Laspistol
Sidearm of officers, clerks, and everyone who hopes not to need it.
Ammo: Magazine 40 · Power pack · Reload: Bonus Action
The manifest itself — every sanctioned pattern, sacred relic, and proscribed device on record. How access, restrictions, and traits work is codified under Wargear Doctrine.
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.
Reliable, rechargeable, and common across Imperial forces.
Sidearm of officers, clerks, and everyone who hopes not to need it.
Ammo: Magazine 40 · Power pack · Reload: Bonus Action
The Imperium's answer to everything. Reliable, rechargeable, everywhere.
Ammo: Magazine 60 · Power pack · Reload: Bonus Action
A lasgun never doubts.
Marksman-pattern las weapon for scouts, snipers, and disciplined killers.
Ammo: Magazine 25 · Power pack · Reload: Bonus Action
The lasgun's patient, meaner cousin.
High-output las weapon issued to elite troops, kill-teams, and specialists expected to face armor.
Ammo: Magazine 30 · Power pack · Reload: Bonus Action
Reliable enough to trust. Powerful enough to ration.
Compact high-output sidearm favored by officers, agents, and elite operatives.
Ammo: Magazine 20 · Power pack · Reload: Bonus Action
Small enough to hide. Bright enough to regret.
Cheap, brutal, common in hives, gangs, PDF forces, and criminal spaces.
Six answers to most underhive questions.
Ammo: Magazine 6 · Internal magazine · Reload: Bonus Action
Mass-stamped, mass-issued, mass grave adjacent.
Ammo: Magazine 30 · Detachable magazine · Reload: Bonus Action
Cheap automatic sidearm found everywhere from underhive gangs to desperate militia.
Ammo: Magazine 18 · Detachable magazine · Reload: Bonus Action
The sound of bad decisions in an alley.
Brutal close-range weapon used by enforcers, boarding crews, and people who expect doors to be a problem.
Ammo: Magazine 8 · Internal magazine · Reload: Bonus Action
Subtlety failed. The shotgun has arrived.
Simple civilian or militia rifle. Unimpressive, dependable, and everywhere.
Ammo: Magazine 5 · Internal magazine · Reload: Bonus Action
Not glorious. Still lethal.
Precision solid-slug weapon for assassins, scouts, and patient murder.
Ammo: Magazine 6 · Detachable magazine · Reload: Bonus Action
The prayer is distance. The sermon is one shot.
Crew-served or braced machine gun used to hold corridors, barricades, and doomed positions.
Ammo: Magazine 75 · Belt feed · Reload: Bonus Action
For when the answer is: that hallway belongs to us.
Explosive authority and sacred violence.
Explosive sidearm of officers, zealots, executioners, and terrifying authority figures.
Ammo: Magazine 8 · Detachable magazine · Reload: Bonus Action
An argument with a trigger.
Human-scale bolt weapon. Loud, sacred, expensive, and politically suspicious.
Ammo: Magazine 24 · Detachable magazine · Reload: Bonus Action
If a normal soldier has one, someone important is missing theirs.
Specialist weapons for people who are trusted, desperate, or already written off.
Compact flame weapon used by priests, Sisters, agents, and people making a point.
Ammo: Magazine 4 · Fuel canister · Reload: Bonus Action
Targeting: Cone 10 ft. · AGI Save
For close arguments with heresy.
Cleansing fire in portable form.
Ammo: Magazine 6 · Fuel canister · Reload: Bonus Action
Targeting: Cone 15 ft. · AGI Save
Nothing hides in holy fire. Not for long.
Compact starfire with a grudge against its user.
Ammo: Magazine 12 · Power cell · Reload: Bonus Action
Prestige, power, and a future hand injury.
Devastating energy weapon for armored targets, monsters, and people with poor risk assessment.
Ammo: Magazine 24 · Power cell · Reload: Bonus Action
⚠ Overheats on a natural 1 — the wielder pays.
Solves the problem. May become the problem.
Short-range anti-armor weapon that turns bunkers, doors, and nightmares into liquid regret.
Ammo: Magazine 5 · Power cell · Reload: Bonus Action
The universal key. The door screams.
Grenades, launchers, and area problems. Pull pin, make space.
Flexible launcher for frag, smoke, krak, and specialty grenades.
Ammo: Magazine 6 · Internal magazine · Reload: Bonus Action
Indirect solutions for direct problems.
Anti-personnel explosive for clearing groups, rooms, and bad ideas.
Targeting: Burst 15 ft. · AGI Save · Scatter
Pull pin. Make space.
Anti-armor explosive for doors, walkers, monsters, and terrible ideas. A focused, shaped charge — one target, no blast wave.
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.
Creates obscuring smoke in a 20-foot area.
Targeting: Burst 10 ft. · Scatter · Zone 3r
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.
Promethium gel in a canister. The blast is the introduction; the burning ground is the argument.
Targeting: Burst 10 ft. · AGI Save · Scatter · Zone 2r
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.
Concussion, light, and overpressure. Nobody dies; everybody stops.
Targeting: Burst 10 ft. · TGH Save · Scatter
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.
Close violence, duels, charges, executions, and terrible final moments.
The last argument and the first tool.
Everyone needs one. Astartes simply make worse use of it.
Honest steel in a galaxy of worse options.
Lawkeeper's stun weapon, excellent for arrests and very enthusiastic compliance.
The law has voltage.
Roaring badge of intent.
Subtlety ends when the teeth start singing.
A rune-bound focus staff of psy-reactive alloy: a channel for the Warp in trained minds, and a grounded strike for everything else.
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.
Less elegant than a chainsword. Somehow more honest.
For people who believe overkill is a logistics category.
Noble, sacred, terrifying, and almost never legally casual.
An heirloom that cuts tanks.
Field disruption weapon used by officers, enforcers, and sanctioned brutality specialists.
Compliance, but liturgical.
Oversized two-handed chain weapon favored by zealots and maniacs with paperwork.
The sermon has teeth.
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.
Compact radiation weapon used by Skitarii and forge agents who consider collateral exposure a solvable accounting problem.
Ammo: Magazine 15 · Detachable magazine · Reload: Bonus Action
The wound keeps working after the shot.
Standard forge-world rifle that saturates targets with radioactive death and lingering regret.
Ammo: Magazine 30 · Detachable magazine · Reload: Bonus Action
The Machine Cult believes in results. The aftermath is someone else's department.
Long-barreled radium marksman weapon used for patient executions and doctrinally approved contamination.
Ammo: Magazine 5 · Detachable magazine · Reload: Bonus Action
One shot. One corpse. One quarantine zone.
Charged impact through sacred conductive rounds. Rewards patient, disciplined fire.
A precision rifle that channels charged impact through sacred conductive rounds and ancient firing logic.
Ammo: Magazine 20 · Detachable magazine · Reload: Bonus Action
A prayer, a spark, and a hole through the argument.
A sidearm for forge agents who prefer their authority measured in voltage and penetration.
Ammo: Magazine 10 · Detachable magazine · Reload: Bonus Action
Small machine. Large correction.
Electrical punishment for armor, machines, and nervous systems.
Compact electrical weapon designed to punish armor, machines, and anything still relying on a nervous system.
Ammo: Magazine 10 · Power cell · Reload: Bonus Action
The spark knows where the metal lives.
Battlefield arc projector used to overload armor, rupture circuits, and make machinery regret obedience.
Ammo: Magazine 20 · Power cell · Reload: Bonus Action
It does not shoot the body. It convinces the body's systems to resign.
Heavy electrical weapon for destroying servitors, vehicles, warplate, shielded targets, and confidence.
Ammo: Magazine 30 · Power cell · Reload: Bonus Action
The machine-spirit screams first.
Burning light that marks targets for disciplined follow-up fire.
Burning tracer weapon that marks targets in clinging light, heat, and judgment.
Ammo: Magazine 12 · Power cell · Reload: Bonus Action
You cannot hide while burning that brightly.
A forge-pattern carbine that tags enemies with alchemical fire and machine-readable light.
Ammo: Magazine 24 · Power cell · Reload: Bonus Action
The shot is only the first instruction.
Heavy projector that paints targets in burning lumens and opens them to disciplined follow-up fire.
Ammo: Magazine 36 · Power cell · Reload: Bonus Action
Illumination as a threat profile.
Nerve-overload implements of correction and voltaic devotion.
Electro-stimulus melee weapon used to overload nerves, lock muscles, and turn disobedience into choreography.
The body learns obedience by seizure.
Conductive lash or flail that snaps with sacred current and crowd-control enthusiasm.
The sermon arrives in arcs.
A charged fist, glove, or implanted conductor used by fanatics who prefer revelation by contact.
Touch the truth. Convulse.
Tools, axes, and mauls that open machines, doors, and enemies.
A sacred axe, tool, symbol, and execution implement carried by servants of the Machine Cult.
A tool for opening machines, doors, and enemies.
Heavy charged maul used by forge enforcers, tech-guard, and those who prefer electrical correction at arm's length.
Compliance, calculated in volts.
Industrial cutting implement repurposed for close combat because the distinction is doctrinally inconvenient.
It was made for steel. Flesh is easier.
A narrow blade, injector, or interface spike designed to pierce flesh, ports, locks, and secrets.
A knife that asks questions.
Rare patterns for problems the doctrine has already categorized.
Massive long-range forge rifle used to delete targets from distances most soldiers reserve for prayer.
Ammo: Magazine 3 · Internal magazine · Reload: Bonus Action
The target dies before the sound receives permission.
Forge-pattern plasma weapon with all the elegance and danger of a contained star having second thoughts.
Ammo: Magazine 18 · Power cell · Reload: Bonus Action
The machine spirit glows with professional hatred.
Compact close-range weapon that fills the air with monomolecular needles and very short regrets.
Ammo: Magazine 30 · Detachable magazine · Reload: Bonus Action
A whisper made of knives.
A heavy mechanical arm used for lifting, repair, restraint, and occasionally turning enemies into maintenance problems.
⚠ Requires servo-arm, mechadendrite, or appropriate augmetic/harness.
The third arm has no patience.
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.
The iconic weapon of the Adeptus Astartes — oversized, brutal, disciplined, and loud enough to feel like doctrine.
Ammo: Magazine 28 · Detachable magazine · Reload: Bonus Action
Mass-reactive certainty.
Precision long-range bolt weapon for disciplined hunters, marksmen, and patient execution.
Ammo: Magazine 10 · Detachable magazine · Reload: Bonus Action
Every shot is already judged.
A specialist boltgun pattern built for battlefield overwatch, target selection, and execution at range.
Ammo: Magazine 20 · Detachable magazine · Reload: Bonus Action
The sermon lands exactly where it was aimed.
A longer-pattern bolt weapon with disciplined accuracy and heavier battlefield authority.
Ammo: Magazine 30 · Detachable magazine · Reload: Bonus Action
An argument, lengthened.
A rapid-fire bolt pattern tuned for aggressive advance and punishing suppressive bursts.
Ammo: Magazine 24 · Detachable magazine · Reload: Bonus Action
Advance under thunder.
A thick-bodied bolt rifle built to hit harder, carry farther, and settle disagreements through armor.
Ammo: Magazine 20 · Detachable magazine · Reload: Bonus Action
The boltgun's heavier opinion.
Short answers at arm's reach.
Astartes sidearm for close assaults, boarding actions, and judgment at arm's reach.
Ammo: Magazine 10 · Detachable magazine · Reload: Bonus Action
The short version of a final answer.
A larger, meaner pistol built for aggressive assault patterns and very short tactical debates.
Ammo: Magazine 8 · Detachable magazine · Reload: Bonus Action
It barks like a rifle and expects compliance.
Astartes plasma sidearm for officers, assault leaders, and anyone professionally comfortable holding a star in one hand.
Ammo: Magazine 12 · Power cell · Reload: Bonus Action
A bright idea with a poor safety record.
A rare sidearm that crushes targets beneath local distortion and battlefield contempt.
Ammo: Magazine 12 · Power cell · Reload: Bonus Action
Weight becomes theology.
Fire support for those who no longer believe in cover.
Sustained explosive fire that redefines a hallway.
Ammo: Magazine 60 · Belt feed · Reload: Bonus Action
Suppressive fire for those who no longer believe in cover.
Short-range anti-armor annihilator that makes tanks, doors, and hard cover reconsider existence.
Ammo: Magazine 8 · Power cell · Reload: Bonus Action
Every problem has a melting point.
A heavy plasma weapon built to erase squads, fortifications, and confidence.
Ammo: Magazine 16 · Power cell · Reload: Bonus Action
Containment is an opinion.
A crushing gravity projector used to wreck armored targets and pin elite enemies under impossible force.
Ammo: Magazine 30 · Power cell · Reload: Bonus Action
The battlefield bends around the verdict.
Anti-armor and anti-everything, mission-issued and counted afterward.
Ammo: Magazine 1 · Single-load · Reload: Bonus Action
Versatility with a blast radius.
A single line of light that ends vehicles.
Ammo: Magazine 5 · Power cell · Reload: Bonus Action
Sunlight with orders.
Transhuman brutality, edged and sanctified.
Slow, inevitable, and structural.
A fist that negotiates with tanks.
The sound arrives after the verdict.
Some rulings shake the deck plates.
The iconic revving chainblade of close assault doctrine.
A hymn in teeth.
A heavier, rougher chain weapon built for direct solutions.
Refinement is optional.
A crackling power weapon for officers, champions, and those expected to survive duels.
A line of judgment edged in blue fire.
A brutal power weapon for breaching, executions, and contempt made solid.
Ceremony with a cutting edge.
A field disruption maul for crushing armor, bone, and resistance.
Impact, sanctified.
Paired power blades for swift dismemberment and enthusiastic overcommitment.
Speed, ceremony, and too many edges.
Storm patterns, purging flame, and gravity with opinions.
Twin-linked explosive authority for boarding actions, veteran kill-teams, and specialists who dislike half-measures.
Ammo: Magazine 40 · Detachable magazine · Reload: Bonus Action
Twice the doctrine.
An Astartes-grade flame projector for corridor purges and purifying overkill.
Ammo: Magazine 8 · Fuel canister · Reload: Bonus Action
Targeting: Cone 20 ft. · AGI Save
The fire arrives faster than absolution.
Compact purging flame used in assaults, breaches, and zealotry at arm's length.
Ammo: Magazine 4 · Fuel canister · Reload: Bonus Action
Targeting: Cone 10 ft. · AGI Save
Close-range conviction.
A compact gravity weapon for elite assault and anti-armor punishment.
Ammo: Magazine 20 · Power cell · Reload: Bonus Action
It teaches gravity better manners.
Astartes-pattern melta weapon for very close anti-armor deletion.
Ammo: Magazine 6 · Power cell · Reload: Bonus Action
The shortest route through a tank.
Instruments of duty that double as weapons.
A sacred medical implement used to cut armor, flesh, seals, and sometimes hope.
⚠ Apothecary only.
Mercy and extraction use the same edge.
Short-range execution and gene-recovery weapon used when battlefield duty becomes irreversible.
Ammo: Magazine 6 · Internal magazine · Reload: Bonus Action
⚠ Apothecary only.
Some duties are not survivable.
A Techmarine war-rig mounting servo-arms, tools, and integrated weapon systems.
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.
Office, faith, and psychic murder.
A psychic weapon that answers thought with murder.
⚠ Librarian only.
The blade thinks with you.
A heavier force weapon for psychic execution and battlefield authority.
⚠ Librarian only.
It splits more than armor.
A chaplain's sacred office weapon — mace, staff, or brutal liturgical instrument of command.
⚠ Chaplain only.
A sermon you can hear in your ribs.
Rarer patterns awaiting sanction and balancing.
Stalker, scoped, specialist, and chapter-specific bolt variants for future expansion.
Ammo: Magazine 20 · Detachable magazine · Reload: Bonus Action
There is always a rarer pattern.
A devastating rotary weapon for extreme Astartes fire support. Not available in v0.1.
⚠ 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 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.
Speed and concealment over plate.
Attitude, patched hide, reinforced knuckles, and just enough plating to make someone overconfident.
Barely armor. Still better than pride.
A heavy coat lined with impact mesh, hidden plates, and the accumulated smell of bad districts.
Formal enough for a meeting. Reinforced enough for the ambush after.
Flexible protective weave favored by agents, assassins, nobles, and people who expect to be shot discreetly.
Protection for those who cannot afford to look protected.
Lightened armor plates over flexible underlayers, made for reconnaissance, snipers, and kill-team operatives.
Enough armor to live. Not enough to stop moving.
The standard trade between weight and survival.
Standard-issue survival for the Imperium's uncounted soldiers.
Mass-produced courage.
Reinforced flak plates issued to veterans, breachers, specialists, and soldiers who have already survived enough to justify more material.
The Munitorum's version of affection.
Rigid protective plating used by elite soldiers, agents, lawkeepers, and anyone expected to stand where flak armor fails.
When the job requires surviving the first mistake.
Heavy law-enforcement armor designed for riots, breaching actions, underhive raids, and making civilians reconsider their tone.
The law arrives wearing plates.
Sealed armor used for boarding actions, decompression hazards, toxic decks, and voidship violence.
The corridor has no air. The enemy still does.
Protection first. Subtlety was denied by requisition.
Thick battle plating for shock troops, execution details, elite guards, and agents expected to survive direct fire.
Subtlety was denied by requisition.
Front-loaded armor for shield teams, door-kickers, and anyone whose tactical plan begins with “through.”
For the person who goes first because someone must.
Issued, inherited, sanctified, stolen, or earned through blood — never bought.
Sacred powered warplate issued to the Adepta Sororitas. Built for bolter fire, flame, martyrdom, and absolute refusal.
⚠ Hard restriction — Sister of Battle only. This is not generic heavy armor.
Faith, ceramite, and fury.
Rare powered armor used by certain Inquisitors, elite agents, and terrifying people with sealed warrants.
If you see it, someone has already decided this situation matters. Rare and story-controlled — not normal starting gear.
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.
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.
Half toolbox, half prayer rig.
A flexible stealth suit threaded with concealed plates, muted servos, and interface points for covert forge operatives.
The machine learns to stalk.
A light protective mesh worn by scouts, data-collectors, and field adepts who need mobility more than bulk.
Built for movement, scans, and surviving bad terrain.
Plated, sealed, and rad-shielded field protection.
Standard plated field protection for Skitarii and forge soldiers. Efficient, impersonal, and easier to replace than the flesh beneath it.
Issued to the body. Logged to the weapon.
A reinforced suit with sealed joins, layered plating, and radiation shielding for hazardous zones, forge spills, and doctrinally unsafe environments.
Some places kill the careless slowly.
Layered carapace armor designed for battlefield engineers, recovery teams, and machine priests who work too close to fire and failure.
Repair first. Bleed later.
Sealed armor for void work, shipboard recovery, and environments where atmosphere is considered an optional luxury.
The corridor has depressurized. Duty has not.
Dense plate with visible machinery. Subtlety is irrelevant.
Dense layered armor with heavy ceramite segments, reinforced spinal mounts, and enough visible machinery to make subtlety irrelevant.
You do not sneak in forge plate. You arrive.
Heavy frontal warplate for breaching teams, shock assaults, and anyone expected to walk directly into incoming fire.
Built for doors, corridors, and poor choices with official approval.
Heavy doctrinal armor used by handlers, controllers, and battlefield overseers working near combat automata and catastrophic machinery.
When the machines are larger than the priest, the armor follows doctrine.
Optimized armor for disposable elite infantry.
Battlefield armor optimized for Skitarii Vanguard, with radiation shielding, field plating, and the grim practicality of disposable elite infantry.
It keeps the worst of the radiation outside. Not all of it.
A layered longcoat over plated field armor used by Skitarii Rangers, marksmen, and long-range survey-killers.
Dust, data, distance, and a firing solution.
A fast-moving combat harness with implanted power feeds, reactive stabilizers, and armor built around lethal close-quarters movement.
Too fast for comfort. Exactly fast enough for murder.
Vestments, cowls, and harnesses for doctrinal specialists.
Insulated ritual vestments layered with conductive channels, warding mesh, and sacred circuitry for those who weaponize current as devotion.
The flesh is a circuit waiting to awaken.
A reinforced hood, shoulder rig, and data-lined mantle built to protect cranial ports, memory cores, and other irreplaceable thinking parts.
Knowledge wears armor too.
A ceremonial but functional harness carrying incense emitters, data-slates, seal brackets, cables, and shrine-tech for high-ranking machine priests.
Part mobile altar, part battlefield workstation.
Protective cloak layered with heat foil, chemical barrier lining, and particulate filters for toxic industrial zones.
The air is trying to file you down.
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.
Gene-forged warplate built for transhuman warriors. It is not merely armor; it is a sealed weapons platform, life-support shrine, and battlefield relic.
⚠ Hard restriction — Astartes only. Ordinary humans cannot use Astartes power armor.
A walking fortress with a heartbeat.
Standard tactical warplate for line Astartes, balanced for endurance, fire discipline, and battlefield adaptability.
The baseline for transhuman war.
A more mobile combat pattern for close assault, rapid breach actions, and aggressive forward warfare.
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.
A reinforced combat pattern designed to anchor heavy weapon use and absorb battlefield punishment.
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.
Recon, boarding, and siege patterns for named kinds of trouble.
A lighter, rarer chapter warplate pattern tuned for stealthier operations, reconnaissance, and precision insertion.
Even the Angels of Death sometimes arrive unheard.
A void-hardened armor pattern used in shipboard combat, hull breaches, depressurized corridors, and brutal close-range clearing work.
The corridor has no atmosphere. The Marine remains a problem.
A reinforced warplate variant for breaching, siege warfare, and surviving the first answer from the other side of the wall.
The wall is part of the target.
Plate with honors, history, and authority visible from orbit.
A veteran's modified suit, layered with honors, field repairs, personal calibrations, and the kind of history that still smells like smoke.
It has outlived people better than you.
Officer-grade battle plate incorporating command relays, enhanced target data, and authority visible from orbit.
This armor should eventually synergize with command, morale, or tactical aura effects.
The armor leads before the voice does.
Master-crafted Astartes armor of exceptional quality, maintained with obsessive reverence and usually worn by champions, officers, and heroes.
⚠ Story reward, veteran status, or officer/champion access.
Perfection, plate by plate.
Warplate adapted to office: medicae, machine, mind, and faith.
Astartes battle plate adapted for medicae duty, gene-seed recovery, triage access, and battlefield intervention.
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.
A heavily adapted armor pattern built to integrate with servo-harnesses, mechadendrites, repair systems, and battlefield engineering demands.
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.
A specialized psychic warplate fitted with wards, hoods, seals, and systems for a sanctioned mind at war.
This armor should eventually interact with Psychic Powers, Perils mitigation, or anti-psychic defense.
⚠ Librarian only.
The armor is sealed. The mind is not.
A grim office-pattern battle suit that marks the wearer as spiritual authority, executioner, and keeper of terrifying morale.
This armor should eventually support morale, fear, leadership, or battlefield devotion effects.
⚠ Chaplain only.
The sermon arrives in black ceramite.
Halos, wards, and shields that have earned names.
A rare and revered personal defense field worn by senior Astartes heroes, officers, and figures with a proven habit of surviving unreasonable things.
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.
A sacred protection field associated with office, faith, and battlefield defiance.
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.
A compact defensive shield for close-quarters specialists, champions, and officers.
A small wall is still a wall.
A heavy defensive shield integrated with advanced field generators and enough stubbornness to become a strategy.
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.
Walls you carry and fields you pray to.
A compact mechanized shield with articulated bracing and defensive servo assistance.
A small wall with moving parts.
A heavy plated suppression shield used by forge security, breachers, and disciplined lines that do not intend to give ground.
Metal, mass, and refusal.
Heavy riot shield used by Arbites, breachers, and control teams to advance through gunfire and bad decisions.
Move, or be moved.
Compact defensive shield used by duelists, officers, and close-quarters specialists.
A small wall for personal disagreements.
A personal protective field that bends incoming attacks in a visible shimmer of distortion.
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.
A sacred protective field entrusted to high-ranking priests, holy figures, and those whose deaths would be administratively inconvenient to heaven.
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.
A defensive field rig mounted over armor or robes that flashes and refracts incoming harm in bursts of unstable brilliance.
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.
Sealed patterns awaiting sanction and balancing.
Extremely powerful Astartes tactical dreadnought armor. Not available in v0.1.
A shrine, a tank, and a coffin arguing over who gets to kill first.
A heavily augmented tracked or servo-platform war-harness for extreme Mechanicus battlefield conversion. Not available in v0.1.
⚠ 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.
Astartes jump-pack compatible harness and propulsion unit for aerial assault roles. Not available in v0.1.
⚠ Jump pack systems are future content and should not be fully active until movement rules are ready.
Gravity is a suggestion sent too late.
A massive Astartes siege exo-harness for extreme assault and heavy fire support. Not available in v0.1.
⚠ 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 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.
Healing, survival, investigation, comms, breaching, detection, restraint, mobility, repairs, and battlefield utility.
Field treatment kit for stabilization, triage, and keeping someone alive long enough to regret it.
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.
Borrowed vigor in a sealed injector. The debt comes due later.
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.
Portable squad communication unit for battlefield coordination, distress calls, command traffic, and unsettling static.
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.
Small personal comms bead for agents, officers, kill-teams, and anyone who wants to whisper orders while pretending not to panic.
Allows short-range voice communication between linked users.
Uses: Reusable
The smallest voices start the largest problems.
Sensor device for detecting motion, energy signatures, life signs, void leaks, hidden machinery, or things the GM absolutely wanted you to notice too late.
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.
Enhanced optical device for scouting, target observation, and confirming that yes, the enemy has brought something worse.
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.
Recording device used for evidence, reconnaissance, blackmail, confession capture, and proving nobody followed the plan.
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.
Because the air is frequently a weapon.
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.
A compact launcher, anchored line, or powered ascent rig for vertical movement.
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.
A dead servant's skull, still serving. Lights, lenses, and errands.
Uses: Reusable
Manacles, binders, cable-cuffs, shock-cuffs, or other devices for making a problem portable.
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.
Compact explosive charge designed to open doors, bulkheads, barricades, walls, and negotiations.
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.
Heavier explosive for destroying engines, bridges, bunker walls, corrupted altars, and things everyone agrees should stop existing.
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.
Simple wedge, clamp, magnetic lock, or mechanical jam used to hold a door open or closed.
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.
Compact field tool for cutting, prying, tuning, wiring, stripping, adjusting, and making a machine spirit less offended.
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.
Incense, seals, diagnostic leads, blessed oils, micro-tools, and enough ritual procedure to make repair work feel judged.
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.
A portable or stashed supply of ammunition, power cells, magazines, belts, canisters, and reload blessings.
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.
Plates, sealant, wire, clamps, patching resin, rivets, and tools for keeping armor and weapons functional after they should not be.
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.
Emergency sealant, patches, clamps, and pressure foam for hull breaches, suit leaks, and voidship panic.
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.
Compact detector for toxins, gases, narcotics, biological traces, promethium leaks, and chemical contamination.
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.
Advanced surgical field kit for battlefield trauma, invasive treatment, organ stabilization, and things a normal medi-kit cannot morally address.
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.
A personal symbol of faith, oath, memory, or desperate superstition.
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.
Portable light source for tunnels, wrecks, underhives, ruins, and places where darkness has opinions.
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.
Orders, maps, confessions, evidence, forbidden files, and bad news.
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.
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.
Oversized battlefield medicae sealants, clotting compounds, pain suppressors, and trauma clamps designed for transhuman physiology.
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.
A sealed ammunition case containing blessed bolt shells, heavy weapon feeds, plasma cells, and mission-counted reserves.
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.
Emergency sealant and atmospheric filtration system used when power armor seals are compromised.
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.
Emergency plates, bonding paste, sealant, rivet clamps, and repair prayers for damaged Astartes armor.
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.
Rites and systems that work through the warplate.
A short diagnostic rite used to recalibrate helm sensors, targeting overlays, auspex feeds, and threat markers.
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.
Armor-integrated magnetic locking systems for voidship hulls, metal gantries, vehicle decks, and violently unstable footing.
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.
Wax, parchment, wire, and engraved seals fixed to armor before battle to record vows, litanies, and mission burdens.
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.
A maintenance and diagnostic interface used to check the link between Astartes biology and power armor.
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.
Mercy, sharpened and sterilized.
A sacred medicae gauntlet, surgical rig, and battlefield intervention kit used by Apothecaries.
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.
A sealed stasis container used to preserve recovered gene-seed, biological samples, or transhuman tissue of sacred importance.
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.
A sealed kit of brutal extraction tools used when battlefield recovery becomes sacred duty.
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.
The visible parts of the prayer.
A compact kit of sacred couplings, diagnostics, tool oils, seals, and adapters for maintaining servo-harness systems.
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.
A censer of oils, incense, and machine-sanctioned vapors used to calm damaged armor, weapons, vehicles, and offended systems.
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.
A hardened diagnostic slate loaded with Chapter-approved armor patterns, weapon rites, and repair catechisms.
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.
The squad hears. The squad moves.
A hardened transhuman-scale vox relay linked to helm channels, strike force commands, and battlefield priority codes.
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.
A tactical beacon used to mark objectives, landing zones, extraction points, enemy positions, and orbital attention.
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.
A battlefield authority marker, oath-token, or encoded command seal used to identify Chapter priority.
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.
A small servo-skull used to record kills, mark targets, carry tactical picts, and shame the insufficiently accurate.
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.
Keys written in thunder.
A transhuman-scale explosive charge designed to open bulkheads, bunker doors, sealed hatches, and arguments with architecture.
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.
A powered clamp, anchor, or hull-lock used to secure movement during boarding actions, decompression, or violent shipboard entry.
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.
A compact scanner used before entry to read heat, movement, structural weakness, and probable ambush positions.
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.
Oaths, censers, and ammunition with names.
A small armor-mounted censer carrying incense, ash, oils, and battlefield rites of resolve.
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.
A small sealed case holding a handful of ancient, blessed, or oath-marked bolt rounds.
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.
A sealed device that records oaths, battle-litanies, last words, kill vows, and proof of duty completed.
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.
Deployment systems awaiting sanction.
A rare beacon used to guide teleportation, Terminator insertion, or extreme Chapter deployment methods. Not available in v0.1.
TBD.
Uses: TBD
⚠ Teleport homers are future content and should not be active until teleportation and Terminator deployment rules exist.
Arrival without apology.
A jump pack calibration and ignition rite system for Assault Marines. Not available in v0.1.
TBD.
Uses: TBD
⚠ Jump pack support gear is future content and should not be active until jump pack movement rules exist.
Gravity receives notice.
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.
Bones, banners, litanies, and the courage of the already dead.
A saint's image that steadies mortal hearts under fire.
A sealed fragment of a saint, martyr, confessor, or battlefield hero carried in a warded case.
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.
A battle-worn sacred banner marked by smoke, blood, and names that are no longer spoken quietly.
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.
A torn piece of a destroyed regiment's standard, carried by the survivor who remembers where everyone fell.
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.
A smoking censer filled with incense, ash, bone dust, and chemical sanctifiers used in confession, purification, and crowd-breaking sermons.
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.
A heavy prayer-book, battlefield hymnal, or oath-codex with pages scorched by the hands that carried it before.
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.
A stamped coin, medal, kill-token, shrine charm, or regimental marker given to those expected to die where they are ordered.
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.
A funerary cloth, battlefield wrap, or shrine-blessed cloak said to have covered a martyr before the fire took them.
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.
Seals, ledgers, and lenses that open doors and mark the bearer.
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.
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.
A forbidden or sealed cipher-book containing names, debts, cult trails, dead drops, aliases, and half-burned truths.
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.
A warded lens, monocle, sensor-saint crystal, or sealed viewing device used to perceive psychic residue and things reality would prefer hidden.
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.
Weapons with names, service records, and grudges.
A bolt pistol passed from officer to officer, its grip worn by duty, fear, and the final moments of cowards and heroes alike.
Ammo: Magazine 8 · Detachable magazine · Reload: Bonus Action
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.
A chainsword whose teeth have been replaced over generations, each tooth engraved with the name of someone who died holding it.
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.
A sacred power blade carried by nobles, saints, confessors, inquisitors, duelists, or officers whose enemies learned to fear ceremony.
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.
A small cache of rounds sealed with prayers, wax, oils, and the names of enemies already condemned.
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.
Protection from the Warp, and the paperwork of absolution.
A signed confession, oath-scroll, punishment writ, or holy sentence carried by someone who has not yet finished paying for survival.
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.
A strip of warded script, bone-etched charm, or forbidden anti-psyker token carried by those expecting witchcraft.
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.
A brutal restraint, oath-device, shock collar, or holy control mechanism worn by someone who is not fully trusted.
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.
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.
A fist-sized gear tooth from a destroyed forge engine, polished by centuries of oil, incense, and battlefield prayers.
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.
A preserved finger bone, metal-knuckle, or augmetic digit from a revered machine-saint, sealed in a brass reliquary.
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.
An ancient prayer-spool containing machine rites for emergency field repair, weapon appeasement, and last-minute mechanical forgiveness.
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.
A dark metal access key etched with machine-ciphers that change when no one is watching.
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.
A portable brass-and-iron devotional engine that clicks, steams, chants, and calculates small prayers faster than a human mouth can form them.
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.
A skull-servitor containing fragments of a dead Magos's habits, irritation, memory, and expertise.
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.
A sealed data-vault containing battlefield logs, last prayers, targeting maps, machine deaths, and martyr-records from a destroyed forge cohort.
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.
An ancient power reservoir with impossible efficiency and very poor documentation.
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.
A loop of crimson wire, nerve-thread, and sacred conductive filament worn around an augmetic wrist, throat, or spinal port.
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.
A relic-lantern whose flame burns with cold phosphor light, revealing motion, heat, and shame.
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.
A black iron tuning fork, signal-rod, or frequency key that emits a hateful tone when psychic energy crawls too close.
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.
An auspex attachment, sighting lens, or sensor crystal ritually calibrated to detect motion, heat, radiation, life signs, and unpleasant surprises.
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.
A palm-sized cog-seal stamped onto armor, tools, or augmetics to invoke endurance through proper mechanical obedience.
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.
A throat-mounted or shoulder-mounted vox relic that broadcasts machine-cant in frequencies that comfort allies and disturb the unaugmented.
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.
Sacred incense, oil vapor, or atomized unguent used to soothe hostile machine-spirits and steady damaged engines.
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.
A forbidden diagnostic rite preserved on a sealed wafer. It can identify faults that officially cannot exist.
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.
A command sigil, cogitator key, or machine-authority token used to impose hierarchy on lesser servitors and compliant systems.
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.
A delicate surgical blade, sacred cutter, or microtool used in augmetic installation, battlefield amputation, and necessary cruelty.
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.
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.
A broken fragment of the Chapter's first consecrated blade, sealed into a combat charm, weapon hilt, or armor shrine.
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.
A heavy chain, honor cord, oath-link, or sealed mark of service worn by veterans who have survived wars that should have ended them.
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.
A torn section of a company banner recovered from a massacre, sealed beneath armor glass or carried in a reliquary case.
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.
An ancient helm fitted with sensor-rites, battle memories, and targeting optics that have watched centuries of enemies die.
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.
Weapons with names, kill-counts, and sealed archives.
A boltgun whose casing bears the names of every battle-brother who died carrying it.
Ammo: Magazine 28 · Detachable magazine · Reload: Bonus Action
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.
A revered heavy bolter whose recoil has broken mortal mounts and whose kill-count is recorded in sealed archives.
Ammo: Magazine 60 · Belt feed · Reload: Bonus Action
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.
A chainsword whose teeth were each taken from a weapon recovered after a sainted last stand.
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.
A thunder hammer carried only when the Chapter expects a door, monster, tank, or champion to cease existing.
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.
A power sword held in stasis between wars and issued only when the target must die cleanly, publicly, and without room for argument.
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.
Fragments and mantles of honored plate. The Iron Halo itself is archived under Armor · Astartes Field Systems & Defensive Relics.
A fragment of honored veteran plate mounted into current armor as a symbol of service, endurance, and future Terminator honors.
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.
A reinforced mantle, shoulder guard, or tabard recovered from a boarding action where the Chapter refused retreat.
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.
Caskets and chalices of gene-seed duty.
An ancient gene-seed preservation casket with a machine-spirit that refuses failure more sternly than most officers.
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.
A sealed diagnostic chalice, blood-analyzer, or bio-rite engine used to detect corruption, mutation, poison, and biological lies.
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.
Keys and shards for the warplate shrines.
A sacred diagnostic key used to wake, calm, or command ancient warplate systems.
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.
A damaged but sacred cogitator fragment containing fragments of old forge-patterns, failed repairs, and impossible maintenance logic.
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.
Hoods, tomes, and stones between the mind and the storm.
A psychic hood lined with warding script, memory-bone, and machine systems designed to keep the storm outside the skull.
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.
A sealed Librarius tome containing star-omens, forbidden warnings, and the names of things the Chapter has killed before.
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.
A psychic focus-stone, warded gem, or mind-anchor carried by Librarians during high-risk warp operations.
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.
The Reclusiam's instruments of fear, sermon, and memory.
A death-mask helm whose vox carries the weight of names carved into the Chapter's memory.
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.
An office weapon carried by a Chaplain whose sermons ended retreats and started massacres.
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.
A sealed relic containing remains, ashes, or armor dust from the Chapter's first recorded martyr.
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.
Honors awaiting the armor they promise.
A mark of veteran status tied to future Terminator armor systems. Not active in v0.1.
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.
A full Chapter or company standard carried only during wars of impossible importance. Not active in v0.1.
TBD.
Uses: TBD
⚠ Full standards are future content and not available in v0.1.
If it is unfurled, history is already watching.
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.
Steel where flesh used to be.
Armor beneath the skin for people who keep getting shot.
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.
Reinforced limb replacements or motive systems that lend strength on loan from the Omnissiah.
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.
A replacement arm strong enough to save your life and obvious enough to change conversations.
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.
A replacement leg built for walking out of the battlefield that took the original.
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.
A rebuilt spinal column, support rig, or internal bracing system designed for load-bearing, impact survival, and terrible posture.
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.
A compact utility hand, wrist tool, or minor manipulator built into a limb or harness.
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.
New eyes for old horrors.
Replacement or enhanced eyes that see further than the originals ever did.
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.
An optic, neural, or weapon-interface implant that assists aim, target tracking, and fire discipline.
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.
Thought, indexed, accelerated, and edited.
A logic-assist implant, memory lattice, or data-processing node wired into the skull.
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.
A protected implant that stores memories, mission data, trauma records, confessions, or evidence the bearer may not fully remember.
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.
A neural regulator that suppresses pain, shock, and inconvenient biological warnings.
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.
Nerve reinforcement and reaction accelerators threaded through the spine, wrists, or combat limbs.
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.
An implanted timekeeper, pulse-counter, countdown system, or mission clock burned into the user's nerves.
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.
The body, hardened against the galaxy's opinions.
Replacement or reinforced lungs that breathe the unbreathable and filter most regrets.
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.
Internal clotting, blood filtration, and emergency sealant systems designed to keep the user from bleeding out immediately.
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.
An internal drug reservoir that releases combat stimulants, anti-toxins, or sanctioned chemical courage.
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.
Small implanted ports that inject sealant, clotting gel, or battlefield foam into wounds and suit breaches.
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.
Violence, integrated.
A weapon graft, hardpoint, or integrated arm-mount that cannot be dropped, confiscated, or politely declined.
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.
A concealed capacitor that discharges through the skin, knuckles, or implanted contact points.
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.
Quiet voices and borrowed faces.
Internal communication system wired into the throat, jaw, skull, or auditory nerves.
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.
A throat, jaw, or neural speech implant that allows silent communication through coded subvocal signals.
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.
A replacement or enhanced voice system capable of amplification, distortion, command resonance, or unsettling machine-tones.
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.
A hidden implant that alters biometric signals, vocal patterns, retinal output, or identity markers.
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.
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.
A cranial or spinal data-link that allows the user to receive machine-script, tactical bursts, binharic signals, and battlefield telemetry.
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.
A rebuilt vocal system capable of emitting binharic command bursts, machine-cant, and encrypted tactical signals.
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.
An implanted targeting node that calculates range, movement, recoil, and ballistic correction through machine discipline.
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.
Internal shielding, blood filters, and radiation baffles installed in those expected to survive their own weapons.
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.
High-speed limb actuators, tendon replacements, and balance processors designed for surgical violence.
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.
A nerve-lattice that accelerates close-quarters response time beyond safe biological limits.
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.
A sacred replacement heart or charge-regulation organ that stores and channels voltaic force.
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.
A network of conductive nerve-thread that turns pain, fervor, and motion into unstable electrical discharge.
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.
A command implant that links the user to servitors, servo-skulls, drones, and battle-automata through sacred control hierarchy.
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.
A tactical cogitator implant that continuously scores threats, movement, firing vectors, and target priority.
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.
A pain regulator that does not remove agony so much as file it under “irrelevant.”
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.
A behavioral governor that suppresses panic, hesitation, disgust, and other inefficient biological responses.
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.
A reinforced internal organ-casket containing vat-grown, recycled, or machine-supported backup biological systems.
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.
A wrist, spine, throat, or cranial port used to hard-link with cogitators, vehicles, shrine-engines, and obedient machine-spirits.
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.
Cabling beneath the skin that allows data transfer, power routing, and quiet connection to compatible tools.
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.
A full-body nerve reinforcement procedure that replaces frail instinct with machine-stable signal discipline.
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.
A memory implant containing approved prayers, maintenance rites, kill-doctrines, repair hymns, and emergency logic trees.
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.
Extra limbs with doctrine attached.
A heavy mechanical limb mounted to the back, shoulder, or harness, used for repair, lifting, restraint, and extremely direct problem solving.
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.
A flexible mechanical tendril fitted with micro-tools, clamps, diagnostic needles, cutters, and sacred repair interfaces.
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.
A surgical tendril fitted with injectors, clamps, cauterizers, bone pins, and instruments no awake patient wants named.
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.
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.
A transhuman-scale replacement arm built to interface with power armor, grip oversized weapons, and crush lesser machinery by accident.
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.
A reinforced transhuman replacement leg built for armored movement, impact survival, and continued advance under fire.
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.
A rebuilt spinal column, servo-braced support structure, or internal armored frame designed for extreme loads and catastrophic impact survival.
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.
A reconstructed face, skull plate, or visible cranial augmentation rebuilt after catastrophic injury and left intentionally unsoftened.
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.
Redundancy for bodies that refuse to file death reports.
A redundant cardiovascular regulator, blood-pressure governor, and combat trauma stabilizer installed to keep the warrior alive through impossible punishment.
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.
Advanced clotting, blood-recycling, and wound-seal systems designed for transhuman battlefield survival.
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.
A neural pain-control system used by Chapters that believe suffering is data and data should be sorted.
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.
The eye sees. The helm confirms.
A transhuman optic replacement or helm-linked visual implant that feeds directly into power armor autosenses.
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.
Reflex, recoil, grip, and the charge.
A reinforcement implant that stabilizes the link between Astartes nervous system and power armor after severe trauma or repeated interface damage.
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.
A nerve-acceleration lattice installed through wrists, spine, and combat limbs to improve response under battlefield stress.
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.
Reinforced shoulder, clavicle, and upper torso plating integrated beneath armor to stabilize heavy weapons and absorb brutal recoil.
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.
Reinforced tendons, joint anchors, and artificial muscle bundles designed for charge impact and close assault.
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.
A hand, wrist, and forearm reinforcement system that locks weapon grip through impact, recoil, and dismemberment-adjacent events.
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.
The battlefield as a solved problem.
A cranial tactical processor that evaluates kill zones, target priority, squad spacing, and battlefield logic.
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.
Interfaces for the keeper of the warplate shrines.
A sacred interface suite that allows a Techmarine to hard-link with armor, vehicles, servo-arms, machines, and battlefield systems.
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.
Reinforced skeletal and spinal mounting points for servo-harnesses, mechadendrites, and heavy battlefield utility rigs.
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.
The bloodline, read and defended.
A diagnostic implant that reads transhuman biology, gene-seed markers, toxin signatures, and battlefield trauma indicators.
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.
Wiring for the fortress of the mind.
A psychic warding implant or cranial seal designed to help stabilize a Librarian's mind during dangerous warp-channeling.
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.
The voice of reproach, rebuilt louder.
A rebuilt voice system and armor-linked vox grille that turns command into accusation and sermon into pressure.
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.
Death, filed as incomplete.
A catastrophic survival system for mortally wounded Astartes interred into walking war-sarcophagi. Not available in v0.1.
TBD.
Uses: TBD
⚠ Dreadnought systems are future content and should not be active in v0.1.
Death was filed as incomplete.
Sacred machinery awaiting sanction.
A serpent of tools, probes, injectors, blades, or sacred instruments grafted to the spine.
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 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.”
Alien elegance. Owning it is a confession.
Alien elegance that cuts what should not cut. Owning it is a confession.
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.
An alien sidearm that fires crystalline splinters too sharp for Imperial doctrine.
Ammo: Magazine 40 · Detachable magazine · Reload: Bonus Action
⚠ 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.
A thin alien blade that flickers at the edge of matter, slipping through armor like an insult to physics.
⚠ 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.
An alien sensory implant, parasite-lens, or optic graft that sees things human sight was spared from seeing.
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.
An alien concealment cloak that bends light, heat, or attention in ways Imperial science refuses to politely classify.
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.
A xenos navigation device that points toward desire, psychic weight, bloodlines, or other unacceptable directions.
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.
Innovation the Mechanicus declared a sin.
Innovation the Mechanicus declared a sin. It works disturbingly well.
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.
A compact illegal override spike that convinces machine locks they were never locked.
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.
A wafer of illegal machine-script that infects systems with impossible commands.
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.
A skull assistant rebuilt with illegal protocols, hidden blades, false obedience, or forbidden memory.
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.
Holy once. Something else answers now.
It was holy once. Something else answers the prayers now.
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.
A small icon, charm, sigil, or token dedicated to powers that should not be named.
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.
A strip of skin, metal, parchment, or glass marked with letters that move when ignored.
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.
A lantern that burns with pale light fed by grave-dust, corpse-fat, ghost residue, or worse.
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.
Arms that wound more than bodies.
Rounds that hit souls. Loading them is a decision about yours.
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.
Power without sanction or safeties.
More power for the Warp-touched, minus the safeties and the sanction.
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.
A small black mirror that reflects places, people, or possibilities not currently in front of it.
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.
Prisoners shaped like possessions. They negotiate.
A prisoner shaped like a weapon. It negotiates.
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.
A small bound creature, daemon-echo, xenos parasite, psychic remnant, or semi-living tool kept in a warded cage.
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.
Borrowed strength at predatory interest.
An illegal stimulant brewed for pit-fighters, penal troops, cult enforcers, and people whose organs are considered temporary.
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.
A sealed injector of unstable bio-alchemy that makes the body briefly better at being wrong.
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.
Black thread used to close wounds that medicine cannot close and should probably not attempt.
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.
Names, texts, and voices better left unread.
A black devotional candle marked with a true name, stolen name, or name that should not be known.
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.
A vox device made from saint-bone, criminal bone, xenos bone, or something that was never bone until it wanted to speak.
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.
A surgical text full of corrections to anatomy, several of which are true and none of which are safe.
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.