Rarity/Legality
Price
ItemRngSRngLAccSAccLStrAPDAmmoTraitsRarityPrice
Ammo
Bolt pistol - gunk bolts6’’12’’--4-126+Gunk, Sidearm Common 15
Stub gun - dumdum rounds5’’10’’+1-4-14+Limited, Sidearm Rare(7) 5
Boltgun - gunk bolts12’’24’’--14-15+Gunk, Limited Common 15
Grenade Launcher - anti-plant grenades6’’24’’-1----4+Blast (3’’), Defoliate Rare(7) 40
Grenade Launcher - flare grenades6’’24’’-1----4+Blast (3’’), Flare Common 30
Grenade Launcher - smoke grenades6’’24’’-1----4+Smoke Common 15
Heavy bolter - gunk bolts18’’36’’--5-226+Gunk, Rapid Fire (2), Unwieldy Common 15
Basic Weapons
Autogun8’’24’’+1-3-14+Rapid Fire (1) Common 15
Combat Shotgun - salvo fire4’’12’’+1-4-24+Knockback, Rapid Fire (1) Rare(7) 70
Combat Shotgun - shredder blast-T--2-14+Scattershot, Template Rare(7) 70
Lasgun18’’24’’+1-3-12+Plentiful Common 15
Reclaimed autogun8’’24’’+1-3-15+Rapid Fire (1) Common 10
Sawn-off shotgun4’’8’’+2-3-16+Plentiful, Scattershot Common 15
Shotgun - solid shells8’’16’’+1-4-24+Knockback Common 30
Shotgun - scatter shells4’’8’’+2-2-14+Scattershot Common 30
Throwing knivesSx2Sx4--1--1-5+Scarce, Silent, Toxin Common 10
Booby Traps
Frag trap----3-1-Blast (5’’), Knockback, Single Shot Common 20
Close Combat Weapons
Axe-E--+1-1-Disarm, Melee Common 10
Chain glaive*E2’’-1-+2-22-Melee, Unwieldy, Versatile Rare(7) 60
Fighting knife-E--S-11-Backstab, Melee Common 15
Flail-E-+1+1-1-Entangle, Melee Common 20
Flensing Knife-E--S-11-Melee, Rending Common 15
Maul (club)-E--S+12-Melee Common 10
Sword-E-+1S-11-Melee, Parry Rare(6) 20
Two-handed axe*-E--1+2-2-Melee, Unwieldy Common 25
Two-handed hammer*-E--1+1-3-Melee, Knockback, Unwieldy Common 35
Grenades
Anti-plant grenades-Sx3-----4+Blast (3’’), Defoliate, Grenade Rare(7) 30
Flare grenades-Sx3-----4+Blast (5’’), Flare, Grenade Common 20
Frag grenades-Sx3--3-14+Blast (3’’), Grenade, Knockback Common 30
Gunk bombs-Sx2--2--5+Blast (3’’), Grenade, Gunk Common 40
Incendiary chargesSx3--3-15+Blast (5’’), Blaze, Grenade Rare(7) 40
Smoke grenades-Sx3-----4+Smoke, Grenade Common 15
Pistols
Autopistol4’’12’’+1-3-14+Rapid Fire (1), Sidearm Common 10
Laspistol8’’12’’+1-3-12+Plentiful, Sidearm Common 10
Reclaimed autopistol4’’12’’+1-3-15+Rapid Fire (1), Scarce, Sidearm Common 5
Stub gun6’’12’’+2-3-14+Plentiful, Sidearm Common 5
Special Weapons
Combi-autogun/grenade launcher - autogun8’’24’’+1-3-14+Combi, Rapid Fire (1) Rare(7) 30
Combi-autogun/grenade launcher - grenade launcher (frag)6’’24’’-1-3-1*Blast (3’’), Knockback, Single Shot Rare(7) 30
Long las18’’36’’-+14-12+Plentiful Common 20
Long rifle24’’48’’-+14-114+Knockback Rare(7) 30
ItemInfoRarityPrice
Armour
Flak armourFlak armour grants a 6+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to 5+ save roll. Common 10
Mesh ArmourMesh armour grants a 5+ save roll. Common 15
Gang Equipment
Frag trapSee 'Booby Traps' above. Common 20
Personal Equipment
Armoured undersuitIf a fighter is wearing an armoured undersuit, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured undersuit, they would have a 5+ save, which would be increased to a 4+ save against blasts. If a fighter does not already have a save roll, an armoured undersuit grants a save of 6+. Rare(7) 25
Drop rigAn Active fighter with a drop rig can make the following action while they are within 1" of the edge of a platform: Descend (Basic): The fighter makes a move of up to 3" horizontally and up to 12" vertically. Any vertical movement must be downwards, ie. towards the ground. Common 10
Filter plugsIf a fighter with filter plugs is hit by a weapon with the Gas trait, their Toughness is increased by 1 for the purposes of the roll to see whether they are affected. Filter plugs are one-use; if a fighter uses them during a battle, they are deleted from their fighter’s card when the battle ends. Common 10
Grapnel launcherAn Active fighter with a grapnel launcher can make the following action: Grapnel (Double): The fighter can move up to 12" in a straight line, in any direction. This move can take them to a different level, as long as they do not move through any terrain. Common 25
Industrial respiratorAn Industrial Respirator adds 3 to a fighter’s Toughness, or 4 if combined with a Hazard Suit, against attacks from weapons with the Gas trait. In addition, an Industrial Respirator contains a limited air supply. Once per game, when a fighter with an Industrial Respirator is activated, they can declare they are using its air supply. Until the fighter is activated again, they gain immunity to Gas attacks, can act normally while on fire (though they may still take damage) and may ignore effects keyed to breathing or air quality. Rare(7) 30
RespiratorIf a fighter with a respirator is hit by a weapon with the Gas trait, their Toughness is increased by 2 for the purposes of the roll to see whether they are affected. Common 15
Second BestA fighter with a bottle of Second Best can make the Take a Swig (Simple) action. After they take this action, roll a D6. On a 1, 2 or 3, the bottle is empty; remove it from the fighter’s card. Every time a fighter makes this action, place an Intoxicated marker on their card and remove one of their Flesh Wounds (if they have any). Intoxicated markers remain until the end of the game. The effects of the booze are dependent on how many markers they have on their card. Intoxicated Markers/Effect: 1 Feeling Good: -1 to ranged attack hit rolls, +1 to the result of Cool checks. 2 Getting Unsteady: -2 to ranged attack hit rolls, +2 to the result of Cool checks. If the fighter makes two Move actions in a row, they must pass an Initiative check after completing the second action or become Prone. 3+ Blind Drunk: -3 to ranged attack hit rolls and -1 to melee attack hit rolls, +3 to the result of Cool checks. When the fighter makes a Move action, instead of using the fighter’s Movement characteristic, move the fighter D6" in a direction determined by the Scatter dice. Common 15
SkinbladeIf the fighter is captured at the end of a battle, they can attempt to escape. If they do, roll a D6. On a result of 1 or 2, they are unsuccessful. On a result of 3 or 4, they can escape but are injured in the process – make a Lasting Injury roll for them. On a result of 5 or 6, they escape. A fighter who escapes is no longer Captured, however, their skinblade is lost and deleted from their Fighter card. Common 10
Stimm-slug stashOnce per game, a fighter with a stimm-slug stash can use it at the start of their turn, when they are chosen to make an action. Immediately discard one Flesh Wound from the fighter’s card, if any are present. Until the end of the round, the fighter’s Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase, roll a D6. On a 1, the stimm overload is too much – roll an Injury dice and apply the result to the fighter. Rare(7) 30
Strip kitWhen a fighter with a strip kit makes an Intelligence check to operate a door terminal or bypass the lock on a loot casket, add 2 to the result. Common 15
Wild SnakeA fighter with a bottle of Wild Snake can make the Take a Swig (Simple) action. After they make this action, roll a D6. On a 1 or 2, the bottle is empty; remove it from the fighter’s card. Every time a fighter makes this action, place an Intoxicated marker on their card and remove one of their Flesh Wounds (if they have any). Intoxicated markers remain until the end of the game. The effects of the booze are dependent on how many markers they have on their card: Intoxicated Markers / Effect: 1 A Good Buzz: -1 to ranged attack hit rolls, +2 to the result of Cool checks. 2 Seeing Double: -1 to ranged attack hit rolls, +3 to the result of Cool checks. When making ranged attack hit rolls after choosing a target, randomise the actual target of the attack between the intended target and any model (friend or foe) within 6" of them. 3+ Snake Courage!: -2 to ranged attack hit rolls, automatically pass any Cool checks. Common 30
Weapon Accessories
Hotshot las pack(Lasgun and Laspistol only) At the expense of reliability, a lasgun or laspistol (not including las carbines, las sub-carbines or suppression lasers) can be fitted with a hotshot las pack, increasing its Strength to 4 and Armour Piercing to -1. However, the weapon loses the Plentiful trait and its Ammo value is reduced to 4+. Common 20
Telescopic-sight † (Pistol, Basic, Special)(Pistols, Basic and Special weapons) If a fighter attacks with this weapon after making an Aim action, the weapon’s Short range accuracy modifier is used even if the target is within the weapon’s Long range. Common 25