Warhammer 40,000: Darktide

Warhammer 40,000: Darktide

Not enough ratings
(WIP) Almost all the stuff you could feasibly add to Warhammer 40,000: Darktide with lore and commentary.
By Mason
A smelly list of all the Wh40k garbage that could be feasibly added to Darktide with my own personal design take and commentary on it. Don't expect Gravity guns, Ion Rifles, or Shuriken Catapults you dingdong.

WARNING: Lots of Text.
   
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Foreword

This started out as a simple list and ballooned from there.

I was seeing posts made by goblins people who don't understand where their characters stand in Darktide as essentially the murderhobo goons sent on suicide missions.

At the highest tier ingame, your character may be considered a BUDDING Interrogator. Yet some people believe that it's feasible for your character to get access to things like Volkite weaponry, Guass Flayers, Grav weapony, Crux Beam Guns, or lightsabers (Sollex-Aegis Energy Blade[wh40k.lexicanum.com]). So much like the AdMech, I will set most of the record straight so we can toss any filthy free thinkers straight into the plasma reactor or turn them into an automatic waste disposal flushing servitor.

As for my viewpoint on the developers/publishers of Darktide...
I am disappointed with Fatshark, and Gamesworkshop, the former with their subpar releases, update schedule, and somehow losing Vermintide 2 quality of life lessons, the latter for being greedy culture war chasing idiots who’ve burned/threatened fans with legal action, the content said fans have created with love and passion, and the OG’ Warhammer by literally blowing up the setting to replace it with a ♥♥♥♥♥♥♥♥ elder scrolls knockoff. We should've learned with FlashGitz, the people running GW are a bunch of stupid dingdongs, and now they're trying to axe their old fanbase to chase modern audience bux. Tencent is doing what Tencent does.

Great Fan Replacement, Mainstream, Licking Amazon's shoes, NDA/Copywrite strikes on content creators and even cosplayers.

https://youtu.be/PlK3T2DeJuc

Change and practicality.
I, and you should understand like all competently made games, the Darktide devs have a design document, feature list, and content release schedule. Darktide’s development has to navigate the GW licenses, the lash of Tencent, and Fatshark’s own internal issues/stupidity. As for 40k, it’s lore is long and often contradictory, and GW ultimately decides what is what to the detriment of common sense at times. As a result, even with the provided links, the general consensus of the fans, and long established lore, everything is subject to change retroactively or on GW’s gasoline huffing whim (femstodes/erda). So take everything with a grain of salt. As for feasibility, I'm going to err on the side of caution, reusing existing mechanical systems Darktide already has (Like how they ported assets from Vermintide 2).


Special Thanks
To The God Emperor of Mankind
To dying nearly instantly in my first ever Dark Heresy experience
To FlashGitz
To everyone who made amazing Wh40k content including those behind Death of Hope, the SFM animations (no, not porn you freak), ITEHATTD, the OG Astartes before GW gobbled them up
To all the old Wh40k memes where it was an image surrounded by black with a caption
To the Wh40k content creators that didn't sell their souls for NDA protection
To some aspects of TG's older 40k community, especially those that made fun of... "chaos"
To 3D printers
The DoW series (not you 3)
To Chapter Master "F"mash"S"ucker
To Warhammer Fantasy, NO NOT "THE OLD WORLD", SHAME ON YOU
To Orks in general
To before 8th edition (Ignoring Matt Ward and C.S Gotto)
The All Guardsmen Party (I haven't read the new stuff, hopefully it isn't garbage)
To the time before Amazon and Marvel chaos gods noticed W40K
To OG Squats.
To Malcador The Sigillite
Format

This is mainly for contributors and my own sanity.



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^Image Of Weapon
Name Of Weapon (HyperLink)
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Desc.:"This should be a snippet of a description from an official or officially accepted source that properly describes the weapon in question"
Personal Desc.: This is a more verbose IRL description of the item filling in gaps
Primary Fire: What happens with the primary fire action (e.g shoot, hold action charges a heavy attack)
Secondary Fire: What happens with the secondary fire action (e.g aim down sights)
Alternate Fire: What happens with the alternate fire action (e.g make your lasgun twinlinked)
Quirks: Unique weapon features, usually already implemented with existing weapon classes
Gameplay Notes: Information about the weapon's role in gameplay.
Commentary: Personal commentary about the item in question. For example, this is a rock, there are many like it but this one is Ogryn's. It's the reason why most Ogryns have awful teeth.
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Candidates rating:
  • Confirmed
  • Likely
  • Potentially
  • Unlikely
Auxiliary vs Combi vs Twin Linked
Auxiliary
Auxiliary weapons are a self contained weapon systems attached to a complete weapon system. For example, using a Lasgun as a platform, you can attach an auxiliary shotgun, flamethrower, or grenade launcher etc. Auxiliary weapons systems are usually shortened versions of their normal counterparts. Unlike Combi-weapons they can easily be reloaded in combat, but have more weight than their more expensive and complex Combi counterparts, and tend to be less exotic.

Combi
Combi-weapons are a variety of weaponry derived from the integration of multiple different weapon types into a single weapon. There are two major types of Combi-weapons:

  • Combines two identical weapons into one larger weapon, linking the action of both weapons to the same trigger with an alternating firing mechanism, meaning after one weapon fires then the other, like Combi-bolters

  • The second is an amalgamation of two wholly different weapons into a single casing. Only one component of the combined weapon can be fired at a time, and often the secondary weapon has very limited ammunition, enough for only one shot or a short burst of fire. The common nomenclature is to name the weapon after the secondary weapon, as it's assumed that the primary is a Bolter, since the main users of combi-weapons are specialized space marines. This rule will hypercritically work 90% of the time, but there are outliers such as plasma guns with combi attachments, or with melee weapons. The most common combi melee weapons are power fists.

Twin-Linked
A twin-linked weapon is effectively two weapons of the same type positioned next to each other firing in tandem. Storm Bolters are twin linked. We also have an example of one in game with the Ogryn's Twin Linked Heavy Stubber.

LAS(ER)
From the almighty flashlight to the almighty BIG flashlight, the wet dream of logisticians with a good manufacturing base, and the most important weapon type of the Imperium of Man. As with most of their ideas, GW stole took this from Dune. Las(er)guns come in all shapes, sizes, firemodes, configurations, beams patterns, and colors. And as any Imperial Guard neckbeard will tell you, the Lasgun is an amazing weapon by today’s standards, averaging out to having the same result of a .308 caliber rifle. Unfortunately it’s not uncommon to occasionally have to deal with hordes of heavy infantry that can shrug off armor 20mm armor piercing autocannon rounds, hordes of fodder that will force you to use up all of your shots, or be immediately killed as a result of your laser giving away your exact location. But in a setting where the only way you can travel faster than light speed is to enter a reality constructed from the conglomerated worst emotional outbursts of sapient life (imagine a dimension made of every extreme intrusive thoughts, the most disgusting desires you’ve ever had combining with everyone else's into a tangible mirror reality of our own a.k.a VR chat with no filter) the lasgun is a godsend. The batteries it uses for ammunition take up a small fraction of the space solid munitions would. The batteries can be recharged like a phone, or can be recharged using the sun, or even recharged by placing them into a fire. Lasguns can operate for centuries with minimal maintenance, and are robust enough to be used as improvised clubs. Lasguns even have less recoil than their solid projectile counterparts (explained by some internal mechanism creating the recoil, just role with it, it's better this way). The only downsides being the aforementioned visible laser on your standard variants pointing out where you are, the extreme costs of manufacturing a lasgun, the costs of eventually having to maintenance one, the weight compared to traditional solid projectile firearms, and that the Lasgun if damaged (or jury rigged) can explode with enough force to damage a light armored vehicle.

Types of Laser "Projectiles" and Laserweapon Firemodes
As with a lot of things in 40k, due to the age of the lore, revisions, editions, GW's weaponized brain damage, authors not knowing terminology, there's a lot of contradictory and nonsensical information/terminology out there, so take the following with a massive grain of salt. GW ultimately has the say on things despite contradicting themselves in the past and within the present. Also some of these share names with xenos energy weapons.

So first off almost all mundane lasguns and laser weapons the Imperium of man emit beams of high-intensity, amplified light that induce heat damage when they strike a target. These beams can have different frequencies, energy, coherence. It's widely accepted that the standard lasgun beam color is red followed by yellow and blue (for the Imperium), and yellow, green, blue, purple for Chaos aligned forces, but this isn't always the case. The color of the beam does change depending on the atmospheric composition, but this is generally ignored by authors/GW.

Laser "Projectile" Types (not to be confused with firemodes):

  • Standard: A beam that instantly dissipates, having a very short life span. This is what the majority of Lasguns shoot.
  • Lasbolt: Low high low, a quick shot where the laser's energy starts out low, then high, then low in a very, very fast sequence giving the illusion of a "bolt" or a projectile similar to Starwars. Lasbolts usually do more damage than a standard "shot".
  • Beam: A continuous beam, usually boring through or cutting through targets. Usually short range and having a lower energy output than the instant output of your lasgun, so you don't get the usual plasma explosion on contact with your target, but as it's constantly emitting you quickly heat up and melt the target. Beams usually require larger energy sources than other laser "projectiles"
  • Pulse: A continuous Beam that cuts in and out/toggles on and off in very quick succession (yes like in mechwarrior). Pulse "projectiles" are separate from the action of a firearm. The easiest way to understand what a pulse projectile is to compare it to "burst fire" firemode. There are lasguns that have semi-automatic pulse shots and automatic pulse shots.
  • Fan: Imagine a grid or a "bundle" of smaller lasguns very slightly spread at an angle, and they fire one after another in sequence or in small clusters in sequence, emulating the spread of a "shotgun" firing pellets. It's not really a unique projectile per say, but it also is as an outcome of its system in its entirety. As far as I can tell, the Fan "projectile" emits a laser similar to your typical lasgun.

Coherance: This is more of an attribute to a Lasgun's projectile than anything, but you need to understand the concept for the next few projectile types. Beams have "Spread" or "Coherance", meaning the amount of energy from the center. If you have lower "Spread" you have a shot that can penetrate deeper, if you have higher "Spread" you have a shot that hits a larger area. Beam "Spread"/"Coherance" isn't unified either, meaning you can have beams where the center penetrates but the surrounding area also receives weaker amounts of a spread beam.

  • SpreadShot: When the beam spreads like a cone the farther it travels, dissipating energy the wider the cone becomes. Very short range, and usually a result of modification or poor laser focusing. You may consider this to be the "shotgun" projectile, and you'd be wrong, this is more like a very instant flamethrower. This ultimately happens to all laser weapons that aren't maintenance by a toaster humper, you know, assuming they don't explode first.
  • Focused Beam: It's a beam or multiple beams with a "sweet spot" some distance from the muzzle of the device/weapon used for cutting things. So unlike your typical beam, you want some working distance from your target.
  • Lasburst (not to be confused with Lasburt which is an onomatopoeia nickname for very high burst fire or automatic fire like the "BBBBBRRRR" of an A-10's gatling cannon): This is a weird one, it's a beam that starts at a very high output with no spread, high output with some spread, then a low output with no spread, where only the high output with no spread part of the shot actually hitting the target. I've only seen this mentioned for Needlers.
  • Lasblast: A powerful shot, usually shorter ranged where a lot of the beam energy drops off around the center, this results in the shot being a lot more "explosive" than the usual Lasgun, giving the illusion of the beam imparting kinetic force to the target.

Longlas shot: Not really a projectile per say, as you can see a Longlas shot in Darktide already, but I should make the point that usually Longlas (Sniper Lasguns) emit a beam in a color outside of the visible light spectrum, has some kind of barrel shroud/muzzle that hides the initial flash cooking of particles in the air (look I don't know maybe it emits a stream of high pressure argon shut up), has very tight beam coherence, and has a lot more energy, as it your bayonet will melt off when you fire if you duc tape one to the end of it.

Lasgun Firemodes:
  • Charged shot
  • "Repeater"/Automatic
  • "Single shot" (Semi-Automatic)
  • Single shot/Bolt-Action/Flint. Yes flint. I know it's stupid but that Laser weapon with the "flintlock" action can probably one shot a space marine, or it's a pile of scrap. I'm not being hyperbolic either.







Hellpistol/Hotshot Volley Laspistol
Disclaimer: "Hell" Lasguns are considered deprecated by GW and are now considered in universe "slang" terms for Hotshot Lasguns.

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Hellpistol/Hotshot Volley Laspistol (Imperial Munitorum Manual pg. 64)
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Desc.: "Like its smaller cousin, the laspistol, a hellpistol is simply a smaller version of a hellgun. It has comparable range to the laspistol, but its power packs have a much smaller shot capacity - typically averaging around forty to fifty shots depending on the the age and condition of the powerpack. Many Hellpistols are crafted by hand rather than stamped out in a forge temple and many have glorious histories going back centuries. [...] The high power of the laser blast cauterizes the wound and vapeorises much of the blood from the criminal to be executed, leaving the authorized offer (or Commissar's) uniform pristine"

Personal Desc.: This is a sexy piece of kit, if you ever needed a reliable "common" sidearm that can get you through most of the worst things 40k can throw at you, this is a pretty high contender. The Hellpistol, like it's full sized contemporary, features automatic high intensity armor piercing fire strong enough to down chaos space marines, Ork Nobz, and other equally tough nasties. The downside being that as a pistol, the range is similar to a laspistol. Hellpistols can draw from either a body mounted powerpack, or from hotshot powerpacks. The cigar chomping deux ex machina that guy known as Ursarkar E. Creed would dual wield two of these using hotshot powerpacks.
Primary Fire: Fires
Secondary Fire: Aim down sights
Alternate Fire: Switch firemodes from single shot to automatic. Single shots do more damage per shot.
Quirks: Overheat mechanic
Gameplay Notes: Really fun bit of kit that gives you firepower, mobility, and armor piercing, with the downside being range, ammunition pool/economy, and overheating. I'd also make it so that Aim down sights and switch speed are slower than other sidearms.
Commentary: "His hellpistol clicked, another cell spent. On reflex, he hit the power-pack release, let the magazine fall to the ground, tore a fresh one from a pouch on his belt, slammed it home and resumed firing. His first shot left a smoking black hole where one monsters ugly face had been." Gunheads, on Ork killing.

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Shotlas (Unlikely)
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Shotlas (https://wh40k.lexicanum.com/wiki/Lascannon)
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Desc.:"An illegal modification of a standard lasgun popular amongst the techwrights and armour-mongers of Footfall, the ‘shotlas’ is rigged to discharge more energy per shot, at the cost of beam coherence, with shots swiftly losing power and becoming ineffective at longer ranges"
Personal Desc.: You've heard of twin-linked Lasguns? Well this is a "triple" linked lasgun with the role of a "shotgun". The gimmick being that instead of firing a dozen pellets, this fires three lasers.
Primary Fire: Fires all three shots.
Secondary Fire: Brace to reduce recoil. (Maybe have a "Gatling/Cycle mode where you can burst fire each barrel in quick succession faster than the unbraced semi-auto fire)
Alternate Fire: Melee bash
Quirks: Unlike the shotgun, this only has 3 "projectiles".
Gameplay Notes: A more precise "shotgun" so it should be a lot easier to focus a single enemy or weakspots. A Gatling/cycle mode would make it have an interesting hybridized role, similar to the repeating crossbow in Vermintide 2. Pairs very nicely with the Vet's no ammo cost on crit.
Commentary: This weapon is unlikely to be added as it's a firearm from a rogue trader book made in 2011, but not impossible due to the recent rogue trader game. The popular modification is made in "Footfall" which is one of the most prominent locations in the recent Rogue Trader video game, and with the recent Skulls collaboration that added Arbities to both games there's actually a decent chance of GW greenlighting this... except for the fact that you're an Order Hereticus suicide goon... and Hadron would lobotomize you if she found you with this illegal Lasgun modification, but you could easily wave this away with some decent lore etc.

Jedis hate this gun.
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Lascutter (Potentially)
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Lascutter (https://warhammer40k.fandom.com/wiki/Lascutter)
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Desc.:"A Lascutter is a powerful but extremely unwieldy type of Laser Weapon. A Lascutter is a very short-range high-powered cutting tool, used by troops on the battlefield to quickly slice through doors and bulkheads. [...] In the late 41st Millennium, the Lascutter, scaled down to mortal size, has also been employed as a weapon by certain squads of the Astra Militarum's Elysian Drop Troops, and likely by other Imperial Guard formations as well during boarding and siege actions. "
Personal Desc.: The laser version of a Meltagun. Don't know what a Meltagun is? Okay, imagine a "long" range bulky lightsaber (yes I know, shut up) housed in a rifle's chassis that you use to cut armored things apart.
Primary Fire: Fires a short ranged shot
Secondary Fire: Braced, when primary fire is used whilst braced, fires a continuous laser beam
Alternate Fire: Stab melee bash (Or perhaps a "laser" swing expending some ammunition as a strong melee attack)
Quirks: Anti-armor continuous fire
Gameplay Notes: A close quarters heavy laser weapon, the primary fire can deal with softer individual targets, whilst the secondary fire should melt heavy enemies and give some utility against hordes. Should also have some melee utility.
Commentary: Likely to be an Ogryn weapon, but I was surprised with new lore they scaled it down for humans and propagated it so much, so I guess it's accessible for runts too now. As a result this should be an easily accessible weapon for Grendel's muderhobos operatives meatbag weapon carriers humans.
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Las-HandCannon (Unlikely)
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Top: Unofficial concept image of the Las-HandCannon
Below: Comparison to a generic Heavy Laspistol
Dark Hersey (Dark Heresy~113)
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Desc.:"Produced by the enigmatic Cult Mechanicus sect of Sollex, this hugely powerful pattern of laspistol (described by some as a "las-hand cannon") has rapidly garnered a lethal reputation beyond its origins on Fenksworld where it's the chosen sidearm of the guild retainers of Magnagorsk. [...])"
Personal Desc.: For those of you old enough, this is the laser Dirty Harry. If you're not old enough, this is a weaker lascannon in your pocket (not to be confused with an Archeotech Laspistol).
Primary Fire: Fires a shot
Secondary Fire: Aim down sights and toggle overcharge mode, functioning the exact same way as the helbore lasgun
Alternate Fire: Offhand punch
Quirks: Overheat mechanic similar to plasma gun.
Gameplay Notes: A laser pistol with more shots but less damage, spiking massive with those precise weakpoint hits using overcharged shots. Turns heretic's heads into burnt gristle.
Commentary: Okay, so I have to come clean, there's a few issues here, there's no art, and this is the only reference I could find about it:


So this is a weird down because "Very Rare" is the same kind of availability as a Boltgun, but I very much doubt that there are more of these floating around than the Boltgun. My assumption is that Availability is a combination of supply and demand, ergo the Boltgun has a very high demand despite a high supply, where as the LasHandCannon has a medium supply but higher demand. No matter how you interpret it, with the "Very Rare" availability, this could be added to Darktide.
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"Man Portable" Lascannon (Potentially)
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Lascannon (https://wh40k.lexicanum.com/wiki/Lascannon)(Rogue Trader RPG Core Rulebook)
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Desc.:"A lascannon (also known as a laser cannon or a blazooga) is a formidable laser weapon, capable of piercing most vehicle armour and killing powerful and heavily armoured troops. However, its slow recharge and fire rate make it a poor anti-personnel weapon. "
Personal Desc.: A Lascannon is what the name implies, the "Cannon" version of a lasgun with all the benefits and drawbacks. Lascannons, much like Lasguns come in all shapes and sizes, you have variants that are twinlinked, or small enough to be carried and fired on the move (or both if you're rich). Most lascannons need to be reloaded after each shot, but some run off an array of batteries carried as a backpack which permits multiple shots without reloading.
Primary Fire: Fires with wind up "charge" delay
Secondary Fire: Aim down sight/Brace
Alternate Fire: Toggle firemode between using small shots or expending all energy loaded into the "magazine".
Quirks: A big version of the Lucius Helbore Lasgun lacking any melee capabilities.
Gameplay Notes: A ranged weapon more focused on dealing with hard targets such as enemy Ogryns, Maulers, and Bosses. Should pierce/cleave through enemies. Should be considered the "las" version of the Ogryn's Heavy Stubber.
Commentary: This would likely be an Ogryn firearm as most Lascannons are crew-served/vehicle mounted (and as per the TTRPG the gunlugger can use heavy weapons which the lasgun is a class of) and only really individually carried by people with powerarmor, brawn, or augments, but there are a lot of cases of smaller man portable Lascannons used by hive gangers/ scions etc in the same way as a Hellgun, famously shown in Rogue Trader.
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Mining Laser (Potentially)
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Mining Laser (https://warhammer40k.fandom.com/wiki/Mining_Laser)
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Desc.:"A Mining Laser was developed by the Imperium to aid its miners in opening up new tunnels. However, it was a powerful enough form of laser technology that it could also be adapted into a powerful weapon. When their range limiters are short-circuited, the Mining Lasers of Imperial mining guilds can make powerful weapons. "
Personal Desc.: The laser pointer of death. Where lasguns emits a short sustained laser, a mining laser emits a continuous beam. It has a lot more range than a lascutter.
Primary Fire: Emits a beam that lasts for a second used to stagger or kill on weakspot hit.
Secondary Fire: Brace weapon, on primary fire emits a continuous beam.
Alternate Fire: Swing weapon, or cool heat meter.
Quirks: Potentially heat meter.
Gameplay Notes: Depending on how cleave is handled, you could either have it have zero cleave and it just quickly kills enemies or you can give it a lot of cleave, but counteract that with mouse deceleration/turncap (makes it hard for you to turn). This weapon would likely overlap with a Melta Gun.
Commentary: Should probably be an Ogryn weapon considering that the primary users are three armed genestealer hybrids that also have a servo-rig (imagine a steady cam arm to help you lift things), but like with other weapons, there are man portable versions.

There also exists a variant called the Heavy Mining Laser, but it looks too heavy to carry even for an Ogryn, at the end of the day though it's up to GW and Fatshark to determine the sizes, variants, and what's accessible for Humans and Ogryns.

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Hellgun vs Hotshot
From earlier editions of W40K Hotshot Lasguns were Lasguns, which were any modified or overclocked Lasguns that fired a stronger shot more armor penetrating shot than a normal Lasgun at the cost of increased energy per shot and the weapon's and the weapon's battery breaking down faster. It also goes without saying but Hotshot Lasguns tend to get hot. You technically could convert any Lasgun into a Hotshot, especially with Hotshot Laser Power Packs, which are the batteries they use in Long-Las sniper rifles. So in simple terms, a Hotshot Lasgun was a Lasgun modified to have similar power to a Long-Las sniper rifle, in exchange for increased wear and tear... and maybe the occasional explosion.

Hellguns were a very high fire rate automatic armor piercing Lasguns built from the ground up with specialized parts and materials for the purpose, and paired with power cabling attached to a large body mounted power source. They are VERY temperamental and require constant maintenance but in return you get what amounts to an armor piercing LMG that lets you deal with space marines etc. You can not mount a (typical) bayonet on one because Hellguns run so hot it would melt off.

So for a while both existed for a while with different rules and minatures, and authors being authors they didn't really use the terminology correctly, this is how things were for a while until GW for a short time unified them all as Hotshot Lasguns, then released stuff where Hotshot and Hellguns were distinct from each other in naming and models, but then did a weird retcon where Hellguns were a "heavy variant" of Hotshot Lasguns to fix earlier things integrating into new editions, then after a while ultimately unifying it again as Hotshot Lasguns converting Hellguns to "Hotshot Volley Guns" and making Hellgun slang for Hotshot Lasgun, GW in their infinite wisdom tried to memory hole this debacle by which is typical MO.

Personally I'm used to only Kasrkins (Cadian Special Forces) and Kreig Grenadiers having Hellguns whilst everyone else's Storm Troopers/Elites used Hotshot Lasguns.

My personal take is still the old view where:
Hotshot: Lasguns modified use more energy per shot.
Hellgun: Automatic Armor piercing high capacity Lasguns running off a backpack battery

GW's current definition is:
Hotshot: Better lasguns, with "Hellgun" being slang dumb soldier slang for Hotshot.
Hellgun: Hotshot Volley Gun (What Scab Gunners use.)

The upside is, now that everything is a Hotshot, they're a lot more common.
The downside is, besides GW bleaching easily accessible old info on Hellguns is as a result of lazy memory bleaching, we don't know a lot of things, for example Hotshot Lasguns can mount attachments such as flashlights, auxiliary weapon systems and bayonets. And Hellguns are now Hotshot Volleyguns. But old Hellgun lore was that they would run so hot that things attached to their barrel would melt off. You see the issue? GW doesn't, they do this all the time.
Melta Gun (Likely)
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Melta Gun (https://warhammer40k.fandom.com/wiki/Meltagun)
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Desc.:”The Meltagun, also called a "Fusion Gun," "Melter," or "Cooker," is a powerful, short-ranged anti-armour weapon that produces an intense, energetic beam of heat in the tens of thousands of degrees Centigrade.”
Personal Desc.: If you’ve ever seen a propane torch or an oxyacetylene torch (for you chads) it’s just a beefed up “long” range version of this that fires with a short windup delay. As a result of the game design choices in “Space Marine” a lot of people assume that it fires like a shotgun blast on demand. I figure that it would make sense to hybridize this, and give it the same mechanics as the Zealot’s flame thrower.
Primary Fire: Fire delay into a short range "shotgun" blast similar to the game Space Marine
Secondary Fire: Charge state, slows movement
Secondary Fire into Primary Fire: Fires a short range "torch" beam with duration based on length of charge
Alternate Fire: Bash
Quirks: Plasma Gun heat mechanic
Gameplay Notes: Hybrid role dealing with elites and hordes, but short range as a counterbalance to the Plasma Gun. Timing is crucial similar to plasma gun due to fire delay. Turns heretics into molten slag.
Commentary: It’s surprising this isn’t in Darktide already considering that Melta weapons are easier to manufacture than Plasma Guns, and that they already have a blueprint for this in earlier 40k games. Iconic chaoswarrior/daemon killing weapon of the smelly bipedal rat known as Ferik Jurgen.

Note: The pistol variant is called a "Inferno Pistol" and only "generically" wielded by Sisters of Battle and Astartes. I consider them to be a lot more rare/exotic to get. The only way I'd even consider including this in Darktide is if they added a Sister of Battle Class.

Also of Note:

Beamer (MeltaGun)


(4: Specialist Games Catalogue, pg. 107)

"Zepherus Mark I “Beamer” Meltagun - The Beamer model of Meltagun was an attempt to create a longer-range Melta Weapon that was still light enough to be easily carried into combat. Using fragments of decaying scrolls describing several ancient design patterns (and after much divination and prayer) the Zepherus pattern was developed. Though it still uses specialized gases melded and ignited into a sub-molecular thermal state, this weapon features a longer barrel with a radiation beam surrounding the gaseous discharge. This low-level radiations acts as a harmonic wavefront for the super-hot release, allowing it to strike at longer distances. The necessary tuning for the beam to match the discharge proved impractical in the field, however, and only those willing (or able) to spend many hours of difficult correction after prolonged use still stand by the weapon. Almost no fighting units still utilise them despite the superior range, and their manufacture ceased after the first production run. Now prized as trophy weapons, some still see use as part of elite mercenary groups or Inquisitorial Kill-teams."







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Multi-Melta (Unlikely)
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Multi-Melta (https://wh40k.lexicanum.com/wiki/Multi-melta)(https://warhammer40k.fandom.com/wiki/Multi-Melta)
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Desc.:”The multi-melta is a vicious and effective Imperial anti-tank weapon, with longer range than its man-portable counterpart but still shorter than other heavy weapons. In different sources, melta weapons are described as firing with either a blinding flash and emitting a beam of light, or just projecting a nearly invisible beam of intense heat. Targets are just melted away, turning creatures to ash and vehicles into twisted goo. Personal armor cannot offer even scant protection from a multi-melta.”
Personal Desc.: When you really, REALLY need to turn a lot of nope into atomized slag. Even Necrons (billion year old immortal space mummy terminators with regenerative metal and tech hax) would think twice about getting within range of one of these.
Primary Fire: Fire delay into a short range "shotgun" blast similar to the game Space Marine
Secondary Fire: Charge state, slows movement
Secondary Fire into Primary Fire: Fires a short range "torch" beam with duration based on length of charge
Alternate Fire: Bash
Quirks: Plasma Gun heat mechanic
Gameplay Notes: Probably delegated to the Ogryn unless they add a "Brute/Strong" human class like a Sister of Battle in Power Armor or a Deathworlder etc. Hybrid role dealing with elites and hordes, but short range as a counterbalance to the Plasma Gun. Timing is crucial similar to plasma gun due to fire delay. Turns heretics into molten slag. But you know, make it slower, have larger heat meter, harder hitting, and more ranged.


Thermal Lance ("Multi-Melta")


Note: This is an artist's interpretation of a Thermal Lance.

Note: This is an odd looking Multi-melta used as a stand in


This is an odd looking Multi-melta used as a stand in


"The Thermal Lance is a type of Melta Weapon used by the Imperium. Similar in size to a Multi-Melta, the Thermal Lance is equipped with a much longer barrel reducing heat beam dispersal, allowing the weapon to gain in accuracy at the cost of damage output."


Of note as well is the "Melta Cutter".
"A Melta Cutter is a Melta Weapon designed to unleash a potent beam of thermal energy capable of cutting through most known materials. They are used as tools by the Imperium in various construction projects, but can also be deployed in vehicles like the Termite, where they are used in conjunction with phase-shield generators and huge, heavy-bore physical drills to chew through the ground beneath the foe to emerge behind the lines or in the heart of enemy fortifications. " We have partial examples of these on various Imperial drilling platforms which look like the barrels of a Melta-Gun scaled up. I'd abandon any hope of these appearing as a stand alone tool/weapon as I've been unable to find a man-portable or even a crew served static example.

So my final thoughts on the matter is that a "Multi-Melta" is actually a class of twin linked Meltaguns like the Heavy Flamer. The "Thermal Lance" is a Meltagun roughly the size of a Multi-Melta that has (anachronistic on my part) twice the range as a Meltagun, with firepower between a Meltagun and a Multi-Melta. And a "Melta Cutter" is a true "Heavy Meltagun".
Autocannon (Likely)
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Autocannon (https://wh40k.lexicanum.com/wiki/Autocannon)
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Desc.:"An autocannon is an automatic, self-loading, heavy ballistic weapon that fires a high velocity hail of solid shells, and is used by the military forces of the Imperium of Man."
Personal Desc.: Probably the real workhorse of the Imperium as this tried and true weapon has been used successfully against light armor, Orks, Nids, Space Marines, Tau, Space Elfs, and other stinky Imperials. Usually found as a static gun, mounted on a vehicle, or used as a poor-man's heavy bolter by chaos marines (twin-linked when you can't get assault cannons), this makes for a perfect Ogyrn weapon, though there are a lot of cases of muscle bound rambos, robocops, biologically augmented humans, etc that can wield this outside of power armor. Be careful though, it's said that too many of these in a location will magically manifest green mushrooms that enjoy loud gun booms.
Primary Fire: Fires three rounds, if held down fires automatically
Secondary Fire: Aim down sight/Brace to drastically reduce recoil and spread
Alternate Fire: Swing.
Quirks: The rounds an Autocannon fires cleave. I'm tempted to also add explode but that should be dependent on whether a heavy bolter for the Ogryn is ever added.
Gameplay Notes: The Autocannon would sit nicely between the Twinlinked Heavy Stubber and Heavy Stubber in terms of firerate, relying on pierce/cleave to deal with hordes whilst providing a nice punch and armor piercing damage to deal with elites. This is offset by the heavy recoil, spread, and cumbersome ergonomics.
Commentary: A bootleg "Bolter" for the Ogryn assuming the heavy bolter isn't added, the autocannon provides a nice sustained "oompf" that all the Ogryn ranged weapons are lacking to deal with hordes and hard targets.
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Stub Guns VS Autoguns/Stubbers
Disclaimer: GW at the end of the day owns the IP, read with a grain of salt. GW has and will continue to make stupid lore decisions because muh IP/copywrite and Blizzard PTSD.

Many of you may be confused about the differences between Stubguns, Autoguns, and Stubbers, well you're not alone. Even GW gets confused. A lot actually, but the gist of it is:

Stub Guns: Usually locally manufactured firearms using conventional high/heavy caliber munitions or... a space M1911 that fires nuclear warheads.... Stubguns always have a semi-automatic firemode, but can have access to burst fire, or automatic firemodes. Accessible to everyone, and ranges in quality from scrap metal hobo blasters to intricately crafted works of ancient human mastery created over a century powerful enough to one shot daemons. Admech tends to do this but on magnetic crack.

Auto Guns: A low tech alternative to the manufacturing behemoths required to produce las weaponry, they're more common with planetary defense forces (think "national guard"), militias, and gangers. Popular with anyone that needs to arm an army but doesn't have a massive manufacturing base or the required logistics. Autoguns always have an automatic fire mode, but may also have three round burst or semi-auto/single (ignore the DMRs/Headhunter in Darktide just pretend they're put on semi-auto/single), and range in quality from "Khyber Pass" to a Rogue Trader's favorite Ork Nob killing gun.

Stubbers: Large Autoguns akin to modern day 12.7mm (.50 BMG) machineguns that are usually found mounted on vehicles or crew served at emplacements.

Yes I know there's a lot of overlap but for 90% of the use cases these are the rules:
  • Stub guns are meant to be fired one handed and as a result are within the pistol/revolver class of firearms, Autoguns are meant to be fired with two hands and are within the submachinegun, automatic rifle/carbine, and light/medium machinegun class of firearms.
  • Stub guns always have a semi-automatic firemode, Autoguns always have an automatic firemode, but both can have other firemodes on top of this
  • Stubs guns range from florida methwizard six shooter to god-killer based on type and ammunition which can range from rubber to aimbot heatseaking to nuclear warheads that can destroy a skyscraper to deus ex machina god killers, Autoguns range from old Soviet made AKM abused by Somali pirate to rich person's space T-Rex hunting gun and you only really get standard rounds and armor piercing if you're special.
  • Stubbers are large crewserved/mounted Autoguns i.e heavy machineguns and this is where a lot of the confusion comes from as a result of the name, because just like the DMR/Headhunter, the Heavy Stubber for the Ogryn is semi-auto, so just assume that the rock muncher forgot there's a firemode selector to switch it to automatic. Stubbers do get some special rounds outside of the base ones as a result of their size rule of thumb besides base and trader is explosive for poor man's autocannon, armor piercing, and finally toxic anti-coagulants (you may be thinking "but I'm shooting a .50 BMG machinegun, then you remember it's wh40k and those toxic rounds may give you the last laugh against all the horrors that can shrug off .50 BMG rounds like they're BBs until they leak to death.).

Stub Pistol (Likely)
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(Yes the Colt M1911A1 made it all the way to M41 (Warhammer 40,000: Rogue Trader, pg. 80) I dub this the "Holt" W1191V4, OUCH!, I MEAN COMMISSAR HOLT W1191V4!)



Stub Pistol (https://wh40k.lexicanum.com/wiki/Stub_gun)
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Desc.:“They resemble 20th century revolvers or semi-automatic pistols and fire solid bullets, usually one at a time. Being amongst the easiest firearms to manufacture, they are common on Imperial worlds, where they are often called by local names, such as 'sluggers' 'smokers' or 'shooters'.”
Personal Desc.: GW hasn’t cleared up the differences between Stubguns and Autoguns, the general consensus is that Stubguns are locally manufactured firearms that have larger caliber rounds using more propellant, and range in quality from scrap to revolvers that can single shot demons, where as Autoguns are locally mass manufactured automatic weapons that usually have mid range caliber rounds, and range in quality from acceptable to a Rogue Trader’s favorite.
Primary Fire: Semi-auto
Secondary Fire: Aim down sights
Alternate Fire: Pistol Whip
Notes: Middle ground between the Autogun and the Revolver.
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Stub Cannon vs Hand Cannon.
In another Hellgun vs Hotshot situation, GW has conflated the firearm classes in the past with different rulebooks either making the weapons separate, using the terms interchangeably, or conflating one with the other.

As of writing this, the "Hand Cannon" isn't recognized by GW, and it's folded under "Stubcannon". This is kind of stupid, because as art and rules will show, the Handcannon can be considered to be wielded by your average person one handed with a ton of recoil, or two handed to be used akin to a "normal" Stub Revolver. The closest real world equivalent (that I can think of) we have to this would be something akin to a Magnum BFR firing a bullet comparable to an armor piercing 28 gauge shell sized bullet.

The Stub Cannon on the other hand... there's no way you're firing much less lifting that with one hand unless you're a "brawny" archetype like a Catachan. As shown in the section for the Stub Cannon, it's more like a heavy revolving shotgun than a revolver ,you know like the krieg shotgun? Imagine that but in a pistol configuration but firing bullets instead of shells, or better yet imagine an oversized MTS-255 firing .50 cal BMG rounds.
Stub Cannon
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https://youtu.be/n3C3imDLDBM

Hand Cannon (https://wh40k.lexicanum.com/wiki/Hand_Cannon)
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Desc.: "A heavier version of the stub gun, hand cannons or stub cannons are popular with those who have the arm strength to wield them. They fire massive slugs that can turn unfortunates into chunks of meat, but generally have a low rate of fire and small ammo capacity."
Personal Desc.: The BIGGEST Iron, or the "poor man's bolter", a Stub Cannon is often wielded TWO HANDED, as shown in the Necromunda: Hired Gun video above, and even then they're unwieldy weapons. This is the go-to when you have to kill an Ogryn (sorry big guy), shoot through carapace armor, and turn entire heads into jelly. If that wasn't enough some variants (Bullock-class shot pistol - 'Vulper') have specialty ammunition that are frangible, shredding on hit whilst maintaining accuracy as the round only breaks apart on hit. (Not to be confused with the Foehammer/Shot Pistol they just added)
Primary Fire: KERBLAM! Fire a round with a short windup and extreme recoil.
Secondary Fire: Aim down sights and brace, reducing recoil and increasing fire-rate.
Alternate Fire: "Pistol" whip, or load frangible round that does massive damage at the cost of armor piercing and collateral/cleave.
Notes: The character in Necromunda: Hired gun is more augmented than your average tech priest, a Hand Cannon is a lot more bulky for your average person. Would be a good moment to introduce "round by round" reloading if your chamber isn't empty, and a speed loader if it is.

One famous user by the name of "Djanger 'Gunfists', a famous bounty hunter that somehow survive falling off the side of a hive spire, dual wields the damn things. And they're both BELT FED.

Also:

https://youtu.be/zzICMIu5zFY

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Hand Cannon



Foehammer (Potentially)
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Foehammer (https://wh40k.lexicanum.com/wiki/Shotgun)
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Desc.: "Also known as "'Foehammer'", this weapon takes a form of a squat, brutal pistol resembling a single-shot hand cannon. It can fire a standard shotgun shell, and is popular with many naval ship's officers as well as crew chiefs who need an intimidating weapon close at hand.
Personal Desc.: Not to be confused with the "Shot Pistol", and contradicting what was shown in the recent Rogue Trader game, Foehammers are single shot Hand Cannons that fire a large shotgun shell similar to the Ogryn's "Kickback" gun. Imagine a really beefy flare gun.
Primary Fire: Fire's the shell
Secondary Fire: Brace the weapon either reducing spread (video game), or aiming down sights.
Alternate Fire: Weapon bash.
Gameplay Notes: Should pair really well with the Melee/Ranged hybrid talents of the Zealot and Veteran, letting players quick switch to it to fire off a round to stagger/kill groups of enemies then get in close to finish them off with melee. Should have lots of stagger.
Notes: Someone will roleplay as Guts from the Berserk series if this is a thing.
Kreig Grenade Launcher (Single Shot) (Likely)
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Kreig Grenade Launcher (Warhammer 40,000: Kill Team Octarius ) (Warhammer 40,000: Kill Team Octarius ) (Imperial Armour Vol 5 The Siege of Vraks part 1 page 95)
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Desc.:"Gunner Veteran with Bayonet and Grenade Launcher (1 allowed per Kill Team)

The Grenade Launcher of this Gunner is a versatile weapon that can choose between shooting with Frag or Krak Grenades, for either an area effect attack or a strong, single-target AP1 attack."
Personal Desc.: So annoyingly they don't actually have an official description of this space m79[en.wikipedia.org], but it obviously exists in the setting, and in numbers. Every 8th member of the Death Korps of Krieg Infantry Squad has a special weapon choice between a Plasma gun, a Meltagun, a Flamer, and a Grenade launcher, and out of the 4 the grenade launcher is easily the simplest to manufacture and issue.

Until corrected I will hereby dub this grenade launcher the Krieg Pattern Grenade Launcher or "KPGL" for short. Runty Rum(blers)s in Ogryn dialectics.

Primary Fire: Launch a grenade.
Secondary Fire: Brace and show the projectile path
Alternate Fire: Load a sticky magnetic anti-armor krak grenade.
Gameplay Notes: Fantastic ammunition economy, and provides both crowd clear and a way to deal with heavily armored enemies.
Commentary: Don't let the Ogryn understand that he could get grenades that detonate on impact, unless you don't want legs. *ploop*
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Seismic Cannon (Potentially)
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Seismic Cannon (https://wh40k.lexicanum.com/wiki/Seismic_Cannon)
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Desc.:”The Seismic Cannon is a type of construction equipment used by the Imperium. However, it is also utilized as a weapon in some cases, most notably by Genestealer Cults. The distinctive pronged muzzle of a seismic cannon sends out pulsed bow waves of sonic force that can shiver a basilica wall into rubble or turn the internal organs of living targets to mush.”
Personal Desc.: It's a heavy piece of construction kit that vibrates objects into rubble or liquid. Think of it like an incredibly powerful and ranged jackhammer that fires in a tight cone. It's probably too heavy for your average guy to carry, seeing as it needs to be setup on a tripod and is probably around the weight of an autocannon... but an Ogryn would have absolutely no issue carrying one.
Primary Fire: Fire delay into a short range "shotgun" blast that has very high stagger
Secondary Fire: Charge state, slows movement, on primary fire fires sustained blast that staggers and vibrates enemies to slurry and applies brittleness.
Alternate Fire: Bash
Gameplay Notes: The "Melta Gun" for the Ogryn assuming the Ogryn doesn't get a Multi-Melta (which I consider to be impossible unless the Ogryn becomes part of a PERSONAL retinue). Unlike the Melta Gun, this should focus more on stagger and brittleness, making it a superb teamplay weapon at the cost of a longer ranged secondary for the Ogryn.
Commentary: Make sure the Ogryn is holding this the right way. Maybe also invest in earplugs.

There's a variant called the Heavy Seismic Cannon, which is a crew served static tool, or mounted to a vehicle's hull as a makeshift turret, but I figure the regular version is enough considering that it needs to be deployed on a bipod for most guys to fire it, then again we have numerous examples of man portable lascannons so who knows, maybe this variant could be accessible to everyone but the Ogryn, and the Ogryn gets the heavy variant. Do note though that the heavy variant looks too big for even an Ogryn.


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Concussion Carbine (Unlikely)
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Concussion Carbine (https://wh40k.lexicanum.com/wiki/Concussion_Carbine)
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Desc.: "Concussion Carbines are a type of Grenade Launcher used by Enforcer squads. Concussion carbines give Enforcers the ability to disperse a crowd or bring down a foe intact for later punishment and are particularly effective against densely packed foes."
Personal Desc.: A pump action grenade launcher, basically a space China Lake Grenade Launcher[en.wikipedia.org]. Why pump action? Well this is just speculation, but similar to shotguns, different grenades mixed in can make semi-automatic and automatic cycle systems in firearms to fail. A pump action means that it won't fail to cycle. Also as wana-be Arbites, enforcers know that the solid "Ca-chunk" pump action is pretty damn intimidating.
Primary Fire: Fires a grenade
Secondary Fire: Braces the Concussion Carbine and increases fire rate whilst showing the projectile path
Alternate Fire: Cycles grenade type.
Quirks: As a crowd control weapon in wh40k, the Concussion Carbine should have "non-lethal" options such as stun rounds that act like a flashbang and incapacitate targets, smoke grenades that obscure ranged enemies, and your vanilla frag rounds.
Gameplay Notes: A very versatile weapon giving you the ability to swap grenade types to deal with a variety of situations, the downside being the player has to manage their ammunition, and know when to toggle ammunition types as panic firing may not be very useful. Remember to aim the non-lethal rounds at the ground so they bounce and don't lethally impact someone in the head :^).
Commentary: I'd probably delegate this weapon as a blitz option for an enforcer class. For those of you who don't know, enforcers are hive brewed Arbites or military riot police that has to deal will all the internal threats a hive can regurgitate... such as a nurgle cult.
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Cadian Pattern Grenade Launcher (High Capacity Drum) (Unlikely)
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Cadian pattern grenade launcher (https://wh40k.lexicanum.com/wiki/Grenade_launcher#fn_2_back)
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Desc.:"The Cadian pattern grenade launcher is the standard launcher used by the Cadian Shock Troopers. This drum-fed weapon is capable of a relatively high rate of fire and carries twenty 40mm grenades, with the weapon pivoting forward to reload. Front and rear sights, the latter of which flips up and is notched for different ranges, assist the user in aiming the weapon. A wide-legged stance is required to fire the grenade launcher, as its recoil is comparable to that of a boltgun and liable to cause injury if improperly used."
Personal Desc.: This weapon does work! In the DoW series this was your go to as it would launch and knock down large foes so your flashlights on legs could zap them to death. The true "poor man's bolter". Again.
Primary Fire: After a short delay, fire a grenade
Secondary Fire: Brace the weapon, firing whilst braced reduces recoil, and increases firerate.
Alternate Fire: Melee bash
Quirks: Since this is a grenade launcher that can hold twenty 40mm grenades in its drum, this creates an interesting issue. I think the best solution, instead of making the grenades weak, is to make it so the grenade launcher has a total ammunition pool of twenty (20) grenades that are all loaded into the magazine (drum) at once, giving the user access to a barrage of grenades that can turn hordes of chaff into dust or stagger heavier enemies on direct hits, the caveat being the ammunition economy, as ammo drops will give you less ammunition, and you only have access to 20 shots with full ammunition. This also means that your reserve ammunition (the ammunition in your inventory that you load into the magazine/drum) plus your loaded ammunition can not exceed 20 rounds.
Gameplay Notes: Fantastic horde clear/stagger at the cost of ammunition economy and sustainability. This is a very ammunition hungry weapon, and you will be butting heads with other players. Should turn chaff enemies into ground meat, and stagger heavier enemies on direct hits, but you may struggle dealing with snipers or far away gunners.
Commentary: *ploop* *ploop* *ploop* *ploop* *ploop* *ploop* *ploop* *ploop* *ploop* *ploop* *ploop* *ploop* *ploop* *ploop* *ploop* *ploop* *ploop* *ploop* *ploop* *ploop*
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Shotpistol
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Shotpistol (The Shotpistol is a type of handheld Shotgun utilized by the Adeptus Arbites.)
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Desc.: "The Shotpistol is a type of handheld Shotgun utilized by the Adeptus Arbites."
Personal Desc.: This weapon was recently added into Darktide (tied to a shield) but it's a cross between a Stub Revolver and the Foehammer.
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Voss pattern Grenade Launcher MkV (6 round drum magazine, automatic) (Potentially)
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Voss pattern Grenade Launcher (https://wh40k.lexicanum.com/wiki/Grenade_launcher#fn_14_back)
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Desc.:"This automatic grenade launcher carries six rounds in a revolving drum magazine, its lack of accuracy reduces its appeal to many users. The MkV variant attempts to remedy this with its rapid-fire capabilities which can launch grenades almost as fast as the firer can pull the trigger, allowing for target saturation. It is commonly used by Drop Regiments and other elite formations as a means of making up for their small numbers.[/u]"
Personal Desc.: Your traditional 6 round revolving grenade launcher you've been used to since the modern warfare games. The middle ground, the vanilla option.
Primary Fire: Launch a grenade. Or similar to the bolter, launch two if you need it to be that different.
Secondary Fire: Brace the grenade launcher drastically reducing recoil, and showing the player the projectile path.
Alternate Fire: Either a boring melee bash, OR toggling impact detonate or delayed fuse.
Gameplay Notes: Very handy weapon, though you won't be dealing with snipers any time soon, this lets you deal with hordes and stagger larger enemies. The ammunition economy is decent compared to the Cadian variant, and if the toggle mode is chosen, gives you the option to deal with enemies more easily around rooms or behind cover.
Commentary: *ploop* *ploop* *ploop* *ploop* *ploop* *ploop*
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Rocket Propelled Grenade Launcher (Unlikely)
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RPG Launcher (https://wh40k.lexicanum.com/wiki/Rocket_Propelled_Grenade_Launcher) (https://warhammer40k.fandom.com/wiki/Missile_Launcher#Astra_Militarum)
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Desc.: "Rocket Propelled Grenade Launchers (or RPGLs) are a more powerful version of the Grenade Launcher used by Imperial forces. They are capable of launching the same variety of grenades as normal launchers but are able to accurately hit targets hundreds of meters away."

"The term "rocket" usually refers to a similar self-propelled projectile which lacks an electronic guidance package and instead is fired using line-of-sight, whilst its warhead detonates on impact. Rockets are thus often termed "fire-and-forget" weapons. "

Personal Desc.: Yes it's just a space RPG-7, and it's probably the cheapest bet to deal with armor or space nasties outside of IED traps, so it's quite popular with Hive Gangers, PDF, lower tech Guard, and Chaos/Genestealer Cultists, recidivists alike.

Primary Fire: Fire the warhead
Secondary Fire: Aim down sights
Alternate Fire: Switch warhead type
Quirks: Has access to High explosive warheads to deal with hard targets, and anti-personnel shrapnel warheads to deal with groups of soft targets.
Gameplay Notes: A very situational weapon as it should probably have a harsh ammunition economy offset by having warheads that do a lot of work. The warheads should cleave though enemies initially before detonating in a target. High explosive and anti-personnel warheads give the player options to deal with either hordes of armored enemies or hordes of squishy enemies.
Commentary: You could probably consider this a "poor man's" fire and forget plasma gun. Orks like the noise this thing makes. Ought to have an elite/special enemy type that uses this.

There also exists an actual variant of the RPGL that excessively uses incendiary warheads called:

"Longflame" Launcher - The Longflame is a primitive rocket launcher capable of sending a single warhead a significant distance, but without a great deal of accuracy. The heavy warhead it fires explodes with considerable force, and leaves behind a lasting inferno to disrupt enemy movement"

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Missile Launcher - Accatran Pattern, Mark II/Achillan Mark III "Tread Fether" Missile Tube (Unlikely)
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Missile launcher (https://warhammer40k.fandom.com/wiki/Missile_Launcher#Astra_Militarum)(https://wh40k.lexicanum.com/wiki/Missile_launcher)
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Desc.:

"Accatran Pattern, Mark II - A lightweight, man-portable weapon utilised exclusively by the Imperial Guard regiments of the Elysian Drop Troops, this pattern of Missile Launcher can hold a single Krak Missile or Frag Missile at a time. An attending loader will carry extra missiles and reload the weapon after each shot."

"Achillan Mark III "Tread Fether" Missile Tube - The Achillan Mk III is representative of a category of light, highly portable Missile Launchers that many Imperial Guard regiments colloquially refer to as "tread fethers." So-called for their utility against tanks and other armoured vehicles, tread fethers are more portable and less encumbering than other Missile Launchers, while sacrificing none of their destructive potential. This added mobility makes tread fethers a favourite amongst light infantry regiments, for whom the compensatory reduced range and accuracy of the missile tube are of small concern."

"The standard Locke-pattern Imperial missile launcher has a built in targeting device and is fired from the shoulder."

Personal Desc.: Tube that fires FANCY rockets, safe way to deal with tanks, tanks on legs, and tanks with... wings. Frustratingly, a lot of the wikis and books themselves lack details on how these weapons actually operate and feed so there's a lot of speculation. So my speculation being that Missile Launchers in 40k are guided, unlike RPGLs, is that this particular one is laser guided, similar to the rocket launcher in the Half-Life series. I figure the "Tread Fether" one is more accessible since the Tanith don't have a home planet, and if you want to visualize it, look at the Accratran Pattern images above and just remove the pistol grip and maybe scale down the tube a little.

Primary Fire: Fire the Missile
Secondary Fire: Aim down sights
Alternate Fire: Switch warhead type
Quirks: Has access to anti-armor Krack missiles which detonates in a deadly cone, and an anti-personnel Frag Missile which detonates in a massive sphere.
Gameplay Notes: Pretty straight forward, use Krak missiles to deal with heavy armored targets in a line, or use Frag missiles to deal with a large group of softer targets. Since the missiles are laser guided it's pretty hard to miss, though ammunition economy means you will probably be only able to carry 3~6 missiles, so use them sparingly. Very good boss killer.
Commentary: Missile launchers are a lot easier to produce and issue than most of the kit you already have access to in Darktide such as plasma guns, and this would be a near guaranteed way to make a bulwark into bologna. Maybe this should be reserved as a blitz for a demolition class?

Annoyingly several sources mistake Space Marine pattern missile launchers with the Locke-pattern ones designed for Imperial Guard, so it's too muddled to really know what it does besides lock on to targets. By the way, do you get it? Locke-Pattern? GW are real bigbrains.

The popular panzerfaust rip-off that you see in w40k is the "Fury Pattern Missile Launcher" that you see every guardsman use, especially the ones Cadians use on tripods, though Cadians have their own "pattern" of this where the only difference is a magazine that makes carrying the warheads easier. They are heavy, and it's used in 2~3 man heavy weapon teams where you have a gunner, loader, and spotter. Here's an image of it:



Also I know some dumbass is going to ask, the 5-shot clip (it might actually be a clip) fed Retobi Pattern Missile Launcher is too valuable for you to have.

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Hand Flamer (Potentially)
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Hand Flamer (https://warhammer40k.fandom.com/wiki/Hand_Flamer)
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Desc.:”Hand Flamers (also called "Burners" ) are a more compact pistol version of the standard Flamer, and only require one hand to wield. A Hand Flamer possesses a lower-capacity fuel tank and a much reduced range compared to the standard Flamer, which makes it suited only for assault and close-combat as it can incinerate foes only at short range. ”
Personal Desc.: A handheld flamer. No, not like that ♥♥♥♥♥♥ glorified torch the boring company made,
Primary Fire: Release flames
Secondary Fire: Brace Hand Flamer, tightening the flame cone and increasing range at the cost of movement speed.
Alternate Fire: Bash
Quirks: Has access to the "run and gun" perk the other pistols has
Gameplay Notes: It's a flamer with reduced ranged and magazine size, but a lot less bulky and much more maneuverable.
Commentary: A nice sidearm when you want to roast heretics or demonic foliage. Should probably be introduced with a Sisters of Battle class, but it would also fit as a Zealot update, or a Ministorum priest class.
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Heavy Flamer (Potentially)
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Heavy Flamer (https://warhammer40k.fandom.com/wiki/Heavy_Flamer)(https://warhammer40k.fandom.com/wiki/Heavy_Flamer)
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Desc.: "A Heavy Flamer is a larger, more powerful version of the standard Flamer, capable of projecting hotter and denser flames. This means that Heavy Flamers possess better armour-piercing capabilities than standard Flamers.

In the Astra Militarum, Heavy Flamers are often used by specialists in dense conditions, such as jungle warfare, urban warfare and close-quarters melee combat."

"[...] Few armies (except Space Marines, Sisters of Battle and Chaos Space Marines) carry it by hand, but it is sometimes fitted to vehicles. The Catachan Jungle Fighters carry it by hand due to the nature of their combat - fighting in jungles makes flame weapons an important asset."

Personal Desc.: "Brother get the flamer. The Heavy Flamer" The wet dream of bolter ♥♥♥♥♥♥♥, and the best way to rid a space spider, the almighty nope! sprayer. Heavier than your average Flamer, usually only the big guys (or gals, calm down) can carry this death spewer. Also your average Catachan. Almost all Heavy Flamers feature two barrels linked to a single massive nozzle, and either as a result of more energy, fuel mixture, or space magic this gives the Heavy Flamer much more armor penetrating capabilities than your standard flamer. “Need a light?”
Primary Fire: Release a spout of flame.
Secondary Fire: Brace Heavy Flamer. Firing whilst braced permits continuous fire of the loaded magazine/fuel tank.
Alternate Fire: Bash
Quirks: Same exact quirks as the regular Flamer.
Gameplay Notes: Much more bulky than the Flamer currently in game with the trade off being more range, and armor piercing capabilities.
Commentary: As much as I hate to say it, this should probably be an Ogryn exclusive unless another class is introduced that is considered "brawny". Maybe the Ogryn will avoid getting worms from his food now.

"I love the smell of napalm in the morning.” ~ Unknown friendly Space Marine in Green armor before torching heretical xenos children.

Of note is the "Atalan" variant Heavy Flamer (Atalan being a Genestealer Hybrid cult) which is a more powerful Heavy Flamer than can melt rocks and is mounted on their light vehicles, though it's so hot it blisters skin and requires a special suit so the user isn't harmed.
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Disposable Launcher (Unlikely)
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Note: This is an artists interpretation of one.

Disposable Launcher (https://warhammer40k.fandom.com/wiki/Missile_Launcher#Astra_Militarum)
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Desc.:

"This weapon is popular with Planetary Defence Forces as it is simple to use and requires no loading or reloading. These weapons normally come pre-loaded with a single Frag or Krak missile. Some Disposable Launchers come loaded with rocket-propelled Frag or Krak Grenades instead."

Personal Desc.: It makes sense, we've seen missions in Darktide where there's LEMON russes just lying around. And the generic description implies how widespread and varied these are. I imagine they would look like a space M72 LAW[http//M72+LAW].
Primary Fire: Fire the missile and drop the launcher
Secondary Fire: Aim down sights
Quirks: Only has one shot, dropped on use, item.
Gameplay Notes: Here's the fun bit, this should be an item in a level that takes up the same slot as the med/ammo crate. Used in situations that call for immediate relocation of a hard target. Or shooting at a single infested zombie because it's funny.
Commentary: Should be fairly easy to implement and opens a huge workflow for adding more stuff like this. Ogryns would probably hipefire this instead of shoulder firing this. FOR THE LOVE OF THE GOD EMPEROR MAKE SURE THEY DON'T HAVE IT BACKWARDS.


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Plasma Pistol (Likely)
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Plasma Pistol (https://warhammer40k.fandom.com/wiki/Plasma_Pistol)(https://wh40k.lexicanum.com/wiki/Plasma_pistol)
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Desc.:“The Plasma Pistol is the smallest variant in the Imperial Plasma Weapons family. Each shot from a plasma pistol contains all the destructive fury of a larger Plasma Gun, although with a reduced range and rate of fire. ”
Personal Desc.: The Plasma Pistol is to the Plasma gun, as the Bolt Pistol is to the Bolter. It's pretty straight forward, you trade magazine, fire rate, and range for a more convenient close quarter package that can melt Bulwarks, Space Marines, Nobs, and your arm to slag.
Primary Fire: Fire a plasma bolt
Secondary Fire: Start charging plasma, firing whilst charging will release an overcharged plasmabolt
Alternate Fire: Cool down heat meter
Quirks: Same heat mechanics as the Plasmagun, maybe a smaller heat meter than it.
Gameplay Notes: A ranged plasma weapon that doesn't feel as clunky as the plasmagun, which gives players are harder hitting ranged weapon to quickly deal with heavily armored targets on the fly, or setup piercing shots to soften up an approaching horde. Very Flashy.
Notes: Should have access to a run and gun perk.
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Hellgun/Hotshot Volleygun
Disclaimer: "Hell" Lasguns are considered deprecated by GW and are now considered in universe "slang" terms for Hotshot Lasguns.

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Hellpistol/Hotshot Volley Laspistol (Imperial Munitorum Manual pg. 64)
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Desc.: "Storm Troopers of the Imperial Guard are trained and equipped to much higher standards than normal infantrymen and thus they are trusted with rarer and more specialized equipment than would normally be the case. [...] To these exceptional men are given more advanced lasguns known as Hellguns.
Such weapons are the trademark of the Storm Trooper and fire more intense shots than the more commonly available weapon (lasgun). Though not as powerful as the hotshot powerpacks of the long las, the powercells of a Hellgun allow for more rapid firing and can be switched between single shot and full auto. [...] Though the actual power of the laser bolt fired is comparable to that of a normal lasgun, its penetrative power is far greater and can punch through layered armours with ease."

Personal Desc.: You know the recon lasgun? Imagine that but it punches through Maulers, Crushers, and Bulwarks like butter. This piece of honest human fury is essentially a belt fed laser LMG running armor piercing ammunition. The belt being a body mounted powerpack that gives it continuous shots, though you can use standard lasgun/hotshot powerpacks if need be like traditional magazines, but your shot count will drastically fall, also... there's a minor chance you may piss off the machine spirit this way and the Hellgun may explode violently, but needs must. I love the hellgun, because this "common" piece of kit gives you a chance to deal with the bigger nasties in the setting at a safe distance without becoming a priority target or being logistically crippled. Just make sure you perform the right of sacred Hellgun maintenance every day or else the thing may fail.... or explode. But the chance of that is a lot less than a melta-gun, flamer, or Emperor forbid, plasma gun. Key features of the Hellgun (Or "Hotshot Volleygun if you're dumb and ugly and smelly and people laugh at you behind your back") is an oversized barrel, a large heat dicipating barrel shroud, and a bulky frame.
Primary Fire: Fires
Secondary Fire: Aim down sights
Alternate Fire: Switch firemodes from single shot to automatic. Single shots do more damage per shot.
Quirks: Overheat mechanic
Gameplay Notes: Really fun bit of kit that gives you firepower and armor piercing, with the downside being ammunition pool/economy, and overheating. I'd also make it so that Aim down sights and switch speed are slower than other firearms.
Commentary: "I'M GOING TO NEEDS TWO HELLGUNS FOR THIS HERESEY!" ~ Unknown Guardsman before mowing down a horde of Cultists like he was in an 80s action movie.

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Hot-Shot Lasgun
Disclaimer: "Hell" Lasguns are considered deprecated by GW and are now considered in universe "slang" terms for Hotshot Lasguns.

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Hellpistol/Hotshot Volley Laspistol (https://wh40k.lexicanum.com/wiki/Hot-Shot_Lasgun)
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Desc.: "The Hot-Shot Lasgun [...] is an enhanced version of the standard Lasgun used by the Imperial Guard and the Skitarii of the Adeptus Mechanicus. It is commonly issued to Imperial special forces units such as Storm Troopers for its superior armor-penetrating capabilities."

Personal Desc.: Okay so I'm used to a "hot-shot" lasgun being a greenlight jury rigged lasgun having the stopping power of a Long-las (the sniper variant) through modifying the lasguns internals, or putting in a hot-shot powerpuack (the ammunition the sniper variant uses), or a combination of both. I'm also used to cogboys jamming their gear if they catch you with one. But now they're merged with hellguns or vise versa etc. The way I personally interpret it is that a "Hot-Shot" lasgun is like a "Designated Marksman Rifle[en.wikipedia.org]" meaning it's a lasgun that fires more "spicy" and harder hitting rounds. This gets a bit conflated because GW in their infinite wisdom have added a "Hotshot Marksman rifle" which is used as a "sniper" weapon. Okay so... to explain it, a Lasgun is akin to an Automatic Rifle, where as a Hellgun(Hotshot volleygun) is akin to a light machingun running armor piercing rounds, a Hotshot Lasgun is akin to an Automatic rifle running armor piercing rounds, where as a Hotshot Marksman rifle is a Hotshot Lasgun running even heavier rounds but with less shots than the Hotshot lasgun but with less range less stopping power but a higher fire-rate than the Long-Las.
Primary Fire: Fires
Secondary Fire: Aim down sights
Alternate Fire: Toggle firemode from semi-automatic to automatic. If you don't want to copy the hellguns, Hotshot Lasguns can equip underbarrel attachments such as a pump-action shotgun or a pump-action grenade launcher. They can also equip a laser sight.
Gameplay Notes: In terms of gameplay they should more or less operate like the standard lasgun in game currently but with a more restricted ammunition economy. I'd even say that they should take longer to reload compared to a typical lasgun. I wouldn't recommend the overheat mechanic. The damage should be similar to a lasgun but with more armor piercing and cleave. Actually now that I think about it, you can even make it a bit more unwieldy than a lasgun as a result of it being more robust, meaning aiming down sights and switch speeds are a lot longer compared to a lasgun.
Commentary: Do not show this weapon to an Old-vet, they will berate you and talk about how in their day they used the MK-14 pattern Lasgun and this is just idiots trying to reinvent the cog etc.

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Hot-Shot Laspistol
Disclaimer: "Hell" Lasguns are considered deprecated by GW and are now considered in universe "slang" terms for Hotshot Lasguns.

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Hotshot Laspistol (https://wh40k.lexicanum.com/wiki/Hot-Shot_Laspistol)
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Desc.: "A Hot-Shot Laspistol[...], is a pistol version of the Hot-Shot Lasgun typically used by Imperial Guard Storm Troopers."

Personal Desc.: It's a lasgun with worse ammunition economy but hits harder, not much else to say about it.
Primary Fire: Fires
Secondary Fire: Aim down sights
Alternate Fire: Switch firemode? Activate laser sight?
Gameplay Notes: In terms of gameplay they should more or less operate like the standard laspistol in game currently but with a more restricted ammunition economy. I'd even say that they should take longer to reload compared to a typical laspistol. I wouldn't recommend the overheat mechanic. The damage should be similar to a laspistol but with more armor piercing and cleave. Actually now that I think about it, you can even make it a bit more unwieldy than a laspistol as a result of it being more robust, meaning aiming down sights and switch speeds are a lot longer compared to a laspistol.
Commentary: Do not show this weapon to an Old-vet, they will berate you and talk about how in their day they used the W-11191 pattern Laspistol and this is just idiots trying to reinvent the cog etc.

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Las-Volley
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Las-Volley (https://wh40k.lexicanum.com/wiki/Las-Volley)
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Desc.: "Las-Volleys are brought to battle by Imperial Navy Breachers, for example during boarding actions. They are capable of unleashing devastating salvoes of laser fire, similar to the hotshot volley gun or the heavier vehicle-mounted multi-laser"
Personal Desc.: It's a man-portable laser mini-gun, and what it lacks in armor penetration it makes up for in shear firepower. Which makes sense considering the primary users are Imperial Navy.
Primary Fire: Quickly spin up Las-Volley, when it reaches maximum RPM, start firing.
Secondary Fire: Brace, reducing cone of fire and recoil
Alternate Fire: Spin-up Las-Volley without firing.
Commentary:

https://youtu.be/nqPtiwdADoE
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Hotshot Marksman Rifle
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Hotshot Marksman Rifle (https://wh40k.lexicanum.com/wiki/Hotshot_Marksman_Rifle)
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Desc.: "The Hotshot Marksman Rifle is a type of Sniper weapon used by Imperial Guard Kasrkin, based upon the Hotshot Lasgun."
Personal Desc.: It's the hotshot lasgun in a Designated marksman rifle configuration[en.wikipedia.org] putting it in between the role of a dedicated sniper rifle and an automatic rifle. So if you don't have the steady hands of one of those filthy stealing ratlings, but want to deal with infantry threats from far away, and you figure accuracy by volume.
Primary Fire: Fires
Secondary Fire: Aim down sights
Alternate Fire: Hold breath to steady aim.
Quirks: Lots of sway whilst aiming down sights/ cone of fire. Counteracted by altfire whilst reduces movement speed and braces weapon.
Gameplay Notes: The "HMR" will give you enough accuracy at range to comfortably pop-heads, whilst giving you enough firerate and firepower to take down a crusher that you failed to kill with your first shot.
Commentary: Who needs Ratlings whilst you have one of these? Well unless you want spare ammunition packs. Or if you want some decent food. Or if you need some payback. Or if you need something found. Or if another ratling is stealing your stuff. Useless little freaks I say.
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Rotor Cannon
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https://youtu.be/MWq2QvvPw68

Rotor Cannon (https://wh40k.lexicanum.com/wiki/Rotor_Cannon) (https://warhammer40k.fandom.com/wiki/Rotor_Cannon)
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Desc.: "Rotor Cannons were weapons used by the Imperial Army and Space Marine Legions during the Great Crusade and Horus Heresy.[1] At least one version is still currently used by the Imperial Navy.

These weapons were multi-barrelled Stubbers, using electric motors to maintain an extremely high rate of fire from their spinning barrel. Their medium calibre-slugs lacked the power of bolter shells, but nonetheless the sheer volume of them proved effective against unarmoured hordes of foes and fleshy xenos. Eventually, the more famous Space Marine Assault Cannon was developed from the Rotor Cannon.

Their origins obscured by time, many patterns of weapon employed by the Space Marine Legions date back to the Dark Age of Technology or before. Simpler to produce than most heavy weaponry, the Rotor Cannon found use in many Legion Tactical Support squads.

Rotor Cannons are commonly carried by a Voidsman-At-Arms to augment the firepower of their squad. These weapons have earned a variety of nicknames such as: whirgun, deck-clearer, and the Emperor's chainsaw.

The preferred choice of heavy weapon for Imperial Navy Breachers, it is often referred to fondly with such monikers as "whirgun", "deck-cleaner", and "the Emperor's Chainsaw".
"
Personal Desc.: Not to be confused with the explosive Assault cannon, the "humble" rotor cannon is it's much more mundane, and more importantly mortal and man portable accessible dakka blaster. When you don't have time to bleed and absolutely need to turn a horde of heretics to paste.
Primary Fire: Begin winding up rotor, when it reaches a threshold begin firing up to a maximum RPM.
Secondary Fire: Brace RotorCannon reducing recoil and zoom in.
Alternate Fire: Engage RotorCannon's rotary engine so it starts spinning up.
Quirks: Rotary engine needs to be at a certain RPM to fire, and firerate increases in unison with RPM of rotary engine.
Gameplay Notes:Alright now to the brass tax, in exchange for a gun that will make most Orks green with envy with the sheer amount of firepower a human can carry, you exchange the ability to quick swap, armor penetration (navy weapon in ship boarding actions), it has a long windup to fire, it chews through ammunition faster than a heretic being burnt alive in a sister's of battle fortress, the reload time makes the plasmagun feel like lightning, accuracy by volume, and being slapped by a chaff enemy with a stick will interrupt your shots. But if you ever wanted to roleplay as a terminator, beg fatshark/gw for this in darktide.
Commentary:

I would also add that this should likely be an exclusive weapon to a Navy class, or a brawny class.

https://youtu.be/dK1B9b_0Z2Y
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Tauros Grenade Launcher (Update)
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Credit to "2kuhl4you".

Tauros Grenade Launcher (https://wh40k.lexicanum.com/wiki/Tauros_Grenade_Launcher)
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Desc.:"The Tauros Grenade Launcher is a fully automatic grenade launcher used by the Imperial Guard. It is most typically mounted on Tauros reconnaissance vehicles."
Personal Desc.: A belt fed grenade launcher that the Imperial Guard should really use more often outside of the Tauros. A perfect weapon for your typical big boy rock muncher.
Primary Fire: Fires with wind up "charge" delay
Secondary Fire: Aim down sight/Brace
Alternate Fire: Toggle firemode between using small shots or expending all energy loaded into the "magazine".
Quirks: A big version of the Lucius Helbore Lasgun lacking any melee capabilities.
Gameplay Notes: A ranged weapon more focused on dealing with hard targets such as enemy Ogryns, Maulers, and Bosses. Should pierce/cleave through enemies. Should be considered the "las" version of the Ogryn's Heavy Stubber.
Commentary: This would likely be an Ogryn firearm as most Lascannons are crew-served/vehicle mounted (and as per the TTRPG the gunlugger can use heavy weapons which the lasgun is a class of) and only really individually carried by people with powerarmor, brawn, or augments, but there are a lot of cases of smaller man portable Lascannons used by hive gangers, or scions in the same way as a Hellgun. Considering the Ogryn doesn't have a belt, you could easily get away with not having a powerpack.

https://wh40k.lexicanum.com/wiki/Frag_Cannon

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Auxilliary shotgun
(Note: This is an artists interpretation.)

https://wh40k.lexicanum.com/wiki/Shotgun#Auxilliary_shotgun

An Auxiliary Shogun is an underfitting modification that can be attached to most standard-pattern firearms in place of a bayonet. The attachment allows for a single, brutal short-range blast — a fine compliment to a weapon designed for longer-ranged engagements.

The combined weight of the Auxiliary Shotgun and its ammunition usually makes the weapon bearing the attachment more difficult to wield. Most users find it an acceptable inconvenience given the reassurance of having the devastating stopping power of the Auxiliary Shotgun at hand.

(31: Wrath & Glory: Departmento Munitorum Shotguns: pgs. 5-8)
Heavy Bolter
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Heavy Bolter (https://warhammer40k.fandom.com/wiki/Heavy_Bolter)
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Desc.: "A Heavy Bolter is a powerful bolter weapon that is used for anti-infantry and fire support roles, and is also known as the "Backbreaker" or the "Bruiser" because of its great weight and the amount of damage it can deal. A Heavy Bolter uses the same principles and technology of standard bolters, but unleashes much larger and more explosively powerful bolts and possesses a much larger ammunition capacity and rate of fire.

Unlike the boltgun, the Heavy Bolter is relatively common in Astra Militarum armies and is also often used by the Space Marines. Heavy Bolters have a high rate of fire and are relatively cheap to field."

"When used by guardsmen, a Heavy Bolter is normally mounted on a stabilising tripod and fitted with a small defensive physical shield, granting the operators some protection from return fire. Both troopers collaborate to move the weapon and its munitions to new firing positions, and are trained to set it up and begin combat operations in a matter of seconds.

Alternatively, unusually strong guardsmen like Sergeant "Stonetooth" Harker dispense with the tripod and shield, and operate the weapon standing [...]"

"Sergeant Harker is a giant of a man, his large frame covered with slabs of muscle and sinew. His strength is such that he carries his Heavy Bolter, Payback, as easily as a normal man might carry a rifle, without even breaking a sweat."

Personal Desc.: It's a really big bolter, firing lots of big bolts, really fast. If you're got the brawn, power armor, or a spare idiot to help you lug it, this will let you turn Vermintide into a turkey shoot. This spine compressor has enough firepower in it to let you deal with hordes of just about anything stomping around on two legs, letting you turn them into bits of jelly and regret as you set yourself up and let 'er rip.
Primary Fire: Fire a burst of bolts uncontrollably
Secondary Fire: Brace heavy bolter decreasing cone of fire, and enabling automatic firemode
Alternate Fire: Heavy Swing windup
Gameplay Notes: If I'm being honest here, this is likely an Ogryn only weapon unless they introduce a "brawny" class or let you play as a battle sister with power armor.
Commentary:

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Storm Bolter
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Storm Bolter (https://warhammer40k.fandom.com/wiki/Storm_Bolter#Notable_Storm_Bolters) (https://warhammer40k.fandom.com/wiki/Imperial_Guard_Wargear#Bolt_Weapons)
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Desc.: "The Storm Bolter is a double-barrelled version of the standard .75 calibre bolter. As it is heavier and causes more recoil than a normal bolter, it is even more rarely used than the bolter by the regiments of the Astra Militarum." "Storm Bolter: A much more uncommon sight in the Imperial Guard than the Heavy Bolter, the Storm Bolter is normally only seen in its pintle-mounted variant, mounted on the top of a tank. However, it is also possible for officers and some veterans to get their hands on one, but that is a rare occurrence, as the weapon's bulk and ferocious recoil makes it almost impossible to wield efficiently without the assistance of Power Armour."

"Mars Pattern Storm Bolter - A common Storm Bolter pattern utilised by the Orders Militant of the Adepta Sororitas crafted by the forge cities of Mars for use by unaugmented Humans.

Godwyn-De'az Pattern Storm Bolter - A common Storm Bolter pattern employed by the combat-oriented servants of the Ecclesiarchy like the Orders Militant of the Adepta Sororitas. This weapon requires two hands to operate and is essentially two separate bolters capable of firing in synchronised bursts. Its high rate of ammunition consumption makes the weapon impractical in many situations but few would argue with the results that such a powerful symbol of faith can have upon the enemies of the Emperor." Note: This is the pattern of storm bolter Commissar Yarrick weilds... one handed.

Personal Desc.: If you ever had to deal with a horde, or tiiiiide of strong armored big nasties, this is the weapon you want. It's two bolters slapped together with a single mechanism firing in tandem. The backpain you'll get lugging this thing around will be worth it when you turn a horde of armored Ogryns, Orks, Chaos Space Marines, and bugs into shredded bits of offal, assuming you manage to someone land most of your shots.

But you first have to get one. So assuming you've been eating your delicious protein stuffed waxy Soylens Viridians (and bribed a ratling to slip you some cans of Ambull/Grox spam here and there), or you happen to be an officer and actually have muscles, the next step is to get your local adept admin clerk to actually file the paperwork, and with some... percussive diplomacy, or if you happen to really, REALLY want to purge heretics, you'll be able to be issued with a storm bolter.

If you want to skip all of that nonsense, just tell them under what authority you work for, and they're be falling over-themselves to help you. You'll then find that your local armory has a few thousand of them just sitting in various crates (for the love of the Emperor ignore the fancier crates, it isn't worth it) waiting to actually be issued to people, usually mothballed to the Sisters of Battle if the guard doesn't gobble them up after a while.

AND IF THAT DOESN'T WORK.

Show them, DA KLAW!


And that's how you get a storm bolter.




Primary Fire: Fires two times (four bolts in total)
Secondary Fire: Brace stormbolter, reduces recoil and cone of fire, fire mode becomes automatic whilst braced
Alternate Fire: Heavy bash
Quirks: Similar to the flamer, it needs to be "braced" before it can effectively fire, else each trigger pull fires two bursts/pairs of four bolts. Cone of fire should reflect that the stormbolter fires two bolts in tandem, so either use the shotgun's GUI cone of fire, or use the bolters but take the horizon lines and spread them apart.
Gameplay Notes: It's two bolters in one! The Storm bolter is the supreme "delete horde of armored things coming at me right now" gun. And all you're trading is ammunition economy, mobility, equip speed, ergonomics, finesse, recoil control, reload speed, not having backpain in your 40s, the ability to hear, feeling in your hands/arms, the ability to deal with enemies at range, the ability to quickly deal with threats outside of your melee range, weird quirks with firing two round that are side by side and not centered. Totally worth it though.
Commentary:

This is all the commentary needed:

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Heavy-Stubber
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Heavy-Stubber (https://warhammer40k.fandom.com/wiki/Heavy_Stubber)

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Desc.: "A Heavy Stubber is the name given to a range of heavy-barrelled Auto Weapons used for sustained ballistic fire. Like autoguns, they are easily manufactured and maintained, and are commonly used by Astra Militarum forces across the Imperium.

A mainstay support weapon on lower-technology level planets that cannot maintain Laser Weapons in working order due to technological or resource limitations, and also popular with outlaws and hive city gangers, the Heavy Stubber is ideal for fighting off large numbers of enemies or even lightly armoured vehicles. Its high rate of fire makes up for its lack of strength and armour-piercing abilities. "
Personal Desc.: Some of you may be confused. Some of you also may be smart enough to point out that we already have the Heavy-Stubber ingame! The Ogryn has it! And whilst you'd be right, you'd also be wrong. The Heavy-Stubber they gave the Ogryn is more akin to an semi-auto auto-cannon firing armor piercing rounds.

What is being suggested here either a a GPMG[en.wikipedia.org] or a MMG[en.wikipedia.org] or a LWMMG[en.wikipedia.org]. Confused still?

Just look again about at the image of that Imperial Guard veteran firing the Heavy Stubber, that's the same exact artwork you can find in the Veteran's talent. If you look even more carefully you'll notice that the Heavy-Stubber he's firing on full auto is an individual Heavy-Stubber from the Ogryn's twin-linked one. Now do you understand?

Heavy-Stubbers are an incredibly common type of firearm used by the imperial guard in probably the hundreds of billions if not low trillions.

Primary Fire: Let's Rock! (Fire rounds rambo style)
Secondary Fire: Brace Heavy-Stubber reducing recoil and cone of fire.
Alternate Fire: Offhand punch
Gameplay Notes: It's the "one" barreled variant of the Ogryn's stubber. So whilst you don't have the Ogryn's brawn, you do have a lot more finesse, so reduced firepower but a lot more accurate. I think a belt should be slapped on there for good measure to increase the loaded ammunition pool. Though that may prove challenging as a result of the cosmetic system, however this can easily be accomplished with some basic technical art by having the belt always point down to other clients, whilst on the actual client you apply rigid bones using the same system that applies physics to charms. Or just put a magazine and increase the ammunition pool like a lazy person. You could also hand wave away having this thing do more damage by saying that since a human is operating this firearm they're authorized to use armor piercing ammunition or man-stopper rounds or the BPM/cyclic rate is higher. This weapon will perform the same roles as the twin-lined heavy-stubber with less "firerate" but better range and recoil.
Commentary:

Servo skull pict. capture of a Catachan mowing down heretics with a Heavy-Stubber:

https://youtu.be/MxZq-lHvQf8

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Naval Shotcannon
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Note: The top image is an artist's interpretation of a Naval Shotcannon

Naval Shotcannon (https://wh40k.lexicanum.com/wiki/Stub_gun#fn_4_back)
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Desc.:"These much larger variants of a regular shotgun fire a huge shell nearly twice the normal size. They can lay waste to large hordes of attackers - a close hit from one can literally explode a man into a burst of shredded clothing and flesh. However, they generate tremendous recoil and must be mounted down or fired from a braced position to be effective."
Personal Desc.: The 40k equivalent to the IRL KS-23 shotgun[en.wikipedia.org] or maybe more accurately the BFG-1 pump action shotgun that uses 4 gauge shotgun shells. It's the big-boy shotgun, and it makes sense. Picture this, the filthy lower deck rabble is having a riot because your glorious captain decided to lower the temperature there to increase fuel efficiency, so the curs decide to try and mutiny, and they take over one of the tertiary plasma reactors in a bid to warm themselves up, and you are tasked with taking it back. So you take your Naval Shotcannon, a hog of a firearm, you round the corner, and there are 4 of the reprobates standing there. You have time for a single shot if you're quick, on instinct you blast the first reprobate squarely, he will be sent wanting to the Emperor in a bucket, the cretin behind him is peppered with penetrating pellets and bone shrapnel, he's sent flying back to the wall, ruining the bare metal with his foul offals, the yobs to the left and right are hit glancing blows, but they are enough to blast apart an arm and part of their side respectively, instantly incapacitating them. The pellets ping harmlessly off of the bulkheads leaving minor dents and scratches for the menials to buff out later. She kicks harder than a stimmed up grox, and holds only a few shells but by the Emperor she's a wonderful brute of a shotgun.
Primary Fire: KERBLAM! Firing from the hip pushes the player backwards.
Secondary Fire: Brace, absorbing knockback on fire and increasing firerate/pump speed.
Alternate Fire: Swing the Naval Shotcannon
Quirk: The Naval Shotcannon features the "Lawbringer Mk VI Combat Shotgun's" wide horizontal shell by default, but with heavily increased damage and spread over distance. Firing from the hip pushes the player backwards, but bracing negates this and increases fire-rate.
Gameplay Notes: A fantastic weapon to clear hordes and stagger enemies. The Naval Shotcannon will rip apart anyone without armor and anyone behind them, though it suffers when it comes to armor penetration. Thankfully due to the shear brute power of the shell being fired, it has tremendous stagger at the cost of knocking back the player when fired from the hip. It also only holds 4 shells in its magazine, and takes longer to reload than a traditional shotgun.
Commentary: Make sure to brag about how big your shotgun is compared to everyone else, they'll love it.
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Navis Heavy Shotgun
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Navis Heavy Shotgun (https://wh40k.lexicanum.com/wiki/Shotgun#fn_26_back)(https://wh40k.lexicanum.com/wiki/Voidsmen#Imperial_Navy_Breachers)
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Desc.:"The Navis heavy shotgun is a large double-barreled Shotgun used by Imperial Navy Breachers. Kill Team: Into the Dark Rulebook, pgs. 39-43"
Personal Desc.: If you haven't already guess, the navy has a shotgun fetish that makes the Arbities seem tame. It makes plenty of sense too if you consider that both often deal with massive hordes of unarmored stinky people, but in the Imperial Navy's case, they have to worry about things they don't intend to hit. So here's the Navis Heavy Shotgun. What's special about it? Don't the Arbites already have one? Well, the Navis Heavy Shotgun is doubled barreled. Yes, it's a double barreled shotgun.

So it gets a bit weird here because the only time we've seen this weapon is pared with a boarding shield, on top of void armor, meaning you will have to be a big and strong lad indeed to carry all that bulk. But the shotgun itself should be "small" enough to manage.

Primary Fire: Double Kerblam!
Secondary Fire: Brace, reducing cone of fire and recoil, slightly increase fire-rate.
Alternate Fire: If paired with shield, brace (deploy) shield and heavily restrict turn cap. If not paired with shield, swing Navis Heavy Shotgun, or.... load two Amputator shells[warhammer40k.fandom.com], which reduces the pellet count, but the pellets become explosive and gain the proximity stagger effect of a bolt round, albeit a bit weaker.

Or

Cycling barrels, fire a single round. This is just for ammunition economy, and dealing with trash that you don't want to spend two shots on.

Quirk: It's a double barrel pump action shotgun! It fires two shells per... lever pull... trigger pull?
Gameplay Notes: What you get with weight, unwieldiness, poor ammunition economy, and strange cone of fire, in turn you get a double-barrel pump action shotgun that can blast a single target in two places at the same time, or send twice the firepower a normal shotgun can at a horde of enemies at range. The over-under design gives this shotgun a unique "vertical" spread, giving it a massive advantage in hallways, or ensuring more pellets hit a target at range compared to a standard shotgun or the Navis Shotcannon. If a shield ends up being paired with it, well now you can hold a chokepoint, and deal with those pesky netters, whilst bragging about how much bigger your shotgun is to the Arbities who's running around fast... LIKE A COWARD! BROAD SIDES, BULKHEADS! HEAVE' HO THE IMPERIAL NAVY NEVER YIELDS!
Commentary: This is my BOOMSTICK! x2
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Stub Automatic
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Stub Automatic (https://wh40k.lexicanum.com/wiki/Stub_gun#fn_4_back)
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Desc.:"Unlike the Stub revolver, this pistol weapon also can fire in rapid semi-automatic mode as well as single shots. Like the Autopistol it is easy to produce and maintain, but less accurate at longer ranges. Just as common as the revolver variant, the stub automatic is less reliable, but allows for a greater rate of fire and clip capacity."
Personal Desc.: It's 40k's equivalent of the glock18c. A fully auotmatic pistol. It should come as no surprise that this weapon is ubiquitous with hive gangers. Accuracy is... acceptable. So you may be thinking to yourself, "what does this do that the Shredder Autopistol doesn't". In the context of Darktide, nothing. The only way I'd see it be useful is if the Stab Automatic had some really unique perks, or maybe ammunition, or maybe a dual wield system or an offhand melee thing going on. Either way it may as well be included.
Primary Fire: *Brrrt* hoping that the 'stendo mag doesn't jam.
Secondary Fire: I don't know if you ought to brace, or aim down sights.
Alternate Fire: Offhand punch.
Gameplay Notes: "Accuracy" and "Effectiveness" are words in low gothic, but they never used in the context of a Stub Automatic unless you're a highly skilled bounty hunter or desperado. Most people who use Stub Automatics do so like Orks.
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Auto Shotgun (Avachrus XII Pattern 'Gravefiller' shotgun)
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(Note: This is an AI generated image. If you want another "stand-in" lookup Necromunda: Hired Gun's Doghammer.)

(Note: This is the Doghammer from Necromunda: Hired Gun.)

Auto Shotgun (https://wh40k.lexicanum.com/wiki/Shotgun)
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Desc.: "In the illustrious manufactorums of Avachrus, the Shotgun variant known across Gilead by the rank and file of the Astra Militarum as the ‘Gravefiller’ is produced en masse. The Avachrus XII is a non-standard, fully automatic, drum-fed combat Shotgun, commonly carried by officers and engineers of the Gilead Gravediggers. When operated on fully automatic, its extensive magazine allows it to create a continuous hail of deadly shot which can quickly suppress enemy movement. The robust stock is fully removable and also functions as a multi-purpose entrenchment tool.

Designed for use in close quarters or clearing enemy positions, recent in-system developments have seen it come to be viewed as an instrument of both authority and control over the vast swathes of penal legionnaires drafted by order of the Lord-Militant Fylamon."
Personal Desc.: Have you ever used the shotgun in darktide and ever thought to yourself, "Man, I wish I could get more shot and gun out of this", well then the Gravefiller is what you ought to harass fatshark about. Not only does it feature a drum magazine so you can make extra sure those heretics you're shredding are finely minced, but it also features an entrenching tool for the Krieg sycophants who have ruined the shovel meme by pushing it too far.
Primary Fire: KERBLAM!
Secondary Fire: Aim down sights and brace.
Alternate Fire: Melee Bash
Gameplay Notes: It's an automatic shotgun with a large drum fed magazine that probably holds 15~30 shells. If you can't think of the pros and cons of that, you probably use a Ripper gun.
Commentary: The entrenching tool idea is neat, so I figure it's akin to a foldout shovel with the shovel's head being folded in the stock (not shown in the ai image), or it slides along the side opposite of the ejection port. Either way after you're done using this thing.... there's a lot of digging to be done.

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Assault Grenade Launcher

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Assault Grenade Launcher (Necromunda House of Chains pgs 121, 122, 126, 146, 148)
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Desc.:"N/A"
Personal Desc.: Lacking a specific description, here's the "rules" for the twin linked variant wielded in each arm by larger gangers. VERY similar to an Ogryn's Grenadier Gauntlet, this is a brutal grenade launcher designed to quickly pelt targets with frag grenades, trading the Grenadier Gauntlet's melee capabilities for more added firepower. Though depicted being belt fed, they can be magazine/drum chamber fed as well. Assault grenade launchers, from depictions are light enough to be used by one arm of someone "Catachan" strength or above, two if not.
Primary Fire: Launch a grenade with drastic recoil
Secondary Fire: Brace, showing projectile arc, reducing recoil, and enabling automatic fire mode.
Alternate Fire: Weapon swing, or toggle ammunition from frag to stun.
Quirks: Access to fully automatic fire
Gameplay Notes: The bigboy grenade launcher. The "poor man's" heavy bolter. Turns crowds of enemies to mist, and lets you stun lock hordes of larger foes. Just don't get caught out in melee whilst having it equipped.
Commentary: Likely to be an Ogryn weapon, but runts could weild it using both arms and some backbone.
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Avachrus II-B Enochian Sanctified shotgun
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Note: The top image is an artist's interpretation of a Avachrus II-B Enochian Sanctified shotgun

Naval Shotcannon (Wrath & Glory: Departmento Munitorum Shotguns: pgs. 5-8)
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Desc.:""Carried by only a handful of bodyguards and servants who protect the hallowed priests and cardinals in the upper echelons of Enoch’s many spires, the Avachrus II-B is a rare and illustrious firearm. This variant is a magazine-fed, triple-barrelled Combat Shotgun enclosed in a solid adamantium casing and capable of both single and semi-automatic firing. Originally produced in the manufactorums of Avachrus, longstanding and ancient decree sees each completed weapon then transported to Enoch under the watchful eye of the Archdeacon Merramar Clade. — this despite a longstanding rivalry between the two worlds that borders on outright disgust.

On Enoch the II-B undergoes a sequence of sacred blessings and sanctification rituals. Once blessed and purified the weapon is biometrically locked to its designated user. This lengthy and arduous process ensures that only those in service to individuals held in the highest regard within the priesthood may requisition one, and outside of Enoch’s highest spires they remain a rare, yet deadly, sight."

Personal Desc.: Okay now it's getting silly, just to one up the Navis Heavy Shotgun, the Enochian Sanctified Shotgun or E-SS is a TRIPLE barreled shotgun, and unlike the Navis Heavy Shotgun is magazine fed. The Arbites and Navy are seething at Priests Chads.
Primary Fire: KERBLAM! Fires one shell in sequence of the three loaded.
Secondary Fire: Aim down sights
Alternate Fire: Fires three rounds at the same time with massive recoil and a cooldown before user can fire again.
Quirk: It's a triple barrel magazine fed shotgun. That's pretty damn quirky. When the last shell loaded of the three is fired, user pumps and loads another three from the magazine.
Gameplay Notes: There's nothing quite like it when it comes to hit everything in your screen. See a massive horde of pox walkers coming at you? Well this removes it. Crusher charging you? Well now it's flat on its ass. Dreg rager spam? Dreg rager gone. If you can manage the recoil, awful reload speed, and cone of fire (it's a triple barrel shotgun).
Commentary: If you have ♥♥♥♥ aim and can't setup the Flamer, this is something you probably want. You will hit everything, the floor, the ceiling, and everything in between with this super duper trooper scatter blaster.
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One handed Shotgun (Accatran pattern Mk XI)
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Accatran pattern Mk XI (Imperial Armour Volume Six - The Siege of Vraks - Part Two: pg. 149)
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Desc.:"This model has an eight round internal magazine and uses a manual pump action to to fire a single shot then re-♥♥♥♥ (for some reason the thing the steam mods suck is censored) the weapon. It can fire a variety of ammunition. The stock is removable and at close quarters many users prefer to discard it, shortening the weapon for extra maneuverability. The pistol grip allows the weapon to be fired single handed, but this makes it wildly inaccurate [...]"

Personal Desc.: It's a shotgun pistol, when you want to go really fast and blast heretics with a good ol' scatter gun. Canadians like to mock Americans about this, it's one of the very, very few things they can one up... them on, which amounts to a $200 tax stamp. Anyway, don't expect much range or recoil control out of this small shotgun.
Primary Fire: Fire a shell
Secondary Fire: Brace or Aim down sights
Alternate Fire: Offhand punch
Quirk: Has access to run and gun, and other pistol perks
Gameplay Notes: It's a pump action pistol shotgun. Run and gun vets/zealots will love this thing. It's limited factor is that it doesn't hold many rounds, and suffers in range.
Commentary: The OG pistol shotgun before the Arbites thought they were special.
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Executioner Shotgun
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Executioner Shotgun (Kill Team: Soulshackle, pg. 64)
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Desc.:"The Executioner Shotgun is a type of scoped Shotgun used by the Adeptus Arbites. They fire powerful shells that can blow craters in their targets from afar."

Personal Desc.: "Hue hue hue a SnIpOr shotgun" well these aren't actually uncommon IRL. We can assume from the description that by "blow craters in their targets from afar" that by default slugs are loaded into the shotgun. This is actually quite useful in the context of darktide.
Primary Fire: Kerblam's a solid slug
Secondary Fire: Aim down optical sight
Alternate Fire: Toggle magnification from short range to long range
Gameplay Notes: This shotgun gives you the best of both worlds in terms of range, acceptable armor penetration, and stagger. The shotgun slug nature of this weapon can deal with rushing ragers/maulers/crushers decently enough, and the magnified scope means that you're be head-shotting elites and specials with ease. No more fumbling when dealing with snipers or annoying gunners.
Commentary: Anyone else have battlefield 3 nostalgia?
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Lucius pattern Mk 22c Shotgun
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Lucius pattern Mk 22c Shotgun ( Imperial Armour Volume Six - The Siege of Vraks - Part Two: pgs. 64-65, 97, 149)
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Desc.:"Produced on Lucius Forge World, this model has an eight round revolving magazine and can be loaded with a variety of ammunition, including solid slugs, pellet loaded canisters and low velocity flares. The weapon uses a gas-operated self-loading action to fire. The revolver action is prone to mechanical failure, but the weapon's high gauge and the heavy cartridge fired fired make it a deadly weapon at close quarters at the cost of a strong recoil. This model is known to be used by Death Korps of Krieg engineers.

Utilised by Death Korps Engineers of the Imperial as their standard weapon, this weapon is perfect for being utilised in the confines of tunnel fighting. The weapon's short range and inherent inaccuracy is not a major drawback, and its damage at short range makes it useful to engineers whose fire fights are typically short and lethal.

The shotgun's blast means they can sweep a tunnel clear and potentially hit multiple opponents in a single blast. These weapons are sometimes favoured by veteran Death Korps Watchmasters for trench and dug-out clearance. The Lucius pattern has an eight round revolving magazine, uses a gas-operated self-loading action to fire and can be loaded with a variety of ammunition, including solid slugs, pellet loaded canisters and low velocity flares.

The revolver action is prone to mechanical failure, but the weapon's high gauge and the heavy cartridge fired make it a deadly weapon at very close quarters, although it is infamous for its ferocious recoil."

Personal Desc.: "This gas-operated (note: NOT PUMP, which is why the gas tube is important) revolving shotgun is an iconic weapon of the digger-boys in Krieg. What it lacks in reliability it makes up for in ease of manufacture, and sheer killing power in confined spaces. When it's approved by kriegers you can expect it to be proven, or study enough that you'll get your mileage out of it before you're killed. Also from the length of the cylinder, the shells are almost twice as long as a regular shotgun shell. My guess on the "mechanical failure" portion on it, is a result of kreigers would rather recycle their equipment to the point where it begins to fail and risk cheap lives, rather than expend resources on manufacturing a replacement. Life is the cheapest currency after all."
Primary Fire: Fire a shell
Secondary Fire: Aim down sights
Alternate Fire: Pressing the alternate fire button changes the next shell to be fired to be a slug, holding it down reloads all chambers to be slugs. Reloading all chambers can be interrupted to have a mix of slugs and shells.
Quirk: This shotgun has more stagger and damage than other similar shotguns, at the cost of reload speed.
Gameplay Notes: A more aggressive shotgun counterbalanced by slower reload speed, and the ability to have multiple slugs loaded.
Commentary: Some fanboys are way too marvel-fanboy for krieg stuff and make it cringe for the rest of us.
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Arbites Vox Legi-pattern Shotgun
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Arbites Vox Legi-pattern Shotgun (https://warhammer40k.fandom.com/wiki/Shotgun)(Dark Heresy: Book of Judgement, pg. 64)
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Desc.:" The primary weapon of the Adeptus Arbites is the Combat Shotgun. It is valued for its stopping power, simplicity, reliability, and for its ability to intimidate. Even the most dusty, ancient Judge haunting the Halls of Judgement on Terra will have cut his teeth on the brutally effective shotgun drills which form the foundation of all Arbites combat training.

A large variety of different Shotgun patterns are used in different Arbites Precinct Fortresses across the galaxy, depending upon the proximity of the local Forge Worlds. The Vox Legi-Pattern Arbites Combat Shotgun is particularly widespread amongst the Arbitrators of the Periphery Sub-sector, and is broadly typical of the weapons favoured by the Arbitrators of the Calixis Sector.

Effectively a large-bore, locally manufactured version of the shotgun designs used by many planetary enforcers, the Vox Legi is a devastating and adaptable weapon that fires shotgun shells nearly the size of those of Astartes Assault shotgun. The increased size of the weapon reduces its ammunition capacity compared to that of its fellow shotguns, but it still remains more powerful and adaptable than a standard shotgun. Most patrolling Arbitrators take advantage of this flexibility by carrying a variety of shotgun shell types so as to offer them different tactical options in the event of encountering a situation that requires their intervention.

Over-engineered by a considerable margin, the weapon is also perfectly capable of being used as a large club in close combat. It is also designed for maximum psychological impact, with a very audible pump action (standard Arbites riot training makes use of this). The sound of a hundred Arbitrators simultaneously chambering their weapons has ended countless riots over the millennia. This pattern of combat shotgun is particularly widespread amongst the Arbitrators of The Periphery, and is broadly typical of the weapons favoured by Calixian Arbitrators. "

Personal Desc.: "For all intents and purposes, this is a knock-off space marine shotgun that our local space cops realized was really, really good at blasting apart hordes of stinky civilians. I'm sure it has nothing to do with the Arbites trying to one-up the Navy in shotgun fetish."
Primary Fire: Obliterate dissidents. (Fire a shell)
Secondary Fire: Melee bash, hold and release for heavy melee
Alternate Fire: Load Executioner Shotgun Shell. This shell automatically weakspot hits the target that the player pings. These shells are limited and operate similar to the Exterminator Shotgun's shell mechanic.
Quirk: Has access to aimbot shells so you can larp as the tree humper from Vermintide 2.
Gameplay Notes: Fantastic weapon, massive shells that cleave and stagger, and access to Executioner Shotgun Shells which locks on to your pinged target and is guaranteed to headshot them, making shooting snipers at a distance trivial. The downside is that this shotgun is bulky, has limited magazine capacity, slower reload, and has a smaller limited number of Executioner Shotgun Shells.
Commentary: I AM DUH LAW! (360 no scopes you with aimbot shell.)
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Scatheros “Blackhammer” defence shotgun
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(Note: The above image is an artist's interpretation of a Blackhammer Shotgun)

Scatheros “Blackhammer” defence shotgun (https://warhammer40k.fandom.com/wiki/Shotgun)(Dark Heresy RPG:The Inquisitor's Handbook pg 114 & 121)

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Desc.:" Notorious for its sheer destructive power, the Blackhammer has a carefully crafted barrel fitted and an equally well-crafted stock and firing mechanism, all constructed to safely fire a single massive shell, more than twice the size of a standard shotgun cartridge with many times the power. Each shell is custom-made and filled with dozens of heavy pellets the size of stubber rounds, backed by a huge charge; the quality of the barrel breach and stock are vital to keep the weapon from tearing itself apart with every firing The weapon’s short range and single-shot capacity are often overlooked in favour of its immense stopping power, although, like many such weapons, it can prove dramatically less effective against targets with heavy armour. It has a ferocious recoil and its ammo is as hard to come by as the Blackhammer itself."

Personal Desc.: "It's the "Runty" version of the Kickback the Ogryn blasts in the vague direction of heretics. If you somehow don't know what that is, then tha Blackhammer shotgun is something comparable to a 40mm grenade launcher firing a massive buckshot round, but you know, 40k so everything is bigger and has a bit more oomph."
Primary Fire: Fire, turning everything in front of player into swiss cheese.
Secondary Fire: Brace, reducing recoil and tightening cone of fire (40k vidya game magic
gunpowder takes time, shut up)
Alternate Fire: Offhand punch.
Gameplay Notes: Does the same thing the kickback does, just trading range and damage for reload speed and mobility.
Commentary: Size doesn't matter, it's how you use it.
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Varonia Honorbound Pattern
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(Note: This is an artist's interpretation of the Varonia Honorbound Pattern)


Varonia Honorbound Pattern (Wrath & Glory: Departmento Munitorum Shotguns:pgs. 5-8)

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Desc.:" Throughout the various vessels of the Varonius Flotilla, the “Honorbound” is perhaps the most commonly found variant of Shotgun-type weaponry. Made available to all crew via security-controlled defence lockers in instances of incursion, this pattern is favoured in such circumstances due to both the multiple functional applications of its design and its ease of use by untrained personnel.

Robustly constructed, the Varonia Pattern consists of a simple, magazine-fed squared body and wide-bore barrel specifically designed for the rigours of ship-board combat; at short range this weapon can be devastatingly effective in stopping an enemy advance. Should the user be engaged at close quarters, the weapon’s stock is reinforced and contains an elongated ceramite weighted component at its base allowing for the firearm to be utilised as a simple, yet effective, bludgeoning type combat weapon. "

Personal Desc.: "Picture this:
You're taking a break after a 27 hour shift on a Universe Class Mass Conveyor, formerly a grain barge, "The Master that Feeds. Your ship has just left orbit after dropping off 275,000 guardsmen to fight the local Ork incursion. You're sipping on your coppery tasting mock-tea. It's one of the few pleasures you've earned after 10 years of service as an auxiliary hallway guard. As you let the hot, waxy liquid boil down your throat warming up your insides, there's a sudden blare, cut off by the ships vox-hailer.

"ALL HANDS, ALL HANDS. WE ARE UNDER ATTACK! PREPARE TO REPEL BOARDERS! I REPEAT PREPARE TO REPEL BOARDERS!! XENOS SCUM DESIGNATED AS OR-"

There are several gargantuan vibrations that emanate through the hull below and above you, lumen globes flicker and some begin to fail. You run to the nearest defense locker, not wanting to be stuck with your worn-out las-pistol against a horde of greenskin monsters. You hear bellowing down the corridor and the sound of solid shot and lasfire, the screams, and a small rumbling. The locker chimes open as you pull out a VHP-Shotgun, this venerated design is already loaded and ready to deliver the Emperor's wrath. A horde of gaunt wicked skinny green skins rush at you in a wave, screaming and laughing, firing rounds seemingly at random, brandishing wicked looking stabbing daggers. You fire your shotgun over and over until you're forced to empty the powerpack of your lasgun, there are so many little devils there's no time to reload, as you desperately begin to club and kick the little bastards. Several cuts and grazes later, no more of the imps rush out. Then out of the gloom an Ork monster rushes you with a massive man catcher, his bulk takes up the entire hallway. You meet his contraption with the butt of your shotgun, although you can feel the cartilage in your arm grind painfully, the reinforced butt of the shotgun withstands the blow with ease. Unfortunately you are flung off your feet like a child being battered. The creature huffs in amusement as you scramble desperately to your feet, before attempting to stab, no, catch you with that horrific device. God Emperor the monster means to take you alive! In an act of desperation more than anything, gripping the barrel with both hands you overhand the shotgun with all your might, and all your weight..."

Primary Fire: Fire the shotgun in semi-auto
Secondary Fire: Aim down sights
Alternate Fire: Melee bash similar to double barrel shotgun, press for quick attack, hold for charged melee attack.
Gameplay Notes: Neat shotgun, the box magazine ensures reloading all of your ammunition at once, and the reinforced shock melee makes it decent at dealing with enemies without having to switch to your melee weapon. The shotgun is remarkably average, it's advantages being semi-automatic, the box-magazine, and the melee bash. It should be a pretty popular choice for players who want a shotgun that can keep up sustained fire quickly, and allow them to maintain the shotgun even in close quarters melee.
Commentary:

"This world is his world, it isn't xenos world
I got a shotgun, and xenos don't got none
If xenos don't get off, I'll blow xeno's head off
This world was made just for him"
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Hack Shotgun
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(Note: Stand in image.)

(Note: Stand in image.)

(Note: Stand in image.)

(Note: This is a joke image, I just thought it would be funny.)



Hack shotgun (Dark Heresy: The Inquisitor's Handbook:pg 115)

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Desc.:"Known by a wide variety of nicknames on different worlds, this is a conventional double-barrel shotgun, cut down to the smallest possible size and rigged to fire both of its barrels at once from a single trigger pull. Although very short-ranged and hardly a precision weapon, the twin blast is still devastating against unarmoured targets, and the sight of one can have a very salutary effect on bystanders. A Hack is no substitute for a true combat weapon though, as many a ganger faced with carapace-armoured enforcers has found to their cost. "

Personal Desc.: "I was tempted to add the Epitaph from Necromunda:Hired Gun as a stand it, but the Hack Shotgun explicitly fires both barrels with a single trigger pull, and it's explicitly NOT a double barrel shotgun which is a specific weapon type in 40k. I think as a result it does add a unique bit of flavor for this Mad Max roleplay blaster, and I think it sits nicely as a human sized kickback equivalent if you didn't like the other shotguns as a contender for that role."
Primary Fire: Double Kerblam!
Secondary Fire: Brace, reducing cone of fire using video game space magic.
Alternate Fire: Offhand punch!
Gameplay Notes: Probably the most aggressive run and gun blaster that can be conceived, what it loses in range, armor piercing, and cone of fire, it makes up for in sheer spread, close damage, and mobility. This is a crack-wizards firearm, the thing a diehard would use putting two massive buckshot spreads into a horde of ragers to knock them on their asses. When you want to punch holes through a horde whilst on the run, this is what you want. I'd even go as far as to say that the hackshotgun should apply stacks of bleed by default, at the cost of having absolutely pathetic armor penetration.
Commentary:

“The gangs took over the transways, ready to wage gang war for a tank of promethium, and in this maelstrom of decay, ordinary imperials were battered and smashed. Imperials like Max, the warrior Max.”

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Skitarii Vanaheim-Pattern Assault Shotgun
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(Note: This is an artist's interpretation of the Vanaheim-Pattern Assault Shotgun)



Skitarii Vanaheim-Pattern Assault Shotgun (Dark Heresy: The Inquisitor's Handbook: pg. 134)

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Desc.:"These robust and tested shotguns are standard in the armies of the Skitarii Provosts that take the rule of enforcers on Mechanicum worlds. The weapons feature an inbuilt red-dot laser sight and a melee attachment in the shape of a retractable saw-bladed bayonet as standard."

Personal Desc.: "The cogboys get all the gizmos standard don't they? Well this is pretty straight forward, it's a semi-automatic shotgun with a laser sight and a bayonet. It's the standard for the police version of the space cops... so a robocop shotgun, specifically designed to remove the filthy meat people whenever they dare have a riot."
Primary Fire: Fire a shell
Secondary Fire: Aim down sights
Alternate Fire: Pressing the alt fire button will cleave attack slash with bayonet. Holding down alternate fire will retract the bayonet, then the player will jab out, and deploy the bayonet for a powerful single target attack.
Quirks: Has a laser sight on by default.
Gameplay Notes: What's not to love about this shotgun? It features decent reload speed, a laser sight, a bayonet... oh... the weight. That explains the bayonet. You won't be quick switching in and out of this bulky shotgun, but the bayonet will protect you in melee. Otherwise it fills the role a shotgun would, just with tighter spread.
Commentary:
"Dead or Servitor you're coming with me."

Oh I also like to imagine that the mechanism that toggles the bayonet is a cog or a gear that interfaces with the saw-toothed groves of said bayonet.

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Autopistol Cypra Mundi "Irontalon" Pattern
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(Note: This is an artist's interpretation of a Irontalon.)



Cypra Mundi "Irontalon" Pattern (Dark Heresy: The Inquisitor's Handbook: pg. 161)

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Desc.:"Produced on the Segmentum Fortress of Cypra Mundi, these are standard with Imperial Navy officers in the region. They are shorter in range than a standard Autopistol but use fragmenting ammunition that's highly effective against human targets."

Personal Desc.: "On the cusp of being an Ork favorite, the Irontalon Autopistol is a poor-man's automatic bolt pistol, featuring the ability to pistol whip coward's into pulp. The Imperial Navy does get a lot of fun guns, don't they. Come to thing of it, this thing is just a pocket sized diet bolter that isn't as bulky, and trades armor penetration for stopping power."
Primary Fire: Fire automatically
Secondary Fire: Brace, reducing cone of fire and recoil
Alternate Fire: Pistol whip
Quirks: Rounds fragment on hit, creating a shredding effect. This can be interpreted as either bleed or stagger or a combination of both.
Gameplay Notes: A really fun weapon, it's automatic and explosive which would make it a fairly decent horde clear weapon, except that it is held back by it's limited 15 round magazine size, VERY short range, and is fairly bulky, meaning it's a lot less mobile than you'd expect. The ability to melee is crucial as a result of the small magazine capacity you may be often caught out trying to reload. But if you want to bring anything down to its knees whilst shredding it to ribbons (and you can't get a bolter) then this is what you want.
Commentary: "What do you mean we're getting DIET bolters?"

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Lathe Pattern Boarding Gun (Shotgun)
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Lathe Pattern Boarding Gun (Shotgun) (https://warhammer40k.fandom.com/wiki/Shotgun#Lathe_Pattern_Boarding_Gun)

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Desc.:"Essentially a large-bore, triple-barrelled Shotgun, the weight and hitting power of Lathe-pattern Boarding Guns has made them infamous across the Calixis Sector and Koronus Expanse.

Loaded with heavier, more powerful shells than most Shotguns, the weapon has punishing recoil that, combined with its weight, makes it impractical for any but the strongest men to wield."

Personal Desc.: ""
Primary Fire:
Secondary Fire:
Alternate Fire:
Quirks:
Gameplay Notes:
Commentary: ""

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Volg “Meat Hammer” Scattergun
Volg “Meat Hammer” Scattergun

The Volg “Meat Hammer” Scattergun, named after the tendency to turn flesh into unrecognisable chunks, is a specially constructed, triple-barrelled, open choke shotgun. It is usually fired from point-blank range and can all but destroy a living person’s body in a single shot.

Dark Heresy: The Inquisitor's Handbook: 16c: pg. 116
Shotgun ammo
XII Auto-GuideSys Targeting Shell - Favoured by the noble prosecution forces of Gilead Prime, these shells pair directly with the targeting system of the Shotgun before making use of an intelligent guidance system built into the shell itself that allows each round to track and hit targets with great accuracy. In situations that require apprehending high-priority scum or recidivists who have cowardly sought refuge among busy crowds or densely populated areas, the VXII Auto-GuideSys round excels. Fired at range the shell takes an initial moment to acquire bio-lock on its target before relentlessly pursuing them to their explosive conclusion. Due to their complexity, this ammunition type requires the use of sophisticated targeting equipment unavailable to most. Wrath & Glory: Departmento Munitorum Shotguns: 31b: pgs. 10-13

Executioner - Executioner rounds are most commonly used by agents of Adeptus Arbites. They contain a tiny artificial guidance system that allows them to home in on their target. However, it takes a moment for them to acquire their target and so are more accurate at longer ranges. Inquisitor Rulebook, pg. 57

Avachrun Forgeshot - These shells are manufactured in Avachrus where mineral-dense dust is gathered as a by-product from the industrial extraction of the planet’s core and then recycled and pressed for further reuse. These condensed slabs are then used in the fabrication of shell casings for the famed Forgeshot. With a metallurgical density several times that of common steel, the resultant shot can easily puncture through armour or bulkheads at short range. Wrath & Glory: Departmento Munitorum Shotguns: 31b: pgs. 10-13

Biologis Impacter N-MF-76 - Specifically designed by representatives of the Adeptus Mechanicus stationed on Nethrius for the persecution of organic targets, the Biologis Impacter X76 round contains a lethal synaptic inhibitor poison derived from the native megafauna. The round consists of small glass beads in replacement of the standard ceramite shot. These shatter on firing, releasing their virulent contents and creating a deadly hail of toxin-tipped shards. When hit, the deadly toxicant within acts upon the target's biology at a cellular level. This ensures that should the initial force fail to completely neutralise the threat, within a few seconds they are rendered incapacitated as the poison runs rampant through their system, allowing for them to be dispatched with ease. Wrath & Glory: Departmento Munitorum Shotguns: 31b: pgs. 10-13

Bolt - A charge adapted from bolt shells it retains many of its properties and increases the lethal range of the shotgun. Necromunda: Underhive pg. 40

Cryptclearer - These explosive shells rupture on contact, showering the area of the blast in lethal shrapnel. Used in areas where densely packed or fast moving Xenos foes would seek to gain advantage, the lethal fragmentary payload quickly spreads within enclosed spaces, cutting down threats with ease. Wrath & Glory: Departmento Munitorum Shotguns:31b: pgs. 10-13

Hellfire - These bullets contain a small phial of acidic toxins that burn the flesh and affect the victim's nervous system if not stopped by target's armour. Inquisitor Rulebook, pg. 57

Inferno - These bullets contain a phosphorous gel that ignites on contact and may put their target on fire with lethal results. Inquisitor Rulebook, pg. 57

Man Stopper - A particularly heavy solid cartridge with a massive propellant charge. It is more powerful than a normal solid shot, with superior armor penetration even to the modified shotgun Bolt shell. Necromunda: Underhive pg. 40


Autopistol Hax-Orlock Puritan-14 Execution Pistol
The Hax-Orlock Puritan-14 Execution Pistol is a squat dual-barrelled autopistol with an integral single shotgun cartridge chamber. Designed for covert kill squads, it is wielded by the Adeptus Arbites and the Magistratum Crimson Sashes of Sibellus. Some copies can also be found on the black market. Dark Heresy: The Inquisitor's Handbook: 14b: pg. 117
Autopistol Hecuter 9/5 Heavy Combat Autopistol
A copy of another famed design manufactured by the Orthlack of Gunmetal and often regarded with some justification as a “prince among pistols”, Hecuter is tooled and balanced to exact tolerances, making it quite controllable despite its large calibre for an autopistol. Its clip projects somewhat from the angled grip, giving the weapon a distinctive profile, while despite its size, its excellent design makes it an “easy carry” from shoulder rigs and quick-draw holsters. Dark Heresy: The Inquisitor's Handbook:

14a: pg. 115
Autopistol Ius automatic pistol
Crafted by the gunsmiths of Gunmetal city in Scintilla to be as sturdy as possible, Ius is a solid and unspectacular yet utterly reliable weapon. Normally used by Calixian Arbites as a backup firearm, it is ubiquitous amongst both the Calixian Arbites and planetary enforcers of Scintilla. Typically issued to junior ranks within both organisations, Ius is designed to be foolproof and to withstand punishment that would damage other firearms. Dark Heresy: Book of Judgement, pg. 63
Tankstopper Rifle
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Tankstopper Rifle (https://wh40k.lexicanum.com/wiki/Tankstopper_Rifle)
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Desc.:"The Tankstopper Rifle is a heavy mounted anti-material Sniper Rifle, that is used by Ratlings in the Astra Militarum.These guns are rigged with an array of repurposed power packs and weapon that enable them to pierce heavy armor."
Personal Desc.: A Tankstopper is what the name implies, the "Anti-Tank" version of a lasgun with all the benefits and drawbacks. Tankstoppers, wait why am I getting déjà vu? And where's my spare Lasgun Batteries?!.
Primary Fire: Fires with wind up "charge" delay
Secondary Fire: Aim down sight/Brace
Alternate Fire: Toggle firemode between using small shots or expending all energy loaded into the "magazine".
Quirks: A big version of the Lucius Helbore Lasgun lacking any melee capabilities.
Gameplay Notes: A ranged weapon more focused on dealing with hard targets such as enemy Ogryns, Maulers, and Bosses. Should pierce/cleave through enemies. Should be considered the "las" version of the Ogryn's Heavy Stubber. I'd differentiate it from the Lascannon by making it less "bulky/unwieldy" with windups/charge times etc, and give it less damage.
Commentary: This would likely be an Ratling firearm as this unique but somehow prolific ratling killteam weapon was made for them. Though nothing is really stopping an actual human from taking this useful heretic killing weapon away from the thieving little ♥♥♥♥♥.... if you don't mind four hundred generations of little murderhobos trying to poison or friendly fire you.

Also for some reason it has the same size and stats as the new ♥♥♥♥-marines Primaris "Las-Fusil". Wait a minute THOSE LITTLE SHI-
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Autopistol Panoptic 0-5 Automata Pistol
The Panoptic 0-5 Automata Pistol is constructed as part of an aspiring tech-priests trial under instructions of a Lathe Myrmidon. After being assembled out of a random, incomplete pattern, most finished Panoptics are sacrificed on the plasma-fire altars of the Machine God. Afterwards, many tech-priests continue to produce the Panoptic to better their skills and to meditate. These weapons are than used by the tech-priests themselves or are gifted to favourite servants. Sometimes, they are even purchasable. Dark Heresy: The Inquisitor's Handbook:14e: pg. 134
Autopistol Sulymann Encarmine Service Autopistol
A sophisticated autopistol no larger than the average compact stub gun the Encarmine packs a lot of firepower into a relatively small frame, sacrificing stopping power for a reduction in size and increase in clip capacity. Unfortunately the weapon lacks the kick to deal with heavy armour, limiting its use. It is widely carried for personal defence and as a sidearm by “second liners”, such as plainclothes enforcers, hauler rig crews and merchants’ factors. Dark Heresy: The Inquisitor's Handbook:

14a: pg. 115
Autopistol Volg “Ripper Clip” Autopistol
The Volg “Ripper Clip” Autopistol is a bulky autopistol that is purposely designed to be as cheap as possible to maintain. It is manufactured out of industrial spares and crude pressed metal parts. Instead of caseless ammo, the Ripper Clip uses basic stub rounds that are loaded in a vertical strip that is wrenched trough the gun by the act of firing. This also creates a distinctive loud banging-rattle which ends in a clatter as the spend strip is discarded to the ground. Dark Heresy: The Inquisitor's Handbook:14c: pg. 118
Autopistol Voss pattern Mk 10

The weapon on the picture has been heavily modified for night- and tunnel-fighting. Removing the original flash suppressor, it has had a home-made silencer fitted. It also has had a wrist loop added and has been blackened for camouflage. All other changes, including its counter-weight are due to it being the older Mk 10 version. Imperial Armour Volume Six - The Siege of Vraks - Part Two, pg. 148
Ripper Pistol (Update)
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Ripper Pistol (https://wh40k.lexicanum.com/wiki/Autopistol#fn_4_back)
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Desc.:”This modified Autopistol fires specially designed armour-piercing metal shards containing a vicious cocktail of venomous chemicals with deadly accuracy. The initial wounds caused by the shards allow the venom to enter the victim's bloodstream and cause death, and thus the weapon can bring down the largest opponents in a single shot. It is designed so that if the vicious impact of the bullet doesn’t kill the target, the poisons flooding into its bloodstream will. Often, they are the final word in terminal close encounters. Ripper Pistol is favoured by those who venture into hostile jungle planets and Death Worlds.”
Personal Desc.:
Primary Fire:
Secondary Fire:
Alternate Fire:
Quirks:
Gameplay Notes:
Commentary:
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Liberator Autostub (Stub Revolver) (Potentially)
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Liberator Autostub (https://warhammer40k.fandom.com/wiki/Liberator_Autostub)
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Desc.:”The Liberator Autostub is a reliable Imperial stub revolver that is chambered for extremely powerful armour-piercing slugs and has become an iconic status symbol. It is not only the favoured armament of the Adeptus Arbites and Hive gangers alike, but also the weapon of choice for Genestealer Cults' Kelermorphs to wield, who distinguish themselves from everyone else by using depleted volonium tipped shells that can pierce power armour and even the hulls of light tanks.”

"On some Hive Worlds infested by Genestealer Cults indentured workers risk their lives to smuggle traces of lethal chemical elements out of the sprawling arms factories in which they toil away their existence. They fashion these rare elements into custom bullets, slugs of metal tipped with depleted volonium that can pierce Power Armour and even the hulls of light tanks. "
Personal Desc.: To the town of Aquilla Anaiel, Drove a stranger one fine day, Hardly hissed to folks around him, Didn't have too much to say, No one dared to ask his business, No one dared to make a slip, The three armed stranger there among them, Had a big iron on his hip, Big iron on his hip....
Primary Fire: Fire a round
Secondary Fire: Aim down Sights
Alternate Fire: Load a depleted volonium tipped shell
Quirks: With the introduction of limited special ammunition from the Arbites DLC, the Liberator Autostub has access to five depleted volonium tipped shell which have infinite cleave and does immense weakspot damage. These shells can only be resupplied by ammunition crates.
Gameplay Notes: A slower firing stub revolver that has increased weakpot and critical damage, using depleted volonium tipped shells strategically to clean up hallways or take down a hard target.
Commentary: For the love of Yehaw blasters, if this is added, don't make it as goofy looking as the Stub Revolvers currently in game.
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Persecutor Combat Shotgun
Persecutor Combat Shotgun

Favoured by Arbitrators sent to space-borne postings such as voidstations within the Calixis Sector, particularly those expecting close quarters combat, the Persecutor Combat Shotgun is a solid, reliable weapon, designed to withstand the rigours of battle.

To better support the needs of an Arbitrator in combat, there is a retractable shock-prod mounted beneath the muzzle, allowing some of the utility of a Shock Maul without the need to stow the Shotgun.

A Persecutor Pattern Combat Shotgun is often utilised as a Shock Staff in close combat. Persecutor Pattern Combat Shotguns may use any form of special shotgun ammunition.
PMS Ripper
A version of the ripper known as the 'poor-man's storm bolter' is a pair of pistols that can be attached to the user's wrist, leaving their hand free to hold something else. The ammunition for this variant is belt-fed into the weapon from a wearable ammo pack. It is illegal by Arbites decree on many worlds due to it's popularity amongst criminals. Dark Heresy: Ascension, IX: Ascended Antagonists, pg. 203
Naval Pistol (Autopistol)
Naval pistols are heavy, large-calibre autopistols characterized by their robust construction, which allows them to deliver solid blows in melee combat, should it prove necessary. Naval pistols use special fragmenting ammunition designed to inflict minimal damage to ship systems while having a devastating effect on unarmoured flesh. Naval pistols are only issued to crewmen of the Imperial Navy, and are never issued to the Imperial Guard. Nevertheless, Guardsmen often take naval pistols as mementos of a particular journey—when they can get away with it. Only War: Hammer of the Emperor, pg. 112
Scathros "Blackhammer" Defence Shotgun
Scathros "Blackhammer" Defence Shotgun

Notorious for its sheer destructive power, the Blackhammer is comprised of a carefully-crafted barrel fitted to an equally well-crafted stock and firing mechanism, all constructed to safely fire a single massive shell, more than twice the size of a standard Shotgun cartridge with many times the power.

Each shell is custom-made and filled with dozens of heavy pellets the size of Stubber cartridges, backed by a huge charge; the quality of the barrel breach and stock are vital to keep the weapon from tearing itself apart with every firing.

The Blackhammer itself is a rarity whose fame often precedes it. The weapon's short range and single-shot capacity are often overlooked in favour of its immense stopping power, although, like many such weapons, it can prove dramatically less effective against targets with substantial "hard" armour.
Shotcannon (Shotgun)
Shotcannon

A Shotcannon is essentially a cross between a Shotgun and an Autopistol: it is a short-barelled Shotgun with a very rugged and slightly more complex firing mechanism that allows it to fire in a fully automatic mode with a high rate of fire.

The Shotcannon is fed from a large drum magazine containing over fifty shells, allowing for prolonged bursts, and a short burst of a half-dozen shells at point-blank range can easily shred anything not protected by some form of Power Armour.

The weapon is favoured by Imperial Navy voidsmen and boarding parties despite the weapon's powerful recoil and the very limited effective range,as its impressive firepower at close range is perfectly suited to combat inside cramped corridors that are a staple of voidship boarding actions.
SLHG Pattern Assault Ram (Unlikely)
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SLHG Pattern Assault Ram (https://wh40k.lexicanum.com/wiki/SLHG_Pattern_Assault_Ram)
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Desc.:”The SLHG Pattern Assault Ram is a type of breaching weapon used by Enforcer Squads. Includes an underslung Auxiliary grenade launcher.”
Personal Desc.: FBI OPEN UP! Pretty straight forward, it's a pistol driven battering ram with an underslung grenade launcher. They're loaded with either six Choke gas grenades, or Frag grenades, though why they don't load these with buckshot rounds or stun grenades standard is anyone's guess, oh well.
Primary Fire: Similar to the Ogryn's grenadier gauntlet (and using the attack chain definitions[warhammer-40k-darktide.fandom.com]), primary fire click will chain a relentless swipe with lots of cleave but low damage, while charging the primary fire will do an assassin attack where the piston driven ram juts forward for massive knock back and stagger.
Secondary Fire: Brace the assault Ram, using primary fire whilst braced launches a grenade.
Alternate Fire: Toggle between Choke gas grenades or Frag grenades.
Quirks: Melee, multiple grenade types.
Gameplay Notes: "Runty" version of the Ogryn's grenadier gauntlet, the melee lets you stagger lock a crowd of chaff enemies whilst the piston driven ram can give you breathing room or deal with a single target if repeatedly rammed. I assume choke grenades will stun enemies also giving you breathing room, whilst frag can deal with groups of chaff, and stagger armored enemies. The trade off being that this will struggle to deal with snipers or groups of gunners at a distance.
Commentary: It's basically the Ogryn's grenadier gauntlet but you have access to an additional grenade type on the fly, and it trades melee damage for the ability to knock someone down hard with the ram. Oh, and if it wasn't obvious, this weapon is exclusive to Enforcers. You could make the argument that an Arbities could get access to one, but I'd rather that they add Enforces as a DLC class.
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Auxiliary Shotgun
An Auxiliary Shotgun is a cut-down Shotgun holding a single cartridge that can be affixed to a Lasgun or similar weapon, which the user can fire instead of the primary weapon.

These upgrades are particularly favoured for city fighting, where the additional close-range stopping power is invaluable when encountering an unexpected enemy at close-quarters.

The added weight and cumbersome nature of an Auxiliary Shotgun are considered well worth it in such conditions, where long-range fire fights are comparatively rare.
Mezoa Grenade Launcher (Single Shot, Shoulder mounted)
Mezoa Grenade Launcher

Produced on the Forge World of Mezoa this launcher, despite its single-shot nature, is considered a superior weapon in the Koronus Expanse thanks to its superiority in range, accuracy and firing systems compared to other available weapons. 4: Rogue Trader Core Rulebook, pg. 125
Auxiliary grenade launcher
https://wh40k.lexicanum.com/wiki/Auxiliary_grenade_launcher

Auxiliary grenade launchers are smaller versions of the Grenade Launcher which attach to other Imperial weapons such as bolters, lasguns, and autoguns (though pistols are too small to carry them) and allow the user to lob pre-primed and preloaded grenades at the enemy.[1]

The auxiliary launcher is used by throwing a catch which deactivates the primary weapon's firing mechanism and activates the launcher's, allowing a pull of the trigger to launch a single grenade at the enemy and hopefully destroy it.[1]

Many auxiliary grenade launchers have their own internal magazine allowing them to carry multiple grenades, however they are always preloaded with a single type of grenade. This is most often krak grenades, providing extra short-range firepower and vehicle-busting capacity, but they also accept frag grenades and other common varieties.[1] Other launchers are single-shot only, and while able to fire a variety of grenade types their added weight and cumbersome nature means most users rarely bother to reload once expended.

Examples:


Rivet Cannon
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Rivet Cannon (https://wh40k.lexicanum.com/wiki/Rivet_Cannon)
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Desc.:"The 'krumper' Rivet Cannon is a type of construction equipment used as a makeshift weapon in places such as Necromunda. This improvised weapon fires rivet nails at a target. An enlarged version known as the Heavy Rivet Cannon exists that can fire fully automatic."
Personal Desc.: It's a big nail gun. I mean rivet gun. It launches giant tubes of pointy metal that will attach you, or your recently torn off limb to the wall.
Primary Fire: Fire a rivet with lots of recoil and cone of fire
Secondary Fire: Brace Rivet Cannon and show projectile path, reduce recoil
Alternate Fire: Melee bash or light toggle
Quirks: Rivet gun can "rivet" enemy corpses to world geometry
Gameplay Notes: A VERY high cleave weapon that dominates in hallways and can pin enemies to the wall, does a lot of weakspot damage, but hard to aim, and follow up shots precisely.
Commentary: If you want an example of how this should act and feel, look up the rivet gun from deadspace 2 and emulate that.

Likely an Ogryn weapon, but this tool was designed for human use.

There's another variant called the "Heavy" Rivet Cannon, which is larger, has a higher capacity, and features fully automatic fire, and can super-heat the rivets like the half-life 2 Resistance Crossbow.


So if it's feasible both should be added, with the normal variant being for the runts, and the heavy variant with automatic fire being for real Ogryn lads. holding secondary fire on the Heavy RivetCannon should fill up a heat meter similar to the flamethrower, which applies a "super heated" status effect to each shot, expending heat meter to apply the burning status effect to hit targets.
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Storm Welder and "Heavy Storm Welder"
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Storm Welder (https://wh40k.lexicanum.com/wiki/Storm-Welder)(Necromunda: House of Chains)
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Desc.: "The Storm-Welder is a type of welding weapon used on Necromunda that incinerates foes."
Personal Desc.: One of the few electric weapons you could feasibly get without having to be a cogboy, the Storm Welder, like most of Necromunda's weapons lack description. From the stats though we can gather that a Storm welder has roughly the same range as a shotgun using slugs (at around slightly more than a Meltagun's effective range), and relies on stunning and frying enemies to kill them. So... in darktide's context it's basically the "Electrokinetic force staff" (lightning staff), but a lot more bulky and running off of batteries like a lasgun.

So here's the weird part and make note of this. In some artwork, the Storm Welder is being depicted as bulky as a Hellgun, whilst the miniature and context art shows something that looks twinlinked. The way I interpret this is that the normal "Storm Welder" is the "rifle" sized variant above, and that the "Heavy Storm Welder" is the variants show later below. I want to note again that this is my own personal attribution to it, and that officially all Storm Welders are the Heavy variant.




b]Primary Fire:[/b] Fires a cone of electricity similar to the Psyker's Electrokinetic force staff
Secondary Fire: Brace weapon, on primary fire emits a cone of electricity similar to the Electrokinetic force staff, but jumps more targets whilst building up heat.
Alternate Fire: Swing weapon, or cool heat meter.
Quirks: When heat meter gets full, can operate weapon whilst zapping (damaging) user.
Gameplay Notes: Operates like the Psyker's "Electrokinetic force staff" except a lot more bulky and a tighter cone. It should probably operate between the bounds of the Psyker's Electrokinetic force staff and bio lighting, being a type of flamerthrower that also stuns enemies in place.
Commentary: Fun little tool that has the added benefit of not letting monsters from hell manifest in your butthole. Also useful for sealing bulkheads and welding enemies to slag.

If a "Heavy" variant is included I'd give the brace and heat mechanic to it, give the regular Storm Welder a bayonet that can be swung using alt fire, and give the regular StormWelder a tighter cone that ignores lock-on when using secondary fire.

As usual, the Heavy Variant should probably be exclusive to the Ogryn, but it wouldn't be out of place to let runtys have it.


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Veterans/Twin Linked Lasgun
https://1d6chan.miraheze.org/wiki/Lasgun_Patterns

An actual twin-linked lasgun. Well, more like the lasgun version of a storm bolter. Yeah we joke about the whole laser pointer = twin-linked thing over here, but the real deal is pretty badass. Forge Worlds and munitions plants of the Imperium rarely stray from their precious STC templates. However, soldiers in the field might alter their weapon of choice for longer range or increased firepower to better fight the enemies of Mankind. The Veteran's Lasgun for example is one of these field modifications having a second barrel installed under the first for increased firepower.
Harpoon Launcher
Fractrix Pattern Assault Laser
The Fractrix pattern assault laser is produced by Forge World Fractrix. Capable of firing five shots per second, it uses twin power packs allowing for fifteen seconds of continuous fire. It is also fitted with a multiple target designation range-finder able to detect heat patterns and a safety located above the trigger guard which controls power to the gun and optical array. While the weapon is very reliable, its focus prism requires replacement after every thousand shots, a process which requires a Tech-priest to perform and greatly limits its utility during extended firefights. Adept Gudmanz of the 13th Penal Legion once oversaw the assembly lines which produced these weapons until his conviction.[25]



https://wh40k.lexicanum.com/wiki/Lasgun#Lascarbine
Merovech Model 481 "Persuader" Lasgun
Designed for close combat assaults, trench fighting, and urban warfare, the Model 481 "Persuader" Lasgun is a pulsing laser weapon capable of a tremendous rate of fire. Though intended for use by planetary militias and the Imperial Guard, the Persuader has also carved a niche for itself among underworld figures looking for an edge in sheer firepower. The compact size of the Persuader, combined with its high volume of fire, makes it an excellent all-around choice for most combat situations, though its relatively short range can be a liability on an open battlefield. For most, however, its shortcomings are far outweighed by the Persuader’s utility, especially when paired with an oversized "drum" power pack that nearly doubles the weapon's capacity.

https://wh40k.lexicanum.com/wiki/Lasgun#Lascarbine
Sollex Pattern-IX “Death Light” Lasgun
Made to the requirements of the Magnagorsk guilds by the Mechanicus sect of Sollex, the Death Light is an extremely powerful compact lasgun with a folding stock designed to fire high-energy blasts. These blasts, considerably stronger than a normal lasgun discharge, can easily burn through the thick insulation suits worn throughout Magnagorsk hive. Their power hungry nature, however, means Sollex guns are far less efficient than most las weapons and dangerous if overcharged.

https://wh40k.lexicanum.com/wiki/Lasgun#Lascarbine
Triplex Pattern Lasgun
A highly refined variant of the standard lasgun, the Triplex offers alternative firing modes that make the weapon more versatile on the battlefield, alternating between a "standard" mode, a "precision" mode for increased accuracy, and an "incineration" mode for sheer destructive power.

https://wh40k.lexicanum.com/wiki/Lasgun#Lascarbine
Integrated Lathe-Lasrifle
Originally derived from an ancient archeotech design, the integrated Lathe-Lasrifle packs a greater punch than regular Lasguns. Standard rifle of the Crimson Guard, Lathe-Lasrifles are fast becoming a more and more common sight throughout the Calix Sector.
Lasburst Twin Lasgun
Considered old even among the ancient nature of most Imperial weapons, twin lasguns are a rare sight on the battlefield. First produced millennia ago, their design was never perfected as other patterns soon superseded the Lasburst’s unreliable nature. Still some appear on battlefields, either as ancient devices or low-grade versions manufactured in lesser munitions factories. While not as dependable as a regular lasgun, Lasbursts offer a much stronger fire rate by literally doubling the normal firepower.

https://wh40k.lexicanum.com/wiki/Lasgun#Lascarbine
Locke-Pattern Lascarbine
A lighter, cut down version of the lasgun, the lascarbine has fewer shots and a shorter range but is easier to carry and aim, often coming with a folding stock.

https://wh40k.lexicanum.com/wiki/Lasgun#Lascarbine
Minerva-Aegis Las Carbine
The MVI 'short-body' Lascarbine is produced on Urdesh and used by the Blood Pact sirdars (sergeants). It is designed to be used by drop-troops, featuring a folding-stock, top-sight, muzzle cowling and under-baffles, all of which can be stripped away. The sling can be shortened and reattached to locking rings welded above the power cell slot.
Web Pistol, Webber, Heavy Webber
Blast Pistol, Blast Carbine, Blast Rifle, Heavy Blaster
A note on Bolt Revolvers.
No I am not talking about the ones the Space Dwarves Squats "League of Votann" use in the new lore or some of the rare ones some space marines may have. There are several examples of Bolt Revolvers in the setting used by high ranking Officers, Inquisitors, Rogue traders in various stories/novels etc that's it's worth mentioning, but they're of one-off custom make and use more often then not very highly specialized exotic rounds that epitomize the idea of a power gamer and grimdark logistics/manufacturing in any setting.
Plasma Cannon
Grenade/Throwable
Demo-Charge
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Demo-Charge (https://wh40k.lexicanum.com/wiki/Demolition_charge)(https://warhammer40k.fandom.com/wiki/Demolition_Charge) (https://wh40k.lexicanum.com/mediawiki/index.php?title=Demolition_Charge_Packs)(Imperial Munitorum Manual pg 52~53)

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Desc.: "The demolition charge is a short-range explosive carried primarily by the Imperial Guard.

It is effective simply because of its strength but has a dangerously short range (as far as a person can throw it). This limitation makes it just as dangerous for the attacker as it is for the defender.

"Demo charges" are primarily used as anti-personnel weapons, although the power of the typical explosive charge can damage or destroy tanks and fortifications. A standard-type charge looks similar to a flattened cylinder and weighs around two kilos and detonates upon impact after being activated and thrown. Its lethality sphere is supposed to be around twenty metres. Demolition charges are not always standardised, however, and often are actually improvised in the field. As a result, there are numerous variances in weight, appearance and detonation method. A common improvised demolition charge is simply a group of tube-charges taped together and set off remotely by wire or timed det-tape.

Guardsmen who volunteer to carry a demolition charge are authorised to request better food and ration allowances.
"
Personal Desc.: Yes, the "spicy plate" you attach to the wall is a Demo-Charge, Ogryn. But not all Demo-Charges are in that configuration. In fact most demo-charges consist of blasting charges bundled and wired to the same detonator, and as the sources say, are used as anti-personel weapons. It's just that the size of the explosion makes it useful for... well exploding things you want exploded.
Gameplay Notes: As far as gameplay is concerned, it's the Ogryn's fragbomb in functionality with a longer timer, and much shorter throwing range. It would be nice if you could attach it to surfaces or enemies, but that isn't strictly required.
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Scare gas grenade
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Pictured: An entrepreneurial Imperial Citizen of Gothhive. He was later subdued by a resident nightlord cosplayer. Both were thrown into a protein recycling furnace.

Scare gas grenade (https://wh40k.lexicanum.com/wiki/Scare_gas_grenade)

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Desc.: "Scare gas grenades, or Scare grenades, produce a form of non-persistent nerve gas. The effects generated are the psychological and physical symptoms of anxiety. Scare gas can be absorbed through the skin and is rapid-acting, and therefore highly dangerous. It dissipates in ordinary atmospheres just as rapidly, however.

Typical battlefield reactions to being hit by Scare grenades include unwillingness to move or to fire one's weapon and even the refusal of direct orders. The need to escape danger can result in troops completely retreating."
Personal Desc.: If you ever wanted to make someone piss their pants or roll around on the ground whilst screaching, let me introduce you to hard drugs. The Scare Gas Grenade is a close second though. When the vapors of this hellish bit of trolling touches any part of your skin, you'll be seeing flaming spiders with metal spikes wearing commissar hats crawling all over your body eating your eyes, and you will feel every second of it too. DO NOT USE ON SLANESSHI CULTISTS.
Gameplay Notes: In terms of gameplay, it's a smoke grenade that stops enemies from being able to shoot or melee attack. Though knocking them down should also be acceptable. I wonder what scares a nurgle worshiper? Soap?
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Blind Grenade
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Blind grenade (https://test40k.lexicanum.com/wiki/Blind_grenade) (https://warhammer40k.fandom.com/wiki/Blind_Grenade)
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Desc.: "Blind grenades are a more complex version of a smoke grenade, releasing a dense dark grey smoke cloud as well as infrared bafflers and broad spectrum electro-magnetic radiation and chaff to disrupt enemy scanners. The broad range of interference makes most forms of direct attack through it impossible, though the effect only lasts for a short time and the cloud can quickly dissipate given the correct weather conditions."
Personal Desc.: It's a smoke grenade that interferes with thermal vision and electronic sensors.
Gameplay Notes: So the big question is, Thunder Warriors vs Primaris, the second big question is how is this different than the already existing smoke grenade in darktide? Well one method could be that where smoke grenades protect you from enemy fire, I think that Blind grenades should prevent enemies from being able to fire in the first place, forcing them into the reload animation state if the smoke collides with them on top of it protecting you from enemy fire, with the tradeoff being that smoke grenades last longer. Now, some of you dingleberries might be wondering how this can effect analog firearms, well the answer is shutup. The actual answer is machine spirits. Confused? Well, machine spirits aren't relegated to just devices with electronics, ANY mechanism has a machine spirit. So there you go. Shut up.

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Web Grenade
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Web Grenade (https://wh40k.lexicanum.com/wiki/Web_Grenade) (https://warhammer40k.fandom.com/wiki/Blind_Grenade)
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Desc.: "Web Grenades use the same ensnaring filament-filled gel as Webber Weapons and can entangle masses of targets in moments when they detonate. After detonation its web filaments will eventually become brittle and dissolve away."
Personal Desc.: Yeah haw haw coom grenade. GET OUT. LEAVE. NEVER COME BACK. Alright is he gone? So Web Grenade is pretty straight forward, it's a spiderman grenade that ensnares you.
Gameplay Notes: Used to lockdown hordes of enemies to give you breathing room or so you can setup a way to deal with them. It ought to slowdown bosses.
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Photon Flash Grenade
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https://youtu.be/ag2udQqiVHg

Photon Flash Grenade (https://warhammer40k.fandom.com/wiki/Photon_Flash_Grenade)

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Desc.: "A Photon Flash Grenade is an Imperial grenade often used by the troops of the Astra Militarum that detonates like a small star, blinding anyone nearby and producing a flash bright enough to overload most visual protection systems like visors. Those caught without eye protection are usually left temporarily blinded and defenceless. It is used to carry out infantry assaults on enclosed structures and is intended to shock and disorient its targets. "
Personal Desc.: AHHHHHHHH MY EYES
Gameplay Notes: Nasty little grenade that blinds/staggers enemies exposing their gonads to your shove and headshots. Make sure to always boobytrap the new fish's locker with one. It's tradition.
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Melta Bomb
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Melta Bomb (https://wh40k.lexicanum.com/wiki/Melta_bomb)
(https://warhammer40k.fandom.com/wiki/Melta_Bomb)
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Desc.: "A melta bomb is a type of explosive charge belonging to the melta design tree. Typical examples have dimensions analogous to that of a grenade, but can be larger. When activated, they explode with intense thermal energy, 'melting' the target away. Like all melta-weapons, melta bombs are especially useful for attacking vehicles, buildings and other armoured targets. The bigger bombs with the plungers on the poxburster are meltabombs.

They are used by being attached to walls, hulls or bulkheads and have an integral timer that can be set for one hour."
Personal Desc.: What if you needed to make something big and metal go away and the krak grenade didn't cut it? Make a bigger krack grenade! Think of this as a cross between a krack grenade, super thermite, and a meltagun with enough firepower to down a dreadnought, a tank, or fortress gates all in the spine compressing size of a small backpack.
Gameplay Notes: Just for the sake of viability, if this were to be added, it should melt bosses, especially if it lands on the weakpoint, and be able to take out a large portion of a mauler/crusher horde in a small radius.

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MELEE
Power Fist (Potentially)
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Power Fist (https://warhammer40k.fandom.com/wiki/Power_Fist)
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Desc.:"A Power Fist (also known as a Power Glove) is essentially an over-sized, armoured gauntlet that generates an energy field around it, one that is capable of violently disrupting any solid matter it touches. It is a favoured close combat weapon for many warriors of the Imperium [...]"
Personal Desc.: Ever wanted to punch a tank and win? The powerfist is the great melee equalizer if you can manager to land your swings. With this one punch man cosplay you can turn Chaos Marines into crushed tin cans, smash Orks like they're crackers, and ♥♥♥♥♥ slap daemons back to the warp.
Alternate Fire: Activate powerfist like the Thunder Hammer
Quirks: It's activation attack should have cleave unlike the Thunder Hammer which gives it a nice role.
Gameplay Notes: If they ever add the ability to pair a melee weapon with an offhand firearm, this should be the bigboy of that category, if not, then what I'd suggest is that the Powerfist should have less damage than the thunderhammer, have less stagger, but have more cleave. It's primary use will be with dealing with hordes of elites/armored enemies. It's a cumbersome weapon that doesn't stagger as much as a thunderhammer but compensates with cleave damage output instead of single target alpha.
Commentary: It should probably be a Vet/Zealot only weapon, giving Vet access to a pseudo thunder hammer, whilst giving Zealot access to a high damage cleave weapon that doesn't rely on stagger or a heat meter. If Vets can get access to Bolters/Plasmaguns, and Zealots can get access to ThunderHammers/Relic Blades, a Powerfist is no issue, unless they're saving it for a later class.
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ChainFist (Unlikely)
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Chainfist (https://warhammer40k.fandom.com/wiki/Chainfist)
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Desc.:"A Chainfist is a standard pattern Power Fist that has been fitted with a Chainsword attachment that is intented to allow its wielder to carve his way through armoured bulkheads."
Personal Desc.: I'm including this b/c someone will undoubtedly ask. The chances of this being added are little to zero as it's a weapon (actually more like equipment) almost exclusively used by Space Marines, Terminator Space Marines to be exact. Whilst there may be scattered accounts of power armored Inquisitors or Sisters of Battle using these, the chances of your penal murderhobos getting one is about the same as "rejects" or "varlets" actually sounding cool instead of cringe worthy.
Alternate Fire: Activate chainFist like a chainweapon in Darktide
Quirks: It's activation attack should have the same benefits as a chainweapon.
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Lightning Claw (Unlikely)
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Lightning Claw (https://warhammer40k.fandom.com/wiki/Lightning_Claw)
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Desc.:"Lightning Claws are a variant of Power Fist technology most commonly used with Terminator Armour, trading sheer crushing power for several razor-sharp blades that extend from the armour itself. Each blade would be lethal even without their power fields, but when activated, the claws can penetrate almost any material with ease."
Personal Desc.: Not to be confused with Power Claws which are mounted on Chaos Dreadnoughts. One of the offhand weapons of the God Emperor of Mankind. When you want to turn people, doors, and tanks into ribbons, this is the weapon for you. But if I'm being honest there's a heretics chance that you'll actually see one of these bad boys ingame, but unlike the chainfist we actually have three honorable mentions of Imperial Guard Lightning Claw users as Imperial Guard Generals in Dawn of War, three individuals occupying the same class.


Even the Kasrkin is stunned at the utter display of shear violence and "humanity ♥♥♥♥ yeah" energy Vance Stubbs is blasting that Chaos Warrior with.

Alternate Fire: Activate Lightning Clawns like the Relic Blade in Darktide
Quirks: It's activation attack should have the same benefits as a Relic Blade.
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Augmetic Fist (Potentially)
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Augmetic Fist (https://wh40k.lexicanum.com/wiki/Imperial_bionics#Implant_weaponry), Necromunda: Hive War/Necromunda: Ash Wastes/House of Chains
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Desc.:House Goliath is also adept at augmenting its Ogryns, whether they are out and out mind-wiped mono-task servitors, or still retain a measure of their consciousness. Bionics, bone-fused weapons and dermal plating bearing the stamp of the clan are all common,
leaving little doubt as to who the massive creature serves.
" (Necromunda:House of Chains pg.74)
Personal Desc.: As far as I can tell, there's no formal explanation on what exactly an Augmetic Fist is probably because you're supposed to infer that it's a cybernetic fist based on Imperial Bionics (Bionics, or also Augmetics, are Imperial mechanical or technological substitutes for biological limbs or organs. Generally the replacement is stronger, more durable or effective than the original, or gives its user completely new abilities.)
Alternate Fire: I think a very powerful punch with an equally slow windup would be satisfying. You could also have an offhand jab with very high stagger similar to Warrior Priest 2H hammer in Vermintide 2.
If there are any programmers still on staff, it would be amazing to have the ability to grab fodder enemy types and toss them like a rock.
Quirks: Depending on GW/Lore ETC this may require some character art work which lowers the chance of this being added, I think it's safe to say though that most of us wouldn't be anal if the Augmetic fist was "slipped on" like a powerfist. On that note how come we don't have upper torsos with Bionic/Augmetic arms yet?
Gameplay Notes: Powerfist for Ogryn, although not as hard hitting as the Pickaxe, should be more friendly with cleave and stagger
Commentary: Fills that itch to punch things the goofy ass Grenader Gauntlet doesn't. Fatshark ought to go the PayDay 2 route with GW and just start making DLC packs that are themed that adds weapons and cosmetics like this, classes too.
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Power Axe 1H (Likely)
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Power Axe 1H (https://warhammer40k.fandom.com/wiki/Power_Axe)
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Desc.:"A Power Axe is a Power Weapon taking the form of a single or double-edged battle axe. Power Axes vary in length and design, and have been known to be crafted from one of any number of different materials, though usually Adamantium."
Personal Desc.: The choppier version of the Chainaxe currently in game (trading your rip and tear so you can actually cut through everything.), for the berserker that wants to cut armored targets into nice chunks.
Alternate Fire: Activate Power Axe like the Power Sword
Quirks: It's activation attack should have massive cleave like the powersword
Gameplay Notes: It's the powersword version of the axe in game, slower, less cleave, more damage.
Commentary: Pretty straight forward, and will probably crutch on power-cycler. Fear the Commissar that wields one of these into battle.

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Relic Axe/2H Power Axe (Potentially)
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Relic Axe/2H Power Axe (https://warhammer40k.fandom.com/wiki/Power_Axe)
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Desc.:"A Power Axe is a Power Weapon taking the form of a single or double-edged battle axe. Power Axes vary in length and design, and have been known to be crafted from one of any number of different materials, though usually Adamantium."
Personal Desc.: The even more choppier version of the one handed power axe, this the axe version of the Relic Blade currently in game. Warning may summon furry space marines, contact your nearest inquisitorial representative for immediate purge if this occurs.
Alternate Fire: Activate Relic Axe like Relic Blade
Gameplay Notes: It's the Axe version of the Relic Blade, slower and less cleave but offsets this with a lot more damage... maybe it ought to build heat faster too. Who knows.
Commentary: Navis Axejack's bread, butter, and soul. Used to get to the soft bits in armor and behind bulkhead doors. For absolute maniacs. Maulers wish they had access to this.

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Great Axe/2H Axe (Potentially)
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Great Axe/2H Axe (https://wh40k.lexicanum.com/wiki/Axe) (https://warhammer40k.fandom.com/wiki/Feral_World)
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Desc.: "The axe sports a brutal blade, used both as a tool and weapon. While it generally does not have the reach of a sword and lacks its ability to parry away blows (lol), a strike from an axe will generally create a more lethal effect when it lands, ripping apart flesh and shattering bone with ease.Axes are usually found on feudal or Feral worlds, but many heretics also value their simplicity and brutality."
Personal Desc.: The less goofy, "chad" version of the 1 handed axes currently in game as it takes TWO hands to wield effectively, about as ubiquitous as the clubs the Ogryns have. It's one of the most basic starting vanilla "great" weapons you'll find in a ton of WH40k TTRPG books, like Necromunda for example, usually titled "Two-Handed axe" or "Great Axe".
Gameplay Notes: It's a big axe, nothing fancy, just consistent good damage output with decent cleave.
Commentary: Favorite melee weapons of Barbarians and Feral Worlders.

"Caring little is me about your gun. Caring more should be you about my axe!"

— Karl-Va, First Steel of the Red Clans

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Great Chain Axe/ 2H Chain Axe (Pulverizer, Renderizer) (Potentially)
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Chain Axe 2H (https://warhammer40k.fandom.com/wiki/Chainaxe)
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Desc.:"A chainaxe is a brutal hand-to-hand chain weapon crafted in the form of a great one or two-handed axe which incorporates a powered chainsaw edge. The biting action of the whirling row of monomolecular teeth means these weapons can hack through both flesh and armour with ease. "
Personal Desc.: The even more choppier version of the one handed power axe, this the axe version of the Relic Blade currently in game. Warning may summon furry space marines, contact your nearest inquisitorial representative for immediate purge if this occurs.
Alternate Fire: Activate Great Chain Axe like the Eviscerator
Quirks: It's activation attack should have the same bonuses as the Eviscerator
Gameplay Notes: It's the Eviscerator version of the Chain axe in game, slower, less cleave, more damage.
Commentary:

There's a "variant" used by a gang called House Goliath on the planet Necromunda that's essentially a heavy variant of a two handed/great chain axe called a "Renderizer" pictured below, but I figure it's probably best to add it as a skin. Would be nice to have though as it's own weapon type.




I might as well also bring it up but there also exists a heavy variant of the one handed chain axe called a "Pulverizer" by the same group shown below.



God Emperor that's a lot of chain weapons...

“Hear the screams of the dying! It is music to our ears!”

“No mercy! No respite!”

“The blood of our enemies will paint the battlefield red!”
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Repression Baton
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Repression Baton (https://wh40k.lexicanum.com/wiki/Repression_Baton)(https://www.warhammer-community.com/en-gb/articles/C4sIT9Oj/adeptus-arbites-exaction-squads-are-bristling-with-correctional-gadgets/)
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Desc.: "Should yours need a hand free for walloping duties, you can swap out his microphone for a repression baton – or clip the baton to his belt"
Personal Desc.: The "police brutality" stick, as the name implies, this is a baton made of something likely heavy and designed to break kneecaps and crack open skulls, though this is inferred rather than explicitly stated.
Alternate Fire: Higher stagger poke
Commentary: Not much to say about this, it's pretty much the Ogryn's club but actually manufactured and fits very comfortably in the hands of someone currently beating someone else to death.

Should probably be an Arbites exclusive melee weapon

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Axe-rake (Potentially)
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Axe-rake (https://wh40k.lexicanum.com/wiki/Axe-rake)
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Desc.:"Axe-rakes are a heavy multi-purpose weapon and tool used within the Imperium and by the forces of Chaos. They feature a heavy axehead, sometimes replaced with a chain-axe assembly and curved bill-hook or barb at the back. They are used in mines, smeltors, foundries and work gangs and can also assist in climbing over obstacles or forcing open doors and locks."
Personal Desc.: The more choppier and less rip and tear version of the chainaxe with a hook so you can grapple, think a heavy short ranged billhook with a chain saw component.
Alternate Fire: Vermintide 2's Billhook grab, massive stagger that pulls enemies to you.
Quirks: Heavies give you a minor activated chainaxe effect, sticking to a target and applying ticks of damage.
Gameplay Notes: A hybrid chain weapon, doesn't have the shear DPS/Tick burst of the Chainaxe but supplemented by the alt fire staggering enemies setting them up for easy headshots.
Commentary: When you want the rip and tear of a chainaxe without pesky shields in the way, also pretty funny to imagine pulling a Rager down on their face then extending their buttcrack.

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Suppression Shield
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Suppression Shield (https://wh40k.lexicanum.com/mediawiki/index.php?title=Suppression_shield)
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Desc.:"The suppression shield is a type of Imperial Shock Weapon.

It is similar to a storm shield but replaces the power field generator with an electro-shock unit. It acts as both a weapon and protection. Its electricity is discharged into the first unfortunate individual the shield contacts squarely. It is used along with the Power Maul by Adeptus Arbites shock troops for crowd and riot control."
Personal Desc.: An Arbites best friend when he's staring down thousands of starving murderhobos tossing firebombs, rocks, and dookie. Do not use a sled.
Commentary: With the recent release of the Arbities class speculation is moot.
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LockShield/Shield (Likely)
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Chain Axe 2H (https://wh40k.lexicanum.com/wiki/Lockshield)
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Desc.:"A Lockshield is a piece of equipment frequently used by the Adeptus Arbites.
The Arbites commonly make use of heavy, ceramite shields during operations of all types. These are rectangular plates, worn on one arm, which are typically equipped with a heavily armoured (armored) viewport that offers protection to the operator"
Personal Desc.: I'm not 100% sure, but I think this is already in game, but named "Subductor Shotpistol and Riot Shield". Riot shields in real life tend to not be bullet proof though, but people still refer to magazines as clips etc.

I'd probably switch around the names, making the "Lockshield" the "Riotshield" and vise versa.

Quirks: Ogryn Shield, can block ranged attacks.
Gameplay Notes: Functionally acts like the shield and weapon classes in Vermintide 2, if the devs aren't lazy and introduce a dual wield weapon system, would be interesting to see how this would pair with any one handed weapon, but I wouldn't hold my breath.


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Dual Wielding Melee (Potentially)
To keep things simple we have two methods of handling Dial Wielding Melee:

  • The Vermintide route were each "Dual Weapon" is just a weapon class of its own,
  • Being able to mix and match one handed weapons.

This is quite likely to happen as Darktide takes a massive amount of it's assets, features, programming etc from rat smasher, but how it will be accessible will be interesting. Likely it will be added with a new class, making it backwards accessible to other classes.
Power Hammer (Potentially)
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Power Hammer (https://warhammer40k.fandom.com/wiki/Power_Hammer)
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Desc.: "A Power Hammer is a simple tool used for mining and construction activities on many Imperial worlds. The hammer can generate a low-quality molecular disruption field powerful enough to crack even ceramite. [...] the lightest version, referred to simply as a power hammer."
Personal Desc.: If you're thinking this is already in game, you're probably an Ogryn. This is not a Thunder Hammer which the Zealot has access to. Powerhammers on tabletop and practice are usually one handed, and usually fielded by genestealer cultists.
Alternate Fire: Activates like the Power Sword
Quirks: Power Sword activation increasing damage and cleave for a set amount of hits.
Commentary: Where the Thunder Hammer's activation is focused on one massive big hit, a Power Hammer's activation should just give it a lot of cleave with some damage boost, and as a result of it being one handed you could potentially give this weapon to the Psyker.

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Heavy Power Hammer (Potentially)
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Heavy Power Hammers (https://warhammer40k.fandom.com/wiki/Power_Hammer)
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Desc.: "A Power Hammer is a simple tool used for mining and construction activities on many Imperial worlds. The hammer can generate a low-quality molecular disruption field powerful enough to crack even ceramite."
Personal Desc.: Okay look, I used to have an image of one with a square head that looked a lot better than this version but I couldn't find it. If you want to see an example of what I'm talking about look for the "[LD-Pattern] Industrial Hammer" in the new Rogue Trader game. If you find an image of it, I'll give you credit. Anyway, this class of Power hammer is TWO HANDED, and usually fielded by genestealer Abberants and Squats.
Alternate Fire: Activates like the Power Sword
Quirks: Power Sword activation increasing damage and cleave for a set amount of hits.
Commentary: Where the Thunder Hammer's activation is focused on one massive big hit, a Heavy Power Hammer's activation should just give it a lot of cleave with some damage boost. It should have a lot less finesse than the Power Hammer, so basically a poor man's thunder hammer. Still thumpy though.

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Power Sledgehammer (Potentially)
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Power Sledgehammer (https://warhammer40k.fandom.com/wiki/Power_Hammer)
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Desc.: "Power Sledgehammer is a simple tool used for mining and construction activities on many Imperial worlds. The hammer can generate a low-quality molecular disruption field powerful enough to crack even ceramite. [...] an even larger and heavier version called a power sledgehammer"
Personal Desc.: A power hammer. But big. Really Big. Ogryn big.
Alternate Fire: Activates like the Power Sword
Quirks: Power Sword activation increasing damage and cleave for a set amount of hits.
Commentary: Where the Thunder Hammer's activation is focused on one massive big hit, a Heavy Power Hammer's activation should just give it a lot of cleave with some damage boost. It should have a lot less finesse than the Heavy Power Hammer, so basically a poor man's Ogryn's thunder hammer. VERY thumpy.

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Power Pick (Potentially)
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Power Pick (https://warhammer40k.fandom.com/wiki/Power_Pick)
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Desc.: "A Power Pick is a simple tool used for mining and construction activities on many Imperial worlds. Power Picks are simple enough in design. They bear a low-quality molecular disruption field powerful enough to shatter even ceramite like glass. "
Personal Desc.: These are weirdly usually ONE HANDED, but obviously two handed variants exist. They're usually fielding by genestealer cultists, including their Aberrants. Also fielded by Space Dwarves Squats who don't want to strain their arms like a dainty Eldar.
Alternate Fire: Activates like the Power Sword
Quirks: Two stage heavy attack charges similar to the Pickaxe in Vermintide 2
Gameplay Notes: VERY high armor piercing and weakpoint damage. Cleave should probably suck, and should rely on activation attacks to deal with hordes. Instant lobotomize for single targets.
Commentary: If you ever wanted to pretend to be a Dwarf/Barding again this is your go-to weapon.

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Shock Baton
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Shock Baton (https://wh40k.lexicanum.com/wiki/Shock_Baton)
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Desc.: "A Shock Baton is a type of Imperial law enforcement weapon frequently used by the Adeptus Arbites and Inquisition. This weapon expands with a flick of the wrist from a small, easily concealable rod no longer than the width of a hand to a slim eighteen-inch long club. The weapon contains a tiny shock generator that can generate five Shock discharges before it requires recharging. It is common amongst undercover investigators who wish their quarry to survive for interrogation, and occasionally finds its way into the armouries of more secretive organisations like the Inquisition."

Personal Desc.: "This is not the Shock Maul. I'll reiterate if you somehow managed to ignore the description or are an Ogryn”. It's a nice, concealable, portable zappo stick that when stored takes about as much space as a grenade, but when deployed looks similar to a shock maul.
Alternate Fire: A stun attack that lingers on a hit enemy knocking them down for a few seconds
Quirks: The Shock baton passively recharges up to five charges. Whenever alt fire is used, a charge is expended.
Gameplay Notes: Q very fantastic weapon to quickly incapacitate threats to give you some breathing room, I'm sure veterans and maybe psykers would appreciate this, though they'll need to carefully manage those five charges or else they may be left vulnerable in melee.
Commentary: STOP RESISTING! STOP RESISTING! STOP RESISTING! STOP RESISTING! STOP RESISTING!

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Chain Knife (Update Class)
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Chain Knife (https://wh40k.lexicanum.com/wiki/Chain_Knife)
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Desc.:"Chain Knifes are known by a multitude of different names including Chain Blades, Chain Daggers, Buzz Blades, Vibro-Blades and Chain Rippers. They function as scaled down versions of the chainsword, being concealable and giving their user a literal edge in knife fights. Ranging in size and profile from a wide dirk to a short cleaver, it is the smallest chain weapon available. Powered by a compact internal power cell, once activated, the chain teeth start rotating at extremely fast speeds, so much so that a mere glancing blow from a chain knife can easily rip a man’s flesh open. A stabbing wound can inflict massive tissue damage, accomplishing in one blow what would require scores from a traditional knife, allowing a wielder to literally disembowel a foe with but a single well placed thrust."
Personal Desc.: The rip and tear version of the knife, or the "it's how you use it that counts" chain weapon. Very edgy.
Alternate Fire: Weapon Activate
Quirks: Can activate weapon like the chainsword/chainaxe
Gameplay Notes: Functions similar to the existing knife but heavy attacks apply damage ticks whilst sticking, and activated strikes are how you deal with armored enemies.
Commentary: This weapon should be introduced with the hypothetical "Under Hiver" class.
Suggested Classes Vanilla: Veteran, Zealot
Suggested Classes addition: UnderHiver
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Heavy Rock Drill (Potentially)
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Heavy Rock Drill (https://warhammer40k.fandom.com/wiki/Heavy_Rock_Drill)
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Desc.:"A Heavy Rock Drill is a type of Imperial mining tool that is sometimes used as a melee weapon by Acolyte Hybrids of the Genestealer Cults. The Heavy Rock Drill is modified by the hybrids so it can be carried into battle as a weapon. Its triple grinders can turn even the stoutest enemy champion to gory gobbets of flesh. "
Personal Desc.: It's a big drill that makes big holes in big things. Pretty straight forward
Alternate Fire: Activate the drill head and force sprints the player until the head hits a target, costs stamina to sprint.
Quirks: Continuous attacks
Gameplay Notes: A weird weapon that encourages players to charge forward, the drill should have very minor cleave, but what it excels at should be to run forward and grind through chaff enemies and put giant holes in larger armored ones fairly quickly. It's nature means that this weapon suffers in open areas, but in hallways the rock drill dominates.
Commentary: Likely an Ogryn only weapon. Turns people into ground meat. It's attack set should probably be similar to a spear, but some swings wouldn't be impossible.
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Heavy Rock Saw (Potentially)
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Heavy Rock Saw (https://wh40k.lexicanum.com/wiki/Heavy_Rock_Saw)
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Desc.:"The Heavy Rock Saw is a type of construction and mining equipment used by the Imperium. However, it can also be utilized as a weapon, most notably by Genestealer Cults. The blades of the heavy rock saw are designed to cut through dense boulders of ore – when the time of war comes, they slice through the hulls of enemy vehicles easily."
Personal Desc.: "BONE SAW IS READY!" It's the giant circular saw all of our manchild intrusive thoughts had. BRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
Alternate Fire: Activate Rocksaw
Quirks: Activates like the chainsword/chainaxe
Gameplay Notes: Should be treated like the Eviscerator but with less range and very high cleave.
Commentary: Should probably be an Ogryn only weapon, giving the lunk their own "chain" weapon.
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Heavy Rock Cutter (Unlikely)
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Heavy Rock Cutter (https://warhammer40k.fandom.com/wiki/Heavy_Rock_Cutter)
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Desc.:"A Heavy Rock Cutter is a type of Imperial mining tool that is sometimes used as a melee weapon by Acolyte Hybrids of the Genestealer Cults. The hydraulic shears of heavy rock cutters were designed to free trapped mine workers from industrial accidents. When the cult rises up, however, their irresistible grip is used not to save, but to kill."
Personal Desc.: This is the opposite of the Jaws of Life... so Jaws of Death. A big pair of shears that can opens bulkheads (and people).
Alternate Fire: A poke attack with the shears closed, similar to a spear, very high stagger.
Quirks: Heavy attacks jut the head forward snapping shut, shearing off heads and limbs.
Gameplay Notes: The Heavy Rock Cutter should be treated like a combination club and spear, with bash attacks having massive stagger and cleave, and the head shear attacks targeting single entities with massive amounts of damage and armor piercing. This weapon would struggle with hordes of armored enemies, but can stagger crowds of chaff and easily behead the big threats. It pinches boils very well (hint hint).
Commentary: Likely to be an Ogryn only weapon, they'll probably see it as a "fancy" spear. Should let you easily pop a Bulwark's head off.
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Night Reaper (Poison update)
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Night Reaper (https://wh40k.lexicanum.com/wiki/Catachan_Knives)
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Desc.:"Smaller than other typical designs, the blackened blade of the Night Reaper is especially suitable for infiltration and night missions, when light reflecting from a blade can mean the difference between life and death. The blade itself is triangular in shape, so any wound caused by it is unlikely to knot or heal. Catachans are also known to poison these knives using one of the many venoms native to their nightmarish world, making them even more deadly."
Personal Desc.: A nasty bastard of a weapon, not only does it bleed you, it also poisons you. Where other knives also double in terms of utility, this is purely a tool of killing, and made to do so slowly, bring down tough foes over time, or give you the last laugh.
Alternate Fire: Apply poison.
Quirks: The fang operates like a shorter weaker version of the combat blades currently in game but make up for this with bleed application and attack speed. This can be exacerbated via applying poison to the blade.
Gameplay Notes: A high speed (finesse whatever) melee weapon that relies more on applying DoT for damage, with the offset being that you don't immediately kill or stagger enemies, could give it more cleave than the combat blade to compensate for this.
Commentary: It's speculated that the legendary blade that Sly Marbo himself (the guy that managed to destroy a chaos titan single handily) carries is a combination of a Night Reaper and a Devil's Claw.

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Lightning Chain
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Note: This is a stand-in image I've found for the Lightning Chain.

Lightning Chain (https://wh40k.lexicanum.com/wiki/Lightning_Chain)
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Desc.: "A strange weapon which at first glance, appears to be a length of spiked chain measuring about one to one and a half metres, the lightning chain originates from Acreage, though it's use has since spread to other worlds. Upon closer inspection it is apparent that the chain is fashioned from a unique alloy found only on Acreage, which can store kinetic energy, discharging it in the form of blue coloured, energy sparks when the chain moves with any kind of sharp, excessive force.

When properly used in combat, a lightning chain can inflict burns from the writhing energy fields that 'spark' as it moves as well as the typical dreadful lacerations and broken bones associated with that style of weapon. These energy fields pose a risk to the weapons wielder as well as its intended victim, requiring the user to wear thick leather or hide gloves to insulate them from burns. Many lightning chain users wear thick gloves made from the tough hides of grox-like animals found on Acreage for this purpose."
Personal Desc.: It's a zappo whip. It's a metal chain than you swing around and when it hits things it shocks them whilst smashing them with the weight of the chain.
Alternate Fire: There's a lot of things you can do that may overlap with the other similar weapon already in this list, so I think it should applied a strong and lasting electricity damage DoT similar to that one bio-lightning heavy attack perk the Psyker has access to.
Quirks: Applies Electricity DoTs to enemies on hit, has a very surprising amount of range both in swings and forward strikes but lacks cleaves. Very fast.
Commentary: If you hit someone with this and they moan, there's an above 0% chance they may be a Slanneshi heretic, and ergo they should be thrown into a furnace.

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Shock Lances
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(Note: This is a hunting lance)

(Note: This is a hunting lance)

(Note: This is a hunting lance)

(Note: This is a hunting lance)

Shock Lances (https://wh40k.lexicanum.com/wiki/Shock_Lances) (https://wh40k.lexicanum.com/wiki/Shock_Lance_(Astra_Militarum))
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Desc.:
Arbites:"Shock Lances are a type of Shock Weapon.
Wielded by Mounties of the Adeptus Arbites for dealing with angry crowds, they are presumably made to be less lethal alternatives to the traditional lances meant for spearing opponents."

Imperial Guard: "Shock Lances are Astra Militarum Rough Rider weapons that give off large flashes of electrical discharges when they strike something.
Combined with their sharpness, Shock Lances can easily tear through flesh and metal alike. Adding the speed of a vehicle or mount to the weapon's power allows Rough Riders to charge through enemy formations."
Personal Desc.: Okay so technically there are two variants of this weapon, one lethal, one very much lethal, but I think it's worth condensing them into the same weapon just to give it a bit more information since it's a bit obscure. This opens up a niche for both the Veteran and the Arbites to get access to a spear type weapon. A weapon type we've already seen in Vermintide 2.
Alternate Fire: Armor piercing shock discharge, does a lot of damage, and if said damage doesn't kill the target, said target will be stunned. Very good anti-ogryn/mauler weapon.
Quirks: Idle into Heavy attacks can be held indefinitely, and you can sprint during this as a pseudo charged attack.
Commentary: You won't find a single bar in a hive world that serves Ogryns without at least one of these or something similar.

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Shock Gauntlets
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(Note: This is a sci-fi gauntlet modified by AI based on the description.)

[bShock Gauntlets[/b] (https://wh40k.lexicanum.com/wiki/Shock_Gauntlets)
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Desc.: "Shock Gauntlets are a type of Shock Weapon, used to deliver blunt force trauma in addition to a dangerous electrical discharge.

Referred to by underhivers and low-life enforcers as 'the poor man’s power fist', the gauntlets vary wildly in quality and appearance. Crude versions look very much like an armoured gauntlet laced with power cables, while advanced designs may appear to be no different to regular armour. Mastercrafted variations are works of art that appear as nothing more than a mesh or leather glove and can even pass for stylish clothing in the upper hive. They can be devastating in brawls or other situations where an opponent might not suspect their presence till far too late. The gauntlets can electrify an unarmed strike, but can discharge at any time they have contact with a victim’s skin, such as grappling an unarmoured opponent or dancing at a formal occasion. "
Personal Desc.: Now you may be thinking, why do my taxes keep increasing, but none of the roads get fixed. You may also be thinking, what's the difference between these and Lightning Gauntlets ultimately besides quality range and rarity? They way I interpret it is that Shock Gauntlets are more focused on incapacitating sustained Shocks whilst Lightning Gauntlets cook you from the inside out with instant bursts of electricity.
Alternate Fire: Similar to the shock maul but less spammy and with a much larger windup, you wind-up an electrified haymaker punch which sends anything hit into a knocked away stagger whilst shockingly incapacitating them for a few seconds.
Quirk: It would be interesting if shockgauntlets had bad parry stamina, but in turn would shock enemies that melee you, or at least apply shock on shove.
Commentary: Whilst the lightning Gauntlets may fry someone's brain if you handshake them and instantly kill them, this is liable to stop their heart, make them soil themselves, then convulse on the ground uncontrollably contracting their muscles hard enough to potentially bruise/break bones.

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Lightning Gauntlets
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Lightning Gauntlets (https://wh40k.lexicanum.com/wiki/Lightning_Gauntlets)
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Desc.: "Seemingly a cross between a Shock Glove and a Power Fist, lightning gauntlets are made from the same metal alloys as the Acreage Lightning Chain. However, despite being made from the same material as the lightning chain, the difficulty of their construction makes them far more rare. The kinetic, shock effect associated with the chain is lessened however, as the gauntlets cannot be swung as fast as the lightning chain. Still, being struck by a lightning gauntlet is likely to do serious harm or even kill the victim. The inside of the gauntlets is lined with a layer of the same hides used to protect lightning chain wielders, affording a modicum of protection."
Personal Desc.: Unlike the lightning claws (yes I know this is a stunning electricity, not a slicing powerfield) there's actually a very viable chance that the murderhobos you have to get this nice piece of kit. I like to call this piece of war gear the "Slap n' Zap"
Alternate Fire: An electrified shock slap with lots of cleave.
Quirks: A weaker powerfist that trades cleave and raw damage for shock dps and more stagger
Gameplay Notes: This is the melee weapon you want when you want to make traitor ogryns kneel, this is the weapon you want when you want to zap and smash maulers. Just be careful, as a fist weapon, it's still fairly unwieldy especially when equipping it. Ragers and hordes of chaff may catch you off guard, and don't expect to do much useful dodging with this literal weight and generator awkwardly mounted on your arm.
Commentary: If you ever wanted to cosplay as a super villian in 40k, well this is the melee weapon for you, what it lacks in one liners it makes up for in funny handshakes, especially with cogboys.

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Squat
Commissar (Cadet/Junior) 1/2
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Do not be this guy and make the idea of adding a Commissar class cringe. This message is for you specifically, keep your filthy flavor of enthusiasm locked in your head where no one has to interact with it.





Commissar (https://wh40k.lexicanum.com/wiki/Commissar#Commissarial_Ranks)
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Desc.:"Commissars are special Imperial officers assigned to Imperial Guard regiments and Imperial Navy ships, whose purpose is to enforce discipline and devotion to the Emperor of Mankind. Independent of the conventional Imperial Guard Hierarchy, Commissars are instead attached to the Departmento Munitorum's Commissariat and are formally part of the Militarum Tempestus.

Personnel selected to become cadet Commissars are drawn from the Schola Progenium - Ecclesiarchy-run schools where the pupils have already received a strict Imperial Cult education. The training of Cadet Commissars lasts for an indeterminate length of time, and their advancement depends entirely upon the judgment of the full/senior Commissar responsible for their development. Training may involve deployment as part of a Commissar Training Squad[4] and/or secondment to an individual full/senior Commissar.

Cadet Commissars can advance to full Commissarial rank in numerous ways including immediate promotion following their grauation of the Schola Progenium, cross-promotion from Storm Trooper deployments or assignment to a Commisssar for further field training, where after which they can then be promoted or assigned to a further developmental role as a Junior Commissar.

Cadet Commissars

Cadet Commissars are given the standard arms and equipment of a Guardsman, although they retain their distinctive uniforms. These uniforms differ from those of a full Commissar by featuring blue trim and a specific Cadet emblem.[Needs Citation]

Their training has no set duration and a Cadet will be graduated as soon as he is deemed worthy. Part of the training of a Cadet-Commissar emphasises learning standard infantry tactics and gaining experience in situations common to standard Imperial Guardsmen. In order to ensure this, Commissar-Generals may decide to form up the Cadets under their purview into Training Squads, nine Cadets under the command of a specially chosen full Commissar.

Commissar Training Squads

Commissar Training Squads are groups of Cadet-Commissars, formed up into a fighting squad and led by a full Commissar into battle. These Cadets are then trained, under battlefield conditions, in how to live, fight and even die alongside the troops they are supposed to one day inspire and discipline. They are sent into the fiercest fighting, in which they are expected to show bravery and devotion enough to earn the respect afforded to them by standard troopers. Commissar Training Squads are highly motivated and pious fighting units and an Imperial Guard force accompanied by such a squad will consider itself destined for victory.[4]

When a Commissar decides that a Cadet has failed in his duty to become a Commissar, but has not shown cowardice or insubordination, the Cadet is relieved and may be either sent to a Stormtrooper unit or become an officer in a penal battalion. Others volunteer for service in a Rogue Trader's entourage, and others may face darker destinies.

Junior Commissars

A subordinate role to a full Commissar, a junior aids his senior in overseeing the regiment or ship assigned to the full Commissar, performing adjutant and investigation duties as well as Commissarial ones. Junior Commissars do appear to undertake Commissarial supervision at a regimental (or equivalent) level, starting with smaller formations, such as an individual squad.
"
Personal Desc.: "Ever wondered how those team killing squig ♥♥♥♥♥ with the flawless uniforms and awesome hats become such perfected blue-on-blue murderhobos? Well Like the description every Commissar starts out as a Cadet, and then a Junior. Yes even that annoying karen Dukane went through this process. What many people don't know or probably can guess is that a lot of them are killed through the meatgrinder to actually become a fully fledged Commissar. For every Commissar you see, you can bet that hundreds failed and died, with more crippled, found unworthy, or whisked away indefinitely to some warband. You will not be playing as a Commissar in Darktide, you will be playing someone aspiring to be one, and the odds are not in your favor. Although brutal, the schola's training will NEVER be up to par with the real thing, so to earn your hat, you're sent to guide (stand behind and point a gun) at prisoners, support the Arbites, and compete with your fellow teamkillers to EARN THAT HAT!"
Commissar (Cadet/Junior) 2/2
Quirks:
So with Vermintide 2's Necromancer class and the ally/follower system developed there... along with the poxhound I suggest that one of the primary mechanics of a Commissar Cadet is that they lead a Troop of 4 prisoners (I'm purposely avoiding penal legionnaire to open up the possibility of a penal custodian, but just in case I will add some ideas that may overlap). The problem here is that unlike Vermintide, there can be a total of 4 Commissar Cadets, meaning a possibility of 16 Troops, which may tax the already unoptimized engine. I don't think it's that much of a problem considering that in Vermintide 2 with some well timed shenanigans you could get 24 skeletons, but we'll see. The Troop count could always be reduced, or the idea can be scrapped entirely keeping most of the ideas below.

When the Commissar Cadet is downed Troops should flee and take cover, only regrouping when the Commissar gets back up.

Commissars spawn with half their Troops at mission start, and spawn in more Troops from outside the map over time. I'm sure there can be plenty of perks/abilities that play with this.

Commissars also get access to offhand sidearms in addition to their melee weapon. The way the system works is similar to Vermintide, where your alternate fire quick shoots your sidearm from your melee weapon. These sidearms can be switched from your melee weapon's mark. So for example you have the option to choose a chainsword, and the "mark" changes the sidearm from a bolt pistol, to a plasma pistol, to a stub revolver, to a laspisol.

If the devs aren't lazy, they could make it so that if a sidearm is chosen as the ranged weapon, and a one handed melee weapon is chosen, then this happens automatically, but you'd need to figure out a control scheme so that you can wield both at the same time. Without a lot of refactors I believe that just making new melee weapons with the marks changing the melee weapon's special attack sidearm is the simplest method.

Blitz

Melee Troops
Troops will dual wield melee weapons and sidarms, drastically reducing their ranged damaged and effective range, but making them do more melee damage, and have more melee defense. Troops will also form a circle around the Commissar.

Ranged Troops
Troops will upgrade their ranged weapons to lasguns, increasing their fire rate and ranged damage. Ranged Troops will spread out more from the Commissar.

More Troops
Double the Troop count randomizing their equipment.

Die for the Emperor!
Troops are ordered to charge forward, knocking down human sized enemies, and staggering a single monstrosity per Troop.

-Another variant of this can be a Troop is ordered forward and suicide bombs the target location.

Aura

Discipline!
Extends dodge window for all allies in coherency.

Duty!
Reduces knockback effects and reduces sprint stamina cost by 10%

Death!
Increases weakspot damage by 4% for all allies in coherency.

Ability

1.)Inspire Determination!
Target an enemy or a troop and automatically equip your ranged weapon. If a troop is targeted they are automatically executed. If an enemy is targeted this shot automatically crits. If an enemy or Troop is executed, all allies in coherency to the player refills their toughness bar by 20%, are immune to flinch, damage taken reduced by 20%, all downed players near the executed target revive with three seconds of damage immunity and one health point. These effects last 5 seconds for an executed enemy and 10 seconds for an executed troop. 60 second cooldown. Executing a troop removes the cooldown on Inspire Determination!

2.)Inspire Courage!
Target an enemy or a troop and automatically equip your ranged weapon. If a troop is targeted they are automatically executed. If an enemy is targeted this shot automatically crits. If an enemy or Troop is executed, allies in coherency do 20% additional damage, are immune to suppression, get infinite stamina, and have increased stagger strength. These effects last 5 seconds for an executed enemy and 10 seconds for an executed troop. 30 second cooldown. Executing a troop removes the cooldown on Inspire Courage!

3.)Inspire Terror
Target an enemy or a troop and automatically equip your ranged weapon. If a troop is targeted they are automatically executed. If an enemy is targeted this shot automatically crits. If an enemy or Troop is executed, stagger all enemies around the executed target. All allies in coherency have their attack speed increase by 35% and their movement speed increased by 15%. These effects last 5 seconds for an executed enemy and 10 seconds for an executed troop. 15 second cooldown. Executing a troop removes the cooldown on Inspire Terror!

Keystone

Loyal to the End
every time your Troop loses a member, the remaining members damage, attack speed, and health increase by 25% up to a maximum of 3 times. When the player takes lethal damage, a Troop will die instead. Instead of fleeing, Troops will rally around the down player to defend him.

Lead by Example
Every kill the player gets buffs the players and the Troop's damage and attack speed by 1% up to a maximum of 30. At maximum buff cap, all players in coherency gain 10% additional attack speed.

None Shall Fall!
Troop members heal over time, Troop members have their health doubled. Whenever the player regenerates toughness 5% of that is converted into health for Troops. Troops spawn in twice as fast.

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Ratling 1/2
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Warning: It's worth pointing out that there's a lot of weirdos with certain feet and obese/full stomach related fetishes, and they try and make the Ratling their 40k stand-in. Just so you're aware. Don't be off-put on Ratlings by their weird perversions, just ignore them and just stick to the actual lore.











Ratling (https://wh40k.lexicanum.com/mediawiki/index.php?title=Ratling&mobileaction=toggle_view_mobile)
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Desc.:"Ratlings (♥♥♥♥ Sapiens Minimus) known also as Runtlings, Stunties and Maggots but among themselves as Halflings, are small and hedonistically jovial abhumans who commonly work aboard spacecraft as cabin crew and runarounds, benefitting from their low stature. They rarely find employment in the Imperial Guard due to their physical weakness and less than ideal temperament, but their expertise in marksmanship, low weight, and short height (which lends them a stealthy quality) make ratlings well suited to the role of sniper.

Ratlings are the smallest type of abhuman, their ancestors having become stunted by thousands of years of inbreeding on worlds with naturally soporific climates and abundant harvests.[4]

Ratlings rarely reach 1.3 meters in height,being even smaller and slighter than Squats, and though their lack of dietary restrictions tend to make them husky, they are not particularly strong or resilient. They are idle, hedonistic, loud, gregarious, over-friendly and sexually promiscuous. Their lives are spent eating until sick, drinking copious amounts of intoxicating liquids, and procreating uncontrollably. Their proclivities towards food exemplifies in their cuisine, which is well known as phenomenal among the Imperial Guard.

Their short posture and relatively lithe build allows them to move through the undergrowth without making much noise. They have a penchant towards activities of dubious morality and legality, like thievery and fencing contraband. Ratlings are known to "acquire" extra supplies within their stationed regiments and trading these resources to other soldiers.

Although Ratlings make generally poor warriors but the Imperium still finds a use for them, as they are often recruited into the Imperial Guard as snipers, one of the battlefield roles in which they excel. They also excel as infiltrators, due to their ability to traverse war zones with relative discretion. In those roles they operate independently of the rest of the Imperial Guard force, and are equipped with sniper rifles, Tankstopper Rifles, and flak armour. Teams of ratlings sharpshooters are often divided into smaller units placed directly under command of a regimental officer, each unit is strategically placed in a precise array of locations to provide commanding fields of covering fire. And while they are often disparaged by the majority of their baseline human compatriots, many of those who mock the halflings owe their own survival to the cover fire of ratling regiments. In addition to their role as scouts and snipers they are skilled in urban combat and survival [...]

Ratling Kill Team Sub-Types:

Fixer - Team leaders appointed by their own squad mates.
Bomber - Demolitions specialists
Hardbit - Grizzled veterans who are skilled at close-range fighting.
Big Shot - Equipped with Tankstopper Rifles to hunt larger prey.
Raider - Equipped with grappling hooks and climbing gear.
Sneak - Stealthy operatives equipped with night vision goggles and suppress sniper rifles.
Sniper
Spotter - Use magnoculars to spot enemy units from afar and direct their squad's fire.
Stashmaster - Responsible for stockpiling, maintaining, and distributing munitions. (And more importantly food.)
Vox-Thief - Communications specialist equipped with listening devices.

"
Personal Desc.: "RAT-lings indeed. Never let them out of your sight, NEVER LET THEM NEAR YOUR LOCKER. If any of the little Emperor damned mutants even goes near your supply master, armoury, or warhouse KILL 'EM. In the presence of one, check your kit right after and make sure the little vermin doesn't leave before you finish. If you're missing someone, grab the nearest Ratling by the ankles, and with them FACING AWAY from your guts so they can't spill it with a quick knife slash, shake their brains out till the stuff they stole from you falls out. Then shake them some more.

I can not stress how much I hate these little dirt grubbing, lazy, cowardly, big footed clowns. With ONE or two exceptions. Those being if you're forced to be friends with one, play nice. These little ♥♥♥♥♥ hold grudges that last forever and they will repay them as sort of a racial honor and warning to anyone that will mess with 'em, the other being they can actually do a few useful things. Probably the most important is that they can... acquire you things for the right price. Most of the veteran guard are around because these little sticky fingers can get 'em spare ammunition/batteries and medication. They also can cook worth a damn too. They can make those waxy rations actually taste decent, JUST DON'T ASK WHERE AND HOW AND WHAT or you will regret it. Just enjoy the meal and keep your yap shut. They're also impressive scouts, being small tends to do that, but you'll be hard pressed to find anyone better unless you're like the Tanith 1st, and even then I'd wager Ratling scouts could give them a run for their money. Finally, they're damned, DAMNED good shots. Get their fat little lazy asses planted somehwere and they'll pick off enemy specialists, officers, tanks, and even the occasional chaos space marine, and more importantly they'll look out for you and save your ass in moments where a sniper can. Don't trust the little bastards though they'll rob and scam you blind. Also for the love of the Emperor keep the Ogryns away from them."
Ratling 2/2
Quirks:
So there are a few things we need to clear up before midwits and lazy people try to brush off this class. First the height issue. It's a non-issue. The first person camera can be adjusted so that it peaks over the standard height of waist high objects. Players can just accept that the class can't shoot over objects. It can be made so that if a player uses the snap cover system for ranged weapons it bumps their height. The main reason why the Darktide devs would be reluctant to add Ratlings is because it would require a new skeleton with a whole host of new assets which is a lot of resources.

The other stupid point is that the Ratling would be too slow (see Bardin from vermintide 1 and 2) or that the Ratling would be too weak, (see their muscles and that a ton of them run arm wrestling scams, those little pipsqueaks are a lot stronger in stories than their lore "lets on"). Ratlings when cornered fight like wolverine with their combat blades, maces, hatchets, shovels etc. The Imperial Guard isn't hugs and kisses, it's the most lethal military branch in all of humanities history in the 40k, and those little grots usually thrive in the thick of the action, they'd have to, to even survive. Just through natural selection and the fact the Imperium hasn't wiped them out should be proof how effective they are in war. With that out of the way, Ratlings are supreme in:
Stealth
Sniping
Acquiring items
And fighting with one handed high finesse weapons

Ratlings can equip a variety of one handed melee weapons, and have access to marksmen rifles, sniper rifles, and sidearms. Oh an also the Tankstopper rifle which they probably stole from the space marines.



Stashmaster, Ratlings can carry three combat drugs, and spawns with one random combat drug.

Stolen Goods, Ratlings can carry two packs and spawns with one ammunition pack.

Ratling's health and toughness should be slightly higher than the psyker, with the caveat that they passively dodge 15~20% of ranged attacks. This likely should be a perk.

Blitz

Bomber Specialization:
Equips a Demo-charge, a large bundle of sticky explosives that detonates after a set amount of time, similar to the Ogryn's frag bomb but with a longer timer. Can carry two. Restocks with grenades. Can be further upgraded to make it so that ammunition drops have a small chance to resupply a Demo-Charge.
Can also either cycle or alt-fire to turn the Demo-Charge into a tripwire explosive.

Raider Specialization:
On blitz use the player fires a grappling hook (Grapnel) at a target location or enemy. If it hits a target location, player is flung over to location. It it hits an enemy, enemy is hard staggered (including monstrosities) and player is flung to location. Whilst being flung, player is immune to damage. Crouching stops player from being flung at location or target.

BattleMutt:
Battlemut will passively interrupt human sized elites once every 15 seconds. When Blitz is used player will whistle and be resupplied with ammunition. If player targets friendly player, Battlemut will instead resupply target player. If player inventory is full, drops ammunition on ground. Can be further upgraded:
Packrat: Resupply gives move ammunition, and has a 10% chance to give player a combat drug, and a 5% chance to give the player a deployable pack.
Boomer: Resupply also resupplies grenades
Utilitybelt: Player can attach a deployed ammo crate or a medipack to the battlemutt, making those deployables mobile.

Tankstopper (Note: I'd rather this be an equippable ranged weapon):
Ratling equips the Tankstopper rifle with battery already charged. Each Tankstopper shot has high penetration and damage. Tankstopper can holds 7 shots, and is reloaded with grenade boxes.

Aura

Improvised Armour
All players in coherency take 5% less damage.

Purloined Rations
All players in coherency have 10% increased stamina regeneration

Larcenous
All allies pickup more ammunition from ammunition drops. Allies in coherency have a 15% chance to not consume a combat drug on use.

Ability

Sharpshot
Mark 4 individual targets and automatically weakspot hit them with guaranteed crits. This can be further upgraded with:
-Traki shoot: Increases total amount of market targets to 8
-Headshot: Double crit damage

Sneak
Turn invisible and gain increased movement speed. This can be further upgraded with
-Shoot and Hide: Ranged attacks no longer break stealth.
-Backstabber: Backstab attacks automatically crit
-Small but deadly: Player can sprint through enemies whilst in stealth

Spot
Mark all elite enemies to friendly players for 20 seconds. Can be further upgraded with:
-Target Designation: The target the player specifically marked gets a unique outline and takes an additional 30% damage for the next 10 seconds.
-Mark all items on the map.
-Marked targets take an additional 5% more damage.

Keystone

Crack Shot
Weakspot kills remove all recoil, cone of fire and increases ranged fire-rate by 50% for 3 seconds. Can be further upgraded:
-Penetrating shot: Weakspot hits have 200% penetration, and have increase entity cleave.
-Sniper, get down: Weakspot kills suppress enemies.
-Player can no longer be suppressed.
-Lucky Round, once every reload, a random shot will have 300% more damage.

Survival Instincts
When toughness bar is broken, regenerate all stamina and all dodges. Increase attack speed by 25%, and give 40% damage resistance for 4 seconds. Can be further upgraded with:
-Evade, once every 60 seconds, if the player's health threshold goes over a wound the player automatically enters stealth for 3 seconds.
-Scarper, whenever the Ratling's toughness bar is broken they become immune to stagger, their stamina fills to 100%, have increased sprint speed, and can sprint through enemies for 5 seconds.
-Block, once every 60 seconds, melee damage will be ignored.
-HELP!, When downed, play can crawl.

Hardbit, doubles toughness regenerated, increases attack speed by 15%, increases stamina regeneration, and increases stagger damage. Can be further upgraded with:
-Combat Rations: Dodge regenerates 30% faster
-The Bigger they are: Damage against monstrosities and elites is increased by 20%
-Kneecapper: Staggered enemies take an additional 25% damage from the player
-Pullups: Player can pull himself up from a ledge after 30 seconds
Bounty Hunter 1/2
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There's a lot of fun miniatures, I recommend taking a look.[wh40k.lexicanum.com]

Bounty Hunter (https://wh40k.lexicanum.com/wiki/Bounty_Hunter)
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Desc.:"Bounty Hunters, also called Manhunters, are Imperial or Xenos citizens who are licensed by their worlds to capture or kill fugitives, criminals and creatures for a bounty. Some Imperial worlds are known to even allow mutants, abhumans and xenos to serve as bounty hunters as well.

On the hive world Necromunda in the Segmentum Solar, bounty hunters are amongst the toughest and most dangerous of all Underhivers and are drawn from a wide range of backgrounds. They tend to be loners who neither need nor want to be associated with a gang, though some are erstwhile gangers and might still bear some of the distinctive trappings of their former Clan House. Many Abhumans on Necronmunda also find the life of a bounty hunter suits them well, for the Blood Warrant that serves as their license and writ allows them to go where others of their kind might ordinarily be barred. Thus, it is not uncommon to see Beastmen, Squats and other stable Abhuman strains operating as bounty hunters far from those areas on Necronmunda that are set aside for their kind.

The Merchants Guild also has their own private order of bounty hunters, known as Adurators, who are granted special privileges and are equipped with the best weaponry and equipment the Guild has to offer. While they normally work on Guild bounties, it is not unusual for an Adurator to also collect bounties in the Underhive, where they can more easily throw their Guild authority around.

On the hive world of Malfi in the Calixis Sector, Segmentum Obscurus, the Blood Guild is an organisations of bounty hunters and man-trackers that have risen to infamy across the sub-sector and beyond. Owing its origins to some long forgotten internecine war in Malfi’s history of vendetta and civil infighting – a history that predates Malfi’s “liberation” during the Angevin Crusade in M39 – the Blood Guild has long served to track down and apprehend or kill fugitives whose warrants have been issued by the Malfian Senate.

The Bloodsworn, as the members of the guild are called, are professionals, the best it is said that money can buy at their craft. Drafted from the ranks of hardened ex-guardsmen, disgraced Arbites, outcast armsmen from the noble houses and all manner of killers and gunfighters come up from the underhive the hard way. They operate under only one rule – a warrant must be carried out scrupulously, but it doesn’t matter what methods are used.

Many Inquisitors are not above hiring members of the Bloodsworn into their own service, and some even back their Acolytes to become Bloodsworn to take advantage of the cover it can provide during their covert operations.
"


Personal Desc.: "Bounty hunters, bounty hunters, bounty hunters. Some people will do anything for a few thrones or local credits. Bounty hunters, as you can probably tell, smart guy, are people who hunt for bounties. This can range from collecting mutant ears, putting down food riots, to hunting down local pirate kings, to capturing chaos warlords. Bounty hunters range from cheap, to Emperor weepingly expensive, but you always get your money's worth, pay nothing and you'll get a bunch of lowlives with knives and some popguns, pay a lot and you'll get someone like Lucius Worna[wh40k.lexicanum.com] and his power armor. And for the love of the Emperor, make sure you can pay them out.

The most famous bounty hunters include none other than:

Kal Jerico[wh40k.lexicanum.com] who is the bastard of a Planetary Govenor and an Inquisitor, who's famous for dual weilding lasguns and getting into and out of the most insane situations.

Harlon Nayl[wh40k.lexicanum.com] who worked alongside Inquisitor Gregor Eisenhorn and Inquisitor Gideon Ravenor. This man went to Cadia, survived fully empowered Daemonhosts, fought off rogue inquisitors, and survived their ambushes. He is a master as hand-to-hand combat, and solid shot weapons but is very proficient in just about anything"


Emil Van Venkman[wh40k.lexicanum.com], a former witchhunter turned bounty hunter. How can this happen? He was so good at his job helping Inquisitor Tyrus[wh40k.lexicanum.com] that he ran out of work. Emperor's BALLS can you even begin to image how insane that is?! This is who you hire when you need to end chaos. He is famous for hunting down his quarry for thousands of light years without end. He has brought the Emperor's wrath to heretics, mutant beasts, and aspiring warlords. He's pretty much Victor Saltzpyre's Bounty Hunter career from Vermintide 2.

And who could forget Eyros Slagmyst[wh40k.lexicanum.com], the hobo that the ancient human cyborg vampire suit is currently piloting.

For the furries slobbering about Gor Half-Horn. No.
Bounty Hunter 2/2
https://youtu.be/BMR5SB5qJvw

Quirks:
Bounty Hunters are going to be a weird one. They are a cross between the Zealot and the Veteran with a focus on taking down important targets, so they should have bonuses against elites and monstrosities. Unlike the filth smeared convict murder hobos the base game has us play, Bounty Hunters actually get paid if they manage to not die and collect. This lets them have access to this thing called commerce, but in this case they get paid slightly more Ordo Dockets (just lore flavor relax) and have access to equipment outside of the ship's recycling bin, seriously though Bounty Hunters have access to just about everything short of a Rogue Trader or an Inquisitor, and some of the most famous ones have things that would make them jealous, that's on the high end of the spectrum though, most bounty hunters are lucky to be as well equipped as an Imperial Guardsmen. Expect Bounty Hunters to have wider weapon selection than most classes as well as a few unique options such as dual wielding laspistols, or wielding a melee weapon with an offhand sidearm. If you want a broad overview of what they'd have access to, check out the Necromunda:Hired Gun weapon wiki[hiredgun.fandom.com], just ignore the Gravity gun.

Bounty hunters I've found come in three types, Melee oriented, Ranged oriented, or Tank.

Blitz

Cyber-Mastiff:
Before the Arbites got the Cyber-Mastiff in Darktide, the Bounty Hunter in Necromunda: Hired Gun got one first. Unlike the Arbites though this one doesn't say at the players side, instead it has to be called (spawned) via the blitz ability which will be a whistle or chew toy. And there will be plenty of upgrades that will increase its speed, damage, and time spent whilst called before it retreats. Good boy.

Grapplehawk[wh40k.lexicanum.com] or SheenBird[wh40k.lexicanum.com]:
CAW CAW CAW CAW CAW CAW!(Pirates, Vikings and Knights II anyone?) These are cybirds! Get it? No? Okay well, using this blitz calls out a cybernetic bird that will attack whomever you target. If you don't pick a target, depending on primary fire or secondary fire the bird will prioritize either melee enemies or ranged enemies, automatically swooping in to stagger whomever targets you on a short cooldown giving you a soft sort of stagger shield. The bird can be further upgraded to apply bleed or electric shocks depending on what you choose.

Frag grenades.
Wait really? The idiot reading this says, doesn't the veteran already have these? Yes. But continue reading. Unlike the veteran, the Bounty hunter won't have access to resupply perks or grenade boosting perks, instead this is an entire tree that can give them something mundane as more grenades or... different grenades. But here's the kicker, the grenade type doesn't replace the existing ones. What do you mean?, you babble. What I mean is if for example, you put a point into Krak Grenades, then you get Frag grenades and Krak grenades. The trade off here is that you get a single grenade and you have to put points into it to increase your reserve ammunition pool PER grenade. What does that mean? That means that if you have one point into Frag grenades, and one point into Krack grenades, then you have one Frag Grenade and on Krack grenade that you can carry. And you can cycle these grenades by pressing the blitz button, similar to how Outcast Engineer cycles grenades in Vermintide 2.

Generic perks:
Lie Low, when the player is crouched ranged attacks take longer to hit the player.

Munitioneer, ammunition drops give 20% more ammunition to the player.

So for list of grenades:
Frag
Krack

Phosphor Canister:
Think of it like a can that releases a small cloud of anti-armor smoke that does a lot of armor piercing damage with the caveat being that it takes time for it to kill/melt enemies, so positioning is very important.

Scare Gas Grenade

Gunk Bomb
Kind of similar to web grenades, these bombs leave a pile of goo on the ground that slow down enemy movement, and I'd also add that they should counteract fire.

Smoke Grenade

Throwing daggers

Aura

Venator
For every 10 points of toughness an ally in coherency generates, gain 1 point of toughness. Whenever you gain 5 points of toughness allies in coherency gain 1 point of toughness.

Claim
Whenever you or an ally kills an elite or monstrosity, gain 3% of your total toughness back.

Dead, not alive
Allies in coherency gain 5% crit chance on weakspot hits

We'll Get our Bit...
Killing a spotted enemy grants small amounts of ammunition to the player in coherancy who killed the target

Ability

Rain of Blows
Melee finesse and attack speeds are doubled for a short duration.

Infiltrate
The player turns invisible. This can be further upgraded with
Backstab, which increases backstab damage
Evade, ranged attacks take longer to hit the player if they are sprinting
Overwatch, after Infiltrate

Parry
For a short duration, all blocks are perfectly timed parries and take no stamina damage. This can be further upgraded with
-Knockdown, whenever an enemy is parried during this ability, they are knocked down.
-Whenever an ally is downed, parry refills
-Reviving an ally whist parry is active increases the revive speed by 30%, and spreads the effect of infinite stamina to the revived ally.

Keystone

Combat
-Counter Attack: After a successful parry, player gains 50% increased weakspot critical chance, and 10% increased critical damage.
-Disarm: Shoving melee enemies who are about to attack has increased stagger, shooting enemies currently shooting has increased stagger.
-Step aside: If a player dodges into fodder enemy, their dodges aren't interrupted and the enemies stagger

Shooting-
-Fast Shot: Ranged weapon switch speed is reduced by 30%
-Gunfighter: Recoil is reduced by 25%, 40% for dual weilded ranged weapons. Reload speed is reduced by 30%.
-Hip shooting: Hipfiring has aim down sights cone of fire accuracy
-Run and Gun: There are no cone of fire or recoil penalties for shooting on the move.
-Marksman: Weakspot ranged attacks have increased critical chance
-Precision Shot: Ranged weakspot hits have 50% increased damage the farther the target is away from the player scaling down the damage up to a minimum distance where this bonus has no effects
-Trick shot: Ranged attacks get increased penetration, every time a new target is hit in their weakspot, ranged attack damage increases by 1% up to a maximum of 30%. This ticks down every 3 seconds.

Cunning-
Backstab: Backstab hits gain 20% additional damage
Escape artist: When tougness bar is broken, stagger the enemy who hit you, and gain increased dodge distance for a few seconds
Evade: Ranged attacks take twice as long to hit the player if they are sprinting.
Overwatch: Any pinged enemies take 15% additional damage from the player
Grapnel
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(Note:This is a Grapnel Launcher.)

(Note:This is a Grapnel Launcher.)

(Wrist mounted Grapnel from Necromunda:Hired Gun)

(Wrist mounted Grapnel from Necromunda:Hired Gun)

(Wrist mounted Grapnel from Necromunda:Hired Gun)

Grapnel (https://wh40k.lexicanum.com/wiki/Grapnel)
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Desc.: "A Grapnel consists of a compact launcher which fires the magnetic grapnel attached to a length of cable, attaching to any metallic surface. It is also not unknown in certain circumstances for desperate gangers to use the grapnel as a weapon."
Personal Desc.: Not to be confused with the Astartes Grapnel, or the Grapnel Launcher that the Cashgrab primaris Space marines use, the humble Grampnel is a common piece of kit any aspiring hive city murderhobo will usually have.

Primary Fire: Launch Grapnel pulling player to hit location if location is valid.
Secondary Fire: Aim down sights
Alternate Fire: Launch Grapnel, if it hits a target, pull target to player. If it hits nothing or a surface that can't be pulled to the player, then nothing happens.
Gameplay Notes: Very fun piece of kit that gives players very high mobility or to "GET OVER HERE" those annoying snipers/grenadiers, or if you want to knock a Crusher flat on their face.
Commentary:
I recommend reading the following:
So this one is kind of weird because although there are rules and instances where the Grapnel is used as an improvised firearm, I don't think it should be treated as one in Darktide for a variety of reasons. The first one is level design. The level designers have a fetish for one way drop-offs, I don't know if this is a result of some technical limitation of the AI or a path-finding grid, but allowing players to easily spiderman around would cause a lot of issues. This tool needs to be treated like Bardin's Slayer Leap from Vermintide 2. You don't want a situation where someone leaps up into some lazily made wall geometry with complex collision so they can just sit there and shoot without fear. The simpleest way to handle it outside of inverse volumes would be to just limit the range and how high it can "launch" you into the air.

My next point is that I don't think it should be a ranged weapon that you can equip. I think it should be part of your classes ult, similar to the Outcast Engineer from Vermintide 2. Meaning it's tied to class, and when you press your ultimate button, you just equip the Grapnel and it's treated as a firearm.

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Hive Scum
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Hive Scum (https://wh40k.lexicanum.com/wiki/Hive_Scum)
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Desc.:"Hive Scum, or Scummers, are masterless or itinerant Imperial Hivers who will fight for anyone who offers them coin.

Some are mercenaries who travel from zone to zone, earning whatever easy money is around before moving on. Many though are drunkards and down-and-outs who, despite their appearances, are more than capable of holding their own in a fight. Regardless of their background, Hive Scum are too wild and independent to submit to the leadership of anyone for very long and will only work when they feel like it — as their services are always in demand.

In the Underhive of Necromunda, most Hive Scum end up working for the Merchant Guilds, though a few are always willing to aid one of the Hive World's numerous gangs. They are especially valuable to newly-created gangs, who hire Hive Scum to supplement their low numbers or inexperienced gang members. For the more established gangs, however, Hive Scum are either seen as not worth hiring or nothing more than cannon fodder to use against the gang's enemies."

Personal Desc.: "It's worth mentioning Hive Scum, as either a backstory, a possible enemy faction type, or a class. But if I'm being honest if they were to be introduced, they'd just be less homeless and leprous dregs with more armor, and a wider array of melee weapons and firearms."
Buzz Saw
Armsman
Tech Acolyte
Skitarii
Sisters of Battle
Hospitaller
Chrono Gladiator
Sub
Arco-Flagellant
Gland Warrior
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Gland Warrior (https://wh40k.lexicanum.com/wiki/Gland_Warriors) / "D-99 Army List in the Imperial Armour 4: The Anphelion Project and "Death World Veteran" for Inquisitorial Agents 10th ed."
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Desc.:"Gland Warriors, also known as "H0M0" (Thanks steam filter/modern censorship) sapiens auctus glandulae, are a specialized, genetically modified force of Imperial Guardsmen originally designed to battle the Tyranids. Despite being Human originally, due to the nature of their modifications they are now generally classified as Abhumans by the Imperium at large."
Personal Desc.: "Bootleg marines" (more like offbrand Thunder Warriors), though this is a misnomer as Gland Warriors have have their DNA genetically rewritten where as Space Marines use artificial organs and are filled with growth hormone cocktails, meaning they can pass along these traits to their children and so on. They are incredibly resistant to toxic environments without protective equipment, are incredibly strong, are hyper aggressive, and stand taller than your average human.
Quirks: Glands Warriors, as the name implies, have "Glands". These glands can secrete/release the following chemicals/drugs:

Gameplay Notes: Should play like a close quarters hyper aggressive combination of the Zealot and the Veteran.

The Gland Warrior class should lose access to two handed firearms.

Most of the Gland Warrior's talents should reward getting kills, and kills in quick succession with toughness, damage, attack speed, and movement speed, punishing the Gland Warrior for not keeping up the killstreak (treat the class like an Eversor Assassin).

Comes exclusively with the "Dueling Glaive" melee weapon, a two handed Glaive/Halberd.

Now to tie in the class quirks, in Darktide there are four player Stimms (https://warhammer-40k-darktide.fandom.com/wiki/Stimms):

  • Med Stimm: Restores one health segment, or 25% of max health, whichever one is larger, of health and corruption damage.

  • Combat Stimm:
    • Lasts 15 seconds.
    • Increase Power 25% (Damage + Stagger Strength).
    • Rending 25% (armour penetration).
    • Reduction of Peril Generation −33% (Generate less Peril when using Psyker’s Warp Abilities).

  • Celerity Stimm:
    • Lasts 15 seconds.
    • Increase Reload Speed 15%
    • Reduction in Stamina Costs: −25% for Pushing and Blocking, −50% for Sprinting.
    • Increase Attack Speed by 20%.
      Increase the following by 25%:
      • Charge up time of Plasma guns and Psyker Staves.
      • The speed at which the Psyker’s Smite propagates between enemies.
      • Speed at which the Psyker can throw Shards using Assail.
      • Speed at which the Psyker Quells their Peril with Psyker Staves and Force Swords.

  • Concentration Stimm:
    • Lasts 15 seconds.
    • Increases your Combat Ability Cooldown Regeneration speed by +300%

The GlandWarrior class should be able to set their Blitz and Combat Ability to activate one of the effects of these player Stimms via their glands, which will increase their toxicity level, which decreases over time, or when they get kills. The toxicity system is on par with the perils of the warp system for the Psyker, but lacks a manual way to quell it outside of combat. The general gameplay of the Gland Warrior should be a close quarters fighter that uses their gland abilities to buff themselves heavily to deal with a variety of scenarios. This is offset by them not having long range options, and needing to be in combat constantly to get the majority of their class benefits. If dual wielding is ever introduced, they should have the option or a weapon type where they can wield a two handed melee weapon in their main hand, and a one handed melee weapon in their offhand.

Competes with Zealot in rip and tear. Also they're BALD BALD BALD!

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Ministorum Priest
Felinid
Afriel Strain

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Afriel Strain (https://wh40k.lexicanum.com/wiki/Afriel_Strain)
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Desc.:"The Afriel Strain was a shadowy experimental process in which the strain was engineered genetic material from a number of the Imperium's greatest heroes. The legendary Macharius was among the individuals replicated in this manner."
Personal Desc.: "Lamenters candidates. Never, NEVER get in a Valkyrie with one."
Quirks: If you haven't already guess, they are the impossible meat versions of the best 90s action heroes offset by being unlucky due to narrative warp butthurt. To that end, to compliment this absolute meme of a class, they should be a buffed Veteran with all stats increased including health, equip speed, toughness, movement speed etc, but this is offset by their awful luck. As a result of this class, there will be less item drops in the map, when they interact with boxes the chance for items to spawn will be reduced, enemy aggression towards this class is increased, and the chance of bosses/elites/demonhosts/hordes to spawn is increased.

Now if you don't like the idea of them soft griefing the team then their primary quirk should be that they draw enemy aggro without being rewarded for doing so other than that said enemies won't target their teammmates.

Don't hold your breath though.

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Disgraced Navigator Scion/Novice (Shrouded/Renegade)
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Navigator (https://warhammer40k.fandom.com/wiki/Navigator)

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Desc.:"A Navigator also known as "H0M0" (Thanks steam filter/modern censorship) navigo is a very particular form of Imperial-sanctioned Human mutant who possesses the Navigator Gene. This gives a Navigator the unique ability to navigate a faster-than-light starship accurately through Warpspace to emerge safely at another point in realspace. This ability makes Navigators absolutely essential to the Imperium's continued survival and to all Human interstellar transportation, communication and commerce.
Personal Desc.: SWEET HOME ALABAMA! Not to be confused with Dune Psykers, some these tryclops can live up to 400 years. Navigators don't use warp powers in the same way as a Psyker does, as their origin is a result of a combination of genetic engineering from the golden age of technology dark age of technology and selective inbreeding the "legacy of their genes". They don't suffer from the perils of the warp that a traditional Psyker can, and their powers are either passive or hyper focused. For those in the know wondering how we can justify this class without a lot of handwavium, we actually have two solutions:
  • Shrouded House: "A Shrouded House has suffered great losses or shame within the more established dominions of the Imperium. They have opted to move their powerbase completely to the edge of known space, where they cling to the barest strands of their former status and power. Though they may be rich in skill, knowledge or lore, something in the past of Shrouded Houses has blighted them and reduced them to a state so far from their once exalted position that they are sometimes cruelly called "beggar houses" by other, more fortunate (and far less polite) counterparts. [...]"
  • Renegade House: "A Renegade House represents a Great House that has completely forsaken the traditions and ancient practices of the Navigator families in their quest for power, or it may have been turned on by the rest of the Navis Nobilite, harrowed, and driven into exile. Dabbling heavily in the alteration of the genes of their children in order to improve their lot, the tampering of Renegade Houses often leads to the development of hideous mutations and the existence of unconscionable monsters in their lineage, which in turn leads to rejection by the Paternova and a hunt to extinction by the Inquisition."

Do note that unless you're acting like a heretic or have horrific mutations, being part of a Shrouded/Renegade house doesn't mean you're automatically marked for death.

Quirks: Navigators vehemently consider themselves distinct from Psykers who's powers they consider unstable and dangerous. The doctrine of a Navigator is a combination of perception, passive exertion, and hyper-focused control. While there is overlap in equipment (giving us the excuse to exchange equipment with the Psyker and Navigator Scion such as a force sword), their powers are manifested differently.

To this end, I think the main quirk of the Navigator class should be "Warp Reserves", so instead of building perils of the warp, they drain their Warp Meter, and when it's empty, they drain their health/toughness to perform warp abilities. This Warp Meter should regenerate over time, or can be filled slowly by "channeling" (quelling). So unlike Psykers they don't "pop" but burn and wither which reflects their nature.

Adapted from "https://roguetrader.wiki.fextralife.com/Navigator"

Generic Talents:

Perilous Ways: The enemy the Navigator marks has their movement speed and attack speed reduced for 5 seconds.

Warp Curse Unleashed: The enemy the Navigator marks takes +10% additional damage from all sources, when that enemy dies they spread a debuff that makes all nearby enemies take an additional +5% damage from all sources.

Strange Vitality: The Navigator heals over time, but all sources of healing are only 50% effective, and all sources of toughness regeneration are only 75% effective.

Veil of Protection: When you kill an enemy, allies within 10 meters of the target Replenish 25% toughness over 4 seconds.

Blitz:

Lidless Stare: "The Navigator opens their Third Eye. Anyone gazing into its depths witnesses the power and mind-breaking unreality of the Warp." A short range combination of the Psyker's "Venting Shriek" and ""Smite" that locks enemies in place whilst damaging them momentarily.

Held in My Gaze: The enemy the Navigator marks gets locked in place whilst taking warp damage.

Immolate the Soul: The Navigator opens their third eye to the warp, releasing a concentrated beam of warp energy that inflicts the soul burn effect. This should be treated like a plasma gun shot that doesn't explode, instead it makes enemies burn then explode, and has infinite cleave, with inverse mouse acceleration and a small active window so you can't "swing" the beam.

Aura:

Show the Path: +5% Stamina regeneration speed buff for all allies in Coherency

Reveal the Light: +5% Toughness regeneration for all allies in Coherency when any marked enemy is killed.

Glimpse of Fate: Specials are marked for the Special's current target on spawn for all allies in Coherency

Ability:

Guide of Souls: All allies in Coherency passively dodge ranged attacks for seven seconds.

Scourge of the Red Tide: The Navigator unleashes a 5 meter wide whirlpool of warp energy that slows enemies down and damages them.

Vigil Beyond Time: The Navigator targets an ally, revives them if they're downed, and heals them an amount equal to all the damage suffered the last five seconds

Keystone:

Pass Unscathed: The Navigator generates stacks of Pass Unscathed up to 10 times for each elite they kill. A stack of Pass Unscathed is expended whenever they are hit with a ranged attack, and instead they will passively dodge the ranged attack.

Threads and Faults: Whenever the Navigator applies damage to a target they get a stack of Threads and Faults up to 30 times, when they hit a weak-point all these stacks are expended to give that attack a damage bonus equal to 1% per stack expended.

The Course Untravelled: Whenever the Navigator uses a melee weapon, ranged weapon, blitz, or ability that hasn't been used in over 60 seconds they get a stack of The Course Untravelled up to 20 times which increases all damage done by 1% per stack. This effect persists until the end of the match.




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Genestealer Cult
Hive Gangers
Mutants
Rogue Trader RPG_ Core Rulebook

MuTanT ouTCasT
Mutation is a fact of human existence in the 41st Millennium.
On many worlds, particularly those who have been cut off
from contact for centuries and even millennia, the human
gene-pool has become irrevocably damaged by generations of
exposure to pollutants and alien biospheres, and worst of all,
to genetic tampering and exposure to the reality distorting
effects of the warp. As a result, increasing numbers are born
with obvious and often grievous mutations, most often in the
form of gross physical deformities and mental deviancies.
Within the Imperium the most terribly afflicted are ruthlessly
and systematically purged, however beyond the Imperium’s
border, their treatment can vary widely, from exploitation to
dominance among those worlds lost to the taint of Chaos.
On some worlds steeped in commonplace superstition and
fear, or where fanatical interpretations of the Imperial
creed and local hatreds have taken hold, the merest
hint of physical deviancy is likely to end in a
pyre. On other largely industrial worlds where
mutation is sometimes viewed as a baleful
but unavoidable fact among the lower classes, whole mutant
populations are allowed to form as a harshly repressed and
utterly disposable workforce, and only the most excessive
cases of mutation are culled.
There are numerous forms of mutant, but the most
common exhibits some base physical degeneracy or deviation
from the excepted norms of the human form. Also known as
an abhuman, sub or twist, these degenerates are often found
as slaves and outcasts on the fringes of human settlement in
the Koronus Expanse, and in abominable profusion on those
worlds touched by the warp.

Mutant abomination
Far worse than the abhuman dregs are those lost and damned
souls whose bodies bear the corrupting stigmata of Chaos
and who have embraced insanity and the favour of the Dark
Gods. Use the Mutant Outcast profile modified as follows to
represent them.

Mutant abomination
Far worse than the abhuman dregs are those lost and damned
souls whose bodies bear the corrupting stigmata of Chaos
and who have embraced insanity and the favour of the Dark
Gods. Use the Mutant Outcast profile modified as follows to
represent them.
Char: WS 35, S 45, Wounds 22
Traits: roll 1d5 times on Table 14–3 Mutations on page
369, re-rolling any duplicate results.
Gear: Warhammer (1d10+6 I; Primitive) or great weapon
(2d10+4 I; Primitive, Unbalanced).

Orks
Beastmen
Scavvies
Longshank
Snare Gun
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Snare Gun (https://wh40k.lexicanum.com/wiki/Snare_Gun)

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Desc.: "The Snare Gun is a weapon similar to a Webber, firing a thin, cable noose to entangle and capture a target rather than kill them.

The snare gun is a simple, yet effective weapon, which fires a spool of thin adamantine cable, ending in a snare, to lasso a foe. The entangled victim can then be reeled in, alive and relatively unharmed. Should the quarry become too much for the user to restrain, the spool has a quick release to allow the user to retain the weapon. This gun is often utilised by those who wish to capture a target alive but cannot access more sophisticated weapons (such as webbers)."
Personal Desc.: If you have this gun you're either a bounty hunter, an inquisitor, an Arbites, or a Slanneshi cultist. If you're the other side of this gun, you're screwed, and hopefully figuratively.
Primary Fire: Snare target.
Gameplay Notes: Since it has a quick release, that implies that you can snare multiple targets with this gun. Out to be useful against bosses I guess.


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Maul
Hammer
Sarissa (Update Class)
A Sarissa is an attachment to the Godwyn-De'az pattern Boltguns used by the Adepta Sororitas. The vicious spiked add-on turns the boltgun into a deadly close combat weapon while retaining its ranged capabilities. The Sarissa functions as a short, heavy Power Spike and must be charged before usage, surrounding the spike in a hazy blue power field.

https://wh40k.lexicanum.com/wiki/Sarissa
Electro-prod
Electro-prods are devices that are employed on Agri Worlds to control unruly Grox. Hunt for Voldorius (Novel), Chapter 4
Taser Goad (Adeptus Mechanicus Skitarii)

The Taser Goad is a Taser Weapon of the Adeptus Mechanicus. It is similar in appearance to the electro-prod, its metal rods crackling with electrical discharge. Stabbed forward like a rapier, it unleashes a powerful blast of energy that courses through the target's body, frying synapses and tearing internal organs to pulp. The electrothief prongs at the end capture energy again, storing it for another killing zap.

White Dwarf 110 (2016) pg. 24 Weapon of the Week: Taser Goad
Codex: Skitarii (7th Edition) - Armoury of the Forge World
Laud Hailer
A Laud Hailer is a type of sound amplification device widely used throughout the Imperium of Man. Whether belting orders over the ferocious roar of combat or addressing a crowd of thousands of men, Imperial military commanders and other Imperial speakers often require great volume, and a Laud Hailer is the perfect tool. A Laud Hailer can amplify normal speech levels such that an entire crowd can hear it clearly across even the largest of spaces.

https://warhammer40k.fandom.com/wiki/Laud_Hailer

Only War: Core Rulebook (RPG), pg. 201
Warhammer 40,000: Wargear (2nd Edition)
Enforcer
Bolas
Storm Trooper
Brazier of Holy Fire


Brazier of Holy Fire

Our second close-combat flame weapon.

The Brazier of Holy Fire is exactly what is said on the tin. It is a hand-held weaponised brazier. As it is basically a giant flaming torch, it functions more like a bludgeoning weapon. It seems to have a Flamer-esque fuel source that forms the butt of the weapon, with said fuel being used to light the brazier for an extended period of time. Because of how it functions, with the fuel going through the handle, the weapon is hollow, making it deceptively light for its bulk and when swung, it is likely that ignited promethium would be ejected from the brazier's "mouth" via centrifugal force, extending its range somewhat.

However, fire is indiscriminate, and only those trained in this weapon is allowed to use it, anyone amateur enough to wield one is just asking to light themselves on fire accidentally. So far, only the Missionary from the Sanctifiers are known to wield this cool-ass weapon.
Exterminator (Potentially)

By definition, an Exterminator is a very small Flamer which is, in essence, a nozzle attached to a small canister holding enough fuel for a single decent shot before it has to be refilled.

The Exterminator is commonly fitted as an attachment to put a dash of extra heat complementing other proper weapons such as Lasguns, Boltguns, Shotguns, Autoguns, and even Eviscerator Chainswords found predominantly within Redemption Cults. There is a significant difference between this and Combi-weapons. While the size of the Exterminator makes it a Hand Flamer, its power is no less to that of a regular-sized Flamer.

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Exterminator (https://wh40k.lexicanum.com/wiki/Exterminator_(Weapon))
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Desc.:"An Exterminator is a small Hand Flamer that is seldom taken as a stand-alone weapon. It contains only enough fuel for a single shot without having to be reloaded, therefore it is commonly fitted to other weapons to augment the firepower of the user without encumbering them with another weapon to carry, or providing a degree of ranged firepower to those who only carry melee weaponry."
Personal Desc.: The definition is a bit misleading, so let me add some additional context, the Exterminator is a unique type of auxiliary flamethrower that has the same range and firepower (get it?) as a full on Flamer, unlike combi flamers or hand flamers, with the caveat that you can fire it once per reload. But since you can reload it in combat, and can attach it to other weapon systems, most famously Eviscerators (yes like the one in Darktide), it's an Auxiliary weapon system. Some crazy murderhobos even attach a fuel line to these things so they can spam fire whilst swinging around their Eviscerator like an utter maniac.

"SCOURGE AND PURGE!"[wh40k.lexicanum.com] ~ Klovis the Redeemer


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Sword
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Sword (https://wh40k.lexicanum.com/wiki/Sword)
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Desc.: Sword is a generic name for the basic primitive weapon taking the form of a hand-blade. It is relatively easy to manufacture and even untrained fighters can use it in battle with some degree of success. Swords can range from mass-produced blades of cheap metal to lightweight high-quality version or even elaborate versions made from Tyranid talons. However, as with most melee weapons, it is the skill of a user rather than the actual weapon that determines the winner of combat. The sword is perhaps the most widely used weapon in the Galaxy that can be found in the hands of any servant of the Imperium or follower of Chaos as well as many Xenos races.
Personal Desc.: I put this in just for the sake of argument, but the "Devil's Claw" sword already fits this role. But I figure it's still a good idea to point out it would be a decent idea to provide skins for the Devil's Claw that makes it look like other swords etc.
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Cutlass
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NOTE: This example image is from the Warhammer Fantasy IP.

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Cutlass (https://wh40k.lexicanum.com/wiki/Sword)
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Desc.: A short and heavy bladed weapon the cutlass can be found on feudal worlds throughout the Imperium. The weapon is designed for close-quarter fighting and its wielder must rely on brute strength rather than finesse and skill. When enhanced with power fields and other technological improvements the cutlass is also popular with Navy Officers.
Personal Desc.: I put this in just for the sake of argument, but the "Duelling" sword already fits this role. But I figure it's still a good idea to point out it would be a decent idea to provide skins for the Dueling Sword that makes it look like other kinds of Cutlass swords or something like a scottish claymore etc.
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Falchion
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Falchion (https://wh40k.lexicanum.com/wiki/Sword)
----------------------------------------------------------------------------------------------------------------------------
Desc.: Falchions are short, heavy blades that combine the best of a sword and axe and are ideal for close quarters fighting in boarding parties or when repelling attackers. Similar to but heavier than a cutlass, a falchion offers a more brutal offensive capability as it can hack through tougher materials.
Personal Desc.: I put this in just for the sake of argument, but the "Heavy" sword already... kinda fits this role, I mean yeah it's more of a two handed Messer[en.wikipedia.org], but I guess roll with it. An actual Falchion would be a 1 handed version of this with a wider blade.
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Parrying dagger (Unlikely)
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Parrying dagger (https://wh40k.lexicanum.com/wiki/Sword)

Note: I couldn't find an example image, so I provided real world examples.

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Desc.: "AUnlike most blades, a parrying dagger is designed mostly for defence by catching the enemy’s sword in a parrying manoeuvre with its wider guard or split tines. While it won’t break the sword, it can ensnare it long enough for user's counter attack to succeed. Should the opportunity arise, even a parrying dagger can inflict a nasty stabbing wound."
Personal Desc.: A fancy rage inducing gimmick dagger that "glues" an enemy's weapon to it so you easily block or counter attack.
Alternate Fire: "Devil's Claw" sword parry
Quirks: Parry
Gameplay Notes: It's the combat blade with the parry mechanic, you lose the quick instant stagger for a free high crit chance high damage parry attack that costs no stamina.
Commentary: This is the slop of all "knife guys" but it should feel really good with the parry mechanic assuming you're not deflated too much from losing the ability to knuckle sandwich a heretic in the face.

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Flail (Likely)
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Flail (https://wh40k.lexicanum.com/wiki/Flail)
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Desc.: "The Flail is a primitive close combat weapon common on feral and feudal worlds of the Imperium. They usually consist of one or more heavy spiked balls attached to the weapon's pole and, while difficult to wield, they are capable of inflicting terrible wounds."
Personal Desc.:

Originating as a farming implement, the Flail is a fantastic anti-armor and anti-shield weapon but can be dangerous to the user and pretty much anyone around them. Contrary to popular belief, you can easily block with them either using the shaft or by tentioning the chain with the head. This weapon was already featured in Vermintide 2 for Saltzpyre, which I dubbed the "Kneecap remover".

Alternate Fire: Offhand punch
Quirks: Heavy attacks can be held indefinitely like in Vermintide 2
Gameplay Notes: It should operate near exactly to Vermintide 2, very high cleave, very high stagger, and decent armor penetration, making it a braindead tool to deal with a horde of any enemy type allowing the player to comfortably spam heavies, with the drawback being that the flail suffers when it has to deal with anything that requires finesse, making the player... flail the Flail.... using lights to attempt to quickly brain a target.
Commentary: "I AM THE COMENT, I BURN THE IMPURE!" ~ Some crazy homeless cyclops about to absolutely ruin a horde of chaos warriors


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Groxwhip
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Note: This is an Ork Grotwhip, I couldn't find an image for a Groxwhip but it should be a good enough approximation if you just imagine this but with barbed steel serrated blades attached to the whip.

Groxwhip (https://wh40k.lexicanum.com/wiki/Groxwhip)
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Desc.: "The Groxwhip is a one-handed whip, designed as lethal melee weapon.

It is made from barbed steel with serrated edges, with strikes tearing chunks from the victim. Unlike many whips, this weapon is deliberately created as a lethal instrument. Despite referencing Grox, there is no strong evidence that the Groxwhip is used in the creature's husbandry, making its name rather apocryphal.It is more likely that most onlookers feel that a weapon this savage would not be suitable for any other task."
Personal Desc.: If you ever wanted to roleplay as Indiana Jones (for you boomers), or Simon Belmont (for you weebs), than this is the weapon for you. You combine the incredible pain of a whip, with essentially blades from a chainsword to whip cut your foes apart. For the edgy among you, do not bring it up, they won't even consider adding it if you do. Yes I know Wh40k, but counterpoint: GW/Fatshark.
Alternate Fire: Offhand punch, or a "pull" attach where you stagger an enemy towards you.
Quirks: Applies bleed, can pull enemies.
Gameplay Notes: Should be a great weapon all things considering, should have access to "swipe" attacks that have have stagger applies bleed, whilst the heavy attack should the the traditional overhead whipcrack that targets a single enemy with an assassin attack. With the alt attack being use to either get some breathing room against a single target. or set them up for your assassin attack.
Commentary:

https://youtu.be/5uZ_M0w8xKs
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Hammer
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Hammer (https://wh40k.lexicanum.com/wiki/Hammer)
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Desc.: "The Warhammer is a primitive weapon - basically a larger version of the regular hand tool, using a massive weighted end to inflict a harder and deadlier blow.

Warhammers are common on primitive worlds and, as they can be carried openly by workers, they are doubly useful for heretics plotting raids against the Imperium. Many Imperial servants also favour war hammers as an enduring symbol of the Emperor's righteous justice."
Personal Desc.: It's the warhammer 40k! It's the OG big grug smasher, the bug smasher, the mug destroyer. It's a big two handed hammer!
Alternate Fire: Offhand swing or underhand swing
Gameplay Notes: Should operate exactly like the two handed hammers in Vermintide 2
Commentary:

https://youtu.be/y4t9wx5_lg0?t=225
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Hafted Weapons
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Spear (https://wh40k.lexicanum.com/wiki/Spear)
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Desc.: "Spears and halberds are primitive pole weapons common on Feudal Worlds where they are used to impale mounted fighters or their steeds. Various versions of these weapons are occasionally used throughout the Imperium and by some Xenos races."
Personal Desc.: The basic version of the favorite weapon of space tree lovers and armored bananas. Since mankind invented the pointy stick we dominated nature.
Alternate Fire: An assassin attack with an infinite charge loop that gets bonus damage if you move for a certain amount of time whilst sprinting. It's a sprint charge attack.
Gameplay Notes: Fantastic reach, weakpoint damage, and swing arcs offset by lacking in the anti-armor department and stagger output.
Commentary:

Yeah, I know those are hunting lances.

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Servitor Ogryn
.H.R.U.G. 12 ‘SPARKY’,
FREED SLAVE OGRYN BOUNTY HUNTER
Unlike humans, a servitor Ogryn retains most of their mind when augmented for mono-task duties – there
simply isn’t that much to excise in the first place! T.H.R.U.G. 12 was a servitor for House Van Saar, toiling
within the Archetek Helix workshops of Hive Primus. For his duties, T.H.R.U.G. was augmented with a voltrik
harness and an arc-welder, a halo of sparking energy surrounding him as he worked on the think-synths
and storm-chambers of the Helix. A freak accident, however, was to alter the Ogryn. While hauling massive
MIU cables for a Clan Archetek, a power surge tore through from the spire, rippling out throughout Hive
City. Everywhere systems overloaded and workers were fried at their stations, while in the Helix, green bolts
of lightning danced among the primary cogitators. One of these bolts struck T.H.R.U.G., carrying with it the
collected knowledge of the Van Saar home-engrams. The Ogryn rose smoking from the floor of Helix, his
tiny brain buzzing with new thoughts and ideas… one word among them booming out above the others:
“Freedom!”
Bodyguard
Class: Hired Gun, Bounty Hunter, House Agend, Hive Ganger
Class: Pit fighter (Slave), Bodyguard, Psycho conditioning, Gladiator
Undefeated: Attilus has no concept
of defeat, as he’s never be bested in
close combat. Attilus can ignore the
first Out of Action result he suffers
on the Injury dice

underdog

crowd pleaser

reputation

experienced

tooth and nail

Chain glaive

hired gun

https://wh40k.lexicanum.com/wiki/Shears

https://wh40k.lexicanum.com/wiki/Pit_Slaves

https://wh40k.lexicanum.com/wiki/Claw

https://wh40k.lexicanum.com/wiki/Chainsaw

https://wh40k.lexicanum.com/wiki/Pit_Slave_Buzz_Saw

Chain Cleaver, Pulverizers,



Sump Beast
Brute Cleaver




Brute Cleaver ()
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Desc.: "T"
Personal Desc.:
Alternate Fire:
Quirks:
Gameplay Notes:
Commentary:

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Class Tempestus Scions
Grenadier, Inquisitorial Storm Troopers, Kill Squad Troopers

https://wh40k.lexicanum.com/wiki/Tempestus_Scions
Genestealer enemy type - Trazior Sentry Gun
Enemy type Ratskin Renegades / Badskins
Class: Redemption Cult
https://wh40k.lexicanum.com/wiki/Redemption_Cult

Cultist - basically what you took as an elite advance if being a member of the cult was done in your spare time. This broadly meant anyone can take up membership unless you were a mutant, psyker, tech-priest, priest of another denomination or disagreed with the cult in general. They are indoctrinated very heavily into the teachings of the cult, and have real difficulty from acting against the ludmillan dictates.

Firebrand - Essentially a Cleric of the Redemption, taken as a background package at character creation. These would be the sect leaders of the cult, such as the deacons or pastors, they make it their job to spread the teachings of the redemption, either with a chainsword or a flamer and a whole lot of shouting.

Redeemer - more correctly called the "Redemptionist", though is referred to in the text as Redeemer a couple of times which is less confusing for this article. A Redeemer is a professional Redemptionist, the sort of person who lives every day as a Redemptionist and doesn't go home for the evening after the Sunday witch-burning. They can either be a Cleric - much like Klovis from the "Redeemer" comic books or they can be Assassins - like Silas from The Da Vinci Code. Both all-round psychopathic zealots who get to perform acts of Faith and perform practically supernatural feats while murdering heretics, but one focuses on bravado and leadership while the other focuses on killing efficiently and quickly.
HELp help HELP THEERE'S A DEMONIC PRESENSE IN THE LEX COPY I HAVE
D̷̛̳̮͓̹͕͔͎̝͈͛̄͐̌̌́̇͂̀̓̉̆͘͝ͅo̵̧̡̡̟̯̟̤̤̱̬͎̹̙̺̜̍͂̌͒̿͊̎ ̵̨̡͕̙̤̗̘͔̹̮͓̒͒̚ņ̶̼̲̯̥͈̻͎̰͆̓̓̎̌̀̔̈́́͐͂͜͠͝ò̶̗̮̠̼̘̰̣̭̜̯͎͔̟͕̹̈́̽̋̌͗͐̕̚t̶̼͐̋̓́̈́͂ ̸̢͈̰̯͓͓̥͓̦̪̜̺̰̩̬̍̎́̑̾̈́̄̎̒͘͝ͅa̶̡̫̦͔͖̻̣̣̟̒̇͗̃̓͂̉̔̏̄̕͝ş̴̢̫͎̝̰̖̜͙̥̣͇̀̍́ͅk̷͚̥̜̘̗̭̬͍̮̮̥̠͈͇̘̈̅̉͑̕ ̸̛̬̻̯̲̦̖̀̾̃͒̈̇̂̈́̽̽͗͒̕͠ͅẅ̸̛̖̘͉̭̞̞́̿̐̽́͐̐̌͗̎͝͝ḧ̴̡̡̘͙͙̱̝̗̠́̃̊̿̈́̐͂̅́͠͠ͅi̴̧̛͚͇̱̙̫͔͉̲͌̅̀̏́̄̀̋̕͠č̵̡̨̼̟̞̯͎̬̻̗̼̞͛̊͆͋̔͆͆̈͘͜h̵̛͈͛̀̆͑̾̊̍̒͋͐̓̕͝ ̵̢̤̝̙͚͔̜̙̭̹̞̱͙̼̳̬͕͌͌̆͋̋̆͝c̴̞̲̦̜̜͎̫̓͗͆̎̿̆͌̈́̽́̎̇͝͠ͅr̵̡̼̭̩̘̻̼͓͔͈͖̍̀͊̆̔̅̇͘͝e̴̛̳̰̜̘̱̠͍̩̘͇͉̹̲̟̣̝͍͂̀̒ă̴̡̨̤̹̪͔̝̋͆̓̅̓̓́́̇ͅţ̵͍̮̱̫̬̠͍̝͍͕̈́̌͆̒͐̾̿̏͗̌̿͝ư̴̳͎̝̪̣̮̲̣̞̦̫̟͈̝̠͑̂̇̽̅̎̂̈͆̈̂͋̓͌͘͜ͅr̸͔͐̒̉̎͐̃̿͐̈́̅͠ȅ̸̡̛̥̫̬͔̼̘͕͈̬̳̆͊̿͗̾̚ ̸̬̂̇̂͘ş̷͎̜̤͎̞̞̋͐̆̆̈̚͝c̷̱̙̓͌ȑ̸̯̣̭̩͖̪̄͛̒̋̀̄́̈͂̎̕͠ͅẽ̸̢̢̝͉͖͔̠̫̙̪̲̺̝̣̤̌̂̉ä̸̛̫̯̫͛̌͌̐͂̑͗̔͘͜͝ͅḿ̶̡̟͚̙̺̦͖͉͍̓́̈́̀͐s̷̢̫̠͚̮̖̤̳̱͂̄̓̕͜͠ ̷̡̜͙͚̫̰̥̠̯͎̱̭͉̓͒͊͑̀̿̐̄̂̕i̸̢̯̝͍͕͒́͛͒̽̎̔͋̽̊̈̚͝͝n̸̡͙͈̩̣̭̣͉̗̱̼̦̟͌̈́̀̌͊̈̏̏̍̋͜ͅ ̸̖̯͊͒̀͊̓͠t̶̡̧̨̜͖̟̤̤̩̯̫̖̪̳̜̼͗́̈́͒̽͑̚̚h̵̨̧̬͓̜̦̠̪̤̭͉͍̖̫͆̌̿̏͒̓͒̓̂͂̃̀̚̚͜͜e̸̡̡̧͇͓͖͙͈͌͜ ̸̫͙͇͠͝ǹ̷̰́̑i̴̛̫̭͊̏͑̐͑̅̐͑̏̇͘͝g̵̮͆̿́͘ḧ̴̡̧̢̧̲͎̱͇̠̜̻̖͇͙͕̘ṯ̴̢̝̦̲͖̯͖͔͉̳̤̙͚͓͍̹́̋̀͌
D̷̢̈́̈͌̑̌͘o̷̧̨̦̙̱̝̹̮̫̅̒̓̍̅͛̿͌̋̿̇̄̕͜ ̷̧̘̱̻̞̬͓̬̺̙̜̝͇͐̑̃̚n̴͙͈̻͓̩̩̪̜͆͐͜o̶̟̠͊̀́͛͂̑͒͂̂̇̇t̸͖͇̻͂́̐̏̐̒̀̈̍̃̔͛͠ ̷̤̖͉͇̗̖͇̙̋͗̎̀̓̅̚͠a̶̢̡̢͓̬͔̬̞͆͊̓̌̀̓͠ͅs̸̡̡̱̳̘̝͚̍͠ķ̸̬̤̖͈̜̹̝̺̯̓̍̒̈́ ̴̧̛̞͈͉̭̠̜̺̠̩̝̺͖͙̳̾̒̂͂̄̓̀̅̕͜w̷̩̞͖͖͎̮̮͖̥̪̪̘̣̿͒̿̇͗͌̈͌͛͐̂͝h̶̻̩̤͎͓̼̭̳̹͐́̐̔̐i̶̧̘͈̝̱̩͖̠̺̫͈̞̠͓͔͎̼̒̉̈̈́͆͂͌͛̈̈́̔̚͝͠͝c̵̨̛̱̺͎̪͇̜̦͕͍͕̮̾̓̋̓̈̑͛̔̽͊̑̚͝͠h̴̨̧̨̛̖̲̤̘̜̠͎͓̠̰̘̄̾̎̓ ̶̻̠̖̰͎͎̳̑̌ͅc̵̛͓̬̟̼͓̻̮̲̰̲̑̐̊̓̆̈́̅̀̽͐̑̎̒͘̚ŗ̴̧̛̟̫̳͔̙̼̩̣͊̆̀͌͐ę̷̢̻̣̼̜̖̰̳̝̰͔̼̘̥̉̽́̀͐̔̈̐͝ä̷̛̛̩̮̪̺̜̭̬͉̙̣̺̙̳͍̰͔̲́̐͊̔̎͛͌͐͗̀̇̈́̚t̸͔̭̎̀̈́͊̇̋̊͋̅̍̇͘͠u̶̡̨̬̝͊̑̉̏̀̈́̈́̏̈͝͠r̴̡̛̺͉̮̼͇̗̻̠͔̅͛̎͊̓̈́͊͗e̸̡̢̢̠̥̰̟͖͍̰̱̾ ̴͉̳̩̃s̵̨̨̗͎̙̻͔̹̮͍̙͂̀̓̎̀̽̒̇̑̿͑̔̇c̴̛̹͚̗̰̟̫̝̅͐̿̋̔̽̔̇̑r̷̨̧͖͈̩̦͇̳̰̬̜͎̟͚͉̫͘ế̷̱̘̜̄̓̕͠a̶̝̋̓͂̔̈́͋̀̒̆̕͠ḿ̶̛̛͓̣̫̼̎̈̾̎͒́͂́͛̍̃́̕͝ͅs̶̡̲̈́͗̌̄̉̕̚͘ͅ ̵̛̛̛͉̗͎͖̺͓̮̋́̅̔͛͒̋͌i̵̡̨̘̞̗̪̬̜͎̦̦̹̫̠̠̟̘̓͂͂͊͊͋̈͊̏̑̾̄̊̕͝͝͝n̶͉̦͓̖̟̗̘͈̼̍̌̒̐̊̀͛͝ͅͅ ̸̨̧̧̜̰̝̜͎̔͌̈́̓͊͑̐̉͑͒̀̈́͒͂t̸͔̥̦̍̇̔̐́́͂̍́̽͠ḩ̴̨̢̟̼̼̦̖̫͓̝͗̈͗̓͛e̷̲͕͇͆̾͐̅̂͗ ̷̜̤̹͕͌̉̃ṇ̷̨̘̯̩͙͖͇̮̙̤̰͛̇̊̓̉̈̀͑̐͆͆͠i̴̢̧͎͈͕̦͍̦͋̾̍̌̃̍͆̈́̌̂̇̉͘͜͝g̷̡̢̳̘̬͓̦̦͎̮͔͙̮̳̜͈̎͘͠h̸̡̛̟̖͖̙͚͇̭͗̂̈́͊̒͆̌̌͋̐̽̿͝͝ͅt̵̡̟͇͎̫͔̮̮̳̤̂̀͛͋̐̅̽̓̈̽͑̿̌͂,̴͍̭̻̫͔̳̃͊̉̏̊ͅ
D̵̨̘̜̲̫̘̄͗̓͐̀̉̎͗̽̈́̚ơ̷̡̡̢̧̲̦̱̠̬̹̻̹̖͊̽̈̉͂̓̃̿͆ ̴̢̡̪͓̹̺̗͍̠͍̤̼̆͊̇͜n̸̻̭͍̬̰̞̒̽o̷̢͈̳͕̥͉̯̼̾̅͌̽̓̎̊̆̀̆̌̔͝t̵͖͇̖̪̭̙͕̍́̈̐͛̈́̆͠ ̵̛͎̲́̏̈̌̓͐̑́͛͌̓͝͠q̷̧̪̟̖͕̭̣̺̠̖͕̲̜̮̒̅̌̔̈́̅̐̔͆̐̍̓̀͂͠ů̷̧̧̢̡̧̬͇̟̜̘̻̅́̅̍͐́̈́͘ḙ̶̡̢̟̻̩̹̤̖̣́͗̉̉͋̓̾̐̂̏̅̀́͘͝ͅŝ̴̛͙̰͇̱̤̱͎̗̼͈͚͚̺̈́̑͑̈̓̾t̶͉͉̺̎̓ͅí̶̢͍͈͉̼͙̪͇̳̙̼͖̭̞̀͘͜o̷̺͇̬̐̒̒͂͘ņ̶̼̳͖̟̠̭̩͚̆̑̀͐͋ ̵̧̖͎̲̺̲̝̬̼̥̙͖͇̯̦͐̆͠ẃ̴̺̭͙̣̭̤̟͙̻̺̭͉̞̄̈́̏͌̉͋̀ḩ̸̪̯̬͇̬̝̗͈͍̲̪̥̀͂̀͌͘̕͝o̷̧̮̘̙̥̞͉͔͇̓̿̔͌̌̈́͗͐̚̕͘͜͜ ̵͚͎̹̗̠̱̈͒̒͆̂͗̾̎̈́̾̇͂̕w̸̡̘̯̫̥͍̙̭̟̗̳̞͑͋̾ạ̵̡̠̫̩̭͖̜̥̯͖̼̟̘̣͚̓̾͒̏̓̍̊̑̔̐͐̌i̶̡̭̮̟̣̗̣͔̰̔͗͗͌̑̌̂͜t̵̝̞̯̪͓̞͖͍̼͍̲͎̻̺̹͌͂͛̓̿͐̅̾́͘͝͝͝s̸̨̡̢͈̞̪̖̫̠̘̖̜̫̘̻̼̱̃̏͌̊̀͘̕͝ ̵̡͚̮̪̪̔̓̓̃̋͐́̍̀̑̓̽̆̑͘͝f̵̧̪̦̯̰͚̜̻̣̖̩̏̂̊̍̍̏̂̆̓́̂̈́͠ͅͅö̶̖̭́̅̽̈́̊̅́̆̌͘r̷̪̮͓͎̦͍̰̲̗̗̓͠ ̶̨̠͚̘̺͔͎̖̊̒̑̄͑͒̅̿̑̀͑̆̅̈̑̋̈́y̵̢͇͚̙͎̥̲̲͉͋͌͊̆̓̎̎̆͒̓̉͐͜ô̸̧̬̗̼̫͓͖̩̬̻͎̗̇͊̆͗ų̴͉̤̻̩͍͖͖̝͎̰͍̖̫̠̭̲̿͑͌̇͛͆͠͠ ̴̢̨̗͉̟̳̪̻͖͙̮͉̠̥̎̈́̋̌ͅͅi̸̺̱̱̙͔̖͋̄̓͊̅ǹ̸̖̦̹͔͕̽̏̌̄̎́̅̈̉̿̕͜ ̷͕̠̍̐̈́̎̄͆͌̓͛̆̕͝͠͝ẗ̴̢͉̟͈͉̝̝̱͖͖̠̻͉̹̞̫̥͐́̔͛͘ḧ̴̡̛͎̙͙̠͕͉̝̜̻́̍̾͌̐͌̔ę̵̡̮͇̜̠͖̺͔̻͛̌̓͊̾̈́̍̎̔̐͒̋ ̷̪̰͉͚̼͔̩͈̳͇̞̜̍̂̿͒͊̄͐̈́̔́̀̆͜s̶̹͖̣͇̟̼̑̄̊̓̾̂̚ͅȟ̸͚͚͔̟̩͂͝ạ̸̢͔͎̰̘̺̙͈̻̹̤͕̋̔͗̒̿̅̃̕̚͝d̴̥͕͖͕͚̰̔̑́ơ̷̢̨̹̭͓͍͈͔̟͕̹̮͍̦̤̘͂̈́̈́̒̃̾̆̈́̀͘ͅw̵̧̨̘͚͎̝̫̠͓̣͐̄̓̽̊̃̑͐͗́͗̚͝.̷̣͈̝̤̘̦̟͂̅͜
I̶̺̱̗̖̘̝̳̳̞͎͍͍͗̓̀̂̑̏͆̀̾̋͒̾̕͠ͅt̸̡͎̘̝͖̭͔̥͇̭̼͚̹̔͆̎̔͘͝ͅ ̵̨͚͔̣̱̻͕͍̙̣̙͎͔̮͍͒͊̊̽̇̔͐̒̀́͋͒̂̈́̕͠ͅi̶̧͕͕̱͈̰͕̪͉̝̝̦͍̗̫̎̎ͅś̸̡̫̙̭͕̼͕̿̂͋͐͌͛̈̀̋̈́ ̶̧̼̰̱̼̺̯͍͈̿̀́̍̔͌̇̅̊̉̽̌̒͜͝m̵̪͖̃͒̍͒̆̒̎̈́̓͐̋͊͘̕͜y̸̯͎̝̮̠͚͓͎͉͕͔̲̬̻̤̗̎̇̕͜ ̷̨̧̛̪̜̹̮̬̤̟̼̞̉̃̾͊̌̑̓́̊̓̔̏̽̕c̸̢̧̝̤̪̝̱͍͋͗͑̅̚̚r̴̬͓̘̜͔͌̋͂̐̐̓̊̋̄͂̐̑͘͘͝y̸̧̡̥̩͎̻̤̼̙̦̝͙͙̲̣̹̔̽̈́̆̈́́̈́͠ ̶͎͗͛̾͑̔́͋͂͝ţ̸̭̥̱͖̩̗̻̟̗̥̬͚̦̝͕̫̎͋̾̔̓͒́͝ḥ̶̡̬̼̖̬̺̟̗̥̘̈́̿̇̐̎̇͊̇̋͘a̶̢̛̬̺̣̠͉̤̼̲̘̖̋̆͋̏̄̉͝͝͝ͅͅͅt̷̛͖̣̺͙̓̈̈͌̿̆͐̽̄̒̒ ̴̲͎̳̮̥̺̜͈͐͛̅̑̃̇͆̽̄̈́́͘͜͝w̷̡̟̮͈̦̝̱̹͉͍̣̻̦̓̐̋͗̇̒̽̽͊͊̕͘̚à̵̢̘̳͇̬̣̼̘̃̿̽͒͋̍̊͐̍͜͝ḱ̸̡̢͇̭̻̼̭̪̺͈̦̏̎̋̈̎͗̕e̶̡̡̮̹̺͎͖͉͇̯͒͛̾̄̐̽̌̍͊́̾̉̿̋̚̚͝s̵̯̫̤̼̹̠̱̹̖̳̱͊̌͌̓̉̽͗̌̑ ̴͍̦̇̉̂̆͐y̵̛̼͓͈̩͌̏̆̃̒̈́́́́̒̓̑͛̕͠ͅo̵̢͖̦̭̠̼̊̈͂͂͝u̷̺̻̻̱̻͉͚͍̞̿̓̃̊̽̑̑̚͘ ̷̥̬̬̯̈́̂̆͂̆̄̈́͂̄́̾̊̌̕͠͝ḭ̴̣̯̈́̏͆̆n̸̛̫̜͖͎͓͚̳͙̯̾̈͗̾̉̄͂̓̈̋̚͘͘͠͠͝ ̵̠̠͔̱̟̭̙͉̆̽̽͒̓͋͐̈́̿̊͗͜t̷͕̯͎̟͖̰͖̝͇͔̘͈̜̬̬͔̎̀̈́̃͋͂̂̅́̑̔̑̈́̚͜͝͝͝h̸̨̲̩̪̀̇̀̔̐̿̕͜͠e̴̡͚̗̙̦̬̭̗̺̫̠̼͖̜̱̥̅̔̕ͅ ̴̞̀̽̔͒̿̆́͋͆͛̉͌̚̚͠n̷̦̐́͗̓̈͛̄͌̎͐̔͘̚ͅi̸̝̺͐̽̈́͆̐́̀ģ̸̺̭̟̪͙͈̓̋͂̀̔̈́̏͊̈̌̋̀͌̽́̈́͘ͅẖ̷̢̦̰̳͎̭̳̝̰̭̰̤̍̀̋̏̿̀̿͆̂̔͒̔̕̕͜͠t̷̨̧͙̜̳͕̤͇̮͇̤͚̜̩̺̭̞̔̎̄,̴̣͇͑̔̈́̈́̈́
A̵̖̩̩̞͊͗̕n̵̙̼͎̠̼͐̽̆̅́̈́͌̀̀̏̈͘ḏ̵̛͇͉̞̜͙̼͍̻̓̽̋͒̅́́̄̂͛͘̕͠͠ ̸̡̛̰̹̮́̔͐͛́̉̈́̂̓̚͝͝͝ṃ̶̩͎̯̈́̌̿̇̌͒̓̌͋̿͛͌̒͘̕͜͠͝ͅy̵̧̡̺̦̱̯̝̱͓̩̺̦͙̖̿̏̈́̔͒͊̌̈́̍̆̿̓̚̚͝͝ ̸̨̨̢̢̬̻̱͎̲̝͎̬͍͖͙̥̔͌͑͂̌̿͋̀́̈́̌͘͠ͅb̶̢̧̖̫̳̱͚̭̦̝͈͇͍͉̔́͑̋̉͒͗ͅͅỡ̵̛̘͕͕̝̀͆̀͊̈̋d̴̹͚̹͌̀͗̅̅̎͐͛̓̕̕͝ÿ̷̪͙̹̘̲́͋͂͑̂̿̃̍̄̚͜͝͝ ̷̢͍̰̖̖͕̜̞̳̦͐̃͒͊̃̋̑̌ͅẗ̸̛̙͚͖̗̤́͒̔̂̈́̋͗̽̌̀̈̽̃̈́͑͜ͅh̶̡̡̢̛̩̩̙͇̼̙̹̙͈̬͚̲̆̉͆͗̐̄̔͘ă̷͖̤̱̝̬̯̗͔̦̝̈̐͂̃̾̉͒͆̎͆͂͊͒t̶̨̡̳͉̻͉͇̻̭̣̖͍̘̤̓̀͊͊̑͂̈̏́̽̓͐̇͒͘͜ͅͅ ̵̥̜͚̹̣̹̜̲̻͓̗̩̜̗̽̈́̑̎ͅc̴̣̦͔̪͉͑̊͒̎̓̕̚r̶̡̯̲̫̠̗̤͚̲̼̙̩̰̙̦̞͒͌̾̇̍̃̏̐͜ơ̸̡̢̛͚͓̳̺̝̹̦̳̩̓́͑̈́̈͌̿̊͆́̓͒̚͝ŭ̴̧͎͖̳̬͚̱͓ͅc̸̢̩͎̲͙͍̻̬̝̈́́̃̆̿̏͒͘ḧ̶̥̥̜̗̬̻̀̅̅̏̔̿͆̑͗͗͝ê̵̳͙͔͕̬̳̳͍̦̘͙̲̜̠̳̪̐̓s̸̗͍͈̠̙̠̫̲͎̭̥̑̓̅̕͘͝ ̶̦͉̥̜̻̗̩̱́̚i̶̘̜̲̯̪͖̼̖̯̙̩̣̞̟̫̖̋̎̓̀̈́̇̀̿̿͠͝ͅn̷̛͔͕͍͎̮̟̐̄̽̊͆͊ ̵̡̧͖̝͔͔͕̝̰̼͇̭͈͉̿̈́̇̍̏̾͆͛͊̊̍̂̾ţ̴̮̙͚̥̜̟̗̺̳̱͔͇̯͇̉̌͂̈́͜͠ḩ̴̛̖̺̝̳̬̱̼͍̮͉̘̃̓̆̂͝ͅḙ̸̞͎̰̿̃̀͐͆̏͒̾̉̿̈̃̇͝͝ ̷͍̗͉̯̳͖̱̝̣͙̜̖̲̫̐̈́̾̔̃̑͗̎̓̇́͘̕ͅͅͅş̷̧̫̱͈̦̫͚̝̻̹͚͌͂͝ḩ̵̝̥̬̈̓̉á̶͔̩̬͎̗̳͑̄͝ḑ̸̭̟̼̌͆̔̾̔̂͌̓̈́̊ͅo̸̡͚̱̟̯̬͇̥̞̼͚̙̺̟̓̎̅̑̑͐͝ͅw̷̨̢̩̗̝͈͍̹͉̰̱̫͔̖͓̜̖̎̀̀.̵̨̧̢͙̍̊͑̒͌́̾̈́͑̚͝͝
I̸̡̫̹̓̀̀͜ ̵̦̯̿͂̋͒̀̽͆à̸̧̨̯̖͉͇̟͖̏͆̓́͋̅̌̒m̶̡̞̻̹͚̥͇̓̀̅̎̇̽͛͒̎̆̈́̓̋̈́̍͝͝ ̸̰̞̯̞͉̞̜̺͍̗̼̫̻̋͆̒̉͜͝ͅŢ̸̘̲̺͙̞̲̬̘̗̤̖̩̰̖̮̀̌͐͂̄̎̂̆͘͜ẓ̵̡̼̗̬͙͕̖͈͚̥͔̯̃ê̸̛͔͓̳̱͓̱͓̘̎͋̑̈̿̄͂͐̾̓̂̎͑̀̚ͅḛ̵̛̋ń̵͈̗̬͕̖͚͖͓̟̥͙̲̽̓̎̓̇͊̀̈́̏̒͑͐̇͂͝t̵̞̞̹̙͙̥̖̬̹̲̹̫̝͐̈́͑̓͆͋̇̀͂̂͑̐ç̸̳̲̟̪̣̯̼̹͊͑͑̇͊̽́̆́͑̓̿͘ḩ̴̨̘̙͙͇̖͎̗̤͚̟̙̣̫̝̆̀̍̌̾͂́̈́̕͝ ̶͚͓̞̭̥̣͇͐́̈́̈́͒̇͗̑͗̅́̄͑̈̕͜͝ͅä̴̡̰͚͖̬̝̱͉͎̹͖͈͙́̑̎͗̾̾́̊͘n̵̗̣͇͙̼͎̍d̷̛̦̈́ ̵̢͕͓̯͓̗͉͍̳̲̜͕̘̰̋͜ͅy̵͓̫͎̜̝̙̱̮̼̠̜̏̎̒ǫ̶̳̭̗̱̬̖̗̤̘̈̿͆ứ̶̢̛̟̬͉̗͓̇͛̉̂̈́̆͒̑̀̈́́͘ ̴̻̜̟̠̍̐̀́͐̒͜a̷̯͇̲͉͍͙̟̠̜̭̗͎̳̹͔͒̐̍̈́͊͗̾̇̃̈́͜͜͝ŗ̸̢̡̱̮̮̦̈̒͊̈̽̇̀̏͒̆̈́̐̃͑ẹ̸̦̯̜̱̙͈̙̱̟͐͌̎̓ ̶̨̧̱̙̹̮̤͉̱̭̫̞̙̻̩̈̓̓̄̍̊̇̍̓̚͜t̴̡̟̘̪͍̥̩̝̠̯̮͕̋͋́̑̀̒̓̃͗̊̐̑͒̓̕͘͜͝ͅḩ̸̔̾͛͌̄͛̌ȩ̶͉̥͕̯͉̺̩̠̝̪̏̑̓̾̓͊͛̅̍̑̓̕͝ͅ ̴̨̬̟̐ṗ̵̨̗̖̲̱͉̝͍̹͆̽̀̕͝ͅụ̵̤̥̥̬͙͚̤͔͔̤̭̔͊͊̈́͘͝͠͠ͅp̴̡̟̩̥̙͉̟̟̫̹͖͈͖̌̈́̓̌̍͌̓͜͝p̴̛͉̮̳̥̙̞̩͇̩̞̦͎͖̄̄̋͂̈́̎̎̂̾̐͋̾͠ẻ̸̛̙̬̫͗̈́̿̃̔̈́͑ͅţ̸̰̹͖͍̟̜͕̖͖̆̅̌̏̓̚ͅ
T̶̨̛̛̗̗͔̱̖̜̣̪͖̟̖͈͈̩͐̄͂̈́̋̀̅̊̒̕h̷̨̧̧̳̣̻̟̠̩̙̲̘̏̓̀͌̀͑͒͐̽̆̎͐̉̐͋͌ả̶̡̛̫̩͉̟̹̼̠̞͙̘͖̉̀̓̅͜͝t̴̡̨̢̡͇̞̲̮̫̜̜̞̮̝̝̤̏ ̷̧̬̞̪̬̓d̸͙̯̂́̏̂a̵̧̛̘͓͇̱̠̥̝̬͒̐̉̀̊̾̎͘̚͝ͅn̵̪͕͚͍̘̘̟̲̟̤̬̯̠̪̾͂͜ć̸̺̬͒͝ȩ̴͗̏̒͒̃͘̕̕͝ş̶̰͚̭̬̺͕̤̦̩͖͈̿̅̆̓̉͐̀͗̎̉̅̉̃͠ ̸͈̳̘̝̝͇̻̝̹̘̲̰͙̯̽̈͌̎̆̒̂͌̋̕͝͝͝ţ̸̲̥̼̖̤̉̋͊̈́͜ǫ̴͎͔̭̌͂̍̚͘͝ ̴̻̽m̵̨̢̗̥͚͓̞̦̬̬̍̈̔͗͊͌́̈́̚ͅy̷̡̧͕̰̣̤͖̙̹̖̹̩̳̝̿̀̑̔̿͑́̇̉̓̋͒ͅ ̸̢̢̛̱͖̺͙̼̹̝̠̯͔̠̥͍̂̍̑͆͊̿̅̄̒̇͛͋̎͘͝t̷̩̜̪̭͎̯̘̫͑̿̒ͅu̵̙̺̩̞̱͇̰͈͔̼͔̲̱͔̥̻̓͜n̵̡̬͙͉̤̗̻̜̪̭͉̂͛̐̋̌͂̿̓̃̍̋͘͜͝͝͝ͅe̸̬̰̐̈ͅ.̷̱̙̘̺͖̥͋̌͊̍͆̑̈́̊̐̃͝





Enemy: Traitor Trench Sweeper
Enemy: Nurgling
https://1d6chan.miraheze.org/wiki/Nurgling


…and the Great Father marks out those who are chosen with the gift
of his Nurglings. These servants bear on their multitudinous backs his
champions and chosen. They will war for them and nurture them and
aid them in spreading the gifts of Father Nurgle to the undeserving
and unappreciative Imperium of Man…
–From a fragment of the Liber Pestilentia

Nurglings are the lowest servants of Nurgle, the Chaos God
of Decay. These diminutive yet corpulent daemons chatter
and squabble amongst themselves, seeming to take delight
in malicious mischief. These tiny daemons support the
followers of their blasphemous deity in battle by swarming
over foes, biting and blinding them. Other Nurglings act as
chortling servants, bearing champions of decay into combat
atop a pestilential palanquin made up of rotted boards.
Quite possibly the most disgusting creatures in existence,
Nurglings are covered in horns, pustules, and tumours. These
deformities cover every inch of their bodies except for their
beady little black eyes and fang–filled oversized mouths. In
combat, the Nurglings’ two greatest advantages are their
overwhelming numbers and the propensity for foes to
underestimate them based on their comical appearance and
diminutive size. There exists no more horrible fate than to
be devoured alive by a filthy living carpet of tiny daemonic
gluttons. Fanatically aggressive and heedless of their own
destruction, Nurglings will fling themselves at the enemy
in a rolling tide of pestilence

Enemy: Helbrute and Chaos Dreadnought
Plasma Cutter
Enemy: Plague Hulk
Force Axe
Webber (Potentially)
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Webber (https://wh40k.lexicanum.com/wiki/Webber)(https://warhammer40k.fandom.com/wiki/Webber)
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Desc.: "The Webber, or web gun, is a weapon designed to restrict the movement of whatever its shot comes into contact with. It fires a chemical which expands into fibrous strands which entangle and immobilise anyone under it. The fibres then shrink as the victim struggles until they are crushed. Some webs contain anaesthetic, meaning the prey will not struggle, making it better for hunting."
Personal Desc.: "No, the Scab Trapper fires an electrified net. Webbers fire a giant glob of sticky strands that attach to things then harden, like imagine spiderman's webs but shot as a giant glob. As features in the recent Rogue Trader game, they'd surprisingly lethal as they have the same velocity as a grenade launcher when you get punted by them, they they begin to constrict and lock you into place.”
Primary Fire: Fire the webber
Secondary Fire: Brace/Aim down sights
Alternate Fire: Weapon bash, or toggle between glob and spread shot.
Quirks: Webber projectiles do damage comparable to the hit of the Ogryn's rumbler, but also lock enemies in place for a very long time with webbing, at which point said enemy struggles and starts taking damage as a result of the web chem constricting. Hitting a webbed enemy breaks them free.
Gameplay Notes: A strange weapon, but as shown in rogue trader the webber is something that you use to lock down enemies, including big ones, to set them up for a really hard hit, or to give you some breathing room. This can also be adapted for use against hordes of enemies, immediately locking them down, and giving them some minor DoT, just keep in mind that once they're hit, they're free, so make sure your hit is a big one. Also of note, just like in Rogue Trader, you can compress (?) or fire a glob that has more range/ranged damage (comparable to the blunt damage of being hit by a 40mm grenade) which gives you some mid-range ability to deal with ranged enemies.
Commentary: There's going to be a lot of "spunk" related jokes spat out by slanneshi heretics. Webbers are quite widespread in the Imperium used by Arbites, Enforcers, Inquisitors, Bounty Hunters, and the people who have to wrangle Ogryns during happy hour.

Of Note:

"Razor Webber — Launches a web net mixed with razor-sharp strands that rips the victim apart as they try to free themselves."

"Andreloid Pattern Webber - A favored wide-muzzled variant that constricts on contact with air, throttling or suffocating those trapped in its cloying embrace."
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Web Pistol (Unlikely)
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Webber (https://wh40k.lexicanum.com/wiki/Webber)(https://wh40k.lexicanum.com/wiki/Web_pistol)
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Desc.: "It is rarely seen on most battlefields, mostly being used by various police and defense forces for crowd control or for subduing an individual unharmed. It works on the principle of launching a sticky mesh over the target area which gradually constricts until the target stops resisting. Web pistols and other such weapons are mostly used by the Adeptus Arbites and planetary defense forces. They are not lethal unless the victim struggles until the web constricts to the point it crushes them."
Personal Desc.: One of the few instances where a pistol is actual more widespread than the gun variant of the firearm type. Modern day police wish they had this spiderman gun, good for restraining soon to be victims.
Primary Fire: Fire the webber
Secondary Fire: Brace/Aim down sights
Alternate Fire: Weapon bash, or toggle between glob and spread shot.
Quirks: Webber projectiles do damage comparable to the hit of the Ogryn's rumbler, but also lock enemies in place for a very long time with webbing, at which point said enemy struggles and starts taking damage as a result of the web chem constricting. Hitting a webbed enemy breaks them free.
Gameplay Notes: Just like the webber a strange weapon, but as shown in rogue trader the webber is something that you use to lock down enemies, including big ones, to set them up for a really hard hit, or to give you some breathing room. This can also be adapted for use against hordes of enemies (less so that the normal Webber), immediately locking them down, and giving them some minor DoT, just keep in mind that once they're hit, they're free, so make sure your hit is a big one. Also of note, just like in Rogue Trader, you can compress (?) or fire a glob that has more range/ranged damage (comparable to the blunt damage of being hit by a 40mm grenade) which gives you some mid-range ability to deal with ranged enemies. As it's a pistol, you trade damage and range for movement/reload/equip speed. This should come with the run and gun perk available.
Commentary: It's not the size that counts, it's how you use it.
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Heavy Webber (Unlikely)
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Heavy Webber (https://wh40k.lexicanum.com/wiki/Webber)(https://wh40k.lexicanum.com/wiki/Heavy_webber)
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Desc.: "A larger version of the Web Gun, the Heavy Webber is better suited for the purposes of crowd control and mob suppression rather than battlefield usage. Its appearance is similar to the pistol with a pronounced cone-shaped nozzle and conspicuous canister containing web-chem. The Heavy Webber fires a considerable quantity of web material, covering a larger effect radius of several metres in diameter. Once hit, a target cannot get free except by use of the special web solvent generally carried by all Webber crews. This weapon also has the added ability of being able to jam the wheels/tracks and doors of vehicles, rendering them temporarily immobile."
Personal Desc.: This is what you want when you have to deal with a horde of very pissed off Ogryns that need to work in the morning. Hell, you could probably immobilize a Space Marine fairly easily with one of these. And just like the description says, the damned thing can also immobilize tanks, so you can steal them.
Primary Fire: Fire the Heavy Webber
Secondary Fire: Brace/Aim down sights
Alternate Fire: Weapon bash, or toggle between glob and spread shot.
Quirks: Webber projectiles do damage comparable to the hit of the Ogryn's Rumbler, but also lock enemies in place for a very long time with webbing, at which point said enemy struggles and starts taking damage as a result of the web chem constricting. Hitting a webbed enemy breaks them free. I would add uniquely with the Heavy Webber that it leaves webbings on the ground that slow down enemies i.e forces them to walk.
Gameplay Notes: Just like the webber a strange weapon, but as shown in rogue trader the webber is something that you use to lock down enemies, including big ones, to set them up for a really hard hit, or to give you some breathing room. This can also be adapted for use against hordes of enemies (more so that the normal Webber), immediately locking them down, and giving them some minor DoT, just keep in mind that once they're hit, they're free, so make sure your hit is a big one. Also of note, just like in Rogue Trader, you can compress (?) or fire a glob that has more range/ranged damage (comparable to the blunt damage of being hit by a 40mm grenade) which gives you some mid-range ability to deal with ranged enemies. Since this is the Heavy variant, it should hit hard, last longer, and leave AoE webbings on the ground that force enemies to walk through them.
Commentary: Bigger IS better.

Of Note:

"Aegis-Redback Pattern Heavy Webber - The advanced design for this Heavy Webber is held by the Adeptus Mechanicus of the Lathe System and the weapons themselves are produced only under granted licence by the Hax-Orthlack manufactorums on the Calixis Sector's capital world of Scintilla. Standard issue for Adeptus Arbites capture-units across the Calixis Sector and also carried in the armouries of the better-equipped local law enforcement units, such as the Magistratum of Scintilla, the weapon takes the form of a heavy, wide-barrelled projector fed from a large canister worn on the user’s back. The weapon’s use is often reserved for when large numbers of targets are to be taken alive for interrogation or where important bystanders are caught in the line of fire."

"Tyranicus Pattern Heavy Webber - Found primarily in use by slavers operating in the Calixis Sector's Periphery Sub-sector, the manufacturing location of this weapon is rumoured to be in a secret location within the Koronus Expanse. Some Inquisitors have found the weapon useful for capturing larger mutants or groups of Chaos Cultists for interrogation. It also sees limited use with the Adeptus Arbites riot-suppression squads on Scintilla. A large version of the standard Webber, the Tyranicus Pattern Heavy Webber requires a backpack or vehicle-mounted ammunition supply. The Heavy Webber fires a wide spray of filaments which expand in the air to form a web of sticky, nearly unbreakable material. Targets are quickly entangled, and if they attempt to struggle the filaments constrict."
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Brass Knuckles (Potentially)
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https://youtu.be/aPYMEeXEkw0

Brass Knuckles (https://wh40k.lexicanum.com/wiki/Brass_Knuckles)
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Desc.:“Brass Knuckles are a primitive close combat weapon used to add lethality to a punch. In their most basic form, Brass Knuckles or knuckle dusters are worn around the foremost fingers and are used to turn a simple punch into a blow that is powerful enough to break bones.”

"Stepping into his attacker and away from the blow, Efrem trapped the knife in the crook of his elbow and used his other hand to break the armsman’s wrist. A bleat of agony slipped his attacker’s mouth as Efrem took a cosh against his forearm, the pain making his teeth clench. Kicking the still-agonised ex-knife wielder aside, he focused on the one with the cosh. He parried a second swipe, throwing a punch that failed to land, just as a third attacker hit him in the ribs with brass knuckles. Efrem let out a groan and fought the urge to vomit. A swift jab to the chin had Knuckles reeling, but the cosh caught Efrem’s shoulder, numbing it. A savage cross to the side of the head and white-hot pain put him on his knees again, looking up through the rain at the three men. He was slowly choking to death, he realised, wheezing like an obscura addict.

‘Well…’ he gasped, ‘I suppose everyone is only one bad fight away from a moment like this.’"

Personal Desc.: Probably the manliest melee weapon of the bunch, this is what you'd expect. When your "granpappy" said he used to beat chaos skinwalkers to death with his hands back in his day in the guard... he meant it litterally.
Primary Fire: Punch, heavies do Hooks
Alternate Fire: Upper cut, or a flurry of fast punches that loops until stamina is drained (I'm a Sunlight Yellow Overdrive Enjoyer).
Quirks: Very high stagger on all weakpoint hits, very impressive dodge amount.
Gameplay Notes: It's basically the combat knife but you trade stabs for punches. Headshot stagger chaining means that you'll make ragers punch drunk and flat on their ass with a good one-two, and hooks should provide acceptable cleave to deal with hordes. Where these weapons shine is their combination of very fast attack chains complimented by high charged hits, and very high dodge count ensuring you'll be giving every heretic a knuckle sandwhich.
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Jawsnapper Knuckleduster (Power Knuckles) (Unlikely)
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Note: these are Electric Brass Knuckles from the Batman Caped Crusader animated series.

Jawsnapper (https://warhammer40k.fandom.com/wiki/Power_Hammer) (No Good Men (Anthology) "Aberrant" by Chris Wraight)
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Desc.: "They are a form of knuckleduster with an impact-reactive kinetic field to increase the user's impact with a punch. Output can be controlled for variable effect, and it needs to be primed prior to use. Though effective against unarmoured foes, they can also be used to break through obstacles such as the lock on a door or, with more finesse, to shock an inexpertly augmented foe into a stupor."
Personal Desc.: ""He activated the jawsnapper, backed away from the door.

They came around the corner, running hard: five, maybe six of them; huge, armoured, carrying power mauls. Zidarov aimed high and shot, sending a warning bullet clanging from the roof, but they sprinted straight on at him.

‘Probator!’ he roared. ‘Stand down!’

They paid no notice. Too late, Zidarov saw the stimm-bulked muscles, the locked-down noctis-helms with rage-feeders in the collar. They launched themselves right at him, mauls whirling in the dark.

Zidarov ducked away from one blow, shooting the bearer in the neck, then lurched back, swinging his jawsnapper into the face of another. He heard bone crack as the disruptor-field flared, "

Quirks: Can be activate like the Thunderhammer to release a powerstrike.
Gameplay Notes: Similar to the aforementioned Brass knuckles, trading the altfire for an activating move that makes the next attack release a powered hit letting you more easily deal with larger or more armored enemies at the cost of your instant stagger attack.
Commentary: Very, very nasty piece of kit. The destructive capabilities of a power weapon in a small convenient package letting you pulp skulls with a punch.
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Chain Flail (Unlikely)
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Credit to Soulcairn on x for this Khornate interpretation of a ChainFlail. (The Imperial version actually has 2 more rows of teeth, and you know, isn't styled for the great paraplegic murderhobo)

Chain Flail (https://wh40k.lexicanum.com/wiki/Chain_Flail_(Imperial))
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Desc.: "Chain Flails are two-handed melee weapons that combine the indiscriminate lethality of a chainsword with the savagery of a flail. Utilising a solid grip with a trigger attached by various adamantine cables to a whirring head lined by four parallel rows of voracious teeth, when wielded improperly the weapon is as likely to inflict terrible wounds upon its wielder as it is to any foe. It is clear to any observer that the wielders possess utterly no fear of death, making the chain flail a preferred tool of those whose faith in the Emperor is unbreakable and unquestioning."
Personal Desc.: "Now this is a true fanatic's weapon, when you swing this thing around you're basically letting the Emperor take the wheel as you turn everything around you into pulped meat and scrap"
Quirks: Heavy attack can be held indefinitely
b]Alternate Fire:[/b] Activate chain flail like chainsword, or overhead helicopter attack that loops until stamina is depleted.
Gameplay Notes: A very good hybrid weapon, the flail bypasses shields, with heavy attacks having very impressive horde stagger and cleave. Lights give you some ability to deal with harder targets, but the activation ability will let you shred them one by one. If the helicopter attack is added, then you become a walking meat grinder.
Commentary: GOD EMPEROR TAKE THE WHEEL SHHHHHHHHREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!!!!
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Chain Hammer (Unlikely)
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(Note: The head is AI generated and imposed over a ThunderHammer's handle)

Chain Hammer (https://wh40k.lexicanum.com/wiki/Chain_Hammer)
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Desc.: "Chain Hammers are large, normally two-handed, weapons which combine the striking power of a great hammer with the ripping action of a chain weapon. The club-like head has multiple rows of spinning teeth to tear apart flesh pulped by the initial impact. These weapons typically require incredible strength to lift, let alone wield in combat."
Personal Desc.: This is the quintessential meat hammer, when you want to smash and grind at the same time. The steroid version of the chainaxe. The SMASH AND TEAR stick.
Quirks: Can activate like chainsword
b]Alternate Fire:[/b] Weapon activate
Gameplay Notes: You know the Thunderhammer, well image that but instead of a massive "wham" on weapon activate, you grind someone to pulp. You trade the alpha for a very nasty DPS that turns whatever you hit into chunks.
Commentary: Should probably be delegated to a brawny class, and yes I guess the Ogryn, but you could probably get away with giving it to everyone but the stupid ugly stinky Psyker.

Of note: "Powered versions capable of splitting Power Armour were also wielded by the Accusators of the Black Judges." What are black Judges? Armored space ghouls with a bunch of stolen organs and bodyparts in a cybernetic frame comparable to a dreadnaught, with some kind of energy shield. Taking out the Black Judges was considered one of the greatest achievements of the Iron Warriors. If you know anything about them, that should give you the utmost respect for Powered Chain Hammers.
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Disposable Grenade Launcher (Unlikely)
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Note: This is an artist's interpretation.

Disposable Grenade Launcher (https://wh40k.lexicanum.com/wiki/Disposable_Grenade_Launcher)
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Desc.: "Disposable Grenade Launchers are expendable versions of the Imperial Grenade Launcher which come preloaded with a single frag or krak grenade. These weapons are popular among PDF forces since they do not require loading or reload and are simply to use."

Personal Desc.: I was unable to really find any historical examples, but in the context of W40k... this actually makes a decent amount of sense, when you consider the logistical behemoth of the Imperium and how you can quickly arm people to fight the horrors of the universe. Imagine you're a cop, or a ♥♥♥♥♥♥ PDF, or even civilian militia press ganged into service to fight. With a disposable launcher, it's literally aim and shoot so there's no need to teach them how to reload or maintenance the weapon. So instead of having to supply these meat-shields with launchers and munitions, you supply them with preloaded disposable launchers.
Primary Fire: Launch the grenade, weapon is disposed after use
Secondary Fire: Aimdown sights or brace
Quirks: As a disposable weapon, this should be an item you can find on the map taking your consumable or deployable slot, and consumed when fired.
Gameplay Notes: *Ploop*


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Snub-Nosed Las (Unlikely)
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Note: This is an artists interpretation.

Snub-Nosed Las (https://wh40k.lexicanum.com/wiki/Snub-Nosed_Las)
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Desc.:"A Snub-Nosed Las is an unusual short range Laser weapon, which gives up its firing distance for increased shooting power. They are considered to be not as powerful as Hot-Shot Lasguns, but better than your average Laspistol."
Personal Desc.: “I needed a drink, I needed a lot of life insurance, I needed a vacation, I needed a home in the country. What I had was a coat, a hat, and a gun.”

A "Snub-Nosed Las" (Let's call it a Snub Las) is what I'll interpret to be a type of las pistol that fires short range bolts, essentially trading range and shots per powerpack for stopping power and damage. So basically a high caliber laser "revolver".
Primary Fire: Fire a lasbolt
Secondary Fire: Aim down sights
Alternate Fire: Offhand punch
Quirks: Increases the ambient Noir level
Gameplay Notes: Fairly straight forward, it should have somewhat comparable damage to a bolt pistol without the armor piercing or explosive stagger, but much lower range, and limited to 6 or 8 shots before requiring a reload.
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Generic Psychic Powers 1/2
https://wh40k.lexicanum.com/wiki/Generic_Psychic_Powers


This is a list of the widely available powers used by psykers of any origin, unless stated otherwise.

Level 1

  • Aura of Resistance: A basic version of an aura that protect the psyker from harm, a powerful emanation that provides a physical barrier akin to force-field. Vulnerable to force weapons.

  • Cure Injury: A limited healing done to an ally or oneself, only improving small wounds. Provides no relief to serious injuries.

  • Hammerhand: Channel raw psychic energy throughout the psyker's body. Turning them into a powerful hand-to-hand combatant.

  • Immunity from Poison: Transmutation of poisons and other harmful chemicals into harmless ones. Provides complete immunity to all poisons, venoms, choking chemicals, halucinogens, fear inducers, debilitations, toxins and viral vectors, web toxin, needler shots, frenzon and other stimulants. The effects last for a day.

  • Mental Blow: A direct attack on the mind of the target, dealing damage analogous to missile fire but ignoring armour.

  • Steal Mind: Reach towards the mind of an enemy to temporarily disconnect all higher functions of their brain. Victims are left a slavering idiot, aware of the surroundings but unable to act beyond gibber and dribble.

  • Telekinesis: A lesser version of a power to move objects by pure will. Allows to have them stuck mid-hover. Limited to a kilogram of mass. Most hand held equipment, grenades included, fall into that category. Alternatively, operating any machinery with manual interface like buttons or levers is also possible.

  • Telepathy: Establish a momentary one-way contact between the psyker and a target.

  • Teleport: A lesser version of a power to instantaneously relocate oneself, limited by not being able to transport through solid objects.

  • Wind Blast: A sudden and powerful disturbance of the atmosphere in a burst of psychic energy, creating an area of effect. The effect may last as long as the psyker is focused, and knocks down all exposed targets.

Level 2

  • Aura of Protection: A greater version of the aura of resistance

  • Ectoplasmic Mist: Draw psychic energy into a dense grey and cloudy fog. Troops caught in the mist are blinded and move at a half-rate, while those left outside still are unable to see past the area of effect.

  • Jinx: Interfere with mechanical, electric, hydraulic or similar mechanisms. Able to jam mechanisms, including doors and weapons, or fudge the controls of vehicles. Conversely, can be used to undo a similarly damaged system.

  • Mental Bolt: A greater version of the mental blow.

  • Rally: Form a brief telepathic link with the minds of the psyker's allies, banishing fear and panic of the routing troops. Limited in scope to a one unit of troops.

  • Sense Presence: Sense the presence and location of living creatures. Can be used to locate hidden targets.

  • Smash: Utilise raw psychic energy to destroy material objects on touch, such as doors or walls. Does not work on living tissue.

  • Telekinesis: An improved ability to move one or more unsecured objects, less than 10 kilos in total mass. Allows to have them stuck mid-hover and to utilise them as a missile attack.

  • Teleport: An improved ability, increasing in distance, and able to pass through obstacles if they are less than meter thick.

Level 3

  • Animate Weapon: Pass little of the psyker's power unto an inanimate object, such as a projectile weapon. Those objects can act independently of either the psyker or their operator, floating in the air with no material means of propulsion.

  • Aura of Recalcitrance: Even greater version of the aura of resistance.

  • Cause Confusion: Open up the target's mind to a barrage of confusing, conflicting and thought-destroying data.

  • Cause Fear: Induce fear into a unit of troops, making them apprehensive of every encounter.

  • Destroy Aura: Dispel either aura of resistance or aura of protection.

  • Mental Blitz: Even greater version of the mental blow.

  • Rout: Forms a brief telepathic link with a target unit, instilling a sense of unreasoning fear and panic.

  • Transfer Aura: Transfer the existing aura onto another character.

  • Telekinesis: Even more improved ability to move one or more unsecured objects, less than an estimate of a small vehicle in total mass. Allows to have them stopped mid-movement, stuck mid-hover and utilise them as a missile attack.

  • Telepathy: Establish a two-way contact between the psyker and the target, lasting as long as both parties are willing to maintain it.


Level 4

  • Aura of Invulnerability: The most powerful version of the aura of resistance

  • Change Allegiance: Tamper with the fundamental personality of the target, changing their motivations and loyalties. With the effect lasting for a day.

  • Cure Wounds: Heal an ally or the psyker, limited only with an inability to heal a lethal blow.

  • Limbo: Disassemble the physical part of the psyker, turning into a phantasm. Absorbed into the warp, unable to act in or even perceive the material universe. Able to rematerialise anywhere within the universe, alternatively remaining adrift upon the psychic winds as long as he chooses. Ultimately, the ability weakens the psyker.

  • Mental Blast: The most powerful version of the mental blow.

  • Stasis: Alter the laws of time and space, temporarily creating a stasis field, comparable to the stasis grenade. The effect lasts for a day.

  • Strength of Mind: Channel psychic energy into the mind of the psyker, increasing one of his personal characteristic. Unable to apply the effect twice, which will last till the next day.

  • Telekinesis: The most improved ability to move one or more unsecured objects, less than an estimate of a large vehicle in total mass. Allows to have them stopped mid-movement, stuck mid-hover and utilise them as a missile attack.

  • Telepathy: Establish a two-way contact between the psyker and any or all individuals made aware to them, lasting as long as all parties are willing to maintain it.

  • Temporal Distort: Create a disturbance in the fabric of space, causing repetitions and negations of the time stream, allowing to manipulate those to the psyker's advantage. Multiplying the instances of the psyker's side successes, and removing those on the enemy's side.



PsyChiC bolts: number of powers produce blasts or energy bolts that inflict harm
in a manner not dissimilar to a weapon. These powers all follow the
same basic rules. The psyker must nominate a single target within
range and line of sight; if the Focus Power test is successful, then the
target is hit. See page 226 to determine the Hit Location, using the
Focus Power test as the attack test. There are three further variations
on this: Psychic Barrages, Psychic Storms, and Psychic Blasts.

PsyChiC barrage: A Psychic Barrage is a cluster of bolts of energy, similar to a
semi-automatic weapon. If the Focus Power test succeeds, then the
psyker produces one Psychic Bolt for the initial degree of success,
plus one for every two additional degrees of success. The number
of hits scored in this manner cannot exceed the psyker’s effective
psy rating when using this power. The first hit must strike the
initially chosen target, while any subsequent hits may strike either
the initial target or any other targets within two metres, providing
all of the targets are within range and line of sight

Generic Psychic Powers 2/2
PsyChiC storm
A Psychic Storm comprises many bolts of energy, similar to fully
automatic weapon fire. If the Focus Power test succeeds, then the
psyker produces a number of Psychic Bolts equal to the number
of degrees of success. The number of hits scored in this manner
cannot exceed the psyker’s effective psy rating when using this
power. The first hit must strike the initially chosen target, while
any subsequent hits may strike either the initial target or any other
targets within two metres, providing all of the targets are within
range and line of sight.
PsyChiC blast
A Psychic Blast detonates to cover a wide area, affecting multiple
targets simultaneously. The psyker must nominate a single point in
space anywhere within range and line of sight. If the Focus Power
test is successful, then every target within the radius of the Psychic
Blast is hit by the power.
Ordo Malleus Psychic Powers
https://wh40k.lexicanum.com/wiki/Imperial_Psychic_Powers#Ordo_Malleus

Inquisitors of the Ordo Malleus, also known as Daemonhunters, often use the powers of the Warp in their fight against its very denizens. Although such witchcraft is usually tolerated, certain acts, such as the creation of a Daemonhost, will result in a declaration of Excommunicate Traitoris and the offender hunted down for execution.

  • Banishment: The psyker bends his will to dissolve the material bonds of his daemonic foe, forcing them back into the warp.

  • Destroy Daemon: Chanting litanies of purity in time with his blows, the psyker causes damage to the daemon's warp-spawned substance.

  • Hammerhand: The psyker uses his mental powers to increase his strength, allowing him to tear apart adamantine plates with his bare hands.

  • Holocaust: Igniting the air around themselves in flame, the user incinerates anything that comes too close.

  • Sanctuary: Creates a psychic shield around themselves and their companions that is proof against any daemon.

  • Scourging: The psyker splits the air apart as bright arcs of soul-lightning destroys anything in its path.

  • Word of the Emperor: Chanting canticles and liturgies, the psyker causes crippling fear in their foe, daemon or otherwise.
Ordo Hereticus Psychic Powers
https://wh40k.lexicanum.com/wiki/Imperial_Psychic_Powers#Ordo_Hereticus

Inquisitors of the Ordo Hereticus, also known as Witch Hunters, often use the powers of the Warp in their fight against witches and other heretics. Those who do are seen as Radicals by their more Puritanical brethren, and has served as a source of conflict within the order.

  • Divine Pronouncement: The psyker invokes the Emperor's power to pronounce His judgment, causing his enemies to flee in terror.

  • Hammer of the Witches: Enemy psykers are consumed by the divine purity of the Emperor.

  • Hammerhand: The psyker uses his mental powers to increase his strength, allowing him to tear apart adamantine plates with his bare hands.

  • His Will Be Done: The psyker manifests the Emperor's divine will, inflicting more grievous wounds during combat

  • Purgatus: The enemy's mind is filled with the unbearable truth of his sins, reducing him to a drooling, crippled thing.

  • Scourging: The psyker splits the air apart as bright arcs of soul-lightning destroys anything in its path.

  • Word of the Emperor: Chanting canticles and liturgies, the psyker causes fear in their foe, daemon or otherwise.
Sisters of Battle Psychic Powers Acts of Faith
https://wh40k.lexicanum.com/wiki/Imperial_Psychic_Powers

The Adepta Sororitas represent the epitome of faith and purity within the Imperium of Man. To wield the powers of the Warp would be completely anathema to them, yet such is their Shield of Faith that it can nullify any psychic power, even those of a friendly or helpful nature.

Instead, the Sisters of Battle perform Acts of Faith, manifestations of the Emperor of Mankind's divine purpose (warpcraft channeled through humanity's collective gestalt belief in the Cult of the God Emperor). These small miracles are unlike any psychic power; defenses or weapons useful against normal psykers have no effect on them.

  • Hand of the Emperor: The Sisters channel His wrath through their bodies, given them preternatural strength and courage.

  • Divine Guidance: The Will of the Emperor guides the Sisters' shots, allowing them to shatter armor and penetrate weak points.

  • The Passion: Inspired with holy fervour, the Sisters' reflexes are enhanced to better overcome His enemies.

  • Light of the Emperor: Filled with fear of failing Him, the Sisters will shirk from no other terror.

  • Spirit of the Martyr: The weapons of the enemy have no effect on the Sisters until He is ready to receive them in death.

  • The Emperor's Wrath: The enemy are forced back, unable to gain ground as the Sisters of Battle unleash a wrathful storm of bolter fire, melta blast and purging flame.

  • The Emperor's Deliverance: As the Sisters recite rites of destruction, every shot becomes a mortal blow.

  • Holy Fusillade: Praying to the Emperor to focus His wrath through their weapons, the Sisters unleash a torrent of firepower.

  • Shield of Faith: Such is the power of their belief that the Emperor will protect them from mortal injury that the Adepta Sororitas can shrug off the most severe of physical blows and psychic attacks

  • Endless Crusade: Limbs do not tire when the spirit of the Emperor moves them, but find fresh strength in their righteous work.

  • Pure Faith: With total faith in His divine grace, the sister is armored against the foul influence and the corrupting touch of the Unclean.

  • Purge the Unclean: Through words, gestures and force of will, faith is channeled such that Daemons may be cowed or cast out by the power of the Emperor.

  • Divine Ministration: Becoming a vessel for the Emperor’s mercy and beneficence, His divinity heals where no mere skill can.

  • Wrath of the Righteous: Like a killing angel, the sister exacts the Emperor’s righteous fury on those who deny His dominion over the stars or those who profane that which is sacred.

  • Blessed Radiance: Holiness shining out, the Sister's presence allows all to see the truth of their own souls. Where she treads, those who follow need have no fear of the darkness, nor suffer the predations of the blasphemous.
Imperial Guard Psychic Powers
https://wh40k.lexicanum.com/wiki/Imperial_Psychic_Powers#Imperial_Guard

The Imperial Guard makes reluctant use of psykers, their arcane and blasphemous abilities causing fear and mistrust in even their commanding officers. Nevertheless, these Sanctioned Psykers are useful for combating the enemy's psychic powers and providing needed battlefield support. One of the most powerful are the Primaris Psykers, a rare breed of highly-trained and gifted individuals whose mental powers allow them to sear the flesh from their enemies' bones or cloud their minds. Primaris Psykers are commonly attached to high-ranking officers to provide psychic support for front-line troops.

Astropaths are also commonly attached to command formations, allowing for instant, secure communication over vast distances. Many Astropaths also have powers of divination, and advise their commanding officer on how best to deploy their forces.

Lower down are the Psyker Battle Squads, teams of pyskers who function as one entity to better focus their nascent powers. While individually their powers are weaker and as much a danger to themselves as others, together they are able to wield a power greater than the sum of its parts, Psyker Battle Squads are able to flatten battle tanks and tear apart the bodies of their enemies. They are commanded by Overseers, who are given the task of "saving" their souls (i.e blasting their brains out) if they suffer from the Perils of the Warp.

  • Lightning Arc: Bolts of Warp lightning are launched from their hands.

  • Machine Curse: The psyker places a curse on a target vehicle's machine spirit, potentially causing the machine to harm itself.

  • Nightshroud': The psyker reaches into his enemies' minds, obscuring himself and his companions from their sight.

  • Psychic Lash: A directed bolt of Warp energy, ignoring armor to rip open the enemy's organs.

  • Psychic Ward: Creates wards around the Psyker or nearby units to protect them against psychic attack.

  • Soul Storm: Favored by Psyker Battle Squads, this power engulfs the enemy in Warp energy to sear their flesh and rip their souls from their bodies.

  • Telepathic Order: Relays the commanding officer's orders via telepathy.

  • Weaken Resolve: Favored by Psyker Battle Squads, the pyskers evoke irrational terror in their enemies' minds.
Psychic Phenomena
https://wh40k.lexicanum.com/wiki/Psychic_Phenomena

When a Psyker uses one of their powers, they invariably draw from the essense of the Warp, to manifest fantastic abilities that would be otherwise impossible to perform. However, using psychic powers sometimes yields unexpected and unpleasant results, because the energies of the Warp are unpredictable, and the Warp is filled with daemons who are drawn to psykers.

When a psyker uses a power, he or she runs the risk of incurring psychic phenomena, proportional to the amount of power they choose to expend; more powerful effects are thus riskier. Most psychic phenomena do little harm, but there is a slim chance that they may suffer Perils of the Warp, a category of phenomena that are very harmful indeed.

Known Psychic Phenomena

  • Dark Foreboding — A faint breeze surrounds the area, giving nearby individuals an unsettling feeling.

  • Warp Echo — For a short period, any sounds cause strange echoes.

  • Ethereal Stench — The air around the psyker becomes either pleasant or noxious.

  • Mounting Paranoia — The psyker gets an itchy back, as if there is someone behind them.

  • Grave Chill — The area around the psyker becomes cold and frost covered out for several metres.

  • Unnatural Aura — Any nearby animals become frightened and attempt to get away.

  • Memory Worm — Anyone in the vicinity of the psyker forgets something minor.

  • Spoilage — Any perishable goods within several metres become stale and useless.

  • Haunting Breeze — Winds surround the psyker strong enough to move around small objects.

  • Veil of Darkness — The area becomes devoid of natural light for a few feconds.

  • Distorted Reflection — Any reflective surfaces nearby break or distort.

  • Breath Leech — The air in nearby individuals lungs becomes lost, causing them to pause.

  • Daemonic Mask — The psyker channels a daemon for an instant, causing them to take on a frightful appearance for a moment, but corrupting their body permanently.

  • Unnatural Decay — All plants in the area wither.

  • Spectral Gale — Very strong winds envelop the area, knocking people to the ground.

  • Bloody Tears — Images or statues appear to weep blood. Chipped wood appears to ooze blood rather than sap.

  • The Earth Protests — The ground shakes violently, causing a local earthquake.

  • Psy Discharge — Static electriciy fills the area, causing the psyker to float for a short period.

  • Warp Ghosts — Howling ethereal apparitions fill the area, flying around unnerving the living and potentially causing insanity.

  • Falling Upwards — Gravity reverses for a few seconds.

  • Banshee Howl — A very loud screech fills the area out to almost a kilometre, causing people to be deafened.

  • The Furies — The psyker is assaulted by an invisible force, causing himself and nearby objects to be thrown around viciously.

  • Shadow of the Warp — (not to be confused with the Tyranid ability) The world changes appearance, causing people to glimpse the warp for an instant. Potentially destroying minds.

  • Tech Scorn — All tech devices and weapons nearby malfunction or jam.

  • Warp Madness — A psychic backlash of emotion fills the area, causing nearby individuals to become frenzied and mad. Potentially causing further emotional harm.
The Perils of the Warp Update
https://wh40k.lexicanum.com/wiki/Psychic_Phenomena

The most dangerous psychic phenomena are referred to as the Perils of the Warp and are the most undesirable effects of using psychic abilities. It is for this reason that Psykers are considered to be a considerable threat to the Imperium, as the effects can be potentially catastrophic; allowing daemonic forces to enter the materium, or manifesting abilities beyond the control of the psyker. Therefore it is of the utmost importance that psykers be properly trained in the responsible use of their abilities and why such resources are used to capture unsanctioned and nascent psykers.

While the perils of the warp are as wild and unpredictable as any other psychic phenomena, some races such as the Eldar have managed to mitigate their effects using technological devices, (such as a Ghosthelm). However, the Imperium has yet to master their understanding of these technologies, and so the common policy with dealing with Psykers who suffer the Perils of the Warp is to provide the Emperor's mercy (execution) to them as soon as their powers become out of hand; referred to as the Ultimate Sanction

Even if a psyker survives an attack from the warp, their souls are permanently marked by the close contact with the warp, becoming more susceptible to the forces of the warp in future.

  • The Gibbering: — Uncontrolled warp energy surges through the psykers mind, burning out their minds and driving them insane.

  • Warp Burn: — The energies of the warp manifest, striking the psykers mind and stunning him temporarily.

  • Psychic Concussion: — The violent energies knock the psyker unconsious and cascade outwards, also stunning those nearby.

  • Psy-Blast: — There is a sudden explosion, casting the psyker several metres into the air.
  • Soul Sear: — The psykers soul is overpowered by warp energy, scarring their spirit and preventing them from using their powers.

  • Locked In: — The excess energy remains in the psykers mind, locking them into a coma until it is overcome by sheer willpower.

  • Chronological Incontinence: — The psyker vanishes as time bends around them, they reappear a few moments later.

  • Psychic Mirror: — The psychic power targets the psyker himself.

  • Warp Whispers: — The voices of daemons fill the area, speaking into the minds of others and corrupting their souls.

  • Vice Versa: — The soul of the psyker is cast out and swaps bodies with a nearby being for a short period of time, if there is no nearby other, the soul wanders the warp for the same period and returns slightly less sane.

  • Dark Summoning: — A lesser daemon physically manifests for a short period.

  • Ethereal Storm: — The excess psychic energy lashes the minds of nearby sentient creatures.

  • Blood Rain: — A cloud of psychic energy envelops the area, causing storm winds and rain of blood. While this storm is in effect, any psychic powers in the area always cause perils of the warp

  • Cataclysmic Blast: — The psyker is immolated with psychic energy, burning their possessions, equipment and the area around them for a few metres.

  • Mass Possession: — Daemons reach into the minds of all living creatures over a large area for a period. Sentient individuals must spend their time mentally combating the daemonic influence or they fall to corruption.

  • The Surly Bonds of Earth: — much like the Falling Upwards phenomena, however gravity is reversed over a much larger area for much longer. Lifting objects much higher into the air.

  • Daemonhost: — One of the most dangerous perils; the psyker is possessed by a daemon, becoming an unbound daemonhost.

  • Warp Feast: — The uncontrolled psychic energies rip a whole in reality, centering on the psyker; sucking him into the warp to be consumed forever.

Rending the Veil: The air vibrates with images of cackling daemons, and the kaleidoscopic taint of the warp is rendered
visible

Reality Quake: Reality buckles around the psyker, and an area radiating out 3 to 10 metres from him is sundered, solid objects alternately rot, burn, and freeze.

Lost to the Warp: The psyker must make an immediate Very Hard Willpower Test or he is dragged into the warp by a daemon immediately for purposes unknown. The psyker appears on an inhabited planet 1 to 10 weeks later with dim memories of horrific act . He suffers 4 to 10 Corruption Points, as well as any other possible complications from his actions while possessed, including a potential visit from the Inquisition. In the future, he must adjust all Perils of the Warp checks by +10 due to his body serving as conduit for fell forces.

Destruction: The psyker is immediately and irrevocably destroyed. Hde is sucked screaming into the warp, never to be seen
again or consumed utterly by hellfire. There is a 50% chance, that a daemonic entity appears in the psyker’s place.
Biomancy 1/2
https://wh40k.lexicanum.com/wiki/Biomancy

Biomancy is a Psychic Discipline known to psykers who specialise in the use of manipulating biological energy and processes. Through this art, biomancers are capable of changing or influencing a change in the physical form of either themselves or their enemies. Practitioners are of Biomancy are known as Biomancers.

  • Bio-lightning: Attack one foe with lightning

    You channel your life force through
    the meridians of your body, causing
    your form to crackle with living
    energy. You may direct this energy
    against a single target within
    Range. The target takes 1d10 plus
    your Willpower Bonus in Energy
    Damage.
    Overbleed: For every 5 points by
    which you exceed the Threshold, you
    extend the Range of this power by
    10 metres. For every 10 points that
    you exceed the Threshold, you can
    launch another bolt of energy against
    the same or a different target.

  • Blood Boil: Raise a foe's heart rate and blood pressure, causing fatigue, then unconsciousness, then death With a rhythmic crushing gesture, you
    tune into an enemy’s body, flexing their
    heart muscles to accelerate their pulse.
    This continues until their blood pressure
    reaches lethal levels. As you continue to
    exert your will, blood vessels begin to
    rupture, causing haemorrhaging across
    the target’s body. Each Round (including
    the Round in which the power manifests),
    you may spend a Half Action to make an
    Opposed Test, pitting your Willpower
    against your target’s Toughness. If you
    win the Test, your opponent takes one
    level of Fatigue plus one level of Fatigue
    per degree of success, until he collapses
    unconscious. Each level of Fatigue
    beyond those that the target can take
    deals 5 Damage instead. Should Damage
    equal the target’s Wounds, their heart and
    brain explodes, showering gore around.
    Overbleed: For every 5 points by
    which you exceed the Threshold, you
    gain a +10 bonus on your Opposed
    Willpower Tests.

  • Cellular Control: Gain one of the following buffs: immunity to poison, immunity to extreme temperatures, gain +10 to any Characteristic except for Weapon Skill and Ballistic Skill, immunity to Fatigue, or immunity to vacuum environments.

    You learn various ways of transcending
    your body’s natural limitations by
    balancing your humors, modifying
    cellular structure and meditating
    upon the meridians of your body.
    This power enables you to achieve
    any one of the following effects:
    • Gain immunity to all poisons.
    • Ignore the effects of extremes of
    temperature.
    • Increase any Characteristic—
    except Weapon Skill and Ballistic
    Skill—by +10.
    • Gain immunity to Fatigue.
    • Count as though wearing a void
    suit in a vacuum (though you still
    need to breathe).
    Each Round you sustain this power,
    you must succeed on a Toughness Test.
    On a failed Test, you take 1d5 points
    of Damage, ignoring your Toughness
    Bonus and Armour as your body
    begins to break from the strain.
    Unlike most powers, you can
    manifest this power multiple times.
    Each time, choose a different effect.

  • Constrict: Choke a target

    With a word, thought or gesture, you
    can command the flesh of your target
    to sharply contract. The target’s
    windpipe closes, choking them
    and cutting off their breath. They
    begin to Suffocate. (See Suffocation
    on page 210) Each Round, the
    target must spend a Full Action to
    Test Toughness. On a success, they
    regain control over their body and
    clear their windpipe. On a failure
    they continue to suffocate. The
    target is considered to be engaged in
    strenuous activity.
    Overbleed: For every 10 points
    by which you exceed the Threshold,
    the Difficulty of the Toughness Test
    worsens by one step.

  • Enhanced Senses: Gain a +30 bonus to Tests with one sense.

    With a moment’s thought, you force
    your senses into impossible feats of
    perception that can only be equalled
    among humans by the biomechanically
    augmented. When you manifest this
    power, choose one of your five senses.
    You gain a +30 bonus to all Tests
    made with this sense. The sense organ
    involved becomes strained as you push
    it past all normal human limits; the eyes
    weep and grow hugely dilated, skin
    flushes red, the nose drips mucus and
    so on.
    Overbleed: For every 5 points by
    which you exceed the Threshold, you
    may enhance an additional sense.

  • Hammerhand: Strength is quadrupled, fists become lethal weapons

    Biomancers who have learned to
    channel the fierce power of the
    warp into their limbs can eventually
    master the art of letting the energy
    of the immaterium flow unhindered
    through their body, phenomenally
    increasing their fighting capabilities.
    Your body becomes a lethal engine,
    capable of shredding flesh and
    bone as if they were tissue paper.
    Such power comes at a cost though,
    for there is no subtlety to the
    Hammerhand. While this power is
    in effect, your Strength Bonus is
    multiplied by 4, and you gain the
    Natural Weapon trait (see page
    330) However, you can wield no
    weapon save for your bare hands
    (not that you need any!).

  • Regenerate: Heal own injuries over time and regrow missing body parts

    One of the pinnacles of a biomancer’s
    abilities, this power allows you to
    knit your flesh back together at a
    phenomenal rate, letting you swiftly
    overcome any non-fatal injury. This
    is a hard ability to master, but the
    rewards are great—Regenerate can
    eventually regrow lost limbs and
    organs. Each Round this power is
    active, you remove 1d5 points of
    Damage (removing Critical Damage
    first) and have all levels of Fatigue
    removed. Once all Damage is removed,
    you begin to regrow lost organs, limbs,
    and so on. Limbs and organs replaced
    by cybernetics do not regrow unless
    the bionic is first removed.

  • Seal Wounds: Heal injuries of one target

    You focus your power to repair
    your damaged flesh or that of any
    character within Range. Ragged
    wounds fuse and cuts vanish. Broken
    bone knits together, and burnt skin
    sloughs away as fresh tissue grows
    beneath. The target of this power
    removes 1d10 points of Damage
    plus an amount of Damage equal to
    your Willpower Bonus. This power
    can remove Critical Damage as well
    as normal Damage.
    Overbleed: For every 5 points by
    which you exceed the Threshold, you
    may achieve any of the following:
    extend the Range by 10 metres, target
    an additional character within Range,
    or remove an additional 1d10+WB
    Damage from the target.

  • Shape Flesh: Shapeshift to gain special abilities or disguise yourself

    Shape Flesh is the point where
    your flesh and will become
    indistinguishable—the goal of
    many a biomancer. Shape Flesh
    allows you to twist your physical
    frame in nearly any way you can
    imagine. Each manifestation of
    this power produces one of the
    following effects:
    • Gain any one of the following
    traits—Burrower (1), Crawler, Dark
    Sight, Flier, Hoverer, Natural Armour
    (2), Natural Weapons or Quadruped.
    These traits are described in
    Chapter XII: Aliens, Heretics &
    Antagonists, page 329.
    • Assume the appearance of any one
    creature. You may make Disguise Tests
    as if you had the Disguise skill and
    at a +10 bonus. If you already have
    the Skill, you gain an additional +20
    bonus.
    • Gain Natural Weapons (Bite,
    Claws, and so on) to deal 1d10+SB
    Damage.
    Unlike most powers, you can manifest
    this power multiple times. Each time,
    choose a different effect.

  • Toxic Siphon: Remove poison from target

    You draw poisons from the flesh.
    This has the same effect as taking
    a dose of de-tox (see Chapter V:
    Armoury, page 148) with the
    exception

  • Invigourate: Remove levels of Fatigue

  • Smite: Project lightning at foes

  • Enfeeble: Temporarily weaken target

  • Shape Flesh: Alter the appearance of a target

  • Endurance: Heal wounds of multiple targets

  • Iron Arm: Turn skin into living steel

  • Life Leech: Drain target's vitality

  • Warp Speed: Move at supernatural speed

  • Haemorrhage: Wound a target at range
Biomancy 2/2
enfeeble
The psyker lashes at his target with tendrils of Warp energy. The
vile power quickly strips the victim of vitality, draining its spirit
with every caress.
Value: 100 xp
Prerequisite: Toughness 35
Action: Half Action
Focus Power: Challenging (+0) Opposed Willpower test
Range: 20 metres x psy rating
Sustained: Half Action
Subtype: Attack, Concentration
Effect: The psyker nominates a single target in range and line of
sight who opposes this power with a Toughness test. If the target
fails to resist the power, it is Stunned for one round. In addition,
as long as this power remains in effect, if the target rolls doubles
on any test it makes, it suffers a number of levels of Fatigue equal
to half the psyker’s psy rating (rounded down). A single target can
only be affected by one instance of the Enfeeble power at a time,
with other usages on the same target having no further effect.
enduranCe
Focussing his mind on the injured bodies of his allies, the psyker
energises their biology, initiating rapid cell growth. In moments,
shattered bones re-knit, gaping wounds close and heal, and the
effects of combat damage disappear.
Value: 300 xp
Prerequisite: Toughness 30
Action: Half Action
Focus Power: Difficult (–10) Willpower test
Range: 3 metres x psy rating radius
Sustained: No
Subtype: Concentration
Effect: A number of allies in range equal to the psyker’s psy rating,
plus the psyker himself, recover wounds equal to half the psyker’s
psy rating, rounded up. They can also immediately overcome the
effects of Pinning. This power is incredibly taxing and requires at
least 12 hours of recovery before it may be used again.
haemorrhage
Drawing on his mastery of the living body, the biomancer
accelerates his victim’s heart rate beyond the bounds of biological
possibility. Betrayed by his own body, the target’s blood boils over,
flooding his brain and bursting his over-taxed veins. Those nearby
have their own hearts caught in the unnatural rhythm, suffering
the same fate.
Value: 400 xp
Prerequisite: Psy rating 4
Action: Half Action
Focus Power: Difficult (–10) Opposed Willpower test
Range: 10 metres x psy rating
Sustained: No
Subtype: Attack, Concentration
Effect: The psyker nominates a single target in range and line
of sight who opposes this power with a Toughness test. If the
target fails to resist the power, it suffers Energy damage equal to
the psyker’s psy rating, plus one additional damage per degree
of failure on its Toughness test; this damage ignores Toughness
bonus and Armour. If this damage successfully kills the target, the
psyker may immediately recast this psychic power as a Free Action
on any legal target within 5 metres of the original target.
i nvigourate
The psyker draws upon the energies of the Warp to galvanise the
flesh, a possibly hazardous endeavour but one that can be essential
to continue the warband’s efforts. Newly empowered, the Acolytes
can continue afresh.
Value: 100 xp
Prerequisite: Toughness 30
Action: Half Action
Focus Power: Challenging (+0) Willpower test
Range: 1 metre
Sustained: No
Subtype: Concentration
Effect: The psyker can remove a number of levels of Fatigue from
himself and allies within range. He can chose how many levels to
reduce per character, but the sum of all levels removed from all
characters cannot exceed his psy rating. This power is very taxing
and requires at least 12 hours of recovery before it can be used again.
i ron arm
The psyker’s flesh transforms, hardening into a slick, living metal,
weighing him down but also rendering him incredibly resistant.
His new form allows him to shrug off small arms fire and crush
his enemies with his bare hands.
Value: 400 xp
Prerequisites: Strength 35, Toughness 35
Action: Half Action
Focus Power: Hard (–20) Willpower test
Range: Self
Sustained: Free Action
Subtype: Concentration
Effect: While this power is in effect, the psyker gains the Unnatural
Toughness and Unnatural Strength traits with ratings equal to half
his psy rating, rounded up. However, his flesh’s sturdier form
weighs the psyker down, causing him to suffer a –10 penalty to his
Agility characteristic while the power is in effect.

l ife l eeCh
The psyker latches on to his target’s life force and tears it from
the hapless victim’s body. The psyker absorbs this stolen essence,
using it to reinvigourate and bolster his own flesh.
Value: 400 xp
Prerequisite: Toughness 40
Action: Full Action
Focus Power: Opposed Difficult (–10) Willpower test
Range: 10 metres x psy rating
Sustained: Free Action
Subtype: Attack, Concentration
Effect: The psyker nominates a single target in range and line of
sight who opposes this power with a Toughness test. If the target
fails to resist the power, he suffers 1d10 + psy rating Toughness
damage, and the psyker gains Unnatural Toughness (1) trait,
with its value increased by 1 for every full 5 points of Toughness
damage the power inflicts. This Unnatural Toughness trait remains
for as long as the power’s effect persists.

shaPe flesh
Powerful biomancers are able to bend the living body to their will
with great finesse. At the heights of ability, a psyker can mould
flesh with an expertise any sculptor would envy.
Value: 200 xp
Prerequisites: Perception 35, Toughness 30
Action: Full Action
Focus Power: Ordinary (+10) Willpower test
Range: 1 metre
Sustained: Free Action
Subtype: Concentration
Effect: The psyker chooses himself or an organic target that he
can physically touch. The target’s physical appearance changes to a
new form of the psyker’s choosing for the duration of the power.
The amount and precision of the alterations depend on the final
psy rating used. Following are some broad guidelines, but GMs
can further alter the range of the power as needed.
• PR 1–3: The psyker can alter subtle flesh shapes, tones, and
colours to distort the appearance of the target. He does not
have direct control over what the end result looks like.
• PR 4–6: The psyker can alter flesh, hair, eyes, and any other
physical features. He can choose how the features will be
altered, but does not have the precision to mimic others.
• PR 7–9: The psyker can change any physical feature of the
target to resemble another individual. However, the psyker
must have a pic record of the individual, or have seen him
before.
• PR 10+: The psyker can shape his target to exactly mimic
another individual. Additionally, he can use the power to
morph the target into a form that no longer appears human.
All tests to identify the target’s true identity suffer a penalty
equal to 5 x PR for the duration of the power. The effects of the
power on a target other than the psyker remain in effect for the
duration of the power, regardless of how far away from the psyker
the target becomes.
smite
Drawing on the electric field of his own body, the psyker projects
crackling bolts of bio-lightning, transforming his very life force
into destructive energy. Diviners often claim that one can tell
much about the state of a biomancer’s soul from the colour and
appearance of this power.
Value: 200 xp
Prerequisite: Willpower 40
Action: Half Action
Focus Power: Challenging (+0) Willpower test
Range: 20 metres x psy rating
Sustained: No
Subtype: Attack, Concentration

W arP sPeed
Tapping into the power of the Empyrean, the psyker suffuses his
body with energy, pushing himself beyond physical limits. While
under the effects of this power, the psyker moves with unbelievable
speed, ensuring that no heretic is swift enough to escape justice.
Value: 500 xp
Prerequisite: Psy rating 5
Action: Half Action
Focus Power: Difficult (–10) Willpower test
Range: Self
Sustained: Free Action
Subtype: Concentration
Effect: The psyker gains the Unnatural Weapon Skill, Unnatural
Ballistic Skill, and Unnatural Agility traits, all at values equal to his
psy rating.

Divination 1/4
https://wh40k.lexicanum.com/wiki/Divination

Divination is a Psychic Discipline, its practitioners of Divination are known as Diviners or fortune tellers. Diviners are Psykers who seek to discern the hidden past of the galaxy and know the course of events yet to come. These abilities allow Diviners to look into the twisting strands of the Immaterium in search of answers they seek, sometimes even influencing the outcome of future events themselves.

  • Foreboding: The Psyker makes his allies and himself aware that their foes are about to charge, even before their foes have themselves realized it.

  • Forewarning: The Psyker prophetic powers allow him to walk through a hail of fire, dodging incoming bullets by knowing their exact trajectories in advance.

  • Misfortune: The Psyker twists fate so that his allies strikes tear through the weakest points in their opponents armor.

  • Perfect Timing: As soon as his consciousness pierces the veil of the Warp, a rush of images flood the Diviner's mind, foretelling the actions of his enemies down to the nanosecond.

  • Precognition: Having already witnessed the one true path to victory, the diviner uses these premonitions to achieve victory on the battlefield.

  • Prescience: The Psyker can predict the path of bullets and swords. By focusing his Warp sight even more closely he can guide his allies aims, allowing them to more accurately strike the enemy.

  • Scrier's Gaze: The Diviner can see the battlefield clearly in his mind, allowing precise deployment of his allies forces to better achieve victory.

Divination: At Psy Rating 1-3, the psyker receives images
that are hazy and indistinct. At Psy Rating 4-6, the same
images are clearer and sharply in focus. At Psy Rating 7+, any
images will be crisp, clear, and accompanied by other sensory
input—sound, taste, etc.—as appropriate.

Aura Reading: Diviners can read a person’s aura, the unconscious projection
of his being in to the warp. This is a very pale shadow, beneath
the notice of most beings, but the diviner can study this aura
to learn about the person.
The psyker can attempt to read the aura of any person
he can see as a Full Action. This requires a successful Focus
Power Test, with every degree of success providing more
information. A psyker can only maintain this power on one
target. If he wishes to divine the well-being of a different
person, he must activate the power again.
If the psyker maintains the power on the same target, he can
increase his Degrees of Success by +1 per round cumulatively,
eventually getting to the full 3 Degrees of Success.

Table 6–10: Aura Reading

The psyker gains superficial impressions about the target person. This includes the three strongest emotions the target is
currently experiencing, his race, whether or not he has any psychic powers, and a rough idea of his state of mental and
physical health (No numbers, just good, poor, weak, etc.). Lastly, it determines if the target is an untouchable–naturally,
in this case, the psyker receives no further information, including the effects from this technique!
1
The psyker gets all of the information above, plus he gets a deeper insight in to all of the target’s feelings, granting a
+10 to all Fellowship Tests made against the target while Divination is active. The psyker also gets a better idea about
the target’s well-being, including current Wounds and Fatigue levels. Finally, if the target is also a psyker, he can sense
the target’s Psy Rating.
2
The psyker gets all of the above results, plus he can now determine the target’s Insanity Points, as well as which
addictions or madness he might be suffering from. If the target is a psyker, he can determine which Discipline(s) and
Techniques the target possesses.
3
The psyker gets all of the above information, and now he can determine how many Corruption Points the target
might have accumulated. Also, the psyker can determine if the aura is genuine, or has been produced by some other
means—technologically, psychically, daemonically, etc.

Augury: By reading the Emperor’s Tarot for a specific individual,
the psyker can grant insight into what troubles lay ahead. A
specific question must be asked, though it can be as detailed
as “What must we overcome to defeat the xenos on Choir?”
or as broad as “How can I turn a greater profit?” After that,
the psyker will read the Emperor’s Tarot for the subject as
they both concentrate on the question asked. At the end of
this time, typically 30 minutes—though some readings take
longer to interpret—the psyker makes a Psyniscience Test.
Every two degrees of success reveals more information.
However, any rolls on the Psychic Phenemona chart that are
provoked from this technique also add +10.

Table 6–11: Augury
Degree of
Success Result
0 Opposition: The psyker can determine the
greatest opposition that the subject will face.
2
Fears: The psyker also can determine other
negative forces that may be in play—the
number of these is equal to the Psy Rating used
in this power.
4
Hopes: The psyker can now determine the
greatest advantage or tool the subject has
at hand.
6+
Outcome: The psyker may offer a single
sentence of advice to the subject about the
clearest path to his answer.

blessed by the emperor: At this level of skill, the psyker has learned how to explore
multiple outcomes to different choices and actions, and to be
able to sort through them to choose the safest course.
The psyker must succeed at a Focus Power Test. If
successful, the psyker gains a bonus to all Weapon Skill and
Ballistic Skill Tests equal to 5 times his effective Psy
Rating, and Ballistic Skill Tests against him suffer the same
value as a penalty. Additionally, he can shout warnings to
his comrades within 5m x Psy Rating and warn them of
incoming attacks. Allies beyond this range are outside of the
scope of his power to foresee. All Ballistic Skill Tests
against those so warned suffer a –10 penalty. This
technique may not be used at the Fettered Psychic
Strength

Divining the Future: Divining the Future represents the psyker’s growing affinity
for the Emperor’s Tarot, and his ability to access answers about
the future with greater speed and precision. Just like Augury,
a specific question must be asked, though it can be as detailed
as “When will Da Wurldbreaka return to this planet?” or as
broad as “How can I turn a greater profit?” However the time
involved is considerably less—only one minute is required
for a use of this technique. The psyker makes a Psyniscience
Test. Every two degrees of success reveals more information.
However, any rolls on the Psychic Phenomena chart that are
provoked from this technique also add +10

Table 6–12: Divining The Future
Degree of
Success Result
0 Opposition: The psyker can determine the greatest opposition that the subject will face.
2 Fears: The psyker also can determine other negative forces that may be in play—the number of these is equal to
the Psy Rating used in this power.
4 Hopes: The psyker can now determine the greatest advantage or tool the subject has at hand.
6+
Outcome: The psyker may offer two sentences of advice to the subject about the clearest path to their
answer. This grants the subject a +10 bonus on a number of Tests equal to the psyker’s Psy Rating for the
next month or until the question is resolved, whichever occurs first.

Foreshadow: Peering in to the future for a brief instant, the psyker is able to
see possible outcomes and potential dangers. Until the end of
the next turn, the psyker gains a bonus to one Skill Test
equal to 5 times his effective Psy Rating. Using “Foreshadow”
does not count as sustaining a Psychic Technique.

Divination 2/4
In Harm’s Way: By taking a deep look into the near future, the psyker
can anticipate the actions of his enemies. Until the end of the
next turn, the psyker gains a bonus to all Weapon Skill and
Ballistic Skill Tests equal to 5 times his effective Psy Rating
(to a maximum of +20), and Ballistic Skill Tests against him
suffer the same value as a penalty. Using “In Harm’s Way”
does not count as sustaining a Psychic Power.

Psycholocation: By succeeding at a Psyniscience Test, the psyker can locate
and track down a single object or person in his immediate
vicinity. The psyker can find anything, but there must be
some degree of familiarity. Touching a lock and trying to find
the key to that lock is fin , but just thinking “I want a key” without a corresponding lock will not work. In the same vein,
the psyker must have seen the person he wants to find—either
directly or through some image, painting, etc.—or have the
target’s true name.
Once the psyker has chosen a target, he makes a
Psyniscience Test modified y the following factors:
• Intimately familiar with target (Knows subject well, or
has an item that has been with the subject for a long
time): +10
• Has a portion of the subject (Fragment from the item,
lock of hair from a person): +5
• Subject is surrounded by others of its kind (a coin in a
coin purse, a person in a crowd, etc.): –10
• Subject is within 50m x Psy Rating: +5
• Subject is over 2 km away: –20
If the psyker passes the Psyniscience Test, and the subject
is within range, the psyker receives a rough idea of where the
subject is located, based on how many degrees of success he
has scored.

Table 6–13: Psycholocation
Degrees
of Success Result
0 The psyker knows the rough direction of the
subject.
2 The psyker knows the specific direction of the
subject, and roughly how far away it is.
4 The psyker knows the specific direction of the
subject, and exactly how far away it is.

Psychometry: Learning to read the Tarot is in part the act of learning to
divine the Emperor’s word from psychic impressions. Refining
this skill allows the psyker to learn more about others from the
crude psychic traces they leave behind on objects and places
in the world around them. In its simplest form, the psyker can
gain rough impressions from an object or a general area by
maintaining physical contact and making a Psyniscience Test.
More information beyond the strongest emotions requires
time, and the longer the psyker stays in a given area, the more
information he can ascertain. These numbers are modified
by the raw strength of the psyker, and he may subtract a
number of rounds equal to his Psy Rating from each result
level. Example: A psyker with Psy Rating 5 will get the first
result in 5 rounds, the second result in 10, etc.

Table 6–14: Psychometry
Rounds Result
10 The psyker can detect the strongest emotion
associated with the area or object.
20 The psyker can see the general features of the
person who experienced the emotion
30 The psyker gets a clear image of the person who
experienced the emotion
40 The psyker is able to identify the person’s
occupation (e.g. Career and Rank)
50 The psyker can now determine the name of the
person
+10 The psyker discovers an additional fact about the
person as determined by the GM

Walking the Path:

At this level of skill, the psyker has learned how to explore
multiple outcomes to different choices and actions, and to
be able to sort through them in less than a heartbeat. The
psyker must succeed at a Focus Power Test. If successful, the
psyker gains a +10 bonus to all Weapon Skill and Ballistic
Skill Tests, and Ballistic Skill Tests against him are at a –20
penalty—these benefits apply for one round, unless the psyker
sustains this technique. Additionally, he can see glimpses of
the dangers in his immediate vicinity and shout warnings
to his comrades within 1m x Psy Rating to warn them of
incoming attacks. Allies beyond this range are outside of the
scope of his power to foresee. All Ballistic Attacks against
those so warned suffer a –5 penalty. This technique may not
be used at the Fettered Psychic Strength.
Divination 3/4
dIVINe shot: Using this power enables you to
make near impossible ranged shots,
allowing you to strike virtually any
target you can perceive. You must
concentrate on a single firearm
or other missile weapon in your
possession and the ammunition it
carries before casting your psychic
gaze into the warp to search down
the near-infinite paths of potential
future trajectories. When you find
the one you seek, you shoot, and
while the damage to the target may
vary, the attack cannot be avoided in
any way. In effect, you automatically
hit any one target you can see
regardless of Range. Only one shot
automatically hits, even if you are
using a semi-automatic or automatic
weapon. All other shots require Tests
as normal.

doWsINg: By focusing his mind the diviner
can single out an object or person
somewhere in his immediate
vicinity, pushing aside all
other distractions until he can
unerringly find it. First the Psyker
must choose an item or person to
be the subject of the power. This
can be anything, but it must be
a specific item. So for instance,
the Psyker could say, “I want to
know where the key to this lock
is” but not “I want to know where
a key is”. Likewise with a person,
the Psyker must have either seen
them before (possibly remotely
or in a pict) or know their name.
Simply trying to find the person
who murdered the governor, for
example, will not work.
Once the Psyker has chosen his
subject, he makes a Pysniscience
Test. The following factors modify
this roll:
• He is intimately familiar with
the subject (an object he has been
carrying for a long time or a person
he knows well): +10
• He has a portion of the subject
(a lock of a person’s hair, a stone
chip from a statue): +5
• The subject is within 100m: +5
• The subject is over 500m away:
–10
• Subject is surrounded by others
of its kind (i.e. a person in a crowd,
a key in a draw full of keys): –10
If the Psyker passes the Test, and
the subject is within a number of
kilometres equal to or less than his
Perception Bonus, then he will have
some idea of its location depending
on how many degrees of success he
scored.
Degrees
of
Success Result
0 The rough direction of the
subject
1 The specific direction of the
subject and a roughly how far
away it is
2 The specific direction of the
subject and exactly how far away
it is
4 A visual image of the current
location of the subject as well as
knowledge of in which direction
and how far away it is
As long as the Psyker sustains this
power he can spend a Full Action
to gain updated information on the
location of the subject (the level of
this information remains dependant
on his original degrees of success).
Thus, a Psyker can follow a person
who is actively trying to evade them
for instance.

far sIght: Some diviners are capable of opening
their inner eye to perceive events that
occur at places far away from them. Far
Sight may be used to make you aware of
a single space anywhere within Range
of this power. You need not be aware
of the destination; you merely need to
identify how far away you need to cast
your senses (for example: “I look two
kilometres to the west”). Should the point
you select be inside a solid object, such
as a wall, tree, cliff face or the like, the
power simply fails. You may use Far Sight
to cast your view inside buildings, bodies
of water, pockets of gas and so on without
impediment.
Once you have cast your sight to a
particular place, you can see up to the
normal range of your vision from a
specific point of view. You may change
your facing by 90-degrees by spending
a Half Action. Once you choose your
point, you may not select another. You
must use the power again to select a
new point. Far Sight does not grant
any special forms of vision; if your
clairvoyant point is within a darkened
room and you cannot normally see in
darkness, you perceive nothing but
darkness. In addition, Far Sight does
not pick up sound (though if you have
the Lip Reading skill, you can use it to
work out what speakers are saying).
While under the effects of this power,
you are disoriented and cannot spend
more than a Half Action each Round. In
addition, you take a –30 penalty to all
Tests.
Overbleed: For every 10 points by
which you exceed the power’s Threshold,
you can double the Range of this power.

glImPse: You peer into the future, sensing the
manifold web of different possible
pathways and potential outcomes. Until
the end of your next Turn, you gain a +30
bonus to any single Skill Test

PrecogNItIVe strIke: Like a spider on a web, you are able to sense
disturbances to your immediate future.
This ability to read possible outcomes
lets you anticipate the movement of your
opponents. Until the end of your next
Turn, you gain a +20 bonus to all Weapon
Skill and Ballistic Skill Tests.

PrecogNItIVe dodge: You may manipulate probability to your
own advantage. The threads of your
immediate future appear clearly in your
mind. You have the power to Dodge
projectiles before they’ve been fired.
When you manifest this power, you can
walk into combat with what appears
to be astounding grace (or incredible
luck), weaving your way through fields
of gunfire without a scratch. Until the
end of your next Turn, all Ballistic
Skill Tests made to hit you with ranged
weapons suffer a –30 penalty.

PreterNatural
aWareNess: Casting your perception from the
limited vessel of your bodily senses,
you gain an unnatural awareness of
the world around you. Your eyes
roll white within their sockets and
your senses roam about you, at once
glancing above, behind, before and
sideways. You also gain impressions of
future events, granting you uncanny
accuracy in anticipating them. You gain
a +20 bonus on all Awareness Tests.
In addition, you add your Willpower
Bonus to your Initiative count.
Overbleed: For every 10 points
by which you exceed the power’s
Threshold, you may add your Willpower
bonus to your Initiative again.



Divination 4/4
PersoNal augurY
Threshold: 14
Focus Time: Full Action
Sustained: No
Range: Touch
Personal Augury allows you to peer into
the fate of a single, willing target. You
may warn the querant of impending
dangers, opportunities and even divine
specific advice for your client. To begin
the augury, you clasp the hands of
your client, and ask them to specify a
circumstance that they wish divined. This
may be as detailed as, “What terrors does
the headquarters of the Barbed Chalice
hold?” or as vague as, “How can I please
my Inquisitor?” The more precise the
question, the more specific the reading
may be. Once the question is established,
the diviner and client spend the next
thirty minutes using his Psychic-foci.
This may be reading the Imperial Tarot,
casting runes, examining entrails, or any
other such act. At the end of this time,
you may make a Psyniscience Test to
accurately sense the weave of the client’s
future. Each degree of success reveals
more information.
Degrees
of
Success Result
0 Doom: The diviner receives
a symbolic warning of the
greatest peril or obstacle faced
by the client with regards to the
question. This is a vague hint at
what is to come.
1 Malign Influences: The di-
viner gains intuition of the
client’s doom, and a further
two negative influences that
the client will face.
2 Benign Factors: The diviner
gains an additional impression
of the greatest advantage or
weapon the client has in their
possession.
3+ Fate: The diviner is aware of all
of the previous effects, and may
also offer a single sentence of
mystical advice to the client.
soul sIght
Threshold: 23
Focus Time: Full Action
Sustained: Yes
Range: You
Diviners are said to be able to read a
person’s shifting aura, the ghost self
they unconsciously project into the
warp. From observing the nature of
this aura, they can learn many things
about a person’s emotions and feelings:
from their current emotions, to habitual
moods, to their levels of injury, and
even any addictions or madness they
may suffer from.
When this power is manifested, the
diviner may try to read the aura of any
person they can see as a Full Action.
This requires a successful Psyniscience
Test with each degree of success
granting him more information. The
diviner must manifest this power each
time he wishes to view an additional
person’s aura.
Degrees
of
Success Result
0 Hue. You focus on the
dominant colours in the
target’s aura. This allows you
to detect the strongest three
emotions they are currently
experiencing. You are also able
to detect their race, and if they
have any Psychic Discipline
Powers (though not what they
are). From the brightness and
consistency of the aura, you
are also able to gain a rough
idea of the target’s physical
and mental health. This does
not tell you their exact Wounds
or Insanity Points, but rather
grants a loose impression
(good, poor, slightly weak,
and so on). Finally, you may
tell whether the target is an
Untouchable.
1 Flow. You gain all the
impressions of the previous
result, and also gain a
greater understanding of
their emotional state. You
can read all of the target’s
current feelings. You also gain
an insight into the target’s
nature and their habitual
tides of sentiment (depressive,
misanthrope, optimist etc).
These perceptions grant
you +10 to all Fellowship
Tests made against the target
whilst this power is active.
In addition to this, you can
see undercurrents of emotion
caused by biological feedback,
such as hunger, desire, fatigue,
intoxication and pain. You
may determine the target’s
current Wounds and Fatigue
levels. Finally, if the target has
any Psychic Discipline Powers,
you may tell which Disciplines
these powers originate from
(though not which specific
powers these are).
2 Shape. You gain all the
impressions of the previous
result, and gain a greater
understanding of the target’s
longstanding emotions and
emotional states. The aura’s
connection to the warp around
it reveals if the target has any
Corruption Points (though
not how many). Ripples in
the aura reveal the three major
emotions experienced by the
target over the past twelve
hours. You may determine the
target’s Insanity Points and
any madness or addictions
they are currently suffering
from. If the target has any
Psychic Disciplines, you may
infer their precise Psy Rating.
3 Pattern. You gain all the
impressions of the previous
result, and gain a full
appreciation of the target’s
aura. You may determine
the exact Corruption Points
of the target. You may also
detect if the target has any
Minor Psychic Powers
(though not what they are).
Finally, you may tell if the
projected aura is genuine, or
has been produced by some
unnatural means (Psychic
Power, Daemonic ability,
technological means etc).
Note that you cannot divine
what the target’s genuine
aura should be; only that it is
artificial.
Pyromancy 1/2
https://wh40k.lexicanum.com/wiki/Pyromancy

Pyromancy is a Psychic Discipline that allows the Psyker to create and manipulate fire. The practitioners Pyromancy are known as Pyromancers.

  • Fiery Form: The Pyromancer transforms himself into pure flame, striking out at his foes and setting their souls ablaze.

  • Fire Shield: The Pyromancer throws up a towering wall of flame to protect him and his allies.

  • Flame Breath: A torrent of psychic flames pour from the Psykers eyes and mouth.

  • Inferno: The Psyker sets the air itself aflame, creating a whirling pillar of fire to sweep through enemy ranks.

  • Molten Beam: The Pyromancer blasts a white-hot beam of blazing energy from his palms.

  • Sunburst: The Psyker sings a wild, ancient song derived from the Warp. As he does, an aura appears around him. When his song ends the aura explodes, creating a blinding flash.

  • Spontaneous Combustion: Focusing his anger, the Pyromancer can melt and incinerate his foes in an instant. When his rage subsides, the victims explode.

blINdINg flash
Threshold: 11
Focus Time: Half Action
Sustained: No
Range: 12m
You focus blazing mental energy
into a single point within your
mind before releasing it all in
a burst of searing bright light,
blinding anyone who sees you
and is within Range. Those with
appropriate glare shielding and
beings that don’t have visual
sensory organs are immune. All
those affected must make an
Agility Test or be blinded for a
number of Rounds equal to 1d10
times the Psyker’s Psy Rating.
Blinded targets automatically
fail vision-based Tests, move
at half normal speed and take
a –20 penalty on any Test that
involves fighting, movement or
reactions. Note that a Psyker may
accidentally blind himself with
this power (if he’s very stupid).
Overbleed: For every 10
points by which you exceed the
power’s Threshold, you extend
the Range by 4 metres.
burNINg fIst
Threshold: 10
Focus Time Half Action
Sustained: Yes
Range: You
With intense concentration, you
wreathe your hands in waves of
shimmering flame. Your unarmed
attacks deal 1d10+SB Energy
Damage. In addition, your
unarmed strikes do not count
as having the Primitive special
quality.

call flame
Threshold: 8
Focus Time: Half Action
Sustained: Yes
Range: You
One of the first powers commonly
learned in this discipline is to
summon fire with thought. This
allows you to conjure a small flame
(about the size and intensity of a
burning torch) into your palm. The
primary purpose of this power is not
to attack—though it adds 2 points
of Damage to your unarmed attacks
and makes them Energy attacks—but
rather it is used to set things alight or
as fuel for other Pyrokinetic powers,
such as Sculpt Flame. While this
power is in effect, you cannot use
your hand for anything else besides
holding the flame.
douse flames
Threshold: 16
Focus Time Half Action
Sustained: Yes
Range: 5m × Willpower Bonus
It takes a potent mind to deny the
natural tendency of flames to run
out of control. Douse Flames allows
you to instantly extinguish all fires
within range as well as interfere with
fire-based weapons such as flamers,
causing them not to function for as
long as they are within Range of the
power although their fuel may still
spray forth, depending on the design
of the weapon. Note that chemically
flammable substances, such as
promethium, that burn continuously
once exposed to the air, burst back
into flame the moment the power’s
effect ends or as soon as the chemical
is brought outside of Range.
Overbleed: For every 5 points
by which you exceed the Threshold,
you extend the Range by 5 metres.

fIre bolt
Threshold: 11
Focus Time: Half Action
Sustained: No
Range: 100m
Fire Bolt allows you to create bolts
of flame with your mind and hurl
them at your foes. The appearance
of these flames is up to you—for
example, searing white light or
green-black spheres of obscenity-
mouthing faces. You can direct the
bolt at any target you can see within
range. Make a Challenging (+0)
Willpower Test to strike the target.
On a hit, the bolt deals 1d10+5
Energy Damage.
Overbleed: For every 5 points by
which the Power Roll exceeds the
Threshold, you generate an additional
Fire Bolt, which can be directed at any
targets within Range. Test Willpower
for each separate target.
fIre storm
Threshold: 16
Focus Time: Half Action
Sustained: No
Range: 50m
Fire Storm instantly creates an
intense conflagration about your
target as the air itself ignites,
burning all within to cinders. You
can call a Fire Storm anywhere
within range to a point you have
line of sight to. The Fire Storm has
a 6 metre radius from the point (or
individual) targeted. The Fire Storm
deals 1d10+5 Energy Damage to all
creatures and objects in the area.
Overbleed: For every 5 points
by which you exceed the Threshold,
you deal an additional 1d10 points
of Damage.
holocaust
Threshold: 23
Focus Time: Full Action
Sustained: Yes
Range: 6m
A legendary ability that few
pyrokinetics are strong enough
to even wield, much less have the
courage to use. Holocaust calls forth
a raging white-hot firestorm ignited
by the Psyker’s own soul. The
flames of a Holocaust burn across
dimensions, affecting the entities of
the immaterium as well as material
beings, but the cost is high as the
psyker risks losing his own spirit to
the fury of the conflagration. The
fires of a Holocaust always burn
outward from you, dealing 1d10
Energy Damage per point of your
Willpower Bonus to all creatures
and objects in the area. This Damage
bypasses Toughness Bonus and
Armour. You take 1d10+1 Energy
Damage (ignoring Toughness Bonus
and armour) each Round that you
sustain this power. There is no
immunity to the fires of a Holocaust
and Warp Entities, as well as other
immaterial creatures, are burned as
readily as the fleshbound. Those slain
by Holocaust are killed forever.
INcINerate
Threshold: 19
Focus Time: Full Action
Sustained: Yes
Range: 10m
Incinerate allows you to generate
intense heat as well as flame. By
psychically agitating the molecules
in a tightly focused area, you create
an effect even more devastating than
a meltagun. However, Incinerate
requires you to concentrate on a
single point, making it difficult to
use against non-stationary targets.
Incinerate has a range of 10 metres
and deals 1d10+1 Energy Damage.
Each Round, beyond the first, that
you use a Full Action concentrating
on the target (it must remain in Range
and in line of sight) this power deals
the Damage of the previous Round
plus 1. Damage caused by Incinerate
ignores both Armour and Toughness.
Pyromancy 2/2
sculPt flame
Threshold: 13
Focus Time: Half Action
Sustained: Yes
Range: 5m×Willpower Bonus
You control the shape of the fires
burning around you. With this
power, you can intensify any flames
or shape them to assume any
appearance you desire. A successful
use of this power allows you to do
any of the following effects with an
existing fire:
• Double a fire’s area (assuming
there are combustibles).
• Diminish a fire’s area by half.
• Spread fire into a number of 1
metre squares in any direction equal
to your Willpower Bonus.
• Create crude shapes that
resemble creatures, body parts,
people or objects.
• Cause a fire to burst, requiring
all adjacent targets to Test Agility,
catching fire should they fail the
Test.
• Cause a fire to spew smoke,
filling three times the area of the
fire (treat as fog).
Each Round you can choose a
new effect or apply the same effects
to the same source of fire.
Overbleed: For every 5 points
by which you exceed the power’s
Threshold, you can manipulate fire
more efficiently. If you exceed the
PT by 5 points, you can create easily
recognisable images. If you exceed by
10 points, you can create near life-
like figures, as if carved from flame.
You can increase the distance of
spreading fire: for every 5 points you
exceed the PT, the distance is double
your Willpower Bonus; for exceeding
by 10 points the distance is four times
your Willpower Bonus and so on.
W all of fIre
Threshold: 17
Focus Time: Full Action
Sustained: Yes
Range: 60m
A relatively blunt, but effective,
ability in the pyrokinetic’s arsenal,
this power allows you to place an
immobile barrier of flame that
lingers for as long as you will it.
The wall is three metres high and
a metre thick and can be up to ten
metres long for every point of your
Willpower Bonus. You can place it
anywhere within Range and even
on top of foes, though they are
allowed an Easy (+20) Agility Test
to get out of the way. Foes crossing
the wall or failing the Test take
1d10+5 Energy Damage (ignoring
Armour) and must Test Agility again
or catch on fire.
Telekinesis 1/2
https://wh40k.lexicanum.com/wiki/Telekinesis

Telekinesis is a Psychic Discipline. Psykers who utilize Telekinesis are known as Telekines and are able to manipulate the material world with the power of their minds, converting their mental energies into a physical force. These Psykers can lash at their foes with psychic energy, erect invisible force fields, and rend apart the fabric of reality itself.

  • Assail: The Psyker lifts a boulder or heavy object from the ground and hurls it towards his enemies.

  • Crush: The Psyker entraps his foes in a choking and crushing mass of force capable of grinding enemies to powder.

  • Gate of Infinity: The Psyker enters a corridor of the Immaterium, allowing him to cross great distances in the Materium in the blink of an eye.

  • Objuration Mechanicum: The Psyker jams the weapons and engines of his enemies.

  • Shockwave: The Psyker slams his palms together and the noise is magnified a hundredfold, creating a devastating shockwave.

  • Telekine Dome: The Psyker erects a barrier of shimmering mental energy around himself that can deflect bullets and blows.

  • Vortex of Doom: The Telekine opens a tear between the material realm and the Warp, unleashing energies that consume any nearby foe.

Telekinesis: The majority of the power scale in Telekinesis
is reflected in the actual power or psychic techniques. However
at lower levels (below Psy Rating 4), a psyker’s telekinesis will
seem tentative; the hold on objects/people will be shaky. At
higher levels, this will turn into a rock solid mental force.

Mind over Matter: Telekinesis is the ability to move physical objects with force
of will. The psyker’s initial gift in Telekinesis has several
applications. The psyker may lift or move any object within
his range and line of sight that does not exceed the weight
limit of 10 kg x Psy Rating. The object may be moved slowly
within the range of the power. Objects move far too slowly
to be used as an attack, however. Additionally, this raw lifting
ability does not function on living beings, as the smallest
movements tend to unbalance the psyker’s mental focus. Once
an object is released from Telekinesis, it begins to slowly settle
back to earth as the last vestiges of the power leave it.
A more forceful approach can be taken with lighter objects,
weighing up to 5 kg x Psy Rating. These may be accelerated
with greater speed and force, out to a maximum of 5 metres x
Psy Rating. To hit a target, the psyker makes a Ballistic Skill
Test. Damage is equal to 1d10 Impact Damage plus 1 point
per 5 kg of the missile’s weight.
Lastly, the psyker can direct a sharp wave of force against a
target to shove it away. The psyker must make an Opposed
Test, pitting his Willpower against the target’s Strength. If the
psyker wins, he knocks the target to the ground and pushes it
away a number of metres equal to his Psy Rating.

Telekinetic force: Unlike the first gross manipulations of Telekinesis, this
allows the psyker to fine tune his ability until he can do
anything at range that he could do with his bare hands. In any situation where the task in questionwould require
a Characteristic Test, the psyker substitutes Willpower
instead. The psyker’s Psy Rating substitutes for his Strength
Bonus when using this technique.
If using this Technique to attack with a weapon, the psyker
must still spend Actions as he would were he wielding the
weapon. He benefits and suffers from all penalties and
bonuses he would normally have were he wielding the
weapon (including Proficiency penalties), and measures all
ranges to targets from himself, not the weapon. If he (not
the weapon) does not have line of sight to the target, he
suffers the usual penalties for blind firing.

Force Bolt: The psyker can hurl a bolt of force at an opponent. If he
activates the Technique, he hits the target with a psychic
ranged attack that deals 1d10+2 Impact Damage, with a
bonus of +2 Damage per point of effective Psy Rating. This
attack can be dodged in the same manner as any other
ranged attack, but if it hits and the psyker scores at least 3
Degrees of Success, the target is also pushed back 1d5
metres and knocked prone.

Telekinetic Crush: The psyker can wrap a target in crushing bands of force. Make
an Opposed Test, pitting the psyker’s Willpower against the
target’s Toughness. If the psyker wins, he may inflict
1d10 Impact Damage with a bonus of +2 Damage per
effective Psy Rating. The psyker may also Grapple the
opponent (see page 240), substituting his Willpower bonus
for his Strength bonus. This Technique cannot be dodged.

Telekinetic Weapon: Shaping the force of the psyker’s mind into a blade of destructive
force, the Telekinetic Weapon is a powerful manifestation of the psyker’s discipline and control. The Telekinetic Weapon
counts as a sword in the hand of the psyker, but there is no
penalty for lacking the required Weapon Training Talent.
To strike with the Psychic Weapon, the psyker makes a
Weapon Skill Test—the Telekinetic weapon may be parried,
but is not destroyed by weapons with the Power Field quality
(see page 116). If the weapon hits, it does 1d10 Rending
Damage with a bonus of +3 Damage per effective Psy
Rating. Additionally, the weapon has a Penetration value
equal to the psyker’s Psy Rating.

Telekinetic Shield: The psyker can create a field of telekinetic energy for self-
defence. The form-fitting shield grants the psyker 1 point of
AP per Psy Rating—this technique lasts for one round unless
the psyker chooses to sustain it. This protection counts as
armour on every location that stacks with any other armour
the psyker may be wearing. The shield is not opaque and
does not block line of sight. The defence provided by this
power will also work against attacks with the Warp Weapon
quality.

Force Shards: This technique is an elegant manifestation of the psyker’s
killing will in the form of multiple hovering blades of
destructive force, visible as hazy distortions in the air. When
activated, the psyker brings a number of force shards into
existence equal to his effective Psy Rating. The force shards
hover around the psyker, acting as a potential barrier to
incoming attacks. Any opponent attacking the psyker when
he has one or more force shards orbiting suffers a –10 to
Weapon Skill or Ballistic Skill tests. The force shards can be
launched at targets as a ranged attack in subsequent turns.
The psyker makes a Challenging (+0) Willpower Test to
hit the target. On a success he hits with one force shard,
plus one additional hit per degree of success, to a maximum
number of hits equal to the number of force shards. Each
shard deals 1d10 Rending Damage with a bonus of +2
Damage per Psy Rating and a Penetration equal to the Psy
Rating used in the Technique. The shards may hit any
number of targets within two metres of the primary target.
This attack can be dodged in the same manner as any other
ranged attack.

Storm of Force: The psyker has developed his powers to the furthest reaches. He
can generate a rain of force bolts that can smash his enemies
in a savage storm of psychic fury. The psyker can pick out a
number of targets equal to his Psy Rating for each round that he
maintains this power. The psyker must make a Challenging (+0)
Willpower Test to hit each of his targets., and deals 2d10 Impact
Damage with a bonus of +3 Damage per Psy Rating. No target
may be hit more than once a round. This attack can be dodged in
the same manner as any other ranged attack.”

Telekinesis 2/2
catch P roJectIles
Threshold: 16
Focus Time: Reaction
Sustained: No
Range: 1m×Willpower Bonus
You can use your telekinetic
abilities to catch incoming
projectiles. This power only
works against solid projectiles
and so energy attacks get through
normally. Until the end of your
next Turn, you automatically
discount a number of hits from
incoming missiles equal to your
Willpower Bonus, causing them to
immediately stop and hang in the
air. When this power ends, they
fall harmlessly to the ground.

flINg
Threshold: 14
Focus Time: Half Action
Sustained: No
Range: 10m
You can telekinetically lift an
unattended object from the ground
and fling it at a target. You may lift
up to 5 kilograms per point of your
Willpower Bonus. You can throw
the object a number of metres
equal to your Willpower Bonus ×3.
To hit a target, Test Willpower. On
a success resolve the hit as if your
Test was an attack. The object deals
1d10 Impact Damage plus 1 point
per 5 kilograms of weight.
Overbleed: For every 5 points by
which you exceed the Threshold, you
may lift an additional 5 kilograms
per point of your Willpower Bonus.
force barrage
Threshold: 21
Focus Time: Full Action
Sustained: No
Range: 10m×Willpower Bonus
This power functions as Force Bolt
except you create one bolt per point
of your Willpower Bonus. You may
fire each bolt when you manifest this
power.
Overbleed: For every 5 points
by which you exceed the power’s
Threshold, you generate an
additional bolt.
force bolt
Threshold: 13
Focus Time: Half Action
Sustained: No
Range: 10m×Willpower Bonus
Use this power to hurl a burst
of tangible mental force at your
opponent. Test Willpower to hit the
target. If you succeed, your attack
deals 1d10 Impact Damage +1
Damage per point of your Willpower
Bonus.
Overbleed: For every 5 points
by which you exceed the power’s
Threshold, you deal 1 additional
point of Impact Damage.
P recIsIoN
telekINesIs
Threshold: 23
Focus Time: Half Action
Sustain: Yes
Range: 10m
If Telekinesis is a sledgehammer,
then Precision Telekinesis is
a scalpel. This ability allows
you to achieve far more subtle
effects with telekinetic force.
At its most basic, this power
can pull the pins on grenades,
press buttons, jog triggers,
undo latches and direct small
projectiles to deadly effect.
Essentially, with this power, you
can manipulate objects as if you
were physically handling them.
In any situation where the task
would call for a Characteristic
Test you substitute your
Willpower instead.

PsYchIc blade
Threshold: 19
Focus Time: Half Action
Sustained: Yes
Range: You
A phenomenally complicated ability
to master, this power allows you to
project your will as a blade of psychic
force. Because the blade is formed of
psychic energy, it can be formed almost
impossibly thin, as little as a molecule
thick. A Psychic Blade can thus shear
through almost any physical object
with ease, and is capable of cutting
through most forms of armour as if
they were made of cloth. The Psychic
Blade is a terribly dangerous weapon to
use, though, for any stray thoughts can
misdirect it with devastating effect.
Once manifested, treat the Psychic
Blade as a sword wielded by the
Psyker (though it does not require
a free hand) that requires no Melee
Training to use, but cannot Parry.
To strike with the Psychic Blade,
the telekine uses their Willpower
Characteristic rather than Weapon
Skill. On a successful hit, the weapon
deals 1d10 Rending Damage, plus 2
additional points of Damage per point
of your Willpower Bonus. In addition,
the weapon has Penetration equal to
twice your Willpower Bonus.
PsYchIc crush
Threshold: 17
Focus Time: Half Action
Sustain: No
Range: 10m
You can direct your Telekinetic power
directly against your opponents,
wrapping them in bands of force that
constrict and crush the life out of
them. Once manifested, you may use
this power against any target within
Range. Make an Opposed Test,
pitting your Willpower against your
opponent’s Toughness. If you beat
your opponent, you deal 1d10 Impact
Damage plus 1 per point of your
Willpower Bonus. For each degree
of success, you deal an additional 2
points of Damage.
Overbleed: For every 5 points
by which you exceed the power’s
Threshold, you may extend the
Range by 10 metres.
Push
Threshold: 13
Focus Time: Half Action
Sustained: No
Range: 10m
You gather a ball of telekinetic
energy and direct it against any
single target within range. Make
an Opposed Test, pitting your
Willpower against your target’s
Strength. If you beat your opponent,
you knock them to the ground. For
each degree of success, you also
deal one level of Fatigue.
Overbleed: For every 5 points
by which you exceed the power’s
Threshold, you may extend the Range
by 10 metres or gain a +10 bonus to
your Willpower Test.
telekINesIs
Threshold: 11
Focus Time: Half Action
Sustain: Yes
Range: 10m
Telekinesis is the ability to use
the strength of one’s will to move
physical inanimate objects around.
You may lift or move any object
within Range, whose weight does
not exceed 5 kilograms × your
Willpower Bonus. You may move
the object slowly anywhere within
Range of the power. This power
cannot affect living creatures. You
cannot make attacks with objects
you manipulate. Once you cease
concentrating on the object, it falls
slowly to the ground.
telekINetIc shIeld
Threshold: 17
Focus Time: Half Action
Sustained: Yes
Range: You
You erect a field of telekinetic energy
about you. This field functions as a
force shield, granting 1 Armour Point
on every location in addition to any
other armour you are wearing. By
spending a Full Action to activate this
Psychic Power, you may opt to cause the
Telekinetic Shield to vibrate at a colour
frequency of your choosing (golden
yellow, skull white, ice blue, and so on).
Note that whatever its hue, the shield
only produces a gentle shimmer in the
air. It is not opaque and cannot block
your opponent’s line of sight.
Overbleed: For every 10 points
by which you exceed the power’s
Threshold, you increase the Armour
Point by 1.
Telepathy 1/4
Telepathy is a Psychic Discipline. Psykers who practice Telepathy are known as Telepaths. Telepaths expertise lies with contacting and controlling the minds of others. With a single thought, a telepath can blast away his foes sanity, induce states of terror, or possess his victims body.

  • Dominate: The Psyker reaches into his foe's mind, crushing their will to resist.

  • Hallucination: The Psyker induces paranoia, confusion, and panic into the minds of his enemies.

  • Invisibility: Reaching into the minds of his foes, the psyker obscures him and his allies own image from their enemy's sight.

  • Mental Fortitude: The Psyker converts the despair of his allies into hope and boosts their morale.

  • Psychic Shriek: The Psyker breaths in deeply and the gathers the powers of the Warp, emitting a banshee howl of psychic energy that shreds the minds of his enemies.

  • Puppet Master: The telepath possesses his victims mind, controlling their movements and redirecting their fire.

  • Terrify: The Telepath assails them with mental images of their own darkest and dreadful nightmares.

Telepathy: At Psy Rating 1-2, the psyker can only send or
receive verbal communications but no images. At Psy
Rating 3-4, the psyker can send or receive visual
communication as well, but all images will only be in
black and white, with a dream-like quality. At Psy
Rating 5-6, any images will be crisp, clear, in
colour, and accompanied by other sensory input
—sound, taste, etc—as appropriate. At Psy Rating 7+,
the psyker sends so powerfully that any
communication at higher than the Fettered Psychic
Strength level will come across as “shouting” unless
carefully modulated.

Thought Sending: The psyker can send his thoughts into the minds of those around
him.

Mental Bond: The psyker can createa permanent Fettered Strength telepathic connection to another being. The psyker can only maintain one Mental Bond at a time. If the target dies, the bond is dissolved, and the psyker suffers 1d10 Insanity points in the backlash. If the psyker wants to
eliminate the bond at any time, he must succeed at a Hard (–20) Willpower Test.

Mind’s Eye: This technique allows the psyker to increase the range of all of
his Telepathic communications (with the exception of Astro-
telepathy) by a factor of 10.

Mind Link: A successful Focus Power Test allows the psyker to create a Fettered Strength telepathic communication link for a number of willing minds up to his Willpower Bonus at the same time. This technique does not require line of sight.

Mind Probe: This technique allows the psyker to peel back the layers
of another’s mind to read the basic surface thoughts and
beyond. Each Round, the psyker digs successively deeper into the subject’s consciousness This is also not a gentle process, brute force is a factor, and the target will be aware that his
mind is being plundered.

Mind Scan: The psyker extends his mind to contact and identify other sentient minds within range. This technique does not require line of sight, enabling the psyker to garner impressions and information about the consciousnesses within range.
One Success: The psyker gains a crude
impression of the number of conscious minds
in his range and his general position in relation to them.
Two Successes: The psyker knows the number, general
location and relative ‘strength’ of conscious minds within
the area of effect, and may determine if those minds are
themselves psyker
As per two successes, plus the psyker
may attempt to initiate telepathic communication with any of
the minds he has sensed in the area.
Four or More Successes: As per three successes, plus the
psyker may attempt to carry out a Mind Probe on one of the
minds he has sensed in the area.
Untouchables, mindless creatures—such as servitors or
robots—and other psychically inert creatures are invisible
to Mind Scan.

Psychic Scream: By focusing all of his will behind one massive psychic
scream, the psyker can injure or stun an opponent out to a
range of 5m x Psy Rating. If the psyker succeeds on his
Focus Power Test, he deals 1d10 Impact Damage +1
additional Damage per point of effective Psy Rating. This
attack ignores Armour. The target must pass a Toughness
Test with a penalty equal to 5 x the psyker’s effective Psy
Rating, or be Stunned for one Round, plus a number of
additional Rounds equal to his Degrees of Failure.”

Short Range Telepathy: A successful Focus Power Test allows the psyker to establish
and maintain a single telepathic connection to another
character at Unfettered Psychic Strength. However, using this
ability does not provoke Psychic Phenomena.

Beastmaster: The psyker can establish rudimentary control over animals.
He can affect a number of animals (creatures with the Bestial
trait) equal to his Psy Rating, and if the psyker succeeds at
the Opposed Willpower Test, the target animals must follow
his psychic commands. Each round, the psyker may spend a
Reaction to give a single animal a simple command such as
“Come here”, “Guard me,” “Run,” “Attack,” and so forth. The
animal will do its best to follow the command. If the animal
feels threatened, becomes injured, or is commanded to act in
manner contrary to its nature, it may make a further Opposed
Willpower Test against the psyker with a +10 bonus to break
free of the psyker’s control. How the animal reacts if it breaks
free depends largely on how the psyker treated the animal.

Compel: The next level of compulsion, this technique allows the psyker
to force others to briefly act against their will. The psyker
makes an Opposed Willpower Test against the target. If the
psyker succeeds, the target must follow his commands. The
commands must be simple and achievable in one round. Some
examples include “Flee,” “Fall,” “Attack the closest target,” and
so forth. If the command is a potentially suicidal act, the
target gets a +20 to his Opposed Willpower Test.

Delude: One of the simpler Telepathic tricks, Delude allows the
psyker to subtly mask his intentions and manipulate others
into reacting favourably to him for a short time. The psyker
makes an Opposed Willpower Test against the target. If the
psyker succeeds, the target will find the psyker to be a person
deserving of respect and react positively to any friendly
overtures he makes. For as long as the psyker maintains this
power, he gains a +30 bonus to all Interaction Skill Tests
against the target. Note that this technique is not ‘mind
control’ as such and the psyker cannot force others to act
against their better judgement, harm themselves, nor hide acts
of overt hostility by the psyker.

Dominate: The psyker has gained the most infamous power attributed
to witches and renegades, the control of another’s mind. The
psyker makes an Opposed Willpower Test against the target.
If the psyker succeeds, the target is controlled as if he were
a puppet. For as long as the psyker maintains the power, he
can divide his Actions between himself and the target. The
dominated target uses its own Characteristics, but at a –10 penalty to all Tests—except Opposed Willpower Tests—due
to the crudity of the control. Any action deemed suicidal
forces another Opposed Willpower Test to try and break the
hold. The range for Dominate counts for both for the initial
Test and for ongoing control. The psyker may maintain this
power for a maximum number of rounds equal to his
effective Psy Rating.”

Inspire: The psyker can bolster his comrades by sending out waves
of reassurance and martial spite. A number of targets equal to
the psyker’s Psy Rating (including the psyker himself ) may
immediately overcome the effects of Pinning and gain a +10
bonus to all Willpower rolls to resist Fear. This effect lasts as
long as the targets stay within range of the psyker and the
psyker maintains the power.







Telepathy 2/4
Puppet Master
Value: 500 xp
Prerequisites: Dominate
Focus Power Test: Opposed Willpower
Range: 1 km x Psy Rating
This rare and dreaded power takes psychic domination to its
final expression. The psyker makes an Opposed Willpower
Test against the target—in this Test, the psyker suffers a –10
penalty. If the psyker wins, the target’s body is completely
under his control. The psyker’s mind leaves his body behind
to take over the victim’s body completely, whilst the victim’s
consciousness is suppressed into a nightmarish dream state.
The psyker’s own body is vulnerable during this time, as if he
were in a deep sleep. The psyker may end this power at any
time but suffers 1d5 Fatigue levels for doing so.
The possessed target retains its prior physical
characteristics (Weapon Skill, Ballistic Skill, Strength,
Toughness, and Agility), but its mental characteristics
(Intelligence, Willpower, and Fellowship) are those
of the psyker. The psyker in control of the body
may use either his skills or the target’s at a
–10 penalty. Any action deemed suicidal
forces another Opposed Willpower Test to try and break the
hold. However, the target is now suffering a –10 penalty
rather than the psyker. Should the target’s body be killed, the
psyker’s consciousness is hurled violently out of the dying
vessel, suffering 1d5 Wounds—these Wounds bypass all
defences—and 1d10 Insanity Points.
If the distance between the psyker and his victim reaches
beyond the technique’s range, the link is severed, and the
psyker returns to his own body whilst suffering 1d5 Fatigue
levels in the process.

Reprogram: Requiring utmost skill and experience, this technique enables
the psyker to enter into another mind and completely
reprogram the contents, insidiously reshaping its memories
and experiences as he desires. This can be something as
simple as an engram designed to fool casual searches by
other telepaths, or something more crafted and elaborate to
remake an entire personality and constructed as ‘false self ’ the
unfortunate victim will believe to be true.
The briefest expression of this power takes 2d5 rounds.
The psyker must win an Opposed Willpower Test against the
victim, delving one level deeper into the target’s mind with
every two degrees of success. If the target wins, he rejects
the reprogramming and forces the psyker out ending the
procedure and inflicting a Fatigue level on the psyker, who
may not re-attempt this technique for 1d5 hours. This is also
not a gentle process, and the target will be aware that his mind
is being reordered until the reprogramming is successful, at
which point the reprogramming itself will be forgotten as
an event, buried deep in the subject’s unconscious mind. For
every 2 Psy Rating the psyker uses, he gains a +10 bonus to
the Opposed Willpower Test. The effects of Reprogramming
are permanent unless they are forcibly broken down (see The
Danger of Paradox section). At the end of this process, the
psyker’s results will depend on the amount of successes he
has achieved.

Major Reprogramming: Given extensive time, effort and
the malign will to do so, a psyker with this power can freely
implant a complete new personality, restructure memories,
counterfeit experience, and implant hate with this ability.
However, the level of effort and detailed attention required to
do this without overtaxing the psyker and driving the subject
mad is far beyond most immediate game use, and requires a
minimum of 2d10 hours.
The Danger of Paradox: The mind is a complex thing,
and a reprogrammed individual—if faced with evidence
of the truth, or major discrepancies between what he has
been manipulated into believing and the facts—may break
through his reprogramming. If the GM judges such an event
occurs, the victim must succeed at a Hard (–20) Willpower
Test. If successful, the mental reprogramming breaks down.
If the Test is failed, the victim goes on believing what he has
been manipulated into thinking is the truth. In either case the
mental strain inflicts 1d10 Insanity points on the s bject.

1671534Chaptep4Cr VIh
Major Reprogramming: Given extensive time, effort and
the malign will to do so, a psyker with this power can freely
implant a complete new personality, restructure memories,
counterfeit experience, and implant hate with this ability.
However, the level of effort and detailed attention required to
do this without overtaxing the psyker and driving the subject
mad is far beyond most immediate game use, and requires a
minimum of 2d10 hours.
The Danger of Paradox: The mind is a complex thing,
and a reprogrammed individual—if faced with evidence
of the truth, or major discrepancies between what he has
been manipulated into believing and the facts—may break
through his reprogramming. If the GM judges such an event
occurs, the victim must succeed at a Hard (–20) Willpower
Test. If successful, the mental reprogramming breaks down.
If the Test is failed, the victim goes on believing what he has
been manipulated into thinking is the truth. In either case the
mental strain inflicts 1d10 Insanity points on the s bject.

Table 6–8: Reprogram

1 (Sow Confusion) The psyker can shroud a single event or memory in the subject’s mind in doubt and mental fog, inflicting a
–20 penalty to his recall of facts concerning it.
2 (Implant Falsehood) The psyker can now implant simple information like a false face on a killer in a witness’s mind, a false pass
code, or any other single sentence’s worth of knowledge the subject will now recall as fact.
3 (Rewritten History) The psyker can now alter a single event or series of events in the subject’s recent memories to his specific tion.
The subject will now earnestly believe this ‘new’ version of events to be the truth.
4 (Sculpt Synapses)
The psyker can now supplant a single major long term memory or obliterate it entirely, affecting potentially
the perception of an entire sequence of events in the subject’s lives, and perhaps influencing the subject’s
personality in the process. This also inflicts 1D5 Insanity oints on the subject.
5+ (Psychic Block) In addition to his other workings, the psyker can put in place a basic psychic block that grants the target a +10
bonus to his Willpower Test when resisting Mind Probes. This also conceals the psyker’s tampering.


Sensory Deprivation: The psyker has learned how to block the messages of the
target’s senses. The psyker makes an Opposed Willpower Test
against the target. If he succeeds, the target is struck deaf,
blind, and is unable to scent or taste for as long as the psyker
maintains the power plus 1d5 rounds.
This power can also be used as a crude form of effective
‘invisibility’ allowing the psyker to pass unnoticed to sight
or sound. The psyker selects a number of targets equal to his
Willpower Bonus and selects which single sense he wishes to
suppress. This must be the same sense for each target. Each
target must make an Opposed Willpower Test. Those
that fail notice nothing out of the ordinary, and the
sensory information is successfully masked by the
psyker until he stops maintaining the power.

Telepathy 3/4
beastmaster
Threshold: 13
Focus Time: Half Action
Sustain: Yes
Range: 8m
You may stretch out your
thoughts to animals, becoming
able to perceive their emotions
and establish a rudimentary form
of communication. The relative
simplicity of an animal’s mind
allows you to dominate them.
Affected animals must follow
your every command. When
you manifest this power, select
one animal within Range. Each
Round you sustain the power,
you may spend a Reaction to
give the animal a command. The
command must be simple, such
as “come”, “guard”, “flee”, “heel”,
“attack” and so on. The animal
follows the command to the best
of its ability. If the animal feels
threatened or is ordered to act
in a way that is not suited to its
nature, it may make a Willpower
Test to break your control. How
it acts if it succeeds depends on
your treatment of it.
comPel
Threshold: 17
Focus Time: Half Action
Sustain: No
Range: 8m
One of the most direct of all
“psyker mind tricks”, Compel
allows you to force others into
briefly acting against their own
will. Compel is a highly versatile
power, useful for both subtle and
blatant effects. When you manifest
this power, make an Opposed Test,
pitting your Willpower against the
target’s. If you succeed, the target
must follow your command. The
nature of the command must be
simple and must be able to be taken
in a single Round. Good commands
include “flee”, “attack that target”,
“dance a jig”, and so on. If the
command would result in a suicidal
act, the target gets a +20 bonus to
its Willpower Test.
Overbleed: For every 10 points
by which you exceed the power’s
Threshold, you gain a +10 bonus on
your Opposed Willpower Test.
domINate
Threshold: 24
Focus Time: Half Action
Sustain: Yes
Range: 8m
One of the most infamous of all
telepathic abilities, you reach out
with your mind to seize control of
another’s body. Make an Opposed
Test, pitting your Willpower against
the target’s. If you succeed, you
control your target’s body as if it
were a puppet. For as long as the
power remains active, you may divide
up your Actions between yourself
and your target. For example, on
your Turn, you might spend a Half
Action to fire your laspistol at an
Ork and then for your other Half
Action, order your puppet to fire his
bolter at the Ork. The dominated
target uses its own Characteristics,
but takes a –10 penalty to all Tests
because it is controlled. Any action
that could be deemed as suicidal
grants the target a new Willpower
Test to try and break your hold.
Overbleed: For every 10 points
by which you exceed the power’s
Threshold, you gain a +10 bonus on
your Opposed Willpower Test.

INsPIre
Threshold: 9
Focus Time: Half Action
Sustain: Yes
Range: 6m
You bolster your comrades by subtly
implanting images of great courage, and
masking various negative emotional
stimuli, allowing them to swiftly
shake off fears and doubts. A number
of targets equal to your Willpower
Bonus immediately overcome the
effects of Pinning and Fear, and remain
impervious to these effects for as long
as they stay within Range and for as
long as you sustain the power. Such
psychic propaganda is frequently used
amongst the Imperial Guard.

mINd scaN
Threshold: 23
Focus Time: Extended Action
Sustain: No
Range: Touch
With this power, you can read a target’s
mind, probing whatever secrets are
hidden therein. You must touch the
target for this power to work, which,
unless clever methods are employed,
means you must successfully Test
Weapon Skill. If you manage to touch
the target, you may enter a contest of
wills in order to pierce your target’s
mental barriers and discover all sorts of
information.
Mind Scan is a lengthy process,
extending over five Rounds. During
each of these Rounds the Psyker
and target make Opposed Willpower
Tests. If the Psyker succeeds, he may
delve deeper into the target’s psyche.
Should the target succeed, it indicates
that he has managed to thrust the
Psyker from his mind, and the Mind
Scan power ends.
Each Round that Mind Scan is
successfully maintained, the following
information is revealed:
Round 1 (Contact)
Information: The Psyker contacts
the target’s mind, learning basic
information such as name, mood,
Insanity Level, physical health, and
so on.
Round 2 (Surface Thoughts)
Information: The Psyker investigates
the thoughts which are uppermost in
the target’s mind, such as opinions on
the Psyker, immediate fears, conscious
lies, a single location, object, event or
person which is significant to the target
(such as a lover, personal hab block,
treasured heirloom or cult initiation).
It is not apparent why the significant
thing is important—only the emotions
associated with it. The target’s
Corruption Level is also apparent to
the Psyker.
Round 3 (Short Term Memory)
Information: The Psyker may rifle
through the target’s memories over the
previous twelve hours, and may uncover
two further significant locations,
objects, events or persons. Again, it is
not apparent why the significant thing
is important—only the key emotions
associated with it. The Psyker may also
dredge up simple passwords and routine
behaviours from the target’s mind
(e.g. hab block entry code, habitual
paths to work, bank ident numerals
or frequently used Skills, Talents and
Characteristics).
Round 4 (Subconscious)
Information: The Psyker may
gain detailed understanding of why
significant locations, objects, events
or persons hold importance to the
target, and how they relate to each
other. The target’s beliefs, motivations
and personal goals are apparent to the
Psyker, as are the target’s immediate
network of contacts. Complicated
ciphers may be extracted from the
target’s mind, and the Psyker is aware
of pivotal moments in the target’s life
(earliest memory, adolescence, coming
of age and so on).
Round 5 (Soul Baring)
Information: The Psyker may
plunder the target’s mind at will. Any
information contained within the
target’s psyche is there for the Psyker
to do with what he wishes.
The Psyker may attempt to scan his
target’s mind covertly. In this case,
the Psyker must make an Opposed
Willpower Test at a -10 penalty.
Should the Psyker succeed in a covert
scan, the target gains a faint sense of
unease, but is unaware that his mind
is being probed.
If the Psyker does not attempt a
covert scan, the target is fully aware
that his psyche is under attack.
He may attempt to break physical
contact with the Psyker or even
strike out.
Daemonology
https://wh40k.lexicanum.com/wiki/Daemonology

Daemonology is the study as well as the Psychic Discipline which focuses on all things that dealt with the Warp and Chaos. Those users of this art are masters at manipulating the interactions between warp space and the mortal world. This allows them to accomplish amazing acts such as teleportation, but tends to be the most difficult of the disciplines to truly master, with many either perishing or being driven insane.

  • Banishment: this power allows a daemonologist to create a temporary portal into the Warp which can either strip the power from a Psyker or banish a Daemonic creature back to the Warp which spawned it.

  • Instability: through this ability, a psyker can phase the molecules of their body allowing them to be slightly within the warp and thus allowing them to pass through solid matter.

  • Sanctuary: this creates a zone of power around a psyker which repels any daemonic beasts that approach it.

  • Teleportation: a psyker can use this power to transport themselves or another person/object into the warp and emerge somewhere else on the field.

  • Vortex of Chaos: a powerful ability known to psykers that practice the art of daemonology which allows them to open a gateway between the mortal world and the warp thus creating a swirling vortex which sucks everything near it into the tear in space.

  • Summon Warp Power: by drawing upon the energy of the Warp, a psyker can imbue themselves with great strength and agility for a limited amount of time.

  • Summon Void: this power allows a psyker to open a small breach into the Warp which tears away a tiny piece of reality and drags it into the Immaterium.
Theosophamy
https://wh40k.lexicanum.com/wiki/Theosophamy

Theosophamy is a rare and esoteric psychic discipline which focuses on the manipulation of the Warp during its interaction with the material universe. Unlike Daemonology, it is based on the use of ritual and control rather than letting loose the full raw power of the warp. This is because the use of theosophamy is intended for the disruption or the closing of rips in the barrier between dimensions rather than opening such breaks.

  • Confound Daemon: by disrupting the flow of energy from the warp into real space, a Psyker can temporarily disorient a Daemonic creature.

  • Seal Warp Breach: this power allows its user to cut off a connection between the mortal universe and that of Warp space which serves as a vital link for a Daemonic entity who draws power from such a tear and thus can lead to both their weakening as well as their banishment.

  • Stigmatise: a power that allows a psyker to create a disruption between a mortal and their soul which not only disconcerts the target but also creates a subconscious suspicion amongst their comrades.

  • Strike Daemon: a psyker is capable of firing a powerful psychic bolt of faith which damages Daemonic foes through the strength of the user's mind.
Fulmination
Angels of Death supplement (7th Edition).Warhammer 40k Black Crusade Angel's Blade.

"Some psykers regard lighting as the crackling essence of life, a vital force that the Warp-touched can draw upon to annihilate their foes. Fulmination is the power or arcing energy and electricity, and a psyker can wield it with but a flicker of thought, [...]"

Note: Although this psychic discipline is documented in a space marine supplement, there's no explicit statements that only librarians can learn this.

------------------------------------------------------------------------------------------------------------------------------------
(Primaris) Electrosurge: Electrokinetic energy surges through the psyker’s veins and arcs
between his fingertips. With a gesture, it leaps forth to transform
flesh into charred meat.
------------------------------------------------------------------------------------------------------------------------------------

  • Electroshield: With a thought, the psyker summons a crackling shield of electrokinetic energy to ward away the bullets and blows of the enemy.

  • Electropulse: The psyker concentrates his power into a raging cyclone of electromagnetic energy that spirals outwards before detonating in a shove wave that causes machine circuts to sputter and die

  • Lighting Arc: Bolts of Warp lightning leap forth from the psyker's eyes and mouth, arcing violently amoing the enemy forces and leaving death in their wake.

  • Fists Of Lightning: The Psyker summons crackling corona of living lightning that surround his fists. Whenever enemies are struck, incandescent arcs of lethal energy leap forth to course through their ranks.

  • Magnetokineesis: The psyker surrounds his allies in a bubble of magnetokinetic force before levitating them across the battlefield to a tactically superior position.

  • Electrodisplacement: The psyker bends the power of the Warp and an eldritch bolt of lightning flashes across the battlefield. In an instant, the psyker has displaced himself, switching his location with that of his allies.
Geokinesis
Angels of Death supplement (7th Edition).Warhammer 40k Black Crusade Angel's Blade.

The ground shudders beneath the feet of a geokine as he summons forth his powers. The discipline of earth and stone, Geokinesis is the art of reaching down under the skin of a world and turning its natural might into a weapon.

Note: Although this psychic discipline is documented in a space marine supplement, there's no explicit statements that only librarians can learn this.

------------------------------------------------------------------------------------------------------------------------------------
(Primaris) Chasm: The psyker slams his hands together, and then pulls them slowly apart. As he does so, a wide chasm filled with lava opens under an enemy unit.
------------------------------------------------------------------------------------------------------------------------------------


  • Earth Blood: The psyker draws on the very life force of the planet upon which he treads, sending forth a surge of healing energy that spreads up from the ground and into those standing nearby.

  • Scorched Earth: The psyker focusses his mental powers on an area of nearby ground. The once solid surface begins to writhe and burn, spewing rocks and lava into the air and turning the area into a quagmire of fire and magma.

  • Landquake: The psyker stamps down hard upon the ground, triggering a violent shock wave that ripples outwards and knocks enemy warriors from their feet.

  • Phase Form: The psyker creates an anomaly that pushes an ally out of sync with reality. Objects lose some of their substance, allowing the ally to pass through them when it moves or see through them when it attacks.

  • Warp Quake: The psyker focusses on a building and balls his hand into a tight fist. As his hand starts to shudder, so too does the building, until it starts to crumble and collapse.

  • Shifting Worldscape: The psyker tears the landscape asunder, raising up an area of ground and everything standing upon it, and moving it through the air to a new location.
Technomancy
Angels of Death supplement (7th Edition).Warhammer 40k Black Crusade Angel's Blade.

Technomancy affects the spirits of machines the sameway other disciplines manipulate the minds of sentient creatures. No technology is proof against this power, and weapons, vehicles and even fortifications can be cursed by a talented technomancer. The psyker reaches into the workings
of his target, subverting its vital energies to turn guns on their owners or cause tanks to roll to a shuddering halt

Note: Although this psychic discipline is documented in a space marine supplement, there's no explicit statements that only librarians can learn this.

------------------------------------------------------------------------------------------------------------------------------------
(Primaris) Subvert Machine: The psyker imposes his will upon an enemy machine spirit, forcing
it into a state of dormancy or confusion, or even causing it to fire
upon its own allies.
------------------------------------------------------------------------------------------------------------------------------------


  • Blessing Of The Machine: A dormant machine spirit is coaxed into vital life by the psyker’s mental impulse. Though granted only fleeting animus, when such a spirit is roused
    from its slumber, it will not hesitate to lash out at those it deems a threat.

  • Machine Curse: The psyker’s otherworldly vision penetrates the vehicle’s
    armoured shell, laying bare its vulnerable inner workings to his
    destructive manipulation.

  • MReforge: The psyker’s mind communes with the machine spirit of a damaged vehicle,
    soothing its pain as otherworldly energies reforge its wounded hull.

  • WarpMetal Armour: At the psyker’s command, Warp energy temporarily coalesces into a
    steely metal, bolstering the armour of nearby tanks or wrapping allies
    in a second skin capable of turning aside bullet and blade alike

  • Fury Of Mars: The psyker channels the mechanical wrath of the Omnissiah into an
    enormous, Warp-fuelled pulse that surges forth in an invisible wave to
    unleash ruin upon the impure technology of the foe.

  • Machine Flense: The psyker’s mind lashes out at an enemy war machine to shred its
    armoured hull. Not yet satisfied with the damage he has wrought, the
    psyker redirects the jagged fragments he has torn free to assail yet more
    of his foes.
Empath
https://wh40k.lexicanum.com/wiki/Empath

An Empath is a type of psyker that can sense emotions and feelings of other things and people. Empaths are capable of detecting lies, and interrogating prisoners, and other similar tasks.
Enemy: Hullghast


("Dark Heresy Rpg Creatures Anathema")



"Deep in the forgotten reaches of voidship holds, scattered
in countless Space Hulks drifting through space, and hidden
away even in such innocuous vessels as bulk refinery and
pilgrim ships lurk two breeds of highly dangerous mutants—
the Ghilliam and, their more dangerous brethren, the
Hullghasts. These mutants have become inured to the worst
of the polluted and irradiated voidship decks and are able to
thrive there, albeit with a loss of any remaining humanity.

Hullghast bodies are twisted in the extreme, with
hairless leathery skin and vicious talon-like claws. Their
oversized mouths are filled with layers of huge teeth, ready
to rend flesh from bone. Pustules of flesh erupt in tusks and
horns, covering their bodies with natural weaponry. While
the more humanoid Ghilliam look like sickly and crazed
men, Hullghasts appear more akin to daemons or the stuff
of nightmares.
Also, unlike the wretched Ghilliam who exist primarily
as furtive scavengers, Hullghasts are more aggressive and
dangerous. Where the Ghilliam generally form groups to
overwhelm their prey, lone Hullghasts openly attack any
crewmen who dare venture too deep below decks. Often
times, they also prey on Ghilliam who drift too far from

The Hullghast mutation allows
the creature to survive in the most hostile surroundings
known to man. They are immune to most environmental
hazards such as poisons, mild doses of radiation, pollutants,
intense gravity fluctuations, airborne toxins, and almost
anything else that could be encountered in the Black Holds.
What has not killed them has indeed made them stronger."
Enemy: Bronze Malifects

("Dark Heresy Rpg Creatures Anathema")

"One such device is the bronze malifect, an ugly arrangement
of bronze augmetic limbs infused with a murderous spirit of
the warp. Inactive, a malifect appears to be a large heap of
war-damaged augmetic arms and legs, as though they were
removed from dead Guardsmen and thrown in a pile. On
closer inspection, the arrangement is the deliberate work of a
madman. The bronze autolimbs are plasma-welded together
such that the mass is joined into one large device, capable of
articulation and movement: a stump to a wrist, legs side by
side, an arm projecting from a thigh, and so on. Data conduits
and power lines weave throughout the whole, linking small
potentia coils and scavenged flexor-devices. Heretek sigils
and nonsensical machine cant scripts are inscribed upon the
most crucial linkages.
When active and infused with the power of the warp, a
malifect moves rapidly with purpose and malignant intent.
The daemon-spirit within guides the machine beast and
senses terrified victims through unknown means—the
malifect incorporates no ocular components or processing
devices capable of initiating movement. It is the warp alone,
clothed in metal, hungry for death and pain, that motivates
the device.
The bronze malifect is guard and ambusher within remote
Machine Temples and drifting medicae vessels touched by
the warp. It has a simple-minded fascination with medical
tools: saws, scalpels, hooks, clamps, and probes."
Enemy: Possessed Servitor/Warp Tainted Servitor

("Dark Heresy Rpg Creatures Anathema")

The belief of millions carried across centuries ripples the
Calixian warp. Fears take form in the foaming madness
that lies within the Immaterium. The hidden truth of Hive
Gloriana is that the warp has long stalked the Crushtop alley
depths in the form of murder-spirits that possess ruined
servitors, summoned and sustained by the retelling of low-
hive myths.

Dreams are a gate: dreamers must
be protected by prayers and Aquila charms, lest murderous
ghosts rise from the crush and wear their bodies. The low-
hivers believe that servitors and the recently dead are those
who dream most deeply. Crushtop mortuaries are shrines to
the God-Emperor, and any appearance of labour-servitors in
the alleys is cause for disturbance and rumour.
The eyes of a possessed servitor are glowing pools
steaming with warp-light, its churning dreams filled with
murderous desire. Makeshift knife gripped in metal fingers,
facial actuators clicking and twisting in ways beyond their
design, the servitor hunts its lone victims through the night
alley depths, feeding upon the terror of their final moments

The servitor’s eyes glow, and slaving needles project from its
flesh and neuro-interfaces. Signs are carved upon bloodless
flesh and dripped in wax upon metal; parchment charms trail
from its torso. The blood of human sacrifice has dripped upon
it, and its taint is manifest.
Enemy: False Men

("Dark Heresy Rpg Creatures Anathema")

The false-man is a
machine built to appear as a heavily augmented tech-priest,
incorporating all the traditional Mechanicus cybernetic
modifications, or at least the appearance thereof. A false-
man is capable of volition, speech, and planning—more
than enough to cast it as the forbidden Silica Animus, an
attempt to recreate the dread Men of Iron and so bring back
horrors of the Dark Age of Technology. But false-men are
paltry manikins by comparison to the Men of Iron. Their
speech is disjointed and often irrelevant, as though mad or
mind-rusted. Their reactions to circumstance are similarly
telling—unexpectedly violent, strange, or illogical. Their
movements are off-key and inhuman, exactly as though a
machine pretended to be a man. Yet they can construct tech-
devices, plan ahead, and perform the functions of a fabricator
tech-adept
Enemy: Logi Daemonis

("Dark Heresy Rpg Creatures Anathema")

Certain complex configurations of rods, spindles, and other
structures can conjure forth daemons and the fury of the
Empyrean when manipulated in a particular fashion. The
Ordos know these configurations as Logi Daemonis—a term
derived from the babblings of witches and careful notes of
heretek tech-priests who sought revelation from Empyric
engineering.

An active manifestation begins with the raw light of the
warp pouring forth from the Logos, as the barrier of the
Materium gives way. The warp-light will drive weak men
mad, burn flesh, and set fire to flammable materials. Invisible
warp-spirits pour from a Logos to possess terrified Imperial
citizens, forcing them to stand and watch the warp-light
until they combust—or walk into the warp to be destroyed.
More powerful daemons emerge from the Logos as fires
start to burn and Imperial citizens flee or die. They ripple
forth as streaming ribbons of warp-matter, formed into
shifting shapes and outlines that hurt the mind. The ribbons
knot into central bodies and create limbs by enmeshing the
dead and possessed with loops of warp-stuff. In the midst of
fire, warp-light, and insanity, these strange daemons stride
about the zone of manifestation until the Logos melts and
the grasp of the Empyrean fades.
Enemy: Obliviates

("Dark Heresy Rpg Creatures Anathema")

The notorious Illucis Grizvaldi and his heretek followers
prey upon these Imperial fears through heavy-handed use
of oblivion volitors. These tech-devices are a corrupted and
clumsy pattern of neuroaugmetic; when surgically implanted
into the brain, an oblivion volitor turns a man into a soulless
“obliviate.” Obliviates are empty shells, living on after the
soul is consigned to nothingness.
Hereteks further augment obliviates with crudely implanted
blades and metal fangs, so as to use them like attack animals.
They debase the divine form of man by whipping obliviate
packs to savage their foes

To the psyker, there is little difference between an obliviate
and an aggressive combat servitor. The Mechanicus Calixis
have many times pressed upon the Inquisition that the
results of heretek destructive neuroaugmentation are often
indistinguishable from many servitor patterns. Speculation
following from this observation is best kept quiet, however.
It is doctrine within the Ordos and Ministorum that oblivion
volitors destroy the soul—and it is thereby in the interests of
the Mechanicus to earnestly aid in suppressing what might
otherwise have been a lesser tech-heresy.

Enemy: Schismatical Convert

("Dark Heresy Rpg Creatures Anathema")

"She cried in anguish as her augmetics dragged her to battle, her flesh
arm scrabbling for purchase on the vault wall. I killed her first, an
aimed shot as mercy, and then the mass of them were upon us—her
dead body with them, mechadendrites seeking for my throat."
–Vox-Record of Enforcer Quintus Cortez

A schismatical is a memory–cloud of suppressed ideas, an
archive of heretical data that should have been destroyed, a
folio of vile plans and whispers that has acquired forbidden
volitional urges. It incorporates data–patterns by which other
machine spirits can be rapidly corrupted into echoes of itself,
and so the predatory schismatical awaits the one unlucky
machine spirit trespasser that it consumes and supplants so as
to bear it to the forge world above. Once free, a schismatical rampantly converts an army of
machine spirits to its cause. It creates machine covens populated
by its echoes, each of which is an independent schismatical
in its own right. Any vox–aware device can be converted via
broadcast, while others require the use of dataconduit links.
Any Mechanicus device governed by a cogitator can contain
some echo of the full schismatical. Simpler devices fall under
the schismatical’s sway in its presence, but are too simple
to house its essence: voxcasters, augmetic limbs, elevators,
auto–doors, weapons, servitor components, and manufactory
power–manipulators, to name but a few.
A schismatical device cannot accomplish any more than
it was already capable of, but that is more than enough on
a forge–world filled with heavily augmented tech–adepts,
servitors, and cogitators. Even doors and other common
technological devices have a role to play when they refuse to
function at the behest of the schismatical within. The minds
of tech–adepts are the last to convert; there the schismatical
must persuade, threaten, or drive mad. But it does not
really need men—only the machines they have created.
Schismaticals imprison unwilling tech–adepts within their
own treacherous augmetic enhancements, dragging them
screaming and weeping into battle when the schismaticals
must defend themselves.



Enemy: Ambull

("Dark Heresy Rpg Creatures Anathema")

Ambulls are massively built, roughly humanoid creatures with
an insect–like armoured casing and hugely oversized arms
tipped with iron–hard claws. Their pronounced hunched
simian stance lowers their true height greatly, but when fully
upright with claws stretched overhead they can easily reach
4 metres. Ambulls are extremely hardy and long lived social
creatures, usually forming close–knit family units with several
adults tending to broods of 4–7 offspring. They are also
natural tunnellers, with eyes sensitive to the faintest light and
infrared spectrums and claws that can excavate through soft
rock and earth at alarming speeds. Their communal tunnels
and caverns can stretch for many kilometres underground,
forming a vast network of what can appear to the unwary as
safe havens from threats above the ground.

They can burst on their victims through the ground and
smash with their huge arms, devouring flesh with their huge
razor edged mandibles. Often they will drag the insensate
body back to their burrow–nodes for the group to feed upon,
especially immature Ambulls still learning how to hunt on
their own. Ambulls favour live prey but are capable of eating
almost anything they encounter.

Despite Delta-level bans on their transport, many
ill–informed but ambitious groups (ranging from wealthy
nobles to forbidden cults) have endeavoured to import and
domesticate them as attack creatures or compound guards.
Even when working with immature specimens, these attempts
have always proved disastrous (often spectacularly so), usually
resulting in groups of Ambulls escaping captivity to breed on
their new planetary home.

Enemy: Cruorian War Beast

("Dark Heresy Rpg Creatures Anathema")

No one knows where the war beasts known as Cruorians hail
from, only that they’ve plagued several worlds in the Calixis
Sector. The name comes from Magos Biologis Harven Cruor, who
first discovered the war beasts within xenos ruins in the Bloodfall
system. Massive in form, Cruorian war beasts seem to revel in
battle, showing no fear even when faced by the full might of the
Imperial Guard. Standing on four long legs, each ending in thick
claws, and fur that ranges between dark green and blood-red, a
Cruorian war beast presents a frightening aspect. Short spikes
protect the head, neck, and spine, although from what one can
only hazard a guess. The forefeet have opposable thumbs, and
it’s possible the Cruorian are slightly more intelligent than most
think—they’ve been witnessed using crude melee weapons for
example.
Gathering in large packs, Cruorian war beasts tend to open
their hunts (or a battle) with a chorus of nerve–wracking howls,
eventually reaching a crescendo right before the entire pack
charges. Once engaged, Cruorian war beasts are utterly merciless,
and take no prisoners. In fact, some go so far as to eat the slain,
even before the fighting is over.
Armoured vehicles are no guarantee of protection from a
Cruorian war beast charge. They are burly enough to upset smaller
vehicles simply by crashing into them and have been known to
work together into order to tip over larger troop carriers and
the like.

"They came over the rise and for a moment I saw them clearly: huge hulkin’ things with
dark green fur. The line let them have it, lasguns, bolters, stubbers, everythin’. I never
let up on my stubber. Didn’t aim, didn’t need to, they were so many. The stubber did the
job, chewed them right up, but more kept comin’.
They hit the line down to my right. I heard the screams and yells. Captain Zedin yelled
for them to not give ground, then one took his head off with a swipe of its claws.
I’d rather face orks than those war beasts again. Each taller than myself, with those
huge, rippin’ claws. I was tryin’ to bring the stubber around while Ian loaded a belt when
I saw Corak get it. Thing got its claws on her shoulders and tore her in two. I opened
up with the stubber, and about then it finally jammed. Dagmar and I grabbed lasguns and
climbed up on the Salamander. I had a good view there, and could see how much a mess the
line was. War beasts were everywhere, and bodies lay in piles.
Ian tugged my sleeve then and pointed up to where the war beasts had come from. I looked
up the slope and readied my lasgun to stop another charge. That’s when I saw who were
driving the war beasts forward. They were...+++++"

"I have only scattered and incomplete reports to work from, but as near as I can discern, a Cruorian war beast
usually walks on all fours, but can move upright on two for short distances. It is frightfully strong, with claws capable of
tearing into light armour, as the crew of Corporal Lun’s Salamander found out. With a mass many times that of a
man, it can still run at great speed. They tend to travel in small packs, howling before they charge into battle.
Even more disturbing is Xeno–Holofile 908.332, which shows a massively built monstrosity covered in thick fur
and equipped with extremely long claws that no doubt could cut a man in two..."

"..., having uncovered more about the Cruorians in the hands of hereteks and
xenos–worshippers. As large and powerful as they are, the Cruorian war beasts are little more than bestial brutes. So
why are they so important to these circles of xenos–lovers and why do I find evidence detailing their nature on such
distantly separate worlds?
What did Corporal Lun see lined up on the ridge above him? I have come to suspect the hand of the..."



Enemy: Pit Thing

("Dark Heresy Rpg Creatures Anathema")

Varying between two and three metres high at the
shoulder, Pit Things are vicious predatory beasts that are
fuelled by hate. The strong chemical reek that surrounds
these creatures is often the first sign of their presence, and
Fenksworld underhivers heed that warning well. Pit Things
are bulky, colour-leached carnivores with four stumpy legs.
Pit Things also possess webbed claws and feet, making them
agile swimmers, and they seem to be resistant to the typical
chemical and toxic hazards of industrial hives. Their four
eyes are arranged symmetrically in a vaguely canine skull,
while their mouths are circular, lamprey-like maws studded
with razor-sharp teeth meant to rend and tear. They are
nonsentient and seem singularly unintelligent, perhaps the
only reason why the Pit Thing has not claimed the title of
apex predator on Fenksworld.
The Pit Thing uses its size and strength aggressively in
combat, often charging into battle with furious rage. Those
unfortunate enough to fight the Pit Thing must be as wary
of its acidic drool as its rending claws, as every savage bite
inflicts wounds that burn through armour and flesh alike.
The
Adeptus Arbites struggle to suppress these heretical hunts.
However, the value of each Pit Thing makes this highly
dangerous occupation extremely lucrative.

Once a Pit Thing is captured, it is placed into an iron cage
and delivered to the arenas to provide bloodsport for the hive
populace. The Pale Pits of Volg Hive are the most infamous
for utilising alien beasts in their gladiatorial matches, but the
sheer savagery and unthinking malice of the Pit Things make
them unique even in these blood–soaked environs. These
terrifying beasts rampage through as many as a dozen men
at a time, painting the sand red with blood only to crush the
final few beneath its rubbery bulk.
There are some indications that link the Pit Things to the
Blight of Nova Castilia, a gene-atrocity committed by the
Logician cult. Tech-heresy on a planetary scale, the Blight
spread like wildfire through the hive population. There are
whispers that during this event, several families simply went
missing, replaced by pallid, raging monstrosities.
Enemy: GloomHaunt

("Dark Heresy Rpg Creatures Anathema")

In the dreg villages and sump outposts, the underhivers
only leave their homes in pairs, and keep a careful eye on
the roofs of the domes they walk through. Even then, it is
all too common to find a headless corpse in an abandoned
hab–dome or junk cavern, victim of a gloomhaunt.
Gloomhaunts are flying hunters, with a small body between
two large, leathery wings. Their round maws are in the centre
of their chests and filled with needle teeth. Gloomhaunts
prefer to hang from the rafters of the largest underhive
caverns, like a dangling scrap of cloth, until an unfortunate
victim walks beneath. Then they spread their leathery wings,
swooping down on their prey.
Though gloomhaunts are not large creatures, they strike at
their victim’s heads and wrap their wings around the prey’s
skull with a vice–like grip. Once the prey is helpless, the
gloomhaunt begins to feed.

"Verb’l had taken her to meet a tavern owner in the deep underhive. Lyra told me she was shocked
to find the man’s face a solid mass of scar tissue. The tavern owner explained that he used to be
part of an expedition to recover ancient archeotech from forgotten vaults beneath the hive. As the group
passed through a ruined hab dome, he was attacked by a creature, a “gloomhaunt,” that swooped down
from the overhead girders. The creature wrapped itself around his head, biting and flaying the flesh
from his skull and face.
The man said he likely would have died, had one of his colleagues not shot the creature with a burst
from his hand–flamer. Of course, the man suffered horrible burns in addition to his other injuries, but
he regarded it as better than the alternative…
A Chartist captain I know told me once that crews of spacefaring vessels pass legends of a similar
creature, hiding in the darkest holds and attacking lone crewmembers. My Chartist friend was
inclined to dismiss the stories, but after Lyra’s research, I have my suspicions. A starship’s hold is
not that different from the larger spaces in the underhive."
Enemy: Maw-Fluke


("Dark Heresy Rpg Creatures Anathema")

Maw–flukes are a nasty species of hive vermin whose evolution
is likely due to the extremely toxic conditions found in the
lowest reaches of any major Imperial hive. Vicious pack
hunters, they’ll eat anything they can chew through.
Maw–flukes prefer dark, damp, and enclosed environments,
making the lowest reaches of hive cities perfect for them.

They
frequently hunt in small groups, but their burrows have
been known to house upwards of a dozen or more. The
Maw–fluke’s body (up to one and a half metres in length) is
segmented and has multiple small, articulated legs, allowing
it to scale most sloping surfaces and worm its way through
tight spaces. If they cannot find a way around an obstruction,
they are quite capable of burrowing through rock and even
some metal alloys with their shovel–like mandibles and maw
full of sharp, grinding teeth.

They
prefer to attack their targets with mandibles located on either
side of their mouths. Besides the crushing damage, these
mandibles are also capable of injecting a powerful paralytic
poison. The Maw–flukes then drag their helpless prey back to
their burrows to feast undisturbed.

Two Arbitrators were checking out a sub–storeroom when they had been ambushed,
and one was grabbed and pulled, screaming, back amongst a pile of crates. I immediately
led a fire–team into the crate maze to recover the Arbitrator. In a hidden corner of the
storeroom, we discovered the body of our comrade, obviously dead. His chest carapace had
been bored open in much the same manner as the rockcrete walls of the smelting room.
At that moment, we were attacked. Wormlike monstrosities lunged from the darkness
and slew two Arbitrators almost immediately. We responded in good order with a volley
of fire, but the shots from the Arbitrator’s riot guns skipped off the shell–like carapaces of
the creatures without effect and my laspistol proved just as useless.
I ordered the squad to fall back, but it appeared the creatures had turned the
manufactorum into their lair. Out of the 12 men and women who entered Smeltery 21–B,
only myself and four others made it out. It would have been five, but we had to leave one
man behind after a seemingly minor bite to the arm dropped him, paralysed and helpless,
to the manufactorum floor.
Verminspeaker
https://wh40k.lexicanum.com/wiki/Verminspeaker

A Verminspeaker is a type of unsanctioned psyker that has managed to avoid the hunters of the Black Ships. Those verminspeakers that manage to survive long enough flee into the wastelands of their world.[1]

They developed most of their powers through a mixture of guesswork and experimentation, without drawing attention from things that lurk within the Warp. They are partially feral and unnaturally attuned to their environment, and as such deal commonly with Maw-flukes and Saber-Wolves.[1]

The Puritan Inquisitors burn them in witch's pyres, while the Radicals find them hardy and resourceful individuals to employ.[1]

Among their psychic powers are Verminspeaking, the ability to see through an animal's senses, and Bestial Ally, the ability to impose his will on a beast as if he were a dominant member of its species.[1]

“Verminspeakers? As dangerous an ally as an enemy, in my mind. Hive
dross with oft unsanctioned power bubbling through their veins, they
flee from the righteous justice of the Aquila to cower in the lowest depths
of the hives and dankest death world jungles. On occasion, however, I
have found their unique talents to be useful…”
–Inquisitor Felroth Gelt

Although the Inquisition and the feared Black Ships work
rigourously to ensure that every psyker is taken to the Scholastica
Psykana and either sanctioned or sent to Holy Terra for “final
processing,” the authiorities cannot be everywhere at once.
Sometimes a potential psyker slips through the cracks. This
is especially true amongst the teaming masses of people on
hive worlds, or on the savage frontier and death worlds where
Imperial rule is weak or non–existent.
Lacking any sort of guidance or understanding of their
powers, these poor wretches often suffer a grim fate. If they
do not destroy themselves with bursts of uncontrolled warp
power, they often find themselves killed by their superstitious
neighbours and kin. A very few survive long enough to flee into
the wastelands of their world, be it the underhive or deserted
mountains and forests. There they develop their powers on their
own, through a mixture of guesswork and experimentation.
Those that survive without drawing the attention of the
powers that lurk within the warp become a strange breed
of psyker, partially feral and unnaturally attuned with their
environment. Frequently, they exhibit the ability to summon
beasts to aid and fight for them, and in some cases are even able
to communicate with creatures.
These psykers, sometimes known as Verminspeakers, can
become valued, if distrusted, allies to both hive gangs and
savage tribes. Their powers make them fearsome in battle and
useful in matters of strategy, and some may rise to positions
of power within these social organisations by putting on a
front of a fortune teller or seer. In these cases, it is more likely
the Verminspeaker is using chicanery and dramatic flair than
actual warp power. But when dealing with someone who allies
with Maw–flukes and Sabre–wolves, few are willing to voice
their doubts. Radical Inquisitors are far more
likely to employ the services of a Verminspeaker.

VerminsPeaking: The psyker reaches out with his mind, seeing and hearing through the eyes and ears of nearby creatures. Once activated, the
psyker may see and hear anything one creature within 50 metres sees and hears. The psyker must first be aware of a creature
before he can target that creature with this power. While sustaining this power, the psyker may only take a half action each turn,
as he is distracted by what he is seeing and hearing through this other pair of eyes and ears. The psyker may make Perception
based tests through the creature at the GM’s discretion using the creature’s Perception Characteristic and any relevant Perception
based skills the creature possesses.
With this power, the psyker cannot perceive through a creature using senses that the creature lacks (for example, seeing if it has
no eyes). The power also does not allow the psyker to use any extraordinary senses, such as sonar, the creature possesses.
Note: This power does not grant the psyker control over the creature he is “looking” through. This creature will behave normally,
wandering out of the psyker’s control zone (in which case the power ends) or even attacking the psyker if it’s particularly hostile
or hungry! The psyker may use another power, such as the Beastmaster power, to control the animal he is seeing through.
Overbleed: For every 5 points by which you exceed the power’s Threshold, you may extend the range of the power by
10 metres.

bestial allY: The psyker attempts to dominate a creature so utterly that it imprints on the psyker and becomes his steadfast ally. The psyker
may only use this power on a creature that has the Bestial Trait, less than 20 wounds, and an Intelligence statistic of at least 05.
(The GM may impose other limitations as he chooses.)
Once used, the psyker and the target make opposed Willpower Tests. If the psyker succeeds, the beast sees the psyker as a pack
leader or dominant member of its own species. The beast still behaves instinctually, but stays close to the psyker and follows the
psyker’s telepathic commands. This effect is permanent. However, if the psyker gives any command that would force the beast to
harm itself (walking into a fire, throwing itself off a cliff, etc.), the psyker must succeed at a Hard (–20) Willpower Test. If the
psyker succeeds, the beast will follow the command. Failure means the beast breaks free of the mental control. The Psyker may
never have more creatures under his control than his Psy Rating.
If the psyker fails to dominate the beast or if the beast ever breaks free of the psyker’s control, the beast throws itself at the
psyker and attacks in a berserk fury. It will not flee or retreat. If the psyker attempts to use this power again on the beast, it receives
a +10 bonus on its Willpower Test.



Unsanctioned Psyker
Navigator Powers 1/2
From (Rogue Trader RPG_ Core Rulebook)

A Cloud In The Warp:
By understanding and perceiving the currents of the warp,
the Navigator can hide his presence from those that would
use the Immaterium to detect him. Whilst it does not in any
way mask his presence in the real universe, it can ably hide
him from detection by Psykers and confuse creatures whose
essence and existence are linked to the warp, such as Daemons
and other warp entities. As the Navigator grows in power, he
will become harder to detect, as well as being able to mask
others if they stand nearby.
Novice: By making a Willpower test, the Navigator becomes
shrouded in an immaterial cloak, forcing those that use any
kind of psychic sight, detection or divination to make a
Challenging (+0) Perception Test to see him with such
powers. This power also has the same effect on the perception
of all Daemons and warp entities. This power will last as long
as the Navigator maintains it, however whilst he does so,
he cannot use any other powers (though he may take other
actions normally).
Adept: As above, except the test to detect the Navigator
becomes Difficult (–10).
Master: As above, except the power gains a radius equal to
the Navigator’s Willpower Bonus in metres centred on his
person. Any creature within the radius may be shrouded at
the choice of the Navigator.

Foreshadowing: By using his warp eye to filter small secrets from the near
future, the Navigator can choose to make slight adjustments
to his actions to avoid harm and manipulate the course of
events. Only if the Navigator tries to dig too deep into the
near future for secrets does this power become unpredictable and he may become victim of the warp’s lies.
Novice: With a successful Perception Test, the Navigator
draws three secrets from the future. He may then “spend” a
secret on his following turn to gain a +10% bonus on any
Test. Using one secret in this way carries no danger. However,
he may choose to spend either of his other two secrets to
add an additional +10 bonus to the roll for each secret spent
(for a total bonus of +20 for 2 secrets used, and +30 for
three secrets used). For each additional secret used beyond
the first, the Navigator must roll a d10; if this roll comes up
7, 8, 9, or 10, then the secret causes the Navigator to suffer
a –10% penalty instead of granting a bonus. Secrets not used
in the following round are lost as time marches on. Using this
power more than once in the same hour is dangerous, as no
one should know too much about his own future. For every
use after the first in a single hour, the Navigator suffers 1d5
Insanity Points.
Adept: As above, except secrets will only deduct rather than
add on a roll of 9 or 10.
Master: As above, except secrets can be used up to fi e rounds
after the power is used.

Gaze iNTo The abyss:
This power allows a Navigator to see a creature’s or object’s
reflection in the warp and learn things hidden from the real
universe. This power is most useful in unmasking both psykers
and daemons, but has other applications, such as reading
residual psychic taint on objects and tracking powerful psychic
entities.
Novice: With a successful Perception Test, the Navigator can
determine if a creature or object holds the taint of the warp.
This will tell the Navigator if the person or object has a Psy
Rating or is tainted (roughly speaking if they have more than
20 Corruption Points, warp mutations, are possessed, etc.).
Psykers who have made dark pacts with the warp and daemons
are more resistant to this power, however. These creatures may
make a Willpower Test opposed by the Navigator’s Perception,
which if successful will hide their true natures. This power can
also be used to track powerful psychic or warp creatures using
the rules for Tracking on page 88.
Adept: As above, with the additional effect that the
Navigator can detect major disturbances in the warp,
such as warp portals and ships entering and exiting
the Immaterium within a radius of 100 kilometres
times his Perception Bonus. In Starship Combat
(see page 212), this power functions within a number of VUs equal to the Navigator’s Perception Bonus.
Master: As above but the Navigator can also use the power to
detect the use of psychic powers within a radius of 10 metres
per point of his Perception Bonus.

Held In My Gaze: The unflin hing eye of a Navigator locks a creature in place
with a gaze that pierces flesh and bone to see the immaterial
essence of all things. Most commonly employed against
psykers, this ability can be used to render them effectively
powerless and prevent them from calling upon their abilities.
It is also undeniably effective against creatures with a strong
connection to the warp, such as daemons, for which it can
have spectacular and devastating consequences.
Novice: The Navigator chooses a target which he has line of
sight to and is no further away than 5 metres per point of his
Perception Bonus. He then makes an Opposed Willpower test
with the target. If he is successful, then the target is locked
and will remain so as long as the Navigator does not use any
other powers. A locked target must beat the Navigator in an
Opposed Willpower test each time it wishes to use a psychic
power or invoke the Daemonic Presence Trait. If the target
moves out of range or line of sight, the power ends. Daemons
affected by this power suffer 1 point of additional Damage
for Warp Instability.
Adept: As above, however the range increases to the 20 metres
per point of the Navigator’s Perception Bonus and daemons
affected by this power suffer 2d10 points of damage instead
of 1 point when suffering Warp Instability.
Master: As above, with the addition that the Navigator no
longer needs to have line of sight to the target and daemons
suffering any damage from Warp Instability are immediately
destroyed and cast back into the warp.

The course uNTravelled: Time is not an arrow that flies straight and true, but rather
,a tangled web of moments and possibilities. The Course
Un-travelled power allows a Navigator to negotiate this web,
stepping fractionally from one moment to another, and in the
process, altering his position in the physical world. The use of
such power is extremely dangerous, however, as the Navigator
is not actually physically travelling in place as such, but rather
choosing an alternate future in which wish to inhabit. He risks
both injury and madness in trying to step outside the flow of
time in this way.
Novice: If the Navigator succeeds at a Difficult (–10)
Willpower Test, he may move to any point within a distance
equal to his Perception Characteristic in metres, so long as he
could have walked, climbed, or swam there normally without
impediment. If he fails this test, he is Stunned for 1 round and
fails to change position. If he fails this test by three degrees or
more, he is Stunned for 1d10 rounds and gains an Insanity
Point. Whether or not this power is successful, the
Navigator suffers a level of Fatigue at the end of the
Round thanks to the strain on his body.
Adept: As above, except the test is only
Challenging (+0) and the range is increased to double the Navigator’s Perception Characteristic in metres.
Master: As above, except he may now perform this power as a
Free Action or as a Reaction.

Navigator Powers 2/2
The lidless sTare
If a Navigator opens his warp eye fully, anyone gazing into
its depths will witness the power and mind breaking unreality
of the warp. In an instant, they witness the chaos boiling
beneath the skin of existence and for many, it is the last thing
they ever see.
Novice: As a Full Action, the Navigator makes an
Opposed Willpower Test with anyone looking into his
Warp Eye. Make a single test for the Navigator and
compare it to the results of each of his opponents. If the
Navigator achieves more degrees of success, the opponent
suffers 1d10+ the Navigator’s Willpower bonus in Energy
damage. This damage is not reduced by armour or
Toughness Bonus. Anyone taking damage from this
power is also Stunned for 1 round as they are ripped with
agony. Using this power is taxing and inflicts a level of
Fatigue on the Navigator. If the Navigator fails this Test by
one degree of failure or more, he suffers two levels of
Fatigue.
Adept: As above, however, the damage is increased to 2d10
+ (the Navigator’s WP bonus) and the time the victims
are Stunned increases to 1d5 rounds. Victims also suffer
1d5 Insanity Points.
Master: As above, with the additional effect that any
creature possessing an Intelligence of 20+ suffering damage
from this power must make an immediate Difficult (–10)
Toughness Test or be slain. If they pass, they suffer 1d10
Insanity points rather than 1d5.
avoiding a Navigator’s gaze
The Lidless Stare will affect anyone, friend or foe, that looks
into the Navigator’s third eye when this power is activated.
This has an effective range of 15m (reduced to 5m in fog or
mist) and has no effect on unliving targets, Untouchables, and
daemons or other entities from the Warp. Those forewarned
can look away, though even then being within line of sight of
a Navigator is dangerous. The power of his eye is persuasive,
and looking away only grants them +30 on their rolls to
resist its power. Those who are unaware of the Navigator’s
presence gain this bonus as well.
Tides of T iMe aNd sPace
By examining the flow of the warp around him, the Navigator
can anticipate near future actions and thus move outside the
normal flow of events by choosing strands of reality and
slipping between them. Whilst this power can be of great
benefit to the Navigator, it is also very dangerous, and should
he lose control, the results can be disastrous.
Novice: Each round the Navigator wishes to use this
power he must make a Perception test as a Free Action to
read the strands of time. On a success, he doubles his
Agility Bonus for the purposes of determining initiative
and may take an additional Half Action that turn. The
additional Action may not have the Concentration
subtype. On a failure, he halves his Agility
18117734Chapther V
Bonus for initiative and may only take a Half Action that
turn as he loses his grip on reality, becoming confounded and
disorientated. Should he fail by three degrees or more, he
winks out of existence for 1d5 rounds, reappearing where he
was at the end of this duration. Should something else occupy
that space when the Navigator returns, he shifts his position
as much as necessary to a point of the player’s choice should
something else occupy that space. Whether or not this power
is successful, however, the Navigator suffers a level of Fatigue
at the end of the Round each time it is used. This power does
not give the Navigator an additional Reaction.
Adept: As above, except he triples his Agility Bonus for the
purposes of determining Initiative.
Master: As above, however, he quadruples his Agility Bonus
for Initiative. In addition, he may take two extra Half Actions
or a Full Action in addition to his other actions this round
(rather than a single Half Action as results from the Novice
manifestation of this power).
Tracks iN The sTars
When a ship travels though either real space or the warp it
leaves a faint trail, the lingering shadow of its warp drive.
Using his third eye, the Navigator can follow this trail across
the stars.
Novice: Using Perception, the Navigator can track the warp
trail of a ship through real space in the same way as if he was
using the Tracking skill (see page 88). To track a warp trail,
it can be no older than the Navigator’s Perception Bonus in
weeks, although the size and power of the vessel involved
may mitigate this.
Adept: As above, however, the warp trail may be up to a
number of months old equal to the Navigator’s Perception
Bonus. He may also track ships in the warp in the same
manner.
Master: As above, except he can follow a warp trail equal to
the Navigator’s Perception bonus in years old, although this
information may be erratic and fragmentary.
void waTcher
Using this power and gazing into the void whilst aboard ship,
the Navigator can learn things about space in the immediate
vicinity of his vessel. This can reveal hidden dangers such as
mines, void creatures, and concealed ships, as well as more
mundane perils like asteroids and debris. With skill and
practice, a Navigator’s void sense can become amazingly
precise and reach out across millions of kilometres of space.
Novice: The Navigator can make a Perception test (modified
by range and size of potential objects as the GM thinks
appropriate) to detect objects in space up to a distance equal to
the Navigator’s Perception Bonus in Void Units (see page 212
in Chapter VIII: Starships). If the power is not being used
during space combat, the distance equals 1,000 kilometres
times the Navigator’s Perception Bonus. Information gained
about such objects is only what the Navigator could discover
through normal observation.
Adept: As above, however, range is increased to a distance
equal to double the Navigator’s Perception Bonus in Void
Units (see page 212 in Chapter VIII: Starships), or 10,000
km times the Navigator’s Perception Bonus if the power is not
being used during space combat. He may make a Difficult
(–10) Willpower Test to gain some information about the
nature of the object (i.e., what minerals are in an asteroid,
what kind of crew a starship has).
Master: As above, except range becomes equal to fi e times
the Navigator’s Perception Bonus in Void Units (see page
212 in Chapter VIII: Starships, or 100,000 km
times the Navigator’s Perception Bonus if the power
is not being used during space combat. The
test to gain additional information becomes
Ordinary (+10).
Navigator Mutations
A Navigator’s resistance or susceptibility to mutation is almost
purely down to the psychical purity of his gene-stock. When a
Navigator learns a new power or increases mastery of a power,
he must make an Ordinary (+10) Toughness Test. If he fails
this test, then a flaw in his genes has revealed itself, and he must
generate a mutation on Table 7-1: Navigator Mutations.

1-15
Strangely Jointed Limbs: Your limbs have extra joints that articulate differently to a normal human. You gain the
Contortionist Skill as a trained Basic Skill. If you already possess the Contortionist Skill, you gain the Talented
(Contortionist) Talent instead.
16-30 Elongated Form: You are extremely tall and painfully thin, and loose 1d5 Toughness permanently. Re-roll this
mutation if you already have the Bloated Form mutation.
31-45 Pale and Hairless Flesh: Your skin is pale, marbled with veins and completely without hair.
46-55 Eyes as Dark as the Void: Your eyes are completely black and without iris; you gain the Dark Sight Trait.
56-60
Withered Form: Your body is withered, your flesh hanging oosely from your bones. You reduce your Strength
Characteristic by 10 permanently and halve your movement rates. Re-roll this mutation if you already have the
Bloated Form mutation.
61-65
Bloated Form: Your body is grossly bloated and your limbs thick with flesh. ou gain 5 wounds and the Sturdy
trait but may no longer run. Re-roll this mutation if you already have the Elongated Form or Withered Form
mutations.
66-70 Membranous Growths: You have membranes of skin between your limbs and digits and your skin sags in folds
from your flesh; ou suffer –5 Fellowship permanently.
71-75 Inhuman Visage: Your face is devoid of human features, your nose is nothing but a pair of slits, your ears are small
holes, your eyes are unblinking. You gain the Fear (1) Trait.
76-80 Fingers like Talons: The bones of your fin ers have grown and hardened into talons. You gain the Natural
Weapons Trait.
81-85 Teeth as Sharp as Needles: Your mouth is filled with hund eds of fin , pointed teeth. You gain the Natural
Weapons Trait and suffer –1d5 Fellowship.
86-90 Disturbing Grace: You move with a fluid, sinuous g ace that is somewhat unpleasant and unnatural in its quality.
You gain the Unnatural Agility (x2) Trait.
91-95
Strange Vitality: You possess a vitality and resilience that is at odds with your physical form; wounds bleed
translucent fluid and lose quickly, bones knit together after being horrifical y broken. You gain the Regeneration
Trait.
96-00
Unnatural Presence: In your presence living things feel strange unpleasant sensations, a cloying touch to their
skin, a keening whine in their ears and a metallic tang in their mouth. All your tests that involve positive social
interaction are at –10, whilst all those that involve intimidation or inducing fear are at +10.
Enemy: Hired Gun
Enemy: Scum
Rogue Trader RPG_ Core Rulebook

The frontier, no less that the underbelly of the Imperium, is rife
with all manner of thugs, narco-dealers, gangers, degenerates,
and worse. Such scum prefer to prey on the weak and most
live by victimising those even worse-off than themselves, but
many will take their chances against more dangerous targets
if the prospect of payoff is high enough.
Char: WS 30, Per 30
Skills: Carouse (T), Chem-Use (Int), Deceive (Fel), Gamble
(Int) Silent Move (Ag).
Talents: Jaded, Pistol Weapon Training (Universal).
Gear: Stub revolver (30m; S/–/–; 1d10+3 I; Pen 0; Clip
6; Reload 2Full; Reliable), spare reload, knife (1d5+3 R,
Primitive), 1d5 doses of assorted chems, stolen goods.
Enemy: Renegade/Void Pirate
Rogue Trader RPG_ Core Rulebook

There are many that flee the Imperium and turn renegade,
and just as many reasons for doing so. Failed revolutionaries,
refugees, Imperial deserters, outlaws, heretics and worse all
make their way to the Expanse in the hopes of freedom from
pursuit and to do as they will. Many attempt to found their
own societies on shadowed and undiscovered worlds, or lurk
on the edge of more established colonies, but an equal number
are drawn to raiding and piracy to survive. Many human pirates
and raiders are not worshippers of Chaos or in league with
aliens, but simply criminals out to take what they can, or who
have fallen into an unforgiving cycle of plunder and flight in
order to sustain their outlaw existence. There remains a darker
core however, of those that have fallen far from the light and
are prey to the most appalling appetites and savagery. It is
these that are the most feared of renegades, hated by colonist,
Imperial, Rogue Trader and fellow outlaw alike.
renegade profile
Ws Bs s T ag int per Wp Fel
38 28 35 40 30 25 33 35 22
Movement: 3/6/9/18 Wounds: 12
Skills: Awareness (Per), Common Lore (Expanse, Imperium)
(Int), Chem-Use (Int), Intimidate (S) +10, Speak Language
(Low Gothic) (Int), either Deceive (Fel) and Tech-Use (Int)
or Forbidden Lore (pick one) (Int) and Secret Tongue (as
appropriate) (Int).
Talents: Basic Weapon Training (SP), Jaded, Melee Weapon
Training (Chain, Primitive, Thrown), Pistol Training (Las,
SP), Peer (Criminal or Renegade).
Armour: Composite armour (Arms 2, Body 3, Legs 3).
Weapons: Knife (1d5+3 R; Primitive), hand cannon (30m;
S/–/–; 1d10+4; Pen 2; Clip 5; Reload 2Full), and either
a sword (1d10+3 R; Balanced, Primitive) or chainsword
(1d10+5 R; Balanced, Tearing), autopistol (30m; S/–/6;
1d10+2 I; Pen 0; Clip 18; Reload Full), autogun (90m;
S/3/10; 1d10+4 I; Pen 0; Clip 30; Reload 2Full), or pump-
action shotgun (30m; S/–/–; 1d10+4; Pen 0; Clip 8; Reload
2Full; Scatter).
Gear: Tattered miss-matched clothing, spare ammunition for
weapons, and either a hand vox and respirator, or gruesome
trophies, human meat, and skins. Void pirates will also be
equipped in armoured void suits.
Enemy: Renegade/Void Pirate Lieutenant/Captain
Rogue Trader RPG_ Core Rulebook

It takes a brave and capable individual to lead a pirate crew
in the reaches beyond Imperial space. One must be cunning
and ruthless, as well as able to command a crew of renegades
and killers through respect or fear. A pirate captain can be
as cruel as vacuum or affect the manner of a rakish noble
or Rogue Trader depending on his nature and crew, but
he must be successful or risk his command to mutiny. The
most successful are more than the leaders of cutthroats; they
are savvy operators with extensive intelligence gathering
networks, knowledge of dark secrets uncovered in their
voyages and contacts on both sides of the law.
Enemy: Warp Witch
Rogue Trader RPG_ Core Rulebook

kills: Awareness (Per), Ciphers (Occult) (Int), Common Lore
(Imperium, Koronus Expanse) (Int), Command (Fel), Deceive
(Fel) +10, Forbidden Lore (Cults, Daemonology, Warp) (Int)
+10, Intimidate (S) +10, Invocation (WP) +10, Psyniscience
(Per), Secret Tongue (Cult) (Int), Speak Language (Low
Gothic) (Int), Trade (Seer) (Int).
Talents: Dark Soul, Fearless, Jaded, Melee Weapon Training
(Primitive), Peer (Renegade), Pistol Weapon Training (SP),
Psy Rating 6, Resistance (Psychic Techniques).
Traits: Dark Pact†, one Mutation from Table 14–3.
†Dark Pact: In addition to her psyker abilities, a Warp
Witch can summon daemons and unclean spirits in order to
try to navigate the warp and to do their bidding; these rituals
are complex and dangerous and cannot be performed during
combat encounters.
Disciplines: Telepathy, Telekinesis.
Pyschic Techniques: Short Range Telepathy, Mind
Probe, Terrify, Delude, Beastmaster, Compel.
Armour: Reinforced void suit (Arms 2, Body
3, Legs 2).
Enemy: Battle Servitor (Charron-pattern)


Rogue Trader RPG_ Core Rulebook

The Charron Pattern is a light battle servitor, humanoid in
shape, found often in the service of the Imperial Navy and
numerous other star vessels as shock troops and defenders
375364Chapter XrIe hVha:IeA
in boarding actions. Those found in the Koronus Expanse
are often very old, their inorganic components having been
recycled through numerous bodies and recovered from the
fallen of the battlefield. As a result they have a reputation
for their machine spirits being unreliable in combat and
not knowing friend from foe on occasion. This makes some
captains reluctant to employ them save in the direst need.


Servo-fist (1d5+8; Primitive), either chain axe
(1d10+12 R; Tearing) or shock glove (1d10+8 I; Shocking),
and either a flamer (20m; S/–/–; 1d10+4 E; Pen 2; Clip 12;
Reload 3Full; Flame), autogun (90m; S/3/10; 1d10+3 I; Pen
0; Clip 30; Reload 2Full), hellgun (110m; S/3/–; 1d10+4 E;
Pen 7; Clip 40; Reload 2Full), heavy bolter (120m; –/–/10;
2d10+2 X; Pen 5; Clip 60; Reload Full; Tearing), plasma
cannon (120m; S/–/–; 2d10+10 E; Pen 8; Clip 16; Reload
5Full; Blast (1), Overheat, Unreliable) or multi-melta (90m;
S/–/–; 4d10+5 E; Pen 13; Clip 10; Reload 2Full; Blast (1)).
Enemy: GrappleHawk (FalaX-Pattern)
Rogue Trader RPG_ Core Rulebook

One of the more unusual servitor types, the grapplehawk is a
large cyber-converted avian creature used to hunt and capture
or kill human and animal prey. They are armoured, fitted with
enhanced sensory equipment and grav-assisted flight systems.
The Thulian Magos are known to favour this kind of construct
both as scouts in the field and aggressive sample “gatherers,”
and also have been known to sell examples to various Rogue
Traders and Outlander nobles in return for their cooperation
and support.

Talents: Fearless, Swift Attack.
Traits: Dark Sight, Flier 20, Machine (4), Size (Scrawny).
Armour (Machine): All 4.
Weapons: Shock-pulse claws (1d10+3 E, Shocking). Gear:
Inbuilt vox and cogitator, auspex. Inbuilt grappling units
allow it to lift stunnedprey as if it had Unnatural
Strength (x2), although its speed will significant y
decrease based on its load
Enemy: Warp Predator (Ebon Geist)
Rogue Trader RPG_ Core Rulebook


These near-mindless creatures are animalistic predators whose
hunger for life is boundless. They are drawn to the soul sparks
of mortal life like sharks to bloody water. Such a predator is the
Ebon Geist, a thing blacker than the emptiest void, a killing shadow, thin and writhing that can pass through dark spaces
as insubstantial as a nightmare fading into forgetfulness. The
geist murders with its chill talons leaving noting but bodies
consumed to desiccated husks, the screaming shadows of its
victims cold-burned into the hull where they perished.

Skills: Dodge (Ag), Psyniscience (Per), Concealment (Ag)
+20, Silent Move (Ag) +20.
Talents: Heightened Senses (all), Swift Attack, Lightning
Attack.
Traits: Consume Life†, Daemonic (TB 8), Dark Sight,
Daemonic Presence, Fear (2), Flyer (12), From Beyond, Hard
Target, Phase, Toxic, Unnatural Agility (×2), Unnatural Speed
(×2), Warp Instability.
Daemonic Presence: All creatures within 20 metres take a
–10 penalty to Willpower Tests as the air seems to darken,
the temperature plunges and savage whispers echo from the
shadows.
†Consume Life: For every sentient, living creature the Ebon
Giest kills it immediately recovers 1d5 lost Wounds (this
cannot take it above its starting total).
Weapons: Chill talons (1d10+3 R, Tearing, Toxic, Warp
Weapon)
Enemy: GeneStealer

Genestealers are four–armed alien predators, armoured in a
chitinous exoskeleton and armed with razor–sharp claws that
can slice through the thickest armour plate. Genestealers are
inimical to all other forms of life, but are sometimes found
on space hulks that wander into the Calixis Sector. Space
hulks are valuable relics, often containing priceless ancient
technology. These infested hulks tumble endlessly through
the vastness of space, occasionally inhabited by this alien
breed lying patiently in wait and focused only upon slaughter
and reproduction. In addition to their powerful ripping claws
and taloned hands, Genestealers also possess incredible speed
and skill in hand–to–hand combat. They strike blindingly
quick and are infamously capable of overcoming nearly any
opponent in melee.
Beyond their physical abilities, Genestealers communicate
with each other through a form of gestalt psychic intelligence,
a “brood telepathy” that links them together and enables the
group to act in murderous harmony. Genestealers are also
quite intelligent, able to plan and execute cunning ambushes
and lay traps for their prey, stealthily using their hardened
talons and claws to scuttle out of sight before attacking.
These xenos monsters receive their name from their insidious
ability to implant their own genetic material into a host
body of another race as their means of reproduction. Those
infected also fall under Genestealer mental domination and
become willing hosts dedicated to the Genestealer’s cause,
breeding abhorrent hybrid forms that eventually produce
more purestrain Genestealers. In this manner does the
Genestealer propagate its species, and it is for this reason
that the Ordo Xenos considers a Genestealer infestation an
extremely dangerous threat.

Genestealer’s Kiss: A Genestealer possesses an ovipositor
within its maw that implants the alien’s DNA into its victim,
seeding the target’s body with a parasite that will grow and
form into a hybrid creature. Over time, a group of hybrids
will eventually breed purestrain Genestealers. In this manner,
Genestealers often infiltrate a society from within. The full
scope of such an infestation is beyond this book, but some
basic guidelines are presented here: Once a target has been
bitten by a Genestealer, he must succeed at a Challenging
(+0) Toughness Test or become a host for the Genestealer’s
DNA. Once a victim has become a host, the victim cares for
the growing hybrid as he would for his own child until the
hybrid emerges in a matter of months. A Very Hard (–30)
Medicae Test can remove the Genestealer’s taint, but doing
so requires a week of care in an advanced medicae facility.


Enemy: Lictor

Chapter V: Xenos
93
liCTor
Lictors roam ahead of Tyranid swarms, seeking out resistance
and native lifeforms. It is a scout organism that often heralds
the imminent arrival of Tyranids in vast numbers, so it is of
little surprise that the Ordo Xenos considers any encounter
with a Lictor to be significant. So far, there are no confirmed
reports of Lictors operating inside the Calixis Sector.
However, there have been rumours and legends that whisper
of Lictors that may already have explored the sector’s outer
reaches.
The Lictor is also known as a Spook or Mantis Stalker
by Imperial troops. Imperial Guardsmen are often unnerved
by the Lictor’s ambush and assassination techniques, their
morale plummeting as soldiers are picked off one by one or
in small groups. The Lictor prefers to strike from ambush, but
it is a powerful creature able to destroy an entire squad on
its own if cornered. Highly intelligent, Lictors also possess
greatly developed sensory organs, able to detect their prey
over a great distance.
This xenos creature is adapted to survive in hostile
environments, and is a nearly matchless predator. A stalking
Lictor exudes a pheromone trail that draws other Tyranid
organisms in its wake. A larger concentration of prey stimulates
a stronger pheromone response, and correspondingly
attracts the attention of larger groups of Tyranids. A Lictor
possesses a deadly arsenal of bio–weaponry, including
mantis–like upper claws, venomous talons, feeder tentacles,
and barbed flesh hooks. The Lictor’s feeder tentacles are
used to lobotomise victims and absorb their genetic data
and immediate memories by consuming their brains. The
massively powerful upper claws are edged with fractal chitin,
and the lower talons feature venom channels containing a
deadly haemotoxin.
The flesh hooks are the most unusual of the Lictor’s
weapons. They are formed out of carbon–based chitin
with a monomolecular edge and are attached to lengths of
exceptionally tough muscle fibre situated between the ribs.
The hooks are fired by a sharp intercostal muscle spasm
snaring the Lictor’s victims from a distance. The flesh hooks
are also sometimes used as grapnels, allowing Lictors to scale
vertical surfaces at great speed.
Lictors are covered with tiny chameleonic scales which shift
their colour and texture to match the creatures’ surroundings.
This feature makes Lictors exceedingly difficult to spot except
at very close range. The Lictor’s body gives off little heat and
is capable of remaining completely motionless for days, if
necessary, so even energy and motion detection devices are
often baffled by the Lictor’s preternatural stealth.

Chameleonic Scales: The Lictor blends in so well with
the foliage of its surroundings that it is almost impossible to
see. All Awareness tests versus the Lictor suffer a -30 penalty.
A Lictor can attempt a Concealment Test as a half action
instead of a full action, and may attempt the test even if
being observed at the time.
††† Feeder Tendrils: This creature gains the Crippling
Strike and Sure Strike Talents against enemies belonging
to a species that it has previously slain, and confers these
Talents to other Tyranids within 10m of it against those
same enemies, even if the other Tyranids do not possess the
prerequisites for those Talents. It is at the GM’s discretion as
to what species the Lictor has previously encountered and
slain for the purposes of t his ability.
†††† Flesh Hooks: The creature may initiate a grapple with
an enemy up to 10m away. With every successful opposed
Stength test as part of a Grapple action, the victim is moved
1m plus 1m for each Degree of Success closer to the creature.
In addition, the creature gains the Climb Skill (if it did not
already have it) and gains a +20 bonus on all Climb Tests.

Note: One of the options for a "Skin-Taker" is a Mantis Stalker IE a VERY scary Lictor.
Enemy: Ork Boyz

The majority of Orks encountered throughout the galaxy are Ork
Boyz, the common, foot–slogging warriors that make up the bulk
of the greenskin horde. They are neither rulers nor leaders, for
that role belongs to the Nobz, but nor are they servants or slaves,
for the Gretchin fulfil that role. They exist for one purpose, and
one purpose alone—to wage war. Orks care not where war is
waged or against whom, and in the absence of a worthy foe, they
happily fight amongst themselves.
Ork Boyz are tough, hulking brutes with thick, gnarly green
hides. Fully erect they stand somewhere between six and seven
feet tall, but most stand hunched over. Their bestial, almost porcine
faces have beady little red eyes and a jutting jaw brimming with
long tusks. Their skulls are thick, their arms long and ape–like, and
their torsos extremely well–muscled. They typically wear battered
and worn clothing and armour, cobbled together from whatever
scraps they can find, take, or steal, and wield crude weaponry
ranging from loud slug–firing pistols to even louder rifles.

Mob Rule: All Orks are latently psychic, an ability that
increases in strength the more of them there are in one place,
bolstering their confidence and courage to near fearless levels
when they gather en masse. For every additional Ork within
10m, the Ork’s Willpower is increased by +10 to resist the
effects of Fear and Pinning.
Armour: Flak armour (Body 2).
Weapons: Slugga (20m; S/3/–; 1d10+4 I; Pen 0; Clip 18;
Reload Full; Inaccurate, Unreliable) or Shoota (60m; S/3/10;
1d10+4 I; Pen 0; Clip 30; Reload Full;Inaccurate, Unreliable),
choppa (1d10+5† R; Pen 2; Tearing, Unbalanced).

Includes Strength Bonus

Enemy: Gretchin

Amongst the most numerous of all the greenskins are the
sub–race called Gretchin or Grots. Weak–willed, weak–
limbed, wretched little creatures, Gretchin serve little purpose
amongst other Orks than to be bullied, cajoled, and exploited.
They serve their Ork masters with as good grace as they can
muster, scuttling about and doing what they are told out of
fear and awe.
Gretchin are much smaller than their orkish cousins,
standing a little under half their height. In many ways, they
are similar to Orks in physiology, if not physique. Their heads
are bald and bulging, adorned with wide ears and jaws filled
with sharp, pointy teeth rather than huge tusks.
Gretchin have a keen sense of self–preservation. This
can take many forms, from hiding and running, to running
and hiding. They have a low cunning and are sneaky to the
extreme, often reasoning that if they are going to have to stab
an enemy, it might as well be in the back.
Any encounter with Orks is likely to include Gretchin
too, as these put–upon slaves and servants accompany their
masters to war. Gretchin do the carrying, fetching, and
guarding whilst their masters get on with the real business
of war.

Concealment

All Gretchin are latently psychic, an ability that
increases in strength the more of them there are in one place,
bolstering their confidence and courage to near fearless levels
when they gather en masse and are supported by their larger
cousins. For every Ork within 10m, the Gretchin’s Willpower
is increased by +10 to resist the effects of Fear and Pinning.
Enemy: Ork Nobz

Orks don’t believe in hereditary titles or divine right.
Instead they believe that the strong should rule the weak,
which invariably means that the biggest, toughest, and
most belligerent of greenskins rule the Orks. This makeshift
noblility, known as Nobz in the Ork tongue, is an evershifting
morass of fights and squabbles as the strong constantly try to
assert their position against upstart youngsters with an eye
on power. The Nobz lead small warbands made up of a few
mobs of Orks in the constant battles against one another,
although they sometimes come together under a single
leader known as a Warboss to wage war on others.
Nobz lead by example, fighting where the fighting is
thickest and beating recalcitrant Orks and Grotz to a pulp
to spur them into battle. Amongst their own kind, they
administer arbitrary punishments, exerting their authority
through random beatings and murders. When unleashed
upon humans, they are brutal to the extreme, delighting in
causing as much destruction with their oversized weapons as
possible and toying with opponents until they grow bored
and hack their opponents down.

Mob Rule: All Orks are latently psychic, an ability that
increases in strength the more of them there are in one place,
bolstering their confidence and courage to near fearless levels
when they gather en masse. For every additional Ork within
10m, the Ork’s Willpower is increased by +10 to resist the
effects of Fear and Pinning.
Enemy: Attack Squigs

An integral part of the greenskin ecosystem, almost always to
be found in large numbers in the same area as the Ork, are
the unusual beasts affectionately known as Squigs. There are
countless breeds of Squig, so much so that Imperial xenologists
have all but given up trying to catalogue them. Some Squigs
are used for medicinal purposes, others for the natural oils
that they secrete, and most for food. But, the Orks’ favourite
use for a Squig is setting it on their enemies, and there are no
better Squigs for that purpose than the Attack Squig.
The term “Attack Squig” is a catch–all name for various
fungal beasts of a hostile nature, all of which are employed by
the Orks in a similar fashion to the way a human might make
use of a particularly vicious dog. The most infamous of Attack
Squigs is the Ravenous Face–Biter, appropriately named for
the way in which it tries to bite the faces off of its enemies,
ravenously. Other less well known, but no less vicious, varieties
include the Drooling Snapjaw and the Pig–eyed Gouger.
An Attack Squig is mostly mouth, which in turn is mostly
teeth. Most Squigs are short, fat, stubby creatures, little more
than two to three feet in length, propelled along in a mixture
of leaps and lurches by two powerful legs. They all, without
exception, have ravenous appetites and stomachs that can
hold improbable quantities of food
Enemy: Astral Spectre

In the Imperium, pyskers are feared not only for their strange
powers but for the untold harm which can and often does
arise when they are used carelessly. When the abilities of a
psychically active mind are wielded by those weak in faith
or will, the psychic energy can congeal with the fabric of
the warp to form Astral Spectres. These malevolent shadow
creatures attack humans and devour their soul–essence
to replenish the psychic energy from which the Spectres
were born.
Although Astral Spectres vary greatly in appearance, there
are a few common characteristics that all such Spectres share.
They are vaguely humanoid creatures composed of patches
of semi–translucent shadow, and their presence unnerves all
sentient creatures in their vicinity, often causing said creatures
to experience psychic phenomena. Without fail, their forms
are both vile and horrifying. They possess no solid physical
form but wield a variety of psychic powers which allow them
to interact with and harm material beings.

Psychic Powers (Psy Rating 3): Enhance Phenomena,
Inflict Pain, Psychic Blade, Spectral Hands, Telekinesis, Warp
Howl, Wither.
Traits: Daemonic (TB 8), Daemonic Presence, Fear 3, From
Beyond, Incorporeal, Possession, The Stuff of Nightmares,
Warp Instability.
Armour: None.
Weapons: Huge industrial shears (1d10+10 † R, Tearing,
Unbalanced).
Cleric
Fantasy Flight Games Dark Heresy RPG_ Core Rulebook

“By the Saints and the Sigillite himself! If you don’t move, I’ll
take this hammer to your head!”
— Preacher Silon Constantine, Fenksworld.

“Do you think Saint Thrastus
complained when he was strung up
by his petard? No! Not one word!
That’s piety. Now get on with your
work, you little ingrate.”

“Even the lowly initiate may
become a martyr, if his will be
strong enough.”

“Emperor’s teeth! You half-
witted fools wouldn’t know a
heretic from a hairy Grox!”

"You hold within you the
Emperor’s own truth! Never
forget we are right and they are
wrong!”

“The Emperor guides with his
knowledge. We are but blind
men groping towards His light
amidst the darkness of the
universe.”

“Better the flesh should die clean
than the soul become tainted.”





The Adeptus Ministorum, or Ecclesiarchy, tends to the religious
needs of the Imperium. It is completely separate from the
Adeptus Terra, concerned with looking after mankind’s spiritual
needs rather than maintaining a galaxy-spanning empire. Nevertheless,
the Ecclesiarchy is a vast and powerful institution comprising of
millions of clergymen and hundreds of thousands of dioceses spread
across the far reaches of Imperial space. In the past this has led the
Ecclesiarchy into abuses of power and outright civil war, such as the
Age of Apostasy. Yet the Ministorum endures, guiding humanity in its
superstitious and dogmatic worship of the Emperor.
At the forefront of this vast church are the clerics, preachers,
confessors and missionaries. Unlike the cardinals and pontifex that
scurry around the ancient corridors of the great cathedrals of Ancient
Terra and Ophelia IV, the spiritual homes of the Ecclesiarchy, the clerics
and other such clergy live and work amongst the population. It is here
that they preach the word, spread the faith and shepherd the human
race, for if they were negligent in such duties Chaos would take hold.
Clerics are fiery individuals, who lead from the front. They are
charismatic men and great orators, able to incite and inspire common
folk with their speeches, commanding loyalty, respect and wonder
in the Emperor and His ordained servants. On many occasions the
Imperium has used such men to rouse populations to action at a
critical moment of a foul xenos invasion or to flush out a deep-
rooted Chaos cult.
A Cleric has many skills, he is an orator, can hold his own in
combat and is wise. However, such a broad base of skills means that
they rarely specialise. Still, there are those within the Ministorum
that follow a path long after others have moved on to learn a new
lesson. This breeds such diverse clergy from overly suspicious zealots,
who see heresy around every corner and stir up entire populations to
burn innocents on a burning pyre, to those who will steep themselves
in ancient lore, spending years in great dusty catacombs studying ageing
scrolls on pointless intricacies of ceremonies and rituals.
Despite many attempts by numerous Ecclesiarchs, the Ministorium
has gained many disparate groups and ideals. Although all have the
common theme of worshiping Him-On-Earth, it is in the details of
how to pursue that faith where such disagreements and inconsistencies
arise. Over the years, this has spawned numerous different orders within
the Ecclesiarchy; the majority of clerics belong to one of the different
orders and this has a profound effect on how the clergyman performs
his duties and preaches to the masses. Although never acknowledged
publicly, it has been rumoured that occasionally these orders have gone
to war with each other, though open bloodshed is rare.
Inquisitors find Clerics useful Acolytes as their abilities to interact
with, and influence, the local population have proved valuable on many
occasions. From a Cleric’s point of view his reasons for shunning the
duties of the Ministorum and becoming an agent of the Inquisition can
be manifold. Some see it as a form of penance; others view Inquisitors
with awe and unthinkingly follow these most worthy of the Emperor’s
servants; the more zealous see service with an Inquisitor as a way
of fighting heretics up close, the chance to purge the galaxy of foul
deviants too much of an opportunity to ignore.
A note on Class suggestions.
Darktide's Classes are currently a mess to really categorize.

In Vermintide 2, the way it worked was you picked a named hero then one of four careers, these careers would push you into a generalized role, and you would further modify this role with specific talents you could pick.

Initially in Darktide the classes were built into the name of the archetype, for example Veteran:Sharpshooter. But with the much needed talent tree rework, things got... muddled. As we now have 30 talents along three talent lines for each class, you could argue that each class has three "subclasses" that can mix an match a little, but it gets a bit annoying to classify and balance.

Take the Ogryn for example. His lines are obviously the Bulwark, Gun lugger, and Bodyguard as per the tabletop, but this isn't as obvious with the other classes, and you can mix and match.

So the conclusion I have to take here is that "classes" should be something that encompasses at least three archetypes that can mix and match, which presents an issue when said archetypes are vague or when I want to introduce a class or archetype that can be partially represented by an existing class/archetype.

This presents an interesting challenge as for every "career" in the Wh40k series, you must come up with three archetypes.

For example, the Psyker currently in Darktide is a mishmash of disciplines and abilities. What if you want to add Psychic abilities/disciplines that go outside the bounds of the archetypes? Do you make a new class entirely or are the devs willing to expand a class with a new tree?

The inverse is also an issue, what if there's a career option but it doesn't really have three archetypes? Do you just come up with three generic lines that fit the idea of the class?

Ultimately I've decided for the sake of my own sanity, baring the Darktide Devs willing to refactor their current design again, what I will attempt to do is to present each Career in the Wh40k IP as their own self contained information, then in a separate section create an example class with three talent lines. These lines won't go into the specifics of numbers balance, and may overlap with other suggestions, but should present the idea of what the class can be.
Scum
Fantasy Flight Games Dark Heresy RPG_ Core Rulebook

s has always been the case, the flotsam and jetsam of
humanity seems to attract each other and thrives in the
darkest of places. The Imperium is a vast and unforgivably
hard regime to subsist in, and so the unwanted and uncared for
fester and even flourish in the most unlikely and inhospitable places.
The underhives, deserted hab-blocks and even entire moons that
are now robbed of any valuable resource, hold what the enforcers
collectively call scum. They are mankind’s detritus, who have no
place in Imperial society—even the Ecclesiarchy seems to have
given up on them, although some missionaries persist in trying to
save their souls, even if their intercession is not requested!
Scum is a catch-all term that covers everything from thieves,
Imperial Guard deserters, escaped penal convicts, confidence
tricksters, fallen nobles, gangers, murderers, hab-rats and all manner
of criminals and unsavoury characters. Despite the collective term,
there are many who have skills Inquisitors find useful in their line of
work. When an Inquisitor needs someone with low moral values,
who will fire upon innocents when ordered or shoot someone in
the back without a second thought, it is going to be the Acolyte
who has spent his life on the fringes of the Imperial society.
As well as moral ambiguity, Scum often have more practical
skills that come in use during an investigation.
Breaking in to property unnoticed, finding
black market goods, a mark that needs
charming or a suspect intimidating are all talents
that make the Acolytes’ lives easier.
An Inquisitor does not pick just any felon he
happens to stumble across to become his agent
and to serve as an Acolyte the Scum must be
trustworthy—to an extent—and their talents need
to be considerable. He needs to be more than just a
common ganger. Agents such as this can range from
the nimble, double-jointed cat burglar, the fast-talking
charmer who can play the long con, the card shark that never loses
or the fence with contacts across the breadth of the sub-sector.
Having lived and survived in such tough conditions means
that it will frequently be the Scum that is the source of some
acrimony and he does not always get on with other Acolytes
in the cell. His moral values and reasons for participating may
be entirely different from the others and so make him a source
of contention. Reasons why such a character may join the
employ of an Inquisitor in the first place are manifold: some
do it for the sheer thrill, some as sentence for some past crime,
some are being paid, whilst others have the skills an Inquisitor
needs and so are ordered or threatened to participate. For an
Inquisitor it matters little what the motive is, as long as they
fulfil their part in the mission. Inquisitors can, and will, use
all tools necessary to carry out their duties, they do not care
if that is using the highest-born noble or the most inhuman
villain—it is the end goal that is important, not the
method in achieving it.
Tech-Priest
Fantasy Flight Games Dark Heresy RPG_ Core Rulebook

The Cult Mechanicus holds a virtual monopoly on technology.
Its tenets and beliefs permeate through their rituals into the
common superstition of Imperial citizens. The Adeptus
Mechanicus is run by the Tech-Priests of Mars, an insular priesthood
that worship the Machine God and whose goal is to harvest all
the lost technology that has been missing since before the Age of
Strife. The lowest ranks of Tech-Priests have mainly maintenance
and construction duties, but as a Tech-adept progresses and acquires
greater knowledge, he is relieved from the more trivial day-to-day
tasks and allowed to study and learn of the greater mysterious and
missing techniques that have prevented any kind of progressive
development in the Imperium’s technological base.
All Tech-Priests have an advanced grasp of how to maintain
most of the standard technologies that are used throughout the
Imperium. There are also many specialities a Tech-Priest can
study, such as the biologius, xenology and the use of rediscovered
weaponry to name but a few.
Tech-Priests are not confined to Mars or the numerous Forge
Worlds that are scattered throughout the galaxy. Many are given
leave to seek out lost technologies or investigate rumoured sightings
of STC templates. It is on these missions Tech-Priests most likely
come into contact with an Inquisitor or a cell.
The relationship between the Inquisition and the Priesthood
of Mars has been a stormy one, ranging from outright hostility
to merely strained in less tumultuous times. Nevertheless, the
two powerful organisations have worked together many times
especially when it is perceived to be in the common interest.
In these situations a Tech-Priest may be present in a cell. His
knowledge of Imperial, and even xenos, technology will
always prove useful. A Tech-Priest may even have the means,
via a neural plug, to communicate directly with the machine
spirit of certain technologies, making him a very desirable
ally. However, the Tech-Priests are fiercely independent and
distrustful of others who do not worship the Machine God; they
will be cold, methodical and terse. A Tech-Priest Acolyte rarely fits
in well with a team of non-Mechanicus personnel.
The appearance of Tech-Priests can be frightening, even terror-
inducing, to those who have never had contact with such beings
before. As much as fifty to sixty per cent of a Tech-Priest’s body
may have been replaced with bionics and even the addition of
extra limbs like mechadendrites or in-built weaponry. This
proportion of organic to machine parts increases as the Tech-Priest
gets older. The Tech-Priests themselves explain that these changes
bring them ever closer to their Machine God, the Omnissiah, and
away from the weak frailties of the flesh. It is not uncommon
for the most senior Tech-Priests, known as Magos, to be almost
entirely machine, the last piece of withered organic material
losing what was left of its humanity centuries ago. An Inquisitor
is always wary when allying with a Magos as chances are they
are following their own agenda, which is often quite separate from
that of the other Acolytes.
Enemy: Sorcerer
Psychic Quirks
OVER BLEED: A Psyker sometimes channels more warp energy than he requires
to manifest a power. In most cases he bleeds off the excess into
the immaterium and it is lost. However, with some powers it is
possible to funnel this energy directly into manifesting greater
effects. If a Psyker beats the power’s Psychic Threshold by a
certain amount he will gain extra effects, such as increased Range,
Damage or Duration. If a power has this ability, it is mentioned
in the entry along with the extra effects of Overbleed.

Pushing
The psyker can alternatively draw deeper from the depths of the
Warp to boost his powers beyond his normal capabilities. Of course,
such power always comes with greater risk of unleashing unintended
effects or even summoning unwanted visitors from beyond.
When determining the effective psy rating of a psychic power,
a psyker can choose to push. If he does so, he strains his own
limits, and can set the effective psy rating of the psychic power up
to 2 higher than his base psy rating. Certain types of psykers can
increase this amount, as indicated in Table 6–1: Psychic Strength
on page 195. Pushing is dangerous, however, for when a psyker
draws from the Warp so deeply, he might be unable to control
the energies released. When pushing a psychic power in this way,
it triggers Psychic Phenomena on any Focus Power test roll that
does not produce doubles, instead of under the normal conditions.
The psyker receives a –10 penalty to this test for every point the
chosen effective psy rating is above his own psy rating.
Minor Psychic Powers 1/2
Call Creatures: You call a number of simple-minded
creatures within range to travel to
your location. Creatures called depend
on the nature of the environment,
though the sorts of creatures called
may include rats, ash slugs and other
kinds of vermin. If no such creatures are
likely to be in the area, the power has
no effect. Under most circumstances,
1d10 such creatures appear after 2d10
minutes have passed. The creatures are
not compelled to serve the Psyker; they
simply appear and behave as normal for
their species.
Overbleed: For every 5 points by
which you exceed the Threshold, you
extend the powers Range by 1km.

Call Item: You summon a specially prepared item
to instantly appear in your hand. To
prepare the object, you must spend one
hour in deep meditation, infusing the
object with your psychic imprint, and
marking it with glyphs and runes. The
object must be small and light enough
to be carried in one hand. You may only
have one prepared item at a time.

chameleoN: You cause reality to blur around
you, distorting your image and
allowing you to blend in with your
surroundings. You gain a +30 bonus
to Concealment Tests. In addition,
all opponents using ranged weapons
to attack you suffer a –20 penalty to
their Ballistic Skill Tests.

déJà Vu: You create a brief memory loop in
the mind of the target, causing their
thoughts to slip back several seconds
in time. You must be able to see the
target and they must be within the
range of the power to be affected.
They are also permitted a Willpower
Test to resist its effects. If they fail to
resist, however, they must repeat the
same Action that they took last Round
in their next Turn, be it firing a gun
at a target that is no longer there,
continuing to run from slain enemy,
or diving for cover from a grenade
that has already gone off. Any action
that would obviously be harmful to
the target, such as running off a cliff,
automatically allows them to resist the power.

dIstort VIsIoN: With this power, you disappear and
your image reappears in another
space no more than 10 metres away.
Until the start of your next Turn, you
are effectively invisible to all other
creatures, defeating even sensory
equipment. All attacks against you,
should your position be discovered
by means of a Psyniscience Test,
are Very Hard (–30). Creatures and
sensors that do not rely on sight are
not affected by this power.

dull PaIN: You can nullify the pain of any creature,
including yourself, within Range. The
target of this power reduces their levels
of Fatigue by one step.
Overbleed: For every 5 points
by which you exceed the Threshold,
you remove an additional level of
Fatigue.

fearful aura: You twist reality in such a way as to make
you appear more sinister and dangerous.
You become the source of dread for anyone
who looks upon you. Whilst this power is
active, you have a Fear Rating of 2. See
Chapter VIII: The Game Master, page
232 for details on Fear Ratings.
Overbleed: For every 10 points by
which you exceed the Threshold, your
Fear Rating increases by 1

flash baNg: You create a bright flash of light and a
deafening bang. Anyone within Range must
succeed on a Routine (+20) Willpower Test
or become Stunned for 1 Round.
Overbleed: For every 10 points by which
you exceed the Threshold, the Difficulty
worsens by one step, from Routine (+20)
to Ordinary (+10), from Ordinary (+10) to
Challenging (+0), and so on.

float: You focus your concentration and slowly
begin to lift off the ground. You can only
move up and down while under the effects
of this power, and you cannot rise higher
than 5 metres. You can use this power to
stop yourself from falling, but you must
succeed on a Difficult (–10) Willpower
Test in addition to beating the PT.

forget me: You become instantly forgettable to a
single creature within range. They can’t
seem to recall having met you before
this very instant and you effectively
suppress all memories of your previous
encounters. The target is entitled to
an Ordinary (+10) Willpower Test to
resist this power. Their memory returns
after 1d10 minutes.
Overbleed: For every 5 points by
which you exceed the Threshold, you may
do any of the following: extend the effects
of this power to either one additional
target, add an extra 1d10 minutes to the
duration, or worsen the Difficulty of the
Willpower Test by one step.

healer: You channel your power into a single
target to knit flesh and mend bones. You
may only use this power on a willing
target, including yourself. The target of
this power removes 1d5 points of Damage
(removing Critical Damage first).
Repeated uses of this power can be
dangerous, however, not to mention
painful, and the person’s flesh rebels
against the intrusion of warp energy. If a
person (including the Psyker) is the subject
of this power more than once in a 6 hour
period, they must Test Toughness or take
1d5 points of Damage (with no reduction
for Toughness Bonus or Armour), rather
than being healed.

Inflict Pain: You cause a person to be wracked
with agony, filling their minds with
unspeakable pain. The target is entitled
to a Willpower Test to resist the effects
of this power. On a failed Test, the
target suffers a –10 to all their Tests as
they struggle to control their pain.
Overbleed: For every 10 points by
which you exceed the Threshold you
can extend the effects of this power to
affect another target.

INsPIrINg aura: You seem to glow with an inner light
and all those around you are filled
with confidence. While this power is
active, all allies that can see you gain
a +20 bonus to Tests made to resist
Fear and Pinning. They may also feel
compelled to say nice things about
you. Which is nice.

kNack: You tap into your unconscious to
awaken a deeper understanding of your
capabilities. Until the end of your next
Turn, you may gain a +10 bonus to any
one non-combat Test. After this point,
your enlightened mood fades.

luckY: It is said that luck acts strangely
around Psykers, no doubt in part
to powers like this one. When you
manifest this power, any time before
the end of your next Turn, you may
re-roll any one roll of your dice
(including Damage rolls).

PrecogNItIoN: You get a fuzzy picture of what will
occur a few moments into the future. As
you draw nearer to the event, the picture
becomes clearer. For as long as this
power is active, you gain a +10 bonus to
Dodge Tests and to Weapon Skill Tests
made to Parry incoming blows.

PsYchIc steNch: By momentarily handling an item you imbue
it with an unnatural psychic smell. Anyone
coming within five metres of the tainted item
will smell it, regardless of barriers or other
smells present. What a person smells when
around an item affected by psychic stench
depends on what they find most distasteful,
so the aroma can vary greatly. As the smell
only exists in a person’s mind, it will also
affect creatures that do not have a sense
of smell or have had their sense of smell
impaired. Psychic stench remains in effect for
1d10 days, after which time it dissipates.

resIst PossessIoN: You create mental wards to shield your
mind from the malign denizens of the
warp. Any time in the next hour you
may re-roll any failed Test to resist
being possessed by a Daemon.

seNse PreseNce: Reaching out with your mind, you get a
vague inkling of other life forms within
range. You automatically detect all living
creatures in the area. Walls in excess of 1
metre thick block this power.
Overbleed: For every 5 points by which
you exceed the Threshold, you extend the
Range by an additional 10 metres.

Minor Psychic Powers 2/2
sPasm: You cause a target’s muscles to
spasm. The target is entitled to a
Willpower Test to resist this power.
On a failure, the target twitches in an
uncontrollable and possibly amusing
way. If the target is carrying any
ballistic weapon, the weapon goes
off—make a Ballistic Skill Test as
normal to hit the closest creature. In
addition, the target immediately falls
to the ground and must use a Stand
Action to regain their feet.
Overbleed: For every 5 points by
which you exceed the Threshold, you
may either affect an additional target or
worsen the Difficulty of the Willpower
Test by one step.

sPectral haNds: You create an invisible force that you
can use to manipulate any object
within 30 metres. The force has a
Strength Characteristic equal to your
Willpower. This power lasts until the
end of your next Turn. You can use it
to knock over objects, push buttons,
pull levers or do any number of other
things requiring force. You cannot
perform any action that requires
precision, such as typing on a data-
slate, pulling the pin from another
creature’s grenade, pull a trigger, and
so on. In addition, Spectral Hands has
no effect on living targets.

stauNch bleedINg: You cause yourself or another creature
within Range to halt Blood Loss. See
Chapter VII: Playing the Game,
page 211 for details on Blood Loss.
Overbleed: For every 5 points by
which you exceed the Threshold, you
may affect another target.

torch: By burning the very stuff of your
thoughts, you create a ball of glowing
psy-flame. The light cast by Torch is
equivalent to a glow-lamp. The flame
may issue from any point on your
body. The flame is roughly the size
of your palm, and pulses slightly in
time with your heartbeat. It may be
coloured according to your whim. The
light produces no heat.
Overbleed: For every 10 points
by which you exceed the Threshold
you may double or half the size of
the light or cause it to float up to
one metre from your body in any
direction.

touch of madNess: You reach into the mind of a target
within Range and force them to
believe something that just isn’t
true. The target is entitled to a
Willpower Test to resist this power.
On a failed Test, the target must
roll 1d100 and consult Table 8-6
Mental Traumas on page 235.
Overbleed: For every 10 points by
which you exceed the Threshold, you
affect an additional target.

trIck: You subtly influence the fields of
probability flowing around you,
making you especially good at
cheating at games of chance. If you
do not have the Gamble skill, you
gain it at two levels of mastery for as
long as the power is sustained. If you
have Gamble, you gain an additional
+20 bonus to Gamble Tests. If
you already have Skill Mastery in
Gamble, this power has no effect, as
you are already that good.

uNNatural aIm: You draw upon the power of the warp to
guide your aim. Before the end of your
next Turn, any ranged attacks you make
count as being made at Point Blank
Range (+30 to hit).

Wall W alk: You bend gravity to your will. You negate all
penalties incurred by low- or high-gravity
worlds. In addition, you can walk on walls
or ceilings for as long as this power is active.
You move across such surfaces at half your
normal rate. You must also Test Agility to
go between a wall and ceiling and vice
versa, unless you take a Full Action to ease
yourself onto the new surface.

WarP hoWl: You send out a long, keening screech
throughout the warp that tears through
into reality in a cacophonous burst. This
power drowns out all sound within
Range for 1 Round.
Overbleed: For every 5 points by which
you exceed the Threshold, you extend the
Range by 10 metres.

WeakeN V eIl: You weaken the fabric of space within 30
metres by drawing the immaterium closer.
Anyone within Range that uses Psychic
Powers gains a +2 bonus on Power Rolls.
However, as the veil between worlds is
weakened, Psychic Phenomena occur on the
roll of an 8, 9 or 10.
Overbleed: For every 5 points by which
you exceed the Threshold, you extend the
Range by an additional 10 metres.

WeaPoN JINX: You reach into nearby machines with
your mind to scramble their circuitry. All
mechanical devices within range cease
to function for 1 Round. In addition,
you may Test Willpower to force a
single weapon within range to jam. The
jammed weapon can be cleared as normal
(see page 196). Note that the Adeptus
Mechanicus are especially loathing of
this kind of ability and tend to take a very
dim view of Psykers that employ it.
Overbleed: For every 5 points by which
you exceed the Threshold, you extend the
Range of this power by 10 metres, or you
can affect an additional weapon.

WhIte NoIse: You fill the warp with static, fouling psychic
detection and making tech sensors less
reliable. While active, any Tests made to
detect your presence, as well as that of
anyone within range of you, using either
psychic or technological means, count
as Hard (–20). If the means of detection
would not normally require a Test, the user
must make an Ordinary (+10) Willpower
Test if using psychic means, or an Ordinary
(+10) Intelligence Test if they are using
technological means.
Overbleed: For every 5 points by which
you exceed the Threshold, you extend the
Range of this power by 10 metres.

WIther: You cause a vile wave of invisible
pestilence to emerge from your body,
extending out to the Range of the power.
The wave withers all normal plant life in
the area in a matter of moments, leaving
the area barren and utterly dead.
Overbleed: For every 5 points by which
you exceed the Threshold, you extend the
Range of this power by 1d10 metres.
Telepathy 4/4
ProJectIoN
Threshold: 21
Focus Time: Full Action
Sustain: Yes
Range: You
You can send out your disembodied
mind and spirit, allowing you to
touch other minds from a great
distance away. You project a “mental
self ”, which you can shape to look
like whatever you choose. The
projection can travel at great speed,
literally the speed of thought, but
it can also be vary dangerous as
creatures native to the immaterium
and other Psykers may be able to
directly attack your mind. Whilst
using Projection, you are completely
unaware of what is happening with
your physical body. This power lets
you communicate with any creature
you know well (such as a companion
or your Inquisitor), and is somewhere
within the same solar system.
Unwilling targets, or possibly those
that do not look kindly at having
people invade their thoughts, may
make an Opposed Willpower Test
with the Psyker to force them back
into their bodies. Whilst using this
power, your body functions as if it
were unconscious.
PsYchIc shrIek
Threshold: 18
Focus Time: Half Action
Sustain: No
Range: 10m
A voice’s volume is limited to the
realities of vocal capacity and a
listener’s ability to hear. Minds have
no such limitations. With this power,
you gather your will and launch
it as a blast of screaming mental
energy designed to overload nervous
systems and knock one or more
targets unconscious. All creatures
within Range that you specify must
succeed on a Willpower Test or suffer
a number of levels of Fatigue equal to
your Willpower Bonus.
Overbleed: For every 10 points by
which you exceed the power’s Threshold,
you may extend the Range by 10 metres.
see me Not
Threshold: 14
Focus Time: Half Action
Sustain: Yes
Range: 20m
You erase your presence from the minds
of others. This power is more than just
“invisibility”; targets that this power has
been used successfully on literally cannot
perceive you at all. While they may suspect
that someone else is present, they can only
react to the effects of what you do. For
example, you could punch a guard while
using See Me Not. The guard would
know that he had been hit by “something”
and would certainly do his best to find the
source of the attack, in hopes of stopping
a second blow, but he would look “right
through you” while he was searching.
Upon manifesting this power, select
a number of targets within Range equal
to your Willpower Bonus. Each target
must succeed on a Willpower Test or
they can no longer perceive you for as
long as you sustain the power. Lack of
perception means they cannot directly
attack you: they cannot see, hear, smell
or perceive you in any way.
Oddly, this power has no effect on
creatures with an Intelligence of 10 or less.
Overbleed: For every 5 points by
which you exceed the power’s Threshold,
you may add another target or impose a
–10 penalty on one target’s Willpower
Test made to resist this power.
telePathY
Threshold: 11
Focus Time: Free Action
Sustain: Yes
Range: 1km/Willpower Bonus
You can send your thoughts into the minds
of those around you. You can choose to
send your message to one or more persons
in a select group of individuals, which
is known as a “placed sending”, or can
transmit your thoughts to anyone within
Range, an art known as “broadcasting”.
terrIfY
Threshold: 13
Focus Time: Half Action
Sustain: No
Range: 8m
You dredge up a person’s worst
nightmare and project it directly
into their mind, causing them to flee
screaming. You may affect a number
of targets within Range up to your
Willpower Bonus. Each target must
pass a Willpower Test or roll on the
Shock Table (see page 233).
Overbleed: For every 5 points
by which you exceed the power’s
Threshold, the target adds +10 to their
roll on the Shock Table.
Battle Psyker
Penal Custodian
Dirty
The Sisters of Battle
The Sisters of Battle are the Chamber Militant of
the Ordo Hereticus and are more properly known
as the Orders Militant of the Adepta Sororitas.
Their duties include performing purity sweeps through
Imperial organisations, persecuting apostate clerics,
guarding some of the most dangerous of the Ordo's
prisoners and acting as wardens on the infamous
Black Ships. These and a thousand other duties
are entrusted to these most holy servants of the
Emperor. The Adepta Sororitas is also closely
allied with the Ecclesiarchy and perform
beneficial works throughout the Imperium. This
includes the Orders Hospitaller, which provides
medicae to almost all arms of the Imperial
military, and the Orders Famulous, which
forms a network of advisors and diplomats
to insure that the Imperium’s noble
households work towards the ultimate good
of Mankind. Lastly there is the Sisters
of the Orders Dialogous who are scholars
and experts in the translation of texts both
human and xenos, holy and blasphemous.
The Sisters of Battle are a powerful
fighting force in their own right, defending
religious sites, guarding Ecclesiarchy adepts,
watching over the safety of the huge pilgrim
convoys criss-crossing the Imperium and
fighting Imperial campaigns of a religious
significance.

Death Worlder, Close Combat, Ambush Tactics, Survival
Cleric
Chirugeon, revive cyberskull
Penal Custodian, can summon 4 penal legion troopers
Curtain wall
Wastes
Sump
Deep Hive
Catacombs
Mines
Refractor Field

Aerial Pinions Entertainer

https://warhammer40k.fandom.com/wiki/Refractor_Field


Industrial shears

Poison status effect: Slows enemies down, and applies higher DoT than bleed but doesn't stack as much. Can't slow down bosses.

enemy types: Rocketier

static ammunition crate, refills all ammunition

Stormcaller Stave

Mechadendrite

Servo-Arm

Servo-Harness

https://warhammer40k.fandom.com/wiki/Hand_Flamer

Exterminator - Utilised exclusively by the fanatics of the Redemptionists upon the Hive World of Necromunda, "Exterminators" are particularly used by their Novice Brethren whose shooting skills are more enthusiastic than accurate. An Exterminator isn't really a weapon as such, it's more like a Flamer nozzle attached to a small canister of fuel. This is strapped under a real basic weapon like an Autogun or a Shotgun to give the fighter carrying it a single-shot Flamer to use at close quarters.

Incendine Igniter


The Incendine Combustor's little brother.

The Incendine Igniter is a type of advance flamer used exclusively by the Adeptus Mechanicus as one of the primary weapons wielded by their Combat Servitors. It boasts higher temperatures compared to a normal flamer, making it more suitable against power armoured foes and the like. As it is smaller than the Combustor, its range is of course, reduced, being roughly the same as the more conventional flamer.

On the tabletop in kill team, it lacks some of the coverage compared with a conventional flamer with Torrent 1" and Range 6" but it is much stronger at 4/4 damage. This makes it one of the more powerful flamers in the game and may even compete with the Meltagun all considered.

Brute Cleaver
Maul
Renderizer srrated axe
Servo Claw
Spud-jacker
Two handed axe
Dumdum rounds
Salvo and shredder ammo
Pulverizer
Storm welder
Harpoon launcher

Luther-Class Robot
Luther Pattern Excavation Automata
This is what the Imperium does with the leftover Ambulls that had been stripped for your rations.

The Luther Pattern Excavation Automata, more commonly known as the Ambot, is (as you’d expect) a cybernetic fusion of an Ambull and a Servitor. Unlike most battle automata listed here, the Ambot is a largely civilian machine, specifically it is a heavy mining construct based on the Ambull's musculature. Its central nervous system is derived from the xenos creature, giving it an instinct for tunnelling, but it is fitted with cortical limiters that prevent it from escaping and running amok. So it's more servitor then proper robot but automata is right there in the name.

Ambots are built by a process perfected by the Adeptus Mechanicus. A native Ambull is captured and then reworked and heavily cybernetically augmented. When the creature awakens in its new robotic shell, it retains its aforementioned natural tunneling instincts while having its aggression suppressed by cranial governors. The biological core of the creature circumvents Mechanicum laws regarding bans on Artificial Intelligence in the same way servitors do. Ambots are typically employed for mining and ash excavation on worlds such as Necromunda.

Still, despite being civilian constructs, nothing stops hive gangers from 'hijacking' it and turning it into a weapon of war. Due to its equipment meant for slag mining and ash excavation, a Ambot in close combat could quite literally RIP AND TEAR any poor bastard in its way.

On the tabletop, Ambots are incredible RIP AND TEAR monsters. Toughness 5, 3 Wounds, comes with Light Carapace Armour. It has some big, beefy close combat weapons, and can even amp up its Attacks characteristic. Then you learn it has Infiltrate and you realize that this is one of the best ways for you to spend credits in Necromunda. An Ambot works extremely well as a Brawler or Assassin archetype, and if you take the Grav-Fist upgrade (for 70 credits, yikes), it can also sub in as a Crowd Controller, though don’t expect too much.

They also have articulated robotic mandibles. Probably because they look cool.

They also appear in Necromunda: Hired Gun as a high tier enemy, carrying rapid-fire Grav-Guns and missile launchers, as well as being able to tank whole magazines of your heaviest weapons. Even worse, once you shoot off their weapons and ablative armour, they'll chainsaw their way into your face and/or dig into the ground under you.
Sanctioner Pattern Automaton
Necromunda's own take on a Thallax.

Cousins of the Ambots.

The Sanctioner Pattern Automaton is another type of hybrid cyborg-automaton that has been revealed in February 2023. Rather than using the bestial nature of a Ambull, the Sanctioner uses a human's brain as its computer.

They are seldom seen given the high operational costs needed to maintain them. The only time some Necromundan can see them is when the mother of all ♥♥♥♥♥♥♥♥♥ appear. When we mean ♥♥♥♥♥♥♥♥♥, we mean full-blown uprisings and civil war. Once such a thing occurs, expect fleets of semi-sentient servo-automata piloted by the psycho-conditioned transplanted brains of especially fanatical enforcers.

These Ogryn-sized Automatons are the elite shock-troops and Dreadnought-expies for the Palanite Enforcers; where even regular assault rams and concussion rifles won’t cut it.

Known as ‘Lawtomata’ by a surprisingly witty populace, these armed and armoured constructs are protected by thick Carapace Armour and wield much larger versions of regular Enforcer weapons – Concussion Cannons, Heavy Shock Batons, SLHG Pattern Assault Rams, Mancatchers, a Pacifier Assault Claw, and no fewer than five types of grenades it can shoot out from its chest.

Crunchwise, these things are large enough to count as full cover for any nearby allies willing to cower behind it, oh and did we also mention that these things are self-repairing?


HERETEK hordes

Squats

space hulk



Snub-Nosed Las


rad-sumps beneath hives

mutant underclasses
that are emplolyed as serfs or indentured labourers.

om the Journals of Inquisitor Felroth Gelt3.056.707.M41
T
o the mind of Archmagos Ralwure the Golden, no neurovolitor device can destroy the soul. He called
it a “fragile and evident lie, unsupported by the revelations of the Scholastica Psykana.” My faith tells
me the falsehold of his words: his heart is two centuries metal, and it has led him astray. Still, Ralwure would
see Illucis Grizvaldi dead, just as I. Slaver, destroyer of Imperial souls, tool of the Archenemy…slayer of my
acolytes.
Thus I and my retinue, in the company of a maniple of militant tech-priest
Dirty 2
s called down to Sibellus from
hidden orbital shrines on Ralwure’s word, sought the arch-heretek Grizvaldi. They were bleakly literal of
outlook, weighed down by armaments fit to breach fortress walls.
Beneath noble spires was the tiered spirebase, 30 leagues broad. Beneath the spirebase lay the spines and
Machine Temples of the deep generatorium. About the lowest plasma generators and capacitance vaults of Karvelt
Underdistrict were crowded poverty caverns, communes of the indentured, and crush zones of fallen pillars and
broken macrostatues, rife with the hopeless and the scum who preyed upon them.
Grizvaldi was there, somewhere. We knew because a soulless obliviate had murdered and consumed a child
upon the steps of the Shrine of Saint Drusus in Karvelt-Generatorium/10. The poor rioted fitfully through
tunnels formed of fallen manses, in fear and anger by turns, far beyond the control of ragged preachers. The
latter no more than the human waste of the Ministorum, assigned as punishment to low hive parishes of filth and
choking, stale air.
The Magistratum stationhouse of Karvelt-Generatorium/12-L was built as a bunker of metal and ceramite
within the crush of what had once been a white stone noble manse. Broken open, the stationhouse was full
of the dead. Bloody, torn corpses lay swelling in vaults scarred by violence and then stripped bare...not by
the underhive poor, for they shunned these vaultways and low crawls in abject fear, but by Grizvaldi’s unholy
Obliviates.
Vault-ceiling recorders remained within the stationhouse, sealed there since its construction. We watched in pict-
capture as the hereteks, red-clad in mockery of the Mechanicus and wielding sparking electrowhips, set a pack of
naked obliviates upon the Magistratum officers. The Obliviates were augmented beyond their bulging skulls with
spines and teeth of metal, faces and bodies marred in bizarre ways. That is how heretek tools of the Archenemy
maintain their hold. They take the cared for, the vital, and the trusted...and destroy them to cow the rest.
Obliviates are mere empty shells, the echo of a horror already taken place. Had the faith of the enforcers
of 12-L held firm, they might have steadfastly slain obliviates and hereteks alike. I have seen greater feats from
oft-maligned Magistratum squads. But in low Karvelt they faltered in terror at what the obliviates represented,
and so were torn apart by soulless flesh. To set their remains correctly for consecration was perhaps a forgiveness
they did not deserve, but Adept Scawal insisted.
As for the tech-priests, they showed their first anger upon seeing hereteks tainting the red robe. They cared
not for the true abomination visited upon the least of Imperial citizens, but I gladly rode their rage, for it
heralded the death of Illucis Grizvaldi.

Roguetrader

stuBjaCk
You were born to violence. It has surrounded you your whole
life, and you’ve had a weapon in easy reach ever since you
were strong enough to grip one. You could have joined the
PDF or even become a Guardsman, but what sort of life is
that? Joining a regiment means orders here, orders there, and
none that make any sense. It was clear to you that fighting
for Thrones as a mercenary was the best way for a warrior to
become rich in his trade and still escape with his skin. You’ve
seen death, victory, and most of the ugly things that lie in-
between, but as long as there is always a fat purse waiting on
the far side of the battlefield that’s fine with you. As for the
dead, the Emperor will know his own.
Effect: You gain the Quick Draw Talent and gain
Intimidate as a trained Basic Skill. You gain a bonus of +5 to
your choice of Weapon Skill or Ballistic Skill, but you suffer
both –5 Fellowship and 1d5 Insanity Points.

Criminal
The wheels of Imperial justice turn slowly, but they will
surely grind to a pulp any life caught in their path. To make
matters worse, there are traps in the criminal underworld that
will lead to far worse consequences than years of hard labour
in an Imperial penal colony. You are an individual declared
guilty by Imperial law or called outcast by the crime baron
you once served and have no recourse but to leave the life you
once knew. The black paths of smugglers and renegades that
winds behind the façade of Imperial society offer a dangerous
refuge for those one step ahead of justice, as well as those so
damaged by past punishment that they could never rejoin a
law-abiding citizenry.
Effect: Choose one of the following results and apply it
to your character.
• Wanted Fugitive: You gain the Enemy (Adeptus Arbites)
and Peer (Underworld) Talents.
• Hunted by a Crime Baron: You gain +3 Perception
and the Enemy (Underworld) Talent.
• Judged and Found Wanting: You suffer –5 Fellowship.
You gain one poor-Craftsmanship bionic limb or implant
(you may spend 200 xp to upgrade it to common-
Craftsmanship or a total of 300 xp to upgrade it to good-
Craftsmanship).
renegade
The Imperium survives and prospers in no small part due to
the narrowness of its vision, and by the strictures imposed by
high walls, harsh order, and obedient faith on worlds where
no man looks beyond the simple rotes taught in childhood. A
rebellious mind such as yours could not be so easily constrained,
however, but you have had to pay a price for your freedom and
have learned those high walls are there for a reason. Perhaps
you were a visionary in search of strange knowledge, seeking
answers to questions those around you never thought to ask,
answers that proved dark indeed. Or perhaps you denied the
sanctity of the God-Emperor’s church in your heart and fled its
shackles of faith, or fought as part of a bloody revolt against
the tyranny and injustice of your home world. In any case, you
saw your only options to be escape or death. Now, the stars
beyond await you with the possibility of freedoms and powers
unguessed at and perils unknown.
Effect: Choose one of the following results and apply it to
your character.
• Recidivist: You gain the Enemy (Adeptus Arbites) and
the Resistance (Interrogation) Talents. You also gain
Concealment as a trained Basic Skill.
• Free-thinker: You gain your choice of +3 Intelligence
or +3 Perception. You suffer –3 Willpower and gain the
Enemy (Ecclesiarchy) Talent.
• Dark Visionary: You suffer your choice of 1d5+1
Corruption Points or 1d5+1 Insanity Points. In return,
you gain the Dark Soul Talent and Forbidden Lore (choose
one) as a trained Basic Skill.

Tainted
You are vile in the eyes of the holy, declared tainted by your
twisted form or marked by your accursed bloodline or your
strange demeanour and heretical beliefs. Few look more closely
than is needed to condemn you, fearing the contagion of evil
and the judgment of the God-Emperor’s appointed servants.
But despite the excoriation by the witless fools who have turned
their hands against you, your soul burns for greatness. You now
search relentlessly for the place where you might attain even a
small fraction of what would have been your rightful victories
were your life not so blighted by fate, and the power to avenge
yourself on those who would see you suffer.
Effect: Choose one of the following results and apply it to
your character.
• Mutant: You must roll once on Table 14-3: Mutations
(see page 369). If you choose, you may spend 200 xp to
select one result from the table (must be a result of
lower than 74–00) instead of rolling randomly.
• Insane: You suffer your choice of either –3 Fellowship
or –1 Fate point. You gain +3 Toughness, the Peer (The
Insane) Talent, and suffer 2d10 Insanity Points.
• Deviant Philosophy: You gain +3 Willpower and
the Enemy (Ecclesiarchy) Talent.

Note: Go through talents, ie ♥♥♥♥ my life

Dirty 3
Ai few of the guns produced by Gunmetal City
are famous, either through their iconic nature
or exceptional performance. These guns are status
symbols, especially for the Infernis gangers, and
are carried by officers of the Scintillan army as
side arms.

The Thollos Service Autopistol, or the
“Tholl ”, is an autopistol that sacrifices capacity for
stopping power and is much coveted by Magistratum
officers in particular.

The Scalptaker on the other hand,
is a very solidly built and extremely uncomplicated slug
pistol designed for use by just about anyone. It is such
a common weapon that any self-respecting ganger
will try to upgrade his Scalptaker, even though it is a
very easily maintained weapon designed to survive the
rigours of the Infernis.

The Fykos Forge Nomad
Hunting Instrument is one of the most precise and
well-calibrated weapons produced in Gunmetal City,
and is the rifle of choice for hunters who stalk big
game in Scintilla’s wastelands. Procuring a “Nomad”
costs an enormous amount of money and involves a five-
year waiting list.

Finally, the Blackhammer Defence
Shotgun is a brutal, massive-bore shotgun that can
blast holes in doors and shred opponents. Its limited
range and single-shot capacity do little to diminish
its value as a weapon of intimidation in the hands of
hardened criminals and enforcers.
Dirty 4
Axe or Hammer skin?

Desperado
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Desperado (https://wh40k.lexicanum.com/wiki/Desperado) Warhammer40k:Dark Heresy RPG:Ascension PG: 58~61
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Desc.:"Desperados are a type of rogue killer and mercenary within the Imperium.

Often simply refered to as Scum or Hive Scum, Desperados are often renowned burglars, assassins, criminals, and infiltrators who have had many brushes with Imperial authorities. Due to possessing a wide variety of skills related to criminal or subversive activities, Inquisitors will sometimes recruit Desperados (willing or otherwise) into their retinue."

"This is not to say that all Desperadoes are criminals—the term identifies a certain man on the edge of society, whether he is a charming rogue, a bounty hunter, a tracker of mutants or a glory-hounding gunslinger.

However, when it must use these types of individuals, the Inquisition demands the very best. Certain individuals tend to rise to the top of the Imperium’s criminal hierarchy, and their fellow miscreants refer to them in awed terms simply as Desperados. Just as there are countless varieties of vice and crime, a Desperado can come in many forms. Some are crime barons, persons who have claimed a portion of the underworld and rule it with an iron fist. Others can be charming cons able to work the highest strata of society, cunning smugglers and pilots, master thieves, or simply a lethal hand with a gun or blade.

It is these shining examples of criminality that certain Inquisitors seek out. In some cases, an already established Desperado attracts the Inquisitor’s attention (perhaps in the course of an investigation), and the Inquisitor makes him an offer he truly can’t refuse. Other Inquisitors prefer to locate promising miscreants and induct them into their service early, encouraging them to develop their unique talents while grooming them to become valued Throne Agents.

However they come to serve the Throne, Desperados are extremely valuable resources

Many Desperadoes favour the use of twin pistols, and tend towards a sense of pride in accurate hip-shots and blazing away from both hands in a firefight. Others (particularly bounty hunters or ex-slavers) prefer to use powerful rifles, shock mauls, and nets or whips. Desperadoes often dress in sturdy protective clothing that usually conceals padded or plated armour for added protection.

Often, Desperados have more problems when teamed with other Throne Agents, especially those whose backgrounds are very different from their own. Certain Throne Agents—especially those with a background in enforcing Imperial Law—may dismiss them as worthless out-of-hand. Of course,
Desperados in general have a much less ‘orthodox’ view of the Imperium and its monolithic institutions. From their viewpoint, the Imperium has been more of an opponent to be defied than an authoritarian entity to be obeyed. Other Throne Agents may be disquieted or even offended by these opinions. A Desperado may not think much better of their viewpoints, and may also have trouble working within the very institutions of law and order he spent much of his life trying to evade. However, when a team of Throne Agents is dispatched to the dark depths of a world’s underhive, or is sent to investigate the operations of criminals and cultists, few can deny the Desperado’s utility.

Personal Desc.: "
desperado /dĕs″pə-rä′dō
noun

1.)A bold or desperate outlaw, especially of the American frontier.
2.)A reckless, furious man; a person urged by furious passions, and regardless of consequence; a wild ruffian.

Kal Jericho, arguably the most famous Bounty Hunter in Wh40k could be considered a type of Desperado.

As the name and description implies a Desperado is the exact kind of person your local Arbites looks out for, whilst simultaneously tries to avoid without an overwhelming advantage. Desperados are the kind of people in the Wh40k that will defy the harsh strictures and authoritarian regime of the Imperium, often with a combination of their own lethal ability, general criminality, and a lot of firepower usually in the form of dual wielding sidearms and blazing away accurate shots like an utter maniac. Such muderhobo skills, hive survival skills, and interaction with all sorts of criminal, recidivist, and even cult groups often brigs a lot of heat on these diehard outlaws, many are killed, but unfortunately for those that are captured, if their skills are useful, they will be pressed ganged for inquisitorial use.

Sound familiar?
I didn't really want to flesh out the Desperado as a class because it overlaps a lot with the Bounty Hunter. But the issue is, is that with the whole "Ascended Careers" (think of them as prestige classes for the TTRPG), some of them are so unique they warrant classes. Going back to the Desperado though, they can dual weild bolt pistols, stub automatics with manstopper rounds, or hotshot las pistols (or heavy depending on how you interpret "overcharge pack").

If a Desperado were to be a class in Darktide, it would be the quintessential short ranged... well ranged class, the total opposite of the Ratling, blazing away up and close with dual wielded guns or a rifle if you're weird and hate fun. If this class were to be designed, it should be made that if they're engaging in melee, they're playing the class sub-optimally. Meaning for this class, it would be normal to use ranged in melee scenarios dodging blows whilst blasting apart heretical hoes.
"
Combat Servitor 1/3
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There are... there a a LOT of different types of servitors. I know of few of you are screeching about I missed some of the better images or ones that show off other features etc. My response is a squat servitor:


Servitor/Awakened Servitors (https://warhammer40k.fandom.com/wiki/Servitor) (https://wh40k.lexicanum.com/wiki/Servitor)
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Desc.:"A servitor is the catch-all term applied to a wide class of mindless, cybernetic drones created from a fusion of Human flesh and robotic technology that are used to carry out simple, manual tasks across the Imperium of Man. Servitors were created due to the strict prohibitions against the development or use of machine intelligences according to the tenets of the Cult Mechanicus, whose tech-priests deeply fear the creation of Silica Animus. They believe such artificial general intelligences to be the embodiments of blasphemy against the Omnissiah.

While many of these programmable cybernetic slaves are genetically-engineered, vat-grown, sub-Human clones or replicae created by the Adeptus Mechanicus from Human genomes who have their bionic implants installed after "birth", others were once truly Human.

These servitors were usually criminals who fell afoul of Imperial Law, particularly a person who has offended or damaged the Adeptus Mechanicus in some fashion. These unfortunate criminals will be sentenced to Servitude Imperpituis by the Arbitrators or Judges of the Adeptus Arbites and will be handed over to the Mechanicus' Tech-priests to be mind-wiped, reprogrammed, and cybernetically-enhanced to serve some specific, rudimentary function. Once lobotomised and "improved" through the process of painful operations, even criminals and Heretics are granted one last chance to serve the Imperium.

Servitors are generally mindless, semi-organic robots, possessing only the most basic of instincts, though some are fully capable of speech if such functions and knowledge are programmed into them. Their brains are programmed to perform only the task they were designed for, whether that be maintenance, construction, or even warfare.

The altered and fragmented brain of a servitor functions poorly unless constantly supervised. Most will eventually go into a state of mindlock, babbling incoherent nonsense as the servitor tries to assert some form of control over its functions. [...]

All Imperial servitors carry identification numbers, and Battle Servitors are no different. These numbers and the clade or unit to which they belong become their entire identity, their every action driven by their limited programming, for only malfunctioning servitors develop any sense of self-awareness.

Personal Desc.: "Okay so bear with me, because this is another weird one. Parts of the community want to play as a Techpriest, which I'm against because I think it may be too high ranking of a position, but with the addition of the Arbites class, the power scale has been bumped up a little. What I think would work would be a Tech-Adept[wh40k.lexicanum.com], and their gimmick is that they have Servitor Troops (minions) similar to the Arbites Cyber Mastiff.

But this portion is for the hypothetical Servitor class, which would be a playable servitor under the remote command of Hadron Ω-7-7/Kayex-8, now there are a LOT of servitor types, and I'll try to condense them down to what's feasible for Darktide in terms of lore, developement, and gameplay."

So now the issue is determining what a Tech-Adpet gets in terms of servitors, and what a player controlled Servitor gets.

Combat Servitor 2/3
Okay before we continue there needs to be some things cleared up with Servitors, Robots, and AI.
Let's start with AI, a brief rundown is that we had luxury space communism and humanity was going along the first steps of the path of being super hedonistic like the Ancient Eldar. Unfortunately unlike the Eldar, we relied on much more powerful and smarter artificial constructs that tried to exterminate humanity. The reason for this was because through purely computing various AI discovered the nature of the warp, humanity, souls, space magic etc and it became this horrible free for all where AI tried their best to murder everything including each other whilst some AI tried to side with humanity. Some AI went insane, some AI got possessed but unironic digital demons, some fled, some went into hibernation (and then were forced into slavery by the Dark Angels), some committed turn off forever. This was the first great diddling humanity would have, right before the Eldar diddled slannesh into existence, and right before the big horus tantrum, age of apostasy etc. (Humanity in 40k is in a post, post, post, post apocalypse give or take a few more civil wars and xenos wars, the most recent one being the big grift splitting the Imperium in 2 aka GW's big cashgrab.)

So AI is seen as super duper heresy by the Cult Mechanicus, but it's extremely useful, hell, IRL we're pushing LLMs that we pretend will become AGI even though we all pretty much agree it will be the death or enslavement of humanity.

There is an existing AI hero named UR-025 in 40k that used the whole "I AM ON AN ASSIGNMENT, LOOK AT MY SHINY AQUILLA, I AM TOTALLY A STUPID ROBOT" on everyone, and murdered everyone who didn't fall for it. So far it worked. [wh40k.lexicanum.com]

As far as we know UR-025 is the only AI in that configuration still roaming around, like I said earlier the only other AIs we've seen besides includes a chaos robot baby factory that Commissar Gaunt said "nope" on much to the anger of a very, very stupid Inquisitor, the murderbots the Dark Angels loyally hide in their basement torture dungeon, the uncaring karens on certain Mechanicus ships, and that one time a star trek ship from the past came back to the Imperium after being lost in time and the captain decided to reach out, and he was immediately lynched because he wasn't covered in filth and talked about things like "peace", "prosperity", "understanding", "co-operation", and the ship's AI sperged out and got angry and decided to leave after telling what amounts to the traumatized survivors from several hundred generations of mind-shattering suffering from AI such as itself how much they're stinky and stupid. Oh and the one time a ship-hand wasn't a complete ♥♥♥♥♥♥♥, yep, AI implants.

Anywho so what if you want a tesla-bot slave but you don't want it to murder you in your sleep because you keep making it do fortnight dances or trying to steal the gun out of a police officer's holster... or you're a sick slanneshi cultist and you make it wear a sonic mask during private time.

Well the answer is brains. Human brains. You see beyond the Grimdark/derp nature of 40k human brains serve two big purposes:
1.) It ensures that AI won't rise up because to make servitors/robots you need biological components. Said biological components do rot slowly over time, and are limited by the design of the brain.

2.) The brainmeat is resistant to data daemons. What do I mean by that? Whilst the brains can be corrupted physically if there's a lot of booga-wooga warp shenanigans, data itself is a lot harder to corrupt. Corrupt data comes in the form of semi-autonomous data, often unironically demonic, called scrap-code. This scrap-code threat means that every second any complex devices can be corrupted and want to kill you. Putting meat into the machine also had the weird side effect of combining with the belief of machine spirits to create machine spirits. So whilst chanting at your computer might be a funny lore thing to poke at how backwards humanity has become, in 40k, it does have tangible effects. If your toaster is angry at you it will burn your toast. If your toaster is unplugged, but it's been worshipped like crazy, maintenanced, treated with respect, it might magically power up and cook some toast, damaging itself in the process. It's science I don't gotta explain ♥♥♥♥.

So what's the difference between a servitor and a robot? Generally servitors are humanoids/people that are lobotomized, have all the useless parts removed, then have cybernetics rammed into them turning them into a robot zombie. They range from automatically flushing a toilet to being so well built and smart that they are basically the same person they were before but for some reason when mechanicus are around they act stupid, to "Well we technically rubbed some brain juice on it so it's made of human, also it sort of does what it wants and is going through a self discovery phase but it's totally not AI" So if you're cybernetically revived (ie you're gain control and sapience post becoming a servitor), you either get a powerdrill into the brain or you're chucked into a plasma reactor, or just dumped off on some random curb. If a new entirely sapient being comes from this process, the being will be hunted down, scrapped, burned, melted, and put into deep storage. Everyone surrounding those people will be murdered or turned into servitors... if you're lucky. The Ad Mech has unironically glassed planets for this sin, because it's like remaking skynet from terminator post humanity winning but 40,000 times worse.

So what's a robot then?
A robot is just an artificial chassis, contruct, or body. So you know the Cyber-Mastiff the Arbities got? Well whilst it's still majority meat and it isn't turned into a drone, it's a cyborg-dog. When you blend it's brain, and add cogitators (electronics/CPU etc) and it's programmed, then it's a servitor. When it gets to the point where it's essentially a brain in a mechanical body, then it's a robot. If it gets to the point where it's 100% mechanical with not meat brain, then it's TECH-HERESY! It should be noted that humanity has lost most of its ability to mass produce, or just produce certain robots to the point where some robots are holy relics that the Admech will sacrifice loads of resources to maintain, or rescue. A famous example is the Kastelan Robot[wh40k.lexicanum.com]. The newer models are inferior but still produced compared to the older venerated ones which can no longer be made. General rule of thumb with Robots is if they're older, they're much better, but harder or even impossible to make.

Combat Servitor 3/3
So with so many servitor patterns there's a lot of options to convert it to Darktide's system. Although the human skeleton can be reused, there will have to be an animation pass to create more rigid robotic animations, and some artistic liberties will have to be taken.

I would like the option for Combat Servitors to be able to equip two separate melee weapons like the Grail Knight or Slayer from Vermintide, but the issue here is that you could end up in a situation where no one on your team has a ranged weapon. Then again, I really, really want crusaders. So let's not handhold players here.

Some features of the Combat Servitor is that they can equip heavy weapons, (which replace their entire arm), and Admech weapons. That gives them access to things like Phosor blasters, Flamers, Melta guns, famously Heavy Bolters, Plasma Cannons, twin autoguns (it doesn't specify if it's twin-linked or not), arc/heavy arc rifles, Incendine Igniters, Phosphor Blasters, missile launcher, servo-arm, chain-axes, chain-swords, augmetic fist, electro-flail adamantium-tipped drill arm, mechadendrite, Buzz saw (most pit slave augmetic weapons), Taser Goad, Arc claw etc.

Combat Servitor can take combat drugs, and many of them have built in injectors, which is one advantage they have over robots/other servitor configurations.



The most obvious choice would be a high functioning "Combat Servitor" based which the player can specialize via the talent tree into:

"Gun Servitor" (Ranged focus), similar to the Ogryn Gun Lugger, the differences being less mobile but more accurate, and less effective than an gun Lugger Ogryn in melee (though a Gun Servitor still hits pretty damn hard). Oh and most importantly, they don't need to deploy/brace their heavy weapons to fire like Ogryns do, though there's still an "equip" time based on if you're holding a sidearm or your arm has been replaced by something like a heavy bolter (let's pretend it's a toggle mode etc).

Skirmish Servitor/Brawler Servitor? well it's a Arco-Eviscerators[wh40k.lexicanum.com] / Arco-flagellant[wh40k.lexicanum.com] / Velox Pattern stand-ins mixed with the Breacher Servitor. (Aggressive movement Melee focus). This is a more selfish tree where the primary design focus is close range combat. This can be further specialized into being a melee tank, or a fast moving melee/ranged hybrid skirmisher.

Support Servitor, a mix between the Technomedic and the Auto-Proxy Servitor. This is the more self-less tree as the primary purpose is to buff the team with passive and activated status effects. It also gains some useful combat effects.

Quirks:

Either by default or one of the talent perks, the Combat Servitor's sprint speed shouldn't be lowered if they're out of stamina, but their sprint speed isn't as fast as normal humans.

Priority Reclamation:
The Player always moves 35% faster to downed players, and revives 40% faster. When this player is moving to a downed player, they have 50% ranged damage resistance.

Blessed Autocimulacra:
The Servitor heals slowly over time.

Blitz

Quick fire (throwing knife) a Ballsitic Mechadendrite:
A powerful recharging lasgun of Mechanicus make. This can be further upgraded to:
-Apply the burning effect
-Have increased stagger
-Have increased range
-Have increased damage
-Have increased recharge time

Servo-Arm attack (Manipulator Mechadendrite):
A powerful Servo-arm extends out in a violent swing staggering enemies in front of the player This can be further upgraded to:
-Increase damage
-Apply shock damage over time status effect
-Apply bleed damage over time status effect
-Cooldown faster
-Stagger bosses

Baleful Halo Payload:
The servitor's mechadendrite launches a capsule containing radioactive fog that increases the toughness damage resistance of all allies This can be further upgraded to:
-Slowing down enemies
-Give enemies small stacks of brittleness that stack up
-Damage enemies that are already wounded

Aura

Targeting Solution:
All players in coherency have 15% reduced cone of fire

Combat Solution:
All players in coherency within range of 3 enemies gain 15% increased close damage

Support Solution:
Whenever a player is healed all players in coherency nearby the healed player are healed for 5% of the amount healed.
Whenever a player resupplies ammunition all players in coherency nearby player resupplying gain 1% of the ammunition.
All players in coherency gain 10% increased revive speed.

Ability

Targeting Protocol:
For the duration of this ability, the player's ranged weapon has greatly reduced recoil and spread. The player's ranged weapon has 25% increased critical chance, and has 20% increased weakpoint damage.

Lethal Dosage:
Toughness ticks down until this effect is over. All attacks made by the player have guaranteed critical hits, and the player has infinite stamina. This can be further upgraded to:
-Increase ability time
-Reduce tick damage
-Double tick bonus but increase ability buffs
-Increase movement speed for the duration of this ability

Incense Exhausts:
The player releases a cloud of sacred machine incense. All allied players in the incense are considered in cover and can't be hit by ranged attacks. This can be further upgrades to:
-Give all players 25% increases toughness regeneration
-Stagger all nearby enemies when this is activated
-Replace the cover effect and instead put all allied players into stealth up until their first attack

Keystone

Gunnery Protocol:
Shooting enemies targeting allies or ranged enemies adds a single stack of Gunnery to the player up to 30. Each stack of overwatch increases ranged damage and suppression effect by 1%. At maximum stacks, enemies are staggered if they're hit by the player's ranged attacks. If the player doesn't generate overwatch for 3 seconds, all stacks are lost. This can be further upgraded to:
-Increase overwatch stack generation
-Increase cooldown time before stacks are lost
-increase crit change per stack by 0.5%

Actuator Protocol:
Every time the player kills an enemy in close range, give them a single stack of Actuator up to 25. Each stack of momentum increases movement speed by 1%, equip speed by 1%, and close range damage by 1%. If the player is hit by a melee attack, they lose all stacks. This can be further upgraded to:
-Increase the cap to 30 stacks
-Only lose half the stacks if they are hit
-Whenever a stack is lost, convert the amount lost into toughness.
-Increase attack speed by 1% for each stack.

Shield Protocol:
When the player is standing still, they can no longer be knocked back. Taking damage from the same source reduces damage from other sources by 30% for 3 seconds. The lower the player's health, the more damage resistance they have up to a maximum of 30%. Whenever the player is downed, they gain invulnerability for 7 seconds. This can be further upgraded to:
-When the player loses 1/4th of their tougness within 3 seconds, their next attack is a guaranteed critical. This effect is lost after 5 seconds.
-When the toughness bar is broken, the player gets all of their stamina back. 10 second cooldown
-The player can no longer be knocked back by any enemy source, but things like barrels stick can push the player.
-The player takes 35% less damage from fire and toxic clouds
Bow
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Cypra Mundi "Irontalon" Pattern (Black Crusade - Core Rulebook Pg 155)

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Desc.:"One of the oldest weapons in civilisation, bows can range from primitive constructions of wood and sinew to weapons made from fine composites and wire micro-fibres. Their primary utility is
silence, as they are relatively ineffective compared to modern weapons."

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Long-Las
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Long-Las (Black Crusade - Core Rulebook Pg 153)

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Desc.:"Favoured by snipers, the long-las is a specially modified version of the lasgun constructed for added range and accuracy. As it’s name implies, a long-las has a much longer barrel than a lasgun, both to increase range and prevent overheating. A long-las benefits from the variable setting rule."

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Crossbow
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Crossbow (Black Crusade - Core Rulebook Pg 155)

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Desc.:"This slightly more sophisticated version of the bow uses a stock and winch to increase
tension and fire a bolt or quarrel over a longer distance. These weapons can be used even by the
unskilled, which is their primary selling point."

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Harpoon Gun
HARPOON GUN
This projectile weapon fi res a long, barbed spear attached to
a rope or chain, allowing the operator to reel in a helpless
target. Such weapons are popular amongst the reavers in pirate
wolfpacks, as they can be used as impromptu boarding devices
or to maim a victim then pull them close for a “personal kill.”
If a target is snared by a Harpoon Gun, the operator can
make an Opposed Strength Test with the target as a Full Action
on his next turn. If he succeeds, he pulls the target a number of
metres directly towards him equal to the Degrees of Success.

Black Crusade - Core Rulebook 156
Stub Rifle
The stub rifl e is a common sight across the galaxy, a hunting
rifl e fi ring large-bore stub rounds. Like most solid projectile
weapons, its primary benefi t is ease of construction and
maintenance. Though dismissed as a pitiful civilian weapon by
some, the accuracy of a stub rifl e means many rebellions begin
with one well-placed shot to an Imperial offi cial’s head. Black Crusade - Core Rulebook pg 156
Power Blade

Easily concealable, these small knives are invaluable for infi ltration
missions where more obvious weapons would be impractical.
Commonly they take the form of thin daggers and rely on the
strength of their power fi eld to maintain the integrity of the blade
when used to strike. This is a one-handed melee weapon Black Crusade - Core Rulebook pg 163
Electro-Flail

These whips are lined with electrical conduit lines, so that
the already-painful lash from the short metal tendrils infl icts
unbearable electrical agony as well. Most are attached to short
handle grips, or even act as actual replacements for entire
arms. This is a two-handed melee weapon. Black Crusade - Core Rulebook pg 167
Neural Whip

Neural whips are more often used to kill opponents via painful
lacerations. Each resembles a normal whip, but with thicker,
metallic lines and larger heavy-impact weights at the end of each
cord. Even without the charge, lashes can rip open fl esh or tear
apart primitive armours. This is a one-handed melee weapon Black Crusade - Core Rulebook pg 167
Armoured Gauntlet
ARMOURED GAUNTLET
These simple metallic gloves are worn over the hand to
allow a degree of protection and to add to combat damage.
Sometimes they include small spikes or cutting edges to
further increase the blood shed by each blow. This is a one-
handed melee weapon. Black Crusade - Core Rulebook pg 168
Great Weapon
GREAT WEAPON
The catchall term for the larger and heavier version of most
melee weapons, these require two hands unless the user has
exceptional strength. Be they giant axes, massive hammers, or
even huge swords, they all are exceptionally brutal weapons
that infl ict serious damage with each strike. This is a two-
handed melee weapon. Black Crusade - Core Rulebook pg 168

Scythe
A common fi eldworker’s tool, scythes are also deadly in
combat where their sharp blades and long reach make them
effective in mowing fl esh as well as grain. This is a two-
handed melee weapon. Black Crusade - Core Rulebook pg 168

Spear
A common hunting tool, spears are also common in feral and
medieval worlds where they can be used to impale charging
fi ghters or their steeds. This is a one-handed melee weapon. Black Crusade - Core Rulebook pg 168
Shield
SHIELD
Many warriors carry some kind of protective device in one
hand when going into melee combat, ranging from primitive
rectangles of reinforced wood to sophisticated sheets of
plasteel. This is a one-handed melee weapon. Black Crusade - Core Rulebook pg 168
Hammer (one handed)
HAMMER
Hammers are larger versions of the regular hand tool, using a
massive weighted end to infl ict a harder and deadlier blow. As
they can be carried openly by workers, they are doubly useful
for Heretics plotting raids against Imperial installations. This
is a one-handed melee weapon. Black Crusade - Core Rulebook pg 168
Storm Field
STORM FIELD
A power weapon can be fitted with an overcharged generator to
increase the output of its power field, though it is not without
risk as the cracking halo of energy can sometime be as dangerous
to the user as his foes. The weapon increases its Damage and
Penetration by 2 and any weapon without the Power Field, Force,
Natural Weapon, or Warp Weapon Quality or Trait which parries
or is parried by a weapon with a Storm Field is automatically
destroyed. If the wielder rolls an unmodified 91-00 when making
attacks with the weapon he has been touched by the field and
takes one hit from the weapon that cannot be evaded (do not add
the bearer’s Strength Bonus to this damage roll) Black Crusade - Core Rulebook pg 170
Ammunition (Black Crusade - Core Rulebook)
AMPUTATOR SHELLS
Explosive and fi lled with micro-shrapnel, these bullets are
designed to shear fl esh and shatter bone, shredding bodies
and blowing limbs away. Amputator Shells add +2 to Damage
rolls. When used in any weapon with the Scatter Quality, the
weapon loses the Scatter Quality.
BARBED ROUNDS
Barbed rounds are hollow shells or glass-tipped bullets fi lled
with hundreds of tiny razor fi laments which scatter within the
wound and continue to rip and cut the target until removed.
The weapon gains the Crippling (1) Quality.
DUMDUM BULLETS
These heavy blunt bullets cause maximum tissue damage and
can tear apart soft targets, though they are less effective against
armour. Dumdum bullets add +2 to the weapon’s Damage, but
reduce a weapon’s Pen by 2 to a minimum of 0. If the weapon
has Pen 0, these bullets add +1 to the weapon’s Damage instead.
EXPLOSIVE ARROWS
Explosive arrows and quarrels might be crudely tipped with
shells or treated with a variety of unstable alchemical compounds.
Attacks with these arrows suffer a –10 to hit, Damage becomes
Explosive (X), and the weapon loses the Primitive Quality.
HELLFIRE BOLT ROUNDS
Originally created by the Imperium to combat the Tyranid
threat, these bolt rounds contain a powerful mutagenic acid
that eats through living material with horrifi c speed. Several
Chaos Space Marine warbands in the Vortex have taken these
rounds from the bodies of Loyalist Space Marines and used
them in turn. The weapon gains the Toxic (3) Quality and
infl icts Zealous Hatred on a 9 or 10 when used against living
targets. When used with a Heavy Bolter, these rounds change
the weapon’s RoF to S/–/– and add the Blast (3) Quality.
When used against a Horde, each Hit from a Hellfi re Round
deals 1 additional damage to the Horde’s Magnitude
HIGH-GRADE PROMETHIUM
Most promethium is poorly refi ned or has already been
through the engines of a shuttle or generator before it fi nds
its way into the canisters of a fl amer; high-grade promethium,
as the name suggests, is of a much better quality and allows
a fl amer to fi re further with a cleaner jet. The weapon adds
20 to its range.
HOT-SHOT CHARGE PACK
This is a powerful charge pack for a las weapon, favoured by
snipers. Each hot-shot charge pack is good for only a single
shot. A weapon using a hot-shot charge adds 3 to its Damage,
gains the Tearing Special Quality, and gains a Penetration of
4. However, the weapon loses its Reliable Quality, and its clip
is reduced to one.
INFERNO SHELLS
These shells contain a volatile, clinging gel that ignites on contact
with the target. The weapon gains the Flame Special Quality.
MAN-STOPPER BULLETS
These densely tipped bullets are designed to punch through
armour. A weapon using man-stopper bullets changes its
Penetration to 3.
METAL STORM BOLT ROUNDS
Tipped with proximity detonators, these rounds explode after
leaving the barrel, spraying out cones of shrapnel and making
them ideal for dealing with massed foes or those behind cover.
The weapon’s Damage and Penetration are both reduced by 2
but it gains the Blast (2) Quality.
PURIFIED PLASMA
With experience and the right equipment an armourer
can create a more pure mix of plasma for plasma weapons
mitigating their reputation of constantly overheating. The
weapon loses the Overheating Special Quality.
STALKER BOLT ROUNDS
Designed for sniping these rounds make a bolt weapon
almost completely silent as the round exits the weapon with
only a hushed hiss. Awareness Tests to hear shots made with
stalker rounds suffer an additional –30 penalty and can only
be attempted within 30 metres of the fi rer. However, reduce
this weapon’s Damage by 2
TOX ROUNDS
Tox rounds are either covered in biological contaminates
or are radioactive and can cause excessive tissue damage if
they find their way to flesh. The weapon gains the Toxic
(2) Quality.
Refractor Field
-Very Rare

REFRACTOR FIELD
Perhaps the most common type of fi eld protection, refractor
fi elds are generally the size of an eyepiece and can easily be worn
as a disguised broach or other ornamentation. When active, they
disperse an attack through the wide area of the fi eld effect,
effectively negating it. When active, though, they surround the
wearer with a soft haze of light, making them easily noticeable
in low lighting or night. They impose a –10 penalty to any tests
requiring Stealth to succeed in such situations. Black Crusade - Core Rulebook pg 178
Recoil Glove
RECOIL GLOVE
These specialised gauntlets use interlocking plates connected
with memory wire so that when the user grips a weapon,
it locks together into a rigid strut around the hand and
wrist and prevents wrist or arm damage when the weapon
discharges. A character using a recoil glove can fi re a basic
weapon with one hand without the normal –20 penalty
and pistol weapons that require two hands can be used one-
handed without penalty. Larger and higher-quality models
(Best Craftsmanship versions) even allow a human to fi t their
hands around a Legion ranged weapon, reducing the recoil
and size penalty for using one by –10 (so a –20 penalty
would become a –10 penalty). Note that specialised weapon
training will still be required to use the weapon properly,
without which the untrained penalty of –20 would still apply Black Crusade - Core Rulebook pg 180

common rarity

GRAPNEL & LINE
GRAPNEL & LINE
Grapnels use a small launcher or gas-gun to fi re a hooked or
magnetic grapnel, connected to the launcher with a coiled
100m length of thin but strong line. Once the grapnel
attaches to the desired spot such as a rooftop, a Heretic can
manually climb the line or activate a powered winch. In an
emergency it can also be used as a crude ranged weapon in
the same manner as a single-shot crossbow. Common sets can
hold 150kg, while Good or Best can support 200 kg.

Black Crusade - Core Rulebook pg 185
PSY-FOCUS
P SY-FOCUS
Also known as warp-totems or mind-eyes, a psy-focus allows
those blessed with Warp powers to more easily channel their
powers. It could be an ancestral bone, irradiated crystal, the
twisted metal shrapnel fragment removed from a murdered
spouse, or even an otherwise unremarkable object normally
found anywhere. But in the hands of a psyker ready to use
his powers against an Imperium that would sentence him to
death or worse, the item is a mighty accessory. When a psyker
with a psy-focus makes a Focus Power Test (see Chapter VI:
Psychic Powers, page 208) he gains a +10 bonus Black Crusade - Core Rulebook pg 186

Rarity average
4 Comments
Mason  [author] 26 Oct @ 12:34am 
gay
I love you
Mason  [author] 24 Oct @ 11:40am 
Our 4 goons kill hordes of traitor Ogryns, Demonhosts, Plague Ogryns, Beasts of Nurgle, and Chaos spawn by themselves along with a thousand enemies I don't think it's too much of a stretch to have Grot fodder, Ork specialists/elites, and maybe a Nob boss.

Also there are a lot of examples in the lore of a squad of Guardsman dealing with a Lictor, though it's an Avatar of Khaine situation.
Infected Animal 23 Oct @ 4:29pm 
Lists like these reminds me why the term gup shito exists, some cool ideas here and there and the effort is commendable but alot are similar to what's in the game, would be op beyond belief or doesn't fit the game entirely (Orcs, Lictors?!?)