Full weapon, armour and equipment profiles, transcribed from the scanned core rulebook pages for quick reference at the table. Switch to Source to view the original scans.
The following pages contain rules for all of the weapons and wargear available to gangs and Fighters through the Trading Post. Unless they are included alongside special ammo types, weapons unique to individual gangs (such as the advanced las weapons of the Van Saar, or the iconic polearms of the Cawdor) are not included here — those are only available to models belonging to the gangs that manufacture them, and can be found in that gang’s own Equipment List.
Auto/Stub Weapons
| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Autogun | 8″ | 24″ | 3 | – | 1 | Rapid Fire (1) | 20 | 0 |
| – warp round | 8″ | 24″ | 3 | – | 1 | Cursed, Single Shot | +10 | 4 |
| Autopistol | 4″ | 12″ | 3 | – | 1 | Light, Rapid Fire (1) | 10 | 0 |
| – warp round | 4″ | 12″ | 3 | – | 1 | Cursed, Light, Single Shot | +10 | 4 |
| Heavy stubber* | 20″ | 40″ | 4 | -1 | 1 | Heavy, Rapid Fire (2) | 70 | 2 |
| Long rifle | 24″ | 48″ | 4 | -1 | 1 | Knockback (6+) | 55 | 1 |
| Stub gun | 6″ | 12″ | 3 | – | 1 | Light | 5 | 0 |
| – warp round | 6″ | 12″ | 3 | – | 1 | Cursed, Light, Single Shot | +10 | 4 |
Bolt Weapons
| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Boltgun | 12″ | 24″ | 4 | -1 | 2 | Ammo (3+), Rapid Fire (1) | 55 | 2 |
| Bolt pistol | 6″ | 12″ | 4 | -1 | 2 | Ammo (3+), Light, Rapid Fire (1) | 45 | 1 |
| Heavy bolter* | 18″ | 36″ | 5 | -2 | 2 | Ammo (3+), Heavy, Rapid Fire (2) | 100 | 3 |
| Warpstorm bolter | 12″ | 24″ | 4 | -1 | 2 | Ammo (6+), Cursed, Rapid Fire (1), Scarce (4+) | 65 | 4 |
Combi-Pistols
| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Bolt pistol/hand flamer | 70 | 2 | ||||||
| – primary component | 6″ | 12″ | 4 | -1 | 2 | Ammo (4+), Combi, Light, Rapid Fire (1) | ||
| – secondary component | T | – | 3 | – | 1 | Ammo (6+), Blaze (5+), Combi, Light, Template, Unstable | ||
| Bolt pistol/needle pistol | 55 | 2 | ||||||
| – primary component | 6″ | 12″ | 4 | -1 | 2 | Ammo (4+), Combi, Light, Rapid Fire (1) | ||
| – secondary component | 4″ | 9″ | – | – | 1 | Ammo (3+), Combi, Light, Toxin (3+) | ||
| Bolt pistol/plasma gun | 110 | 3 | ||||||
| – primary component | 6″ | 12″ | 4 | -1 | 2 | Ammo (4+), Combi, Light, Rapid Fire (1) | ||
| – secondary component | 12″ | 24″ | 5 | -2 | 2 | Ammo (6+), Combi, Damage (2), Limited, Rapid Fire (1), Unstable | ||
| Bolt pistol/plasma pistol | 95 | 3 | ||||||
| – primary component | 6″ | 12″ | 4 | -1 | 2 | Ammo (4+), Combi, Light, Rapid Fire (1) | ||
| – secondary component | 6″ | 12″ | 5 | -2 | 2 | Ammo (6+), Combi, Damage (2), Light, Limited, Unstable |
Combi-Weapons
| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Bolter/flamer | 100 | 2 | ||||||
| – primary component | 12″ | 24″ | 4 | -1 | 2 | Ammo (4+), Combi, Rapid Fire (1) | ||
| – secondary component | T | – | 4 | -1 | 1 | Ammo (6+), Blaze (5+), Combi, Template, Unstable | ||
| Bolter/grenade launcher | 75 | 2 | ||||||
| – primary component | 12″ | 24″ | 4 | -1 | 2 | Ammo (4+), Combi, Rapid Fire (1) | ||
| – secondary component | 6″ | 24″ | 3 | – | 1 | Ammo (5+), Blast (3″), Combi, Knockback (5+) | ||
| Bolter/meltagun | 170 | 4 | ||||||
| – primary component | 12″ | 24″ | 4 | -1 | 2 | Ammo (4+), Combi, Rapid Fire (1) | ||
| – secondary component | 6″ | 12″ | 8 | -4 | 3 | Ammo (6+), Combi, Damage (3), Unstable | ||
| Bolter/plasma gun | 115 | 3 | ||||||
| – primary component | 12″ | 24″ | 4 | -1 | 2 | Ammo (4+), Combi, Rapid Fire (1) | ||
| – secondary component | 12″ | 24″ | 5 | -2 | 2 | Ammo (6+), Combi, Damage (2), Limited, Rapid Fire (1), Unstable |
Esoteric Weapons
| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Seismic cannon* | 12″ | 24″ | 4 | -1 | 2 | Breaching (5+), Concussive (6+), Heavy, Knockback (6+), Rapid Fire (1) | 65 | 2 |
Flamers
| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Flamer | T | – | 4 | -1 | 1 | Ammo (6+), Blaze (5+), Template | 70 | 1 |
| Hand flamer | T | – | 3 | – | 1 | Ammo (6+), Blaze (5+), Light, Template | 45 | 1 |
| Heavy flamer* | T | – | 5 | -2 | 1 | Ammo (6+), Blaze (5+), Template | 95 | 2 |
Grav Weapons
| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Grav gun | 9″ | 18″ | – | – | 2 | Ammo (5+), Blast (3″), Graviton Pulse | 50 | 4 |
| Grav pistol | 4″ | 9″ | – | – | 2 | Ammo (5+), Blast (3″), Graviton Pulse | 40 | 3 |
Las Weapons
| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Lascannon* | 24″ | 48″ | 10 | -3 | 3 | Ammo (5+), Damage (2), Heavy | 200 | 4 |
| Lasgun | 16″ | 24″ | 3 | – | 1 | – | 15 | 0 |
| Laspistol | 8″ | 12″ | 3 | – | 1 | Light | 5 | 0 |
| Long las | 18″ | 36″ | 4 | – | 1 | – | 40 | 1 |
Melta Weapons
| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Meltagun | 6″ | 12″ | 8 | -4 | 3 | Ammo (6+), Damage (3) | 140 | 4 |
| Multi-melta* | 12″ | 24″ | 8 | -4 | 3 | Ammo (6+), Damage (3), Heavy | 150 | 4 |
Plasma Weapons
| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Plasma cannon* | 18″ | 36″ | 6 | -2 | 2 | Ammo (6+), Blast (3″), Damage (2), Heavy, Unstable | 115 | 4 |
| Plasma gun | 12″ | 24″ | 5 | -2 | 2 | Ammo (6+), Damage (2), Rapid Fire (1), Unstable | 85 | 3 |
| Plasma pistol | 6″ | 12″ | 5 | -2 | 2 | Ammo (6+), Damage (2), Light, Unstable | 70 | 3 |
Primitive & Radiation Weapons
| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Throwing knives | 6″ | 12″ | – | – | 1 | Ammo (3+), Toxin (4+) | 10 | 0 |
| Rad cannon* | 16″ | 32″ | 3 | -1 | 1 | Ammo (4+), Blast (3″), Heavy, Rad-phage | 55 | 4 |
| Rad gun | T | – | 3 | -1 | 1 | Ammo (5+), Rad-phage, Template | 60 | 3 |
Repurposed Tools
| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Harpoon launcher* | 6″ | 18″ | 5 | -3 | 1 | Ammo (5+), Drag | 80 | 3 |
| Las cutter | 2″ | 4″ | 9 | -2 | 2 | Damage (2), Light, Single Shot | 80 | 3 |
| Mining laser* | 10″ | 14″ | 9 | -3 | 3 | Ammo (5+), Damage (2), Heavy | 125 | 3 |
Shotguns
| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Combat shotgun | 35 | 1 | ||||||
| – salvo ammo | 4″ | 12″ | 4 | – | 1 | Knockback (6+) | +0 | |
| – shredder ammo | T | – | 3 | – | 1 | Ammo (6+), Rapid Fire (1), Shred (6+), Template | +0 | |
| Sawn-off shotgun | 30 | 1 | ||||||
| – scatter shot | 4″ | 8″ | 2 | – | 1 | Light, Rapid Fire (2) | +0 | |
| – solid shot | 4″ | 8″ | 4 | – | 1 | Light, Knockback (6+) | +0 | |
| Shotgun | 35 | 0 | ||||||
| – scatter ammo | 4″ | 8″ | 3 | – | 1 | Rapid Fire (2) | +0 | |
| – solid ammo | 8″ | 16″ | 4 | – | 1 | Knockback (5+) | +0 |
Toxin & Web Weapons
| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Needle pistol | 4″ | 9″ | – | – | 1 | Light, Toxin (3+) | 25 | 1 |
| Needle rifle | 9″ | 18″ | – | -1 | 1 | Toxin (3+) | 45 | 2 |
| Web gun | T | – | 5 | – | – | Ammo (6+), Template, Web | 65 | 4 |
| Web pistol | T | – | 4 | – | – | Ammo (6+), Light, Template, Web | 50 | 3 |
Grenade Launchers
| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Grenade launcher | 80 | 1 | ||||||
| – frag grenades | 6″ | 24″ | 3 | – | 1 | Ammo (4+), Blast (3″), Knockback (5+) | +0 | |
| – krak grenades | 6″ | 24″ | 6 | -2 | 1 | Ammo (4+) | +0 | |
| – photon flash grenades | 6″ | 24″ | – | – | – | Ammo (5+), Blast (3″), Flash | +15 | 1 |
| – smoke grenades | 6″ | 24″ | – | – | – | Ammo (4+), Blast (3″), Smoke | +15 | 1 |
Grenades (thrown)
| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Blasting charges | – | 6″ | 5 | -1 | 2 | Ammo (5+), Blast (5″), Knockback (5+), Limited | 60 | 2 |
| Choke gas grenades | – | 9″ | – | – | 1 | Ammo (5+), Blast (3″), Gas, Limited, Toxin (3+) | 45 | 1 |
| Demo charges | – | 6″ | 6 | -3 | 3 | Ammo (6+), Blast (5″), Damage (2), Limited | 85 | 3 |
| Frag grenades | – | 9″ | 3 | – | 1 | Ammo (4+), Blast (3″), Knockback (6+), Limited | 30 | 0 |
| Incendiary charges | – | 9″ | 3 | – | 1 | Ammo (5+), Blast (5″), Blaze (5+), Limited | 40 | 2 |
| Krak grenades | – | 9″ | 6 | -2 | 1 | Ammo (4+), Limited | 45 | 1 |
| Phosphor canisters | – | 9″ | 4 | -2 | 2 | Ammo (5+), Blast (3″), Blaze (5+), Limited, Unstable | 65 | 3 |
| Photon flash grenades | – | 9″ | – | – | – | Ammo (4+), Blast (5″), Flash, Limited | 15 | 1 |
| Plasma grenades | – | 9″ | 5 | -1 | 2 | Ammo (4+), Blast (3″), Damage (2), Limited, Unstable | 70 | 3 |
| Rad grenades | – | 9″ | 2 | -1 | 1 | Ammo (4+), Blast (3″), Limited, Rad-phage | 25 | 1 |
| Smoke grenades | – | 9″ | – | – | – | Ammo (4+), Blast (3″), Limited, Smoke | 15 | 0 |
| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Chain Weapons | ||||||||
| Chainaxe | E | – | S | -1 | 1 | Melee, Shred (5+) | 20 | 1 |
| Chainsword | E | – | S | – | 1 | Melee, Parry, Shred (5+) | 20 | 1 |
| Power Weapons | ||||||||
| Power axe | E | – | S | -3 | 1 | Breaching (5+), Melee | 40 | 1 |
| Power fist | E | – | S+3 | -3 | 2 | Breaching (6+), Concussive (5+), Damage (2), Melee, Unwieldy | 105 | 3 |
| Power hammer | E | – | S | -2 | 2 | Breaching (6+), Concussive (6+), Melee | 40 | 2 |
| Power knife | E | – | S | -2 | 1 | Backstab, Breaching (6+), Melee | 30 | 1 |
| Power maul | E | – | S+1 | -2 | 1 | Breaching (6+), Concussive (6+), Melee | 45 | 1 |
| Power sword | E | – | S | -2 | 1 | Breaching (6+), Melee, Parry | 40 | 2 |
| Primitive Weapons | ||||||||
| Axe | E | – | S | -1 | 1 | Melee | 15 | 0 |
| Fighting knife | E | – | S | – | 1 | Backstab, Melee | 5 | 0 |
| Flail | E | – | S | – | 1 | Knockback (6+), Melee | 10 | 0 |
| Maul | E | – | S+1 | – | 1 | Concussive (6+), Melee | 20 | 0 |
| Two-handed axe* | E | – | S+1 | -1 | 2 | Heavy, Melee, Unwieldy | 40 | 1 |
| Two-handed hammer* | E | – | S+1 | – | 3 | Concussive (6+), Heavy, Melee, Unwieldy | 40 | 1 |
| Repurposed Tools | ||||||||
| Servo-claw | E | – | S+2 | – | 2 | Melee, Unwieldy | 40 | 1 |
| Shock Weapons | ||||||||
| Shock baton | E | – | S | – | 1 | Melee, Parry, Shock (6+) | 20 | 1 |
| Shock stave | E | – | S+1 | – | 1 | Melee, Shock (5+) | 25 | 1 |
| Shock whip | E | – | S | – | 1 | Knockback (6+), Melee, Shock (6+) | 10 | 1 |
| Toxin Weapons | ||||||||
| Stiletto knife | E | – | – | – | 1 | Melee, Toxin (3+) | 25 | 2 |
| Stiletto sword | E | – | – | -1 | 1 | Melee, Parry, Toxin (3+) | 45 | 2 |
Carapace Armour — Light (100 credits, TP 1): improves a Fighter’s Save characteristic by 1. In addition, they reduce their Initiative characteristic by 1.
Carapace Armour — Heavy (140 credits, TP 3): improves a Fighter’s Save characteristic by 2. In addition, they reduce their Initiative characteristic by 2 and apply a -1 modifier to all Agility tests they make.
Hazard Suit (10 credits, TP 0): a Fighter wearing a hazard suit is immune to the Blaze (X+) and Rad-phage traits.
Mesh Armour (40 credits, TP 0): a Fighter equipped with mesh armour increases their Save characteristic by 1 when resolving Hits suffered in close combat.
Reflec Shroud (25 credits, TP 1): the wearer counts the AP of any Las, Plasma or Melta Weapon as ‘-’ regardless of their actual AP.
Refractor Field (50 credits, TP 2): grants its wearer a 5+ Invulnerable Save; however, should a natural 1 be rolled when making the Invulnerable Save then the refractor field is burned out and cannot be used again for the rest of the battle. May be combined with other armour and field armour.
Beast Lure (50 credits, TP 3): an Active or Suppressed Fighter equipped with a beast lure may perform the Place Lure action once per battle — Place Lure (Single): Place a marker representing a Beast’s Lair within 1″ of the Fighter. From the start of the following round, any Fighter that ends their activation within 3″ of the Beast’s Lair suffers a Str 4, AP –, L1 Hit.
Beast Repellent (15 credits, TP 1): a Fighter equipped with beast repellent does not suffer a Hit if they end their activation with 3″ of a Beast’s Lair.
Bio-booster (25 credits, TP 0): the first time in each battle that the bearer gains the Injured Condition, reduce the Lethality characteristic of the weapon damaging them by 1. If the Lethality characteristic is now zero, roll 2 Injury dice instead of 1 and the bearer chooses which to apply, the other dice is discarded.
Drop Rig (10 credits, TP 0): an Active or Suppressed Fighter with a drop rig can perform the Descend action while within 1″ of the edge of a platform — Descend (Single): the Fighter makes a move of up to 3″ horizontally and up to 12″ vertically. Any vertical movement must be downwards.
Grapnel Launcher (25 credits, TP 0): an Active Fighter with a grapnel launcher can perform the Grapnel action — Grapnel (Double): the Fighter can move up to 12″ in a straight line in any direction as long as they end this move on a higher level than they started.
Grav Chute (30 credits, TP 0): if a Fighter with a grav chute falls or jumps down, they never suffer any damage and are never Suppressed.
Medicae Kit (20 credits, TP 0): if a Fighter with a Medicae kit aids another Fighter’s Recovery test, they roll an additional Injury Dice and choose which one to keep.
Photo-Goggles (35 credits, TP 0): increases the value of X in the Visibility (X″) rule by 9″ and may see through smoke clouds placed as part of the Smoke trait. Additionally, if the wearer is hit by a weapon with the Flash trait, they suffer a -2 modifier to their Initiative check to avoid being blinded.
Photo-Lumens (15 credits, TP 0): increases the value of X in the Visibility (X″) rule by 9″ for this Fighter. This Fighter can always be targeted, regardless of the Visibility (X″) rule.
Respirator (15 credits, TP 0): when a Fighter equipped with a respirator is hit by a weapon with the Gas trait, they gain a 5+ Invulnerable save against that weapon.
Servo-Harness — Partial (100 credits, TP 2): +2 Strength, +1 Toughness (not permanent, lost if the harness is lost). Reduces Movement and Initiative by 1. Cannot be combined with a servo-claw or any other servo-harness.
Servo-Harness — Full (130 credits, TP 3): as Partial, but without the Movement/Initiative penalty. Cannot be combined with a servo-claw or any other servo-harness.
Stimm-Slug Stash (25 credits, TP 0): once per battle, at the start of their activation, increase Movement, Strength and Toughness by 2 until their next activation. At the start of their next activation these effects wear off and the controller rolls a D6; on a 2+ nothing happens, but on a 1 the Fighter suffers a Str -, AP -, L1 Hit that automatically Wounds with no saves allowed.
Trazior Pattern Sentry Gun (30 credits, TP 2): deployable platform — if a gang is the defender, they may deploy up to two, placed with a control console within 1″ of a friendly Fighter. Cannot be moved once placed, though friendly Active/Suppressed Fighters may perform the Retarget action to pivot it on the spot. It has no Ready marker; instead, each time a model ends their activation within its Front Arc and in range, it performs a free Shoot action targeting them with a BS of 5+ (multiple times per round if triggered). It will not target the controlling gang’s models if a friendly Fighter is within 1″ of its console. Overheats: each time it fires it uses the maximum Firepower dice for its Rapid Fire (X) trait and its heat level increases by D3 (an extra D3 per Out of Ammo result instead of running out); at the start of the End phase heat decreases by D6, and if still 6+ the gun shuts down until heat drops to 0. Treated as a Vehicle: Toughness 4, 2 Wounds, 5+ Save; if reduced to 0 Wounds it is removed from the battlefield but stays in the gang’s Stash for future battles. Must select one weapon when added to the Stash (fixed thereafter): Trazior grenade launcher (+45 credits) or Trazior heavy stubber (+80 credits).
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Trazior grenade launcher | 6″ | 24″ | 3 | – | 1 | Arc (Front), Blast (3″), Knockback (5+) |
| Trazior heavy stubber | 20″ | 40″ | 4 | -1 | 1 | Arc (Front), Rapid Fire (3) |
Dirt Bike (35 credits, TP 0): a Fighter equipped with a dirt bike gains the Mounted Subtype and sets their Movement characteristic to 8″. When they perform a Dash action, they add 5″ to their Movement characteristic instead of their Initiative.
Traps — Frag, Gas & Melta: at the end of the Deployment step of the Pre-battle Sequence after all models have been deployed, either gang may deploy traps on the battlefield. If both gangs wish to deploy them, then the defender deploys theirs first.
In order to deploy a trap, place it anywhere on the battlefield outside of your opponent’s deployment zone and at least 6″ away from any models. Each trap may only be used once and once it is deployed upon the battlefield it is deleted from the gang’s Stash even if it does not detonate.
If any model, friendly or enemy, comes within 2″ of a trap for any reason, their movement is interrupted as they risk setting it off. The trap’s owner rolls a D6. On a result of 1, the trap is a dud and is removed from the battlefield. On a result of 2 or 3, the trap does not go off but is left in place. On a result of 4+, the trap is triggered and will explode; centre the blast marker on the trap and resolve any Hits before removing the trap from the battlefield. If the model is Seriously Injured/Damaged by the explosion their movement ends and if it was their activation it also ends. Otherwise the model finishes their movement.
Any model can target a trap with ranged attacks with a -1 penalty to the Hit roll. If the trap is Hit, roll a D6: on a 1, it is unaffected; on a 2-3, it is immediately triggered; on a 4-6, it is destroyed and removed from the battlefield.
| Trap | SR | LR | Str | AP | L | Traits | Creds | TP |
|---|---|---|---|---|---|---|---|---|
| Frag trap | – | – | 3 | – | 1 | Blast (5″) | 15 | 0 |
| Gas trap | – | – | – | – | 1 | Blast (5″), Gas, Toxin (3+) | 25 | 2 |
| Melta trap | – | – | 6 | -2 | 2 | Blast (5″), Damage (2) | 35 | 4 |
Focusing Crystal — Las weapons only (25 credits, TP 1): increases the weapon’s AP characteristic by 1 (i.e. AP - becomes AP -1). Additionally, the weapon gains the Unstable trait.
Hotshot Las Pack — Las weapons only (25 credits, TP 1): increases the weapon’s Strength characteristic by 1.
Infra-Sight (10 credits, TP 0): a weapon fitted with an infra-sight can be fired at targets hidden behind smoke markers created by the Smoke trait. Additionally, the value of X in the Visibility (X″) rule is increased by 9″ when using a weapon equipped with an infra-sight.
Las-Projector (20 credits, TP 1): a weapon fitted with a las-projector reduces the benefit a model gains to their Armour save for being in cover by 1 while within the weapon’s Short Range.
Mono-Sight (20 credits, TP 0): when a model performs an Aimed Shot action with a weapon equipped with a mono-sight, they apply a +2 modifier to the Hit roll instead of +1.
Suspensors — weapons marked* only (40 credits, TP 0): a weapon fitted with suspensors only counts as one weapon when calculating how many weapons the bearer may carry, instead of the normal two.
Telescopic Sight (20 credits, TP 1): a weapon fitted with a telescopic sight reduces the benefit a model gains to their Armour save for being in cover by 1 while within the weapon’s Long Range.