Powerups

Separate from normal pickups, there are special, usually hidden, powerups to find in each level.

Most of them provide a very useful benefit to gameplay and are generally limited to a timer.

### Special Bolts

Three types of enlarged box magazines can be found, sometimes multiple times per level. These contain special bolter ammunition; Kraken, Dragonfire and Vengeance rounds. Kraken bolts have a higher rate of fire and greater accuracy. Dragonfire bolts explode in flames, dealing splash damage. Vengeance bolts deal increased damage to power armored enemies. Each powerup functions as an additional, extended magazine that cannot be reloaded (save, of course, for finding another powerup) and do not subtract from the normal reserve ammo after being expended.

### Assault Doctrine

This powerup is on a 30 second timer, and drastically increases the damage done by the player's chainsword. It does not seem to provide any sort of damage reduction, so its effectiveness on higher difficulties is dubious at best. There is also an onscreen filter that shifts everything red.

### Munitions Boon

A large, green ammunition chest, this provides beyond maximum ammunition reserves to all equipped weapons. The bolter goes from 150 to 200 rounds in reserve, the shotgun jumps to 36 rounds, the plasma gun also goes to 36. The heavy bolter will gain 50, allowing for 300 total rounds, the Vengeance Launcher increases from 18 to 24, the Volkite Culverin has 180 in reserve, the Meltagun will gain an additional 10, leading to 40 fuel in reserve, and finally the Grav Cannon will go from 150 to 200.

### Machine Spirit

Provides an upgrade to whatever weapon was currently equipped when it was picked up. Each weapon upgrades differently:

* The titular Boltgun gains a point of Strength increase, from 4 to 5, and the magazine capacity increases from 25 to 45, although no additional reserve ammunition is granted.
* The Astartes Shotgun gains more pellets per shot, and pellets bounce off walls and floors. Ricocheting pellets can damage the player.
* The Plasma Gun gains increased rate of fire, overheats slower, and the magazine capacity increases from 12 to 18. As with the Boltgun, no additional reserve ammunition is granted.
* The Heavy Bolter no longer slows the player while being fired.
* The Vengeance Launcher gains a point of Strength increase, from 3 to 4.
* The Meltagun deals an additional 20% damage.
* The Volkite Caliver periodically "pulses," dealing increased damage to its target during the pulse.
* The effects of the Grav-Cannon's Machine Spirit upgrade are not known at this time.

### Aura of Doom

The powerup appears as a large gauntlet grasping an Iron Halo. It is on a 30 second timer and seems to function like the Quad Damage powerup from Quake. While it isn't explicitly clear how much the damage boost it gives to the player, it is significant, allowing even a humble bolter to shred through boss-type enemies, like a Lord of Change or Great Unclean One. It does not seem to provide any reduction in damage so it's not an excuse to stand still and unload on a single target, especially while lesser enemies are around.

### Infinite Ammo

Appearing as a cluster of bullets shaped in an infinity symbol, this does exactly as advertised; for 30 seconds, all weapons will have infinite ammo and not require a reload. It also doesn't seem to reduce incoming damage.

### Imperial Laurel

Appearing like a laurel wreath of leaves, this will instantly grant the player 300 Contempt and is the only way to get above the 250 limit.

### Vortex Grenade

While a grenade, this cannot be considered a normal grenade because these are very rare and pretty well hidden in contrast with other powerups that can appear in the open. They also count towards level secret count. These are basically as they appear in Warhammer 40,000 established lore, creating a powerful gravity well and dealing extreme damage to everything in a large radius. They are very useful for dealing with boss-type enemies.