Most Imperial equipment is mass-produced to fit a range of average Human body types, and though the Astra Militarum and the Inquisition know the effectiveness of occasionally employing abhumans and Xenos, acquiring custom equipment for them is a difficult (and sometimes politically dangerous) task. The Adeptus Mechanicus and the Administratum sneer at squandering material on these forces, ensuring they are low in availability and often customised to fit, but still available to those who look hard enough.
Weapons for Ogryns: The prodigious size of an Ogryn’s hands and digits means they are unable to wield most ranged weapons as they cannot pull the trigger. This does not preclude them from using any ranged weapon as a club, which deals the same damage as an Unarmed Strike (page 183 of the Wrath & Glory Rulebook) +2 ED.
They can, however, use the following ranged weapons, with a +1 to both the Value and Rarity (for Requisitions and other situations where either Value or Rarity is a factor);
Heavy Bolter
Autocannon
Heavy Stubber
Heavy Flamer
Hand Cannon
An Ogryn can wield any melee weapon they can conceivably hold, though they treat any weapon designed for someone of a smaller size as having the Unwieldy (3) Weapon Trait. Weapons with the 2-HANDED, PRIMITIVE or [ANY] Keywords (with the exception of those which also have the EXOTIC, POWER FIELD, or FORCE Keywords) can be found in sizes appropriate for Ogryn; both the Value and Rarity of these weapons are increased by 1, and they gain the Unwieldy (3) Trait if used by anyone with a Size of Average or smaller.
Weapons for Ratlings: The dextrous Ratlings can wield most Human-sized weapons without too much difficulty, though the size and weight of such bulky technology may cause them to have the Unwieldy (2) Weapon Trait at the GM’s discretion.
Custom Equipment: Wargear specifically crafted for an Abhuman's build does not follow the usage restrictions above. The Rarity of these items is increased by 2 unless otherwise stated.
The following Traits have been added or changed;
Barrage: When this weapon makes a Salvo attack, increase the weapon’s Blast rating by the weapon’s Salvo value.
Concussive (X): When a target is struck by a Concussive weapon, it must take a Toughness test with a DN equal to (X); if it fails, the target is Staggered for 1 round. If the attack also inflicted an amount of damage greater than the target’s Strength attribute, the target is knocked Prone. Voidship weapons with the Concussive Trait replace the Toughness Test with a Pilot Test on their target.
Corrupting (X): When a target takes Wounds from a Corrupting weapon, it must make a Corruption Test with DN equal to (X).
Grav: The target is Staggered until the end of its next turn if it suffers any Wounds or Shock from the attack. In addition, Grav weapons deal +1 ED to their target for every Size category above Average that it is.
Heavy (X): You must have a Strength equal to a Heavy weapon’s Rating to fire it normally. All attacks with a Heavy weapon are made with a DN penalty if you do not meet the minimum Strength; the DN penalty is equal to the difference between your Strength Rating and the Heavy Rating of the weapon, up to a maximum of +4 DN. In addition, if your Strength Rating is not at least twice the Heavy rating, you cannot Run and fire the weapon in the same turn. Rolling a Complication as part of an attack knocks you Prone in addition to any other effects. Taking the Brace (Core Rules, pg.189) Action or securing a Heavy weapon to something like a tripod negates the Heavy Trait.
Indirect (X): Ranged attacks using an Indirect weapon do not require line of sight, but are made with a DN penalty of (X) if the target is out of the users sight. Allied characters with a line of sight to the target can relay information to negate this DN penalty by making a Leadership Test with DN equal to the penalty, providing they have the ability to communicate.
Luminagen: A character hit by a Luminagen weapon gains 1 instance of the Marked Condition, and is illuminated by bright burning light until the Condition is cleared.
Melta: When you roll Extra Damage Dice for a Melta weapon fired at Short Range:
Results of 1 and 2 inflict 0 Damage.
Results of 3 and 4 inflict 1 Damage.
Results of 5 and 6 inflict 2 Damage.
When you roll Extra Damage Dice for a Melta weapon fired against a vehicle or fortification at Short range:
Results of 1, 2 and 3 inflict 1 Damage.
Results of 4, 5 and 6 inflict 2 Damage.
Weapons with the Melta Trait are also considered to have the Unwieldy (2) Trait unless targeting a Vehicle or Fortification; at GM's discretion, certain heavily armoured foes may also ignore this penalty.
Mortal (X): A weapon with the Mortal (X) Trait causes additional Mortal Wounds equal to (X) on a hit if it inflicts any damage (either Shock or Wounds).
Overwhelming: When you make an attack with an Overwhelming weapon, the target does not benefit from the Parry trait of any of their weapons or the Defence bonus from Shields.
Parry: You gain +1 Defence against melee attacks while wielding a Parry weapon. This bonus can only be applied once, and does not stack with the bonus provided by Shields.
Risky (X): If you suffer a complication whilst firing, the weapon malfunctions; you suffer X Mortal Wounds and 1d3 Shock, and must reload before using the weapon again. If the (X) value is over 5, the weapon is also damaged and must be repaired outside of combat (Tech Test with DN equal to 4 + the weapon's Rarity modifier).
Slow: A weapon with the Slow Trait cannot be used to Multi-Attack.
Snare (X): When a target is struck by a weapon with this trait, it must make an Agility test with a DN equal to (X) or become Restrained.
Sniper (X): When you Aim with a Sniper weapon you gain an additional + 1 bonus die to the attack, and gain +ED equal to the weapon’s Sniper rating. When you fire at a target within Short Range, the DN is increased by the weapons Sniper rating unless you use the Aim option, or the weapon is Braced.
Sonic: Weapons with the Sonic Trait ignore Defence bonuses from cover.
Supercharge: You can choose to fire a weapon with this Trait in Supercharge mode. If you roll a Complication, you take 1d6 Mortal Wounds; if you hit, the weapon deals an additional +3 ED. In addition, when you use a Salvo option with a weapon with the Supercharge Trait, the weapon gains the Risky (1) Trait; if the weapon already has the Risky (X) Trait, X is increased by 1 for the purpose of this attack.
Unwieldy (X): Attacks made with Unwieldy weapons have their DN increased by an amount equal to their Unwieldy rating. Ranged weapons with an Unwieldy rating of 2 or lower ignore the DN penalty if the Brace option is used.
Where a weapon has both the Heavy and Sniper trait, the DN penalties do not stack; use the larger of the two penalties instead.
Ranged weapons which do not have the Pistol Trait, count as having the Unwieldy (2) Trait if not used with both hands; if they already have an Unwieldy rating, this is increased by 1. If the weapon has a Heavy rating above 4, it cannot be used with only one hand.