Trading Post
Here you can find the custom items added to the Trading Post.
Basic Weapons
Stubby Sawn-Off
Cost: 25 Credits
Availability: Common
Can be equipped by any fighter that already has access to a shotgun/sawn-off.
Favoured by gangers who think “accuracy” is a waste of good powder, the Stubby Sawn-Off is a cut-down shotgun built for one thing - blasting someone’s face off at spitting distance.
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Stubby Sawn-Off | 4" | 8" | +2 | – | 3 | – | 1 | 6+ | Plentiful, Scattershot, Sidearm | – | 25 |
| – Solid Ammo | 4" | 8" | – | –2 | 4 | – | 2 | 6+ | Plentiful, Knockback, Sidearm | – | +5 |
Gunk Spitter
Cost: 20 Credits
Availability: Rare (9) / Common on the Eye of Selene
Can be equipped by any fighter.
Originally designed as a low-bore, low-velocity maintenance tool, the Gunk Spitter fires jelly-filled shells containing a fast-setting polymer used to seal micro-fractures and hull leaks. On the Eye of Selene, they’re vital for keeping the void at bay - but downhive, they’ve found a second life as improvised crowd-control and trap weapons.
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | AL | Cost |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Gunk Spitter | 4" | 12" | +2 | – | 2 | – | 1 | 3+ | Plentiful, Gunk, Sealant | 9/C | 20 |
Sealant:
A weapon with the Sealant trait may target a Hull Breach or Closed Doors instead of an enemy fighter.
- If the attack hits a Hull Breach, it is immediately sealed - remove the breach marker.
- If the attack hits a Closed Door, that door becomes Sealed.
A Sealed Door cannot be opened by normal means and may only be forced or destroyed.
(In the Underhive, some gangers load these with caustic compounds instead of sealant gel — with predictably messy results.)
Wargear
Scrap Shield
15 Credits Common
Sometimes, fighters fashion crude shields from bits of barricades or simply panels prised from tunnel walls. These are then painted in gang colours and affixed to other suits of armour, either strapped to an arm or mounted over a shoulder.
A fighter can be equipped with a Scrap Shield in addition to a suit of armour. A fighter with a Scrap Shield adds +1 to their save against attacks with no AP and that originate in their line of sight, provided they are Standing. However, a fighter carrying a Scrap Shield reduces the number of weapons they can carry by one.
Wargear
Chem Collar
30 Credits Rare (11)
The more flexible version of the popular Frenzon collar is similarly able to microdose chems to it's wearer, but lacks the master motivator of the frenzon collars.
When equipped to a fighter select a chem, excluding stinger mold, in your gang's stash and remove it. Any fighter equpped with this collar starts all battles under the effect of the selected chem. If a fighter is equipped with multiple chem collars, including frenzon collars, they are considered to be taking the chems for the purposes of mixing chems.
Magboots
Cost: 10 Credits
Availability: Rare (11) / Common on Selene
Originally designed for voidwalkers and maintenance crews, magboots use gravitic clamps to anchor their wearer to any metallic surface - a useful trick when the deck starts to drift.
Effect:
Fighters wearing Magboots are immune to all involuntary movement effects, such as Knockback.
Oxygen Tank
Cost: 25 Credits
Availability: Rare (9) / Common on Selene
A bulky canister rig containing enough breathable air to last a few hours - or a few frantic minutes of gunfire. The distinctive hiss of a pressure seal is often the only warning before a ganger steps into vacuum.
Effect:
Fighters equipped with an Oxygen Tank and a Respirator do not need to test for Asphyxiation.
In addition, they add +4 to their Toughness when resisting attacks with the Gas trait.
Void Suit
Cost: 40 Credits
Availability: Rare (12) / Rare (10) on Selene
Takes up the Armour Slot
Fully sealed survival rigs used by station engineers, scavvers, and the occasional lunatic who thinks open space is worth crossing on foot. They’re lifesavers - right up until something cracks the visor.
Effect:
A fighter wearing a Void Suit gains the benefits of a Respirator, Oxygen Tank, and Hazard Suit.
However, once this fighter suffers a Wound, the suit is breached - they immediately lose the benefits of both the Respirator and Oxygen Tank for the remainder of the battle.
Low-Velocity Rounds
Cost: 5 Credits
Availability: Rare (7) / Common on Selene
Accessory for Kinetic Weapons (Stub, Auto, Bolter)
On the Eye of Selene, firing a full-power round risks blowing a hole through a bulkhead. Low-velocity ammunition sacrifices punch for stability - though the soft impact has a nasty tendency to rip flesh when it catches a seam.
Effect:
When loaded with Low-Velocity Rounds, the weapon’s AP is reduced by 1 (e.g., AP 0 becomes AP +1).
In addition, the weapon gains the Rending trait.
Low Velocity Rounds may never cause a Hull Breach.
Patch Kit
Cost: 5 Credits
Availability: Common
A battered pouch of fast-setting polymer sheets, foam sealant, and wishful thinking - every void worker’s last line of defence against being spaced.
Effect:
Once per battle, a fighter equipped with a Patch Kit may perform the following action:
Patch Hull (Basic):
Immediately remove one Hull Breach marker within 2" of this fighter.
That Hull Breach has no further effect.
Breaching Charge
Cost: 15 Credits
Availability: Common
Designed for maintenance crews needing quick access to sealed decks - or for gangers who prefer a faster route to loot. The shaped charge can open a bulkhead faster than a keycard ever could.
Effect:
Once per battle, a fighter equipped with a Breaching Charge may perform the following action:
Breach (Basic):
Immediately destroy one Pressure Door within 1" of this fighter.
Remove the door from the battlefield - it is considered destroyed.
Vehicle Upgrades
Crane
Cost: 30 Credits
Type: Body Upgrade
Availability: Common
A favourite of rig crews and scrap-haulers, a mounted crane turns a vehicle into a mobile lifter - equally handy for hauling wreckage, rescuing wrecked allies, or dangling an enemy upside down as a warning.
A vehicle fitted with a Crane gains the following action:
Operate Crane (Simple):
Select one fighter, smaller vehicle, or piece of terrain (such as a loot casket or scatter piece) within 3" of the crane.
You may move it anywhere within 3" of this vehicle.
- If the target is an enemy fighter or vehicle, they may make an Initiative (fighters) or Handling (vehicles) check.
- If they pass, they resist and are not moved.
- If they fail, they are moved as described above.
Flea Legs
Cost: 35 Credits
Type: Drive Upgrade – Walker Only
Availability: Rare (9)
Inspired by the nimble servo-limbs of archeotech servitors, “Flea Legs” allow a walker to make bounding leaps no sane pilot would ever attempt. While impressive to watch, the landings are… less reliable.
A vehicle fitted with Flea Legs gains the following action:
Jump (Simple):
This vehicle moves as if making a Move (Simple) action.
It may divide its Movement between horizontal and vertical distance - for example, a vehicle with M6" could move 3" up and 3" across, or 5" up and 1" across.
After completing its movement, scatter the vehicle D3".
If the result is a Hit symbol, the vehicle does not scatter.
Vehicle Wargear
Tow Cable
Cost: 10 Credits
Availability: Common
Nothing fancy — just a length of chain, a powered winch, and a bad idea. Tow cables are standard issue for most ash waste haulers, used to drag loot, wrecks, and occasionally unwilling passengers.
A vehicle fitted with a Tow Cable may move loot caskets or friendly vehicles it begins its activation within 2" of.
When the vehicle moves, the attached object or vehicle is dragged along, remaining within 2" of the towing vehicle for the duration of its move.
Objects moved this way cannot make their own movement during the same activation.