New Weapon Price Guide

New Weapons & Prices


Name Quality Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability Notes
Skae-Har V Laspistol Poor Pistol 25m S/_/_ 1d10+1E 0 30 Full Unreliable 2kg 25 Plentiful Skaelen-Har Hegemoy
Skae-Har Arc-9 Laspistol Good Pistol 30m S/_/_ 1d10+2E 0 30 Full Reliable 1.5kg 50 Common Skaelen-Har Hegemoy
Shard 41E Laspistol Best Pistol 35m S/_/_ 1d10+3E 0 30 Full Reliable, +10 BS 1.5kg 250 Very Rare Skaelen-Har Hegemoy
Skae-Har Hammer 9 Good Pistol 30m S/2/_ 1d10+5X 4 8 Full 3.5kg 250 Rare Skaelen-Har Hegemoy
Skae-Har JackHammer Good Basic 90m S/2/_ 1d10+5X 4 24 Full 6.5kg 500 Very Rare Skaelen-Har Hegemoy



Firex Assault Las Basic 90m S/3/6 d10+3E 1 50 Full Reliable 5kg 300 Rare
Necromundia Las Basic 70m s/3/6 d10+3E 0 50 Full Reliable 3kg 90 Common
Tripex Patter Las Basic 100m S/-/- d10+3E 0 60 Full Reliable 4kg 100 Average

Neither the Tripex nor the Firex can be fitted with an overcharge pack. The Tripex has two higher powered fire modes. The first consumes two charges and does d10+4. The second consumes four shots doing d10+5 damage with a Penetration of 1.

The Firex loses its Reliable rating after 500 shots due to wear on its focusing crystal and if it functions a jam it is rendered nonfunctional due to damage to the crystal. Replacement crystals costs 100 Thrones and have an availability of Rare.

Fortis Pattern Hellguns

Hellpistol Pistol 30m S/-/- d10+3E 2 15 Full Reliable 2kg 200 Scarce
Hellgun Basic 100m S/3/- d10+4E 2 30 Full Reliable 5kg 500 Scarce

High powered lasguns with tightly focused beams that are excellent at penetrating armour, hellguns are the preferred weapons of elite security teams and stormtroopers within the Imperium. They cannot be fitted with overcharge packs. They are sometimes attached to 6kg 1000 shot backpack charge packs that cost 100 Thrones.

Chain Weapons

Eviscerator Melee-Chain d10+6 R 2 Unbalanced, Tearing 10kg 500 Very Rare

Requires two hands to use.

Force Weapons

Force Weapons have no special properties in the hands of a non-psyker. In the hands of a Psyker they lose the Primitive quality and gain a bonus to Damage equal to the Psyker's Willpower Bonus. Force Swords and Force Axes also gain a bonus to Penetration equal to the Psyker's Willpower Bonus

Force Sword Melee d10 R 0 Balanced, Force, Primitive 3kg 5,000 Very Rare
Force Axe Melee d10+1R 0 Force, Primitive 4kg 6,000 Very Rare

Force Rod Melee d10-1 I 0 Force, Primitive 2kg 7,000 Very Rare
Force Staff Melee d10 I 0 Balanced, Force, Primitive 3kg 10,000 Very Rare

Force Rods and Force staffs give a bonus to any Focus Power rolls equal to the wielder's Willpower Bonus.

Exotic Weapons

Shuriken Pistol Pistol 20m -/5/10 d10+4R 2 40 Full - 2kg 250 Rare
Shuriken Capapult Basic 60m -/10/20 d10+4R 3 80 Full -
- 4kg 500 Rare

Shuriken weapons can be used for semi-autofire as a half action. Eldar versions of the shuriken pistol and catapult have 100 round and 200 round ammunition stacks.

Lethal weapons primarily used by the xenos breed known as the Eldar, human designed versions exist but are quite rare. They operate by using gravitic or magnetic impulses to fire a barrage of mono edged discs Eldar weapons are always of Good or Best Quality unless damaged.

Splinter Pistol Pistol 30m S/3/10 d10+2I 2 50 Full Toxic 2kg 300 Rare
Splinter Rifle Basic 90m S/3/10 d10+2I 3 100 Full Toxic 4kg 600 Rare

Dark Eldar Weapons that are illegal in the Imperium but occasionally found as trophies, traded to renegades, or supplied to xenos cultists. The ones used by the Dark Eldar are usually of Good or Best quality.

Xenos Plasma Weapons

Pulse Carbine Basic 60m S/3/- d10+6E 3 20 Full - 4kg 3000 Very Rare
Pulse Rifle Basic 90m S/2/- d10+6E 4 20 Full -
5kg 4000 Very Rare

Tau Pulse weapons don't have quite the punch of human plasma weapons, but their rate of fire and reliability is excellent if the user is willing to endanger his life and soul by utilizing heretical xenos tech. They are somewhat easier to find closer to the Tau Empire.


Shuriken (human) 2/disc Rare
Shuriken (Eldar) 300/clip Very Rare
Kraken Shells 30/1 Very Rare
Metalstorm Shells 16/1 Rare
Splinter (pistol) 100/clip Rare
Splinter (rifle) 200/clip Rare
Pulse Magazine 50/clip Very Rare

Kraken pattern armour piercers are bolt shells which have adamantium tips and core for better armour penetration. Damage is reduced by 1, but Penetration is increased by 3. Damage becomes Impact.

Metalstorm pattern bolt shells burst into a spray of fragments just before they strike their target. This results in an additional hit being scored on the target if the initial to hit roll is successful. This stacks with semi auto and autofire and can be negated with Dodge success levels as with any other hit. Damage type is Rending.

Harrow Worm

Availability: Very Rare
Cost: 1000 Thrones

This heretical piece of xenos technology resembles a small metal hoop when inactive. They are typical bonded to a wearer or set for time delay activation. When removed from the wearer or otherwise activated the true horror of this device is revealed. Corrupt xenos technology, perhaps involving spatial distortion or mass compression, allows the device to assume its attack form. The active harrow worm is approximately a one meter long, thin robotic worm made out of a tough, silvery allow. The head of the worm opens up like the petals of a flower to form a lethal burrowing blade. The worm then attempts to kill any life form it is not bonded to in the vicinity.

WS BS S T Ag Int Per WP Fel
40 0 20 40 40 20 30 — —

Movement: 2/4/6/12 Wounds: 4

Skills: Awareness +10, Dodge +10,
Traits: Burrowing, Crawler, Fear 1, Machine 3, Miniscule,

Availability: Scarce
Cost: 1000 Thrones

WS BS S T Ag Int Per Wil Fel
40 0 41 35 31 12 40 41 11

Movement: 4/8/12/24 Wounds: 6

Skills: Awareness +10, Track +20

Talents: Crushing Blow, Fearless, Heightened Senses (Smell), Takedown

Traits: Armour Plating (5), Brutal Charge, Dark Sight, Heightened Senses (Smell), Natural Weapons (Bite) Quadruped, Scrawny
Weapons: Bite (d10+6 R)

Availability: Rare
Cost: 2000 Thrones

WS BS S T Ag Int Per Wil Fel
25 25 21 28 30 12 40 41 11

Movement: 4/8/12/24 Wounds: 6

Skills: Awareness +10, Track +20
Talents: Ambidextrous, Basic Weapons (Las),Dual Shot, Gunslinger Two Weapons Use (Ballistic)
Traits: Armour Plating (5), Dark Sight, Heightened Senses (Smell), Natural Weapons (Bite) Quadruped, Scrawny

Equipment: Stabilized weapons mount (fires twin lasguns equipped with overcharge packs and red dot laser sights at no penalty, equivalent talents listed).
Weapons: dual shot lasguns 2x d10+4 E, bite d10+2 R.

Cost: 400 Thrones + weapon
Availability: Rare

WS BS S T Ag Int Per Wil Fel
- 35 - 18 20 12 30 - -

Movement: 4/8/12/24 Wounds: 2
Talents: Pistols (Las)
Traits: Hoverer 4, Machine 3, Puny
Equipment: Microbead, Laspistol (P 30m S/-/- d10+2 E 15)

The stats here are for lasgun equipped skulls, but they can be designed to carry any pistol class weapon.

Cost: 600 Thrones
Availability: Rare

WS BS S T Ag Int Per Wil Fel
- - - 18 20 21 40 - —-

Movement: 4/8/12/24 Wounds: 2
Skills: Awareness, Search +10, Tech Use
Talents: Track
Traits: Hoverer 4, Machine 3, Puny
Equipment: Auspex, Microbead


Not for sale, but available from the Ecclesiarchy if they can be convinced to give one up. An arcoflagellant is a cybernetically augmented and lobotomized heretic that is used as a suicide attack unit in order to expiate the heretic's sins.

WS BS S T Ag Int Per WP Fel
41 20 41 41 31 18 21 22 -
31 20 51 41 31 8 21 32 -
(while frenzied)

Move: 3/6/9/18 Wounds: 16

Talents: Berserk Charge, Die Hard, Furious Assault, Melee Weapon Proficiency (Shock), True Grit
Traits: Machine 1
Equipment: Cybernetic chem injector containing frenzon, slaught, and stimm; Electro-flail (built in) (d10+7 I, flexible, shocking)[when frenzied]

Now a side bar:


WS BS S T Ag In Per WP Fel
36 42 44 46 26 44 34 24 4

Move 2/4/6/12 Wounds: 18
Skills: Awareness, Forbidden Lore (Necrontyr Tech)+20, Tech Use +20,
Talents: Melee Weapon Proficiency (Primitive), Exotic Weapon Proficiency (Gauss Flayer)
Traits: Darksight, Fear 1, Machine 6, Regeneration
Equipment: Gauss Flayer with monoedged melee attachment (2d10E Pen 2, special 100m or 10+4 R Pen 2 melee)

Necron bodies vanish after death, along with anything in their possession at the moment.

Guass Flayer

Far too rare to list availability and price numbers for, a small handful of gauss flayers have fallen into non-necron hands. Stats as follows:

Gauss Flayer Basic 100mm S/-/- 2d10E 2 special 5kg

Guass Flayers permenently destroy armour in any location they hit. Glancing strike by these horrific weapons will strip off the outer layers of armour and flesh while direct hits will reduce their victims to scattered atoms.

In Necron hands these weapons gain the Reliable trait. In the hands of others they do not. The capacity of their energy stores is unknown, along with much of the technology associated with these weapons. The weapons will continue to function until a jam is rolled, in which case either the weapon has malfunctioned or the power pack is exhausted. It then becomes useless as repairing or recharging a gauss flayer is a feat beyond the ability of Imperial technical skills.

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