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Lexicanum

The Armoury

The manifest itself — every sanctioned pattern, sacred relic, and proscribed device on record. How access, restrictions, and traits work is codified under Wargear Doctrine.

The Armoury

350 / 350 Records
Access //

Weapons

Weapons are divided by type, logistics, rarity, and battlefield role. A lasgun solves supply. A bolter solves an argument. Plasma solves a problem and may create a new one.

Las Weapons

Reliable, rechargeable, and common across Imperial forces.

Common Issue

Laspistol

Sidearm of officers, clerks, and everyone who hopes not to need it.

DMG 1d6 energy · RNG 40/120 · MAG 40

Ammo: Magazine 40 · Power pack · Reload: Bonus Action

RechargePistolHumanForge-Bound HumanMunitorum Issue
Common Issue

Lasgun

The Imperium's answer to everything. Reliable, rechargeable, everywhere.

DMG 1d8 energy · RNG 80/300 · MAG 60

Ammo: Magazine 60 · Power pack · Reload: Bonus Action

RechargeHumanGuardsmanMunitorum Issue

A lasgun never doubts.

Restricted Issue

Long-las

Marksman-pattern las weapon for scouts, snipers, and disciplined killers.

DMG 1d10 Energy · RNG 150/600 · MAG 25

Ammo: Magazine 25 · Power pack · Reload: Bonus Action

RechargeScopedTwo-HandedHumanGuardsmanAssassinInquisition IssueMunitorum Issue

The lasgun's patient, meaner cousin.

Restricted IssueDraft

Hot-shot Lasgun

High-output las weapon issued to elite troops, kill-teams, and specialists expected to face armor.

DMG 1d12 Energy · RNG 80/300 · MAG 30

Ammo: Magazine 30 · Power pack · Reload: Bonus Action

MagazineArmor-CuttingTwo-HandedHumanGuardsmanInquisitorArbitesInquisition IssueMunitorum Issue

Reliable enough to trust. Powerful enough to ration.

Restricted IssueDraft

Hot-shot Laspistol

Compact high-output sidearm favored by officers, agents, and elite operatives.

DMG 1d8 Energy · RNG 40/120 · MAG 20

Ammo: Magazine 20 · Power pack · Reload: Bonus Action

MagazinePistolArmor-CuttingHumanInquisitorCommissarArbitesAssassinInquisition IssueMunitorum Issue

Small enough to hide. Bright enough to regret.

Solid Projectile Weapons

Cheap, brutal, common in hives, gangs, PDF forces, and criminal spaces.

Common Issue

Stub Revolver

Six answers to most underhive questions.

DMG 1d8 piercing · RNG 40/120 · MAG 6

Ammo: Magazine 6 · Internal magazine · Reload: Bonus Action

MagazinePistolHumanBlack Market
Common Issue

Autogun

Mass-stamped, mass-issued, mass grave adjacent.

DMG 1d8 piercing · RNG 80/240 · MAG 30

Ammo: Magazine 30 · Detachable magazine · Reload: Bonus Action

MagazineBurstHumanBlack Market
Common Issue

Autopistol

Cheap automatic sidearm found everywhere from underhive gangs to desperate militia.

DMG 1d6 Piercing · RNG 40/120 · MAG 18

Ammo: Magazine 18 · Detachable magazine · Reload: Bonus Action

MagazinePistolLightHumanGuardsmanAssassinArbitesBlack Market

The sound of bad decisions in an alley.

Common Issue

Combat Shotgun

Brutal close-range weapon used by enforcers, boarding crews, and people who expect doors to be a problem.

DMG 1d10 Piercing · RNG 30/90 · MAG 8

Ammo: Magazine 8 · Internal magazine · Reload: Bonus Action

MagazineSpreadTwo-HandedHumanArbitesInquisitorBlack MarketArbites Issue

Subtlety failed. The shotgun has arrived.

Common Issue

Stub Rifle

Simple civilian or militia rifle. Unimpressive, dependable, and everywhere.

DMG 1d8 Piercing · RNG 90/300 · MAG 5

Ammo: Magazine 5 · Internal magazine · Reload: Bonus Action

MagazineTwo-HandedHumanBlack MarketMunitorum Issue

Not glorious. Still lethal.

Restricted IssueDraft

Sniper Rifle

Precision solid-slug weapon for assassins, scouts, and patient murder.

DMG 1d10 Piercing · RNG 160/700 · MAG 6

Ammo: Magazine 6 · Detachable magazine · Reload: Bonus Action

MagazineScopedTwo-HandedHumanAssassinGuardsmanInquisition IssueBlack MarketInquisition Issue

The prayer is distance. The sermon is one shot.

Restricted IssueDraft

Heavy Stubber

Crew-served or braced machine gun used to hold corridors, barricades, and doomed positions.

DMG 2d8 Piercing · RNG 120/480 · MAG 75

Ammo: Magazine 75 · Belt feed · Reload: Bonus Action

MagazineBurstHeavy WeaponHumanGuardsmanArbitesMunitorum Issue

For when the answer is: that hallway belongs to us.

Bolt Weapons

Explosive authority and sacred violence.

Rare Issue

Bolt Pistol

Explosive sidearm of officers, zealots, executioners, and terrifying authority figures.

DMG 1d10 Piercing · RNG 40/120 · MAG 8

Ammo: Magazine 8 · Detachable magazine · Reload: Bonus Action

MagazinePistolDetonatorHeavy RecoilHumanInquisitorCommissarSister of BattleMinistorum PriestInquisition IssueEcclesiarchy Issue

An argument with a trigger.

Rare Issue

Human Boltgun

Human-scale bolt weapon. Loud, sacred, expensive, and politically suspicious.

DMG 1d12 Piercing · RNG 100/400 · MAG 24

Ammo: Magazine 24 · Detachable magazine · Reload: Bonus Action

MagazineDetonatorHeavy RecoilTwo-HandedHumanInquisitorSister of BattleInquisition IssueEcclesiarchy Issue

If a normal soldier has one, someone important is missing theirs.

Flame, Plasma & Melta

Specialist weapons for people who are trusted, desperate, or already written off.

Restricted IssueDraft

Hand Flamer

Compact flame weapon used by priests, Sisters, agents, and people making a point.

DMG 1d8 Fire · RNG 10-ft cone · MAG 4

Ammo: Magazine 4 · Fuel canister · Reload: Bonus Action

Targeting: Cone 10 ft. · AGI Save

MagazineTorrentPistolHumanSister of BattleMinistorum PriestInquisitorInquisition IssueEcclesiarchy Issue

For close arguments with heresy.

Restricted Issue

Flamer

Cleansing fire in portable form.

DMG 2d6 Fire · RNG 15-ft cone · MAG 6

Ammo: Magazine 6 · Fuel canister · Reload: Bonus Action

Targeting: Cone 15 ft. · AGI Save

MagazineTorrentHeavy WeaponHumanGuardsmanSister of BattleMinistorum PriestInquisition IssueMunitorum IssueEcclesiarchy Issue

Nothing hides in holy fire. Not for long.

Rare IssueDraft

Plasma Pistol

Compact starfire with a grudge against its user.

DMG 2d8 Fire · RNG 40/120 · MAG 12

Ammo: Magazine 12 · Power cell · Reload: Bonus Action

MagazinePistolOverheatHumanInquisitorCommissarSister of BattleMunitorum Issue

Prestige, power, and a future hand injury.

Rare Issue

Plasma Gun

Devastating energy weapon for armored targets, monsters, and people with poor risk assessment.

DMG 2d8 Fire + 1d8 Energy · RNG 80/300 · MAG 24

Ammo: Magazine 24 · Power cell · Reload: Bonus Action

MagazineOverheatTwo-HandedHumanGuardsmanInquisitorInquisition IssueMechanicus IssueMunitorum Issue

Overheats on a natural 1 — the wielder pays.

Solves the problem. May become the problem.

Rare IssueDraft

Meltagun

Short-range anti-armor weapon that turns bunkers, doors, and nightmares into liquid regret.

DMG 6d6 Fire · RNG 20/40 · MAG 5

Ammo: Magazine 5 · Power cell · Reload: Bonus Action

MagazineArmor-CuttingLoadingTwo-HandedHumanGuardsmanInquisitorSister of BattleEcclesiarchy IssueMunitorum Issue

The universal key. The door screams.

Explosives

Grenades, launchers, and area problems. Pull pin, make space.

Restricted IssueDraft

Grenade Launcher

Flexible launcher for frag, smoke, krak, and specialty grenades.

DMG By grenade · RNG 80/240 · MAG 6

Ammo: Magazine 6 · Internal magazine · Reload: Bonus Action

MagazineLoadingHeavy WeaponHumanGuardsmanArbitesInquisitorMunitorum Issue

Indirect solutions for direct problems.

Common Issue

Frag Grenade

Anti-personnel explosive for clearing groups, rooms, and bad ideas.

DMG 3d6 Piercing · RNG Thrown 30

Targeting: Burst 15 ft. · AGI Save · Scatter

ExplosiveBlastThrownConsumableHumanBlack MarketMunitorum Issue

Pull pin. Make space.

Restricted IssueDraft

Krak Grenade

Anti-armor explosive for doors, walkers, monsters, and terrible ideas. A focused, shaped charge — one target, no blast wave.

DMG 5d8 Fire · RNG Thrown 30
ExplosiveArmor-CuttingThrownAnti-VehicleDemolitionConsumableHumanGuardsmanInquisition IssueMunitorum Issue

Single target: a thrown attack against one creature, vehicle, structure, door, or object — never a blast area. Placed as a charge on an adjacent stationary, unattended target, the attack is made with Advantage and cannot scatter.

A small answer to a large problem.

Common Issue

Smoke Grenade

Creates obscuring smoke in a 20-foot area.

Targeting: Burst 10 ft. · Scatter · Zone 3r

SmokeThrownConsumableHumanArbitesGuardsmanInquisition IssueMunitorum Issue

Creates a smoke zone for 3 rounds: vision through or into the smoke is heavily obscured, and ranged attacks traced through it suffer Disadvantage (apply in the attack dialog).

Sometimes survival is just making everyone worse at shooting.

Restricted IssueDraft

Incendiary Grenade

Promethium gel in a canister. The blast is the introduction; the burning ground is the argument.

DMG 2d6 Fire · RNG Thrown 30

Targeting: Burst 10 ft. · AGI Save · Scatter · Zone 2r

ExplosiveIncendiaryBlastThrownConsumableHumanGuardsmanInquisition IssueMunitorum Issue

Burst: Agility Save (DC 12) for half damage. The area keeps burning for 2 rounds — creatures starting their turn in it take 1d6 fire damage and flammable objects may ignite (GM adjudicates).

Fire does not negotiate.

Restricted IssueDraft

Stun Grenade

Concussion, light, and overpressure. Nobody dies; everybody stops.

Targeting: Burst 10 ft. · TGH Save · Scatter

ExplosiveConcussionBlastThrownConsumableHumanArbitesGuardsmanInquisition IssueMunitorum Issue

Burst: Toughness Save (DC 12). On a failure the target is Stunned until the start of its next turn; on a success it is merely rattled (no effect).

The polite grenade.

Melee Weapons

Close violence, duels, charges, executions, and terrible final moments.

Common Issue

Combat Knife

The last argument and the first tool.

DMG 1d4 Slashing
LightFinesseHumanForge-Bound HumanAstartesMunitorum Issue

Everyone needs one. Astartes simply make worse use of it.

Common Issue

Sword, Axe & Maul

Honest steel in a galaxy of worse options.

DMG 1d8 slashing or bludgeoning
HumanForge-Bound HumanBlack Market
Common Issue

Shock Maul

Lawkeeper's stun weapon, excellent for arrests and very enthusiastic compliance.

DMG 1d8 Lightning
StunOne-HandedHumanArbitesInquisitorArbites Issue

The law has voltage.

Restricted Issue

Chainsword

Roaring badge of intent.

DMG 1d10 Slashing
ChainHumanGuardsmanCommissarInquisitorSister of BattleEcclesiarchy IssueMunitorum Issue

Subtlety ends when the teeth start singing.

Restricted Issue

Psyker Staff

A rune-bound focus staff of psy-reactive alloy: a channel for the Warp in trained minds, and a grounded strike for everything else.

DMG 1d8 Impact
Two-HandedPsychic FocusForce ConduitGrounding RodPsykerLibrarianScholastica Psykana Issue

Strikes use your Willpower modifier. Psychic Focus: +1 to Psychic Tests while a Psyker or Librarian wields it. Force Conduit: after successfully manifesting a power, your next successful staff hit before the end of your next turn deals +1d6 Warp. Grounding Rod: once per scene, reduce a Perils or psychic-backlash consequence you suffer by one severity step.

In untrained hands, an expensive walking stick. Non-psykers gain none of its focus benefits.

Restricted IssueDraft

Chainaxe

Less elegant than a chainsword. Somehow more honest.

DMG 1d12 Slashing
ChainTwo-HandedHumanGuardsmanInquisitorBlack Market

For people who believe overkill is a logistics category.

Rare Issue

Power Sword

Noble, sacred, terrifying, and almost never legally casual.

DMG 1d8 Slashing + 1d8 Energy
Power FieldFinesseHumanInquisitorCommissarSister of BattleRelicEcclesiarchy IssueInquisition Issue

An heirloom that cuts tanks.

Rare IssueDraft

Power Maul

Field disruption weapon used by officers, enforcers, and sanctioned brutality specialists.

DMG 1d10 Bludgeoning + 1d6 Energy
Power FieldStunHumanArbitesInquisitorEcclesiarchy IssueArbites Issue

Compliance, but liturgical.

Rare IssueDraft

Eviscerator

Oversized two-handed chain weapon favored by zealots and maniacs with paperwork.

DMG 2d10 Slashing
ChainSlowTwo-HandedHumanMinistorum PriestSister of BattleRelicEcclesiarchy Issue

The sermon has teeth.

Radium Weapons

Radiation-fed arms of the forge worlds. The wound keeps working after the shot.

Weapons of the Machine Cult. Forge-Bound weapons are not mass-market arms. They are sacred mechanisms, doctrinal tools, radiation-fed carbines, arc emitters, galvanic rifles, phosphor projectors, and machine-blessed instruments of removal. A lasgun is issued. A forge weapon is entrusted, calibrated, and watched. Many Forge-Bound weapons are powerful, but carry drawbacks: radiation, instability, maintenance demands, restricted access, obvious signatures, or machine-rite dependence.

Restricted IssueDraft

Radium Pistol

Compact radiation weapon used by Skitarii and forge agents who consider collateral exposure a solvable accounting problem.

DMG 1d8 Energy · RNG 40/120 · MAG 15

Ammo: Magazine 15 · Detachable magazine · Reload: Bonus Action

MagazinePistolRadiumForge-Bound HumanSkitariiTech-AdeptMechanicus Issue

The wound keeps working after the shot.

Restricted IssueDraft

Radium Carbine

Standard forge-world rifle that saturates targets with radioactive death and lingering regret.

DMG 1d10 Energy · RNG 80/300 · MAG 30

Ammo: Magazine 30 · Detachable magazine · Reload: Bonus Action

MagazineRadiumTwo-HandedForge-Bound HumanSkitariiMechanicus Issue

The Machine Cult believes in results. The aftermath is someone else's department.

Rare IssueDraft

Radium Jezzail

Long-barreled radium marksman weapon used for patient executions and doctrinally approved contamination.

DMG 1d12 Energy · RNG 160/700 · MAG 5

Ammo: Magazine 5 · Detachable magazine · Reload: Bonus Action

MagazineRadiumScopedTwo-HandedHeavy RecoilForge-Bound HumanSkitariiAssassinMechanicus Issue

One shot. One corpse. One quarantine zone.

Galvanic Weapons

Charged impact through sacred conductive rounds. Rewards patient, disciplined fire.

Restricted IssueDraft

Galvanic Rifle

A precision rifle that channels charged impact through sacred conductive rounds and ancient firing logic.

DMG 1d10 Piercing + 1d4 Energy · RNG 120/480 · MAG 20

Ammo: Magazine 20 · Detachable magazine · Reload: Bonus Action

MagazineGalvanicScopedTwo-HandedForge-Bound HumanSkitariiTech-AdeptMechanicus Issue

A prayer, a spark, and a hole through the argument.

Restricted IssueDraft

Galvanic Pistol

A sidearm for forge agents who prefer their authority measured in voltage and penetration.

DMG 1d8 Piercing + 1d4 Energy · RNG 40/120 · MAG 10

Ammo: Magazine 10 · Detachable magazine · Reload: Bonus Action

MagazinePistolGalvanicForge-Bound HumanTech-AdeptEnginseerMechanicus Issue

Small machine. Large correction.

Arc Weapons

Electrical punishment for armor, machines, and nervous systems.

Restricted IssueDraft

Arc Pistol

Compact electrical weapon designed to punish armor, machines, and anything still relying on a nervous system.

DMG 1d8 Lightning · RNG 30/90 · MAG 10

Ammo: Magazine 10 · Power cell · Reload: Bonus Action

MagazinePistolArcHaywireForge-Bound HumanTech-AdeptEnginseerMechanicus Issue

The spark knows where the metal lives.

Restricted IssueDraft

Arc Rifle

Battlefield arc projector used to overload armor, rupture circuits, and make machinery regret obedience.

DMG 1d10 Lightning · RNG 80/240 · MAG 20

Ammo: Magazine 20 · Power cell · Reload: Bonus Action

MagazineArcHaywireTwo-HandedForge-Bound HumanSkitariiEnginseerMechanicus Issue

It does not shoot the body. It convinces the body's systems to resign.

Rare IssueDraft

Heavy Arc Rifle

Heavy electrical weapon for destroying servitors, vehicles, warplate, shielded targets, and confidence.

DMG 2d8 Lightning · RNG 100/300 · MAG 30

Ammo: Magazine 30 · Power cell · Reload: Bonus Action

MagazineArcHaywireHeavy WeaponTwo-HandedForge-Bound HumanSkitariiEnginseerMechanicus Issue

The machine-spirit screams first.

Phosphor Weapons

Burning light that marks targets for disciplined follow-up fire.

Restricted IssueDraft

Phosphor Pistol

Burning tracer weapon that marks targets in clinging light, heat, and judgment.

DMG 1d8 Fire · RNG 40/120 · MAG 12

Ammo: Magazine 12 · Power cell · Reload: Bonus Action

MagazinePistolPhosphorForge-Bound HumanTech-AdeptEnginseerMechanicus Issue

You cannot hide while burning that brightly.

Restricted IssueDraft

Phosphor Carbine

A forge-pattern carbine that tags enemies with alchemical fire and machine-readable light.

DMG 1d10 Fire · RNG 80/300 · MAG 24

Ammo: Magazine 24 · Power cell · Reload: Bonus Action

MagazinePhosphorTwo-HandedForge-Bound HumanSkitariiTech-AdeptMechanicus Issue

The shot is only the first instruction.

Rare IssueDraft

Phosphor Blaster

Heavy projector that paints targets in burning lumens and opens them to disciplined follow-up fire.

DMG 2d6 Fire · RNG 80/240 · MAG 36

Ammo: Magazine 36 · Power cell · Reload: Bonus Action

MagazinePhosphorHeavy WeaponBurstForge-Bound HumanSkitariiCybernetica DatasmithMechanicus Issue

Illumination as a threat profile.

Taser & Electro Weapons

Nerve-overload implements of correction and voltaic devotion.

Restricted IssueDraft

Taser Goad

Electro-stimulus melee weapon used to overload nerves, lock muscles, and turn disobedience into choreography.

DMG 1d8 Lightning
TaserOne-HandedStunForge-Bound HumanSkitariiSicarianElectro-PriestMechanicus Issue

The body learns obedience by seizure.

Restricted IssueDraft

Electro-Flail

Conductive lash or flail that snaps with sacred current and crowd-control enthusiasm.

DMG 1d10 Lightning
TaserReachStunTwo-HandedForge-Bound HumanElectro-PriestSkitariiMechanicus Issue

The sermon arrives in arcs.

Rare IssueDraft

Voltaic Gauntlet

A charged fist, glove, or implanted conductor used by fanatics who prefer revelation by contact.

DMG 1d8 Lightning
TaserOne-HandedAugmetic-CompatibleForge-Bound HumanElectro-PriestTech-AdeptMechanicus Issue

Touch the truth. Convulse.

Mechanicus Melee Weapons

Tools, axes, and mauls that open machines, doors, and enemies.

Rare IssueDraft

Omnissian Axe

A sacred axe, tool, symbol, and execution implement carried by servants of the Machine Cult.

DMG 1d10 Slashing + 1d4 Energy
Power FieldRelicTwo-HandedMechanicusForge-Bound HumanTech-AdeptEnginseerRelicMechanicus Issue

A tool for opening machines, doors, and enemies.

Restricted IssueDraft

Arc Maul

Heavy charged maul used by forge enforcers, tech-guard, and those who prefer electrical correction at arm's length.

DMG 1d10 Bludgeoning + 1d4 Lightning
ArcStunOne-HandedForge-Bound HumanEnginseerSkitariiMechanicus Issue

Compliance, calculated in volts.

Restricted IssueDraft

Servo-Cutter

Industrial cutting implement repurposed for close combat because the distinction is doctrinally inconvenient.

DMG 1d10 Slashing
ChainTool-WeaponTwo-HandedForge-Bound HumanEnginseerTech-AdeptMechanicus Issue

It was made for steel. Flesh is easier.

Restricted IssueDraft

Data-Spike

A narrow blade, injector, or interface spike designed to pierce flesh, ports, locks, and secrets.

DMG 1d6 Piercing
FinesseLightTechConcealableForge-Bound HumanTech-AdeptSicarianAssassinBlack MarketMechanicus Issue

A knife that asks questions.

Specialist Forge Weapons

Rare patterns for problems the doctrine has already categorized.

Rare IssueDraft

Transuranic Arquebus

Massive long-range forge rifle used to delete targets from distances most soldiers reserve for prayer.

DMG 2d10 Piercing + 1d6 Energy · RNG 200/900 · MAG 3

Ammo: Magazine 3 · Internal magazine · Reload: Bonus Action

MagazineScopedArmor-CuttingHeavy WeaponTwo-HandedSetupForge-Bound HumanSkitariiMechanicus Issue

The target dies before the sound receives permission.

Rare IssueDraft

Plasma Caliver

Forge-pattern plasma weapon with all the elegance and danger of a contained star having second thoughts.

DMG 2d10 Fire + 1d8 Energy · RNG 80/300 · MAG 18

Ammo: Magazine 18 · Power cell · Reload: Bonus Action

MagazineOverheatTwo-HandedMechanicusForge-Bound HumanSkitariiTech-AdeptMechanicus Issue

The machine spirit glows with professional hatred.

Restricted IssueDraft

Flechette Blaster

Compact close-range weapon that fills the air with monomolecular needles and very short regrets.

DMG 2d6 Piercing · RNG 30/90 · MAG 30

Ammo: Magazine 30 · Detachable magazine · Reload: Bonus Action

MagazineSpreadBurstCompactForge-Bound HumanSicarianAssassinMechanicus Issue

A whisper made of knives.

Restricted IssueDraft

Servo-Arm Strike

A heavy mechanical arm used for lifting, repair, restraint, and occasionally turning enemies into maintenance problems.

DMG 1d12 Bludgeoning
Augmetic-CompatibleHeavy RecoilSlowTool-WeaponForge-Bound HumanEnginseerTechmarineMechanicus Issue

Requires servo-arm, mechadendrite, or appropriate augmetic/harness.

The third arm has no patience.

Astartes Bolt Weapons

Mass-reactive doctrine in transhuman calibers.

Weapons of the Angels of Death. Astartes weapons are not scaled-up guard issue. They are sacred war-patterns built for transhuman hands, ceramite-shaking recoil, and battlefield roles ordinary soldiers were not meant to fill. Many Astartes weapons are physically impractical for unaugmented humans. Others are restricted by Chapter doctrine, battlefield role, or the kind of authority usually backed by a power fist. An Astartes weapon is not just gear. It is a role, a rite, and an expectation of overwhelming violence.

Rare Issue

Astartes Boltgun

The iconic weapon of the Adeptus Astartes — oversized, brutal, disciplined, and loud enough to feel like doctrine.

DMG 2d8 Piercing · RNG 100/400 · MAG 28

Ammo: Magazine 28 · Detachable magazine · Reload: Bonus Action

MagazineDetonatorHeavy RecoilTwo-HandedAstartesTactical MarineChaplainLibrarianChapter Issue

Mass-reactive certainty.

Restricted IssueDraft

Stalker Boltgun

Precision long-range bolt weapon for disciplined hunters, marksmen, and patient execution.

DMG 2d8 Piercing · RNG 160/700 · MAG 10

Ammo: Magazine 10 · Detachable magazine · Reload: Bonus Action

MagazineDetonatorScopedHeavy RecoilTwo-HandedAstartesTactical MarineChapter Issue

Every shot is already judged.

Restricted IssueDraft

Scoped Boltgun

A specialist boltgun pattern built for battlefield overwatch, target selection, and execution at range.

DMG 2d8 Piercing · RNG 120/500 · MAG 20

Ammo: Magazine 20 · Detachable magazine · Reload: Bonus Action

MagazineDetonatorScopedHeavy RecoilTwo-HandedAstartesTactical MarineChapter Issue

The sermon lands exactly where it was aimed.

Restricted IssueDraft

Bolt Rifle

A longer-pattern bolt weapon with disciplined accuracy and heavier battlefield authority.

DMG 2d10 Piercing · RNG 120/500 · MAG 30

Ammo: Magazine 30 · Detachable magazine · Reload: Bonus Action

MagazineDetonatorHeavy RecoilTwo-HandedAstartesTactical MarineChapter Issue

An argument, lengthened.

Restricted IssueDraft

Auto Bolt Rifle

A rapid-fire bolt pattern tuned for aggressive advance and punishing suppressive bursts.

DMG 2d8 Piercing · RNG 80/300 · MAG 24

Ammo: Magazine 24 · Detachable magazine · Reload: Bonus Action

MagazineDetonatorBurstHeavy RecoilTwo-HandedAstartesTactical MarineAssault MarineChapter Issue

Advance under thunder.

Restricted IssueDraft

Heavy Bolt Rifle

A thick-bodied bolt rifle built to hit harder, carry farther, and settle disagreements through armor.

DMG 2d10 Piercing · RNG 100/400 · MAG 20

Ammo: Magazine 20 · Detachable magazine · Reload: Bonus Action

MagazineDetonatorArmor-CuttingHeavy RecoilTwo-HandedAstartesTactical MarineDevastator MarineChapter Issue

The boltgun's heavier opinion.

Astartes Pistols & Sidearms

Short answers at arm's reach.

Rare Issue

Astartes Bolt Pistol

Astartes sidearm for close assaults, boarding actions, and judgment at arm's reach.

DMG 2d6 Piercing · RNG 40/120 · MAG 10

Ammo: Magazine 10 · Detachable magazine · Reload: Bonus Action

MagazinePistolDetonatorHeavy RecoilAstartesAssault MarineChaplainTactical MarineChapter Issue

The short version of a final answer.

Restricted IssueDraft

Heavy Bolt Pistol

A larger, meaner pistol built for aggressive assault patterns and very short tactical debates.

DMG 2d8 Piercing · RNG 40/120 · MAG 8

Ammo: Magazine 8 · Detachable magazine · Reload: Bonus Action

MagazinePistolDetonatorHeavy RecoilAstartesAssault MarineChaplainChapter Issue

It barks like a rifle and expects compliance.

Rare IssueDraft

Astartes Plasma Pistol

Astartes plasma sidearm for officers, assault leaders, and anyone professionally comfortable holding a star in one hand.

DMG 2d10 Fire · RNG 40/120 · MAG 12

Ammo: Magazine 12 · Power cell · Reload: Bonus Action

MagazinePistolOverheatAstartesAssault MarineTactical MarineChapter Issue

A bright idea with a poor safety record.

Rare IssueDraft

Grav Pistol

A rare sidearm that crushes targets beneath local distortion and battlefield contempt.

DMG 2d8 Force · RNG 30/90 · MAG 12

Ammo: Magazine 12 · Power cell · Reload: Bonus Action

MagazinePistolGravAstartesAssault MarineTechmarineChapter Issue

Weight becomes theology.

Astartes Heavy Weapons

Fire support for those who no longer believe in cover.

Rare IssueDraft

Heavy Bolter

Sustained explosive fire that redefines a hallway.

DMG 2d10 Piercing · RNG 150/600 · MAG 60

Ammo: Magazine 60 · Belt feed · Reload: Bonus Action

MagazineDetonatorHeavy WeaponBurstHeavy RecoilAstartesDevastator MarineChapter Issue

Suppressive fire for those who no longer believe in cover.

Rare IssueDraft

Multi-Melta

Short-range anti-armor annihilator that makes tanks, doors, and hard cover reconsider existence.

DMG 8d6 Fire · RNG 40/80 · MAG 8

Ammo: Magazine 8 · Power cell · Reload: Bonus Action

MagazineHeavy WeaponArmor-CuttingTwo-HandedAstartesDevastator MarineChapter Issue

Every problem has a melting point.

Rare IssueDraft

Plasma Cannon

A heavy plasma weapon built to erase squads, fortifications, and confidence.

DMG 4d8 Fire + 2d8 Energy · RNG 120/400 · MAG 16

Ammo: Magazine 16 · Power cell · Reload: Bonus Action

MagazineHeavy WeaponOverheatBlastTwo-HandedAstartesDevastator MarineChapter Issue

Containment is an opinion.

Rare IssueDraft

Grav-Cannon

A crushing gravity projector used to wreck armored targets and pin elite enemies under impossible force.

DMG 4d8 Force · RNG 100/300 · MAG 30

Ammo: Magazine 30 · Power cell · Reload: Bonus Action

MagazineHeavy WeaponGravTwo-HandedAstartesDevastator MarineTechmarineChapter Issue

The battlefield bends around the verdict.

Rare IssueDraft

Missile Launcher

Anti-armor and anti-everything, mission-issued and counted afterward.

DMG By missile · RNG 150/600 · MAG 1

Ammo: Magazine 1 · Single-load · Reload: Bonus Action

MagazineHeavy WeaponLoadingTwo-HandedAstartesDevastator MarineChapter Issue

Versatility with a blast radius.

Rare IssueDraft

Lascannon

A single line of light that ends vehicles.

DMG 4d10 Energy · RNG 180/700 · MAG 5

Ammo: Magazine 5 · Power cell · Reload: Bonus Action

RechargeHeavy WeaponArmor-CuttingTwo-HandedSetupAstartesDevastator MarineChapter Issue

Sunlight with orders.

Astartes Melee Weapons

Transhuman brutality, edged and sanctified.

Rare IssueDraft

Power Fist

Slow, inevitable, and structural.

DMG 2d8 Energy
Power FieldSlowOne-HandedAstartesTactical MarineTechmarineChapter Issue

A fist that negotiates with tanks.

RelicDraft

Thunder Hammer

The sound arrives after the verdict.

DMG 2d10 Energy
Power FieldSlowTwo-HandedStunAstartesChaplainAssault MarineRelicChapter Issue

Some rulings shake the deck plates.

Rare Issue

Astartes Chainsword

The iconic revving chainblade of close assault doctrine.

DMG 2d8 Slashing
ChainOne-HandedAstartesAssault MarineTactical MarineChaplainChapter Issue

A hymn in teeth.

Restricted IssueDraft

Astartes Chainaxe

A heavier, rougher chain weapon built for direct solutions.

DMG 2d10 Slashing
ChainOne-HandedAstartesAssault MarineChapter Issue

Refinement is optional.

Rare IssueDraft

Astartes Power Sword

A crackling power weapon for officers, champions, and those expected to survive duels.

DMG 2d8 Slashing + 1d8 Energy
Power FieldFinesseOne-HandedAstartesTactical MarineLibrarianChapter Issue

A line of judgment edged in blue fire.

Rare IssueDraft

Power Axe

A brutal power weapon for breaching, executions, and contempt made solid.

DMG 2d10 Slashing + 1d6 Energy
Power FieldOne-HandedAstartesTactical MarineChaplainChapter Issue

Ceremony with a cutting edge.

Rare IssueDraft

Astartes Power Maul

A field disruption maul for crushing armor, bone, and resistance.

DMG 2d8 Bludgeoning + 1d8 Energy
Power FieldStunOne-HandedAstartesChaplainTactical MarineChapter Issue

Impact, sanctified.

Rare IssueDraft

Lightning Claws

Paired power blades for swift dismemberment and enthusiastic overcommitment.

DMG 2d6 Slashing + 1d6 Energy
Power FieldFinessePairedAstartesAssault MarineChapter Issue

Speed, ceremony, and too many edges.

Specialist Chapter Weapons

Storm patterns, purging flame, and gravity with opinions.

Rare IssueDraft

Storm Bolter

Twin-linked explosive authority for boarding actions, veteran kill-teams, and specialists who dislike half-measures.

DMG 2d8 Piercing · RNG 80/300 · MAG 40

Ammo: Magazine 40 · Detachable magazine · Reload: Bonus Action

MagazineDetonatorBurstHeavy RecoilAstartesTactical MarineDevastator MarineChapter Issue

Twice the doctrine.

Rare IssueDraft

Flamestorm Projector

An Astartes-grade flame projector for corridor purges and purifying overkill.

DMG 3d6 Fire · RNG 20-ft cone · MAG 8

Ammo: Magazine 8 · Fuel canister · Reload: Bonus Action

Targeting: Cone 20 ft. · AGI Save

MagazineTorrentHeavy WeaponAstartesAssault MarineDevastator MarineChapter Issue

The fire arrives faster than absolution.

Rare IssueDraft

Astartes Hand Flamer

Compact purging flame used in assaults, breaches, and zealotry at arm's length.

DMG 2d6 Fire · RNG 10-ft cone · MAG 4

Ammo: Magazine 4 · Fuel canister · Reload: Bonus Action

Targeting: Cone 10 ft. · AGI Save

MagazineTorrentPistolAstartesAssault MarineChaplainChapter Issue

Close-range conviction.

Rare IssueDraft

Grav-Gun

A compact gravity weapon for elite assault and anti-armor punishment.

DMG 3d8 Force · RNG 60/180 · MAG 20

Ammo: Magazine 20 · Power cell · Reload: Bonus Action

MagazineGravTwo-HandedAstartesTactical MarineTechmarineChapter Issue

It teaches gravity better manners.

Rare IssueDraft

Astartes Melta Gun

Astartes-pattern melta weapon for very close anti-armor deletion.

DMG 8d6 Fire · RNG 30/60 · MAG 6

Ammo: Magazine 6 · Power cell · Reload: Bonus Action

MagazineArmor-CuttingTwo-HandedAstartesTactical MarineDevastator MarineChapter Issue

The shortest route through a tank.

Apothecary & Techmarine Weapons

Instruments of duty that double as weapons.

Restricted IssueDraft

Narthecium Cutter

A sacred medical implement used to cut armor, flesh, seals, and sometimes hope.

DMG 1d8 Slashing
Tool-WeaponMedicalOne-HandedAstartesApothecaryChapter Issue

Apothecary only.

Mercy and extraction use the same edge.

Restricted IssueDraft

Reductor Pistol

Short-range execution and gene-recovery weapon used when battlefield duty becomes irreversible.

DMG 2d8 Piercing · RNG 20/60 · MAG 6

Ammo: Magazine 6 · Internal magazine · Reload: Bonus Action

PistolDetonatorTool-WeaponAstartesApothecaryChapter Issue

Apothecary only.

Some duties are not survivable.

Rare IssueDraft

Omnissian Servo-Harness

A Techmarine war-rig mounting servo-arms, tools, and integrated weapon systems.

DMG Special
Tool-WeaponServo-ArmAugmetic-CompatibleRestrictedAstartesTechmarineChapter Issue

Placeholder. Future rules can split the harness into melee strikes, repair tools, mounted weapons, and utility actions.

Techmarine only.

Too many arms is an engineering opinion.

Librarian & Chaplain Weapons

Office, faith, and psychic murder.

Rare IssueDraft

Force Sword

A psychic weapon that answers thought with murder.

DMG 2d8 Slashing + 1d8 Energy
Power FieldPsychicFinesseOne-HandedAstartesLibrarianChapter Issue

Librarian only.

The blade thinks with you.

Rare IssueDraft

Force Axe

A heavier force weapon for psychic execution and battlefield authority.

DMG 2d10 Slashing + 1d6 Energy
Power FieldPsychicOne-HandedAstartesLibrarianChapter Issue

Librarian only.

It splits more than armor.

RelicDraft

Crozius Arcanum

A chaplain's sacred office weapon — mace, staff, or brutal liturgical instrument of command.

DMG 2d8 Bludgeoning + 1d8 Energy
Power FieldSacredStunOne-HandedAstartesChaplainRelicChapter Issue

Chaplain only.

A sermon you can hear in your ribs.

Future / Restricted Astartes Weapons

Rarer patterns awaiting sanction and balancing.

Rare IssueForthcoming

Astartes Bolt Patterns

Stalker, scoped, specialist, and chapter-specific bolt variants for future expansion.

Ammo: Magazine 20 · Detachable magazine · Reload: Bonus Action

MagazineDetonatorAstartesChapter Issue

There is always a rarer pattern.

Rare IssueForthcoming

Assault Cannon

A devastating rotary weapon for extreme Astartes fire support. Not available in v0.1.

DMG TBD
Heavy WeaponBurstAstartesDevastator MarineChapter Issue

Assault cannons and similarly extreme Astartes support weapons are future content and not available in v0.1.

If it spins, someone is about to disappear.

Armor

Armor in Bolt & Blade is survival, status, and logistics. The right armor can keep you alive. The wrong armor can make you a priority target.

Armor Is Permission. Armor tells the table who issued you protection and what kind of trouble follows when you wear it. Flak armor says soldier. Carapace armor says authority. Power armor says someone important expects you to survive — or die loudly.

Light Armor

Speed and concealment over plate.

Common Issue

Ganger Leathers

Attitude, patched hide, reinforced knuckles, and just enough plating to make someone overconfident.

DEF 11 + Agility modifier
Light ArmorConcealableHumanBlack Market

Barely armor. Still better than pride.

Common Issue

Armored Coat

A heavy coat lined with impact mesh, hidden plates, and the accumulated smell of bad districts.

DEF 12 + Agility modifier
Light ArmorConcealableHumanInquisitorAssassinBlack Market

Formal enough for a meeting. Reinforced enough for the ambush after.

Restricted IssueDraft

Mesh Armor

Flexible protective weave favored by agents, assassins, nobles, and people who expect to be shot discreetly.

DEF 13 + Agility modifier
Light ArmorSilentConcealableHumanInquisitorAssassinBlack Market

Protection for those who cannot afford to look protected.

Restricted IssueDraft

Scout Carapace

Lightened armor plates over flexible underlayers, made for reconnaissance, snipers, and kill-team operatives.

DEF 13 + Agility modifier (max 3)
Light ArmorScoutQuietHumanGuardsmanAssassinInquisition IssueMunitorum Issue

Enough armor to live. Not enough to stop moving.

Medium Armor

The standard trade between weight and survival.

Common Issue

Flak Armor

Standard-issue survival for the Imperium's uncounted soldiers.

DEF 13 + Agility modifier (max 2)
Medium ArmorBlast-ResistantHumanGuardsmanMunitorum Issue

Mass-produced courage.

Restricted IssueDraft

Hardened Flak Armor

Reinforced flak plates issued to veterans, breachers, specialists, and soldiers who have already survived enough to justify more material.

DEF 14 + Agility modifier (max 2)
Medium ArmorBlast-ResistantBulkyHumanGuardsmanCommissarInquisition IssueMunitorum Issue

The Munitorum's version of affection.

Restricted Issue

Carapace Armor

Rigid protective plating used by elite soldiers, agents, lawkeepers, and anyone expected to stand where flak armor fails.

DEF 15 + Agility modifier (max 2)
Medium ArmorDurableBulkyHumanGuardsmanInquisitorArbitesAssassinInquisition IssueArbites IssueMunitorum Issue

When the job requires surviving the first mistake.

Restricted IssueDraft

Arbites Carapace

Heavy law-enforcement armor designed for riots, breaching actions, underhive raids, and making civilians reconsider their tone.

DEF 16 + Agility modifier (max 1)
Medium ArmorDurableIntimidatingBulkyHumanArbitesInquisitorArbites Issue

The law arrives wearing plates.

Restricted IssueDraft

Void Armor

Sealed armor used for boarding actions, decompression hazards, toxic decks, and voidship violence.

DEF 14 + Agility modifier (max 2)
Medium ArmorSealedVoid-RatedBulkyHumanGuardsmanInquisitorArbitesInquisition IssueMunitorum Issue

The corridor has no air. The enemy still does.

Heavy Armor

Protection first. Subtlety was denied by requisition.

Rare IssueDraft

Heavy Carapace Armor

Thick battle plating for shock troops, execution details, elite guards, and agents expected to survive direct fire.

DEF 17
Heavy ArmorDurableBulkyNoisyHumanGuardsmanArbitesInquisitorInquisition IssueArbites IssueMunitorum Issue

Subtlety was denied by requisition.

Restricted IssueDraft

Breacher Plate

Front-loaded armor for shield teams, door-kickers, and anyone whose tactical plan begins with “through.”

DEF 16
Heavy ArmorBreacherBulkyShield-CompatibleHumanArbitesInquisition IssueArbites Issue

For the person who goes first because someone must.

Power Armor

Issued, inherited, sanctified, stolen, or earned through blood — never bought.

Relic

Sororitas Power Armor

Sacred powered warplate issued to the Adepta Sororitas. Built for bolter fire, flame, martyrdom, and absolute refusal.

DEF 18
Power ArmorSealedBlessed ServosSacredHeavy ArmorSister of BattleRelicEcclesiarchy Issue

Hard restriction — Sister of Battle only. This is not generic heavy armor.

Faith, ceramite, and fury.

Rare IssueDraft

Inquisitorial Power Armor

Rare powered armor used by certain Inquisitors, elite agents, and terrifying people with sealed warrants.

DEF 17
Power ArmorSealedHeavy ArmorHumanInquisitorRelicInquisition Issue

If you see it, someone has already decided this situation matters. Rare and story-controlled — not normal starting gear.

Forge-Bound Light Armor

Harnesses, weaves, and meshes for adepts who need both hands free.

Armor of the Machine Cult. Forge-Bound armor is not tailored for comfort. It is calibrated for function, survival, obedience, and sacred utility. A flak vest protects a soldier. Mechanicus armor protects an asset, a priest, a weapons platform, or a body carrying knowledge too valuable to burn. Some forge armor is plated. Some is sealed. Some is wired directly into the bearer. Most of it expects maintenance, rites, and a tolerance for discomfort that ordinary people would call a warning sign.

Common IssueDraft

Mechanicus Utility Harness

A reinforced work harness with light plates, tool mounts, cable clips, and utility braces for adepts who expect danger but still need both hands free.

DEF 12 + Agility modifier
Light ArmorUtilityHarnessForge-Bound HumanTech-AdeptEnginseerMechanicus Issue

Half toolbox, half prayer rig.

Restricted IssueDraft

Sicarian Shadow Weave

A flexible stealth suit threaded with concealed plates, muted servos, and interface points for covert forge operatives.

DEF 13 + Agility modifier
Light ArmorSilentConcealableScoutForge-Bound HumanSicarianAssassinMechanicus Issue

The machine learns to stalk.

Restricted IssueDraft

Surveyor Mesh

A light protective mesh worn by scouts, data-collectors, and field adepts who need mobility more than bulk.

DEF 13 + Agility modifier
Light ArmorSilentDetection-FriendlyForge-Bound HumanTech-AdeptSkitariiMechanicus Issue

Built for movement, scans, and surviving bad terrain.

Forge-Bound Medium Armor

Plated, sealed, and rad-shielded field protection.

Common IssueDraft

Skitarii Field Armor

Standard plated field protection for Skitarii and forge soldiers. Efficient, impersonal, and easier to replace than the flesh beneath it.

DEF 14 + Agility modifier (max 2)
Medium ArmorDurableMechanicusForge-Bound HumanSkitariiMechanicus Issue

Issued to the body. Logged to the weapon.

Restricted IssueDraft

Rad-Shield Carapace

A reinforced suit with sealed joins, layered plating, and radiation shielding for hazardous zones, forge spills, and doctrinally unsafe environments.

DEF 15 + Agility modifier (max 2)
Medium ArmorRad-ShieldedSealedBulkyForge-Bound HumanSkitariiTech-AdeptMechanicus Issue

Some places kill the careless slowly.

Restricted IssueDraft

Enginseer Plate

Layered carapace armor designed for battlefield engineers, recovery teams, and machine priests who work too close to fire and failure.

DEF 15 + Agility modifier (max 2)
Medium ArmorDurableUtilityTool MountsForge-Bound HumanEnginseerTech-AdeptMechanicus Issue

Repair first. Bleed later.

Restricted IssueDraft

Void-Skull Carapace

Sealed armor for void work, shipboard recovery, and environments where atmosphere is considered an optional luxury.

DEF 14 + Agility modifier (max 2)
Medium ArmorSealedVoid-RatedBulkyForge-Bound HumanEnginseerTech-AdeptCybernetica DatasmithMechanicus Issue

The corridor has depressurized. Duty has not.

Forge-Bound Heavy Armor

Dense plate with visible machinery. Subtlety is irrelevant.

Rare IssueDraft

Forge Plate

Dense layered armor with heavy ceramite segments, reinforced spinal mounts, and enough visible machinery to make subtlety irrelevant.

DEF 17
Heavy ArmorDurableBulkyNoisyMechanicusForge-Bound HumanSkitariiEnginseerMechanicus Issue

You do not sneak in forge plate. You arrive.

Restricted IssueDraft

Breacher Servo Plate

Heavy frontal warplate for breaching teams, shock assaults, and anyone expected to walk directly into incoming fire.

DEF 16
Heavy ArmorBreacherBulkyShield-CompatibleDurableForge-Bound HumanSkitariiEnginseerMechanicus Issue

Built for doors, corridors, and poor choices with official approval.

Rare IssueDraft

Cybernetica Guard Plate

Heavy doctrinal armor used by handlers, controllers, and battlefield overseers working near combat automata and catastrophic machinery.

DEF 17
Heavy ArmorDurableCommand-LinkedNoisyForge-Bound HumanCybernetica DatasmithTech-AdeptMechanicus Issue

When the machines are larger than the priest, the armor follows doctrine.

Skitarii Warplate

Optimized armor for disposable elite infantry.

Restricted IssueDraft

Vanguard Warplate

Battlefield armor optimized for Skitarii Vanguard, with radiation shielding, field plating, and the grim practicality of disposable elite infantry.

DEF 15 + Agility modifier (max 2)
Medium ArmorRad-ShieldedDurableMechanicusForge-Bound HumanSkitariiMechanicus Issue

It keeps the worst of the radiation outside. Not all of it.

Restricted IssueDraft

Ranger Longcoat Plate

A layered longcoat over plated field armor used by Skitarii Rangers, marksmen, and long-range survey-killers.

DEF 14 + Agility modifier (max 2)
Medium ArmorScoutDetection-FriendlyDurableForge-Bound HumanSkitariiMechanicus Issue

Dust, data, distance, and a firing solution.

Rare IssueDraft

Sicarian Shock Harness

A fast-moving combat harness with implanted power feeds, reactive stabilizers, and armor built around lethal close-quarters movement.

DEF 15 + Agility modifier (max 3)
Medium ArmorAgileShockRestrictedForge-Bound HumanSicarianMechanicus Issue

Too fast for comfort. Exactly fast enough for murder.

Specialist Mechanicus Protection

Vestments, cowls, and harnesses for doctrinal specialists.

Restricted IssueDraft

Electro-Priest Conduction Vestments

Insulated ritual vestments layered with conductive channels, warding mesh, and sacred circuitry for those who weaponize current as devotion.

DEF 13 + Agility modifier
Light ArmorConductiveSacredInsulatedForge-Bound HumanElectro-PriestMechanicus Issue

The flesh is a circuit waiting to awaken.

Restricted IssueDraft

Data-Cowl of the Archivist

A reinforced hood, shoulder rig, and data-lined mantle built to protect cranial ports, memory cores, and other irreplaceable thinking parts.

DEF 12 + Agility modifier
Light ArmorData-ShieldedDetection-FriendlyForge-Bound HumanTech-AdeptCybernetica DatasmithMechanicus Issue

Knowledge wears armor too.

Rare IssueDraft

Servo-Shrine Harness

A ceremonial but functional harness carrying incense emitters, data-slates, seal brackets, cables, and shrine-tech for high-ranking machine priests.

DEF 14 + Agility modifier (max 2)
Medium ArmorUtilitySacredTool MountsForge-Bound HumanEnginseerTech-AdeptRelicMechanicus Issue

Part mobile altar, part battlefield workstation.

Restricted IssueDraft

Hazard Cloak

Protective cloak layered with heat foil, chemical barrier lining, and particulate filters for toxic industrial zones.

DEF 13 + Agility modifier
Light ArmorSurvivalRad-ShieldedEnvironmentalForge-Bound HumanTech-AdeptEnginseerMechanicus Issue

The air is trying to file you down.

Standard Astartes Power Armor

The baseline for transhuman war.

Armor of the Angels of Death. Astartes armor is not merely protection. It is lineage, battlefield role, sacred machine, and transhuman identity. Each suit is a sealed war-platform: life support, sensor shrine, armor shell, and doctrine made visible. A human wears armor. An Astartes is interlocked with it. Some patterns are standard issue to battle-brothers. Others are reserved for officers, specialists, or relic-bearers. All of them are impossible to mistake.

Rare Issue

Astartes Power Armor

Gene-forged warplate built for transhuman warriors. It is not merely armor; it is a sealed weapons platform, life-support shrine, and battlefield relic.

DEF 19
Power ArmorSealedAuto-SensesHeavy ArmorGene-LockedNoisyAstartesTactical MarineAssault MarineDevastator MarineApothecaryRelicChapter Issue

Hard restriction — Astartes only. Ordinary humans cannot use Astartes power armor.

A walking fortress with a heartbeat.

Rare IssueDraft

Tactical Pattern Power Armor

Standard tactical warplate for line Astartes, balanced for endurance, fire discipline, and battlefield adaptability.

DEF 19
Power ArmorSealedAuto-SensesHeavy ArmorGene-LockedAstartesTactical MarineChapter Issue

The baseline for transhuman war.

Rare IssueDraft

Assault Pattern Power Armor

A more mobile combat pattern for close assault, rapid breach actions, and aggressive forward warfare.

DEF 18
Power ArmorSealedAuto-SensesHeavy ArmorAgileGene-LockedAstartesAssault MarineChapter Issue

When future mobility rules land, this armor should synergize with movement, jump packs, charge actions, or close-quarters pressure.

Built to cross fire and arrive angry.

Rare IssueDraft

Devastator Pattern Power Armor

A reinforced combat pattern designed to anchor heavy weapon use and absorb battlefield punishment.

DEF 19
Power ArmorSealedAuto-SensesHeavy ArmorBulkyGene-LockedStabilizedAstartesDevastator MarineChapter Issue

When future heavy weapon rules are expanded, this armor should support firing positions, bracing, or reduced penalties with Heavy Weapons.

It plants itself and the battlefield moves around it.

Specialist Power Armor

Recon, boarding, and siege patterns for named kinds of trouble.

Restricted IssueDraft

Recon Pattern Power Armor

A lighter, rarer chapter warplate pattern tuned for stealthier operations, reconnaissance, and precision insertion.

DEF 18
Power ArmorSealedAuto-SensesGene-LockedScoutQuiet SystemsAstartesTactical MarineChapter Issue

Even the Angels of Death sometimes arrive unheard.

Restricted IssueDraft

Boarding Pattern Power Armor

A void-hardened armor pattern used in shipboard combat, hull breaches, depressurized corridors, and brutal close-range clearing work.

DEF 19
Power ArmorSealedVoid-RatedAuto-SensesHeavy ArmorGene-LockedAstartesTactical MarineAssault MarineDevastator MarineChapter Issue

The corridor has no atmosphere. The Marine remains a problem.

Rare IssueDraft

Siege Pattern Power Armor

A reinforced warplate variant for breaching, siege warfare, and surviving the first answer from the other side of the wall.

DEF 20
Power ArmorHeavy ArmorSealedGene-LockedBulkyBreacherAstartesDevastator MarineAssault MarineChapter Issue

The wall is part of the target.

Veteran & Officer Armor

Plate with honors, history, and authority visible from orbit.

Rare IssueDraft

Veteran Warplate

A veteran's modified suit, layered with honors, field repairs, personal calibrations, and the kind of history that still smells like smoke.

DEF 19
Power ArmorSealedAuto-SensesHeavy ArmorGene-LockedRelicAstartesTactical MarineAssault MarineDevastator MarineChapter Issue

It has outlived people better than you.

Rare IssueDraft

Command Warplate

Officer-grade battle plate incorporating command relays, enhanced target data, and authority visible from orbit.

DEF 19
Power ArmorSealedAuto-SensesHeavy ArmorGene-LockedCommand-LinkedAstartesTactical MarineChaplainLibrarianChapter Issue

This armor should eventually synergize with command, morale, or tactical aura effects.

The armor leads before the voice does.

RelicDraft

Artificer Armor

Master-crafted Astartes armor of exceptional quality, maintained with obsessive reverence and usually worn by champions, officers, and heroes.

DEF 20
Power ArmorSealedAuto-SensesHeavy ArmorGene-LockedDurableRelicAstartesTactical MarineLibrarianChaplainRelicChapter Issue

Story reward, veteran status, or officer/champion access.

Perfection, plate by plate.

Role-Specific Astartes Armor

Warplate adapted to office: medicae, machine, mind, and faith.

Restricted IssueDraft

Apothecary Warplate

Astartes battle plate adapted for medicae duty, gene-seed recovery, triage access, and battlefield intervention.

DEF 19
Power ArmorSealedAuto-SensesHeavy ArmorGene-LockedMedical InterfaceAstartesApothecaryChapter Issue

This armor should eventually synergize with battlefield healing, stabilization, or gene-seed extraction systems.

Apothecary only.

It protects the healer because he walks where brothers fall.

Rare IssueDraft

Techmarine Servo-Harness Plate

A heavily adapted armor pattern built to integrate with servo-harnesses, mechadendrites, repair systems, and battlefield engineering demands.

DEF 19
Power ArmorSealedAuto-SensesHeavy ArmorGene-LockedTool MountsHarness-CompatibleAstartesTechmarineChapter Issue

This armor should support servo-arm, repair, and heavy utility integration once those systems are expanded.

Techmarine only.

The suit is already crowded with machinery. It still wants more.

Rare IssueDraft

Librarian Battle Plate

A specialized psychic warplate fitted with wards, hoods, seals, and systems for a sanctioned mind at war.

DEF 19
Power ArmorSealedAuto-SensesHeavy ArmorGene-LockedPsychic HoodWardedAstartesLibrarianChapter Issue

This armor should eventually interact with Psychic Powers, Perils mitigation, or anti-psychic defense.

Librarian only.

The armor is sealed. The mind is not.

Rare IssueDraft

Chaplain Warplate

A grim office-pattern battle suit that marks the wearer as spiritual authority, executioner, and keeper of terrifying morale.

DEF 19
Power ArmorSealedAuto-SensesHeavy ArmorGene-LockedSacredFearsomeAstartesChaplainChapter Issue

This armor should eventually support morale, fear, leadership, or battlefield devotion effects.

Chaplain only.

The sermon arrives in black ceramite.

Astartes Field Systems & Defensive Relics

Halos, wards, and shields that have earned names.

RelicDraft

Iron Halo

A rare and revered personal defense field worn by senior Astartes heroes, officers, and figures with a proven habit of surviving unreasonable things.

DEF Special
Field ProtectionRelicReactionSacredAstartesTactical MarineChaplainLibrarianRelicChapter Issue

Once per safe long rest, when hit by an attack, use your Reaction to negate the hit entirely.

Uses: 1/safe long rest

The halo is not decorative.

RelicDraft

Rosarius-Pattern Chaplain Field

A sacred protection field associated with office, faith, and battlefield defiance.

DEF Special
Field ProtectionRelicSacredReactionAstartesChaplainRelicChapter Issue

Once per safe long rest, when hit by an attack, use your Reaction to impose Disadvantage on that attack roll or negate the hit, at GM discretion depending on current balance.

Uses: 1/safe long rest

Chaplain only.

Faith and force projection are often the same thing.

Restricted IssueDraft

Astartes Combat Shield

A compact defensive shield for close-quarters specialists, champions, and officers.

DEF +1 Shield Defense
ShieldOne-HandedAstartesAssault MarineTactical MarineChapter Issue

A small wall is still a wall.

RelicDraft

Storm Shield

A heavy defensive shield integrated with advanced field generators and enough stubbornness to become a strategy.

DEF +2 Shield Defense
ShieldField ProtectionBulkyRelicAstartesAssault MarineChaplainRelicChapter Issue

Once per safe rest, when targeted by an effect that allows an Agility Save for half damage, you may gain Advantage on the save.

Uses: 1/safe rest

It does not advance. It arrives.

Shields & Field Protection

Walls you carry and fields you pray to.

Restricted IssueDraft

Servo-Buckler

A compact mechanized shield with articulated bracing and defensive servo assistance.

DEF +1 Shield Defense
ShieldMechanicusOne-HandedForge-Bound HumanTech-AdeptEnginseerSkitariiMechanicus Issue

A small wall with moving parts.

Restricted IssueDraft

Bulwark Shield

A heavy plated suppression shield used by forge security, breachers, and disciplined lines that do not intend to give ground.

DEF +2 Shield Defense
ShieldBulkyBreacherForge-Bound HumanSkitariiEnginseerMechanicus Issue

Metal, mass, and refusal.

Restricted IssueDraft

Suppression Shield

Heavy riot shield used by Arbites, breachers, and control teams to advance through gunfire and bad decisions.

DEF +2 Shield Defense
ShieldBulkyBreacherHumanArbitesInquisitorArbites Issue

Move, or be moved.

Restricted IssueDraft

Combat Shield

Compact defensive shield used by duelists, officers, and close-quarters specialists.

DEF +1 Shield Defense
ShieldOne-HandedHumanInquisitorCommissarSister of BattleEcclesiarchy IssueInquisition Issue

A small wall for personal disagreements.

Rare IssueDraft

Refractor Field

A personal protective field that bends incoming attacks in a visible shimmer of distortion.

DEF Special
Field ProtectionReactionHumanInquisitorCommissarMinistorum PriestEcclesiarchy IssueRelicInquisition Issue

Once per safe rest, when hit by an attack, use your Reaction to impose Disadvantage on that attack roll. If the attack has already been rolled, the GM may instead allow the attacker to reroll and take the lower result.

The air remembers how not to be there.

RelicDraft

Rosarius-Pattern Field Relic

A sacred protective field entrusted to high-ranking priests, holy figures, and those whose deaths would be administratively inconvenient to heaven.

DEF Special
Field ProtectionRelicSacredReactionHumanMinistorum PriestSister of BattleRelicEcclesiarchy Issue

Once per safe long rest, when hit by an attack, use your Reaction to negate the hit entirely. The GM may require the relic to flare visibly, crack, dim, or demand penance after use.

Losing one is a matter for the Ecclesiarchy, and they will ask.

Faith made briefly mathematical.

Rare IssueDraft

Conversion Field Harness

A defensive field rig mounted over armor or robes that flashes and refracts incoming harm in bursts of unstable brilliance.

DEF Special
Field ProtectionReactionMechanicusForge-Bound HumanTech-AdeptEnginseerRelicMechanicus Issue

Once per safe rest, when hit by an attack, use your Reaction to impose Disadvantage on the attack roll. If the attack has already been rolled, the GM may allow the attacker to reroll and take the lower result instead.

Uses: 1/safe rest

The machine says no, briefly and expensively.

Future / Restricted Armor

Sealed patterns awaiting sanction and balancing.

RelicForthcoming

Terminator Armor

Extremely powerful Astartes tactical dreadnought armor. Not available in v0.1.

DEF TBD
Power ArmorHeavy ArmorSealedRelicGene-LockedAstartesRelicChapter Issue

A shrine, a tank, and a coffin arguing over who gets to kill first.

Rare IssueForthcoming

Kataphron Battle Harness

A heavily augmented tracked or servo-platform war-harness for extreme Mechanicus battlefield conversion. Not available in v0.1.

DEF TBD
Heavy ArmorAugmeticMechanicusForge-Bound HumanMechanicus Issue

Kataphron-style harnesses and similarly extreme Mechanicus war-bodies are future content and not available in v0.1.

At some point the body became an attachment.

Rare IssueForthcoming

Jump Pack Harness

Astartes jump-pack compatible harness and propulsion unit for aerial assault roles. Not available in v0.1.

DEF Special
Power ArmorMobilityAssaultAstartesAssault MarineChapter Issue

Jump pack systems are future content and should not be fully active until movement rules are ready.

Gravity is a suggestion sent too late.

Rare IssueForthcoming

Centurion Siege Harness

A massive Astartes siege exo-harness for extreme assault and heavy fire support. Not available in v0.1.

DEF TBD
Power ArmorHeavy ArmorBulkyAstartesDevastator MarineChapter Issue

Centurion-style heavy war systems are future content and not available in v0.1.

At some point the armor began carrying the Marine.

Terminator armor is not a class. It will be implemented later as extremely powerful restricted Astartes wargear and must be balanced carefully.

Field Wargear

Field wargear is the difference between dying immediately and dying after accomplishing the objective.

Tools Win Quiet Wars. Not every fight begins with a trigger pull. Field kit opens sealed doors, finds hidden threats, keeps lungs working, records evidence, patches wounds, carries voices through static, and turns impossible terrain into merely terrible terrain. A character with the right tool changes the scene before the first shot is fired.

Field Kit

Healing, survival, investigation, comms, breaching, detection, restraint, mobility, repairs, and battlefield utility.

Common Issue

Medi-kit

Field treatment kit for stabilization, triage, and keeping someone alive long enough to regret it.

ToolMedicalConsumableHumanForge-Bound HumanAstartesInquisition IssueMechanicus IssueMunitorum Issue

As an Action, stabilize a creature at 0 Vitality. A trained user may also attempt an Intellect + Medicae check to treat an Active Wound during a rest.

Uses: 5 uses

The difference between dead and not yet.

Restricted IssueDraft

Stimm Dose

Borrowed vigor in a sealed injector. The debt comes due later.

ToolConsumableMedicalRiskHumanMunitorum IssueInquisition IssueBlack Market

As a Bonus Action, gain temporary Vitality equal to 2d6. Until the end of the scene, you may ignore one minor fatigue, pain, or shock effect at the GM's discretion. After the scene, make a Toughness Save, DC 12. On a failure, suffer a level of fatigue, exhaustion, or an equivalent drawback once those rules are finalized.

Uses: Single use

It gets you through the door. It does not promise what happens after.

Common Issue

Vox-caster

Portable squad communication unit for battlefield coordination, distress calls, command traffic, and unsettling static.

ToolCommsHumanForge-Bound HumanGuardsmanCommissarInquisitorMunitorum Issue

Allows communication with allies, command units, vehicles, or local frequencies within range determined by the GM.

Uses: Reusable

If the vox is silent, worry. If it answers in your voice, worry more.

Restricted IssueDraft

Micro-bead

Small personal comms bead for agents, officers, kill-teams, and anyone who wants to whisper orders while pretending not to panic.

ToolCommsConcealableHumanInquisitorAssassinArbitesEcclesiarchy IssueBlack MarketInquisition Issue

Allows short-range voice communication between linked users.

Uses: Reusable

The smallest voices start the largest problems.

Restricted Issue

Auspex

Sensor device for detecting motion, energy signatures, life signs, void leaks, hidden machinery, or things the GM absolutely wanted you to notice too late.

ToolDetectionTechHumanForge-Bound HumanInquisitorArbitesInquisition IssueMunitorum IssueMechanicus Issue

As an Action, make an Intellect + Tech or Willpower + Awareness check to scan the nearby area. On success, detect motion, life signs, heat, radiation, active machinery, or similar signatures within a range set by the GM, usually 60 feet.

Uses: Reusable

It always finds something at the worst possible time.

Common Issue

Magnoculars

Enhanced optical device for scouting, target observation, and confirming that yes, the enemy has brought something worse.

ToolDetectionOpticalHumanGuardsmanAssassinInquisitorBlack MarketMunitorum Issue

Grants Advantage on Awareness checks made to observe distant targets, identify movement, scout enemy positions, or inspect terrain at long range.

Uses: Reusable

The bad news gets closer when magnified.

Common Issue

Pict-recorder

Recording device used for evidence, reconnaissance, blackmail, confession capture, and proving nobody followed the plan.

ToolEvidenceDataHumanInquisitorArbitesBlack MarketMunitorum Issue

Records visual and audio evidence. May grant Advantage on Inquiry checks where recorded evidence helps reconstruct events.

Uses: Reusable

The machine remembers what witnesses deny.

Common Issue

Rebreather

Because the air is frequently a weapon.

ToolSurvivalRespiratorHumanForge-Bound HumanInquisition IssueMunitorum Issue

Provides breathable air in smoke, gas, toxic atmosphere, dust, chemical spills, or low-quality voidship conditions.

Uses: 8 hours of breathable filtration unless the GM rules the environment is especially hostile.

The first prayer is always air.

Common Issue

Grapnel & Line

A compact launcher, anchored line, or powered ascent rig for vertical movement.

ToolMobilityHumanInquisition IssueBlack MarketMunitorum Issue

Allows a character to fire or secure a line up to 60 feet. May grant Advantage on climbing checks or allow ascent where climbing would otherwise be impossible.

Uses: Reusable unless damaged, lost, or the anchor fails.

The vertical battlefield belongs to the prepared.

Restricted IssueDraft

Servo-skull

A dead servant's skull, still serving. Lights, lenses, and errands.

ToolMechanicus IssueInquisition IssueTech-AdeptMechanicus Issue

Uses: Reusable

Common Issue

Restraints

Manacles, binders, cable-cuffs, shock-cuffs, or other devices for making a problem portable.

ToolRestraintHumanArbitesInquisitorBlack MarketArbites Issue

Restrains a willing, unconscious, helpless, or successfully grappled target. Escaping requires a Strength + Athletics or Agility + Guile check against a DC set by item quality, usually DC 13.

Uses: Reusable

Mercy with a locking mechanism.

Restricted IssueDraft

Breaching Charge

Compact explosive charge designed to open doors, bulkheads, barricades, walls, and negotiations.

DMG 4d6 Fire or Blast (small area, if used offensively)
ToolExplosiveBreachingConsumableHumanGuardsmanArbitesInquisition IssueBlack MarketMunitorum Issue

Can destroy or breach doors, locks, barricades, or thin structural barriers. The GM sets the exact effect based on the target. Nearby creatures may need an Agility Save to avoid damage.

Uses: Single use

A key for people in a hurry.

Rare IssueDraft

Demolition Charge

Heavier explosive for destroying engines, bridges, bunker walls, corrupted altars, and things everyone agrees should stop existing.

DMG 8d6 Fire or Blast (significant area, if used offensively)
ToolExplosiveBreachingConsumableHumanGuardsmanInquisition IssueMunitorum Issue

Destroys major objects or structures at the GM's discretion. If used in combat, treat as a dangerous explosive with a larger blast area determined by the GM.

Uses: Single use

Sometimes the objective is removal.

Common Issue

Door Spike

Simple wedge, clamp, magnetic lock, or mechanical jam used to hold a door open or closed.

ToolBreachingUtilityHumanArbitesInquisitorBlack MarketMunitorum Issue

As an Action, secure a door, hatch, or simple access point. Opening it by force requires a Strength + Athletics check, usually DC 13 or higher depending on the door.

Uses: Reusable

In the underhive, a closed door is a strategy.

Common Issue

Multi-tool

Compact field tool for cutting, prying, tuning, wiring, stripping, adjusting, and making a machine spirit less offended.

ToolTechHumanForge-Bound HumanInquisitorMunitorum IssueMechanicus Issue

Required or helpful for basic Tech checks. May grant Advantage on simple repairs or field maintenance if the GM agrees.

Uses: Reusable

A small shrine to practical blasphemy.

Restricted IssueDraft

Machine Rites Kit

Incense, seals, diagnostic leads, blessed oils, micro-tools, and enough ritual procedure to make repair work feel judged.

ToolTechRitualForge-Bound HumanTech-AdeptEnginseerMechanicus Issue

Allows advanced Tech treatment, field repair, machine appeasement, and maintenance rites. May grant Advantage on Tech checks involving Imperial machinery when used by a trained character.

Uses: Reusable, though consumable incense, oil, seals, and components may run out in long campaigns.

The wrench is only one part of the prayer.

Restricted IssueDraft

Ammo Cache

A portable or stashed supply of ammunition, power cells, magazines, belts, canisters, and reload blessings.

ToolAmmunitionConsumableHumanGuardsmanArbitesInquisition IssueBlack MarketMunitorum Issue

Provides spare magazines, packs, cells, or belts: fully restock one weapon's ammunition. Poor or scavenged caches may hold partial magazines at the GM's discretion.

Uses: Limited. Usually 1–3 resupplies depending on cache size.

The loudest kind of hope.

Common Issue

Field Repair Kit

Plates, sealant, wire, clamps, patching resin, rivets, and tools for keeping armor and weapons functional after they should not be.

ToolRepairConsumableHumanForge-Bound HumanGuardsmanMechanicus IssueMunitorum Issue

Allows attempts to repair damaged weapons, armor, or wargear during a rest. Usually uses Intellect + Tech.

Uses: 5 uses

If it holds until extraction, it was repaired.

Restricted IssueDraft

Void-Seal Kit

Emergency sealant, patches, clamps, and pressure foam for hull breaches, suit leaks, and voidship panic.

ToolSurvivalVoidConsumableHumanForge-Bound HumanInquisitorMechanicus IssueMunitorum Issue

Can seal a breach in armor, suits, doors, pipes, or small hull damage. May grant Advantage on checks to survive or repair vacuum exposure hazards.

Uses: 3 uses

Air is doctrine.

Restricted IssueDraft

Chem Sniffer

Compact detector for toxins, gases, narcotics, biological traces, promethium leaks, and chemical contamination.

ToolDetectionMedicalHumanForge-Bound HumanArbitesInquisition IssueMechanicus Issue

Grants Advantage on Awareness, Inquiry, Medicae, or Tech checks to detect poisons, gas, toxins, chemical traces, or hazardous atmosphere.

Uses: Reusable

The air confesses first.

Restricted IssueDraft

Chirurgeon Pack

Advanced surgical field kit for battlefield trauma, invasive treatment, organ stabilization, and things a normal medi-kit cannot morally address.

ToolMedicalConsumableHumanInquisitorSister of BattleMunitorum IssueInquisition IssueMunitorum Issue

Grants Advantage on Intellect + Medicae checks to treat Active Wounds, stabilize severe trauma, or prepare a patient for augmetic replacement.

Uses: Limited supplies, usually 3 major treatments before resupply.

The screams mean it is working. Usually.

Common Issue

Devotional Icon

A personal symbol of faith, oath, memory, or desperate superstition.

ToolSacredHumanMinistorum PriestSister of BattleEcclesiarchy Issue

Once per session, after a genuine act of devotion, sacrifice, courage, or faith, the GM may grant Advantage on one Willpower Save against fear, Corruption, possession, or despair.

Uses: 1/session, GM approval

Worthless. Priceless.

Common Issue

Glow-lumen

Portable light source for tunnels, wrecks, underhives, ruins, and places where darkness has opinions.

ToolLightHumanForge-Bound HumanBlack MarketMunitorum Issue

Creates bright light in a 20-foot radius and dim light for an additional 20 feet.

Uses: Reusable. Power cell lasts as long as the GM finds reasonable.

Light, and everything light attracts.

Common Issue

Dataslate

Orders, maps, confessions, evidence, forbidden files, and bad news.

ToolDataHumanForge-Bound HumanInquisition IssueMechanicus IssueMunitorum Issue

Stores text, maps, recordings, simple data, codes, mission notes, pict-captures, or evidence.

Uses: Reusable unless damaged, erased, corrupted, or confiscated.

The most dangerous thing on it is probably a name.

Chapter Field Kit

Transhuman-scaled essentials, counted before and after the mission.

Tools of the Angels of Death. Astartes field kit is not packed for comfort. It is issued for war. Every seal, beacon, medicae tool, ammunition shrine, and armor rite exists to keep a transhuman strike force moving through impossible conditions. Astartes do not carry gear because they might need it. They carry gear because the Chapter has already calculated the cost of failure. Ordinary soldiers improvise. Astartes prosecute doctrine.

Restricted IssueDraft

Astartes Medi-Seal Kit

Oversized battlefield medicae sealants, clotting compounds, pain suppressors, and trauma clamps designed for transhuman physiology.

ToolMedicalConsumableAstartesAstartesApothecaryChapter Issue

As an Action, stabilize an Astartes at 0 Vitality. A trained user may also attempt an Intellect + Medicae check to treat one Active Wound during a rest. If used on a non-Astartes character, the GM may impose Disadvantage or complications due to dosage, scale, or brutality.

Uses: 5 uses

Subtle medicine was not written into the procedure.

Restricted IssueDraft

Chapter Ammo Reliquary

A sealed ammunition case containing blessed bolt shells, heavy weapon feeds, plasma cells, and mission-counted reserves.

ToolAmmunitionConsumableAstartesAstartesTactical MarineDevastator MarineAssault MarineChapter Issue

Fully restocks one Astartes weapon's magazines, belts, or cells. If used to resupply a Heavy Weapon, the GM may rule the reliquary is fully expended.

Uses: 1–3 resupplies, depending on mission issue

Every round is logged before it is fired.

Restricted IssueDraft

Astartes Rebreather Seal

Emergency sealant and atmospheric filtration system used when power armor seals are compromised.

ToolSurvivalSealedAstartesAstartesChapter Issue

Allows an Astartes to ignore one minor armor breach, smoke exposure, toxic atmosphere, or breathing hazard for one scene. Does not protect against full vacuum if the armor is catastrophically breached unless the GM allows it.

Uses: 1/safe rest

The armor breathes. The warrior continues.

Restricted IssueDraft

Ceramite Patch Kit

Emergency plates, bonding paste, sealant, rivet clamps, and repair prayers for damaged Astartes armor.

ToolRepairConsumableAstartesAstartesTechmarineChapter Issue

During a rest, make an Intellect + Tech check, DC 13, to suppress one damaged armor effect until the next safe long rest. A Techmarine or character with appropriate repair training has Advantage.

Uses: 3 uses

If it holds until victory, it was repaired correctly.

Armor-Integrated Systems

Rites and systems that work through the warplate.

Restricted IssueDraft

Auto-Sense Calibration Rite

A short diagnostic rite used to recalibrate helm sensors, targeting overlays, auspex feeds, and threat markers.

ToolDetectionArmor-IntegratedMachine-RiteAstartesTactical MarineDevastator MarineTechmarineChapter Issue

Once per session, after a short pause or rest, gain Advantage on one Awareness check involving sight, sound, battlefield movement, hidden enemies, or environmental threats.

Uses: 1/session

The helm sees what the eyes dishonor by missing.

Restricted IssueDraft

Mag-Lock Boots

Armor-integrated magnetic locking systems for voidship hulls, metal gantries, vehicle decks, and violently unstable footing.

ToolMobilityArmor-IntegratedVoidAstartesChapter Issue

Gain Advantage on checks or saves to resist forced movement, falling, decompression pull, or being knocked prone while standing on metallic surfaces.

Uses: Passive

The deck moves. You do not.

Restricted IssueDraft

Armor Oath-Seals

Wax, parchment, wire, and engraved seals fixed to armor before battle to record vows, litanies, and mission burdens.

ToolSacredMoraleAstartesAstartesChaplainTactical MarineChapter Issue

Once per session, when you fail a Willpower Save against fear, despair, psychic pressure, or being Pinned, you may reroll the save. You must keep the new result.

Uses: 1/session

The oath holds when flesh hesitates.

Restricted IssueDraft

Black Carapace Interface Node

A maintenance and diagnostic interface used to check the link between Astartes biology and power armor.

ToolArmor-IntegratedTechAstartesAstartesTechmarineApothecaryChapter Issue

During a rest, remove one minor armor-interface complication, sensor disruption, movement penalty, or armor discomfort effect if the GM agrees it is armor-link related.

Uses: Reusable

The warrior and the suit argue in silence.

Apothecary Wargear

Mercy, sharpened and sterilized.

Restricted IssueDraft

Narthecium Field Kit

A sacred medicae gauntlet, surgical rig, and battlefield intervention kit used by Apothecaries.

ToolMedicalAstartesRestrictedAstartesApothecaryChapter Issue

Gain Advantage on Intellect + Medicae checks to stabilize Astartes, treat Active Wounds, perform emergency surgery, or recover gene-seed. Once per safe long rest, stabilize an Astartes at 0 Vitality as a Bonus Action.

Uses: Reusable, but advanced treatment may require supplies

Apothecary only.

Mercy, sharpened and sterilized.

Restricted IssueDraft

Gene-Seed Stasis Casket

A sealed stasis container used to preserve recovered gene-seed, biological samples, or transhuman tissue of sacred importance.

ToolMedicalSacredStasisAstartesApothecaryRelicChapter Issue

Allows safe preservation of gene-seed or biological samples after recovery. May grant Advantage on Medicae or Lore checks involving Astartes biology, Chapter lineage, or biological contamination when used appropriately.

Uses: Limited capacity

Apothecary only.

The brother falls. The Chapter continues.

Restricted IssueDraft

Reductor Extraction Case

A sealed kit of brutal extraction tools used when battlefield recovery becomes sacred duty.

ToolMedicalSacredExtractionAstartesApothecaryChapter Issue

When used on a fallen Astartes, allows recovery of biological relics or gene-seed if the body is recoverable and the GM agrees conditions allow it. If performed under fire, the Apothecary may need an Intellect + Medicae check.

Uses: Reusable

Apothecary only.

There are deaths the Chapter refuses to waste.

Techmarine Wargear

The visible parts of the prayer.

Restricted IssueDraft

Servo-Harness Field Kit

A compact kit of sacred couplings, diagnostics, tool oils, seals, and adapters for maintaining servo-harness systems.

ToolRepairMechanicusAstartesAstartesTechmarineMechanicus IssueChapter Issue

Gain Advantage on Intellect + Tech checks to repair armor, weapons, vehicles, servo-arms, or battlefield machinery. Once per safe long rest, reroll a failed repair check involving Astartes wargear.

Uses: Reusable

Techmarine only.

The wrench is only the visible part of the prayer.

Restricted IssueDraft

Machine-Spirit Appeasement Censer

A censer of oils, incense, and machine-sanctioned vapors used to calm damaged armor, weapons, vehicles, and offended systems.

ToolMachine-RiteRepairSacredAstartesTechmarineMechanicus IssueChapter Issue

Once per session, when an Astartes weapon, armor system, vehicle, or machine becomes jammed, damaged, or unstable, use an Action to grant Advantage on the next repair or stabilization check.

Uses: 1/session

Techmarine only.

The smoke apologizes on your behalf.

Restricted IssueDraft

Chapter Pattern Diagnostic Slate

A hardened diagnostic slate loaded with Chapter-approved armor patterns, weapon rites, and repair catechisms.

ToolDataTechAstartesAstartesTechmarineApothecaryChapter Issue

Gain Advantage on Tech checks involving Astartes armor, Chapter weapons, damaged wargear, or vehicle systems.

Uses: Reusable

If the slate is lost, stolen, or corrupted, treat it as a serious Chapter security concern.

The slate knows what the serfs are forbidden to learn.

Squad Support & Command

The squad hears. The squad moves.

Restricted IssueDraft

Squad Vox Relay

A hardened transhuman-scale vox relay linked to helm channels, strike force commands, and battlefield priority codes.

ToolCommsCommandAstartesAstartesTactical MarineChaplainChapter Issue

Allows secure squad communication across a range set by the GM. Once per session, gain Advantage on a Command check to coordinate Astartes allies, call position, redirect fire, or maintain formation.

Uses: Reusable; special effect 1/session

The squad hears. The squad moves.

Restricted IssueDraft

Telemetry Beacon

A tactical beacon used to mark objectives, landing zones, extraction points, enemy positions, and orbital attention.

ToolDataCommsDetectionAstartesTactical MarineDevastator MarineChapter Issue

As an Action, place or activate the beacon. Until recovered or destroyed, allies with compatible sensors gain Advantage on checks to locate, navigate to, or target the marked position. The GM may also allow it to support extraction, bombardment, reinforcement, or mission tracking if appropriate.

Uses: Reusable

The battlefield has been annotated.

RelicDraft

Chapter Command Seal

A battlefield authority marker, oath-token, or encoded command seal used to identify Chapter priority.

ToolAuthorityCommandSacredAstartesChaplainTactical MarineRelicChapter Issue

Once per session, gain Advantage on a Presence + Command check made to issue orders, demand cooperation, override local command hesitation, or assert Chapter authority. This may not work on hostile Imperial authorities, rival factions, or those foolish enough to test a Space Marine.

Uses: 1/session

The seal does not ask twice.

Restricted IssueDraft

Kill-Marker Servo-Skull

A small servo-skull used to record kills, mark targets, carry tactical picts, and shame the insufficiently accurate.

ToolServo-SkullTargetingDataAstartesTactical MarineDevastator MarineTechmarineChapter Issue

Once per session, designate a visible enemy within 60 feet. The next attack made by you or an ally against that enemy before the start of your next turn gains +2 to hit.

Uses: 1/session

It watches the enemy die for administrative clarity.

Breaching & Boarding Gear

Keys written in thunder.

Restricted IssueDraft

Astartes Breaching Charge

A transhuman-scale explosive charge designed to open bulkheads, bunker doors, sealed hatches, and arguments with architecture.

DMG 6d6 Fire or Blast (small area, if used offensively)
ToolExplosiveBreachingConsumableAstartesAstartesAssault MarineTactical MarineChapter Issue

Can destroy or breach reinforced doors, walls, locks, barricades, or thin structural barriers at the GM's discretion. If used offensively, nearby creatures may make an Agility Save to avoid damage.

Uses: Single use

A key written in thunder.

Restricted IssueDraft

Boarding Clamp

A powered clamp, anchor, or hull-lock used to secure movement during boarding actions, decompression, or violent shipboard entry.

ToolBreachingMobilityVoidAstartesAssault MarineTactical MarineChapter Issue

Gain Advantage on checks to hold position, secure yourself, drag a target, or resist forced movement in voidship, hull, or unstable metal environments.

Uses: Reusable

The ship tries to throw you away. It fails.

Restricted IssueDraft

Auspex Breach Scanner

A compact scanner used before entry to read heat, movement, structural weakness, and probable ambush positions.

ToolDetectionBreachingTechAstartesTactical MarineDevastator MarineTechmarineChapter Issue

Before breaching a door, wall, bulkhead, or chamber, make an Intellect + Tech or Willpower + Awareness check. On success, ask the GM one: how many heat or motion signatures are beyond? Is the entry trapped? Is there heavy cover beyond? Is the structure weak? Is something large waiting?

Uses: Reusable

The door has secrets. The scanner has opinions.

Sacred Field Gear

Oaths, censers, and ammunition with names.

RelicDraft

Oath-Censer

A small armor-mounted censer carrying incense, ash, oils, and battlefield rites of resolve.

ToolSacredMoraleRelicAstartesChaplainLibrarianRelicChapter Issue

Once per session, when you or an ally within 30 feet fails a Willpower Save against fear, being Pinned, or psychic dread, you may allow that creature to reroll.

Uses: 1/session

Smoke remembers courage.

RelicDraft

Reliquary Bolt Case

A small sealed case holding a handful of ancient, blessed, or oath-marked bolt rounds.

ToolAmmunitionSacredRelicAstartesChaplainTactical MarineRelicChapter Issue

Once per safe long rest, when you hit with a bolt weapon, add +1 damage die. If the target is corrupted, daemonic, or oath-marked by the Chapter, also ignore one source of resistance if the GM allows it.

Uses: 1/safe long rest

Each shell has a name. Sometimes it is yours.

Restricted IssueDraft

Litany Recorder

A sealed device that records oaths, battle-litanies, last words, kill vows, and proof of duty completed.

ToolSacredDataMoraleAstartesChaplainTactical MarineChapter Issue

Once per session, after you complete an oath, defeat a named enemy, or survive a major encounter, you may record a battle-litany. Before the end of the next scene, you or one ally who hears the litany may gain Advantage on one Willpower Save.

Uses: 1/session

The dead deserve accurate transcription.

Future / Restricted Astartes Kit

Deployment systems awaiting sanction.

Rare IssueForthcoming

Teleport Homer

A rare beacon used to guide teleportation, Terminator insertion, or extreme Chapter deployment methods. Not available in v0.1.

ToolTeleportAstartesAstartesChapter Issue

TBD.

Uses: TBD

Teleport homers are future content and should not be active until teleportation and Terminator deployment rules exist.

Arrival without apology.

Rare IssueForthcoming

Jump Pack Control Shrine

A jump pack calibration and ignition rite system for Assault Marines. Not available in v0.1.

ToolMobilityAssaultAstartesAstartesAssault MarineChapter Issue

TBD.

Uses: TBD

Jump pack support gear is future content and should not be active until jump pack movement rules exist.

Gravity receives notice.

Relics & Sacred Gear

Human relics for the 1.0 Imperial release: sacred objects, inherited weapons, oath-bound tools, and dangerous heirlooms that carry history and obligation. The Rosarius-Pattern Field Relic itself is archived under Armor · Shields & Field Protection.

Relics Are Responsibilities. A relic is not simply better gear. It is history, faith, authority, obligation, and evidence. A character does not usually buy a relic. They are entrusted with one, inherit one, recover one, steal one, or carry one because someone important expects them to die using it. Losing, selling, corrupting, or misusing a relic should create consequences.

Faith, Morale & Martyrdom

Bones, banners, litanies, and the courage of the already dead.

RelicDraft

Blessed Icon

A saint's image that steadies mortal hearts under fire.

RelicSacredMoraleHumanMinistorum PriestSister of BattleEcclesiarchy Issue
RelicDraft

Saint's Bone Reliquary

A sealed fragment of a saint, martyr, confessor, or battlefield hero carried in a warded case.

RelicSacredAnti-CorruptionMoraleHumanMinistorum PriestSister of BattleInquisitorEcclesiarchy Issue

Once per session, when you or an ally within 30 feet fails a Willpower Save against fear, Corruption, possession, or despair, you may allow that creature to reroll the save. If the reroll succeeds against a Corruption-causing effect, the bearer gains Advantage on their next Command or Intimidation check before the end of the scene.

Uses: 1/session

Its loss is heresy by negligence.

The dead still hold the line.

RelicDraft

Martyr's Banner

A battle-worn sacred banner marked by smoke, blood, and names that are no longer spoken quietly.

RelicSacredMoraleBannerHumanGuardsmanCommissarMinistorum PriestSister of BattleMunitorum IssueEcclesiarchy Issue

As an Action, plant or raise the banner. Until the start of your next turn, allies within 30 feet who can see it gain Advantage on saves against fear and being Pinned. If an ally within range would drop to 0 Vitality during this effect, they may remain at 1 Vitality until the end of their next turn. After that, they drop to 0 unless healed, stabilized, or saved by another effect.

Uses: 1/safe long rest

It is easier to die under a banner than run from one.

RelicDraft

Regimental Standard Fragment

A torn piece of a destroyed regiment's standard, carried by the survivor who remembers where everyone fell.

RelicMoraleFateHumanGuardsmanCommissarMunitorum Issue

Once per session, when you spend Fate, you may also grant one ally within 30 feet Advantage on their next roll before the end of their next turn. If the ally is a Guardsman, Commissar, or Human soldier-type character, they may instead gain temporary Vitality equal to your Proficiency Bonus + your level.

Uses: 1/session

A thousand dead hands push you forward.

RelicDraft

Confessor's Censer

A smoking censer filled with incense, ash, bone dust, and chemical sanctifiers used in confession, purification, and crowd-breaking sermons.

RelicSacredAnti-CorruptionAreaHumanMinistorum PriestSister of BattleEcclesiarchy Issue

As an Action, fill a 15-foot area around you with sacred smoke until the start of your next turn. Allies in the area gain Advantage on Willpower Saves against fear and Corruption. Enemies with Corruption, daemonic influence, or obvious heresy have Disadvantage on Stealth and Guile checks while in the smoke.

Uses: 1/safe rest

The smoke smells like mercy. It burns like judgment.

RelicDraft

Book of Burning Litanies

A heavy prayer-book, battlefield hymnal, or oath-codex with pages scorched by the hands that carried it before.

RelicSacredMoraleFearHumanMinistorum PriestSister of BattleCommissarEcclesiarchy Issue

Once per session, as an Action, recite from the book. Choose one: allies within 30 feet gain Advantage on their next Willpower Save before the end of the scene; or one enemy that can hear you must make a Willpower Save (DC 8 + Proficiency Bonus + Presence modifier) or become Frightened until the end of its next turn; or remove the Pinned condition from one ally who can hear you.

Uses: 1/session

Every page ends in fire.

RelicDraft

Oath-Coin of the Last Stand

A stamped coin, medal, kill-token, shrine charm, or regimental marker given to those expected to die where they are ordered.

RelicFateMoraleLast StandHumanGuardsmanCommissarMinistorum PriestMunitorum IssueEcclesiarchy Issue

Once per campaign chapter, when you are reduced to 0 Vitality but not killed outright, you may remain standing until the end of your next turn. During that turn, you have Advantage on one attack roll, Command check, or Willpower Save. At the end of your next turn, you drop to 0 Vitality unless healed, stabilized, or saved by Fate.

Uses: 1/campaign chapter

One side says duty. The other says paid in full.

RelicDraft

Saint's Shroud

A funerary cloth, battlefield wrap, or shrine-blessed cloak said to have covered a martyr before the fire took them.

RelicSacredAnti-CorruptionHumanMinistorum PriestSister of BattleInquisitorEcclesiarchy Issue

Once per safe long rest, when you would gain Corruption from witnessing a daemon, resisting possession, or enduring warp horror, reduce the Corruption gained by 1. This cannot reduce Severe Corruption caused by willing bargains, sacrifices, or deliberate heresy unless the GM allows it.

Uses: 1/safe long rest

It smells faintly of smoke and old mercy.

Authority & Investigation

Seals, ledgers, and lenses that open doors and mark the bearer.

RelicDraft

Inquisitorial Warrant Seal

A sealed writ, sigil-case, authority token, or encoded mandate proving that someone dangerous has granted the bearer permission to ask questions no one wants answered.

RelicAuthoritySocialHumanInquisitorInquisition Issue

Once per session, present the seal to gain Advantage on a Presence + Command, Presence + Inquiry, or Presence + Guile check made to demand access, intimidate officials, seize evidence, command cooperation, or invoke Imperial authority. If the check fails, the GM may introduce suspicion, escalation, rival authority, or someone sending word upward.

Uses: 1/session

Inquisition access or story reward. Carrying one falsely is a death sentence in every jurisdiction that matters.

The door opens. The room remembers who made it open.

RelicDraft

Black Ledger Cipher

A forbidden or sealed cipher-book containing names, debts, cult trails, dead drops, aliases, and half-burned truths.

RelicDataRiskHumanInquisitorAssassinArbitesBlack MarketInquisition Issue

Once per session, when investigating a conspiracy, hidden network, cult, smuggling route, or political crime, you may ask the GM one question about who benefits, who is connected, or what link the party has missed. The GM must answer truthfully, but may answer in a cryptic, partial, or dangerous way. Using the ledger in front of authorities may create suspicion.

Uses: 1/session

Some names are safer before they are read.

RelicDraft

Witchglass Lens

A warded lens, monocle, sensor-saint crystal, or sealed viewing device used to perceive psychic residue and things reality would prefer hidden.

RelicDetectionAnti-CorruptionRiskHumanInquisitorPsykerArbitesInquisition Issue

Once per session, inspect a person, object, room, or symbol and ask the GM one: Is this touched by the Warp? Has psychic power been used here recently? Is this object corrupted? Is there a hidden ward, ritual trace, or daemonic mark nearby? The answer is truthful but may be disturbing. If used in a heavily corrupted location, the GM may require a Willpower Save or inflict 1 Corruption.

Uses: 1/session

It shows what sight was spared from seeing.

Sacred Arms

Weapons with names, service records, and grudges.

RelicDraft

Executioner's Bolt Pistol

A bolt pistol passed from officer to officer, its grip worn by duty, fear, and the final moments of cowards and heroes alike.

DMG 1d10 Piercing · RNG 40/120 · MAG 8

Ammo: Magazine 8 · Detachable magazine · Reload: Bonus Action

RelicMagazineDetonatorMoraleExecutionHumanCommissarInquisitorMunitorum IssueInquisition Issue

Functions as a Bolt Pistol. Once per session, when you reduce an enemy to 0 Vitality with this weapon, choose one ally within 30 feet who saw the kill: that ally may immediately end the Frightened or Pinned condition. If the target was a coward, traitor, deserter, cult leader, or oathbreaker, the GM may also grant Advantage on the bearer's next Command check.

Uses: Weapon; special effect 1/session

Commissar, Inquisitor, or story reward.

Discipline has a caliber.

RelicDraft

Martyr's Chainblade

A chainsword whose teeth have been replaced over generations, each tooth engraved with the name of someone who died holding it.

DMG 1d10 Slashing
RelicChainSacredHumanGuardsmanCommissarMinistorum PriestSister of BattleMunitorum IssueEcclesiarchy Issue

Functions as a Chainsword. Once per safe long rest, when you score a Critical Hit with this weapon, you may choose to gain temporary Vitality equal to your level. If you were below half Vitality when the critical hit was scored, you may also remove the Pinned or Frightened condition from yourself.

Uses: Weapon; special effect 1/safe long rest

The teeth remember.

RelicDraft

Consecrated Power Sword

A sacred power blade carried by nobles, saints, confessors, inquisitors, duelists, or officers whose enemies learned to fear ceremony.

DMG 1d8 Slashing + 1d8 Energy
RelicPower FieldSacredHumanInquisitorCommissarSister of BattleEcclesiarchy IssueInquisition Issue

Functions as a Power Sword. Once per session, when you hit a creature with Corruption, daemonic influence, or obvious heresy, add extra Energy damage equal to your Proficiency Bonus. If the target is a daemon or warp entity, the GM may also prevent it from using reactions until the start of its next turn.

Uses: Weapon; special effect 1/session

An heirloom that learned to hate.

RelicDraft

Purity-Sealed Ammunition

A small cache of rounds sealed with prayers, wax, oils, and the names of enemies already condemned.

RelicAmmunitionSacredConsumableHumanInquisitorSister of BattleMinistorum PriestInquisition IssueEcclesiarchy Issue

Choose one magazine-fed weapon when this relic is issued. For one scene, attacks from that weapon count as Sacred against corrupted, daemonic, or warp-tainted enemies. Once during the scene, after hitting such a target, add +1 damage die. At the end of the scene, the ammunition is spent.

Uses: Single scene

Every round is a verdict.

Wards & Penance

Protection from the Warp, and the paperwork of absolution.

RelicDraft

Ashen Writ of Penance

A signed confession, oath-scroll, punishment writ, or holy sentence carried by someone who has not yet finished paying for survival.

RelicSacredPenanceAnti-CorruptionHumanMinistorum PriestSister of BattleInquisitorInquisition IssueEcclesiarchy Issue

When you complete a meaningful act of penance, restitution, confession, or self-sacrifice, the GM may allow you to remove 1 Corruption. This relic cannot be used casually. It requires an actual story action.

Uses: GM controlled

Absolution has handwriting.

RelicDraft

Null-Script Charm

A strip of warded script, bone-etched charm, or forbidden anti-psyker token carried by those expecting witchcraft.

RelicWardAnti-PsychicReactionHumanInquisitorArbitesSister of BattleEcclesiarchy IssueInquisition Issue

Once per safe long rest, when you are targeted by a psychic power, you may use your Reaction to gain Advantage on the save against that power. If the power requires a psychic attack roll against you, impose Disadvantage on that attack roll instead.

Uses: 1/safe long rest

The letters are hard to read because the mind refuses them.

RelicDraft

Penitent's Collar

A brutal restraint, oath-device, shock collar, or holy control mechanism worn by someone who is not fully trusted.

RelicSacredRestraintRiskAnti-CorruptionHumanPsykerEcclesiarchy IssueInquisition Issue

While wearing the collar, you gain Advantage on Willpower Saves against fear and Corruption. However, when you fail a Corruption save or willingly accept Temptation, the GM may trigger the collar: you take 1d6 Lightning damage and cannot take Reactions until the start of your next turn.

Uses: Passive

Story controlled; usually not voluntary gear.

Trust, engineered poorly.

Relics of the Machine Cult

Machine-saint remnants, sacred tools, archeotech fragments, and dangerous Mechanicus secrets.

Relics of the Machine Cult. A Forge-Bound relic is not merely old. It is sanctified by function, protected by rite, indexed by lineage, and owed to a machine-history older than the bearer. Some relics preserve knowledge. Some repair what should remain broken. Some command lesser machines. Some remember their previous owners too clearly. A relic of the Machine Cult is never truly yours. It is entrusted, assigned, recovered, or temporarily permitted to remain in your possession.

RelicDraft

Cog-Tooth of Saint Kaspel

A fist-sized gear tooth from a destroyed forge engine, polished by centuries of oil, incense, and battlefield prayers.

RelicMechanicusTechMachine-RiteForge-Bound HumanTech-AdeptEnginseerMechanicus Issue

Once per session, when you fail an Intellect + Tech check involving Imperial machinery, vehicles, weapons, doors, cogitators, or damaged equipment, you may reroll the check. If the reroll succeeds, the machine emits a brief devotional tone or diagnostic phrase no one remembers programming.

Uses: 1/session

The broken engine still gives instruction.

RelicDraft

Machine-Saint's Finger Bone

A preserved finger bone, metal-knuckle, or augmetic digit from a revered machine-saint, sealed in a brass reliquary.

RelicMechanicusRepairSacredForge-Bound HumanEnginseerTech-AdeptMechanicus Issue

Once per safe long rest, when repairing damaged armor, weapons, augmetics, servo-skulls, or machinery, gain Advantage on the Intellect + Tech check. If the repair succeeds by 5 or more, restore one additional damaged function or remove one minor complication.

Uses: 1/safe long rest

The hand is dead. The work continues.

RelicDraft

Litany-Spool of Corrective Maintenance

An ancient prayer-spool containing machine rites for emergency field repair, weapon appeasement, and last-minute mechanical forgiveness.

RelicMechanicusRepairMachine-RiteRiskForge-Bound HumanTech-AdeptEnginseerMechanicus Issue

Once per session, when a weapon, armor piece, augmetic, or tool becomes damaged, jammed, overheated, or disabled, you may use an Action to attempt an immediate field correction. Make an Intellect + Tech check, DC 13. On success, the item functions again until the end of the scene. On failure, the item remains disabled and emits offended static.

Uses: 1/session

The correct prayer is sometimes indistinguishable from percussion.

RelicDraft

Black Key of the Locked Engine

A dark metal access key etched with machine-ciphers that change when no one is watching.

RelicMechanicusTechAccessRiskForge-Bound HumanTech-AdeptEnginseerInquisition IssueMechanicus Issue

Once per session, you may gain Advantage on a Tech check made to open, bypass, override, or awaken an Imperial machine, sealed door, cogitator, security system, or dormant device. If the check fails, the GM may introduce a machine-spirit complication, alarm, lockout, scrapcode trace, or hostile diagnostic attention.

Uses: 1/session

Every lock is a conversation. This key interrupts.

RelicDraft

Omnissian Prayer Engine

A portable brass-and-iron devotional engine that clicks, steams, chants, and calculates small prayers faster than a human mouth can form them.

RelicMechanicusMachine-RiteForge-Bound HumanTech-AdeptEnginseerCybernetica DatasmithMechanicus Issue

Once per safe long rest, activate the engine during a short rest or field pause. Choose one: one damaged weapon or armor item gains Advantage on its next repair check; one character gains Advantage on their next Tech check before the end of the scene; or one Forge-Bound character may suppress one minor augmetic drawback until the next rest.

Uses: 1/safe long rest

It prays because someone must do it correctly.

RelicDraft

Servo-Skull of the Prior Magos

A skull-servitor containing fragments of a dead Magos's habits, irritation, memory, and expertise.

RelicMechanicusServo-SkullDataForge-Bound HumanTech-AdeptEnginseerCybernetica DatasmithMechanicus Issue

Once per session, ask the GM one question related to machinery, ancient technology, battlefield repair, data analysis, or Mechanicus procedure. The GM must answer truthfully, but the answer may be partial, cryptic, insulting, or obsessed with irrelevant maintenance doctrine.

Uses: 1/session

It is technically dead. It is still disappointed.

RelicDraft

Martyr-Node Data Reliquary

A sealed data-vault containing battlefield logs, last prayers, targeting maps, machine deaths, and martyr-records from a destroyed forge cohort.

RelicDataMechanicusForge-Bound HumanTech-AdeptInquisitorMechanicus Issue

Once per session, when investigating a battlefield, ruin, machine site, forge shrine, void wreck, or enemy technology, you may ask: “What important pattern, trace, or machine record are we missing?” The GM provides a useful clue, data fragment, or direction.

Uses: 1/session

The dead filed reports.

RelicDraft

Archeotech Capacitor

An ancient power reservoir with impossible efficiency and very poor documentation.

RelicArcheotechPowerRiskForge-Bound HumanTech-AdeptEnginseerMechanicus Issue

Once per safe long rest, when a weapon, shield, field device, augmetic, or machine-powered item would run dry, overload, or lose function, you may prevent that failure. Alternatively, fully reload one weapon's magazine, pack, or cell if the GM agrees the weapon can draw from a suitable source.

Uses: 1/safe long rest

It still holds a charge from a century no one survived.

RelicDraft

The Red Circuit

A loop of crimson wire, nerve-thread, and sacred conductive filament worn around an augmetic wrist, throat, or spinal port.

RelicAugmeticMechanicusReactionProtectionForge-Bound HumanSkitariiElectro-PriestEnginseerMechanicus Issue

Once per scene, when you take Lightning damage, Haywire disruption, or an effect that targets augmetics or machinery, you may use your Reaction to gain Advantage on the save or reduce the damage by 1d10 + your Proficiency Bonus.

Uses: 1/scene

The current knows its master. Briefly.

RelicDraft

Phosphor Saint's Lantern

A relic-lantern whose flame burns with cold phosphor light, revealing motion, heat, and shame.

RelicDetectionPhosphorLightMechanicusForge-Bound HumanTech-AdeptSkitariiMechanicus Issue

As an Action, activate the lantern. For one scene, invisible, hidden, or obscured creatures within 30 feet may be revealed if they fail an Agility + Stealth check against your Passive Awareness or a DC set by the GM. Targets revealed by the lantern cannot benefit from Light Cover against the next attack made against them before the start of your next turn.

Uses: 1/safe long rest

Nothing hides from light that has learned suspicion.

RelicDraft

Null-Static Tuning Fork

A black iron tuning fork, signal-rod, or frequency key that emits a hateful tone when psychic energy crawls too close.

RelicAnti-PsychicWardMechanicusReactionForge-Bound HumanTech-AdeptEnginseerInquisition IssueMechanicus Issue

Once per safe long rest, when a psychic power targets you or an ally within 30 feet, use your Reaction to impose Disadvantage on the psychic attack roll or grant Advantage on the saving throw. If the power was Pushed, the user must also roll 1d20. On a 1, they trigger Perils of the Warp.

Uses: 1/safe long rest

The Warp hates being measured.

RelicDraft

Blessed Auspex Lens

An auspex attachment, sighting lens, or sensor crystal ritually calibrated to detect motion, heat, radiation, life signs, and unpleasant surprises.

RelicDetectionTechMechanicusForge-Bound HumanTech-AdeptEnginseerSkitariiMechanicus Issue

Once per session, when using an Auspex or making an Awareness check with technical scanning assistance, gain Advantage. If the scan detects a hidden enemy, trap, machine, or environmental hazard, you may also ask the GM one follow-up question about its type or direction.

Uses: 1/session

The lens does not blink. Neither should you.

RelicDraft

Seal of the Unbroken Cog

A palm-sized cog-seal stamped onto armor, tools, or augmetics to invoke endurance through proper mechanical obedience.

RelicMechanicusRepairProtectionForge-Bound HumanSkitariiEnginseerTech-AdeptMechanicus Issue

Once per safe long rest, when you would suffer a damaged gear result, augmetic failure, weapon jam, or armor degradation, ignore that result. If the damage came from a critical hit or catastrophic effect, the GM may instead downgrade the damage or allow an immediate repair check with Advantage.

Uses: 1/safe long rest

The cog does not break. It only awaits recalibration.

RelicDraft

Canticle Vox-Emitter

A throat-mounted or shoulder-mounted vox relic that broadcasts machine-cant in frequencies that comfort allies and disturb the unaugmented.

RelicCommsMechanicusMoraleMachine-RiteForge-Bound HumanTech-AdeptEnginseerCybernetica DatasmithMechanicus Issue

As an Action, broadcast a machine-cant. Choose one: Forge-Bound allies within 30 feet gain Advantage on their next Tech check before the end of the scene; one ally within 30 feet may immediately end the Pinned condition; or mechanical or servitor allies within 30 feet gain +2 to their next attack roll before the start of your next turn.

Uses: 1/session

A hymn with command syntax.

RelicDraft

Incense of the Calmed Machine

Sacred incense, oil vapor, or atomized unguent used to soothe hostile machine-spirits and steady damaged engines.

RelicConsumableMachine-RiteTechForge-Bound HumanTech-AdeptEnginseerMechanicus Issue

When used during a Tech check involving a damaged, hostile, ancient, or unstable Imperial machine, gain Advantage. If the check succeeds, the machine becomes cooperative or stable for the scene.

Uses: Single use

The machine breathes easier. So do you.

RelicDraft

The Thirteenth Diagnostic

A forbidden diagnostic rite preserved on a sealed wafer. It can identify faults that officially cannot exist.

RelicHeretekTechForbiddenRiskForge-Bound HumanTech-AdeptEnginseerForbiddenMechanicus Issue

Once per campaign chapter, when facing a machine, weapon, vehicle, armor system, augmetic, or device that seems impossible to understand, you may ask the GM: “What is the true flaw in this system?” The GM must answer truthfully.

Uses: 1/campaign chapter

Using the rite may create Mechanicus suspicion, scrapcode exposure, or Heretek attention.

There are twelve approved diagnostics. This is the one that works.

RelicDraft

Servo-Sigil of Command Override

A command sigil, cogitator key, or machine-authority token used to impose hierarchy on lesser servitors and compliant systems.

RelicMechanicusMachine CommandTechForge-Bound HumanTech-AdeptEnginseerCybernetica DatasmithMechanicus Issue

Once per session, target one servitor, drone, turret, servo-skull, or simple machine within 60 feet. Make an Intellect + Tech check against a DC set by the GM. On success, choose one: it pauses until the start of your next turn; it performs one simple command; it ignores you and your allies for one round; or it opens, unlocks, powers down, or changes state if it is not a creature.

Uses: 1/session

Obedience is a protocol.

RelicDraft

Rust-Saint's Scalpel

A delicate surgical blade, sacred cutter, or microtool used in augmetic installation, battlefield amputation, and necessary cruelty.

RelicMedicalTechAugmeticMechanicusForge-Bound HumanTech-AdeptEnginseerMechanicus Issue

When treating a Wound, installing or stabilizing an augmetic, or performing emergency surgery, gain Advantage on one Intellect + Medicae or Intellect + Tech check. If used to amputate or remove a corrupted, infected, or ruined body part, the GM may reduce the severity of a future complication.

Uses: 1/session

The cut is mercy. The replacement is doctrine.

Chapter Relics

Fragments, oaths, banners, and helms that remember the Chapter's wars.

Relics of the Chapter. An Astartes relic is not treasure. It is a burden carried from war to war, name to name, and death to death. Some relics are weapons. Some are banners. Some are bones. Some are damaged fragments of armor that survived battles the Chapter still refuses to forget. A relic is entrusted to a battle-brother because the Chapter expects him to be worthy of its history — or die proving he was not.

RelicDraft

Shard of the First Blade

A broken fragment of the Chapter's first consecrated blade, sealed into a combat charm, weapon hilt, or armor shrine.

RelicSacredAstartesAstartesTactical MarineAssault MarineChaplainRelicChapter Issue

Once per session, when you hit an enemy in melee, you may add extra Energy damage equal to your Proficiency Bonus. If the target is corrupted, daemonic, or oath-marked by the Chapter, you may also ignore one source of damage resistance for that hit, at the GM's discretion.

Uses: 1/session

The blade broke. The oath did not.

RelicDraft

Veteran's Oath Chain

A heavy chain, honor cord, oath-link, or sealed mark of service worn by veterans who have survived wars that should have ended them.

RelicSacredMoraleVeteranAstartesTactical MarineDevastator MarineAssault MarineRelicChapter Issue

Once per session, when you fail a Willpower Save against fear, being Pinned, psychic dread, or morale-breaking horror, you may reroll the save. If the reroll succeeds, one ally within 30 feet who can see you gains Advantage on their next Willpower Save before the end of the scene.

Uses: 1/session

Every link remembers a battlefield.

RelicDraft

Banner Fragment of the Broken Company

A torn section of a company banner recovered from a massacre, sealed beneath armor glass or carried in a reliquary case.

RelicSacredBannerMoraleLast StandAstartesTactical MarineChaplainRelicChapter Issue

Once per safe long rest, as an Action, invoke the banner fragment. Until the start of your next turn, Astartes allies within 30 feet who can see or hear you gain Advantage on saves against fear and being Pinned. If an affected ally is reduced to 0 Vitality before the effect ends, they may remain standing until the end of their next turn. After that, they drop to 0 Vitality unless healed, stabilized, or saved by another effect.

Uses: 1/safe long rest

The company fell. The colors did not.

RelicDraft

Helm of the Unblinking Watch

An ancient helm fitted with sensor-rites, battle memories, and targeting optics that have watched centuries of enemies die.

RelicAuto-SensesDetectionTargetingAstartesTactical MarineDevastator MarineRelicChapter Issue

Once per session, gain Advantage on one Awareness check, Initiative roll, or ranged attack made against a target you can see. If used against a hidden, invisible, or obscured enemy, the GM may allow the helm to reveal enough of the target to remove Disadvantage for that roll.

Uses: 1/session

It has blinked less than some statues.

Relic Weapons

Weapons with names, kill-counts, and sealed archives.

RelicDraft

Fury of the Fallen

A boltgun whose casing bears the names of every battle-brother who died carrying it.

DMG 2d8 Piercing · RNG 100/400 · MAG 28

Ammo: Magazine 28 · Detachable magazine · Reload: Bonus Action

RelicMagazineDetonatorSacredAstartesTactical MarineChaplainRelicChapter Issue

Functions as an Astartes Boltgun. Once per session, when you reduce an enemy to 0 Vitality with this weapon, you may immediately make one additional ranged attack against another enemy within range. If the original target was corrupted, daemonic, or oath-marked, the additional attack gains +2 to hit.

Uses: Weapon; special effect 1/session

It does not fire twice. It remembers twice.

RelicDraft

Hell-Requiem Heavy Bolter

A revered heavy bolter whose recoil has broken mortal mounts and whose kill-count is recorded in sealed archives.

DMG 2d10 Piercing · RNG 150/600 · MAG 60

Ammo: Magazine 60 · Belt feed · Reload: Bonus Action

RelicHeavy WeaponMagazineDetonatorAstartesDevastator MarineRelicChapter Issue

Functions as a Heavy Bolter. Once per safe long rest, when using Suppression with this weapon, affected enemies make their Willpower Saves with Disadvantage. If an enemy fails that save by 5 or more, it is also Exposed until the start of your next turn.

Uses: Weapon; special effect 1/safe long rest

The weapon does not ask the corridor to empty. It declares it.

RelicDraft

Teeth of Saint Dravian

A chainsword whose teeth were each taken from a weapon recovered after a sainted last stand.

DMG 2d8 Slashing
RelicChainSacredMoraleAstartesAssault MarineChaplainTactical MarineRelicChapter Issue

Functions as an Astartes Chainsword. Once per session, when you score a Critical Hit with this weapon, you may remove the Pinned or Frightened condition from yourself and one ally within 30 feet who can see the strike.

Uses: Weapon; special effect 1/session

The teeth sing in borrowed voices.

RelicDraft

Thunder of the Reliquary

A thunder hammer carried only when the Chapter expects a door, monster, tank, or champion to cease existing.

DMG 2d10 Energy
RelicPower FieldStunTwo-HandedSlowAstartesChaplainAssault MarineRelicChapter Issue

Functions as a Thunder Hammer. Once per safe long rest, when you hit with this weapon, the target must make a Toughness Save (DC 8 + Proficiency Bonus + Strength modifier). On a failure, the target is Stunned until the end of its next turn. If the target is Huge or larger, heavily armored, or a vehicle, it is not Stunned but loses Reactions until the start of its next turn.

Uses: Weapon; special effect 1/safe long rest

The verdict arrives as weather.

RelicDraft

Mercy of the Black Vault

A power sword held in stasis between wars and issued only when the target must die cleanly, publicly, and without room for argument.

DMG 2d8 Slashing + 1d8 Energy
RelicPower FieldSacredAstartesTactical MarineLibrarianRelicChapter Issue

Functions as an Astartes Power Sword. Once per session, when you hit an enemy that has already damaged an ally this scene, add extra Energy damage equal to your Proficiency Bonus + your Willpower modifier.

Uses: Weapon; special effect 1/session

Mercy is a sharp word.

Sacred Armor Relics

Fragments and mantles of honored plate. The Iron Halo itself is archived under Armor · Astartes Field Systems & Defensive Relics.

RelicDraft

Crux Plate Fragment

A fragment of honored veteran plate mounted into current armor as a symbol of service, endurance, and future Terminator honors.

RelicVeteranProtectionAstartesTactical MarineDevastator MarineAssault MarineRelicChapter Issue

Once per session, when you would suffer an Active Wound from Massive Damage, you may gain Advantage on the Massive Damage Save.

Uses: 1/session

Foreshadows future Terminator systems but does not grant Terminator armor.

The fragment remembers heavier armor.

RelicDraft

Mantle of the Last Breach

A reinforced mantle, shoulder guard, or tabard recovered from a boarding action where the Chapter refused retreat.

RelicBreacherProtectionAstartesAssault MarineTactical MarineRelicChapter Issue

Once per safe long rest, when you cross a Fire Lane, you may impose Disadvantage on one Reactive Fire attack made against you. If you are already using Evade, you may instead ignore that Reactive Fire attack entirely, at the GM's discretion.

Uses: 1/safe long rest

The breach remembers who entered first.

Apothecary Relics

Caskets and chalices of gene-seed duty.

RelicDraft

The White Casket

An ancient gene-seed preservation casket with a machine-spirit that refuses failure more sternly than most officers.

RelicMedicalStasisSacredGene-SeedAstartesApothecaryRelicChapter Issue

Once per campaign chapter, when recovering gene-seed, biological relics, or sacred remains under dangerous conditions, gain automatic success if the body is recoverable and the GM agrees the attempt is possible. If the situation is contested, gain Advantage instead.

Uses: 1/campaign chapter

Apothecary only.

The brother falls. The Chapter continues.

RelicDraft

Red Grail of Gene-Truth

A sealed diagnostic chalice, blood-analyzer, or bio-rite engine used to detect corruption, mutation, poison, and biological lies.

RelicMedicalDetectionAnti-CorruptionGene-SeedAstartesApothecaryInquisition IssueRelicChapter Issue

Once per session, inspect a blood sample, tissue sample, wound, corpse, or biological trace. Ask the GM one: Is this corrupted? Is this mutated? Is this poisoned or diseased? Is this human, Astartes, xenos, or something else? Has this body been altered by forbidden means? The GM answers truthfully, though the answer may be incomplete if the sample is damaged or falsified.

Uses: 1/session

Apothecary only.

The blood confesses.

Techmarine Relics

Keys and shards for the warplate shrines.

RelicDraft

Master-Key of the Warplate Shrine

A sacred diagnostic key used to wake, calm, or command ancient warplate systems.

RelicMechanicusTechAccessRepairAstartesTechmarineMechanicus IssueRelicChapter Issue

Once per session, gain Advantage on an Intellect + Tech check involving Astartes armor, power armor systems, servo-harnesses, relic weapons, or Chapter vehicles. If the check succeeds by 5 or more, remove one minor machine-spirit complication or damaged gear effect.

Uses: 1/session

Techmarine only.

Every suit has a true name. This key knows several.

RelicDraft

Cogitator Shard of the Sleeping Forge

A damaged but sacred cogitator fragment containing fragments of old forge-patterns, failed repairs, and impossible maintenance logic.

RelicMechanicusDataRepairRiskAstartesTechmarineMechanicus IssueRelicChapter Issue

Once per safe long rest, when a weapon, armor, augmetic, vehicle, or machine would remain damaged after a failed repair check, reroll the check. If the reroll fails, the GM may introduce a strange but temporary workaround instead of full repair.

Uses: 1/safe long rest

Techmarine only.

The shard does not fix things correctly. It fixes them enough.

Librarian Relics

Hoods, tomes, and stones between the mind and the storm.

RelicDraft

Hood of the Ninth Ward

A psychic hood lined with warding script, memory-bone, and machine systems designed to keep the storm outside the skull.

RelicPsychic HoodWardedAnti-PsychicAstartesLibrarianRelicChapter Issue

Once per safe long rest, when you roll on the Perils of the Warp table, you may roll twice and choose either result. If both results would cause Corruption, reduce the Corruption gained by 1.

Uses: 1/safe long rest

Librarian only.

The Warp knocks. The hood answers in iron.

RelicDraft

Tome of Sealed Stars

A sealed Librarius tome containing star-omens, forbidden warnings, and the names of things the Chapter has killed before.

RelicPsychicLibrariusAnti-CorruptionRiskAstartesLibrarianRelicChapter Issue

Once per session, when confronting a daemon, psychic phenomenon, warp-marked enemy, or corrupted relic, ask the GM one: What is its weakness? What is it trying to become? What does it fear? What sign reveals its presence? What must not be allowed to happen? The answer is truthful but may be symbolic, incomplete, or dangerous.

Uses: 1/session

Librarian only.

The book is locked because it is polite.

RelicDraft

Force-Stone of the Inner Choir

A psychic focus-stone, warded gem, or mind-anchor carried by Librarians during high-risk warp operations.

RelicPsychicWardedRiskAstartesLibrarianRelicChapter Issue

Once per session, when you Push a psychic power, you may choose one: gain Advantage on the psychic attack roll; impose Disadvantage on one target's save; or reduce any Corruption gained from the resulting Perils by 1.

Uses: 1/session

Librarian only.

It sings only when the soul is under pressure.

Chaplain Relics

The Reclusiam's instruments of fear, sermon, and memory.

RelicDraft

Skull Helm of the Reproachful Dead

A death-mask helm whose vox carries the weight of names carved into the Chapter's memory.

RelicSacredFearMoraleReclusiamAstartesChaplainRelicChapter Issue

Once per session, as an Action, choose one enemy within 60 feet that can hear you. The target makes a Willpower Save (DC 8 + Proficiency Bonus + Presence modifier). On a failure, the target is Frightened until the end of its next turn. If the target is corrupted, traitorous, daemonic, or oath-marked, it also becomes Exposed until the start of your next turn.

Uses: 1/session

Chaplain only.

The dead do not forgive.

RelicDraft

Crozius of the Iron Sermon

An office weapon carried by a Chaplain whose sermons ended retreats and started massacres.

DMG 2d8 Bludgeoning + 1d8 Energy
RelicPower FieldSacredMoraleStunReclusiamAstartesChaplainRelicChapter Issue

Functions as a Crozius Arcanum. Once per safe long rest, when you hit with this weapon, allies within 30 feet who can see you may immediately end the Pinned or Frightened condition.

Uses: Weapon; special effect 1/safe long rest

Chaplain only.

A sermon you can hear through armor.

RelicDraft

Reliquary of the First Martyr

A sealed relic containing remains, ashes, or armor dust from the Chapter's first recorded martyr.

RelicSacredLast StandReactionReclusiamAstartesChaplainRelicChapter Issue

Once per campaign chapter, when an Astartes ally within 30 feet would die, you may use your Reaction to let them make one final Action before death or collapse. This does not prevent death unless another rule, Fate-equivalent effect, healing, or GM-approved intervention applies.

Uses: 1/campaign chapter

Chaplain only.

The first death teaches the last one how to stand.

Future / Restricted Astartes Relics

Honors awaiting the armor they promise.

RelicForthcoming

Terminator Honors Sigil

A mark of veteran status tied to future Terminator armor systems. Not active in v0.1.

RelicVeteranAstartesRelicChapter Issue

TBD.

Uses: TBD

Terminator Honors are future content and do not grant Terminator armor in v0.1.

The honor is lighter than the armor it promises.

RelicForthcoming

Ancient Chapter Standard

A full Chapter or company standard carried only during wars of impossible importance. Not active in v0.1.

RelicBannerMoraleAstartesChaplainTactical MarineRelicChapter Issue

TBD.

Uses: TBD

Full standards are future content and not available in v0.1.

If it is unfurled, history is already watching.

Augmetics

Augmetics replace what the battlefield took, what the Mechanicus improved, or what someone powerful decided the flesh no longer deserved.

The Flesh Was Not Enough. Augmetics are not accessories. They are replacements, debts, punishments, blessings, repairs, and upgrades. Some characters receive augmetics because they were wounded. Some earn them through service. Some are rebuilt by patrons who expect repayment. Forge-Bound characters may treat augmentation as devotion. Ordinary humans may treat it as the price of surviving. An augmetic can make a character stronger, stranger, harder to kill, or easier to control.

Implants & Replacements

Steel where flesh used to be.

Restricted IssueDraft

Subdermal Plating

Armor beneath the skin for people who keep getting shot.

AugmeticImplantDefenseHumanForge-Bound HumanSkitariiMechanicus Issue

Gain +1 Defense when wearing no armor or Light Armor. This bonus does not stack with heavier implanted armor unless a future rule says otherwise.

Medical scans, suspicious touch, or severe injuries may reveal the plating.

The flesh lies. The plate does not.

Restricted IssueDraft

Piston Limbs

Reinforced limb replacements or motive systems that lend strength on loan from the Omnissiah.

AugmeticReplacementMobilityHumanForge-Bound HumanSkitariiEnginseerMechanicus Issue

Gain Advantage on Strength + Athletics checks made to lift, shove, force, carry, jump, or break.

Fine manipulation, stealth, or delicate social situations may suffer if the limbs are obvious, loud, or crude.

The arm remembers the factory.

Restricted IssueDraft

Bionic Arm

A replacement arm strong enough to save your life and obvious enough to change conversations.

AugmeticReplacementHumanForge-Bound HumanMunitorum IssueInquisition IssueMechanicus Issue

Removes the penalty from a lost or ruined arm. Gain Advantage on Strength checks involving grip, lifting, carrying, or holding onto something.

Cheap or crude versions may impose Disadvantage on delicate manual tasks until upgraded.

The hand is gone. The debt remains.

Restricted IssueDraft

Bionic Leg

A replacement leg built for walking out of the battlefield that took the original.

AugmeticReplacementMobilityHumanForge-Bound HumanGuardsmanArbitesMunitorum IssueMechanicus Issue

Removes the penalty from a lost or ruined leg. Gain Advantage on Strength or Agility checks made to resist being knocked prone, maintain footing, or continue moving through difficult terrain.

Crude versions may be noisy, stiff, or vulnerable to Tech disruption.

The march continues.

Rare IssueDraft

Reinforced Spine

A rebuilt spinal column, support rig, or internal bracing system designed for load-bearing, impact survival, and terrible posture.

AugmeticImplantStructuralHumanForge-Bound HumanSkitariiEnginseerMechanicus Issue

Increase carrying capacity significantly at the GM's discretion. Gain Advantage on Toughness Saves against being knocked prone, stunned by impact, or physically crushed.

Severe electrical or Tech-disruption effects may cause pain, stiffness, or temporary immobility.

Stand straight. The machine does.

Restricted IssueDraft

Servo-Hand

A compact utility hand, wrist tool, or minor manipulator built into a limb or harness.

AugmeticUtilityTechHumanForge-Bound HumanTech-AdeptEnginseerMechanicus Issue

Gain Advantage on simple Tech checks requiring fine manipulation, tool use, wiring, disarming, or repairs. This does not replace a full mechadendrite.

The machine lends a finger.

Sensory Augmetics

New eyes for old horrors.

Restricted IssueDraft

Optic Array

Replacement or enhanced eyes that see further than the originals ever did.

AugmeticSensoryDetectionHumanForge-Bound HumanTech-AdeptSkitariiMechanicus Issue

Gain Advantage on Awareness checks based on sight at long distance or in poor lighting. The GM may also allow the user to ignore minor visual penalties from darkness, smoke, glare, or distance when appropriate.

Bright flashes, haywire effects, and electromagnetic interference may impose Disadvantage on sight-based checks until the array resets.

The eye is gone. The witness remains.

Restricted IssueDraft

Targeting Link

An optic, neural, or weapon-interface implant that assists aim, target tracking, and fire discipline.

AugmeticSensoryDetectionHumanForge-Bound HumanGuardsmanAssassinSkitariiInquisition IssueMunitorum IssueMechanicus Issue

Once per turn, when you use Aim, you may also ignore minor visual interference such as dim light, light smoke, or battlefield clutter for that attack.

This does not ignore cover. Severe jamming, smoke, darkness, or sensor disruption may still apply penalties.

The eye chooses. The hand obeys.

Neural & Cognitive Augmetics

Thought, indexed, accelerated, and edited.

Rare IssueDraft

Cranial Cogitator

A logic-assist implant, memory lattice, or data-processing node wired into the skull.

AugmeticCognitiveDataTechHumanForge-Bound HumanTech-AdeptInquisitorInquisition IssueMechanicus Issue

Gain Advantage on Intellect checks involving calculation, memory, logistics, ciphers, codes, or structured analysis.

Scrapcode, psychic interference, forbidden data, or machine-spirits may create headaches, false memories, or temporary Disadvantage.

Thought, indexed and audited.

Rare IssueDraft

Memory Engram Vault

A protected implant that stores memories, mission data, trauma records, confessions, or evidence the bearer may not fully remember.

AugmeticCognitiveDataEvidenceHumanForge-Bound HumanInquisitorAssassinInquisition IssueMechanicus Issue

Once per session, ask the GM if your character has recorded, retained, or indexed a relevant detail from a prior scene. If reasonable, gain Advantage on one Inquiry, Lore, or Tech check involving that detail.

Uses: 1/session

The GM may answer with a fragment, corrupted file, missing timestamp, or memory the character did not know was there.

You forgot. It did not.

Rare IssueDraft

Pain Editor

A neural regulator that suppresses pain, shock, and inconvenient biological warnings.

AugmeticNeuralRiskSurvivalHumanForge-Bound HumanSkitariiAssassinInquisition IssueMechanicus Issue

Once per safe long rest, when you would become Pinned, Stunned, or suffer Disadvantage from pain, injury, or shock, you may ignore that effect until the end of your next turn.

Uses: 1/safe long rest

After the scene, the GM may impose fatigue, worsen an untreated wound, or reveal that the body was warning you for a reason.

Pain is data. This one deletes it.

Rare IssueDraft

Reflex Wire

Nerve reinforcement and reaction accelerators threaded through the spine, wrists, or combat limbs.

AugmeticNeuralRiskHumanForge-Bound HumanAssassinSicarianInquisition IssueMechanicus Issue

Once per safe long rest, gain Advantage on an Initiative roll or Agility Save.

Uses: 1/safe long rest

On a natural 1 on that roll, the implant spasms. You cannot take Reactions until the start of your next turn.

Faster than thought. Not always smarter.

Common IssueDraft

Internal Chrono

An implanted timekeeper, pulse-counter, countdown system, or mission clock burned into the user's nerves.

AugmeticUtilityDataHumanForge-Bound HumanGuardsmanAssassinInquisition IssueMunitorum IssueMechanicus Issue

You always know the exact local time, elapsed time, and countdowns you have personally set. Gain Advantage on checks involving timing, synchronized action, explosives, patrol routes, or coordinated breach plans.

Time is a weapon if you arrive with it.

Survival Augmetics

The body, hardened against the galaxy's opinions.

Restricted IssueDraft

Respirator Lung

Replacement or reinforced lungs that breathe the unbreathable and filter most regrets.

AugmeticSurvivalRespiratorHumanForge-Bound HumanGuardsmanInquisition IssueMunitorum IssueMechanicus Issue

Gain Advantage on Toughness Saves against smoke, gas, airborne toxins, dust, chemical exposure, and hostile atmosphere. You can hold your breath or function without clean air for longer than a normal human, at the GM's discretion.

Severe toxins, vacuum, or supernatural contaminants may still require saves.

The first breath after surgery tastes like metal.

Rare IssueDraft

Autosanguine System

Internal clotting, blood filtration, and emergency sealant systems designed to keep the user from bleeding out immediately.

AugmeticMedicalSurvivalHumanForge-Bound HumanSkitariiInquisition IssueMechanicus Issue

Once per safe long rest, when you suffer a Bleeding Wound or would lose Vitality from bleeding, you may end or ignore that bleeding effect.

Uses: 1/safe long rest

Severe toxins, warp-tainted wounds, or catastrophic trauma may overwhelm the system.

The blood receives orders now.

Rare IssueDraft

Chem Gland

An internal drug reservoir that releases combat stimulants, anti-toxins, or sanctioned chemical courage.

AugmeticMedicalRiskSurvivalHumanForge-Bound HumanAssassinGuardsmanInquisition IssueBlack MarketMechanicus Issue

Once per safe long rest, use a Bonus Action to gain temporary Vitality equal to your Proficiency Bonus + your Toughness modifier. Alternatively, gain Advantage on one Toughness Save against poison, toxin, disease, pain, or exhaustion.

Uses: 1/safe long rest

Repeated or reckless use may cause fatigue, addiction, tremors, or other future drawbacks.

Your body has been issued ammunition.

Restricted IssueDraft

Dermal Sealant Ports

Small implanted ports that inject sealant, clotting gel, or battlefield foam into wounds and suit breaches.

AugmeticSurvivalMedicalVoidHumanForge-Bound HumanGuardsmanMunitorum IssueMechanicus Issue

Once per safe rest, when you take damage from bleeding, vacuum exposure, or a suit breach, reduce the damage by 1d10 + your Toughness modifier.

Uses: 1/safe rest

This does not function if the ports are damaged, clogged, or exposed to corruptive biological effects.

Leakage is a discipline issue.

Combat Augmetics

Violence, integrated.

Rare IssueDraft

Weapon Mount

A weapon graft, hardpoint, or integrated arm-mount that cannot be dropped, confiscated, or politely declined.

AugmeticRestrictedHumanForge-Bound HumanSkitariiSicarianInquisition IssueMechanicus Issue

Choose one one-handed weapon. It is mounted into the augmetic limb and cannot be disarmed while the limb functions.

The mounted weapon is obvious unless specifically concealed. Repairing or replacing it requires Tech access or Mechanicus support.

The question was never whether you were armed.

Restricted IssueDraft

Shock Capacitor Implant

A concealed capacitor that discharges through the skin, knuckles, or implanted contact points.

AugmeticConcealableRiskHumanArbitesAssassinBlack MarketInquisition Issue

Once per safe rest, when you hit with an unarmed strike or touch a creature you are grappling, deal an additional 1d8 Lightning damage. If used during an interrogation or intimidation scene, the GM may grant Advantage on one Presence + Command or Presence + Guile check, depending on the method.

Uses: 1/safe rest

Compliance, internalized.

Comms & Covert Augmetics

Quiet voices and borrowed faces.

Restricted IssueDraft

Vox Implant

Internal communication system wired into the throat, jaw, skull, or auditory nerves.

AugmeticCommsImplantHumanForge-Bound HumanTech-AdeptInquisition IssueMunitorum IssueMechanicus Issue

You can transmit and receive short-range vox communication without external gear. The GM may allow Advantage on Command or coordination checks when silent or hands-free communication matters.

Encrypted channels, jamming, scrapcode, or hostile vox intrusion may affect the implant.

Always connected. Always monitored.

Restricted IssueDraft

Subvocalizer Implant

A throat, jaw, or neural speech implant that allows silent communication through coded subvocal signals.

AugmeticCommsConcealableHumanForge-Bound HumanAssassinInquisitorArbitesBlack MarketInquisition Issue

You can communicate silently with linked vox systems, micro-beads, or compatible implants. Gain Advantage on Guile or Command checks where silent coordination matters.

Signal interception, jamming, or corrupted vox channels may create complications.

The quietest order is still an order.

Restricted IssueDraft

Augmetic Voicebox

A replacement or enhanced voice system capable of amplification, distortion, command resonance, or unsettling machine-tones.

AugmeticCommsCommandSocialHumanCommissarMinistorum PriestArbitesInquisition IssueEcclesiarchy IssueMechanicus Issue

Gain Advantage on Presence + Command checks when issuing orders, broadcasting threats, addressing crowds, or making yourself heard over battlefield noise.

Subtle conversation, disguise, or calming frightened civilians may suffer if the voicebox is obvious or harsh.

The voice of authority, rebuilt louder.

Rare IssueDraft

Identity Scrambler Implant

A hidden implant that alters biometric signals, vocal patterns, retinal output, or identity markers.

AugmeticConcealableGuileForbiddenHumanAssassinInquisitorForbiddenBlack Market

Gain Advantage on Guile checks made to pass biometric scans, obscure identity, spoof simple recognition systems, or avoid routine detection.

Possession or use of this implant is suspicious or illegal in many Imperial contexts.

The face lies. The machine agrees.

Forge-Bound Exclusive Augmetics

The flesh has been audited and found inefficient.

Forge-Bound Augmetics. Human augmetics replace what was lost. Forge-Bound augmetics replace what was deemed insufficient. These are not simple prosthetics. They are interfaces, doctrinal upgrades, combat regulators, noospheric receivers, machine-command organs, and sacred violations of ordinary biology. Most Imperial citizens receive augmetics to survive. Forge-Bound characters receive them to become useful.

Restricted IssueDraft

Noospheric Link

A cranial or spinal data-link that allows the user to receive machine-script, tactical bursts, binharic signals, and battlefield telemetry.

AugmeticDataTechNoosphericNeuralForge-Bound HumanTech-AdeptEnginseerCybernetica DatasmithMechanicus Issue

Gain Advantage on Intellect + Tech checks made to interface with Imperial machinery, cogitators, servitors, data-ports, or Mechanicus systems. Once per session, you may ask the GM one technical question about a machine, signal, system, or battlefield device you can perceive.

Scrapcode, corrupted signals, and hostile machine-spirits may affect you directly through the link.

The world speaks in machine-script. You have learned to listen.

Restricted IssueDraft

Binharic Vox-Throat

A rebuilt vocal system capable of emitting binharic command bursts, machine-cant, and encrypted tactical signals.

AugmeticCommsCommandMechanicusForge-Bound HumanTech-AdeptEnginseerCybernetica DatasmithMechanicus Issue

Gain Advantage on Command or Tech checks made to coordinate Forge-Bound allies, command servitors, calm machine-spirits, or issue machine-readable orders. Once per scene, you may communicate silently or near-instantly with linked Mechanicus allies or devices.

Ordinary speech may sound harsh, distorted, or unsettling to unaugmented humans.

Your prayers are executable.

Restricted IssueDraft

Skitarii Targeting Cortex

An implanted targeting node that calculates range, movement, recoil, and ballistic correction through machine discipline.

AugmeticSensoryTacticalMechanicusForge-Bound HumanSkitariiMechanicus Issue

When you use Aim with a ranged weapon, you may also ignore minor visual interference such as dim light, drifting smoke, ash, or battlefield clutter. Once per safe long rest, you may gain Advantage on one ranged attack roll.

Uses: 1/safe long rest

Haywire, scrapcode, or sensor disruption may impose Disadvantage on your next ranged attack.

The target was solved before the trigger moved.

Restricted IssueDraft

Rad-Baffle Implant

Internal shielding, blood filters, and radiation baffles installed in those expected to survive their own weapons.

AugmeticSurvivalRad-ShieldedMedicalMechanicusForge-Bound HumanSkitariiTech-AdeptMechanicus Issue

Gain Advantage on Toughness Saves against radiation, toxic industrial exposure, radium weapons, fallout, and contaminated environments. Once per safe long rest, reduce Energy or radiation damage by 1d10 + your Toughness modifier.

Uses: 1/safe long rest

Medicae checks made by non-Mechanicus personnel to treat you may suffer Disadvantage if the implant is involved.

The poison recognizes authorized personnel.

Rare IssueDraft

Sicarian Leg Actuators

High-speed limb actuators, tendon replacements, and balance processors designed for surgical violence.

AugmeticMobilityRiskMechanicusForge-Bound HumanSicarianMechanicus Issue

Increase Movement by 5 feet. Once per safe long rest, when you move through a Fire Lane, you may impose Disadvantage on one Reactive Fire attack made against you.

Uses: 1/safe long rest

On a natural 1 on an Agility Save or Initiative roll, the actuators stutter. You cannot take Reactions until the start of your next turn.

The body arrives after the murder has started.

Rare IssueDraft

Sicarian Kill-Reflex Lattice

A nerve-lattice that accelerates close-quarters response time beyond safe biological limits.

AugmeticNeuralReactionRiskForge-Bound HumanSicarianMechanicus Issue

Once per safe long rest, when a creature misses you with a melee attack, you may use your Reaction to make one melee attack against that creature.

Uses: 1/safe long rest

If your reaction attack misses, you become Exposed until the start of your next turn as the lattice overcommits your posture.

Your nerves were rewritten by a knife.

Rare IssueDraft

Electro-Conduit Heart

A sacred replacement heart or charge-regulation organ that stores and channels voltaic force.

AugmeticSurvivalRiskMechanicusForge-Bound HumanElectro-PriestMechanicus Issue

Once per safe long rest, when you deal Lightning damage, add one extra damage die. Alternatively, when you take Lightning damage, reduce it by 1d10 + your Proficiency Bonus.

Uses: 1/safe long rest

Haywire effects and electrical overloads may affect you more severely at the GM's discretion.

It beats in volts.

Rare IssueDraft

Voltagheist Nerve Web

A network of conductive nerve-thread that turns pain, fervor, and motion into unstable electrical discharge.

AugmeticDefenseRiskMechanicusForge-Bound HumanElectro-PriestMechanicus Issue

Once per scene, when you are hit by a melee attack, the attacker takes Lightning damage equal to your Proficiency Bonus + your Toughness modifier.

Uses: 1/scene

If you are affected by Haywire or psychic interference, the GM may disable this effect for the scene.

Touch is a circuit. Regret completes it.

Rare IssueDraft

Cybernetica Command Node

A command implant that links the user to servitors, servo-skulls, drones, and battle-automata through sacred control hierarchy.

AugmeticMachine CommandDataMechanicusForge-Bound HumanCybernetica DatasmithTech-AdeptMechanicus Issue

Gain Advantage on Intellect + Tech checks made to command, calm, direct, override, or diagnose servitors, drones, servo-skulls, turrets, or simple machine allies. Once per session, issue one simple command to a linked servitor, drone, or servo-skull as a Bonus Action.

Uses: 1/session

If a linked machine is corrupted, hacked, or destroyed, the GM may impose psychic-static, machine feedback, or temporary Disadvantage on Tech checks.

Obedience is a network.

Rare IssueDraft

Cybernetica Threat-Index

A tactical cogitator implant that continuously scores threats, movement, firing vectors, and target priority.

AugmeticTacticalDataMechanicusForge-Bound HumanCybernetica DatasmithSkitariiMechanicus Issue

Once per scene, after Initiative is rolled, choose one visible enemy. Until the start of your next turn, the first attack made against that enemy by you or a linked machine ally gains +2 to hit.

Uses: 1/scene

If new enemies appear unexpectedly, the GM may rule the index floods you with contradictory threat data, imposing Disadvantage on your next Awareness check.

The battlefield is a ledger. Some entries are overdue.

Rare IssueDraft

Rite-Locked Pain Engine

A pain regulator that does not remove agony so much as file it under “irrelevant.”

AugmeticNeuralSurvivalRiskMechanicusForge-Bound HumanSkitariiSicarianElectro-PriestMechanicus Issue

Once per safe long rest, when you would suffer Disadvantage from pain, injury, shock, or an Active Wound, ignore that Disadvantage until the end of the scene.

Uses: 1/safe long rest

At the end of the scene, make a Toughness Save, DC 13. On a failure, the suppressed injury worsens or creates a complication.

Pain is a notification. You have disabled notifications.

Restricted IssueDraft

Flesh-Logic Regulator

A behavioral governor that suppresses panic, hesitation, disgust, and other inefficient biological responses.

AugmeticNeuralWillpowerSocialMechanicusForge-Bound HumanSkitariiTech-AdeptCybernetica DatasmithMechanicus Issue

Gain Advantage on Willpower Saves against fear, panic, horror, and being Pinned.

You may suffer Disadvantage on Guile or Presence checks requiring warmth, empathy, or emotional sincerity.

Fear is inefficient. So is mercy.

Rare IssueDraft

Redundant Organ Vault

A reinforced internal organ-casket containing vat-grown, recycled, or machine-supported backup biological systems.

AugmeticMedicalSurvivalReplacementMechanicusForge-Bound HumanTech-AdeptEnginseerMechanicus Issue

Once per safe long rest, when you fail a Toughness Save against poison, disease, toxin, radiation, bleeding, or organ trauma, you may reroll the save.

Uses: 1/safe long rest

Medicae treatment from ordinary human doctors may be ineffective or actively horrifying.

The body has backups. The soul does not.

Restricted IssueDraft

Sacred Interface Port

A wrist, spine, throat, or cranial port used to hard-link with cogitators, vehicles, shrine-engines, and obedient machine-spirits.

AugmeticInterfaceTechDataMechanicusForge-Bound HumanTech-AdeptEnginseerCybernetica DatasmithMechanicus Issue

When physically connected to a compatible machine, gain Advantage on Tech checks to operate, diagnose, or command it. If you spend at least one minute linked to the machine, you may ask the GM one question about its current function, damage, lockout, or last command.

Hostile systems, scrapcode, and corrupted machines can affect you directly while linked.

Communion requires contact.

Restricted IssueDraft

Subdermal Data-Cabling

Cabling beneath the skin that allows data transfer, power routing, and quiet connection to compatible tools.

AugmeticConcealableDataInterfaceMechanicusForge-Bound HumanTech-AdeptSicarianMechanicus Issue

You can connect to compatible devices without external cables if physically touching them. Gain Advantage on checks to conceal data transfer, hidden access, or subtle machine interaction.

Electromagnetic pulses, Haywire, or scrapcode may cause pain or temporary disruption.

The secret handshake is under the skin.

Rare IssueDraft

Rite of the Iron Nerve

A full-body nerve reinforcement procedure that replaces frail instinct with machine-stable signal discipline.

AugmeticNeuralWillpowerMechanicusForge-Bound HumanSicarianSkitariiMechanicus Issue

Once per safe long rest, when you fail an Agility Save or Willpower Save, you may add your Proficiency Bonus to the result after seeing the roll.

Uses: 1/safe long rest

After using this effect, you cannot benefit from Advantage on Presence checks until the end of the scene.

Reaction without hesitation. Obedience without noise.

Rare IssueDraft

Mnemonic Prayer Cache

A memory implant containing approved prayers, maintenance rites, kill-doctrines, repair hymns, and emergency logic trees.

AugmeticCognitiveDataMechanicusForge-Bound HumanTech-AdeptEnginseerCybernetica DatasmithMechanicus Issue

Once per session, when you make a Lore, Tech, or Command check related to Mechanicus doctrine, Imperial machinery, battlefield protocol, or machine rites, gain Advantage.

Uses: 1/session

Forbidden, contradictory, or corrupted data may cause headaches, false certainty, or machine-dreams.

You remember what someone else was taught to believe.

Mechadendrites & Servo Systems

Extra limbs with doctrine attached.

Rare IssueDraft

Enginseer Servo-Arm

A heavy mechanical limb mounted to the back, shoulder, or harness, used for repair, lifting, restraint, and extremely direct problem solving.

DMG 1d12 Bludgeoning (Slow, Heavy Recoil, Tool-Weapon)
AugmeticServo-ArmTool-WeaponMechanicusForge-Bound HumanEnginseerTech-AdeptMechanicus Issue

Gain Advantage on Strength checks involving lifting, bracing, carrying, or holding machinery. You may use the servo-arm as a weapon.

The servo-arm is obvious, bulky, and difficult to conceal. It may impose Disadvantage on Stealth or Guile checks where subtlety matters.

The third arm has no patience.

Rare IssueDraft

Enginseer Repair Mechadendrite

A flexible mechanical tendril fitted with micro-tools, clamps, diagnostic needles, cutters, and sacred repair interfaces.

AugmeticMechadendriteRepairTechMechanicusForge-Bound HumanEnginseerTech-AdeptMechanicus Issue

Gain Advantage on Intellect + Tech checks made to repair weapons, armor, augmetics, vehicles, doors, or machinery. Once per safe long rest, when a weapon or armor item would remain damaged after a failed repair check, you may reroll that check.

Uses: 1/safe long rest

The mechadendrite is difficult to hide and may be vulnerable to Haywire effects.

A prayer with pliers.

Rare IssueDraft

Medicae Mechadendrite

A surgical tendril fitted with injectors, clamps, cauterizers, bone pins, and instruments no awake patient wants named.

AugmeticMechadendriteMedicalMechanicusForge-Bound HumanEnginseerTech-AdeptMechanicus Issue

Gain Advantage on Intellect + Medicae checks to stabilize a creature, treat an Active Wound, perform emergency surgery, or prepare augmetic replacement. Once per safe long rest, you may stabilize a creature at 0 Vitality as a Bonus Action.

Uses: 1/safe long rest

Non-Mechanicus patients may find the process spiritually and emotionally distressing.

The screaming means the procedure has located the problem.

Astartes Replacement Systems

The flesh failed. The Chapter did not.

The Flesh Is Honored. The Iron Endures. Astartes augmetics are not simple replacements. They are battlefield repairs, Chapter rites, sacred engineering, and proof that even transhuman flesh can fail. Some battle-brothers receive augmetics because war took something from them. Some seek augmentation as discipline. Some Chapters treat the machine as a path toward purity. Others see every replacement as a necessary scar. An Astartes augmetic does not make the warrior less of a Space Marine. It proves the Chapter refused to let him end.

Restricted IssueDraft

Astartes Bionic Arm

A transhuman-scale replacement arm built to interface with power armor, grip oversized weapons, and crush lesser machinery by accident.

AugmeticReplacementAstartesArmor-IntegratedAstartesTactical MarineDevastator MarineAssault MarineChapter Issue

Removes the penalty from a lost or ruined arm. Gain Advantage on Strength checks involving grip, lifting, carrying, climbing, holding a weapon, or resisting disarm effects. If using a Heavy Recoil weapon, the GM may allow this arm to count as bracing or enhanced control.

The arm is obvious, heavy, and difficult to conceal. It may create complications in situations requiring subtlety, delicate touch, or civilian calm.

The hand is gone. The grip improved.

Restricted IssueDraft

Astartes Bionic Leg

A reinforced transhuman replacement leg built for armored movement, impact survival, and continued advance under fire.

AugmeticReplacementMobilityAstartesArmor-IntegratedAstartesTactical MarineAssault MarineDevastator MarineChapter Issue

Removes the penalty from a lost or ruined leg. Gain Advantage on Strength or Agility checks to resist being knocked prone, shoved, dragged, or moved against your will. Once per safe long rest, when crossing a Fire Lane, you may ignore difficult terrain for that movement.

Uses: Special effect 1/safe long rest

Severe Haywire or armor-interface disruption may reduce Movement by 5 feet until repaired.

The march does not end because the limb did.

Rare IssueDraft

Reinforced Iron Spine

A rebuilt spinal column, servo-braced support structure, or internal armored frame designed for extreme loads and catastrophic impact survival.

AugmeticStructuralAstartesAstartesDevastator MarineTechmarineMechanicus IssueChapter Issue

Gain Advantage on Toughness Saves against being knocked prone, stunned by impact, crushed, thrown, or physically overwhelmed. You count as one size larger for carrying, dragging, and resisting forced movement if the GM allows.

This augmentation is invasive and obvious on scans. Severe electrical or Tech-disruption effects may cause temporary stiffness or pain.

The warrior stands because the iron says so.

Rare IssueDraft

Chapter-Rebuilt Visage

A reconstructed face, skull plate, or visible cranial augmentation rebuilt after catastrophic injury and left intentionally unsoftened.

AugmeticSocialFearAstartesVisibleAstartesChaplainAssault MarineTactical MarineChapter Issue

Gain Advantage on Presence + Command checks made to intimidate, issue threats, confront traitors, or force obedience through fear.

You have Disadvantage on Guile or Presence checks made to appear harmless, gentle, ordinary, or emotionally open.

The face survived as evidence.

Astartes Survival Systems

Redundancy for bodies that refuse to file death reports.

Rare IssueDraft

Iron Heart Secondary Regulator

A redundant cardiovascular regulator, blood-pressure governor, and combat trauma stabilizer installed to keep the warrior alive through impossible punishment.

AugmeticSurvivalMedicalAstartesRiskAstartesApothecaryTactical MarineMechanicus IssueChapter Issue

Once per safe long rest, when you would fail a Toughness Save against massive trauma, poison, bleeding, shock, or organ damage, reroll the save. You must use the new result.

Uses: 1/safe long rest

If the reroll is a natural 1, the regulator locks into emergency mode. You cannot regain Vitality above half your maximum until the system is repaired or reset during a safe rest.

The first heart kept faith. The second keeps pressure.

Rare IssueDraft

Autosanguine Astartes System

Advanced clotting, blood-recycling, and wound-seal systems designed for transhuman battlefield survival.

AugmeticMedicalSurvivalAstartesAstartesApothecaryTactical MarineMechanicus IssueChapter Issue

Once per safe long rest, when you suffer a Bleeding Wound or would lose Vitality from bleeding, you may end or ignore that bleeding effect. If you are reduced to 0 Vitality by a slashing, piercing, or explosive attack, the GM may allow this system to grant Advantage on the first Death Save.

Uses: 1/safe long rest

Warp-tainted wounds, acid, toxins, and catastrophic trauma may overwhelm the system.

The blood receives orders and obeys.

Rare IssueDraft

Iron-Mind Pain Gate

A neural pain-control system used by Chapters that believe suffering is data and data should be sorted.

AugmeticNeuralSurvivalAstartesRiskAstartesTactical MarineDevastator MarineApothecaryChapter Issue

Once per safe long rest, when you would suffer Disadvantage from pain, injury, shock, or an Active Wound, ignore that Disadvantage until the end of the scene.

Uses: 1/safe long rest

At the end of the scene, make a Toughness Save, DC 13. On a failure, the suppressed injury worsens or creates a complication.

Pain is not denied. It is deferred.

Astartes Sensory & Targeting Systems

The eye sees. The helm confirms.

Restricted IssueDraft

Chapter Ocular Array

A transhuman optic replacement or helm-linked visual implant that feeds directly into power armor autosenses.

AugmeticSensoryDetectionTargetingAstartesArmor-IntegratedAstartesTactical MarineDevastator MarineTechmarineChapter Issue

Gain Advantage on Awareness checks based on sight, targeting, long-range observation, or identifying battlefield movement. Once per session, when using Aim, you may ignore minor visual interference such as dim light, drifting smoke, ash, or battlefield clutter.

Uses: Special effect 1/session

Blinding flashes, sensor overload, haywire effects, and corrupted visual feeds may impose Disadvantage until the system resets.

The eye sees. The helm confirms. The weapon agrees.

Astartes Combat Augmetics

Reflex, recoil, grip, and the charge.

Rare IssueDraft

Black Carapace Reinforcement Node

A reinforcement implant that stabilizes the link between Astartes nervous system and power armor after severe trauma or repeated interface damage.

AugmeticNeuralArmor-IntegratedAstartesTechAstartesTechmarineTactical MarineMechanicus IssueChapter Issue

Once per safe long rest, when an armor-interface effect, Haywire effect, forced movement, or system disruption would impose Disadvantage on you, ignore that Disadvantage. Alternatively, gain Advantage on one check to resist power armor malfunction, armor lock, or interface disruption.

Uses: 1/safe long rest

If this node is damaged, the GM may impose penalties to armor-linked systems until repaired.

The suit and warrior disagree less often.

Rare IssueDraft

Combat Reflex Lattice

A nerve-acceleration lattice installed through wrists, spine, and combat limbs to improve response under battlefield stress.

AugmeticNeuralReactionAstartesRiskAstartesAssault MarineTactical MarineChapter Issue

Once per safe long rest, gain Advantage on an Initiative roll or Agility Save. If you are hit by Reactive Fire while moving, you may use this effect to impose Disadvantage on that one attack instead.

Uses: 1/safe long rest

On a natural 1 on the affected roll, the lattice spasms. You cannot take Reactions until the start of your next turn.

Faster than thought. Not always wiser.

Restricted IssueDraft

Siege Shoulder Reinforcement

Reinforced shoulder, clavicle, and upper torso plating integrated beneath armor to stabilize heavy weapons and absorb brutal recoil.

AugmeticStructuralStabilizedAstartesAstartesDevastator MarineTechmarineChapter Issue

When firing a Heavy Weapon, you may ignore one source of Heavy Recoil penalty. If you use Overwatch with a Heavy Weapon, the GM may allow you to remain braced even after minor movement.

This augmentation is bulky and may impose Disadvantage on delicate Agility checks involving squeezing, subtle movement, or confined spaces.

The weapon kicks. The body does not.

Restricted IssueDraft

Assault Impact Tendons

Reinforced tendons, joint anchors, and artificial muscle bundles designed for charge impact and close assault.

AugmeticMobilityAssaultAstartesRiskAstartesAssault MarineChaplainChapter Issue

Once per safe long rest, when you move at least 20 feet straight toward a target and hit it with a melee attack on the same turn, add damage equal to your Proficiency Bonus. If the attack uses a Chain or Power Field weapon, the GM may allow the damage to be Energy or the weapon's type.

Uses: 1/safe long rest

If the attack misses, you become Exposed until the start of your next turn.

The charge begins in the joints.

Restricted IssueDraft

Iron Grip Tendon-Lock

A hand, wrist, and forearm reinforcement system that locks weapon grip through impact, recoil, and dismemberment-adjacent events.

AugmeticWeapon ControlAstartesAstartesTactical MarineDevastator MarineAssault MarineChapter Issue

Gain Advantage on checks or saves to resist being disarmed, dropping a weapon, losing grip, or being physically forced to release something. Once per session, when you would be disarmed, you may ignore that effect.

Uses: Special effect 1/session

The lock may delay release when letting go quickly matters, at the GM's discretion.

The weapon leaves the hand when the hand leaves the arm.

Astartes Cognitive & Tactical Systems

The battlefield as a solved problem.

Rare IssueDraft

Tactical Cogitator Implant

A cranial tactical processor that evaluates kill zones, target priority, squad spacing, and battlefield logic.

AugmeticCognitiveTacticalTargetingAstartesAstartesTactical MarineDevastator MarineChapter Issue

Once per scene, after Initiative is rolled, choose one visible enemy. The first attack made by you against that enemy before the start of your next turn gains +2 to hit. If you are a Tactical Marine or Devastator Marine, the GM may allow one ally to gain this benefit instead if you communicate the target.

Uses: 1/scene

If the target disappears, is destroyed, or reveals itself as a decoy, the GM may impose Disadvantage on your next Awareness or Inquiry check.

The battlefield is a problem. The implant prefers answers.

Techmarine Augmetics

Interfaces for the keeper of the warplate shrines.

Rare IssueDraft

Techmarine Servo-Interface

A sacred interface suite that allows a Techmarine to hard-link with armor, vehicles, servo-arms, machines, and battlefield systems.

AugmeticInterfaceTechRepairAstartesMechanicusAstartesTechmarineMechanicus IssueChapter Issue

Gain Advantage on Intellect + Tech checks involving Astartes armor, Chapter weapons, vehicles, servo-arms, machine spirits, or battlefield repair. Once per safe long rest, when repairing Astartes wargear, reroll one failed Tech check.

Uses: Special effect 1/safe long rest

While hard-linked to a hostile, corrupted, or damaged machine, you may suffer feedback, scrapcode exposure, or temporary Disadvantage on Tech checks if the GM calls for it. Techmarine only.

The machine speaks. The Techmarine answers in kind.

Rare IssueDraft

Servo-Harness Anchor Ports

Reinforced skeletal and spinal mounting points for servo-harnesses, mechadendrites, and heavy battlefield utility rigs.

AugmeticStructuralServo-ArmHarness-CompatibleAstartesAstartesTechmarineMechanicus IssueChapter Issue

You can use servo-harness or servo-arm systems without suffering normal bulk penalties from basic installation. Once per session, gain Advantage on a Strength or Tech check involving servo-harness use, lifting, repair, or battlefield machinery.

Uses: Special effect 1/session

The ports are obvious and may create vulnerabilities to Haywire or armor-interface disruption. Techmarine only.

The armor needed more hands. The spine complied.

Apothecary Augmetics

The bloodline, read and defended.

Rare IssueDraft

Apothecary Gene-Lock Scanner

A diagnostic implant that reads transhuman biology, gene-seed markers, toxin signatures, and battlefield trauma indicators.

AugmeticMedicalDetectionGene-SeedAstartesAstartesApothecaryChapter Issue

Gain Advantage on Intellect + Medicae checks involving Astartes biology, gene-seed, severe wounds, toxins, or biological corruption. Once per session, when examining a wounded or dead Astartes, ask the GM one: Is the gene-seed recoverable? What killed them? Is there corruption, mutation, poison, or infection present? What must be treated first?

Uses: Special effect 1/session

The scanner is specialized. It may be less useful on non-Astartes biology unless the GM allows. Apothecary only.

The bloodline speaks in warnings.

Librarian Augmetics

Wiring for the fortress of the mind.

Rare IssueDraft

Librarian Warding Implant

A psychic warding implant or cranial seal designed to help stabilize a Librarian's mind during dangerous warp-channeling.

AugmeticPsychicWardedNeuralAstartesRiskAstartesLibrarianChapter Issue

Once per safe long rest, when you roll on the Perils of the Warp table, you may add or subtract 1 from the result after rolling. Alternatively, gain Advantage on one Willpower Save against psychic intrusion, possession, or daemonic influence.

Uses: 1/safe long rest

If you enter Damnation Crisis, the implant may crack, burn, whisper, or become unreliable until purified. Librarian only.

The mind is a fortress. The walls are wired.

Chaplain Augmetics

The voice of reproach, rebuilt louder.

Rare IssueDraft

Chaplain Vox-Grille of Reproach

A rebuilt voice system and armor-linked vox grille that turns command into accusation and sermon into pressure.

AugmeticCommsCommandFearAstartesAstartesChaplainChapter Issue

Once per session, gain Advantage on a Presence + Command check made to rally allies, intimidate enemies, break panic, or invoke spiritual authority. If used against a corrupted, cowardly, or oathbreaking target, the GM may also impose Disadvantage on that target's next Willpower Save before the end of the scene.

Uses: 1/session

The voice is terrifying. Attempts to comfort ordinary civilians or appear harmless may suffer Disadvantage. Chaplain only.

The voice does not rise. Everyone else falls silent.

Future / Dreadnought-Bound Systems

Death, filed as incomplete.

Rare IssueForthcoming

Dreadnought Sarcophagus Interface

A catastrophic survival system for mortally wounded Astartes interred into walking war-sarcophagi. Not available in v0.1.

AugmeticAstartesLife SupportAstartesChapter Issue

TBD.

Uses: TBD

Dreadnought systems are future content and should not be active in v0.1.

Death was filed as incomplete.

Mechanicus-Only / Forthcoming

Sacred machinery awaiting sanction.

Rare IssueForthcoming

Mechadendrite

A serpent of tools, probes, injectors, blades, or sacred instruments grafted to the spine.

AugmeticForge-Bound HumanTech-AdeptEnginseerMechanicus Issue

Placeholder. Future rules will define specific mechadendrite types such as utility, medicae, optical, weapon, and servo-assist.

Rare, obvious, and strongly tied to Mechanicus access.

A second hand, a third opinion, and no privacy.

Future Equipment and Wounds rules will define augmetic costs, surgery, slots, repairs, and upgrades.

Forbidden Wargear

Forbidden wargear is not specific to any path. These items may appear in any campaign, but they always carry risk, suspicion, corruption, faction consequences, or story complications.

Forbidden Means Useful. Forbidden gear is powerful because someone sane tried to bury it. A forbidden item may save the party, open the sealed door, kill the monster, reveal the truth, or win the fight. That is why it is dangerous. Using forbidden gear should create questions: Who made this? Who buried it? Who wants it back? What does it cost to use? What saw you use it? Forbidden is not an automatic “no.” It is a dangerous “yes.”

Xenos Wargear

Alien elegance. Owning it is a confession.

Forbidden

Xenos Blade

Alien elegance that cuts what should not cut. Owning it is a confession.

XenosRiskInquisition InterestBlack Market

Functions as a melee weapon. Final damage and traits are TBD.

Carrying or using the blade may create Inquisition suspicion, faction consequences, and unwanted attention. If the blade is also Corrupted, it may cause Corruption when used.

The edge is too beautiful to be innocent.

Forbidden

Xenos Shard Pistol

An alien sidearm that fires crystalline splinters too sharp for Imperial doctrine.

DMG 1d8 Piercing · RNG 40/120 · MAG 40

Ammo: Magazine 40 · Detachable magazine · Reload: Bonus Action

MagazinePistolXenosArmor-CuttingInquisition InterestBlack Market

If the wielder is not familiar with Xenos weapons, attacks may have Disadvantage until studied or trained. Carrying it creates Inquisition suspicion.

The wound looks designed.

Forbidden

Xenos Phase Knife

A thin alien blade that flickers at the edge of matter, slipping through armor like an insult to physics.

DMG 1d6 Slashing + 1d6 Energy
FinesseLightXenosArmor-CuttingAssassinBlack Market

On a natural 1, the blade desynchronizes. The wielder takes 1d6 Energy damage or drops the weapon, GM's choice.

The blade is here. Mostly.

Forbidden

Xenos Eye-Graft

An alien sensory implant, parasite-lens, or optic graft that sees things human sight was spared from seeing.

XenosAugmeticSensoryRiskBlack Market

Gain Advantage on Awareness checks to detect hidden movement, heat, psychic residue, or invisible traces, at the GM's discretion.

Each time it reveals something supernatural, forbidden, or warp-adjacent, the GM may call for a Willpower Save. On failure, gain 1 Corruption or suffer a hallucination.

The eye opens before you do.

Forbidden

Xenos Phase Cloak

An alien concealment cloak that bends light, heat, or attention in ways Imperial science refuses to politely classify.

XenosConcealableRiskAssassinBlack Market

Once per safe rest, gain Advantage on Stealth checks for one scene. If you remain still and take no hostile action, the GM may allow enemies to have Disadvantage on Awareness checks to detect you.

Uses: 1/safe rest

If damaged, disrupted, or worn in a high-energy field, the cloak may flicker, fail, or partially phase the wearer. The GM may impose Energy damage, disorientation, or exposure.

The cloak does not hide you. It disagrees with being seen.

Forbidden

Alien Soul Compass

A xenos navigation device that points toward desire, psychic weight, bloodlines, or other unacceptable directions.

XenosDetectionRiskBlack Market

Once per session, ask the GM which direction leads toward a chosen person, relic, psychic presence, hidden shrine, or emotional obsession, if such a path exists.

Uses: 1/session

The compass may choose the most dangerous route, reveal the user's desire to something else, or lead toward what the user wants rather than what they asked for.

It does not point north. It points need.

Heretek Devices

Innovation the Mechanicus declared a sin.

Forbidden

Heretek Device

Innovation the Mechanicus declared a sin. It works disturbingly well.

HeretekTechRiskMechanicus InterestBlack Market

The device produces a useful technological effect defined by the GM, such as bypassing security, empowering a machine, opening a sealed system, or stabilizing forbidden technology.

Using it may create Mechanicus death-marks, machine-spirit instability, scrapcode exposure, or Temptation triggers.

It works. That is the worst part.

Forbidden

Heretek Lockbreaker

A compact illegal override spike that convinces machine locks they were never locked.

HeretekTechAccessRiskMechanicus InterestBlack Market

Once per session, gain Advantage on a Tech check to bypass a lock, cogitator gate, sealed hatch, security panel, or simple machine system.

Uses: 1/session

On a failed check, the device may leave a scrapcode trace, trigger an alarm, damage the system, or attract Mechanicus attention.

Every door has doubts.

Forbidden

Scrapcode Wafer

A wafer of illegal machine-script that infects systems with impossible commands.

HeretekDataTechConsumableRiskMechanicus InterestBlack Market

Use as an Action against a nearby machine, servitor, turret, drone, cogitator, or sealed system. Make an Intellect + Tech check against a DC set by the GM. On success, choose one: disable it briefly; force it to open; corrupt its next action; cause it to ignore the party for one round; or extract a fragment of data.

Uses: Single use

On failure, the scrapcode spreads unpredictably. It may damage the target, alert hostile systems, infect allied gear, or impose Disadvantage on the user's next Tech check.

The machine reads it once. Once is enough.

Forbidden

Heretek Servo-Skull

A skull assistant rebuilt with illegal protocols, hidden blades, false obedience, or forbidden memory.

HeretekServo-SkullDataRiskMechanicus InterestBlack Market

Functions as a servo-skull with one additional capability chosen by the GM: hidden recording, lock bypass, tiny blade, poison needle, scrapcode carrier, forbidden data storage, or false identity signal.

The servo-skull may lie, hide data, attract Mechanicus suspicion, or act on old instructions at the worst time.

It bows too late.

Corrupted Relics

Holy once. Something else answers now.

Forbidden

Corrupted Relic

It was holy once. Something else answers the prayers now.

CorruptedRelicRiskInquisition InterestBlack Market

The relic provides a useful blessing, defense, insight, or combat benefit determined by the GM.

Gain 1 Corruption when used unless a rule says otherwise. The item may whisper, hunger, remember, or demand a future act.

The prayers still work. The recipient has changed.

Forbidden

Blasphemous Icon

A small icon, charm, sigil, or token dedicated to powers that should not be named.

CorruptedSocialRiskHereticBlack Market

Once per session, gain Advantage on one Intimidation, Guile, or Corruption-related check.

Uses: 1/session

Gain 1 Corruption when used openly or ritually. If displayed near faithful Imperial NPCs, it may trigger immediate hostility.

It is only metal until someone kneels.

Forbidden

Daemon-Script Talisman

A strip of skin, metal, parchment, or glass marked with letters that move when ignored.

CorruptedWardRiskPsykerBlack Market

Once per session, when you fail a save against fear, psychic intrusion, possession, or despair, you may reroll the save.

Uses: 1/session

Gain 1 Corruption when used. If the reroll fails, the GM may also add a whisper, compulsion, or future temptation.

It protects you the way a cage protects meat.

Forbidden

Corpse-Light Lantern

A lantern that burns with pale light fed by grave-dust, corpse-fat, ghost residue, or worse.

CorruptedLightDetectionRiskInquisition InterestBlack Market

For one scene, the lantern reveals invisible, hidden, or warp-touched creatures within 20 feet if they fail a Stealth or Willpower-based check set by the GM.

Uses: 1/safe rest

Gain 1 Corruption if the lantern reveals a daemon, ghost, warp entity, or soul-bound presence. The light may also attract the dead or things pretending to be dead.

It does not illuminate darkness. It irritates it.

Warp-Tainted Weapons

Arms that wound more than bodies.

Forbidden

Warp-Tainted Ammunition

Rounds that hit souls. Loading them is a decision about yours.

CorruptedAmmunitionRiskBlack Market

Load one magazine-fed weapon. For one scene, the weapon's attacks count as Corrupted or Warp-Tainted against daemonic, psychic, or heavily armored targets at the GM's discretion.

Uses: Single scene or one magazine

Gain 1 Corruption when the ammunition is loaded or first used. On a natural 1 with the weapon, the wielder may suffer mutation risk, psychic backlash, or immediate Temptation.

Every shot leaves through two barrels.

Forbidden Psychic Tools

Power without sanction or safeties.

Forbidden

Unsanctioned Psychic Amplifier

More power for the Warp-touched, minus the safeties and the sanction.

HeretekPsychicRiskPsykerBlack Market

When using a psychic power, the user may gain one Push effect without spending the normal resource or meeting the normal limit, at the GM's discretion.

Increase Perils risk. When the user triggers Perils while using the amplifier, apply +1 Corruption if the Perils result already grants Corruption.

The volume knob was removed for your safety. Someone put it back.

Forbidden

Warp Glass Mirror

A small black mirror that reflects places, people, or possibilities not currently in front of it.

CorruptedDivinationRiskPsykerBlack Market

Once per session, ask the GM one question about a hidden person, place, object, ritual, or danger connected to the current scene. The answer is true but symbolic, partial, or disturbing.

Uses: 1/session

Gain 1 Corruption when used. If used in a corrupted location, the GM may also introduce a whisper, omen, or attention from something watching.

The mirror shows what is behind you, even when nothing is.

Daemon-Bound Objects

Prisoners shaped like possessions. They negotiate.

Forbidden

Daemon-Bound Weapon

A prisoner shaped like a weapon. It negotiates.

Daemon-BoundCorruptedRiskRelic

Functions as a powerful weapon determined by the GM.

Using it may cause Corruption, trigger Temptation, expose the wielder to Fall Tests, or allow the bound entity to demand payment.

It does not want to be drawn. It wants to be owed.

Forbidden

Caged Familiar-Thing

A small bound creature, daemon-echo, xenos parasite, psychic remnant, or semi-living tool kept in a warded cage.

CorruptedFamiliarRiskBlack Market

Once per session, release or consult the thing to gain Advantage on one Awareness, Inquiry, Lore, or Guile check.

Uses: 1/session

Gain 1 Corruption if the thing is daemonic or warp-touched. On a failed related check, it may escape, lie, bite, possess a small object, or tell the truth to the wrong person.

It knows because it was there before the room was built.

Contaminated Consumables

Borrowed strength at predatory interest.

Forbidden

Red-Market Combat Stimm

An illegal stimulant brewed for pit-fighters, penal troops, cult enforcers, and people whose organs are considered temporary.

ConsumableMedicalRiskHumanBlack Market

As a Bonus Action, gain temporary Vitality equal to 2d8 + your Toughness modifier and ignore one pain, fatigue, or shock effect until the end of the scene.

Uses: Single use

After the scene, make a Toughness Save, DC 15. On failure, suffer exhaustion, addiction pressure, organ strain, or an Active Wound complication at the GM's discretion.

Borrowed courage at predatory interest.

Forbidden

Mutagenic Injector

A sealed injector of unstable bio-alchemy that makes the body briefly better at being wrong.

ConsumableMedicalCorruptedMutationRiskHumanForge-Bound HumanBlack Market

As a Bonus Action, choose Strength, Agility, or Toughness. For one scene, gain Advantage on checks and saves using that attribute.

Uses: Single use

At the end of the scene, make a Toughness Save, DC 15. On failure, gain 1 Corruption or suffer a temporary mutation until the next safe long rest.

Improvement is not the same as healing.

Forbidden

Soul-Suture Thread

Black thread used to close wounds that medicine cannot close and should probably not attempt.

CorruptedMedicalConsumableRiskBlack Market

During a rest, use the thread to suppress one Active Wound until the next safe long rest.

Uses: Single use

Gain 1 Corruption. If the wound was caused by a daemon, psychic power, corrupted weapon, or xenos biology, the GM may add a mutation or lingering taint.

The wound closes. Something else ties the knot.

Proscribed Data & Ritual Objects

Names, texts, and voices better left unread.

Forbidden

Name-Bound Candle

A black devotional candle marked with a true name, stolen name, or name that should not be known.

CorruptedRitualConsumableRiskPsykerBlack Market

When lit during a ritual, interrogation, or investigation, gain Advantage on one Inquiry, Lore, or Psychic-related check involving the named target.

Uses: Single use

Gain 1 Corruption when lit. If the name belongs to a daemon, psyker, corrupted entity, or dead person, the GM may cause the target to notice.

Names are doors with handles on both sides.

Forbidden

Bone Vox

A vox device made from saint-bone, criminal bone, xenos bone, or something that was never bone until it wanted to speak.

CorruptedCommsDataRiskInquisition InterestBlack Market

Once per session, contact a hidden, dead, distant, or forbidden source of information at the GM's discretion. Ask one question. The answer may be true, incomplete, malicious, or costly.

Uses: 1/session

Gain 1 Corruption when used unless the GM rules the source is merely illegal rather than supernatural. On a natural complication, the wrong thing answers.

Static is better than the voice.

Forbidden

Forbidden Medicae Grimoire

A surgical text full of corrections to anatomy, several of which are true and none of which are safe.

DataMedicalCorruptedRiskInquisition InterestBlack Market

Gain Advantage on one Medicae check involving mutation, corruption, xenos biology, daemon wounds, or impossible trauma.

Uses: 1/session

After use, make a Willpower Save, DC 13. On failure, gain 1 Corruption or become obsessed with one medical impossibility.

The diagrams move because the body is wrong.

Risk Field. Every Forbidden item should eventually include a Risk field explaining what can go wrong when the item is carried, studied, activated, fired, worn, trusted, or used too often. Common risks: gaining Corruption, triggering Temptation or Perils of the Warp, attracting daemonic attention, Inquisition suspicion, Ecclesiarchy outrage, Mechanicus censure, mutation, hallucination, addiction, obsession, being marked for future consequences, or revealing the party to something watching.

Bolt & Blade is fan-made homebrew for private tabletop play and is not affiliated with or endorsed by Games Workshop.