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WH40K - RPG - WARGEAR = Ranged Weapons - Projectile

{Dark Heresy - DH-01} {Dark Heresy, 2

nd

ed - DH-19} {Black Crusade- BC-01} {Deathwatch - DW-01} {Only War - IG-01} {Rogue Trader - RT-01} {Rogue Trader - RT-15}

RANGED WEAPONS - PROJECTILE


{Dark Heresy - RPG - DH-01 - Core Rulebook}
Though there are many esoteric energy-based weapons throughout the Imperium, in many places the more basic solid projectile weapons still dominate. Solid projectile weapons, or slugthrowers, are almost as plentiful in the Imperium as las weapons. The technology for solid projectile weapons dates back to the earliest history of ancient Terra and beyond. Also known as slugthrowers, they rely on firing heavy masses of metal at high velocities, with deadly results. Popular with Imperial servants and renegades alike, they are prized for their ease of manufacture and
versatility, not to mention the satisfying sound they make when fired. No other class of weapon boasts as many varieties. Slug-throwers can offer a weapon for all occasions. Easy to manufacture, they
especially dominate the farther from advanced civilizations one ventures, such as in feral worlds or dark underhives. In many regions, citizens commonly carry some type of solid projectile weapon for
their basic protection or livelihood.
While solid projectile weapons lack the efficiency and unceasing functionality of lasguns, they are nonetheless the chosen weapon of some regiments of the Imperial Guard and many others
within the Imperium of Mankind thanks to their versatility. This is especially reflected in their ability to use multiple different kinds of ammunition that can give the user selective advantages
depending on his target. Most alien races have their own versions as well, as its a fairly simple technology that is easy to manufacture and these weapons are exceedingly common throughout the
Vortex. Citizens of all types commonly carry one kind or another for their basic protection or livelihood. To use the various solid projectile weapons one must have the Weapon Training (Solid
Projectile) Talent.
It must be mention that the majority of Projectile weapons find limited use among most Space Marine Chapters.
TABLE 57: RANGED WEAPONS - PROJECTILE - AUTOMATICS
Name
Class Range RoF
Damage
Autopistol
A (2.5KG)
Pistol 30m S//6 1d10+2 I
Autopistol
B (1.5 KG)
Pistol 30m S//6 1d10+2 I
Autopistol, A-25A Volcano
Pistol 30m S/2/6 1d10+2 I
Autopistol-Execution, Puritan-14
Pistol 20m S/3/6 1d10+2 I
As shotgun (has Twin Barrels)
Pistol 15m S// 1d10+4 I
Automatic Pistol, Ius
Pistol 30m S/3/ 1d10+3 I
Automatic Pistol, Ringleader, Raffir-pattern Pistol 30m S// 1d10+4 I
Auto Pistol, Ripper-A
Pistol 30m S/2-/ 1d10+3 I
Auto Pistol, Ripper-B
Pistol 30m S/2-/ 1d10+3 I
Autopistol, Thollos Mk.4, Orthlock-pattern
Pistol 30m S//6 1d10+4 I
Compact Autopistol, Salvation
Pistol 10m S/3/ 1d10 I
Compact Service Autopistol, Encarmine
Pistol 20m S/3/8 1d10 I
Short Autopistol, Talon Mk.3
Pistol 30m S/2/6 1d10+2 I
Heavy Autopistol, Hecuter 9/5
Pistol 30m S/3/6 1d10+3 I
Autocarbine, Creed-9, Hax-Orthlack-pattern Basic 50m S/3/10 1d10+3 I
Autogun A1 (3.5kg) Reload: 1 Full
Basic 90m S/3/10 1d10+3 I
Autogun A2 (3.5kg) Reload: 2 Full
Basic 90m
S/3/10 1d10+3 I
Autogun B3 (5kg)
Reload :1 Full
Basic 100m S/3/10 1d10+3 I
Autogun, Armageddon-pattern
Basic 100m S/2/6 1d10+4 I
Assault Autogun, Spectre Assault Device
Basic 80m S/3/10 1d10+3 I
As shotgun
Pistol 30m S// 1d10+4 I
Assault Cannon
Heavy 120m //10 3d10+5 I
Assault Cannon , Astartes
Mntd 150m //10 3d10+6 I
Assault Cannon, Samech-pattern
Mntd 120m //10 3d10+6 I
Autocannon (A: Lots Different) prob M41
Heavy 300m S/2/5 4d10+5 I
Autocannon (B: Lots Different) prob M41
Heavy 300m S/3-/ 3d10+8 I
Autocannon, M34
Heavy300m
S/3-/ 3d10+8 I

{Dark Heresy - RPG - DH-01 - Core Rulebook}


Pen
Clip Rld
Special Attributes, Qualities, Traits
0
18
Full

2.5kg
0
18
Full

1.5kg
0
18
Full
Reliable
0
14
Full

0
1
Full
Scatter
0
11
Full
Reliable
3
5
2 Full
5
8
Full
Tearing, Toxic (2)
7
8
Full
Tearing, Toxic
0
12
Full

0
7

0
24
Full

0
18
Full

0
15
Full
Reliable
0
35
Full

0
30
Full

0
30
2 Full
0
30
Full

0
15
Full
Reliable
0
20(3) Full-ea Able to have 3 different ammo types
0
4
2 Full Scatter
5
200
2 Full Tearing, Unreliable
6
200
3 Full Tearing
5
200
2 Full Tearing , Mounted Weapon, Veh/Fort
4
20
2 Full
6
24
2 Full Reliable
6
20
2 Full Reliable or Reliable , Ogryn-Proof

Autocannon, Reaper, LEGION-pattern M


Heavy 300m S/4-/ 3d10+8 I
6
Autocannon, 6/12 Mauler Cannon
Heavy 60m S/2/ 3d10+8 I
6
This Wargear has Additional and/or Special Rules. See Item Description for details.
M CHAOS Wargear

40
40

2 Full Reliable, Twin-Linked


2 Full Ogryn Proof, Twin-Linked

Wt
Avail Book
Variation
Com DH-01 / DW-01 / RT-01
Ave
DH-19 / BC-01 / IG-01
3kg
Scarc RT-15
Ministorum
1.7kg Scarc DH-04
Hive World

DH-04
Hive World
1.7kg Ave
DH-17
Arbites
0.25kg Rare DH-17
Arbites
4kg
XR
IG-04
Imperial Guard
4kg
XR
RT-04
Explorers
2.5kg Scarc DH-04
Warzone
0.7kg Com DH-04
Hive World
2kg
Ave
DH-04
Hive World
2.3kg Com DH-04
Hive World
2kg
Ave
DH-04
Hive World
3.6kg Ave
DH-04
Hive World
3.5kg Ave
DH-01 /
Standard
3.5kg Ave
DW-01 / RT-01
5kg
Ave
DH-19 / BC-01 / IG-01
8.5kg Ave
DH-04
Hive World
6.5kg Rare DH-04
Hive World

DH-04
Hive World
60kg VR
DH-04
Warzone
80kg Fame DW-01
Deathwatch
70kg
DW-03
Mechanicus
55kg Scarc DH-04
Warzone
40kg VR
DH-19
Standard
40kg VR
BC-01 / IG-01 / RT-15
CHAOS / Heretic / Imperial Guard / Ministorum
60kg XR
BC-01
CHAOS / Heretic
50kg VR
IG-07
Imperial Guard

Standard Autopistol, Autogun, Autocannon ammunition: CASELESS

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WH40K - RPG - WARGEAR = Ranged Weapons - Projectile


Autopistol
{Dark Heresy - DH-01} / {Deathwatch - DW-01} / {Rogue Trader - RT-01}
Small and compact but very effective, the autopistol is a pistol capable of a high rate of fire. Autopistols actually have a faster rate of fire than most pistols, and can put down un-armored
targets in a single burst of shells. Autopistols also give one access to a variety of ammo types.
{Dark Heresy, 2nd ed - DH-19} / {Black Crusade- BC-01} / Only War - IG-01}
They are also popular in gang hierarchies, and have settled many underhive leadership disputes in a hail of shells. Autopistols are a common weapon and a favorite of gangers, hivers, outlaws
and scum. Many veteran Guardsmen carry an autopistol to supplement their regulation lasgun or other, less reliable weapons.
Autopistol, Lyndwyrm A-25A Volcano
{Rogue Trader - RPG - RT-15 - Faith and Coin}
Lyndwyrm Armory, one of the largest munitions suppliers is the Calixis Sector, produces one of the most coveted autopistols in the Segmentum, the A-25A Volcano. Manufactured to an
exacting standard rivalling that of the Lathes, the Volcano is renowned for reliability firing every time, its mechanisms so precise and well-calibrated that it almost never misfires. A fire selector allows
the user to quickly switch between semi-automatic and fully automatic fire. Such is the reputation of this weapon that soldiers, Archmilitants, and bounty hunters in the Expanse pay exorbitant sums
to obtain a Volcano to keep at their side.
Some of Genevieve Almaces followers on Traynors Rest favored this weapon during their violent uprising against the Xenos now known only as The Corrupters. Their weapons,
emblazoned with a crimson blade that symbolizes the famous sword with which Almace is still associated, can occasionally be found in the hands of missionaries and other pious warriors who seek to
destroy the apostate in the Koronus Expanse.
These consecrated weapons have the same profile as normal Best Craftsmanship Lyndwyrm A-25A Volcano autopistols, but also have the Sanctified Quality.
Autopistol, Puritan-14 Execution, Hax-Orthlack-pattern
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
Twin-barrel Autopistol w/ Integral Shotgun Chamber
The Puritan is a squat dual-barreled autopistol with an integral single shotgun cartridge chamber. An ugly weapon whose appearance signals its brutal purpose very well, the Puritan is designed
for use by covert kill-squads and produced in small quantities both for the Adeptus Arbites and the elite Magistratum Crimson Sashes of Sibellus, (although a few copies have found their way into the
black market as well).
The Puritan may fire either as an autopistol or as a shotgun, but not both at once. If used as a shotgun, it imposes a 10 penalty on Ballistic Skill Tests if not used with two hands.
Automatic Pistol, Ius
{Dark Heresy - RPG - DH-17 - Book of Judgement}
Not even planetary lords can gain say an Arbites Precinct commanders choice of the weapons issued to his officers. Load-outs range from innocuous unpowered batons to full blown military
weapons like bolters or krak grenades. However, there are certain weapons that are distributed to the Arbites by Lord Marshal Goreman as a matter of course, and the Ius pistol falls within this
category. Normally used as a backup weapon alongside the Arbites shotgun, the Ius is ubiquitous amongst both the Calixian Arbites and planetary enforcers of Scintilla. This weapon is a solid and
unspectacular yet utterly reliable pistol, crafted by the gunsmiths of Gunmetal city to be as sturdy as possible. Typically issued to junior ranks within both organizations, this weapon is designed to be
foolproof and to withstand punishment that would damage other firearms. Many of these humble weapons are thousands of years old, having served generations of lawmen and women in some of the
toughest hives in the galaxy.
Automatic Pistol, Ringleader, Raffir-pattern
{Dark Heresy - RPG - DH-17 - Book of Judgement}
Gifted to the Arbites as part of the planetary tithe by the Raffir clan manufactory smithmasters of Hive Subrique, these beautiful weapons are produced under license using ancient Adeptus
Mechanicus archprints. The pistols produced are huge, intimidating shock-and-terror weapons, designed for the execution of high profile targets at the height of anti-Imperial riots. These weapons are
issued to senior Arbites officers, not so much for their accuracy or utility in a fire fight, but for the damage they inflict on both the person of rabble rousers and on the morale of their followers.
Auto-Pistol, Ripper
{Only War - RPG - IG-04 - Hammer of the Emperor} {Rogue Trader - RT-04}
The favored personal weapon of those who venture into hostile jungle planets and Death Worlds, the Ripper is a modified auto-pistol specially designed for firing armor piercing, poisoned
rounds, containing a vicious cocktail of venomous chemicals, capable of dropping even the largest of foes or predators in a single burst. The diamantine tipped rounds fired by a ripper pistol can
puncture carapace or even Power Armor as easily as the hide of a Xenos beast. The rounds fragment after penetrating, inflicting severe damage to soft tissue while simultaneously releasing the toxic
payload held within. If the high-caliber bullets do not bring down the target, the vicious cocktail of toxins surely will.
Often, they are the final word in terminal close encounters. As this weapon is designed to be used with a specific type of ammunition, it may not be equipped with any unusual ammo.
Autopistol, Thollos Mark IV, Orthlack-pattern
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
Produced by the Fane of Orthlack in Gunmetal City, the Thollos or Tholl has long been a popular backup weapon for line officers in Calixian Guard units, who favor its stopping power
over most regulation sidearms. Indeed, so common has the practice of carrying one become that many old military families often present their sons and daughters with a commemoratively inscribed
Thollos to mark their first commission.
Compact Autopistol, Salvation, Sulymann Holdout
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
An extremely compact handgun, (small enough to fit comfortably in a waistcoat pocket or ladys purse), the Salvation is designed as a personal defense item for merchants, adepts and affluent
citizens untrained in weapons as the pistol is entirely self-contained and very easy to use. Intended only for use in emergencies, the Salvations internal magazine rounds cannot actually be reloaded

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WH40K - RPG - WARGEAR = Ranged Weapons - Projectile


without partly dismantling the pistol first, giving it a reputation as little more than a disposable toy. This weapon was designed for the novice with little skill to allow themselves a modicum of
protection.
Compact Service Autopistol, Encarmine, Sulymann Holdout
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
A sophisticated autopistol no larger than the average compact stubber, the Encarmine sacrifices stopping power for a reduction in size and increase in clip capacity. Widely carried for personal
defense and as a sidearm by second liners (such as plainclothes enforcers, hauler rig crews and merchants factors), the Encarmine packs a lot of firepower into a relatively small frame. Unfortunately
if faced with armored opponents, the firer is likely to wish for something with a good deal more kick.
Short Autopistol, Talon Mark III
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
Another common Imperial pattern, manufactured to a high standard by the Fane of Sulymann in Gunmetal (along with several other makers), the Talon is a medium caliber, fully-automatic
caseless cartridge pistol of a sturdy and practical design. Easily maintained, capable of laying down a hail of fire and handy enough to be easily used in confined spaces, autopistols such as the Talon
are very popular for hive warfare and used extensively by enforcers and scum alike.
Like most military autopistols, the Talon may also use an extended 30 round clip, but if this is the case, it may not be holstered and must be fired two-handed or the weapon imposes a further
10 penalty to Ballistic Skill Tests.
Heavy Combat Autopistol, Hax-Orthlack-pattern Hecuter 9/5
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
Often regarded with some justification as a prince among pistols, the Hecuter manufactured by the Orthlack of Gunmetal is actually a copy of a famed out-sector design, whose pattern was
awarded as part of some long-forgotten trade war. A firm favorite among Metallican gunslingers and Malfian bloodsworn, the weapon is tooled and balanced to exact tolerances, making it quite
controllable despite its large caliber for an autopistol. The Hecuters 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 - DH-01} {Dark Heresy, 2nd ed - DH-19} {Black Crusade- BC-01}
{Deathwatch - DW-01} {Only War - IG-01} {Rogue Trader - RT-01} {Rogue Trader - RT-15}
Durable, rugged and easily stocked with readily available ammunition, these weapons are a common sight especially in the rougher parts of the galaxy. Most autoguns fire solid low-caliber
slugs from standardized clips, and the design is ubiquitous enough that many Xenos have their own variants. Cheap and easy to produce, autoguns are a common weapon across the galaxy; even on the
lowest-tech planets, autoguns are a staple weapon across the Imperium. Reliable, rugged, and easily stocked with ammunition, they are a mainstay on many a planet.
While not as commonplace as lasguns in military formations, many local forces rely on these sturdy and inexpensive weapons to defend their home world from threats within or without.
They use common, low-caliber shells in standardized clips, and can be set to fire in single, semi-automatic, or full-automatic modes making them as versatile as they are simple to construct and
supply. A typical weapon may not be incredibly accurate or as reliable as a lasgun, but will make up for it with a high rate of fire and cheap ammunition.
Autogun

Autogun, Armageddon-pattern
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
First imported to the hive factories of Calixis to supply loyalist forces in the Tranch insurrection and the massive wave of mutant uprisings in Tranchs Soot Warrens that followed, the
Armageddon pattern proved itself both in the Tranch conflict and the decade of petty cult-inspired civil wars that plagued the Malfian sub in the following years. Still manufactured primarily on Malfi
itself, the Armageddon is loud, lethal and uncomplicated; a heavy-hitter for an autogun, it fires large caliber solid slugs from a fifteen-round short box clip and can stand a phenomenal amount of abuse
and keep firing. Since the uprisings, the Armageddon has become a staple of the arms trade in the Malfian sub and has started to make inroads into frontier areas where its stopping power and robust
design rapidly gains converts.
Autocarbine, Naval, Creed-9, Hax-Orthlack-pattern
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
The Creed-9 is a compact autogun designed for close-quarter warfare and constructed to a local variant of a long established design intended for Naval boarding troopers. Made using
lightweight materials and fitted with a telescopic stock, the Creed-9 is not much larger than a military autopistol in size and is the favored weapon for many enforcer kill squads, as well as the private
armies of numerous noble houses and Chartist Captains. Because of this elite role, its common to see Creeds sporting numerous upgrades and modifications such as red-dot sights, expanded magports and fire selectors.
Assault Autogun, Cadence Spectre Assault Device w/ Auxiliary Shotgun
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
One of the few widely known weapons produced by Cadence. Technically, the Spectre Assault Device is an autogun and chambered to standard caseless rounds. However, the Spectre is far
more than a mere standard rifle. Featuring a tri-mag shot selection system, it not only has a huge capacity of fire, but the flexibility of freely switching between multiple loads. Beneath the blocky
barrel-shroud, the Spectre also mounts an integral shotgun unit giving the user even more options for dealing death and a hidden heavy punch. The weapon still has its detractors who consider it a poor
cousin in comparison to the raw firepower of a bolter or hellgun. The Spectre may fire either as an autogun or shotgun, but not both during the same Action. The Spectre has three magazines and has
a fire selector.
Assault Cannon
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
Assault cannons are equipped with six rapidly rotating barrels in a gatling-style configuration firing diamantine tipped shells. The barrels wear out quickly due to the intense heat generated by
the internal motor that spins them, and normally require replacements after each mission to prevent jamming or catastrophic failure.

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WH40K - RPG - WARGEAR = Ranged Weapons - Projectile


Assault cannons are nasty for their sheer rate of fire that lets them progressively chew through targets.
Assault Cannon, Astartes
{Deathwatch - RPG - DW-01 - Core Rulebook}
Assault cannon are massive, brutal weapons with a ring of rotating barrels that spray explosive shells at terrifying speed and velocity. This weapons incredible firepower can shred troops or
vehicles even more efficiently than a heavy bolter, although its size and weight somewhat preclude man-portability. The Adeptus Astartes circumvent that limitation by commonly employing them on
Terminators.
Autocannon
{Dark Heresy - RPG - DH-04 & DH-19 - Inquisitors & Handbook, & 2nd ed Core}
Autocannons are heavy, powerful weapons that can devastate light vehicles and armored foes alike with long ranged firepower. They are commonly mounted on tanks or crewed with infantry
teams in Imperial armies, but can also be found in the unclean hands of insurrectionists and heretical forces.
An autocannon is a very brutal weapon, noisy and hard to control in action, and requires
a team of two operators (firer and loader) for effective use. Autocannons use cased, explosive shells fired at a high rate to destroy their target. On the battlefield they provide excellent infantry support.
Autocannon, M34
{Black Crusade / Only War / Rogue Trader - RPG - BC-01 - IG-01 - RT-15
The M34 autocannon is an older version of the common Imperial Guard pattern used throughout the Calixis Sector and uses a tripod mount. It can be manned by one person, though it ideally
employs a crew of two to move, set up, and assist with reloading the weapon. If the M34 has a second crew member, he can spend his Actions to Reload the autocannon.
Autocannons are large caliber support guns that fire dense, high-velocity solid shells designed to punch through armor. These heavy weapons see widespread service by the Imperial Guard, as
well as by many Planetary Militias and Renegade Armies. Though unlikely to penetrate the adamantium and ceramite of Power Armor, they can devastate light and medium vehicles. Autocannons can
also provide effective anti-infantry support, especially if the gunner uses high-explosive shells to augment their lethality against smaller targets.
Autocannon, Reaper, LEGION-pattern
{Black Crusade- RPG - BC-01 - Core Rulebook}
The Reaper Autocannon is a particular type of double barreled autocannon, no longer employed by the forces of the Emperor. It is often seen amongst the ranks of Chaos Terminators, who use
the heavy volume of fire it lays down to great effect, giving warbands an ability to take out heavy troops and light armor at range.
Autocannon, Six/Twelve Mauler Cannon
{Only War - RPG - IG-07 - Shield of Humanity}
An adaptation unique to the Spinward Front, the Mauler Cannon is actually a modified twin-barreled M34 autocannon designed specifically for use by Ogryns. Rebuilt with a heavier Frame,
shorter barrels, a fire-limiter, larger handholds, and a triple harness capable of withstanding an Ogryns strength, the Mauler Cannon gives Ogryn units an enormous boost to their firepower. Sadly,
Mauler Cannons have picked up the nickname Six/Twelve by regular Guardsmen, referring to the number of shots an Ogryn will likely fire before they somehow break it or decide to use the weapon
as a club.

TABLE 57: RANGED WEAPONS - PROJECTILE - HAND CANNONS


{Dark Heresy - RPG - DH-01 - Core Rulebook}
Name
Class Range RoF
Damage
Pen
Clip Rld
Special Attributes, Qualities, Traits
Hand Cannon Autopistol
Pistol 35m S// 1d10+4 I
2
5
2 Full
Hand Cannon, Autopistol
Pistol 35m S// 1d10+4 I
2
5
2 Full
Hand Cannon Autopistol
Pistol 35m S// 1d10+4 I
2
5
2 Full
Hand Cannon Autopistol
Pistol 35m S// 1d10+4 I
2
5
2 Full
Hand Cannon, Automatic Pistol
Pistol 35m S// 1d10+4 I
2
5
2 Full
Hand Cannon, Blackheart Autopistol Pistol 35m S// 1d10+4 I
2
5
2 Full (Stormchild)
Hand Cannon, Judgeslayer Automatic Pistol 20m S// 1d10+2 I
6
4
2 Full Unreliable, Unstable
Hand Cannon, Precision, .54 cal Auto Pistol 35m S/3/ 1d10+4 I
2
6
Full
Accurate
Hand Cannon, Stormchild Autopistol Pistol 35m S// 1d10+4 I
2
5
2 Full (Stormchild)
Hand Cannon, Tranter, .54 cal Auto Pistol 30m S/2/ 1d10+5 I
2
7
Full
Unreliable
Hand Cannon, Wrath Autopistol
Pistol 35m S// 1d10+4 I
2
5
2 Full (Stormchild)
This Wargear has Additional and/or Special Rules. See Item Description for details.

Wt
3kg
3kg
3kg
3kg
3kg
3kg
3.5kg
2.5kg
3kg
3.5kg
3kg

Avail
Ave
Scarc
Scarc
Scarc
Ave
Ave
Ave
Scarc
Ave
Com
Ave

Book
DH-01
DH-19
BC-01
IG-01
RT-01
DH-04
DH-17
DH-04
DH-04
DH-04
DH-04

Variation/Location
Standard
Standard
CHAOS / Heretic
Imperial Guard
Standard
Hive World
Arbites
Hive World
Hive World
Hive World
Hive World

Hand Cannon Autopistol


{Dark Heresy - RPG - DH-01 - Core Rulebook}
A variant of the stub revolver, the huge hand cannon fires enormous rounds designed to not only take down a target but make a loud and intimidating noise when doing so. These weapons
produce ferocious recoil, and unless fired two-handed, impose a 10 penalty to Ballistic Skill Tests.
Hand Cannon, Autopistol
{Dark Heresy, 2nd ed - RPG - DH-19 - Core Rules}
This stub gun variant concentrates on stopping power above all else. It is a huge and brutal weapon, and those who use it generally do not care about the state of their target after the shot. Hand
cannons kick like a grox and, unless used with two hands or a Recoil Glove, impose a 10 penalty on Ballistic Skill tests.

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WH40K - RPG - WARGEAR = Ranged Weapons - Projectile


Hand Cannon Autopistol
{Black Crusade- RPG - BC-01 - Core Rulebook}
A heavier version of the stub gun, hand 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. A hand cannon has a massive recoil, and imposes a 10 penalty to hit with it. This penalty is negated if the wielder uses two hands, has
compensation equipment such as recoil gloves, or a Strength Bonus of 5 or higher (with or without Unnatural Strength).
Hand Cannon, Automatic Pistol
{Only War - RPG - IG-01 - Core Rulebook}
A variant of the stub gun is the huge hand cannon, used mostly by enforcers or bounty hunters who arent picky on the state of their quarry. These weapons kick with a strong recoil and, unless
used with two hands or a Recoil Glove, impose a 10 penalty on Ballistic Skill Tests.
Hand Cannon, Automatic Pistol
{Rogue Trader - RPG - RT-01 - Core Rulebook}
A variant of the stub gun is the huge hand cannon, used mostly by enforcers or bounty hunters who arent picky on the state of their quarry. These weapons kick with a strong recoil and, unless
used with two hands or a Recoil Glove, impose a 10 penalty on Ballistic Skill Tests.
Hand Cannon, Westingkrup Carnodon-pattern Precision Autopistol
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
No mere blunt tool, the Carnodon is a finely made and well-balanced weapon, distinctly based on the internal mechanism and layout of an Imperial bolt pistol (which aside from its long barrel,
it superficially resembles), it is both powerful and extremely accurate in skilled hands. A high priced and exclusive item, the ownership and ability to use a Carnodon is a mark of high status among the
criminal gangs of Scintillan hives, and this superior weapon is also found in the armories of the Adeptus Arbites and the elite Janissary Lifeguards of the powerful House Krin.
Hand Cannon, Judgeslayer Automatic Pistol
{Dark Heresy - RPG - DH-17 - Book of Judgement}
All miscreants and lawbreakers fear their nefarious activities coming to the attention of either the Arbites or the local Enforcers. The more desperate among these scum take precautions against
such discovery, seeking out Hereteks or backstreet killsmiths and demanding weapons capable of stopping a carapace-armored Arbitrator in his tracks. Thousands of different confiscated Judgeslayer
designs of this broad type line the walls of the Cold Vaults of the Precinct Fortress on Scintilla, a silent litany of murder and infamy stretching back centuries. All such designs are characterized by a
crazed disregard for the safety of the user, as all normal precautions in pistol design are thrown to the winds to allow the creation of a weapon as likely as lethal to its user as its victim.
Hand Cannon, Stormchild Autopistol
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
Hand Cannon, Saint Varnaes Wrath, Boarding Autopistol
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
Hand Cannon, Scatheros-16 Blackheart, Autopistol
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
Another venerable and proven design, the Stormchild is essentially a scaled-up stub revolver with a hinged breach and a five shot cylinder. A heavyweight by any standards, the Stormchild is
fully capable of demolishing armored targets and a well-placed shot from one can even cripple civilian vehicles. Whats more, the weapon is huge, loud and intimidating to boot. No wonder the
Stormchild finds a particular home in the hands of many gang heavies, bounty hunters and hired guns. The Stormchild and numerous near identical weapons, such as the Saint Varnaes Wrath
boarding pistol and the Scatheros-16 Blackheart, are produced sectorwide from a variety of forges and makers. The Stormchilds size, weight and robust construction allows it to be used as a club in
close combat without damaging the weapon.
Hand Cannon, Tranters .54 caliber Autopistol
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
These massive gas-operated stub automatics, sometimes mockingly referred to as a poor mans bolter, are undoubtedly powerful but often plagued with mechanical problems and notoriously
prone to jamming. This does little to alter their appeal, though, with those who like their weapons hugely menacing and capable of taking a mans head clean off in one shot. Underhive and heretek
workshops, from the bowels of Infernis to the rookeries of Solomon, produce Tranter knock-offs for eager buyers, while the Belasco Deathworks production models are actually little better in terms of
reliability.
Owing to their sheer ungainly size and recoil, as well as being classed as a hand cannon, unless the firer has a Strength Bonus of 4 or more, the Tranter counts as a Basic weapon and must be
used with two hands. The weapon Jams on a roll of 9400.

TABLE 57: RANGED WEAPONS - PROJECTILE - PISTOLS


Name
Class Range RoF
Damage
Automata Pistol, Panoptic O-5
Pistol 35m S/2/ 1d10+3 I
Civilian Firearm
Basic 60m S/2-/ 1d10+3 I
Digi-Weapon, Baraspian Palm Gun
Pistol 5m
S// 1d10 R
Electro-Shock Pistol, Sting-Blunt
Pistol 30m S/2-/ 1d10 R
Handgun, Disposable
Pistol 30m S/2-/ 1d10+2 I
Naval Autopistol, Mars-pattern
Pistol 20m S/3-/ 1d10+4 I
Naval Pistol
Pistol 20m S/3-/ 1d10+4 I
Naval Service Pistol, Armsman-10
Pistol 35m S/3/ 1d10+3 I
Pistol, Irontalon, Cypra Mundi-patt
Pistol 20m S/2/5 1d10+2 I

Pen
0
0
0
0
0
0
0
0
0

{Dark Heresy - RPG - DH-01 - Core Rulebook}


Clip Rld
Special Attributes, Qualities, Traits
5 (2) 2 Full Reliable
6
Full

2
Full

5
Full
Shocking
8
2 Full Inaccurate, Unreliable
6
Full
Tearing
6
Full
Tearing
13
Full

15
Full
Primitive, Reliable, Tearing

Wt
2kg
3kg
0.5kg
1.5kg
2kg
3kg
3kg
1.5kg
2kg

Avail
Rare
Com
Rare
Com
Ubiqu
Scarc
Rare
Plenti
Rare

Book
DH-04
RT-04
DH-16
DH-16
RT-04
RT-01
IG-04
DH-04
DH-04

Variation/Location
Forge World
Explorers
Malleus
Malleus
Explorers
Standard
Imperial Guard
Hive World
Void

Page 5 of 16

WH40K - RPG - WARGEAR = Ranged Weapons - Projectile


Pistol, Single-Shot, Mercy Killer
Pistol 20m S// 1d10+2 I
0
1
Pistol-Sword, Chimera (Ranged) Pistol 20m S// 1d10+2 I
0
1
(Melee)
Melee

1d10+1 R
2

This Wargear has Additional and/or Special Rules. See Item Description for details.
This weapon has a built-in Irontalon Pistol with a Clip Size of 1

2 Full Inaccurate, Unreliable (Improvised)


Full
Primitive, Reliable, Tearing

Primitive

1kg
Plenti DH-04
3.5kg Scarc DH-04

DH-04

Hive World
Void
Void

Automata Pistol, Panoptic 0-5


{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
The construction of these weapons is, by ancient tradition, one of the tests of craft that each would-be techpriest armorer must undertake under the tutelage of the Myrmidon Warsmiths of the
Panopticon Orbital in the Lathe System. Aspirants are given a complex and randomly incomplete pattern for the weapon, and through skill and divination must produce a working gun to their masters
satisfaction. The successful finished articles are then offered up to the Omnissiah as a sacrifice, and vaporized on the plasma-fire altars of the Machine God. It is quite common for the tech-priests who
have studied at the Panopticon to continue to make these pistols in this ritualistic way as a form of mediation and to hone their skills, either using them as personal armaments or giving them as gifts to
favored servants, or more rarely offering them for sale.
These intricate automata-guns feature two separate ammunition cylinders and count as being fitted with a Fire Selector (see page 142, Dark Heresy Core Rulebook).
Civilian Firearm
{Rogue Trader - RPG - RT-04 - Into the Storm}
These come in a wide variety from numerous hive-factories, and typically come into play only when civilians are part of an armed uprising or are forced to defend themselves from attacking
invaders or raiding pirates. They are generally not meant for military use. This weapon may not be equipped with any unusual ammo.
Digi-Weapon, Baraspian Palm Gun
{Dark Heresy - RPG - DH-16 - Daemon Hunter}
Palm guns are a popular choice for those who wish a covert weapon without the high expense of a digi-weapon. When assembled they appear as a small barrel with horizontal hand-grip. To
fire, they are clasped within the fist with the barrel sticking out between the middle fingers. Single-shot only, they are dangerous to use, and many wielders have lost a finger due to imprecise or hasty
firing. While prevalent throughout the sector, they originated on the Hive world of Baraspine and it is there that the art of the palm gun is at its highest, with overt weaponry being considered crass
within the hive.
Baraspian Palm Guns are difficult to detect and can be readily taken apart into unobtrusive objects, often appearing as simple tools or items of jewelry to those unfamiliar with the weapon. It
takes an Ordinary (+10) Tech-Use Test to assemble or disassemble a Palm Gun and, when deconstructed, searches and Tests to recognize it as a weapon have a 20 penalty. A roll of 94-00 on the
firers Ballistic Skill Test when using it indicates that the user has shot himselfresolve as a successful attack on the arm location used to fire the weapon with 1 degree of success.
Electro-Shock Pistol, Sting-Blunt
{Dark Heresy - RPG - DH-16 - Daemon Hunter}
Most commonly found throughout the Malfian Sub, Sting-Blunts are popular with Malfian Bloodsworn undertaking a warrant that requires their target be taken alive. Low caliber pistols, StingBlunts are a fusion of technologies, requiring a power pack as well as specially created ammunition. After being loaded into the gun, the circuitry-traced bullets are given an electro-static charge. This
results in the characteristic high-pitched whining crack of the Sting-Blunt, and causes those hit to be given an electric shock together with the impact of the bullet. Ammunition for the Sting-Blunt costs
50 Thrones per magazine.
Handgun, Disposable
{Rogue Trader - RPG - RT-04 - Into the Storm}
Many shipboard survival kits contain one of these inexpensive weaponsessentially an extremely stripped-down autopistol with a small clip. The made by a wide variety of manufacturers,
disposable handguns are one of the most easily obtainable firearms in the Expanse, at the expense of shoddy craftsmanship and poor performance. Though not technically disposable, seasoned
warriors joke that when the clip runs out, someone is better off throwing the gun at an opponent than trying to reload. However, many of the destitute cannot afford a better weapon. This weapon may
not be equipped with any unusual ammo.
Naval Pistol
{Only War - RPG - IG-04 - Hammer of the Emperor}
Many varieties of naval pistol are in existence, the most well-known of which are those named for the Segment Fortresses of the Segmentae Majoris, such as the famous Cypra Mundi
Irontalon pistol. Naval pistols are heavy, large-caliber 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 unarmored 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 journeywhen they can get away with it. Naval pistols
hailing from famous ships or fleet bases hold great value in trade, particularly for the officers of some regiments.
A naval pistol uses specialized ammunition; it can be loaded with other bullets of the appropriate caliber, including Unusual Ammunition, but loses the Tearing Quality
Naval Autopistol, Mars-pattern Officers Pistol
{Rogue Trader - RPG - RT-01 - Core Rulebook}
The naval officers standard sidearm is a variant of the basic autopistol that uses fragmenting ammunition designed to stop a target dead in its tracks, at the expense of range. Most Imperial
ships engrave the vessels name on the stock, making those from famous naval warships extremely valuable (if illegal) to wealthy collectors from high society and the nobility. Note that without its
special ammunition (which cannot be combined with other types) the weapons attacks lose the Tearing Quality.

Page 6 of 16

WH40K - RPG - WARGEAR = Ranged Weapons - Projectile


Naval Service Pistol, Armsman-10, Hax-Orthlack-pattern
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
This bulky and intimidating high-capacity stub pistol is a common sidearm for enforcers, household troops and mercenaries throughout the Calixis Sector. A copy of the traditional Scipio
pattern Naval pistol, the Armsman has been mass-produced for centuries under contract to arm the Magistratum cadres of Scintilla and many other worlds. Most are manufactured with the sigil or
cipher of the contracted buyer machine-stamped into their grips, and examples without such a mark (or rogues as they are known) are often considered unlucky by the superstitious.
Pistol, Irontalon, Cypra Mundi-pattern
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
A favored naval officers sidearm in the Segmentum Obscurus, it uses special fragmenting ammunition designed to violently stop a target dead in its tracks without undue risk to a ships hull.
The pistol itself is also very sturdy and designed to be used as a cudgel in emergences (treat as a club). Most are engraved with their issuing vessels mark, making those from famous warships
extremely valuable to wealthy collectors. The Irontalons specialized fragmenting ammunition is itself classed as Rare and valued at 30 thrones per clip on the black market (and may only be used with
this pistol). Normal auto-rounds may be used if desired but if this is the case the Tearing and Primitive qualities do not apply to the damage.
Pistol, Single-shot, Mercy Killer, Improvised Pistol of Volg
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
So named because its a mercy if it kills what youre aiming at, this weapon exemplifies any number of crude, often scratch-built handguns used by the desperate and oppressed across the
realm of mankind. Fashioned from whatever materials are to hand, these single-shot stub pistols are wildly inaccurate and often as dangerous to the firer as the target. In Hive Volg however, the
provision of Mercy Killers has gone somewhat further than enterprising criminals cobbling together or Jerry-Rigging home-brewed pistols, and the higher powers of Fenksworld manufacture
Mercy Killers en-masse as part of their drive to arm the Volgites as inexpensively as possible. Indeed, a Mercy Killer and a handful of bullets cost less in Volg than a trencher of parboiled murk fungus
to eat and a demi-liter of recyk water to wash it down with.
If a Mercy Killer suffers a Jam result, roll 1d10. If the result is 9 the pistol explodes, inflicting its Damage on the firer and destroying the gun.

TABLE 57: RANGED WEAPONS - PROJECTILE - RIFLES


{Dark Heresy - RPG - DH-01 - Core Rulebook}
Name
Class Range RoF
Damage
Pen
Clip Rld
Special Attributes, Qualities, Traits
Hunting Rifle
Basic 150m S// 1d10+3 I
0
5
Full
Accurate
Hunting Rifle, Long-range, Nomad
Basic 250m S// 1d10+5 I
3
4
Full
Accurate, Reliable
Hunting Rifle, Grox Gun
Basic 110m S// 1d10+4 I
4
5
2 Full Unreliable
Rifle, Pax Factorem, Raffir-pattern
Basic 150m S/2/ 1d10+3 I
2
5
Full
Accurate
Rifle, Steadholder Lever Gun
Basic 100m S// 1d10+4 I
0
6
Full
(Winchester)
Sniper Rifle
Basic 200m S// 1d10+4 I
3
20
Full
Accurate, Reliable
Sniper Rifle
Basic 200m S// 1d10+4 I
3
20
Full
Accurate, Reliable
Sniper Rifle, Absolution
Basic 220m S// 1d10+4 I
0
6
Full
Accurate
Sniper Rifle, Longshot, Mk.16
Heavy 350m S//

1
Full
Accurate,
This Wargear has Additional and/or Special Rules. See Item Description for details.
Longshot Damage, Damage Type, Penetration and additional Special rules depend on the Special Ammunition used.

Wt
5kg
10kg
6kg
6.5kg
5kg
5kg
5kg
4kg
6kg

Avail
Scarc
VR
Com
Rare
Plenti
Scarc
Scarc
Rare
XR

Book
DH-01
DH-04
RT-15
DH-17
DH-04
DH-19
IG-01
RT-04
IG-07

Variation/Location
Standard
Hive World
Ministorum
Arbites
Hive World
Standard
Imperial Guard
Explorers
Imperial Guard

Hunting Rifle
{Dark Heresy - RPG - DH-01 - Core Rulebook}
Hunting rifles can be found in the hands of a frontier hunter, or carried by a wealthy sportsman in the pursuit of prey. Highly accurate in the arms of a trained user, even at extreme long ranges,
a hunting rifle can bring down its target be it man or beast.
Hunting Rifle, Long Range, Nomad, Fykos Forge
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
Possibly the most famous weapon Gunmetal produces, the Nomad well deserves its superlative reputation. The designs for the instrument are said to be the work of Angevins personal
gunsmith, who in turn held them from an ancient line that could be traced back to ancient times on Holy Terra itself. Whatever the truth of that somewhat fanciful accolade, the Fane of Fykos makes
only perhaps ten Nomads to commission every standard year, and each is in some way different and personalized to the purchaser, be it the grinding pattern of the trigger or the choice of material for
the stock.
Such perfect workmanship combined with the capability to empty a carnosaurs brainpan at two miles, they say, makes it worth every Throne.
Hunting Rifle, Grox Gun
{Rogue Trader - RPG - RT-15 - Faith and Coin}
A catchall term for a wide variety of high-caliber rifles produced by thousands of Manufactorums and Forge Worlds across the Calixis Sector, Grox Guns are so called for their ability to drop a
Grox with a single shot. Grox Guns come in many shapes and sizes, though they tend to be Long-Barreled rifles suitable for hunting. Though generally not finely-crafted or particularly reliable, Grox
Guns are cheap, functional weapons that are widely available across many worlds of the Koronus Expanse.
Rifle, Pax Factorem, Raffir-pattern
{Dark Heresy - RPG - DH-17 - Book of Judgement}
Both Assassins and the Enforcers in Gunmetal city make use of sharpshooter teams, snipers who ensconce themselves among the gargoyles, heating ducts, and gantries of the great hives, the
better to watch over every aspect of the lives of the fearful citizens below, and, when needed, to bring death. A variety of local-pattern sniper rifles are used for this purpose, including long-las and

Page 7 of 16

WH40K - RPG - WARGEAR = Ranged Weapons - Projectile


needler weapons. However, many skilled riflemen rely upon more traditional solid projectile weapons, such as the Raffir Pax Factorem, a large caliber semi-automatic rifle of sturdy construction
common amongst the weapons made in Gunmetal City.
Rifle, Steadholder Lever Gun (Winchester)
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
Made in millions by the Fane of Westingkrup (and copied by a dozen lesser sources), the Steadholder is a heavy caliber rifle, loaded by a simple and distinctive lever mechanism. The
Steadholder may not be the finest or most famed weapon to come from the forges of Gunmetal, but it is all that stands between starvation and an unpleasant death on the margins of many a world and
justly respected for that. Although mainly intended for frontier settlements and agri-worlds, many Steadholders spill onto the black markets of the worlds where they are manufactured, ending up in the
hands of gangs and low-rent hired guns. Considerable numbers have found their way into the hands of Redemptionists where the guns ease of use and low cost make it suitable for fresh and untrained
converts to the cause. These so called savior guns, often rippling with prayer parchments and votive tokens, have sent many a soul unwillingly to the Emperor.
Sniper Rifle
{Dark Heresy, 2nd ed - RPG - DH-19 - Core Rules}
Less advanced than the elite needle rifles, sniper rifles are still very effective against most lightly armored foes. When the gun is combined with a tripod brace and telescopic sight, a skilled
marksman can easily turn the tides of a battle with a single shot.
Sniper Rifle
{Only War - RPG - IG-01 - Core Rulebook}
Less advanced than the needle rifles prized by Ratlings, the sniper rifle is none-the-less effective against lightly armored targets. Complete with tripod brace, silencer, and telescopic sight, in
the hands of a skilled marksman it can easily turn the tide of a battle. The integral noise baffles built into the rifle make it very quiet. Any attempts to detect the sound of a shot fired by this weapon
require a Hard (-20) Awareness Test. Sniper rifles can be loaded with unusual ammo.
Sniper Rifle, Longshot Mark XVI
{Only War - RPG - IG-07 - Shield of Humanity}
Rare even among Spinward Front Ratling Sniper units, the Mark XVI Sniper Rifle, often referred to as the Longshot is a small yet highly versatile ranged weapon favored by the best Ratling
marksmen. The Longshots main benefits stem from specialist hand-made ammunition types including explosive rounds and even high-pressure toxic gas canisters. Additionally each Longshot breaks
down into a more compact pistol form, sacrificing range for ease of use in close quarters.
As a Full Action, its wielder can break a Longshot into a pistol by removing the barrel and the stock. The Longshots Range is halved and it loses the Accurate Quality. It counts as a Pistol
weapon instead of a Basic weapon. Restoring the barrel and the stock also requires a Full Action.

TABLE 57: RANGED WEAPONS - PROJECTILE - STUBBERS


Name
Class Range RoF
Damage
Stub Automatic
Pistol 30m S/3/ 1d10+3 I
Stub Automatic Pistol
Pistol 30m S/3-/ 1d10+3 I
Stub Automatic Pistol
Pistol 30m S/3-/ 1d10+3 I
Stub Automatic
Pistol 30m S/3-/ 1d10+3 I
Stub Automatic Pistol
Pistol 30m S/3-/ 1d10+3 I
Stub Automatic Ripper Clip, Volg
Pistol 20m //6 1d10+2 I
Stub Autopistol , Trophy, Dorcas-patt Pistol 30m S/3/ 1d10+3 I
Stub Pistol, Gunmetal Citys Phobos Pistol 30m S/3/ 1d10+3 I
Stub Pistol, Belasco Deathworks Rake Pistol 30m S/3/ 1d10+3 I
Stub Pistol, Administratum Sigma-9 Pistol 30m S/3/ 1d10+3 I
Stub Revolver
Pistol 30m S// 1d10+3 I
Stub Revolver
Pistol 30m S// 1d10+3 I
Stub Revolver
Pistol 30m S// 1d10+3 I
Stub Revolver
Pistol 30m S// 1d10+3 I
Stub Revolver
Pistol 30m S// 1d10+3 I
Stub Pistol, Mariette Cylinder Pistol Pistol 20m S// 2d5+3 I
Stub Revolver, Fate Bringr Lng Duel Pistol 40m S// 1d10+3 I
Stub Revolver, Model 20 Scalptaker Pistol 30m S// 1d10+3 I
Stub Rifle
Basic 120m S// 1d10+3 I
Assault Stubber, Mk.3 Echon-pattern Basic 100m //6 1d10+4 I
Heavy Stubber
Heavy 120m //10 1d10+4 I
Heavy Stubber
Heavy 100m //8 1d10+4 I
Heavy Stubber
Heavy 100m //8 1d10+5 I
Heavy Stubber
Heavy 100m //8 1d10+4 I

Pen
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
2
0
1
3
3
3
3
3

{Dark Heresy - RPG - DH-01 - Core Rulebook}


Clip Rld
Special Attributes, Qualities, Traits
9
Full

9
Full

9
Full

9
Full

9
Full

12
Full
Inaccurate, Unreliable
9
Half
9
Full
(Phobos)
9
Full
(Phobos)
9
Full
(Phobos)
6
2 Full Reliable
6
2 Full Reliable
6
2 Full Reliable
6
2 Full Reliable
6
2 Full Reliable
1
2 Full (Compact, Quad-Barrel)
5
2 Full Accurate, Reliable
6
2 Full Reliable
5
Full
Accurate
200
2 Full Storm
200
2 Full
80
2 Full
75
2 Full
75
2 Full Ogryn-Proof

Wt
1.5kg
1.5kg
1.5kg
1.5kg
1.5kg
3kg
1.5kg
1.3kg
1.3kg
1.3kg
1kg
1.5kg
1.5kg
1.5kg
1kg
0.5kg
1.6kg
2kg
5.5kg
21kg
35kg
30kg
30kg
30kg

Avail
Plenti
Ave
Ave
Ave
Plent
Scarc
Rare
Plenti
Plenti
Plenti
Plenti
Plent
Plent
Plent
Plent
Rare
Rare
Plenti
Ave
Ave
Scarc
Rare
Rare
Rare

Book
DH-01
DH-19
BC-01
IG-01
RT-01
DH-04
DH-04
DH-04
DH-04
DH-04
DH-01
DH-19
BC-01
IG-01
RT-01
DH-04
DH-04
DH-04
BC-01
RT-04
DH-01
DH-19
BC-01
IG-01

Variation/Location
Standard
Standard
CHAOS / Heretic
Imperial Guard
Standard
Hive World
Warzone
Hive World
Hive World
Hive World
Standard
Standard
CHAOS / Heretic
Imperial Guard
Standard
Hive World
Hive World
Hive World
CHAOS / Heretic
Explorers
Standard
Standard
CHAOS / Heretic
Imperial Guard

Page 8 of 16

WH40K - RPG - WARGEAR = Ranged Weapons - Projectile


Heavy Stubber, Orthlack-pattern
Heavy 120m
Heavy Stubber, Ursid-pattern
Heavy 120m
Heavy Stubber, Bulldog
Heavy 120m
Heavy Stubber, Mk.6 Crank Cannon Heavy 70m
This Wargear has Additional and/or Special Rules.

//10 1d10+5 I
3
200
//10 1d10+5 I
3
40
//8 1d10+4 I
3
50
//5 1d10+5 I
0
100
See Item Description for details.

2 Full
Full
Full
3 Full

Reliable
Unreliable (Gatling Gun)

35kg
35kg
0kg
38kg

Ave
Scarc
Rare
Ave

RT-01
RT-01
DH-17
DH-04

Standard
Standard
Arbites
Hive World

Stub Automatic Pistol


{Dark Heresy - RPG - DH-01 - Core Rulebook}
Just as common as the revolver variant, the stub automatic allows for a greater rate of fire and clip capacity, though at the cost of reliability.
Stub Automatic Pistol
{Dark Heresy, 2nd ed - RPG - DH-19 - Core Rules}
Unlike the stub revolver, this pistol weapon can fire in rapid semiautomatic mode as well as single shots. Like the autopistol, it is easy to produce and maintain, but less accurate at longer
ranges.
Stub Automatic Pistol
{Black Crusade- RPG - BC-01 - Core Rulebook}
The stub automatic fires larger-bore projectiles than the autopistol, in single shot or semi-auto modes. Like other solid projectile weapons, its primary advantages are that its cheap and easy to
maintain.
Stub Automatic Pistol
{Only War - RPG - IG-01 - Core Rulebook}
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.
Stub Automatic Pistol
{Rogue Trader - RPG - RT-01 - Core Rulebook}
Unlike the Stub revolver, this pistol weapon also can fire in rapid semiautomatic mode as well as single shots.
Like the autopistol it is easy to produce and maintain, but less accurate at longer ranges.
Stub Automatic, Ripper Clip / Zip-Gun / or Chopper , of Volg
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
Known locally as the zip gun or chopper, this bulky autopistol is purposely designed to be a cheap as possible to manufacture and maintain. Rather than caseless ammo, the Ripper Clip
uses basic stub rounds and the weapon itself is made from industrial spares and crude pressed metal parts. A further eccentricity of its design is its loading mechanism, a vertical strip of bullets
wrenched through the autopistol as it fires (a feature copied from a common rivet gun). This unusual arrangement creates a distinctively loud banging-rattle when used, often ending with a clatter as the
spent strip hits the floorunfortunately advertising that the user is out of ammo. Despite the guns many shortcomings theres no shortage of buyers on Volg, where any extra firepower you can lay
your hands on might keep your corpse from the meat-sumps just a little longer.
Ripper Clips have a Common Availability on Volg and are Scarce elsewhere.
Stub Automatic, Trophy, Dorcas-pattern
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
Awarded by many Calixian regiments as a commendation for the lower ranks, pistols of this type were first taken as battlefield trophies during the Second Insurrection of Cantus centuries ago.
Relics from that fabled war are highly valued, but most Guard veterans are content with a more modern copy, awarded as they are for valor in the face of the foe.
Stubber Pistol, Phobos, Gunmetal City
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
Stubber Pistol, Rake, Belasco Deathworks
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
Stubber Pistol, Sigma-9, Administratum
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
Found across the length and breadth of the Imperium and no doubt predating its founding in design, these cheap stub automatics are turned out locally in the tens of thousands by both the Fane
of Doru in Gunmetal City and by the Belasco Deathworks on Malfi (where it is known as a rake in local parlance) and exported across the sector. This commonplace pistol can be found everywhere
from the stalls of underhive scav-traders, to frontier mining camps and Administratum supply depots (where it goes by the nickname of the Sigma-9, after the opening code-line of the relevant
requisitioning forms needed for an adept to get hold of one).
Stub Pistol, Compact, Mariette Cylinder Pistol (Quad-Barreled)
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
Named for the Malfian noble house said to have originated the designor at least first championed its use within their assassin cadre, the Mariette is an extremely concealable compact stub
pistol crafted from polyflex and ceramics with no metallic or powered components. Its four-chamber barrels are self-contained and the whole pistol is designed to easily break down into a handful of
small parts. Disassembled, the Mariette can be easily concealed about the person or inside some innocuous object (such as a lamp or data-slate) with almost no chance of detection and be re-assembled
to fire in mere seconds.
The Mariette when disassembled and hidden is virtually impossible to find (-30 penalty on Search Tests) as the parts dont show up on scanners or auspexes as weapons. The ammunition-barrel
cylinders for the Mariette are themselves Rare items and cost a base price of 100 Thrones each.

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WH40K - RPG - WARGEAR = Ranged Weapons - Projectile


Stub Revolver Pistol
{Dark Heresy - RPG - DH-01 - Core Rulebook}
Based on an ancient and well-tested design, the stub revolver is an ideal backup weapon.
Stub Revolver
{Dark Heresy, 2nd ed - RPG - DH-19 - Core Rules}
Revolvers use a rotary feed for fire single shots, with a small clip that must be manually replenished. Their open design makes it easy to load in custom rounds for special situations, and thus
many bounty hunters and trackers find them useful backup weapons.
Stub Revolver
{Black Crusade- RPG - BC-01 - Core Rulebook}
The stub revolver is an ancient pistol design, using a revolving chamber to hold stub rounds. Though the design is exceedingly primitive, it survives because it is also exceedingly reliable
with few moving parts and a simple loading mechanism.
Stub Revolver, Pistol
{Rogue Trader - RPG - RT-01 - Core Rulebook}
Perhaps the most ancient of pistol designs, the stub revolver carries fewer rounds than most pistols but is very reliable and easy to operate. As shells can be inserted individually, it is relatively
easy to load in specialized rounds when needed.
Stub Revolver Pistol
{Only War - RPG - IG-01 - Core Rulebook}
Perhaps the most ancient of pistol designs, the stub revolver carries fewer rounds than most pistols but is very reliable and easy to operate. As shells can be inserted individually, it is relatively
easy to load specialized rounds when needed.
Stub Revolver, Fate Bringer Long Dueling Pistol, Khayer-Addin Forge
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
This elegant and perfectly balanced stub revolver is a prime example of the kind of pistol commonly used to settle affairs of honor among the nobles of Sibellus and their off-world imitators.
Deceptively simple in design and exquisitely well-made from the finest materials, the Fate Bringer is perfectly suited to its role as a dueling piece and also makes for a good target and assassination
pistol, although its lack of clip capacity and slightly ungainly size make it a poor choice for real combat in the eyes of some.
Stub Revolver, Scalptaker Model 20 Pistol, Westingkrup
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
An enviable example of robust and utilitarian design, the Scalptaker is a fantastically reliable pistol, firing true after almost any amount of abuse and mistreatment. This fact is not lost on
professional fighters, frightened hivers and frontier colonists alike, who often choose the Scalptaker as a backup sidearm over more powerful pistols for this very reason. However, in the depths of the
Infernis on Gunmetal, where the Scalptaker is made, the average ganger seeks to carry almost anything else, as its ubiquity brands it a hab-proles gun in their eyes and an object of some quite
unfounded derision.
Stub Rifle
{Black Crusade- RPG - BC-01 - Core Rulebook}
The stub rifle is a common sight across the galaxy, a hunting rifle firing large-bore stub rounds. Like most solid projectile weapons, its primary benefit is ease of construction and maintenance.
Though dismissed as a pitiful civilian weapon by some, the accuracy of a stub rifle means many rebellions begin with one well-placed shot to an Imperial officials head.
Assault Stubber, Mark III, Echon-pattern
{Rogue Trader - RPG - RT-04 - Into the Storm}
A more specialized and advanced variant of the heavy stubber, this weapon has two barrels that spew out stub ammunition to lay down a dense barrage of shells. It is often used by special
operations forces in quelling armed uprisings. The Echon is designed to be used with a backpack ammo pack (see page 135, Rogue Trader Core Rulebook), weighing 25 kg and carrying 200 rounds
of ammunition. This weapon may be equipped with any heavy stubber ammo.
Heavy Stubber
{Dark Heresy - RPG - DH-01 - Core Rulebook}
A mainstay support weapon on lower-tech planets, and also popular with outlaws and hive gangers, the heavy stubber is ideal for fighting off large numbers of enemies or even lightly armored
vehicles. Heavy stubbers can also be used with an ammunition drum (rather than belt fed), changing its clip size to 40 and increasing is cost by 100 Thrones but decreasing its reload time to a single
Full Action.
Heavy Stubber
{Dark Heresy, 2nd ed - RPG - DH-19 - Core Rules}
Heavy stubbers are common both on the battlefield and in the underhive, as many times there is little difference between the two locations. Relatively simple to produce and maintain, they use
standard ammunition that can provide a hail of suppressive fire against infantry and light vehicles. Few have the muscles to fire one, especially with its infamous recoil, so most users rely on a bipod or
other support. Like all stub weapons, heavy stubbers come in many forms and use many ammunition intakes, such as long belt feeds, huge clips, or wide drums.
Heavy Stubber
{Only War - RPG - IG-01 - Core Rulebook}
Heavy stubbers are popular amongst military forces and gangers alike, as they are one of the more easily maintained heavy weapons available. Though not as powerful as an autocannon, heavy
stubbers can lay down a curtain of suppressive fire and cut swaths through light infantry and vehicles alike. As with other stubber weapons, ammunition is cheap and plentiful.

Page 10 of 16

WH40K - RPG - WARGEAR = Ranged Weapons - Projectile


Lighter than most other heavy weapons, the heavy stubber can be used hand-held, but a bipod mount can be employed by those seeking to avoid the jarring recoil, and it is often utilized as a
defensive anti-infantry weapon mounted on vehicles. The Orthlack pattern, manufactured for planetary defense force armories in the Calixis Sector and widely exported, uses an ammunition belt that
allows for long firing periods, while the locally copied Ursid pattern, supposedly originating on the war world of Zayth, is more compact and uses a smaller ammunition drum which most users find
easier to port and reload.
Heavy Stubber
{Black Crusade- RPG - BC-01 - Core Rulebook}
The heavy stubber is a popular weapon amongst military forces and gangers alike, aslike most solid projectile weaponrythey are easily maintained and reasonably reliable. Heavy stubbers
are large, belt-fed heavy weapons, often with long vented barrels. Though not as devastating as a heavy bolter or autocannon, they lay down an impressive rate of fire and can shred infantry and
unarmored vehicles.
Heavy stubbers are typically employed with a bipod or tripod mount to avoid the punishing recoil, though some tough individuals may be able to carry them with extensive bracing harnesses or
suspensors. Many patterns use an ammunition belt of 100 rounds, though this often requires a loader to ensure the feed doesnt jam. However, heavy stubbers can also be purchased with a smaller
drum magazine
Heavy Stubber
{Rogue Trader - RPG - RT-01 - Core Rulebook}
Heavy stubbers are popular amongst military forces and gangers alike, as they are one of the more easily maintained heavy weapons available. Though not as powerful as an autocannon, heavy
stubbers can lay down a curtain of suppressive fire and cut swaths though light infantry and vehicles alike. As with other stubber weapons, ammunition is cheap and plentiful. Lighter than most other
heavy weapons, the heavy stubber is commonly used hand-held but a bipod mount can be employed by those seeking to avoid the jarring recoil. The Orthlack-pattern, manufactured for planetary
defense force armories in the Calixis sector and widely exported, uses an ammunition belt which allows for long firing periods, while the locally copied Ursid pattern supposedly originating on the
war world of Zayth is more compact and uses a smaller ammunition drum which most users find easier to port and reload.
Heavy Stubber, Bulldog
{Dark Heresy - RPG - DH-17 - Book of Judgement}
Although mistakenly regarded by many as a pure police force, it is far from unknown for the Arbites to engage in suppressing what are, in effect, full blown wars between opposing national, or
even planetary, forces. As such, they have access to powerful heavy weapons to ensure that they are able to fulfil their divine mandate. The Arbites value reliability, tactical flexibility, and a menacing
appearance in their weapons, and these qualities are expressed fully in the Bulldog heavy stubber. The Bulldog is regarded with great affection by its proponents, whom it has served faithfully since the
Angevin Crusade. The weapon can be switched between belt or magazine feed easily, can accept a variety of exotic ammunition types without complaint, and can be carried at the hip in a gyro-mount
or mounted on an Arbites Rhino.
Heavy Stubber, Mark VI Crank Cannon, Volg (Gatling Gun)
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
The Volg VI has one simple virtueits ease of manufacture. The Crank Cannon uses cheaply prefabricated parts and standard heavy stubber ammo. Its firing mechanism is purely handpowered, the firer literally cranking the firing handle to grind the ammo belts through the breach and rotate the weapons quad barrels. Originally produced as an inexpensive and mechanically simple
weapon to defend against Hive Volgs many treacherous forms of wildlife, the Big-Six, as it is also known, has proved to be a great success despite its drawbacks. The weapon is produced in huge
numbers on Fenksworld and exported to cheaply supply low-grade PDF forces and the private arms market across the sector. A real brute to use, especially for long periods, its unsurprising that
Crank gunners are often marked by massively overdeveloped right arms.

TABLE 57: RANGED WEAPONS - PROJECTILE - SHOTGUNS


Name
Class Range RoF
Damage
Shotgun Pistol
Pistol 10m S// 1d10+4 I
Shotgun Pistol
Pistol 10m S// 1d10+4 I
Shotgun, Howdah, Flametongue
Pistol 20m S// 1d10+6 I
Shotgun
Basic 30m S// 1d10+4 I
Shotgun
Basic 30m S// 1d10+4 I
Shotgun
Basic 30m S// 1d10+4 I
Shotgun
Basic 30m S// 1d10+4 I
Shotgun
Basic 30m S// 1d10+4 I
Shotgun, Astartes
Basic 30m S/2-/ 2d10+3 I
Shotgun, LEGION-pattern M
Basic 30m S/2-/ 1d10+6 I
Shotgun, Mk.22C, Lucius-pattern
Basic 30m S/3/-- 1d10+5 I
Shotgun, Hack, Double-Barrel
Pistol 10m S// 1d10+4 I
Shotgun, Ironclaw, Cypra Mundi-patt Basic 30m S/2/ 1d10+4 I
Shotgun, Meat Hammer Scattergun
Basic 30m S// 2d5+6 I
Shotgun, Silent Scout, Raven-pattern Basic 30m S// 1d10+6 I
Assault Shotgun
Basic 30m S/3-/ 1d10+4 I

Pen
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0

{Dark Heresy - RPG - DH-01 - Core Rulebook}


Clip Rld
Special Attributes, Qualities, Traits
1
Full
Reliable, Scatter
1
Full
Reliable, Scatter
2
2 Full Primitive, Reliable (Double-Barrel)
2
2 Full Scatter, Reliable
8
2 Full Scatter
8
2 Full Scatter
8
2 Full Scatter
2
2
Full
Scatter
18
Full
Reliable, Scatter
10
2 Full Reliable, Scatter
8
2 Full Scatter, Unreliable
1
2 Full Inaccurate, Scatter, Tearing
12
Full
Reliable, Scatter
1
3 Full Scatter, Tearing (Triple-Barrel)
18
Full
Reliable, Scatter (Raven Guard)
12
2 Full Scatter

Wt
1kg
1kg
2kg
5kg
5kg
5kg
5kg
5kg
10kg
10kg
5.5kg
3kg
6.5kg
5kg
10kg
5.5kg

Avail
Ave
Ave
Rare
Com
Ave
Plent
Ave
Com

VR
Scarc
Com
Scarc
Scarc

Scarc

Book
DH-04
RT-01
DH-04
DH-01
DH-19
BC-01
IG-01
RT-01
DW-01
BC-01
RT-15
DH-04
DH-04
DH-04
DW-07
BC-01

Variation/Location
Void
Standard
Hive World
Standard
Standard
CHAOS / Heretic
Imperial Guard
Standard
Deathwatch
CHAOS / Heretic
Ministorum
Hive World
Void
Hive World
Astartes
CHAOS / Heretic

Page 11 of 16

WH40K - RPG - WARGEAR = Ranged Weapons - Projectile


Assault Shotgun, Skitarii Vanaheim-p Basic 40m S/3/6 1d10+4 I
0
15
Full
Scatter
Combat Shotgun
Basic 30m S/3/ 1d10+4 I
0
18
Full
Scatter
Combat Shotgun
Basic 30m S/3-/ 1d10+4 I
0
18
Full
Scatter
Combat Shotgun
Basic 30m S/3-/ 1d10+4 I
0
18
Full
Scatter
Combat Shotgun, Arbites, Vox-Legi Basic 30m S/2/ 1d10+9 I
0
14
2 Full Reliable, Scatter
Combat Autogun, Alcher Mk.4
Basic 60m S//10 1d10+3 I
0
40
Full

Defence Shotgun, Blackhammer


Basic 20m S/ 2d10 I
0
1
2 Full Inaccurate, Scatter
Pump-Action Shotgun
Basic 30m S// 1d10+4 I
0
82
Full
Scatter
Pump-Action Shotgun
Basic 30m S// 1d10+3 I
0
12
2 Full Scatter
Pump-Action Shotgun
Basic 30m S// 1d10+4 I
0
8
2 Full Scatter
Pump-Action Shotgun, Slayer
Basic 30m S// 1d10+4 I
0
6
3 Full Scatter
Naval Shotcannon
Heavy 40m S/3/ 2d10 I
0
24
2 Full Scatter, Unreliable
Naval Shotcannon
Heavy 40m S/3/ 2d10 I
0
24
2 Full Scatter, Unreliable
Naval Shotcannon
Heavy 40m S/3-/ 2d10+4 I
0
24
2 Full Scatter, Unreliable
Ripper Gun, OGRYN
Heavy 30m S//6 1d10+8 I
0
48
2 Full Ogryn-Proof, Scatter
The Penetration (Pen) of weapons with the Primitive Quality only applies versus armor which also has the Primitive Quality.
This Wargear has Additional and/or Special Rules. See Item Description for details.
M CHAOS Wargear

8kg
6.5kg
6.5kg
6.5kg
7kg
3.5kg
4.7kg
5kg
5kg
5kg
3.5kg
7kg
7kg
7kg
35kg

Ave
Scarc
Scarc
Scarc
VR
Ave
Rare
Ave
Ave
Ave
Ave
Scarc
Scarc
Scarc
Com

DH-04
DH-01
DH-19
IG-01
DH-17
DH-04
DH-04
DH-01
IG-01
RT-01
DH-04
DH-04
DH-04
RT-01
IG-01

Forge World
Standard
Standard
Imperial Guard
Arbites
Warzone
Hive World
Standard
Imperial Guard
Standard
Hive World
Void
Warzone
Standard
Imperial Guard

Shotgun Pistol
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
Compact single shot hand cannon, designed to fire shotgun cartridges. These weapons are often the preferred sidearm of petty officers and bosons who carry them to discourage any thoughts of
mutiny, earning the weapon the nickname of persuaders in Naval slang. Due to their recoil, they impose a 10 penalty to hit if fired one-handed.
Shotgun Pistol
{Rogue Trader - RPG - RT-01 - Core Rulebook}
Also known as a Foehammer, this weapon is s squat, brutal looking weapon with an extremely short barrel in a pistol configuration resembling a single-shot hand cannon. It can fire a
standard shotgun shell, and is popular with many naval ships officers as well as crew chiefs who need an intimidating weapon close at hand. Due to the recoil, it applies a 10 penalty to Ballistic Skill
Tests unless fired with two hands or a Recoil Glove.
Shotgun, Howdah Pistol, Flametongue, Fykos Forge (Twin-Barrel)
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
The Fykos Forge of Gunmetal is a prestigious clan of master gunsmiths who specialize in elaborate and finely made hunting weapons, and the Flametongue is no different. This simple and
reliable weapon is a compact twin-barreled hand cannon, chambered to fire huge, custom-made soft alloy rounds that break apart on impact to cause horrific wounds. Intended as a powerful last line of
defense should a hunter be ambushed or have the tables turned on him, anything that cant be put down with the Flametongues twin shots you probably shouldnt have been hunting anyway.
Flametongue rounds count as Exotic ammunition with the Primitive Quality. The Howdah Pistol has the Primitive characteristic so should be treated as either a Flintlock or Caplock weapon.
Shotgun
{Dark Heresy - RPG - DH-01 - Core Rulebook}
Even the lowest-tech factories can produce these weapons, making them a common sight in the galaxy. Favored for urban and shipboard combat, where their short-range stopping power comes
into play, shotguns have found their way into the arsenal of many Imperial organizations.
Shotgun
{Dark Heresy, 2nd ed - RPG - DH-19 - Core Rules}
Shotguns are relatively easy to produce, and their wide area of effect makes them appealing for those unskilled in ranged combat. Their short range and low shot velocity can be detrimental in
larger conflicts, but these qualities make them the perfect weapons for shipboard combat. The standardized shell construction also allows them to take a wide variety of specialized ammunition.
Shotgun
{Only War - RPG - IG-01 - Core Rulebook}
Even low-tech manufactorums can produce these basic weapons in great quantities, and their ability to hit several targets with a single shot make shotguns appealing to those with little actual
skill in shooting. Their relatively short range and low shot velocity makes them appealing for shipboard use as well, as they have little risk of causing hull breaches.
Shotgun
{Rogue Trader - RPG - RT-01 - Core Rulebook}
Even low-tech manufactories can produce these basic weapons in great quantities, and their ability to hit several targets with a single shot make shotguns appealing to those with little actual skill
in shooting. Their relatively short range and low shot velocity makes them appealing for shipboard use as well, as they have little risk of causing hull breaches.

Page 12 of 16

WH40K - RPG - WARGEAR = Ranged Weapons - Projectile


Shotgun, Astartes
{Deathwatch - RPG - DW-01 - Core Rulebook}
Most commonly encountered in Scout units, the shotgun is a solid and versatile weapon. While its lack of armor penetration does not make it a widely deployed choice with more senior BattleBrothers, that same aspect is useful in situations where breaching bulkheads or damaging equipment is a concern. The wide shot spray also makes it effective against creatures and enemies in large
numbers.
Shotgun (Human and Legion)
{Black Crusade- RPG - BC-01 - Core Rulebook}
Shotguns fire a smoothbore cartridge full of pellets (though some Heretics prefer to fill the cartridge with wire twists or even glass shards for particularly painful wounds), so one shot fires a
high-speed cloud of lead. These robust and practical weapons are popular amongst pirate raiders and underhive enforcers, as they can wreak havoc in close quarters. Some shotguns are specifically
designed to be used by Space Marines, although most of these were originally possessed by the Space Marine Scouts of loyalist Chapters and requisitioned by the Traitor Legionnaires.
Shotgun, Mark 22C, Lucius-pattern
{Rogue Trader - RPG - RT-15 - Faith and Coin}
Produced on the Forge World of Lucius for use by the Death Korps of Krieg, the Mk.22c Shotgun features an unusual 8-shell cylinder magazine and gas-operated, self-loading firing
mechanism. Though the action on the revolver mechanism is prone to mechanical failure, the Shotguns large gauge and high rate of fire make it deadly in close combat and a favorite among the Krieg
Engineers Korps, as well as among Explorers in the Expanse who appreciate the weapons stopping power.
Shotgun, Hack, Double-Barrel
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
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 soft targets (such as unarmored civilians), 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-armored enforcers has found to their cost.
Although it only fires a single blast, it uses two shotgun shells at once (if loaded with a single shell it only inflicts 1d10+4 Damage without the Tearing ability).
Shotgun, Ironclaw, Cypra Mundi-pattern
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
These standard shipboard weapons are designed to resist the rigors of the void and have a reinforced, weighted stock, which can double as a club (1d102+SB I) if needed. Storage lockers filled
with Ironclaws are commonplace on military vessels and unlock automatically to arm the crew when the signal is given to repel boarders.
Shotgun, Meat Hammer, Scattergun, Volg-pattern (Triple-Barrel)
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
While shotguns can make for brutally effective weapons, the gangers of Volg have created an even more savage variation to stamp their authority on those that dare to cross them. The meat
hammer (so-named for its tendency to turn flesh into unrecognizable chunks), is a specially constructed, triple-barreled, open choke shotgun that can all but destroy a living body with a single blast.
Usually fired from point-blank range, a meat hammer hit is intended to kill, obliterate and to discourage others, and is a particularly loud and messy way to die.
Although the meat hammer has a clip of 1 listed, it actually takes three shotgun shells to load.
Shotgun, Silent Scout, Raven-pattern Raven Guard
{Deathwatch - RPG - DW-07 - First Founding}
Raven Guard scouts are among the best recon the Astartes has to offer, forging ahead of the Chapter, identifying targets for quick strikes and disrupting enemy logistics. For this reason, Raven
Guard serving in the Jericho Reach Deathwatch are commonly deployed to strike missions in the Canis Salient, using their stealth to operate behind enemy lines and strike high value Tau targets.
During a recent strike mission, shotgun fire gave away a scouts position and compromised the entire mission. In response, Harl Greyweaver used an ancient technique incorporating flash and sound
suppressors into the scouts muzzle (a long black cylinder attached to the weapons barrel) making it completely silent when fired, without reducing damage or the ability to make use of variant forms
of ammo. This modification was met with such great success that Greyweaver is willing to provide his time and skill to any Raven Guard who has proven himself worthy of the upgrade.
NOTE: Description of Raven-pattern Silent Scout Shotgun mentions that is has Flash and Sound Suppression as part of the upgrade. However, the Qualities & Traits affiliated with those
systems are not on the Weapons Stats.
Assault Shotgun
{Black Crusade- RPG - BC-01 - Core Rulebook}
The assault shotgun is a combat-ready version of the standard pump-action shotgun. The ability to fire on semi-auto makes the assault shotgun a dangerous weapon, able to fill entire rooms
with a hail of indiscriminate and deadly buckshot.
Assault Shotgun, Skitarii Vanaheim-pattern
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
A robust and tested design, this compact auto-loader shotgun is the standard armament of the Skitarii-Provosts who take the role of the enforcers found on other worlds. Provost enforced law
and order is as coldly and absolutely maintained as their machine-minded masters could wish, and any sign of disorder, be it the discovery of a petty crime ring in the worker-habs or a full blown laborhelot uprising, is brutally put down with uncompromising and lethal weapons such as this.
The Vanahiem shotgun features an inbuilt red-dot laser sight and a melee attachment in the shape of a retractable saw-bladed bayonet as standard.
Combat Shotgun
{Dark Heresy - RPG - DH-01 - Core Rulebook}
These automatic shotguns, often fed from a drum magazine, are designed purely for warfare and are even deadlier than the normal shotgun. In addition to their short-range destructive power,
they hammer out an intimidating racket when being fired.

Page 13 of 16

WH40K - RPG - WARGEAR = Ranged Weapons - Projectile


Combat Shotgun
{Only War - RPG - IG-01 - Core Rulebook}
These automatic shotguns, often fed from a drum magazine, are designed purely for warfare and are even deadlier than the normal shotgun. In addition to their short-range destructive power,
they hammer out an intimidating racket when being fired.
Combat Shotgun, Vox Legi-pattern Arbites
{Dark Heresy - RPG - DH-17 - Book of Judgement}
The primary weapon of the 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 huge variety of different shotgun designs are used in different Precinct Fortresses across the galaxy, depending upon local forge worlds. The Vox Legi-pattern is particularly widespread
amongst the Arbitrators of the Periphery, and is broadly typical of the weapons favored by Calixian Arbitrators. 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 employed by the Adeptus Astartes. 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 indeed; it is expressly designed with this secondary purpose in mind. 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.
The Vox Legi counts as a club when used in melee. The user may opt to hand load a single shotgun shell into the specially designed tube magazine as a single Full Action. This shotgun shell
may be of a different type to the other shells in the gun, but must be the next shell fired from the weapon.
Combat Autogun, Alcher Mark IV
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
This weapon is popular with PDF forces across the sector, where the simple setting (one shot or full automatic) fits better with the generally less well-trained soldiers. The larger magazine size
helps keep up with the higher rate of shooting.
Defence Shotgun, Blackhammer, Scatheros
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
Notorious for its sheer destructive power, the Blackhammer comprises 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 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 Blackhammer itself is a rarity whose fame often precedes
it. The weapons short range and single-shot capacity are often overlooked in favor of its immense stopping power, although, like many such weapons, it can prove dramatically less effective against
targets with substantial hard armor.
Such is the weapons ferocious recoil it imposes an additional 10 to hit unless the firer has a Strength Bonus of 4 or more or the weapon is braced. The Blackhammers shells count as Exotic
ammunition.
Pump-Action Shotgun
{Dark Heresy - RPG - DH-01 - Core Rulebook}
Favored by enforcers, the pump-action shotgun has all the strengths of its double-barreled cousin with the added benefits of increased clip capacity. There are also few things as distinctive (and
frightening) as the sound of a pump-action shotgun chambering a shell.
Pump-Action Shotgun
{Only War - RPG - IG-01 - Core Rulebook}
Com amongst enforcers, mercenaries, and raiders, these weapons are robust and practical, holding more shells than a regular shotgun. The distinctive sound of a new round being chambered
into a pump shotgun has led to many a scummer fleeing or a colonists surrender before the shot can be fired.
Pump-Action Shotgun
{Rogue Trader - RPG - RT-01 - Core Rulebook}
Com amongst enforcers, mercenaries, and raiders, these weapons are robust and practical, holding more shells than a regular shotgun. The distinctive sound of a new round being chambered
into a pump shotgun has led to many a scummer fleeing or a colonists surrender before the shot can be fired.
Shotgun, Pump, Slayer, Westingkrup
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
The Slayer is a classically functional design from the Westingkrup Fane intended to be a back-up weapon for vehicle crews and PDF troopers, but is now common across Calixis. Endlessly
copied with minor variants on the design and fittings to its compact, stockless frame, it is said that almost as many of these weapons make their way into the hands of deep-hive scum as are supplied to
the Munitorium. One unusual variant of the Slayer, known in the local cant as the Bonefinger, is crafted from heat-resistant ceramics and scrimshaw. These are used in the hunting of dangerous
Scoldbats in the burning heat of the upper reaches of Hive Tarsus, where a standard weapon might warp and fail in the extreme conditions.
Naval Shotcannon
{Dark Heresy - RPG - DH-04 - Inquisitors Handbook}
Shotcannons can lay waste to hordes of attackers in the confined spaces of a shipboard action and a close-range hit from one can literally explode a man into a spray of shredded clothing and
flesh. These huge weapons generate a fearsome recoil when fired and must be securely mounted or fired from a braced position to be effectively used (-30 to hit otherwise).

Page 14 of 16

WH40K - RPG - WARGEAR = Ranged Weapons - Projectile


Naval Shotcannon
{Rogue Trader - RPG - RT-01 - Core Rulebook}
These much larger variants of a regular shotgun fire a huge shell (nearly twice the normal size) and can lay waste to large hordes of attackers. A close range hit from one can literally explode a
man into a burst of shredded clothing and flesh. As imagined they generate tremendous recoil and must be mounted down or fired from a braced position to be effective.
Ripper Gun, OGRYN
{Only War - RPG - IG-01 - Core Rulebook}
Designed to accommodate the primitive nature and vast strength of an Ogryn, the ripper gun is a massive combat shotgun. The substantial drum feed mechanism of these fully automatic
shotguns is designed to provide enough ammunition to entertain the Ogryns as they charge towards their foes. Its firing mechanism is limited so that the user may not fire off the entire clip in a single
burstsomething that Ogryns are otherwise prone to due. Ripper guns are also designed to function effectively as Ogryn melee weapons. In close combat, a ripper gun counts as a warhammer (see
page 187, Only War Core Rulebook).

TABLE 57: RANGED WEAPONS - PROJECTILE - EXOTIC


{Dark Heresy - RPG - DH-01 - Core Rulebook}
Name
Class Range RoF
Damage
Pen
Clip Rld
Special Attributes, Qualities, Traits
Bola Launcher
Basic 20m S// 1d10 I
0
6
Full
Primitive, Snare
Catalytic Mass Driver, Integrated
Basic 120m S//5 1d10 R 1
2

Integrated
Hvy Catalytic Mass Driver, Integrated Heavy 150m S//10 1d10+4 R
12

Integrated
Hell Rifle
Basic 300m S// 2d10+4 R
7

Felling (2)
This Wargear has Additional and/or Special Rules. See Item Description for details.

Wt
8.7kg
7kg
16kg
10kg

Avail
Scarc
VR
VR
Uni

Book
RT-04
DH-18
DH-18
DH-16

Variation/Location
Explorers
Mechanicus
Mechanicus
Malleus

Bola Launcher
{Rogue Trader - RPG - RT-04 - Into the Storm}
Bola Launchers fire a whirling set of weighted balls and cord, usually much father and more accurately than a skilled bola wielder could manage. They also have the advantage of storing the
projectiles in small magazines so that several rounds can be quickly fired before reloading is needed. Bola launchers may not fire unusual ammo.
Catalytic Mass Drivers, Integrated, Lathe-pattern
{Dark Heresy - RPG - DH-18 - Lathe Worlds}
Despite a strange and unexplained aversion to melta-weaponry, the Crimson Guard are not bereft of armor-cracking firepower. Catalytic Mass Drivers are one of the strongest weapons in
service to the Venatorii, and one of the few known integrated ballistic weapons. The gun uses energy from the Potentia Coil to propel tiny shards of metal at alarmingly high velocities, enough to rip
through most known types of personal armor. The basic Catalytic Mass Driver is also one of the few integrated weapons that is known to run out of ammunition, yet the projectiles it fires are so tiny
that the drum-sized magazines can last for many hours of constant use. The Heavy Catalytic Mass Driver is a larger version of the standard rifle-sized weapon. It does only slightly more damage than
the regular weapon, but its rate of fire is considerably higher.
Hell Rifle
{Dark Heresy - RPG - DH-16 - Daemon Hunter}
Hell Rifles are frowned upon by more puritanical elements within the Ordo Malleus as a sign of Radicalism. Their effectiveness, however, cannot be disputed. Intricate weapons that often
appear ancient, Hell Rifles fire impossibly sharp shards of matter that may be Daemonic in origin. No Inquisitor of the Calixian Ordo Malleus has relinquished a specimen to the Adeptus Mechanicus,
so the true function of the weapon may be lost forever. The Hell Rifle should not be confused with the Hellpistol or the Hellgun used by the Imperial Guard.

TABLE 5-3: CHAOS RANGED WEAPONS - PROJECTILE - PRIMITIVE


{Black Crusade- RPG - BC-01 - Core Rulebook}
Name
Class Range RoF Damage
Pen
Clip Rld
Special Attributes, Qualities, Traits
Bow
Basic 40m S// 1d10 R
0
1
Half Primitive (6), Reliable
Crossbow
Basic 30m S// 1d10+1 R
0
1
2 Full Primitive (7)
Harpoon Gun
Heavy 40m S// 2d10+2 R
0
1
4 Full Crippling (5), Primitive (9), Snare (1)
Void Speargun
Basic 10m S// 1d10+2 R
2
1
Full
Flintlock Pistol
Pistol 15m S// 1d10+2 I
0
1
3 Full Primitive (8), Inaccurate, Unreliable
Flintlock Musket
Basic 30m S// 1d10+3 I
0
1
5 Full Primitive (8), Inaccurate, Unreliable
The Penetration (Pen) of weapons with the Primitive Quality only applies versus armor which also has the Primitive Quality.
This Wargear has Additional and/or Special Rules. See Item Description for details.
M CHAOS Wargear

Wt
2kg
3kg
18kg
1.5kg
3kg
7kg

Avail
Plent
Ave
Scarc
Ave
Com
Com

Book
BC-01
BC-01
BC-01
RT-04
BC-01
BC-01

Variation/Location
CHAOS / Heretic
CHAOS / Heretic
CHAOS / Heretic
Explorers
CHAOS / Heretic
CHAOS / Heretic

Bow
{Black Crusade- RPG - BC-01 - Core Rulebook}
One of the oldest weapons in civilization, bows can range from primitive constructions of wood and sinew to weapons made from fine composites and wire micro-fibers. Their primary utility is
silence, as they are relatively ineffective compared to modern weapons.

Page 15 of 16

WH40K - RPG - WARGEAR = Ranged Weapons - Projectile


Crossbow
{Black Crusade- RPG - BC-01 - Core Rulebook}
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.
Simple Operation: the penalty for using this weapon without proficiency is reduced by 10 (i.e., the usual 20 would be reduced to a 10).
Harpoon Gun
{Black Crusade- RPG - BC-01 - Core Rulebook}
This projectile weapon fires 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 meters directly towards him equal to the Degrees of Success.
Void Speargun
{Rogue Trader - RPG - RT-04 - Into the Storm}
A straightforward and easy-to-use weapon, the void speargun was designed to tear holes in void suits. Most models use a simple recoilless gas discharge system, but some models are even
simpler and use a modified crossbow often mounted on the forearm. While not normally deadly on its own, the sudden rip of a void suit generally will cause a foe to be distracted long enough repair
the suit integrity lest he suffers decompression. As this weapon is designed to be used with a specific type of ammunition, it may not be equipped with any unusual ammo.
Flintlock Pistol and Flintlock Musket
{Black Crusade- RPG - BC-01 - Core Rulebook}
Flintlock weapons are precursors to modern firearms, muzzle-loading single-shot black powder weapons with limited accuracy and short range. Amongst the feral tribes that populate the
savage worlds of the Vortex, such weapons may be considered a sign of status. However, against Power Armor (and even the flak armor of the Imperial Guard) such weapons are woefully ineffective.

Page 16 of 16

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