Icon | Name | |
---|---|---|
![]() | Abyssal Conduit | Every second use of a psyker staff's unique psychic power deals +(2 × WP bonus) additional damage. |
![]() | Abyss Spinner Gloves | Allies targeted by the wearer's abilities gain +20% of the wearer's armour penetration and +30% of the wearer's critical damage for 1 round. If that ally scores a critical hit by the start of the wearer's next turn, the wearer's next attack is always a critical hit. |
![]() | Adaptive Gloves | Increases the wearer's Weapon Skill by 10 and parry by 10%. |
![]() | Augmented Gloves | Grants the wearer +10 Weapon Skill and +5 Strength. |
![]() | Avenger Gauntlets | All attacks of opportunity deal an additional +AGI bonus damage. |
![]() | Tear-Blade Gloves | The wearer's damage is increased by +1% for every 2% of wounds lost. |
![]() | Gloves of Rapid Desolation | Increases the rate of fire of the wearer's weapon by +1. Each time an enemy is killed, perplexed is inflicted on all other enemies in a 2-cell radius. |
![]() | Claws of the Black Hunt | Whenever the wearer performs a melee attack on an enemy, that attack inflicts +1 stack of the black hunt effect. If an enemy has at least 1 stack of black hunt, each attack from an ally on that enemy inflicts 1 more stack of black hunt. Each stack of black hunt grants +1% critical hit chance and +1% critical damage to all attacks against that creature. |
![]() | Compensator Gloves | The wearer ignores weapon recoil while performing ranged burst attacks. The rate of fire of the wearer's weapon is increased by +(BS / 2)%. Rate of fire is rounded down to the nearest integer. |
![]() | Crusade Plate Gloves | Whenever the wearer deals damage with a heavy weapon to an enemy, that enemy suffers +1 stack of perplexed. If 3 or more stacks of perplexed are already on the target, the wearer's attacks also inflict staggered for 2 rounds. |
![]() | Death Dealer Gloves | The wearer's damage is increased by +2% for each critical hit and for each enemy they killed until the end of combat. |
![]() | Elite Marksman Gloves | The wearer gains +15 Ballistic Skill. |
![]() | Enforcer Light Carapace Gloves | Whenever the wearer pushes an enemy with a melee attack, that enemy suffers −(3 × STR bonus)% armour and dodge until the wearer's next turn. That enemy also must pass a Toughness resistance test with a −30 penalty or become immobilised until the wearer's next turn. |
![]() | Exoskeletal Gloves | The wearer gains +10 Strength and +5 Toughness. |
![]() | Fine Work Gloves | The wearer gains +25 Demolition and +25 Tech-Use. |
![]() | Gloves of Endurance | Whenever the wearer of these gloves suffers an injury or falls unconscious in combat, their allies gain a +1 bonus to damage until the end of combat. |
![]() | Xenohide Gloves | Grants the wearer +10% parry and +10% area attack damage. |
![]() | Heartseekers Gloves | Whenever the wearer scores a critical hit for the first time in combat, the damage dealt by this critical hit is increased by +50%. This effect resets after they or their ally perform a heroic act or a desperate measure. |
![]() | Heavy Lifters | The wearer gains +30 Strength. If the wearer has not moved the previous turn, their ranged attacks with heavy weapons deal +50% damage until the end of the turn. |
![]() | Slayer's Delight | Whenever the wearer performs a single-target attack with a two-handed melee weapon, that attack deals +(3 × STR bonus) damage. |
![]() | Knuckle-Dusters | These knuckle-dusters grant the wearer a +10 bonus to Coercion. |
![]() | Master Surgeon Gloves | The wearer gains +25 Medicae. Each time the wearer uses a medikit, it provides an additional +(INT bonus + AGI bonus) temporary wounds. |
![]() | Operator's Gloves | The wearer gains a +3 bonus to Tech-Use. |
![]() | Overcharge Gloves | Whenever the wearer uses overcharge on a plasma weapon, that attack ignores enemy's deflection and deals +(2 × (INT bonus + BS bonus))% additional damage. |
![]() | Pain Grip | All the wearer's melee attacks inflict bleeding (4). All bleeding effects inflicted by the wearer have their power increased by +2. |
![]() | Plasmashaper Gloves | These gloves grant the wearer a +10 bonus to Tech-Use. They also increase the damage of plasma weapons by +3. |
![]() | Power Grips | Grants +10 Strength. |
![]() | Recoil Gloves | These gloves reduce the recoil of all automatic weapons by −50%. |
![]() | Relished Anguish | At the end of the wearer's turn, they gain temporary wounds equal to the amount of collision damage inflicted by the wearer this turn. |
![]() | Saboteur's Gloves | Grants +15 bonus to Demolition. |
![]() | Radiant Gloves | This item grants the wearer a +5 bonus to parry reduction. If the wearer has Conviction — Iconoclast, all allies gain +(10 + 2 × Iconoclast rank)% hit chance against enemies adjacent to the wearer. The wearer automatically dodges allies' melee attacks. |
![]() | Sniper Gloves | The wearer deals +5% damage. The wearer gains +5% critical hit chance to single shots and deadeye shots. |
![]() | Marksman Bracers | The wearer gains +10 Ballistic Skill and +25% critical damage. |
![]() | Helliarch's Gloves | The wearer's attacks ignore targets' cover efficiency. |
![]() | Undying Rage | Each melee attack performed by the wearer increases their armour by AGI bonus% until the start of their next turn. |
![]() | Warp Conductor Gloves | After triggering a psychic phenomena or perils of the warp: - - Can only be equipped by an unsanctioned psyker. |
![]() | Arsonist's Bracers | These bracers grant the wearer a +5 bonus to Tech-Use and increase the damage from flame weapons by +3. |
![]() | Master Duellist's Gloves | Whenever the wearer scores a critical hit with a ranged attack, their next attack against any target automatically hits and cannot be parried or dodged. |
![]() | Avenger Tactical Gauntlets | Whenever an attack of opportunity is performed against the wearer, the wearer gains +1 stack of the vengeance effect. Vengeance: the character's attacks of opportunity deal an additional +(AGI bonus × vengeance stacks) damage for each stack of the effect. |
![]() | Bladedancer's Bracers | Each hit made with Blade Dance increases the wearer's critical hit chance by +(2 × WS bonus)% until the end of the wearer's turn. |
![]() | Crimson Oblivion | If worn by a Death Cult assassin, whenever the wearer kills an enemy, that enemy explodes in a fountain of blood. The cells nearby are covered in blood as if affected by blood phial. |
![]() | Metal Claw Gloves | Whenever the wearer hits a target with a melee attack, the target's armour is reduced by −2% until the end of combat. Stacks. |
![]() | Deflection Gloves | These gloves allow the wearer to parry melee attacks with their ranged weapon using Ballistic Skill instead of Weapon Skill. |
![]() | Executioner's Gauntlets | Increases the critical damage of Where It Hurts (including the damage from the attack itself and from extra instances of damage-over-time effects) by +(Medicae / 5). |
![]() | Freedom and Vengeance | Whenever the wearer performs a non-burst attack with a pistol, that attack pushes the enemy by 2 cells. If the wearer kills an enemy with a pistol attack, they immediately reload it. Each pistol reload grants +5% critical hit chance for pistol attacks. |
![]() | Grenadier's Gloves | Using grenades costs −1 AP for the wearer. Enemies suffer +2 additional damage from the wearer's grenades. |
![]() | The Hand of Avolius | After a successful attack, these gauntlets grant the wearer a 50% chance to inflict the bleeding effect on enemies that fail a Toughness test. If the wearer has Dogmatic — Adherent, the test is made with a −20 penalty. |
![]() | Bounty Hunter's Gloves | Whenever the wearer kills a target marked as prey, they gain a +prey's difficulty tier% bonus to damage until the end of combat. This effect stacks. |
![]() | High Spinner Gloves | Increases the critical damage of Where It Hurts (including the damage from the attack itself and from extra instances of damage-over-time effects) by +(Medicae / 3). |
![]() | Inevitable Demise | Doubles critical damage dealt by the wearer. |
![]() | Kasrkin Gauntlets | These gauntlets grant the wearer a +10% bonus to critical hit chance. This bonus doubles if the wearer has not moved during their turn. |
![]() | Noble Silk Gloves | The wearer gains a +5 bonus to Persuasion. |
![]() | Riposte Gloves | If the wearer is an Assassin and successfully dodges or parries an enemy's attack, it automatically creates an additional opening on that enemy on the side closest to the wearer. |
![]() | Harrowing Gloves | When the wearer uses Intimidation, the targets inflicted with intimidated also gain the staggered effect for 1 round. |
![]() | Astartes Power Gloves | The Space Marine's recoil is decreased by −(2 × STR bonus). The Space Marine's melee attacks also apply staggered on the targets if they fail a Toughness resistance test with a −(3 × STR bonus) penalty. |
![]() | Redemption Gauntlets | Each of the wearer's melee attacks made against enemies under the effect of Expose Weakness reduces the enemy's Strength and Agility by −10. |
![]() | Breacher's Bracers | Whenever the wearer pushes the target, the wearer's next attack against that target in the same round deals +10% damage. Stacks. |
![]() | Stabilising Bracers | When the wearer uses Run and Gun, they gain +(AGI bonus / 3) damage on their ranged attacks. |
![]() | Stabilising Gauntlets | When the wearer uses Run and Gun, they gain +(AGI bonus / 3) damage on their ranged attacks and do not suffer winded. |
![]() | Stalker Gloves | If the wearer's ranged attack hits an enemy, the wearer gains a +5% bonus to critical hit chance for the next ranged attack against the same enemy. Does not stack. |
![]() | Commander's Gloves | At the end of the turn, the wearer gains stacks of tactical advantage equal to the number of enemies they hit during their turn. |
![]() | Thrice-Pioneer's Bracers | Every time the wearer deals damage, the target's Weapon Skill and Ballistic Skill is reduced by −5 for 2 rounds. Stacks up to 6 times. |
![]() | Torment Bracelets | If the wearer deals damage to an enemy, forcing that enemy to move, this enemy suffers (from 1 to 3) additional warp damage for each cell they were moved during the wearer's turn. Heretical — Adherent: the additional warp damage is increased to (from 1 to 6). |
![]() | Apex Predator's Gloves | If the wearer has already gained a bonus from Hunt Down the Prey, whenever they kill a target marked as prey, they gain a stacking bonus from this ability once again. That bonus duplicates the highest tier bonus from Hunt Down the Prey that the wearer has already gained. |
![]() | Gloves of Unbearable Torment | The wearer gains +15 Coercion. |
![]() | Composite Gloves | If the wearer has a shield equipped, whenever the wearer is hit (multiple hits in a burst are considered a single hit), the shield gains +5% block. Lasts until the end of round. Stacks up to 3 times. |
![]() | Servo-Gauntlets | Dodge penalty of the wearer's armour is reduced by −10%. If the wearer's Agility is 60 or more, that penalty is reduced by −15% instead. |
![]() | Iron Grip | While the wearer's familiar is adjacent to them, it successfully passes any tests in combat. |
![]() | Elastic Gloves | For the first time in a round, if the wearer kills 3 or more targets using a weapon area attack, that area attack does not spend MP and does not count toward the attack limit per turn. |
![]() | Spiked Gloves | The wearer's melee attacks gain +15% armour penetration. If the target's armour is less than or equal to the wearer's armour penetration, the target must pass a Toughness resistance test with a +20 bonus or suffer bleeding (4). |