls made for you.
Hybernation Protocal: If you are incapacitated, your body enters a state of hibernation for a maximum of 6 hours before dieing.
Void Acclimation: If you are exposed to the void you remain conscious for 10 minutes, but are reduced to 1 action per turn. You can survive in the void for up to 30 minutes.
|
Centipede Legs | Bionic Appendage |
Stretching behind you are rows of logs designed to carry your body with the most efficiency.
Combat Protocal: You're legs have learned to avoid combat, shooters take a -2 penalty when targeting you.
Weapon Mount: You can mount a total of 4 weapons on your legs (2 on each side) or 1 vehicle weapon. These weapons are fired with your tech-use.
|
Gorescream (Cursed Chain Axe) | Weapon |
Curse Effect: Aligned with Khorne, weeps blood
Curse Effect: When turned the weapons screams causes everyone in the area to cower in fear (make a fear check to see result), except the wielder.
Tearing: Roll damage twice and take the higher result.
|
Bolter-Blade | Weapon |
This odd weapon seems to combine both a mono-molecular blade and a Boltgun. The weapon is unwieldy and requires a agility of 1d8.
Mono-Molecular: The blade of the weapon is honed to a maximum sharpness.
Gunblade: On a successful Melee hit, the weilder can make a shooting test. On a hit the target also takes damage from the loaded bolt in the blade.
Boltgun: The weapon also functions as a Boltgun. Range 24/48/96, Damage (by type), RoF 1, Shots 6, HW
|
Executioner Pistol | Weapon |
Boltgun: The weapon also functions as a Boltgun. Range 24/48/96, Damage (by type), RoF 1, Shots 6, HW
Needle Pistol: Damage 2d10, RoF 1, Shots 4, HW, AP 12.
Silent: When firing the Needle Pistol, the shot is silent.
Toxin Dart: Available once per comabt. On a successful hit of the needle pistol, the target must make a
vigor check with a -2 penalty. On a success the target suffers 1 wound and is exhausted. On a failure the
target dies in 2d6 rounds without treatment.
A combination of a Bolt Pistol and a Needle Pistol, this weapon is utilized exclusively by Imperial Eversor Assassins.
This weapon can change modes of fire at a twitch of a finger, firing hypertoxin darts one second and mass reactive
shells the next. Many an Eversor's victims are hit with both.
|
Plasma-Blade | Weapon |
The blade of the weapon can be "charged" using a rechargable power core. The charge lasts 30 minutes before needing to be recharged and cannot be shut off or holstered after activated. While the weapon is charged the blade can cut through virtually any armor.
Plasma-Blade: While the weapon is activated the sword has AP 16 and the damage increases to Str+1d10.
|
Stealth-Blade | Weapon |
The blade collapses into a stealth sheath making it nearly impossible to detect.
Steatlh Kit: The weapon is easy to hide and cannot be detected when sheathed, unless it is specifically inspected.
|
Hellblade | Weapon |
An blade containing a demon of Khorne.
|
Weight of Duty | Weapon |
An Adeptus Astartes Relic discovered in the future Santa Dimfnah's Warp Core, used to kill a demon.
The hammer contains 5 Power Points (that refresh every day).
Each power point spent inceases damage of the weapon by 1d12 for 2 turns, but decreases Fighting rolls and parry by -1.
You can spend 1 power point per turn.
Holy Relic: When used against Chaos or Warp Entitites the weapon always deals Str+3d12 damage.
|
Thrax-Pattern Muscle Graft | Bionic Organ |
Strength Upgrade: Increases the Strength of the character by 1.
Adaptive Response: Once per combat, you can instantly unshake.
The Thrax Pattern Muscle Graft was created by the now destroyed bio-forges on Thrax. The muscle graft was
designed as a combat enhancement graft and allowed quicker recovery from injuries in the battlefield.
|
Stryxian Compact | Special |
This elaborate document, written in alien characters upon
unidentifiable xenohide vellum, is a trade agreement signifying
the bearer as a (somewhat) trusted trading partner of the
nomadic Stryxis. Normally found in the possession of only
the most unscrupulous Rogue Traders, the bearer of a Styxian
Compact receives a +20 Bonus on all Interaction Skill Tests
when dealing with the Stryxis. Though each Compact is
supposedly issued only to specific humans who have earned
the trust of the race, the Stryxis care little about the identity
of the bearer, respecting the terms of the Compact regardless
of who presents it.
|
Primaris Melta-Gun | Weapon |
Notes: Rate of Fire: 2, HW, affects least-armored area, target may catch fire.
Melta-Weapon: If a Melta-Weapon explodes, the armor of the target is permanently reduced by the amount of exploded dice.
Storming: Storm weapons deal an additional dice damage when it explodes.
Plasma is superheated gas that can flash boil the flesh from a man or beast in the blink of an eye. Unlike a flamethrower, the fuel tank is stored in the weapon itself—usually in the form of energy rather than liquid propellant. When the trigger is depressed, the gas is heated and ejected as a small comet-like ball.
|
Enhanced Processing Liver | Bionic Organ |
Prerequisite: Can only be used by Eversor Assassins.
Power Reserve: Incease your power points by 5.
A common problem in failed Eversor assassin's was the bodies ability to process the combat drugs in their system.
A unique solution was devised as an enhanced secondary liver was developed that allowed re-uptake of drugs to
increase logevity of the assassins by 5 minutes.
|
Narthecium | Special |
Twice per game, you can stabalize someone as a free action.
+4 to healing for disease or poison checks.
You ignore wound penalties on characters you are healing.
|
Mars-Pattern Magos Utility Mechadendrite | Mechadendrite |
Utility: This item counts as all possible tools for any repair or tech-use check.
Cyberjack: Real hackers don’t use keyboards—they tap directly into the system via a datajack. This adds +4 to all Knowledge rolls dealing with electronics. If the character fails such a roll anyway, the intense feedback causes a level of Fatigue that fades in one hour and can cause Incapacitation but not death. If the system was particularly powerful or well-protected, failure (including during a failed Dramatic Task) causes 3d6 damage (or more for very high-end corporate or military computers). Armor offers no protection from this damage.
Skill Chip (FL: Adeptus Mechanicus): Incease the skill by 1 die type (or add +1 if at 1d12).
Skill Chip (K: Security/Ciphers): Incease the skill by 1 die type (or add +1 if at 1d12).
This Mechadendrite usually is only given to the head Magos on Mars. Having one is a high honor among the
adeptus mechanicus.
|
Nano-Genus Mechadendrites | Mechadendrite |
Power Points: This item has 10 Power Points, this is refreshed per session.
Powers: Healing, Succor
Manufacturer: Spending 2 Power Points allows you to create a simple item. This can be done without power points for RP purposes.
Repair: Each power point spent on a repair actions increases its result by 4 (and can be used for an automatic success).
|
Telemachus-Pattern Shock Staff | Weapon |
Notes: 5 Stun Charges, then the device is unpowered. A successful hit uses 1 stun charge (for shocking).
Shocking: A successful hit automatically shakes target.
Overcharge: The damage on this weapon is increased to Str+1d6 for 1 charge or Str+2d6 for 2 charges.
Stun Charge: Blunt weapons can be rigged to deliver a stunning charge of energy. After a target is hit by the weapon (including a Touch Attack), resolve damage. Then the victim must make a Vigor roll or fall prone and Incapacitated. At the start of each subsequent action, he makes a Vigor roll to revive. Success means he revives but is Shaken for the round and can recover on the next as usual A raise means he revives instantly and is not Shaken. An unpowered stun weapon does normal damage.
Arcing: Using 2 charges sends out an arcing bolt of energy, allowing you to make the attack at range 10/20/30.
Shock Nova: Using 3 charges sends out a burst of energy centered on you in a MBT. Characters must make a Agility roll vs your Tech Use. You are unaffected by the burst.
|
Third Eye Monocle | Monocle |
Requirement: User must be a Navigator.
Notes: The monocle contains 10 power points and can be used to cast the following powers, whether or not the user knows the power.
Powers: Deflection, Dispel, Divination, Farsight, Fear, Havoc.
|
Hypercube | Hypercube |
While holding this cube you have the following edges.
Edges: Danger Sense, Power Surge, Rapid Recharge
A small cube that fits in the palm of your hand.
|
Mars-Pattern Power Axe | Weapon |
Powered: The weapon contains a variable burst of energy that’s released on impact. It adds +1d6 to the character’s damage. With a raise on the attack roll, the character’s damage is a d10 instead of a d6. Power weapons function as their base type when drained of energy.
Tearing: Roll damage twice and take the higher result.
|
Mono-Kriegsman Shovel | Weapon |
Notes: AP 5
Molecular Blade: Edged weapons such as daggers or swords can be given a monofilament, “molecular,” or extremely thin edge, making them far sharper than usual. This gives the weapon +2 damage and adds half its damage die type in AP (+2 AP for a d4, +4 AP for a d8, and so on). Molecular blades require no power.
Returning: By some oddity of craftsmanship, this weapon always returns to your hand after throwing it.
Your not sure who decided to craft a shovel with a Mono-Molecular spade, but you are thankful that when equipment was given out
it ended up in your hands. The weapon appearst to be of a far greater craftsmanship than any other you have seen in the corps.
|
Mars-Pattern Heavy Flamer | Weapon |
Notes: HW, may set targets on fire. May be fired as a Cone or MBT up to 18”.
Notes: Always affects the targets least armored area.
Melta-Weapon: If a Melta-Weapon explodes, the armor of the target is permanently reduced by the amount of exploded dice.
Balanced: Increase your parry by 1 while using this weapon.
Robust: Due to the nature of the construction, the weapon can take hits for you. Shooters take a -1 penalty to shoot you.
|
Inquisitorial Hand Flamer | Weapon |
Notes: HW, may set targets on fire. May be fired as a Cone or MBT up to 18”.
Notes: Always affects the targets least armored area.
Melta-Weapon: If a Melta-Weapon explodes, the armor of the target is permanently reduced by the amount of exploded dice.
Warp-Bane: Increase the damage to 4d12 against deamons.
Fearful: Anyone who takes damage by this weapon is feared and take a -2 penalty on their next round attacking you on a failed Spirit roll. This only triggers once per combat per character.
|
Torbjab Mounted Heavy Flamer | Weapon |
Notes: HW, may set targets on fire. May be fired as a Cone or MBT up to 18”.
Notes: Always affects the targets least armored area.
Notes: 1/2 damage penetrates all armor.
Notes: A flame weapon can be directed at an armored foe to ablate the armor.
Armed: The flamer can be mounted by a normal sized person. They add +2 to their shooting roll with the weapon.
Nova: Once per combat, this weapon can fire at everyone surrounding the target in a SBT.
Ablative: Make a shooting roll against an individual, instead of dealing damage, the target's armor is reduced by 1/2 of the damage done.
|
Sanctioned Eldar Lasblaster | Weapon |
Notes: Shooting +2, Rate of Fire: 3, HW, AP 12, 3RB.
Balanced: Increase your parry by +1.
Your not sure how this weapon wasn't deemed heretical, but it has the red "Sanctioned" inquisition stamp on the side to
prove it. Oddly, this weapon doesn't appear to need to be recharged or take powercells.
|
Sydonian Taser Lance | Weapon |
Charges: 6
Recharge Length: 4 hours.
Note: Charging the weapon lasts 1 round of combat.
Stun: A successful attack with a charged weapon can stun a target. On their next round, they can only take 1 action.
AP: This weapon can ignore uninsolated armor.
Taser Weapons are a type of weapon used by Adeptus Mechanicus Skitarii. Powered by a hyperdynamo capacitor, taser weapons store an incredible amount of energy. A solid impact will cause this energy to discharge in a scorching blast. After unleashing the electrical discharge is stored by the electrothief prongs at goad's tip.
|
Shocking Omnisian Axe | Weapon |
Shocking: A successful hit automatically shakes target.
Power Weapon: The weapon contains a variable burst of energy that’s released on impact. It adds +1d6 to the character’s damage. With a raise on the attack roll, the character’s damage is a d10 instead of a d6. Power weapons function as their base type when drained of energy.
A holy icon of the Cult Mechanicus, the Omnisian Axe or glaive is granted to adepts who have shown their faith to the
Machine God in battle. These fearsome weapons have no equal amongst power weapons and are only gifted to tech-priests
by their superiors. Saw-toothed and marked with sacred equations they are forged with the finest materials and use
secrets of tempering and field generation. To the followers of the Machine God, the bearer of an Omnisian glaive is a
most blessed figure, a furious incarnation of the Machine God's power in war.
|
Imperial Rosarius | Shield |
This necklace is said to bless the wearer with the protection of the Emperor.
Shield Points: 50
Quick: This item can be activated after an attack has hit the target. This use uses an additional 20 shield points.
Shield: All damage is dealt to the shield first. Any damage over the shield quantity is negated. Leaving a shield active depletes it at a rate of 5 per round.
Note: This shield has no effect on melee attacks. It can be used to protect the wearer from the void for 1 minute per 5 shield points.
Recharge Length: 8 hours in recharge basin.
|