recursal/Fanatic-Fandom huggingface dataset:
Collection Book/Arcade

This page lists all Arcade-related stats and unlockables stored in the Collection Book.

## EXP (Milestones, Badges, Trophies)

In the Arcade, EXP is earned alongside ticket payouts from games. EXP earned is 0.5x the payout.

## Stats

* **Avalanche**
	+ Best Score
* **Bug Bytes**
	+ Best Score
* **Candy Slam**
	+ Best Score
	+ Total Score
* **Coin River**
	+ Best Score
	+ Gold Coins Shot
* **Coloracle 2: Whose Hue?**
	+ Total Score
* **Dizzy**
	+ Jackpots
* **Dragon's Treasure**
	+ Best Score
	+ Chests Scored
* **Gears of Coin**
	+ Best Score
	+ Total Score
* **Little Birde Feeders**
	+ Best Score
* **Lonely Gun 30XX**
	+ Best Score
* **Mas Fuerte 2K**
	+ Best Score
* **Meteoroid Mania**
	+ Best Score
* **Newton's Apples**
	+ Best Score
* **Captain Calypso's Planetary Piano**
	+ Best Score - 4-Key Endless
	+ Best Score - 8-Key Endless
	+ Best Score - 4-Key Sprint 64
	+ Best Score - 8-Key Sprint 64
	+ Best Score - 4-Key Sprint Time Trial
	+ Best Score - 8-Key Sprint Time Trial
* **Pluck-a-Pal**
	+ Pals Collected
* **Prismatic**
	+ Best Score
	+ Total Score
* **Ring God**
	+ Best Score
* **Salmon Says**
	+ Best Score
* **Stack 'Em**
	+ Best Score
* **Starfield Lanes**
	+ Best Score
* **Sunlight Roller**
	+ Best Score
	+ Coins Tossed
* **Super Hoopers**
	+ Best Score
* **The Ice Cave**
	+ Best Score
* **The Offering**
	+ Best Score
* **Ultimate Cow Wheel**
	+ Best Score
	+ Total Score
* **Whack-a-Mole**
	+ Best Score

* **Whirl-a-Fish**
	+ Best Score

## Leaderboards

Arcade leaderboards reset weekly on Sundays.

* Dizzy - Top Jackpot of the Week
* Sunlight Roller - Top Score of the Week
* Stack 'Em - Top Score of the Week
* Super Hoopers - Top Score of the Week
* Salmon Says - Top Score of the Week
* Starfield Lanes - Top Score of the Week
* Whirl-a-Fish - Top Score of the Week
* Ring God - Top Score of the Week
* Little Birde Feeders - Top Score of the Week
* The Offering - Top Score of the Week
* Bug Bytes - Top Score of the Week
* Pluck-a-Pal - Most Pals Caught of the Week
* Newton's Apples - Top Score of the Week
* Planetary Piano - 4-Key Endless - Top Score of the Week
* Meteoroid Mania - Top Score of the Week
* Avalanche - Top Score of the Week
* The Ice Cave - Top Score of the Week
* Lonely Gun 30XX - Top Score of the Week
* Whack-a-Mole - Top Score of the Week
* Planetary Piano - 8-Key Endless - Top Score of the Week
* Planetary Piano - 4-Key Sprint - Top Score of the Week
* Planetary Piano - 8-Key Sprint - Top Score of the Week
* Planetary Piano - 4-Key Time Trial - Top Score of the Week
* Planetary Piano - 8-Key Time Trial - Top Score of the Week
* Prismatic - Top Score of the Week
* Mas Fuerte 2K - Top Score of the Week
* Ultimate Cow Wheel - Top Score of the Week
* Coloracle 2: Whose Hue - Top Score of the Week
* Gears of Coin - Top Score of the Week
* Coin River - Top Score of the Week
* Dragon's Treasure - Top Score of the Week
* Candy Slam - Top Score of the Week

## Arcade

The Arcade has its own category in the Collection Book. It catalogues all the items earnable from The Asteroid Belt and Pluck-a-Pal, graying out ones which you do not own.
Daggered Vambracers

daggeRed VaMBRaces
Amid the madness and slaughter of battle, a few seconds delay
can cost even the mightiest warrior his life. Many deathblows
have been dealt in the time it takes to drop a gun and draw
a sword. Daggered Vambraces are an attempt to remedy this
problem. Vicious curved blades affi xed to stiff metal bracers,
Daggered Vambraces allow their wearer to wield a ranged
weapon in each hand and still strike in melee. The bearer may
make melee attacks with the vambraces even when his hands
are otherwise occupied.
Ecclesiarchy Corseque

eccleSIArchy corSeSQue
Used as a symbol of authority by certain members
of the Ministorum, an Ecclesiarchy Corsesque
takes the symbol of the Ecclesiarchy and
fashions it into a physical weapon with
which to strike down the heretic and
mutant. The edges of the symbol
are made razor sharp, while any
points are extended outwards into
long armour-piercing spikes. Blessed
and baptised, the Corsesque is one
of the Calixian Ministorum’s favoured
symbols of its might and authority. As
such, they can’t be purchased, but must be
made specifi cally for an individual, who must
be of suffi cient rank within the Ecclesiarchy to
warrant such a weapon. Those who possess a
Corsesque tend to bring them out only rarely
(such as before a major campaign or crusade),
but when they do, they will always be at the
forefront of any advance.
Due to the nature of their forging, all
Ecclesiarchy Corsesques are “Holy” weapons
and will have additional certain effects on
some Daemonic creatures and warp entities (as
will be noted in their description).
Reliable

**Reliable** is a quality exclusive to ranged weapons. It denotes a well-built tool and is common to many weapons; in addition, this quality can be given to weapons by upgrades or improving the weapon's craftmanship.

Reliable is mutually-exclusive to Unreliable.

## Dark Heresy (1st Edition)

"Based on tried and true technology, Reliable weapons seldom fail. If a Reliable weapon Jams, roll 1d10 and only on a roll of 10 has it in fact Jammed, otherwise it just misses as normal." (Page 129)
Copycat

**Copycat** is a Tower Glove tool that can duplicate items and copy/paste item properties.

## How to Use

The Copycat can be used to duplicate items and copy properties to other items and surfaces. The Tower Glove's screen displays the currently selected item, its color(s), and if duplicate mode is enabled.

### Copy Properties to Something Else

Right click an item or surface to select it. Then, left click on another item or surface.

### Duplicate Item

Right click on an item or surface to select it. Press R to enter duplicate mode, then click on a nearby surface to duplicate the item. Duplicating requires players to have at least one more of the duplicated item in their inventory.

## Tool Settings

Settings can be accessed in the tool selection menu (C).

* **Off:** Selected item's rotation is not transferred.
* **On:** Selected item's rotation is transferred to duplicates or other items.
 Copy Scale
* **Off:** Selected item's scale is not transferred.
* **On:** Selected item's scale is transferred to duplicates or other items.
 Always Upright
* **Off:** Item is placed according to the angle it is placed in.
* **On:** Item is placed upright regardless of surface angle.
 Grid Snap
* **Off:** Items are not snapped to a grid when being placed.
* **On:** Items are snapped to a grid when the place location is being chosen.

## Media

### Gallery

The Tool Glove screen while selecting a Console Table and in duplication modeThe copycat select screen while selecting a Huge FireplaceThe Copycat's old item icon, prior to being merged with the Tower Glove
Collection Book/The Plaza

This page lists all Plaza-related stats and unlockables stored in the Collection Book.

## EXP (Milestones, Badges, Trophies)

In the Plaza, EXP is earned passively by playing. Every 12 minutes, you will gain 2,500 Plaza EXP. The Plaza has no trophies.

Badges

## Achievements

The Plaza has 18 achievements. The achievement count is higher in the Collection Book since the Halloween achievements are also included in the Plaza achievements tab.

## Stats

* **General**
	+ Steps Taken
	+ Jumps Taken
	+ Conversations with Store Employees
	+ Units Spent At Stores
	+ Markers Found
	+ Photos Taken
	+ Animals Found
	+ Rides on the Poseidon Roller Coaster
* **Misc**
	+ Number of Cat Pets on Splash Screen
* **Stores**
	+ Stray Visits
	+ Fresh Visits
	+ Toy Stop Visits
	+ Sweet Suite Visits
	+ Central Circuit Visits
	+ Rob's Imports Visits
	+ Songbirds Visits
	+ Fishing Visits
	+ Celebrations Visits
	+ Bowling Pro Shop Visits
	+ Bowling Pinhead Visits
	+ Vending Machine Visits
	+ Upgrades Visits\*
	+ Nature Store Visits
	+ Oasis Visits
	+ Tower Theatre Visits
	+ Horizon Condos Visits
	+ DIY Store Visits
* Workshop
	+ Workshop Rates Given

\*The Upgrades Visits stat does not increment, most likely because there isn't one specific store for purchasing Upgrades.
Horizon Condos

Horizon Condos' cashier, Jeff, in two of their forms.

Horizon Condos is a store that sells various different Condos. Horizon Condos' cashier is Jeff, a mysterious being who changes forms when nobody is looking.

## Location

Horizon Condos is located inside of Sweet Suite Furnishings, which is in the west stores.

## Items

### **Cozy**

Small Places.

*Exert your superior sense of art here.*
*A small, familiar Condo that's similar to a hotel room.*
*Enjoy media in your own cozy theater.*

### **Roomy**

Medium sized places.

*A Spanish Villa on a private island, including its own private runway.*
*A luxurious condo located on top of a skyscraper in the middle of a beautiful city.*
*A house with a neighbourhood and several rooms.*

### **Expansive**

Large Places to build upon.

*A popular destination with suites, a pool, and a shopping area. The original GMod Tower lobby recreated for Tower Unite.*
*An autumnual version of Smooth Dirt.*
*A flat, grassy Condo with a massive play area.*
*A marvel of engineering, an underwater Condo with multiple housing.*
Cosh

Cosh
This weapon consists of a short handle attached to a
fl exible, weighted head that is usually wrapped in soft
fi bre of some kind􀀎 This weapon (also known as a
blackjack, smacker, sap, or any one of a thousand
other colourful local terms) can be dramatically
effective in knocking out a suspect if used correctly􀀎
Some planetary enforcers use these weapons, but they are
more common amongst the kidnappers who feed the slave and vivisectionist trades on the major hive worlds􀀎
If this weapon is used in melee against an opponent who is Surprised (see page 187 of the Dark Heresy
Core Rulebook), this weapon deals Fatigue instead of
Wounds (reduced by Armour and Toughness)􀀎
Bulldog Heavy Stubber

Bulldog heaVy stuBBer
Although mistakenly regarded by many as a pure police
force, it is far from unknown for the Arbites to engage in
suppressing what are, in effect, full blown wars between
opposing national, or even planetary, forces􀀎 As such, they
have access to powerful heavy weapons to ensure that they
are able to fulfil their divine mandate􀀎 The Arbites value
reliability, tactical flexibility, and a menacing appearance
in their weapons, and these qualities are expressed fully
in the Bulldog heavy stubber􀀎 The Bulldog is regarded
with great affection by its proponents, whom it has served
faithfully since the Angevin Crusade􀀎 The weapon can be
switched between belt or magazine feed easily, can accept
a variety of exotic ammunition types without complaint,
and can be carried at the hip in a gyro-mount or mounted
on an Arbites Rhino􀀎
Adept/DH1

## Alternate Career Ranks

Like all other career paths, the Adept can wind through many walks of life in their unifying pursuit of knowledge.

```
Sister Dialogous	Adept	1 Only	Blood of Martyrs
Sister Hospitaller	Adept	1 Only	Blood of Martyrs
Verispex Adept	Adept	1	Book of Judgement
Malefic Scholar	Adept	4	Radical's Handbook
Magistrate	Adept	7	Book of Judgement
Agent of the Lords Dragon	Adept, Arbitrator, Assassin, Tech-Priest	4	Lathe Worlds
Daemonym Seeker	Adept, Cleric	5	Daemon Hunter
Frateris Militia	Adept, Cleric, Scum	1	Blood of Martyrs
Cult of the Pure Form	All except Tech-Priest	Cleric 2, All other 4	Lathe Worlds
Warp Dabbler	All except Tech-Priest, Battle Sister	6	Radical's Handbook
Agent of Reliquary 26	Any	4	Daemon Hunter
Ordo Sicarius Initiate	Any	4	Daemon Hunter
Slate-Agent	Any	6	Book of Judgement

```
Collection Book/Minigolf

This page lists all Minigolf-related stats and unlockables stored in the Collection Book.

## EXP (Milestones, Badges, Trophies)

In Minigolf, EXP is earned alongside Unit payouts at the end of rounds. EXP earned is 1.5x the payout.

## Stats

* **General**
	+ Hole In Ones
	+ Distance Putted (in cm)
	+ Total Airtime
	+ Longest Putt (in cm)
	+ Eagles
	+ Albatross
	+ Birdies
	+ Number Out of Bounds
	+ Total Putt Time
* **All Maps**
	+ Map Playthroughs
	+ Map Best Score

## Leaderboards

* Top Total HIOs
* Alpine - Best Scores
* Altitude - Best Scores
* Emission - Best Scores
* Forest - Best Scores
* Garden - Best Scores
* Kingdom - Best Scores
* Sweet Tooth - Best Scores
* Treasure Cove - Best Scores
* Waterhole - Best Scores
* Island - Best Scores
* Dark - Best Scores
Appearance

The **Appearance** menu is the menu used for player customization. It functions as an inventory for your wearables and upgrades. You can edit your player model and equip wearables and upgrades from it.

The Appearance menu can be accessed through the main menu, C menu, pause menu, and Tower Threads.

## Player Models

Your player model can be changed via the Body and Colors tabs of the Appearance menu.

### Feminine

Feminine player models can wear a selection of 7 outfits and have 10 colorable parts.

* **Outfits:** Summer, Beach, Hoodie, Jacket, Business, Formal, Sleep
* **Colorable:** Skin, Hair, Eye, Eyelash, Eyebrows, Lip, Shirt, Pants, Shoe, Nails

### Masculine

Masculine player models can wear a selection of 7 outfits and have 10 colorable parts.

* **Outfits:** Summer, Beach, Hoodie, Jacket, Business, Formal, Sleep
* **Colorable:** Skin, Hair, Eye, Eyelash, Eyebrows, Lip, Shirt, Pants, Shoe, Nails

### Milk Carton

Milk carton player models have no outfits, but their "skin" can be recolored.

Unlike all other player models, milk cartons have a unique idle and walking animation, and cannot use emotes.

### Skeleton

Skeleton player models have no outfits, but their "skin" can be recolored.

### Workshop

Tower Unite has Steam Workshop support for player models. Player models on the workshop can be a variety of different shapes and sizes, and can use wearables. However, they cannot be recolored.

## Wearables

Wearables for your player model (and golf ball) can be equipped via the Accessories tab of the Appearance menu. You can equip one wearable in each of 8 slots.

**Wearable slots:** Hat, Glasses, Face, Backpack, Waist, Neck, Wrist, Particles

**Shops that sell wearables:** Tower Threads, The Asteroid Belt, Oasis, The Ghoulcery Store, Santa's Workshop, Anniversary Celebrations

**Games with wearables as milestones:** Plaza, Arcade, Casino, Fishing, Laser Tag, Ball Race, Minigolf, Virus

## Upgrades

Upgrades can be equipped via the Games tab of the Appearance menu. The following games currently have sections in the Games tab:

* Bowling (14 upgrades)
* Minigolf (65 upgrades)
* Ball Race (92 upgrades)
* Accelerate (0 upgrades; Workshop karts)
* Little Crusaders (108 upgrades)
* Virus (1 upgrade)
Blessed Sackcloth Tunic

BleSSed SAcKcloth tunIc
Made from coarsely-woven cloth, which is then washed in
sanctifi ed waters and then blessed by priests of high rank,
these tunics provide some protection from claws, knives, and
the like (and next to none from advanced weaponry), but their
real worth comes when confronted by the supernatural.
Blessed sackcloth provides the wearer with a
+10 bonus on Tests made to resist any direct
psychic attack or manipulation used against
them. Additionally, it provides full Armour
Points against attacks of psychic force or warp
energy that deal damage directly as well as
attacks made with the Warp Weapon effect.
A blessed sackcloth tunic can be worn
by itself or under other armour. If worn by
itself, it’s itchy and somewhat uncomfortable,
but otherwise causes no major problems.
However, if worn under other armour it
will cause intense irritation. Characters who
wear such a combination for more than
their Toughness Bonus in hours must make a
Toughness Test or suffer 1 Level of Fatigue.
Snare

SNARE
Weapons with this quality are designed to entangle enemies.
On a successful hit, the target must make an Agility Test or be
immobilised. An immobilised target can attempt no other actions
except to try to escape the bonds. He can attempt to burst the
bonds (a Strength Test) or wriggle free (an Agility Test) in his
Turn. The target is considered helpless until he escapes.
Repleovis

Repleovis(from Latin: *repleo* = "refill" and *vis* = "energy") are a group of machina characterized by their need to periodically draw energy from an external source. These organisms have no way of deriving energy for themselves and therefore depend on another energy-consolidating organism or machine from which they can refill their energy storage.
Truename Staff

TRuenaMe sTaFF
True Names hold particular dread for daemons. To capitalize
on this, the Ordo Malleus created Truename Staves—ornate
staves etched with the True Names of nine and ninety
daemons. Each blow from a Truename Staff tears at the
essence of daemonhood itself. Truename Staves
are Best Craftsmanship staves with the
Sanctifi ed quality.
Eviscerator

eVIScerAtor
Favoured by Ecclesiarchy zealots and witch-hunters, the
eviscerator is an obscenely large double-handed chain weapon
fi tted with a crude version of the disruption fi eld generator
more commonly found on power-blades. Although very
unwieldy and tiring to use, the eviscerator is fully capable of
ripping an armoured man in half or tearing open the most
blasphemously corrupted mutant in a single stroke.
Any character that rolls 96–00 on their attack roll while
wielding an eviscerator risks losing control of the roaring chain
blade and must succeed on an Agility Test or take Damage as if
struck by the weapon (including the wielder’s SB).
Hell Rifle

Hell RiFle
Hell Rifl es are frowned upon by more puritanical elements
within the Ordo Malleus as a sign of Radicalism. Their
effectiveness, however, cannot be disputed. Intricate weapons
that often appear ancient, Hell Rifl es fi re impossibly sharp
shards of matter that may be Daemonic in origin. No
Inquisitor of the Calixian Ordo Malleus has relinquished a
specimen to the Adeptus Mechanicus, so the true function of
the weapon may be lost forever.
Synford-Pattern Lockshield

synFord-pattern “loCkshield”
The Arbites commonly make use of heavy, ceramite shields
during operations of all types􀀎 These are rectangular plates,
worn on one arm, which are typically equipped with a heavily
armoured viewport that offers protection to the operator􀀎 The
Synford “Lockshield” is a relatively standard example of the
type, but with one unusual and defi ning feature􀀎
The lockshield, like most Arbites shields, is designed with
an armourglass viewport and a fi ring port through which
a basic or pistol weapon can be fi red without penalty􀀎 It
also contains a powered vox-hailer linked to the vox-torc
of the most senior Arbitrator present, allowing that offi cer
to rebuke and remonstrate over even the most deafening
racket􀀎 It contains mag-strips on both sides, which enable
prisoners to be secured directly to the shield by magnacles􀀎
Its most unusual feature is its ability to lock solidly with
adjacent lockshields to create an armoured wall behind which
Arbitrators can advance as a unit􀀎
A lockshield requires one hand to use and provides +4 AP
to that arm and the torso of the user􀀎 The shield is taller than
most Arbites shields, and as such can additionally provide
the +4 AP protection to the head when the user is in motion,
or the legs when stationary􀀎 The shield can be locked using
mag-strips to shields adjacent to it; the Arbites use this to
create walled “Lockshield” formations during particularly
lethal riots, or to advance large groups of Arbites down wide,
fi re swept corridors􀀎
Lathe-pattern Power Maul

lathe-pattern power maul
A light, slender, and elegant model of power maul, this unusual
weapon (crafted only on demand in the Calixis Sector) has a
spiked handguard and a long, straight, un-weighted haft􀀎 It
must be handled more like a sword than a club, which some
users fi nd frustrating, and critics have labelled the weapon fussy
and diffi cult to master􀀎 However, the Arbitrators manning the
Precinct Fortresses of the Lathe Worlds fi nd that the slender
profi le is highly effective in the dense manufactorum corridors􀀎
Those who take the time to familiarise themselves with the
pattern’s idiosyncrasies declare it one of the fi nest examples
of a power maul􀀎 The apparent fragility of the design is
misleading, and the versatile power fi eld is more than capable
of infl icting the same damage against opponents as models
with a more brutal heft􀀎
The user may switch settings once per turn as a Free Action􀀎
This weapon is so well made and fi nely balanced that it adds +5
to the user’s Weapon Skill when attempting to Parry􀀎
Ball Shapes (Ball Race Upgrades)

ShapesGlassMaterialsPickupsBall shapes are an upgrade type for Ball Race.

## Functions

Ball shapes change the shape of your ball. Materials and glass can be applied to all ball shapes, besides the basic ones.

## Trivia

* The following upgrades were at some point planned and even modeled, but were cut before phase 1 of upgrades was released:
	+ 2 dodecahedron variants (1 window, 2 window)
	+ 2 Icosahedron variants (1 window, 2 window)
	+ 2 Sphere variants (Small horizontal window, Top window)
	+ 1 Snowman Head Variant (Bottom Window)
	+ 1 Snowball Variant (Top Window)
	+ 1 Ornament Variant (Top Window)
	+ 1 Yarn Ball Variant (Top Window)
	+ 1 Retro Disco Ball Variant (Top Window)
	+ 1 Toy Disco Ball Variant (Top Window)
	+ 1 Yoga Ball Variant (Top Window)
	+ 1 Soccer Ball Variant (Top Window)
		- These upgrades all are variants of upgrades that were not cut. Top or bottom window upgrades only had one small window. The variants that were kept all have two windows, or one large window in the center.
Adept

The **Adept** is one of the core classes available to play in Dark Heresy. Lore-wise, most Adepts are scholars from the Administratum Adeptus; role-wise, they are non-combat skill-monkeys with the tendency to gain minor psychic prowess in the endgame.

* Dark Heresy (1st Edition)
* Dark Heresy (2nd Edition)

## Alternate Career Ranks

Like all other career paths, the Adept can wind through many walks of life in their unifying pursuit of knowledge.

```
Sister Dialogous	Adept	1 Only	Blood of Martyrs
Sister Hospitaller	Adept	1 Only	Blood of Martyrs
Verispex Adept	Adept	1	Book of Judgement
Malefic Scholar	Adept	4	Radical's Handbook
Magistrate	Adept	7	Book of Judgement
Agent of the Lords Dragon	Adept, Arbitrator, Assassin, Tech-Priest	4	Lathe Worlds
Daemonym Seeker	Adept, Cleric	5	Daemon Hunter
Frateris Militia	Adept, Cleric, Scum	1	Blood of Martyrs
Cult of the Pure Form	All except Tech-Priest	Cleric 2, All other 4	Lathe Worlds
Warp Dabbler	All except Tech-Priest, Battle Sister	6	Radical's Handbook
Agent of Reliquary 26	Any	4	Daemon Hunter
Ordo Sicarius Initiate	Any	4	Daemon Hunter
Slate-Agent	Any	6	Book of Judgement

```

Adept/DH2
Null Rod

null Rod
These mysterious obsidian rods crackle and pop with Warpdisrupting
energy, threatening daemons’ hold on reality and
fi lling psykers’ heads with nausea and vertigo. A Null Rod emits
a power fi eld and has additional effects against daemons and
psykers.
All psychic powers used within or entering the fi eld have
a 70% chance of failure. This Test should be made before
checking for any Psychic Phenomena; if the Null Rod
prevents the psychic power from working then no Psychic
Phenomena are invoked.
For every 10 continuous Rounds a psyker spends within
the area of an activated Null Rod, he must make a Challenging
(+0) Willpower Test or gain 1 Insanity Point.
Thunder Hammer

THundeR HaMMeR
A cousin to the famous Daemon Hammer, Thunder Hammers
are designed to thoroughly incapacitate foes, smashing them
to the ground with stunning force. It is a fearsome foe indeed
that can absorb a blow from a Thunder Hammer and carry
on the fi ght. This weapon requires two hands to use and
doubles the users strength bonus when calculating damage
(or increases the users Unnatural Strength multiplier by 1).
Verispex Helm

Verispex helm
In order to comprehend the often mystifying scenes left
behind by the galaxy’s killers and assassins, the Verispex
Adepts employ a wide variety of tools, custom crafted by
Calixian Manufactorums􀀎 Issued with the Adept’s Verispex
armour, the Verispex helm is a diagnostic and detective device
resembling prey-sight goggles mounted with a variety of
eyepieces and lamps􀀎 The helm employs a number of polarised
eyelenses and lume frequencies to locate bloodstains and
other bodily fl uids􀀎 The rare chemicals found in the oceans of
Landunder also allow the Verispex helm to analyze scent and
pheromone trails, an invaluable tool for the Verispex Adepts
working beside the Calixian Arbites􀀎 Many Verispex Adepts
will attempt to acquire a Verispex helm for their own use,
especially when in the fi eld with an Inquisitorial cell􀀎
The Verispex helm includes both infra-red goggles and a
photo-visor (see page 147 of the Dark Heresy rulebook)􀀎
In addition, the Verispex helm adds +10 to Search and
Tracking Tests􀀎
Ius Automatic

ius automatiC
Not even planetary lords can gainsay an Arbites Precinct
commander’s choice of the weapons issued to his offi cers􀀎
Load-outs range from innocuous unpowered batons to
full blown military weapons like bolters or krak grenades􀀎
However, there are certain weapons that are distributed to
the Arbites by Lord Marshal Goreman as a matter of course,
and the Ius pistol falls within this category􀀎 Normally used
as a backup weapon alongside the Arbites shotgun, the
Ius is ubiquitous amongst both the Calixian Arbites and
planetary enforcers of Scintilla􀀎 This weapon is a solid
and unspectacular yet utterly reliable pistol, crafted by the
gunsmiths of Gunmetal city to be as sturdy as possible􀀎
Typically issued to junior ranks within both organisations,
this weapon is designed to be foolproof and to withstand
punishment that would damage other fi rearms􀀎 Many of these
humble weapons are thousands of years old, having served
generations of lawmen and women in some of the toughest
hives in the galaxy􀀎
Shocking

SHOCKING
Shocking weapons can Stun their opponents with a powerful
surge of energy. A target that takes at least 1 point of Damage
from a Shocking weapon, after Armour and Toughness
Bonus, must make a Toughness Test, though they receive a
+10 bonus for every Armour point they have on the location
hit. If they fail, they are Stunned for a number of Rounds
equal to half the Damage they suffered.
Nightyard (Zombie Massacre)

A screenshot of Nightyard

Nightyard is a very hard Zombie Massacre map.

## Appearance

Nightyard is a nighttime version of Trainyard, with modifications to the layout, such as fallen train cars, for increased difficulty. As revealed at the start of day 1, the map takes place shortly after hurricane Shera hits Trainyard.

## Layout

### Days 1-5

Nightyard's layout is a modified version of Trainyard's. The train cars have moved places entirely, creating new obstructions and heavily reducing the amount of open areas in the map. The northwest corner of the map down to the concrete platform are blocked off entirely due to a collapsed bridge.

Along with the layout changes, the map is very dark, requiring a flashlight to see most incoming zombies.

### Day 6

Nightyard shares the same basketball court boss arena as Trainyard, although with the same nighttime and stormy weather as the first 5 days.

## Trivia

* This is the only map where spiders appear outside of the boss arenas with The Queen.
Seraphim Inferno Pistol

SerAPhIm Inferno PIStol
The deadly Inferno Pistol can burn through even the most
fortifi ed of structures or armour. It is well known that if one
weapon will do, two will do twice as well. The Seraphim Inferno
Pistols are designed to work as a pair and can be used while in
hand to hand combat by specially trained Seraphim.
A character with the Dual Shot talent may make a single
shot with both weapons at the same time, increasing the
damage by 1d10 and doubling the weapon’s Penetration.
Daemon Pike

dAemon PIKe
These weapons range in length from three to four metres
(sometimes longer). Mounting a blade of adamantine-silver
edged with diamantine on a hollow steel tube, Daemon Pikes
weigh far too much to be thrown. Instead, they are often
used to break the charge of daemons, mutants, and other
creatures of the warp. The blade and shaft of
a Daemon Pike are inscribed with chants,
prayers, and sermons meant to ward
off evil, while the metre of shaft below
the head is set with short forward-point
spines, ending in two broad blades. These
blades serve two purposes—they keep the
wielder from thrusting his weapon too deep
into a foe, and prevent daemons and other creatures
from advancing down the Pike to attack the user.
The etched prayers, as well anointing with
blessed waters and sacred oils make Daemon
Pikes “Holy” weapons, which has certain effects
on some Daemonic and warp entities (as will
be noted in their description).
Shocker

shoCker
These are small, box-shaped devices with a pair of tiny
spikes at one end􀀎 When a button on the back of the box
is pressed, blue sparks arc between them and a smell of
ozone fills the air􀀎 When pressed against the exposed
skin of a victim, they will receive a substantial electrical
shock, stunning them into immobility􀀎 This is an ancient
technology, and mankind returns to it time and time again,
in a variety of different guises􀀎
Crafting/House

The basis of tabletop RPGs is "adventure", where players assume the roles of proactive, competent people whom more often than not become important in the grand scheme of things. As such, most systems, including the WH40K rulebooks, do not offer comprehensive guidelines for simulating the mundanity of making a living through simple labor and steady jobs. Listed here are house rules that alter or expand the function that the crafting skills play in Warhammer 40000.

### User:Grunni's House Rules

If the player needs to find clientele for their services or buyers for their products, this is a chart that pits time against population. For frequently-sought products, the difficulty modifier should be positive, and for rare specialties, the DM should be +0 or less.
Planiverse bridge Wikia

## Welcome to the Planiverse Bridge Wikia

Planiverse Bridge is an action adventure based in a 2D world called Pixelon where all-consuming cellular automata called the Vyroids have appeared and are steadily consuming all of existence. The game is currently under development, and this wiki provides details about Pixelon's geography, inhabitants, and history.

The universe in which the game takes place is referred to as “the planiverse” (plane + universe) by NPCs in the same way we refer to “the universe”. The player is connected to Pixelon through a planiverse bridge (hey look, the title) which was created between the player's orb and our universe. The “inter-verse bridge orb” also contains basic shield and weapons tech in addition to the capability of maintaining the bridge between universes through which the player is sending/receiving information.

Universe-bridging such as was done to connect the player to the planiverse has been outlawed for millennia and many believe it no more than a myth. Furthermore, as the planiverse is strictly 2d, only advanced mathematicians have concept of higher-dimensional space and talking to NPCs in 3d terms may result in a great deal of confusion.

Much of the known Planiverse has already been consumed by the vyroids, and most have given up hope. A small group of zealots looking to ancient artifacts and fables of the last coming and how a god from a higher dimension brought balance and ended the great consumption have created a bridge which can (theoretically) bridge two planiverses.
Unstable

UNSTABLE
Weapons with this quality use ammunition that is both
volatile and unstable and can react unpredictably when
detonated. When an Unstable weapon scores a hit, roll
1d10. On a score of 1 it in􀀀 icts only half Damage, on a
score of 2–9 it deals normal Damage, and on a score of 10
it in􀀀 icts twice the normal Damage.
Godwyn-De'az Storm Bolter

GodWyn-de’AZ Storm Bolter
The Storm Bolter used by servants of the Ecclesiarchy are not
drastically unlike those used by throne agents. Firing bolt rounds
at a greatly increased rate of fi re, this weapon requires two hands
to operate and is essentially two bolters fi ring in synchronised
bursts. Its high rate of ammunition consumption makes the
weapon impractical in many situations but few would argue with
the results that such a powerful symbol of faith can have.
Adeptus Arbites Carapace Armor

adeptus arBites CarapaCe armour
The appearance of the Adeptus Arbites strikes fear into the
hearts of criminals and the lawless􀀎 The task of crafting the
signature carapace armour of the Adeptus Arbites falls to a
variety of worlds in the Calixis Sector􀀎 The Calixian Adeptus
sees to the manufacturing of equipment for its Fortress
Precincts on many of the Forge Worlds, so that it would
require a sector wide revolt to jeopardise the supply lines􀀎
The carapace armour is constructed from dense plasteel plates
overlaying a synthetic polyplastic fi bre weave that must be
produced in the orbital null-gravity manufactorum above the
Lathe worlds􀀎 Calixian Arbites carapace armour is designed
to be clipped together and worn over a light, breathable
bodyglove, the armour carefully constructed and tailor-made
to the proportions of the Arbitrator concerned􀀎 Given that the
armour must be worn for hours at a time, often during periods
of extreme physical exertion, it must be light and comfortable,
and it succeeds surprisingly well on these fronts􀀎 The armour
is completely unpowered, though it is often equipped with
a number of mag-strips which permit weapons and other
equipment to be attached directly to the armour without the
need for clumsy straps and external clips􀀎 The Carapace helm
is equipped with a micro-bead (or “vox-torc”) and is open at
the mouth to allow easier verbal communication􀀎 The helm is,
however, capable of being hermetically sealed in seconds; and
III: Arbites Armoury
65
has mountings for a rebreather, which is usually magnetised
to the belt when not in use􀀎 It also contains polarising lenses
which react instantly to light over a certain lumen level, and
which have the effect of negating photon fl ash grenades
completely􀀎 A benefi cial side effect of this approach is that
it makes it impossible to see which direction an Arbitrator is
looking􀀎 The armoured gloves are cunningly wrought devices
colloquially known as “lock gloves” in Calixian Arbites
terminology, which count as recoil gloves􀀎
The armour has a number of magnetised attachment
strips that are capable of carrying the Arbitrator’s weapons
and equipment􀀎 Typically, an Arbitrator in the fi eld will be
equipped with a holstered Ius automatic pistol, three clips of
ammunition, a rebreather, a vox-torc, a lamp pack that can be
handheld or swiftly attached to any Arbites weapon, a power
maul, two grenades (of any type), and two pairs of magnacles
in addition to a basic weapon and ammunition􀀎 The armour
has a very large mag-strip on the back which is capable of
mounting a single basic weapon of up to 10kg in weight􀀎
Weapon Jam

Guns can (and frequently do) get jammed. A dust-covered rifle recovered from the bridge of an abandoned spacewreck will definitely need to be unjammed after the first firing if its mechanisms aren’t cleaned out, and even well-maintained weapons can occasionally catch a bullet within its chamber when the firefight gets heated.

## Dark Heresy (DH1)

* Guns jam on 96-100 during BS test.
* +0 BS test to clear a jam (full action)
Jammed weapons in the middle of battle require a Full action to clear out, and are only cleared from success on a Challenging (+0) BS test.

Normally, when rolling the BS test for an attack with a firearm, a natural 96 to 100 (5%) will result in the weapon jamming. (Page 196). When firing a weapon on semi-auto or full-auto mode, the range increases to 94 to 100 (7%). However, when a reliable weapon would jam, the player can roll an extra 1d10–only on a 10 will it actually jam (0.5% to 0.7%), otherwise the attack is only an automatic miss without jamming. Unreliable weapons, regardless of firing mode, jam on a natural 91 to 100 (10%).
Reliable and Unreliable qualities are mutually exclusive. If an Unreliable weapon would gain the Reliable quality, it instead loses its Unreliable status (and would need another upgrade to receive Reliable); the same is true for the opposite situation.
Hredian Shock-Staff

hredrian shoCk-staFF
These unusual weapons are used by the noble Hallmarshals
of Hredrin􀀎 On a hive world rife with knife wielding thugs,
these brave enforcers patrol the vast underground chambers
of the great tunnel-cities armed with elegant metal poles
surmounted at each end with buzzing shock generators􀀎
The Hallmarshalls have developed a unique style of fi ghting
which enables them to keep opponents well beyond arm’s
length before they lunge in and drop them gasping to the
cold fl oor by use of the stunning energies of their weapons􀀎
Tyranicus Heavy Webber

TYRanicus paTTeRn HeaVY WeBBeR
Found primarily in use by slavers operating in the Periphery,
the manufacturing location is rumoured to be in a secret
location within the Koronus Expanse. Some Inquisitors have
found the weapon useful for capturing larger mutants or
groups of cultists for interrogation. It also sees limited use
with the Adeptus Arbites riot-suppression squads on Scintilla.
A large version of the standard webber gun, the Tyranicus
pattern Heavy Webber requires a backpack or vehiclemounted
ammunition supply. The Heavy Webber fi res a wide
spray of fi laments which expand in the air to form a web
of sticky, nearly unbreakable material. Targets are quickly
entangled, and if they attempt to struggle the fi laments
constrict. In addition to the normal effects of Snare weapons,
each time a character ensnared by a Heavy Webber fails a
Strength or Agility Test to escape, he suffers a cumulative
–10 penalty to future Escape Tests. Should this reach –30,
the character takes 1d5+1 Damage for each failed Test. The
webbing breaks down on its own and fl akes away after 2d5
hours.
Malleus Power Armor

Malleus poWeR aRMouR
Rare even among the Holy Ordos, this power armour is inscribed
with pentagrammatic wards in the vaults deep below the Tricorn
Palace. It is highly prized by those who expect to fi ght daemons
in hand-to-hand combat, and an Inquisitor who allows an
Acolyte access to it must have good (or desperate) reasons. The
wards inscribed onto the armour harm Daemonic creatures who
directly strike the wearer. The wards are temporary at best, some
failing after a single encounter, but servants of the Ordos Malleus
regard them as a retributive strike, hoping that with their death
they might still weaken or slay such accursed creatures.
This armour is Best Craftsmanship (already included in the
profi le). It is identical to normal Power Armour (page 145 of
the DARK HERESY Rulebook). Additionally, the power pack
used in Ordo Malleus power armour allows it to operate for a
week without recharging. Alternatively, it can be equipped with
a power supply like that used by the Adeptus Astartes. If it does,
it follows the Astartes Power Armour rules for damaging power
armour on page 131.
Any Daemon striking a character in Malleus Power
Armour with its natural weapons takes 1d5 points of damage
that ignores Armour and Toughness.
Heavy Flamer

heAVy flAmer
Large and heavy, these weapons typically require
a crew of two men, one to aim and carry
the barrel, and the other
with the delightful job of
having a large tank of
promethium strapped
to him. Characters
in power armour or
with a strength of
40 or more can carry
the promethium and
operate the weapon.
Heavy Flamers are
ideal for immolating
entire swaths of enemy
with each shot.
If a Heavy Flamer
has Sanctifi ed Ammo
it automatically
succeeds on rolls
to confi rm any
Righteous Fury
against Daemons
or Psykers.
Controls (Zombie Massacre)

Zombie Massacre's controls.

* Keyboard/Mouse
* Xbox
* PlayStation
* Switch

Zombie Massacre's keyboard and mouse controls.

### Movement/Misc.

* **Aim** - Move Mouse
* **Walk** - WASD
* **Flashlight** - F

### Weapons

* **Use Weapon** - Left Click
* **Pick Up Weapon** - Space
* **Switch Weapon** - Q

### Character

* **Special Item** - Right Click
* **Combo Power** - E

Accelerate's Xbox controller controls.

### Movement/Misc.

* **Aim** - Right Stick
* **Walk** - Left Stick
* **Flashlight** - Y

### Weapons

* **Use Weapon** - RT
* **Pick Up Weapon** - LT
* **Switch Weapon** - LB

### Character

* **Special Item** - A
* **Combo Power** - X

Accelerate's PlayStation controller controls.

### Movement/Misc.

* **Aim** - Right Stick
* **Walk** - Left Stick
* **Flashlight** - Triangle

### Weapons

* **Use Weapon** - R2
* **Pick Up Weapon** - L2
* **Switch Weapon** - L1

### Character

* **Special Item** - X
* **Combo Power** - Square

Accelerate's Switch pro controller controls.

### Movement/Misc.

* **Aim** - Right Stick
* **Walk** - Left Stick
* **Flashlight** - X

### Weapons

* **Use Weapon** - ZR
* **Pick Up Weapon** - ZL
* **Switch Weapon** - L

### Character

* **Special Item** - B
* **Combo Power** - Y
Quicksilver Blade

QuicKsilVeR Blade
Commonly found among the nobility of Kulth, these duelling
blades were forged by a xenos race of unknown origin, and
are possessed of such fl uid grace that they are diffi cult to track
with the human eye. They seem to bend and twist in the
wielder’s hand, a blurred silver arc whistling through the air,
and are nearly impossible to parry. Opponents attempting to
parry the blade (but not dodge) suffer a –10 penalty to their
Weapon Skill Test.
Enforcer Riot Shield

enForCer riot shield
These transparent circular shields have a diameter of about 2
feet, and are constructed of lightweight polycarbonate that
offers protection against impact attacks and limited protection
against many other types of assault􀀎 Because the shield is
attached at the wrist, an Enforcer may prefer this shield over
other protection, as it keeps his hand free to operate other
equipment (such as a vox) or a pistol􀀎
These shields offer +3 AP against attacks made against
the body and one arm from weapons with the Primitive
quality, and +1 AP to attacks of all other kinds made against
the same areas􀀎 An Acolyte using an Enforcer riot shield
may still carry and manipulate objects in his shield hand, up
to pistol-sized weapons􀀎
Hospitaller Carapace

hoSPItAller cArAPAce
Often serving in combat zones, Sisters Hospitaller require more
protection than other Non-militant Orders. The distinctive armour
is a welcome sight to injured guardsmen and Acolytes alike, an
angel of mercy sent by the God-Emperor himself. In addition to
its protective qualities, the hooded habit is often coated in incense
and unguents and the rest of the armour is sealed and treated
against toxins. This grants the wearer a +20 to resist toxins or
diseases that do not penetrate the armour (such as a poison dart)
and a +10 on any Fear Test with an olfactory component (such as
rotting bodies). The helm incorporates a re-breather.
Digital Laser

digiTal laseR
Digital Lasers, or digi-weapons as they are commonly known,
are miniaturized guns so advanced that most foes mistake them
for mere ornamentation until the digi-weapon unleashes the
fi repower of a full-sized pistol. Most Throne Agents or Acolytes
outfi tted with such archaeotech devices usually wear them as
a ring or necklace. Each weapon can only be fi red once, and
reloading a digi-weapon is exceptionally diffi cult. A character
can wear up to one digi-weapon per fi nger, but not thumbs,
and a digi-weapon can be fi red even if the character is holding
something else in his hands. Digi-weapons may be used in melee
like pistols.
Psykotroke Grenade

psYKoTRoKe gRenades
The nerve agent within these grenades is incredibly psychoreactive.
The smallest amount can cause hallucinations or even
a psychotic breakdown through its mere presence—there is
no need to breathe it in. Thus, sealed suits are useless against
it. Anyone in the blast radius of the grenade must pass a Hard
(–20) Willpower Test or roll on the Hallucinogen Effect
Table (see page 137 in the DARK HERESY rulebook). For
every degree by which the victim fails the Willpower Test,
add a +5 to the Hallucinogen Effect roll.
Shield Robes

ShIeld roBeS
When not clad in their well-known power armour, the
Adepta Sororitas will often wear their armoured robes. These
are consecrated mesh robes designed for both devotional
study and martial training. Traditionally worn by the Orders
Non-militant in their support roles and by noviciates as they
are being instructed in the ways of the Sisterhood, they act
as secondary clothing for a Battle Sister while their power
armour is being maintained or when they return to their
Convent. Eschewing regular clothing, the robes and the
power armour are typically all a Battle Sister will wear.
Shield Robes are not limited to the Adepta Sororitas.
Clerics who fi nd themselves in combat or who bring faith
and fi re to the enemies will also wear them. Often these robes
are stylized and detailed with images from the lives of Saints
or with iconography meaningful to a single cult.
James Newman's Turbo Fog

## Decklist

### 24 Lands

* 4x Forest
* 8x Island
* 4x Radiant Fountain
* 4x Temple of Mystery
* 4x Thornwood Falls

### 37 Spells

* 2x Orbs of Warding
* 4x Dictate of Kruphix
* 4x Monastery Siege
* 4x Sphinx's Tutelage
* 3x Aetherspouts
* 4x Defend the Hearth
* 3x Negate
* 4x Winds of Qal Sisma
* 1x Alhammarret's Archive
* 4x Day's Undoing
* 4x Treasure Cruise

## Sideboard

* 1x Grindclock
* 3x Icefall Regent
* 1x Pearl Lake Ancient
* 1x Aetherspouts
* 2x Clash of Wills
* 2x Disdainful Stroke
* 1x Dissolve
* 1x Dragonlord's Prerogrative
* 1x Ugin, the Spirit Dragon
* 2x Talent of the Telepath

## Times Used

### SCG Open Series: Charlotte 2015

Round 1: Won 2-1        1-0

Round 2:  Won 2-0       2-0

Round 3:  Won 2-0      3-0

Round 4:  Won 2-1     4-0

Round 5: Won 2-0      5-0

Round 6: Lost 0-2          5-1

Round 7: Won 2-1         6-1

Round 8: Lost 1-2          6-2

Round 9: Lost 1-2          6-3 Vs. Steve Rubin's Abzan Megamorph

Rounds 10-15: Did Not Qualify
Crafting

## House Rules

The basis of tabletop RPGs is "adventure", where players assume the roles of proactive, competent people whom more often than not become important in the grand scheme of things. As such, most systems, including the WH40K rulebooks, do not offer comprehensive guidelines for simulating the mundanity of making a living through simple labor and steady jobs. Listed here are house rules that alter or expand the function that the crafting skills play in Warhammer 40000.

### User:Grunni's House Rules

If the player needs to find clientele for their services or buyers for their products, this is a chart that pits time against population. For frequently-sought products, the difficulty modifier should be positive, and for rare specialties, the DM should be +0 or less.
Scoriada

ScorIAdA
Scoriada are whips made from strips of knotted cloth or soft
leather. They are used to infl ict corporal mortifi cation, either
on one’s self or on another. While the Scoriada does little to
no damage by itself, extended use can cause severe bruising
and raise welts.
A Scoriada only does damage equal to the character’s
Strength Bonus when used as a weapon. When used by
a character with the Flagellant talent to perform daily
mortifi cation, the character may make a Hard (-10) Toughness
Test, and if successful they do not suffer a wound as a result
of using the Flagellant talent.