Rogue Trader 2nd Edition (Copy) - Demesne Supplement
Rogue Trader 2nd Edition (Copy) - Demesne Supplement
Demesne Supplement
Description
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Representative: Local
Representative: Relaxed
Representative: Warlike
Operations
Yearly Ticks
Burn Resources
Upgrades
Colony Upgrade Slots and Modifiers
Upgrade Slots
Modifiers to Acquisition
Agricultural Upgrades
Common Man’s Farms
In-house Food Production Complex
Enormous Harvest Crawlers
Populace Food Rotation Protocols
Hydroficiation
Purification
Curatives Farm
Everyoung Farms
Fauna Population Control
Faith Upgrades
Holiest of Holy Temples
Ecclesiarchy Mission
Bastion of Faith
Sororitas Operation
Flagellation Stations
Legacy of the Angels
Widespread Schola
Temporal Wealth Branch
Fraters Milita Signallers
Industrial Upgrades
Planetary Mining Operations
Production Line
Over-Industrialization
Mass Weapons Production
Advanced Forges
Advanced Chemical Plants
Toxicity Facilities
Lachrimallus Station
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Manufactorum Complex
Divisio Mechanicus
Leisure Upgrades
Centralized Pict Media
Honor & Glory Arenas
Gambling Dominium
Smuggler’s Den
Recreation Complex
Fortified Zoo
City of Splendor
Boulevard of the People
Controlled Crime
Prefectus Auditae Sceleratus
Military Upgrades
Defence Lines
Secret Police
Artillery Positions
Reinforced Enforcers
Safety Protocols
Civil Forfeiture Warehouses
Walled and Secured Districts
War Fortress
Freeblade Defenders
Arbites Precinct
Imperial Guard Garrison
Sisters of Battle Fort
Astartes Detachment
Infrastructure Upgrades
Thermal Heat Sink
Nuclear Fission Reactors
Highways and Skyways
Underground Maglev Train Tunnels
Mass Communication Network
Elements Dominatus Nexus
Backup Power Infrastructure
Massive Mole Equipment
Underwater Graviton Field
Space Elevator
Astropathic Relay
Void Shield Generators
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Exterminatus Nullifier
Void Upgrades
Mining System Ships
Resources Extraction Mission
Imperial Navy Station
Colony Space Station
Rebuilt Space Station
Promethium Gas Planet Vacuum
Immaterium Buoys
Opulence Upgrades
Personal Fortress
Golden God Emperor
A Garden Fit for Everybody
Not a Mountain, A Statue
Special Upgrades
Additional Colony
Representative Training
Mechanicus Research Station
Unique Upgrades
Cloning Facilities
Silicae Lamanite Booster
Webway Gate Structure
Effluvium Vents
Astropathic Beacon
Drone Security Hive
Events
Negative Events
Positive Events
Artifact Generator
Artifact Type
Artifact Research Tests
Artifact Research Skill Table
Melee Weapons
Ranged Weapons
Armour
Gear and Tools
Ship Components
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Lances
Macrobatteries
Torpedo Tubes
Landing Bays
Strange Weapon Components
Gellar Fields
Void Shields
Plasma Drive
Warp Drive
Ship Bridge
Life Sustainers
Crew Quarters
Augur Arrays
Cargo and Passenger Compartments
Voidship Enhancement
Voidship Facilities
Strange Voidship Component
Artefact Origin
General - Masterful Craftsmanship
Imperial - Archeotech
Imperial - Faith
Xenos - Groundbreaking
Xenos - Advanced
Xenos - Innovative
Xenos - Psionic
Chaos - Warped
Chaos - Tainted
Artefact Quirks
Positive Quirks
Negative Quirks
Unique Items
List of Items
Preator Suit
Bio Force Gun (BFG)
Immaterium Ripper
Super Shotgun
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Description
The rules for Colony are kinda lame, so I wanted to create some that I might like to run or play
with. The most important thing is that System and Planet generation stays, so we follow the
rules of Star of Inequity for that. The GM is advised to review anything he generated, check
what it would mean using these rules (their profit factor, growth, etc) and modify the results if
need be. The Colony system will reference Resources, Planets (their Size, Terrain, etc.) and
other system features.
Also, revised the Treasure Generator as an Artifact Generator.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Founding the Colony
When founding a colony, a suitable planet must be chosen. It’s important that the right one is
taken into consideration in a system, since it becomes the Main Colony (or just the Colony) and
colonization of other planets are done by Upgrades. Planet size, atmosphere, location, etc. will
limit its growth and potential profit.
Size
The Size of the Colony determines how much Profit Factor it generates, how much it takes up
resources each yearly tick and how much it needs to grow to the next level. Each Colony starts
at Size 1.
Some upgrades or events could increase the Size of the Colony above 10. Assume that for
every point of Size above 10, the Colony generates additional 2 Profit Factor.
Colony Size Profit Factor
0 - Ghost Town 0
1 - Settlement 1
2 - Outpost 2
3 - Freehold 3
4 - Demesne 4
5 - Holding 6
6 - Dominion 8
7 - Territory 10
8 - City 12
9 - Metropolis 14
10 - Hive 18
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Growth Points - Loyalty, Prosperity, and Security
Each point corresponds to a different avenue of colony life. Loyalty is about faith and leisure.
Prosperity is about trade and productivity. Security is about law and safety. However, unlike
Size, these stats aren’t static. For a colony to grow, she must achieve a certain number of
Growth Points - each of Loyalty, Prosperity and Security. When it does, these stats reset to 0
and a new goal must be reached. Certain resources, upgrades, routes, and rulers increase
these points on a yearly tick. However, events or other things could decrease them. If two of out
three of these points falls below 0, the Colony size decreases and it must again reach its goal to
grow. If a Colony falls into a Ghost Town due to this, total anarchy consumes the colony and
maybe heresy.
The amount of each Growth Point needed for a Colony to increase its size is equal to the
current Size of the Colony (see the table below). So, a Colony of Size 5, needs to have Loyalty,
Prosperity, and Security at 5 to grow into a Colony of Size 6. The increase of size is automatic
and happens on a yearly tick. This can be changed with the GM, a higher modifier can make a
Colony grow in decades to the maximum. This doesn’t account for the Dynasty buying Growth
Points or Events.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Growth Point Acquisition
Money talks, so it is the way of the Rogue Trader to just throw money at a problem. The players
can use their Acquisitions to buy points to turn into Growth Points. This Acquisition can be made
only once per yearly tick. It can range from buying new equipment, manpower or even weapons.
It takes one month of searching on a planet that isn’t counted in the billions of souls, otherwise,
it takes a week. After that, the party rolls for Profit Factor with bonus or penalty depending on
the Size of the Colony. If they succeed, one of the players makes a Challenging (+0) Commerce
test. The group gains points equal to 2 + for every DoS on the Commerce test. Degrees of
Failure don’t decrease the amount, the minimum is 2.
Growth Point Acquisition Colony Size Growth Point
Colony Size
Modifier Requirement to the next Size
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Cost of Founding
Each Colony must be founded! That’s right. Everything has its cost and it all depends on where
you want to build your Colony. Below is a handy list of modifiers. The Dynasty pays out of their
own pocket or they have a benefactor.
Base Cost: 6
Minimum Cost: 2
Planet’s Size: N/A (Look Upgrades)
Planet’s Gravity: Heavy-Tainted - +2
Low - +0 Thin-Pure - +1
High - +1 Moderate-Pure - -1
Normal - -1 Heavy-Pure - +1
Planet’s Atmosphere: Planet’s Climate:
None - +3 Burning World - +3
Thin-Deadly - +3 Hot World - +1
Moderate-Deadly - +4 Temperate World - -1
Heavy-Deadly - +5 Cold World - +1
Thin-Corrosive - +3 Ice World - +2
Moderate-Corrosive - +4 Planet’s Habitability:
Heavy-Corrosive - +5 Inhospitable - +3
Thin-Toxic - +3 Trapped Water - +1
Moderate-Toxic - +2 Liquid Water - +0
Heavy-Toxic - +3 Limited Ecosystem - -1
Thin-Tainted - +2 Verdant - -2
Moderate-Tainted - +0
Upon calculating the cost of Founding, the player can try to decrease the cost. Each Player
individually can make a Difficult (-10) Commerce test or Hard (-20) Inquiry test when purchasing
equipment and manpower for the Colony. For every successful test, the cost of the Colony is
decreased by one. However, the total number of tests can’t exceed four and the cost of the
Colony cannot be lower than 2.
After that, the Dynasty pays that amount in Profit Factor (or their benefactor does) to Found the
Colony. All they have to do now is to transport the equipment and manpower to the system. The
Colony will start its operations on new year or half year, whichever is further down the line.
Also, the Explorers can buy Upgrades and Growth Points before the Colony is established.
They can do with the normal Acquisition rules below or by spending additional Profit Factor. For
every 1 Profit Factor, the party can buy 4 Growth Points or 1 Upgrade that isn’t more rare than
Rare (-20). The party can spend up to 4 Profit Factor using this method and it’s available only at
this time. After this, they follow the normal Acquisition rules.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Colony Main Purpose
Each Colony has its purpose, this is no different. When Founding a Colony, the players choose
what kind of Colony they are building. Later on, the Colony might change due to resource
deficits, war or other factors. However, the core of the Colony, its Main Purpose stays the same
for years to come.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Representative
Each Colony has to have a Representative of the Dynasty to rule over the masses. While the
Dynasty is away, they must decide the future of the Colony for months or even years. The
Representative is chosen after Founding the Colony and can be changed whenever the Dynasty
likes to. However, changing a Representative more than once yearly decreases the highest
Growth Point by 1.
Each Representative has a Side Effect and Bonus that affect mainly Events. Their Stats
(Characteristics and Skills) are dependent mainly on the Colony Size. Whenever the Colony
increases in Size, the Representative's Stat might also increase. Whenever there is a need to
do a test, this stat is used to represent the governing NPC’s ability to take care of the problem.
Colony Size Representative Stat
1-3 35
4-5 40
6-7 45
8 50
9 55
10 60
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Representative: Accounting Representative: Relaxed
Side Effect: Money is hard to account for. Side Effect: The Relaxed Representative is
Sometimes it happens that actually, the frivolous with the Planet’s Resources. Every
Colony doesn’t have money for something. time the Colony loses Resources, the loss is
Whenever increasing Security or Loyalty increased by 1 for Colony Size 1-3, by 2 for
with Positive Events, roll 1d10. On 7+ the Colony Size 4-6, by 3 for Colony Size 7-9
Growth Points are lost, it seems like there and by 5 for Colony Size 10.
wasn’t enough money. Bonus: Whenever the Colony would lose
Bonus: The Colony’s Prosperity never falls Prosperity or Loyalty, the Representative
below 0. can instead lose Security on 1 to 1 basis.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Operations
Yearly Ticks
Yearly Ticks are the meat of the Colony. First, all of the Growth Point are tallied and all gains
from Representatives, Main Purpose and Upgrades are added. If all the Growth Points are
above the needed goal (current size of Colony), then the Colony increases in Size and the
Growth Points reset to 0. GMs can increase the growth modifier (for example 2 + current Size of
Colony). The higher it is, it will take decades to increase a Colony Size 1 to Size 10. The lower,
it could even take just one decade.
If the Growth Points they aren’t above the needed goal, the Colony can shuffle some stats for
the next time - for every 4 points of Growth Point, the players can increase another Growth
Point. For example, the players can exchange 4 Loyalty for 1 Security or Prosperity.
Colony Size Growth Point
Colony Size
Requirement to the next Size
Next, the Colony has to pay for itself. Choose one Resource the Colony has access to and
decrease it by 1d10 + Colony Current Size (counting even if the Colony grew). The Resource
must have at least the minimum (Colony Current Size + 1) to be decreased. If there are no
Resources to decrease, the Explorers must find new ones in the System - the Colony growth is
halted until then. The Colony can still gain Growth Points but it will no longer increase Size
when the goal is reached.
The Colony has access only to the Resources on the Planet it was founded on. However, some
Upgrades can allow the Colony access to resources in the system or on other Planets.
Burn Resources
When the Explorers are on the Colony during the yearly tick, they can opt to Burn Resources.
This means that instead of losing 1d10+Size of a chosen Resource, the Colony loses Size * d10
+ (Size * 5) Resource, so a Colony of Size 8 would lose 8d10+40 of the chosen Resource. Then
the Dynasty increases their Profit Factor by 1. Additional increase by 1 is gained for every 50
Resource that was lost. This Burning doesn’t affect Colony Size increase nor the Growth Points,
however, it is made after a Colony increases in Size during the yearly tick, not before. Also, this
burning can’t happen again in the next yearly tick but the subsequent one.
The Dynasty can also decide to use those Resources for the good of the Colony. When Burning
Resources is done, ignore increasing Profit Factor and gain a number of Growth Points equal to
the loss of Resource divided by 5, rounded up. So, if a Colony Burnt 43 Industrial Metals, it
gains 9 Growth Points that the group can redistribute however they like.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Upgrades
Each Planet and/or Colony can acquire an Upgrade. These Upgrades range from Mechanicus
stations, Imperial Guard Regiments, better mining equipment or even starships. Most of them
give Growth Points, while others give benefits depending on what the Colony has to offer.
To acquire an Upgrade, we use the Acquisition rules. Every Upgrade has its Rarity. However,
the time to find and acquire an upgrade is two weeks or one week on a highly populated planet.
There is no modifier for Scale or Craftsmanship.
Unless noted, an Upgrade takes space on a Planet and can have only one of that type. The
Colony can’t have more Upgrades than what’s specified below called Upgrade Slots. Upgrades
can be scrapped for free. Nothing is gained except for space for a new Upgrade.
If a Upgrade’s prerequisite cease to exist, then the Upgrade stops working. If for example, an
Upgrade needs Industrial Metals and all of them were depleted, the Upgrade stops generating
benefits.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Agricultural Upgrades Benefit: There is a large number of colonist
that could be used to increase food
production. Humans make mistakes,
Common Man’s Farms harvest-servitors make for better workers.
Prerequisite: Planet with Habitability of Increase Prosperity by 8, decrease Loyalty
Liquid Water, Limited Ecosystem or by 2 yearly.
Verdant. Rarity: Very Rare (-30)
Upgrade Slot?: Yes.
Benefit: Many farms are built on the
countryside, feeding as many as they can.
Hydroficiation
This upgrade generates 2 additional Loyalty Prerequisite: Planet with Habitability of
or Prosperity yearly, this is chosen at the Inhospitable or Trapped Water. Planet with
start of the year. If there’s Fertile or at least Thin Atmosphere.
Expansive Terrain Trait (on Terrain other Upgrade Slot?: No.
than Wasteland), the upgrade generates 2 Benefit: Hydrobombs are dropped to
additional Prosperity. generate a water source for the planet. If
Rarity: Common (+10) the Colony was Established before buying
this Upgrade, decrease Loyalty by 1d5.
After five yearly ticks, change the Planet’s
In-house Food Production Habitability to Liquid Water.
Complex Rarity: Very Rare (-30)
Prerequisite: None.
Upgrade Slot?: Yes.
Purification
Benefit: Farms are built inside houses,
Prerequisite: Planet with Atmosphere
many underground. This upgrade generates
Presence of at least Moderate. Planet with
2 additional Loyalty yearly.
Atmosphere Composition that isn’t Pure.
Rarity: Common (+10)
Upgrade Slot?: No.
Benefit: The planet is seeded with
Enormous Harvest Crawlers Xenoplants, which are able to filter out the
Prerequisite: Size 3+. air on the planet. This is sustainable for
Upgrade Slot?: Yes. Colonies and will revert in time due to
Benefit: A large number of Agri machinery overpopulation. Decrease the Atmosphere
is brought to the Colony. Creating domed Presence (from Heavy to Moderate, from
(or open) farming installations. This upgrade Moderate to Thin).
generates 4 additional Prosperity yearly. Rarity: Very Rare (-30)
Rarity: Scarce (-10)
Curatives Farm
Populace Food Rotation Protocols Prerequisite: Planet with Curatives
Prerequisite: Planet with Habitability of (Resource).
Liquid Water, Limited Ecosystem or Upgrade Slot?: Yes.
Verdant. Benefit: Whenever there is a disease
Upgrade Slot?: Yes. outbreak on the Colony, all rolls to resist it
are made at +30 bonus. Also, any Medicae
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
test made on the planet to treat wounds is Benefit: A whole Adeptus Ministorum
made with a +20 bonus. mission is built on the Planet to spread the
Rarity: Scarce (-10) faith among the stars. This upgrade
generates 4 additional Loyalty yearly.
Everyoung Farms Rarity: Scarce (-10)
Prerequisite: Planet with Juvenats
(Resource). Bastion of Faith
Upgrade Slot?: Yes. Prerequisite: Access to Adeptus
Benefit: Any High Noble that is given a Ministorum priestdom or Peer (Adeptus
Juvenat present, treats the Dynasty one Ministorum).
step friendlier (essentially +10 to Charm). Upgrade Slot?: Yes.
The Explorers and their closest allies can Benefit: Maybe using a whole island or
take Juvenat treatments. some other expansive part of the Planet, the
Rarity: Rare (-20) people erected cathedrals, churches and
many other places of worship. This upgrade
Fauna Population Control generates 8 additional Loyalty yearly.
However, the cost of running everything is
Prerequisite: Planet with Vivid Accessory
humongous, decrease Prosperity by 2
(Resource).
yearly.
Upgrade Slot?: Yes.
Rarity: Very Rare (-30)
Benefit: Series of plants are built to control
the population of Xenobeasts to extract, at a
reasonable pace, their precious parts. This Sororitas Operation
upgrade generates 4 additional Prosperity. Prerequisite: Access to Adeptus
Rarity: Scarce (-10) Ministorum priestdom or Peer (Adepta
Sororitas).
Upgrade Slot?: Yes.
Faith Upgrades Benefit: The non-Militant Ordos setup
operations among the populace. Be it
Holiest of Holy Temples schools or hospitals. This truly helps people
Prerequisite: None. be at ease with the Emperor’s Brides at
Upgrade Slot?: Yes. their side. This upgrade generates 4
Benefit: A series of temples and cathedrals additional Loyalty yearly.
are built on the planet with one being the Rarity: Scarce (-10)
biggest one of all. This upgrade generates 2
additional Loyalty yearly. Flagellation Stations
Rarity: Scarce (-10)
Prerequisite: None.
Upgrade Slot?: Yes.
Ecclesiarchy Mission Benefit: Many places on the Colony are set
Prerequisite: Access to Adeptus for worshipers to flagellate themselves for
Ministorum priestdom or Peer (Adeptus the God-Emperor and give donations when
Ministorum). necessary. This upgrade allows the
Upgrade Slot?: Yes.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
exchange of Prosperity for Loyalty at a 2 to God-Emperor. This upgrade generates 2
1 basis. additional Security yearly.
Rarity: Scarce (-10) Rarity: Common (+10)
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Leisure Upgrades Trade with ease. Any deals using this
upgrade gain +20 bonus to revelant tests.
Also, the Colony gains access to illegal
Centralized Pict Media items, that the Dynasty can Acquisition.
Prerequisite: None. Rarity: Rare (-20)
Upgrade Slot?: Yes.
Benefit: Mass media, propaganda, pict-
dramas, you have it all at your fingertips.
Recreation Complex
Sometimes you can’t escape it. This Prerequisite: Planet with Reef (Landmark).
upgrade generates 2 additional Loyalty Upgrade Slot?: Yes.
yearly. Benefit: A massive complex of hotels,
Rarity: Common (+10) relaxation industry and media built upon the
beaches of the planet. This upgrade
generates 2 additional Prosperity yearly.
Honor & Glory Arenas Rarity: Common (+10)
Prerequisite: None.
Upgrade Slot?: Yes.
Benefit: Bread and circuses! People want
Fortified Zoo
to relax with the family and watch other Prerequisite: Planet with at least 3 Native
human beings beat the shit out of each Species.
other for the God-Emperor. This upgrade Upgrade Slot?: Yes.
generates 4 additional Loyalty yearly. Benefit: No matter if it’s a behemoth or
Rarity: Scarce (-10) predator, a giant fortress is erected to house
Xenobeasts of the Colony. This upgrade
generates 2 additional Prosperity or Loyalty.
Gambling Dominium Rarity: Average (+0)
Prerequisite: Non-Lawful Representative.
Upgrade Slot?: Yes.
Benefit: Who said gambling is bad? Unless
City of Splendor
it’s everywhere. Literally, everywhere. This Prerequisite: Colony access to
upgrade generates 8 additional Loyalty or Ornamentals (Resource).
Prosperity yearly. However, due to high Upgrade Slot?: Yes.
crime decrease Security by 2 yearly. Benefit: A great vacation spot is built to
Rarity: Very Rare (-30) entice people in the sector to come visit.
Gold, silver and platinum everywhere. This
upgrade generates 4 additional Prosperity
Smuggler’s Den yearly.
Prerequisite: Non-Lawful Representative Rarity: Scarce (-10)
and a sizeable asteroid (it can be a small
moon)
Upgrade Slot?: No.
Boulevard of the People
Benefit: Establishing a hideout to be used Prerequisite: None.
for smuggling operations is a fine way to Upgrade Slot?: Yes.
gain access to illicit stuff. This upgrade
could allow the Explorers to deal in Cold
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Benefit: Many parks are built to satisfy the Benefit: Even the Enforcers must be
soul of the populace. This upgrade watched. This upgrade generates 2
generates 2 additional Loyalty. additional Security yearly.
Rarity: Common (+10) Rarity: Common (+10)
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Mission, this Upgrade is lost, overridden by Promethium Gas Planet Vacuum
the new Upgrade.
Prerequisite: Gas Planet. This Upgrade
Rarity: Scarce (-10)
can be bought only once per Gas Planet.
Upgrade Slot?: No.
Imperial Navy Station Benefit: A station is built with a long
Prerequisite: Peer (Imperial Navy) or GMs vacuum tube to the Gas Planet allowing it to
discretion. siphon Promethium from it. This upgrade
Upgrade Slot?: No. generates 3 Prosperity.
Benefit: The Imperial Navy sets up one of Rarity: Rare (-20)
their space ports in this location, believing
it’s an ideal staging point or the Colony is of Immaterium Buoys
high importance. Defenders gain +20 bonus
Prerequisite: Peer (Navis Nobilite) or GMs
to relevant tests against any invading force.
discretion.
Increase Security by 12. This upgrade
Upgrade Slot?: No.
generates 8 additional Security yearly.
Benefit: When this upgrade is bought, it
Rarity: Near Unique (-50)
comes with two Immaterium Buoys that
must be set in two different systems. When
Colony Space Station using Warp Travel, these machines give
Prerequisite: None. +20 bonus to Navigators when they are
Upgrade Slot?: No. leaving the Warp from a set War Route.
Benefit: Building new stations is rare as the Only between those systems these buoys
technology is getting more obscure. work. Additionally, if two Colonies are give
However, if the Dynasty has the resources, these buoys, and only one Colony needs to
they can. This Space Station works not only buy this Upgrade, then these Colonies are
as a defence station but also repair. All treated as “linked.” From now on, if one
voidships making repairs or maintenance Colony has a need of Resources, it can,
(like changing Components) halve the time instead of using its own system’s
to do so. Also, the station is a port of entry Resources, use those from the other
for trade. This upgrade generates 4 Colony. This allows a Colony to increase in
additional Prosperity and Security. Size, when it used all its system Resources.
Rarity: Extremely Rare (-40) Rarity: Very Rare (-30)
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Temperate World - +0 Benefit: The Dynasty gained a contingent
Cold World - +0 of Adeptus Mechanicus researchers. They
Ice World - -10 do not generate Growth Points but allow the
Planet’s Habitability: Explorers to potentially gain Artifacts (see
Inhospitable - -10 Artifact Generator). On every Yearly tick
Trapped Water - +0 (the Upgrade must operate for at least six
Liquid Water - +0 months), the Explorers decide to exploit
Limited Ecosystem - +10 either Archeotech Cache or Xenos Ruins.
Verdant - +10 The researchers then dive into the ruins to
uncover artifacts. The GM decides which
Representative Training table is used for each of them.
The group rolls 1d5-1. If the result is 0, then
Prerequisite: Only one such Upgrade may
no suitable Artifacts were found, only those
be bought for the Colony. It does not count
of interest to Adeptus Mechanicus. Results
to the number of Upgrades the Colony can
above are the number of Artifacts found.
have.
When exploiting Archeotech Cache, the
Upgrade Slot?: No.
group decreases the Resource by
Benefit: Mentors, special training or
5+(2*Artifacts found). When exploiting
cogitators are bought for the Representative
Xenos Ruins, the group decreases the
of the Colony to give him a boost to govern
Resource by 10+(2*Artifacts found), this is
this small place in the galaxy. Increase the
because the Adeptus Mechanicus are more
Representative Stats by 10.
keen to destroy Xenotech due to corrupted
Rarity: Rare (-20)
Machine Spirit.
When all Resources of Archeotech Cache
Mechanicus Research Station or Xenos Ruins are depleted, the
Prerequisite: Peer (Adeptus Mechanicus) Mechanicus Research Station packs its
or GM discretion. A Colony with access to bags and leaves the Colony. Their goal is
Archeotech Cache (Resource) or Xenos done.
Ruins (Resource). Rarity: Very Rare (-30)
Upgrade Slot?: No.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Unique Upgrades
Sometimes the Explorers just stumble upon some Archeotech or Xenos Ruins that have
some kind of function. Well, why not use that function and change it into an Upgrade. This is a
list of Unique Upgrades the Explorers can find on a planet or gain throughout the campaign, not
being able to be bought by Acquisition. GM is encouraged to invent their own Upgrades, maybe
even using the existing Upgrades as templates. Also, the GM decides if an Unique Upgrade
takes an Upgrade Slot.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Events
Events happen all the time. Each time on a yearly tick, roll 1d10. If the result is between 1-3,
then a Negative Event has occurred. If the result is between 9-10, then a Positive Event has
occurred. Different Upgrades, Representatives or others can change the outcome of this dice
roll.
For the first two years of the Colony operation, reroll any 86+ result on the d100 rolls on both
the Positive and Negative Events tables.
Each Event can be resolved by the Representative if the Explorers aren’t present. For that,
check the Representative Stat table.
Each Representative can have a Side Effect or Bonus that affects the Event in question. Also,
when the Representative must make the test, he might gain a bonus to the test depending on
Event Themes. If he is one of the mentioned Representative, he gains +10 bonus to Event
tests.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Negative Events
D100 roll Event Description
Dark Ritual
Somebody on the planet performed a Chaos ritual. The heretic must be hunted
down and whatever came out of the ritual, destroyed.
1-5
Themes: Faithful, Lawful
Effect: Decrease Loyalty by 2. Make a Challenging (+0) Scrutiny or Inquiry test. If
failed, decrease Security by 4.
Heretics Found
A cult was uncovered and its members scattered around the globe. Hunt them
down.
6-10
Themes: Faithful, Local
Effect: Decrease Security by 2. Make a Challenging (+0) Scrutiny or Inquiry test.
If failed, decrease Loyalty by 4.
Worker Strike
People think they have rights to human working conditions and hours. They are in
the wrong.
11-15
Themes: Local, Administrative
Effect: Decrease Prosperity by 2. Make a Challenging (+0) Charm or Intimidate
test. If failed, decrease Loyalty by 4.
An Error in Accounting
Apparently, there are fewer resources than there should be. Might there is a rat
stealing money?
16-20
Themes: Administrative, Accounting
Effect: Decrease one Resource (chosen by GM) by 1d10+Size. Make a
Challenging (+0) Logic or Interrogation test. If failed, decrease Prosperity by 4.
Smugglers Everywhere
Smugglers are always a thing on planets. It’s better to ignore them. Unless they
are stealing from you!
21-25
Themes: Accounting, Lawful
Effect: Decrease one Resource (chosen by GM) by 2d10+Size. Make a
Challenging (+0) Intimidate or Deceive test. If failed, decrease Prosperity by 4.
Defences Compromised
Series of explosions happened along the defences of the Colony. Saboteurs!
Themes: Warlike, Lawful
56-60 Effect: Decrease Security by 2. Make a Difficult (-10) Common Lore (War) or
Survival test. If failed, choose one Military or Infrastructure Upgrade, this Upgrade
is removed from the Colony, it was destroyed. If there are no Military or
Infrastructure Upgrades, then decrease Security by 1d5+3.
Missing People
People disappeared by high numbers. Maybe some Xenos plot or worse.
Themes: Relaxed, Lawful
61-65 Effect: Decrease Loyalty by 2. Make a Difficult (-10) Inquiry or Scrutiny test. If
failed, choose one Agricultural or Faith Upgrade, this Upgrade is removed from
the Colony, it was destroyed. If there are no Agricultural or Faith Upgrades, then
decrease Loyalty by 1d5+3.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Wrong Housing Projects
The number of people is higher than anticipated. This not only means that they
have nowhere to stay but are unemployed!
Themes: Administrative, Local
66-70
Effect: Decrease Prosperity by 2. Make a Difficult (-10) Scholastic Lore
(Bureaucracy) or Logic test. If failed, choose one Industrial or Pleasure Upgrade,
this Upgrade is removed from the Colony, it was destroyed. If there are no
Industrial or Pleasure Upgrades, then decrease Prosperity by 1d5+3.
Tithe Hike
The citizenry has to adapt. The higher taxes can result in a death spiral on a
growing colony.
Themes: Local, Accounting
86-90 Effect: Decrease all Growth Points by 4. Next, roll 1d10, on 3+ there’s another
decrease by 2. After that roll 1d10, on 5+ there’s another decrease. Then roll
1d10, on 7+ there’s another decrease. Another 1d10 roll with 9+ there’s a
decrease. At the end roll last time 1d10 and on 10 there’s the last decrease. This
event can decrease Growth Points as low as 4 and as high as 12.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Nobility Faith Wavering
When the Representative feels his faith waver, his closest advisors can use it
against him or even help him fall.
Themes: Faithful, Relaxed
Effect: Decrease the highest Growth Points by 2. The Representative makes a
Hard (-20) Willpower test and gains a +20 bonus if the Explorers are at the
Colony. If failed, his faith wavered enough for the enemy to use it against the
Dynasty. There’s a civil revolt happening on the Colony. If the Explorers are at the
Colony, this is an ideal event to commence a civil war on the Colony. If they aren’t
on the Colony, the situation might resolve itself. GM decides to make the below
tests or wait for the Explorers to return.
The uprising starts with the Representative making a Difficult (-10) Common Lore
(War) test. If he succeeded, he gains a +10 bonus per DoS to the next test.
91-95 Then, he must convince more people to his cause, making a Very Hard (-30)
Charm test. If he is a Local Representative, he gains +20 to this test. If
succeeded, he gains enough allies to start the revolt. Otherwise, he was betrayed
by people loyal to the Dynasty and sentenced to death or awaiting sentencing by
the Explorers. If he was killed, a new Representative takes his place that is of the
type Local. However, the Colony loses 2d5+5 Loyalty.
When the civil revolt happens, all hell breaks loose. The defenders gain 10
Defence Points. Every Month, the Representative makes a Difficult (-10)
Command test. If successful, he decreases the defenders' points by 1 plus 1 for
every two DoS above one. When the defenders lose all points, the civil war is
over, the Representative won. Decrease Size of the Colony by 1 and set all
Growth Points to 0, the Colony stops generating Growth Points and all Upgrades
are considered “offline” granting no benefits for the Explorers but might grant to
the Representative when the group returns.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Positive Events
D100 roll Event Description
Local Hero
Among the people, one person stood out, suddenly rumors spread and the
propaganda machine started. People like to have some kind of hero amongst
11-15 them.
Themes: Warlike, Faithful
Effect: Increase Prosperity by 2. Make a Challenging (+0) Deceive or Trade
(Performancer) test. If succeed, increase Loyalty by 4.
Resources Found!
During work, the laborers uncovered new veins of resources.
16-20 Themes: Accounting, Administrative
Effect: Increase one Resource (chosen by GM) by 1d10+Size. Make a Trade
(Prospector) or Navigation (Surface) test. If succeed, increase Prosperity by 4.
Technology Surplus
With new technology coming from the Adeptus Mechanicus, the Colony can
decrease wasteful resource gathering, even it’s below 1%.
21-25 Themes: Administrative, Relaxed
Effect: Increase one Resource (chosen by GM) by 2d10+Size. Make a
Challenging (+0) Trade (Technomat) or Tech-Use test. If succeed, increase
Prosperity by 4.
Immigration Influx
Crash landed ship or sudden higher birth rate, whatever the reason, there are
now more people to account for but all of them are ready to work even on the
spot.
36-40 Themes: Administrative, Local
Effect: Increase Security by 2. Make a Difficult (-10) Command or Trade (Agri)
test. If succeed, the GM chooses one Colony Upgrade, it is built in the Colony
instantly. If there is no space for Upgrades on the Colony, increase the lowest
Growth Point by 2.
Tithe Lowered
The people can relax at least for a moment. The lowered taxes allowed them to
ease their pockets and think of themselves (or more the Emperor) for once.
51-55 Themes: Accounting, Local
Effect: Increase Loyalty by 2. Make a Difficult (-10) Common Lore
(Administratum) or Scholastic Lore (Bureaucracy) test. If succeed, increase
Loyalty by 1d5+3.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
knows what else might lie inside the Colony.
Themes: Faithful, Local
Effect: Increase Loyalty by 2. Make a Difficult (-10) Inquiry or Scrutiny test. If
succeeded, choose one Agricultural or Faith Upgrade, this Upgrade, it doubles its
gains for the Colony, as it was found out half of its output went elsewhere. If there
are no Agricultural or Faith Upgrades, then increase Loyalty by 1d5+3.
Loyal Nobility
The wealthiest people on the Colony decided to invest more money into the
Colony, however, it’s getting harder to get past all that paperwork.
Themes: Relaxed, Faithful
66-70 Effect: Increase Prosperity by 2. Make a Difficult (-10) Scholastic Lore
(Bureaucracy) or Logic test. If succeeded, choose one Industrial or Pleasure
Upgrade, it doubles its gains for the Colony, as the nobility invested their wealth
into its success. If there are no Industrial or Pleasure Upgrades, then increase
Prosperity by 1d5+3.
Heretics Burned
A large number of heretics where found and there was a parade to showcase
them before a public execution.
Themes: Faithful, Lawful
Effect: Increase Loyalty by 2. Make a Hard (-20) Command or Common Lore
81-85
(Imperial Creed) test. If succeeded, the people cheer in unison seeing the public
execution. For the months to come, they will reminisce about this event. For each
Growth Point (Loyalty, Security, and Prosperity) roll 1d5+4 and increase it by that
amount. For the next yearly tick double all Loyalty gains, they were gained thanks
to the public display.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Donations of the Masses
The masses decided that it is time to sacrifice some of their personal wealth for
the good of the Colony and the Imperium at large.
Themes: Faithful, Accounting
86-90 Effect: Increase all Growth Points by 4. Next, roll 1d10, on 3+ there’s another
increase by 2. After that roll 1d10, on 5+ there’s another increase. Then roll 1d10,
on 7+ there’s another increase. Another 1d10 roll with 9+ there’s an increase. At
the end roll last time 1d10 and on 10 there’s the last increase. This event can
increase Growth Points as low as 4 and as high as 12.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Elite Advance: Magistratum
Special Elite Advance for characters wanting to administer Colonies and their growth.
Experience Cost: 500
Requirements: Commerce +10, At least one Colony Size 3+
Instant Changes: The Magistratum gains +10 bonus to all Commerce Tests related to buying
Upgrades and Growth Points.
Unlocked Advances: Ability to buy talents below.
Every Penny, Every Dime Machinery of the Masses
Tier: 2 Tier: 2
Prerequisite: Commerce +30 Prerequisite: Scholastic Lore (Bureaucracy)
Aptitudes: Intelligence, Fieldcraft +20
Effect: The Magistratum is capable of “penny Aptitudes: Intelligence, Tech
and dime” the Acquisition of resources. Effect: The Magistratum knows he can gain
Whenever the Magistratum makes a much more than its noted in the contract by
Commerce test to gain Growth Points, he buying more “labour”. The minimum cost of
gains Intelligence Bonus + DoS instead of 2 + Founding a Colony is 1 instead of 2 and the
DoS. Magistratum decreases, after all Commerce
test are done, by another 1 point.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Artifact Generator
The Treasure Generator in Stars of Inequity is lacking and sometimes give very overpowered
items or just plain, useless ones. My goal is to balance things outs and give more options.
Artifact Type
Roll 1d10 Artifact Type
5-6 Armour
Each test takes 10 days to complete. For each step, the character must gain 10 DoS to succeed
and to make another. First test reveals the basic function of an item, for example the Profile of
the weapon (with changed characteristics of Origin or Quirk). Second test reveals the Artifact
Origin, what it does and how it changed the nature of the item. Third test, the last one, reveals
Quirks of the item. The GM is advised to mix up (using the below table as base) the Skills to not
reveal the players the Artifact origin by seeing what they need to test. Some items might have
history with a Faction and a relevant Lore test might reveal its Origin or Quirk. Also, giving
alternative options to these listed is a good idea. Like, Scholastic Lore (Imperial Navy), if the
item has history with that faction or Scholastic Lore (Adeptus Astartes) if it has history with one
of the Chapters.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Artifact Research Skill Table
First Test Second Test Third Test
*Must be for a specific Xenos. It’s also advised to add an option of three
levels higher difficulty Scholastic Lore (Xenology) (so a +0 changes to -30).
**Can be changed to two levels lower difficulty Forbidden Lore
(Daemonology) (so a -20 changes to +0)
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Melee Weapons
Roll 1d100 Melee Weapon
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Ranged Weapons
Roll 1d1000 Ranged Weapon
Damage, Penetration, Clip, Range, RoF, Reload, Special, Weight
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Flame Weapon. Unique.
Roll 1d10: 1-2 Pistol, 3-4 Basic, 5 Heavy, 6-7 Pistol Better, 8-9 Basic Better,
10 Heavy Better
220-231 Roll 1d10: 1-8 Roll once for Qualities, 9-10 Roll twice for Qualities (reroll the
same).
Roll 1d10: 1 Corrosive, 2 Toxic (1d5-1), 3-4 +1 Dam, 5-6 +1 Pen, 7
Hallucinogenic (1d5-1), 8 Haywire (0), 9 Melta, 10 Proven (1d5+1)
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Launcher Weapon. Pistol. Better.
Damage, Penetration and Qualities are taken from:
492-499
1-7 Ammunition, 8-10 Below stat block.
Profile: (2d10 X), (Pen 2), (Clip 2), 30m, S/-/-, 2 Full, (Blast (3)), Wt. 3kg
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Profile: 1d10+5 I, Pen 4, Clip 80, 150m, -/-/6, 2 Full, Reliable, Wt. 30kg
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Thrown Weapon. Blinding.
927-934
Profile: -, -, Blast (6), Photon Flash effect, Wt. 0.5kg
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Armour
Roll 1d100 Armour
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Roll 1d10 (Reroll Duplicates): 1 +10 Stealth, 2 Looks like normal clothes, 3-4
AP +1, 5-6 Max Ag. +10, 7 No Heat Presence, 8 Vac-Sealed, 9 Dark-sight, 10
Increase speed by 2m
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Gear and Tools
Gear or Tool
Each Tool/Gear can have a certain time of power. If you think the one you
generated should have a power source and a time limit.
Roll
Roll 1d10 for Continuous Use: 1-4 1 minute of operation, 5-6 10 minutes of
1d1000
operation, 7-8 1 hour of operation, 9-10 12 hours of operation
Roll 1d10 for One Time Use: 1-4 Once every minute, 5-6 Once every 10
Minutes, 7-8 Once an Hour, 9-10 Once a Day (24 hours)
Senses. Detection.
Roll 1d10: 1-4 One Power, 5-6 Two Powers, 7-8 Three Powers, 9 Four
31-60 Powers, 10 All Powers
Powers: 1-3 Movement, 4-6 Toxicity, 7-8 Life Signs, 9 Energy, 10 Psychic.
Distance: 1-5 50m, 6-7 75m, 8-9 100m, 10 200m
Senses. Beyond.
61-74 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Psyniscience.
Senses. Life.
75-94 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Survival.
Senses. Lies.
95-106 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Scrutiny.
Senses. Mastery.
Detection: 1-6 No Detection, 7-10 Roll for Detection
107-114 Bonus: 1-7 +10, 8-9 +20, 10 +30
Roll 1d10: 1-5 Two Senses, 6-8 Three Senses, 9-10 All Senses
Senses: 1-3 Awareness, 4-5 Psyniscience, 6-8 Survival, 9-10 Scrutiny
Senses. Strange.
Roll 1d10: 1-3 See Through Barriers up to 10cm, 4-6 See Through Barriers up
115-120
to 50cm, 7 See Invisible Creatures, 8 Sonar Sense Trait, 9 Unnatural Senses
(up to Perception Bonus), 10 Ability to Touch (feeling) at a Distance 10m
Safety. Elude.
121-138 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Dodge.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Safety. Fence.
139-156 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Parry.
Safety. Barrier.
Rating: 1-3 20, 4-7 30, 8-9 50, 10 70
157-168
Overload: 1-7 1-5, 8-9 1, 10 No Overload
Effect: Force Field.
Safety. Mastery.
Force Field: 1-7 No Force Field, 8-10 Roll for Force Field
169-176
Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Dodge and Parry.
Safety. Strange.
Roll 1d10: 1-4 Roll 1d10 on 8+ Attack is redirected at the Attacker, 5-7 Roll
177-182 1d10 on 8+ after being hit teleport up to 2d10 meters (scatter diagram), 8-9 Roll
1d10 on 7+ create temporary Cover around you (AP 8), 10 Roll 1d10 on 8+
change places with Attacker
Exploration. Land.
183-222 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Navigation (Surface).
Exploration. Stars.
223-252 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Navigation (Stellar).
Exploration. Immaterium.
253-272 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Navigation (Warp).
Exploration. Mastery.
273-286 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Navigation (All).
Exploration. Strange.
Roll 1d10: 1-4 Autonomously explore planet and gather information, 5-7
287-294
Shorten Warp Travel by 1d5 days, 8-9 Automatically create 3d map up to
100m, 10 Trace safest and quickest route to destination
Relations. Nice.
295-300 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Charm.
Relations. Sly.
301-306 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Deceive.
Relations. Probing.
313-318 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Inquiry.
Relations. Leading.
319-324 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Command.
Relations. Questioning.
325-332 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Interrogation.
Relations. Master.
Bonus: 1-7 +10, 8-9 +20, 10 +30
Roll 1d10: 1-3 Two Relations, 4-5 Three Relations, 6-7 Four Relations, 8-9
333-338
Five Relations, 10 All Relations
Relations: 1-2 Charm, 3 Deceive, 4-5 Intimidate, 6 Inquiry, 7 Command, 8-10
Interrogation
Relations. Strange.
Roll 1d10: 1-3 Gain Fear (1), 4 Gain Fear (2), 5-6 Automatically Detect Lies, 7-
339-344
8 Ability to Communicate like Native Speaker, 9-10 Detect People's Biggest
Desire
Movement. Agile.
345-356 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Acrobatics.
Movement. Tough.
357-368 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Athletics.
Movement. Quick.
Effect: 1-6 Increase Movement by 1m, 7-8 Increase Movement by 2m, 9
369-374
Increase Movement by 4m, 10 Gain Unnatural Agility (X).
Unnatural: 1-6 1, 7-8 2, 9 3, 10 4.
Movement. Flying.
Fly Rate: 1-4 6m, 5-6 8m, 7-8 12m, 9 16m, 10 20m
Normal Movement: 1-3 Hoverer, 4-5 Only Flying, 6-7 Can Switch to Fly, No
375-386
Problem, 8-10 Can Switch to Fly, Double Normal Movement (Reroll if Fly Rate
6m or 8m)
Flight Time: 1-5 1 minute, 6-7 10 minutes, 8-9 1 hour, 10 Indefinitely
Movement. Strange.
Roll 1d10: 1-4 Unsafe Teleport up to 2d10 meters (on doubles gain 1 Insanity
Point), 5 Safe Teleport up to 2d10 meters, 6-7 Straight line speed up to 200m
393-398
for a round once per 10 minutes, 8 Turn Incorporeal up to 5 meters movement,
9 Burrower (2d10 meters) Trait, 10 Freedom of Movement not affected by
Gravity
Cypher. Mind.
399-412 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Logic.
Cypher. Simple.
413-424 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Linguistics (Chosen One).
Cypher. Advanced.
425-436 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Linguistics (Chosen Two).
Cypher. Expert.
437-444 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Linguistics (Chosen Three).
Cypher. Mastery.
445-450 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Linguistics (All) and Logic.
Cypher. Strange.
Roll 1d10: 1-3 Universal Translator, 4-6 Autonomous Decoder, 7 Astropath
451-456
Message Decoder, 8-9 Gambling Probability Machine, 10 Quantum Riddle
Solver
Resistance. Air.
457-496 Bonus: 1-3 +10, 4-7 +20, 8-9 +30, 10 Immunity
Effect: Resist Air Toxicity.
Resistance. Liquid.
497-536 Bonus: 1-3 +10, 4-7 +20, 8-9 +30, 10 Immunity
Effect: Resist Liquid Toxicity.
Resistance. Environment.
537-576 Bonus: 1-3 +10, 4-7 +20, 8-9 +30, 10 Immunity
Effect: Resist Coldness and Hotness.
Resistance. Psychic.
617-620 Bonus: 1-3 +10, 4-7 +20, 8-9 +30, 10 Immunity
Effect: Resist Psychic. Psykers wearing this can’t use powers.
Resistance. Pain.
Roll 1d10: 1-8 Additional Armor (can be affected by Penetration), 9-10
621-624 Unnatural Toughness (can be affected by Felling).
Bonus: 1-3 1, 4-7 2, 8-9 3, 10 4
Effect: Whole Body.
Resistance. Mastery.
Pain: 1-8 No Pain, 9-10 Roll for Pain
Bonus: 1-3 +10, 4-7 +20, 8-9 +30, 10 Immunity
625-628
Roll 1d10: 1-3 Two Resists, 4-5 Three Resists, 6-8 Four Resists, 9-10 All
Resists
Resists: 1-2 Air, 3-4 Liquid, 5-6 Environment, 7-8 Space, 9-10 Psychic
Resistance. Strange.
Roll 1d10: 1-2 Feel No Pain, Add 5 Wounds (can’t remove), 3-4 Regeneration
629-634
(1) Trait, 5 Regeneration (2) Trait, 6-7 Amphibious, 8-9 Sturdy Trait, 10
Decrease Critical Damage by 2
Knowledge. Simple.
Bonus: 1-7 +10, 8-9 +20, 10 +30
635-674
Roll 1d10: 1-2 Common Lore, 3-7 Scholastic Lore, 8-10 Forbidden Lore
Effect: Lore (Chosen One).
Knowledge. Advanced.
Bonus: 1-7 +10, 8-9 +20, 10 +30
675-704
Roll 1d10: 1-2 Common Lore, 3-7 Scholastic Lore, 8-10 Forbidden Lore
Effect: Lore (Chosen Two).
Knowledge. Expert.
Bonus: 1-7 +10, 8-9 +20, 10 +30
705-724
Roll 1d10: 1-2 Common Lore, 3-7 Scholastic Lore, 8-10 Forbidden Lore
Effect: Lore (Chosen Three).
Knowledge. Mastery.
725-730 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Lore (All).
Knowledge. Strange.
Roll 1d10: 1-3 Memory Backup and Cleaner, 4-6 Knowledge Copier by Touch,
731-736
7-9 Sphinx Question - Gain Three Answers (one a lie) to a Question, 10 Gain
One Comprehensive Truthful Answer to a Question
Covertness. Object.
767-786 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Sleight of Hand.
Covertness. Vanishing.
Roll 1d10: 1-6 Become Camouflaged (+30) while standing still, 7-9 Become
787-792 Invisible while standing still, 10 Become Invisible and everything above 2 meter
movement during one round turns you visible.
Effect: Whole Body.
Covertness. Mastery.
Vanishing: 1-8 No Vanishing, 9-10 Roll for Vanishing
793-800
Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Stealth and Sleight of Hand.
Covertness. Strange.
Roll 1d10: 1-4 Perfect Disguise, Doppelganger Effect, 5-6 Terrain Imitation
801-808
Field, 7-8 Small Object Teleportation Swap (5 meters, no more than 5kg), 9-10
Undetectable Homing Device
Ride. Land.
809-824 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Operate (Surface).
Ride. Air.
825-840 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Operate (Aeronautica).
Ride. Stars.
841-852 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Operate (Voidship).
Ride. Mastery.
853-864 Bonus: 1-7 +10, 8-9 +20, 10 +30
Effect: Operate (All).
Ride. Strange.
Roll 1d10: 1-4 Stand on Any Moving Surface (rocket, Astartes shoulders, etc.)
without a Fall, 5-6 Ride Any Beast at least 1 Size bigger than owner without fail,
865-868
7-8 Hijack any non-Voidship and non-Titan vehicle by touch, 9-10 Increase
movement of Operating vehicle/voidship (vehicle moves by 0.25 faster so a
10m would be 12.5m, voidship increases Speed by 1).
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Ship Components
It is advises that the GM picks a component himself than roll to determine it. Hoooowever, if you
want, this is it.
1 Only Transport
8-10 All
1-6 Lances
7-14 Macrobatteries
15 Torpedo Tubes
Landing Bays
16
It is advised to reroll, if the Hull Class is smaller than Light Cruiser.
34 Warp Drive
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Lances
Roll 1d10 Result
If for Cruiser and Light Cruiser Only: Increase Power by 4, Space by 2,
Strength by 1
If for higher than Cruiser Only: Same as above
Weapon Capacity slot (if needed): 1-6 Can only occupy Prow, 7-9 Prow and
Dorsal only, 10 Only Port and Starboard only
Simple.
Power: 7
Space: 5
1 Strength: 1
Damage: 1d10+1
Crit Rating: 3
Range: 5
Simple. Better.
Power: 6
Space: 4
2 Strength: 1
Damage: 1d10+2
Crit Rating: 3
Range: 5
Advanced.
Power: 10
Space: 5
3 Strength: 1
Damage: 1d10+2
Crit Rating: 3
Range: 9
Advanced. Better.
Power: 9
Space: 4
4 Strength: 1
Damage: 1d10+3
Crit Rating: 3
Range: 9
Strong.
Power: 10
Space: 5
5 Strength: 1
Damage: 1d10+4
Crit Rating: 4
Range: 4
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Strong. Better.
Power: 9
Space: 4
6 Strength: 1
Damage: 1d10+5
Crit Rating: 4
Range: 4
Long.
Power: 10
Space: 5
7 Strength: 1
Damage: 1d10+1
Crit Rating: 3
Range: 12
Long. Better
Power: 9
Space: 4
8 Strength: 1
Damage: 1d10+2
Crit Rating: 3
Range: 12
Exceptional.
Lance Type: 1-2 Simple, 3-4 Simple Better, 5 Advanced, 6 Advanced Better, 7
Strong, 8 Strong Better, 9 Long, 10 Long Better
Maintenance: 1-2 Lower Space by 1, 3-4 Lower Power by 1, 5-6 Lower Space
by 2, 7-8 Lower Power by 2, 9 Roll 1d10 on 7+ isn’t Damaged, 10 Component
Repaired in 1 Day
Damage: 1-6 No change, 7-8 +1, 9 +2, 10 +3
9 Strength: 1-8 No change, 9-10 +1
Crit Rating: 1-7 No change, 8-10 -1
Range: 1-7 No change, 8-9 +1, 10 +2
Special Effect: Roll 1d10, on 8+ it has:
1-3 On Crit additional Fire! Crit, 4-5 On Unpowered roll 1d10, on 7+ repowers
itself, 6-7 On hit, the second hit from the lance gets +10 to hit (works until next
shot), 8 On two hits in the same round, target gets another Crit (if Strength 1
reroll), 9 +5 to shoot, 10 +10 to shoot
10 Unique.
Power: 1-2 6, 3-4 7, 5-6 8, 7 9, 8-10 10
Space: 1-2 3, 3-6 4, 7-8 5, 9-10 6
Strength: 1-8 1, 9-10 2
Damage (1d10): 1-2 +1, 3-4 +2, 5-6 +3, 7-8 +4, 9 +5, 10 +6
Crit Rating: 1 2, 2-5 3, 6-8 4, 9-10 5
Range: 1 4, 2-4 6, 5-6 8, 7-9 10, 10 12
Maintenance: Roll 1d10, on 8+ it has: 1-2 Lower Space by 1, 3-4 Lower
Power by 1, 5-6 Lower Space by 2, 7-8 Lower Power by 2, 9 Roll 1d10 on 7+
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
isn’t Damaged, 10 Component Repaired in 1 Day
Special Effect: 1-2 Gain +30 for Orbital Strike, 3 On Crit Unpowers additional
1d5-1 components, 4 On Short Range increase damage by 1, 5 +5 to shoot, 6
+10 to shoot, 7 Reroll damage once per round, 8 Can hide inside the ship,
becoming undetectable by Focused Augury (Needs 5 DoS or more), 9 Auto
Correct - ignores any penalties due to firing the lance at target (like Eldar stuff),
10 Can be turn to superheated mode, halve the damage done to the target
vessel but do additional +2d10 Crew damage
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Macrobatteries
Roll 1d10 Result
If for Cruiser and Light Cruiser Only: Increase Power by 2, Increase Space
by 3, Increase Strength by 2. Follows the rules for Macrocannons Broadside.
If for higher than Cruiser Only: Same as above
Weapon Capacity slot (if needed): 1 Can only occupy Prow, 2 Prow and
Dorsal only, 3-7 Dorsal, Port and Starboard only, 8-10 Only Port and Starboard
only
Simple.
Power: 3
Space: 3
1 Strength: 3
Damage: 1d10
Crit Rating: 6
Range: 4
Simple. Better.
Power: 2
Space: 2
2 Strength: 3
Damage: 1d10+1
Crit Rating: 6
Range: 4
Advanced.
Power: 5
Space: 3
3 Strength: 3
Damage: 1d10+1
Crit Rating: 5
Range: 6
Advanced. Better.
Power: 4
Space: 2
4 Strength: 3
Damage: 1d10+2
Crit Rating: 5
Range: 6
5 Strong.
Power: 10
Space: 6
Strength: 4
Damage: 1d10+3
Crit Rating: 4
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Range: 5
Strong. Better.
Power: 8
Space: 4
6 Strength: 4
Damage: 1d10+4
Crit Rating: 4
Range: 5
Long.
Power: 8
Space: 5
7 Strength: 4
Damage: 1d10+1
Crit Rating: 4
Range: 9
Long. Better.
Power: 6
Space: 4
8 Strength: 4
Damage: 1d10+2
Crit Rating: 4
Range: 9
Exceptional.
Macrobattery Type: 1-2 Simple, 3-4 Simple Better, 5 Advanced, 6 Advanced
Better, 7 Strong, 8 Strong Better, 9 Long, 10 Long Better
Maintenance: 1-2 Lower Space by 1, 3-4 Lower Power by 1, 5-6 Lower Space
by 2, 7-8 Lower Power by 2, 9 Roll 1d10 on 7+ isn’t Damaged, 10 Component
Repaired in 1 Day
Damage: 1-4 No change, 6-8 +1, 9 +2, 10 +3
9
Strength: 1-6 No change, 7-8 +1, 9 +2, 10 +3
Crit Rating: 1-5 No change, 6-8 -1 9-10 -2
Range: 1-5 No change, 6-7 +1, 8-9 +2 10 +3
Special Effect: Roll 1d10, on 8+ it has:
1-3 Gain +30 for Orbital Strike, 4-5 On Unpowered roll 1d10, on 7+ repowers
itself, 6-7 On Critical Hit, it inflicts an additional Fire! Critical, 8 When it rolls 1
or 2 on Critical Hit, it affects 2 Components, 9 +5 to shoot, 10 +10 to shoot
10 Unique.
Power: 1-2 2, 3-4 3, 5-6 4, 7 6, 8-10 8
Space: 1-2 2, 3-6 3, 7-8 4, 9-10 6
Strength: 1-4 3, 5-7 4, 8-9 5, 10 6
Damage (1d10): 1-2 +1, 3-4 +2, 5-6 +3, 7-8 +4, 9 +5, 10 +6
Crit Rating: 1 3, 2-4 4, 5-8 5, 9-10 6
Range: 1-2 4, 3-4 5, 5-6 6, 7 8, 8 10, 10 12
Maintenance: Roll 1d10, on 8+ it has: 1-2 Lower Space by 1, 3-4 Lower
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Power by 1, 5-6 Lower Space by 2 (reroll if Space is 2), 7-8 Lower Power by 2
(reroll if Power is 2), 9 Roll 1d10 on 7+ isn’t Damaged, 10 Component
Repaired in 1 Day
Special Effect: 1-2 Gain +30 for Orbital Strike, 3 Can do shock damage to the
crew, halve the total damage done to the enemy vessel in that turn, then for
each point that was “lost” this way double it and do that in Morale Damage, no
more than 20 Morale Damage this way can be done, 4 On Short Range
increase Strength by 1 but on Long Range decrease by 2, 5 +5 to shoot, 6 +10
to shoot, 7 Reroll damage once per round, 8 Can hide inside the ship,
becoming undetectable by Focused Augury (Needs 5 DoS or more), 9 Auto
Correct - ignores any penalties due to firing the macro batteries at target (like
Eldar stuff), 10 Cloud of Darkness, enemies hit with it have a -15 penalty to
use Augurs and shoot at targets further than Short Range (stays until the end
of their next turn)
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Torpedo Tubes
Roll 1d10 Result
If for Cruiser and Light Cruiser Only: Increase Power by 1, Increase Space by
2, Increase Strength by 2
If for higher than Cruiser Only: Same as above
It’s assumed that you can “fit” your torpedoes to these tubes upon minor modifications. Only
Unique Torpedo Tubes have the chance to use specific torpedoes that only that tube can launch
and nothing else.
Volatile: If this Component is Damaged or Destroyed (but not Unpowered or Depressurised) while
torpedoes are loaded, it has a 10 percent chance of exploding. In this event, the Component is
destroyed and the ship takes 2d5 Hull Integrity damage.
Simple.
Power: 2
1
Space: 6
Strength: 2
Simple. Better.
Power: 1
2
Space: 5
Strength: 2
Advanced.
Power: 3
3
Space: 7
Strength: 4
Advanced. Better.
Power: 2
4
Space: 6
Strength: 4
Strong.
Power: 3
5
Space: 7
Strength: 5
Strong. Better.
Power: 2
6
Space: 6
Strength: 5
Speed.
Power: 3
Space: 7
7
Strength: 3
Effect: +2VU Torpedo Speed during the turn they are launched, then normal
speed.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Speed. Better.
Power: 2
Space: 6
8
Strength: 3
Effect: +2VU Torpedo Speed during the turn they are launched, then normal
speed.
Exceptional.
Torpedo Tube Type: 1-2 Simple, 3-4 Simple Better, 5 Advanced, 6 Advanced
Better, 7 Strong, 8 Strong Better, 9 Speed, 10 Speed Better
Maintenance: 1-2 Lower Power by 1 (reroll if Power is 1), 3-5 Lower Space by 1,
6-7 Lower Space by 2, 8 Remove Volatile, 9 Roll 1d10 on 7+ isn’t Damaged, 10
Component Repaired in 1 Day
9
Strength: 1-8 No change, 9 +1, 10 +2
Special Effect: Roll 1d10, on 8+ it has:
1-3 Roll 1d10, on 6+ the torpedoes may be fired during the same Strategic Turn,
rather than a subsequent turn, 4-5 On Unpowered roll 1d10, on 7+ gets
repowers itself, 6-7 Increases Terminal Penetration by 1, 8 When it rolls 1 or 2
on Critical Hit, it affects 2 Components, 9-10 +10 to Torpedo Rating
Unique.
Power: 1-2 1, 3-7 2, 8-9 3, 10 4
Space: 1-2 4, 3-6 5, 7-8 6, 9-10 8
Strength: 1 2, 2-3 3, 4-5 4, 6-7 5, 8-9 6, 10 8
Speed: 1-7 No Speed bonus, 8-10 Speed Bonus (+2VU Torpedo Speed during
the turn they are launched, then normal speed)
Maintenance: 1-2 Lower Power by 1 (reroll if Power is 1), 3-5 Lower Space by 1,
6-7 Lower Space by 2, 8 Remove Volatile, 9 Roll 1d10 on 7+ isn’t Damaged, 10
Component Repaired in 1 Day
Special Effect: 1-3 Uses Specific Torpedoes*, 4 Uses Specific Torpedoes*, but
it’s Unlimited, 5 Torpedoes after 2 round must be detected with Active Augur
(min. 3 DoS), since they become “invisible”, unless detected by the target, he
10 has -20 penalty to hit them, 6 Sticky Torpedoes don’t explode on contact but
stick to the enemy and explode upon orders from the shooter (must be at least
20 VUs from the torpedo), 7 All Torpedoes are Guided Torpedoes (Battlefleet
Koronus), 8-9 Void-to-Surface - the torpedoes have a surface guidance system
allowing the ship to send them at planetary targets with precision, 10 Extreme
Terminal Penetration - upon rolling natural 1 on damage, count it as rolling a
natural 10, only once per round of combat
*Specific Torpedoes:
1-2 Speed: 10, Dam.: 2d10+16, Crit: 10, Range: 60, Terminal P. (3)
3-4 Speed: 12, Dam.: 2d10+8, Crit: 9+, Range: 70, Terminal P. (2)
5-6 Speed: 8, Dam.: 2d10+10, Crit: 8+, Range: 50, Terminal P. (5)
7-8 Speed: 10, Dam.: 2d10+12, Crit: 6+, Range: 60, Terminal P. (4)
9-10 Speed: 10, Dam.: 3d10+4, Crit: 10, Range: 60, Terminal P. (8)
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Landing Bays
Roll 1d10 Result
It’s assumed that you can “fit” your attack craft to these Landing Bays upon
minor modifications. Only Unique Landing Bays have the chance to use
specific attack craft that only that Landing Bay can launch and nothing else.
Simple.
Power: 2
1
Space: 5
Strength: 1
Simple. Better.
Power: 1
2
Space: 4
Strength: 1
Advanced.
Power: 2
3
Space: 8
Strength: 2
Advanced. Better.
Power: 1
4
Space: 6
Strength: 2
Spacious.
Power: 4
5
Space: 12
Strength: 3
Spacious. Better.
Power: 2
6
Space: 9
Strength: 3
Automatic.
Power: 3
Space: 8
7 Strength: 2
Effect: The component automatically, due to a series of servitors or other way,
prepares squadrons ready for operations. It is still limited to the squadron limit
per round.
8 Automatic. Better.
Power: 2
Space: 6
Strength: 2
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Effect: The component automatically, due to a series of servitors or other way,
prepares squadrons ready for operations. It is still limited to the squadron limit
per round.
Exceptional.
Landing Bay Type: 1-2 Simple, 3-4 Simple Better, 5 Advanced, 6 Advanced
Better, 7 Spacious, 8 Spacious Better, 9 Automatic, 10 Automatic Better
Maintenance: 1-2 Lower Power by 1 (reroll if Power is 1), 3-5 Lower Space by
1, 6-8 Lower Space by 2, 9 Roll 1d10 on 7+ isn’t Damaged, 10 Component
Repaired in 1 Day
9
Strength: 1-9 No change, 10 +1
Special Effect: Roll 1d10, on 8+ it has:
1-3 Whenever rolling for Upkeep, add +30 to the test, 4-5 On Unpowered roll
1d10, on 7+ gets repowers itself, 6-7 Increases initial speed by 2, 8 When
Squadrons are eliminated, roll 1d10 for each eliminated Squadron, on 7+ that
Squadron is quickly repaired, 9 +5 to Craft Rating, 10 +10 to Craft Rating
10 Unique.
Power: 1-3 1, 4-7 2, 8-9 3, 10 4
Space: 1-3 4, 4-6 5, 7-8 6, 9-10 8
Strength: 1-4 1, 5-8 2, 9 3, 10 4
Automatic: 1-7 Not Automatic, 8-10 Automatic (The component automatically,
due to a series of servitors or other way, prepares squadrons ready for
operations. It is still limited to the squadron limit per round)
Maintenance: 1-2 Lower Power by 1 (reroll if Power is 1), 3-5 Lower Space by
1, 6-8 Lower Space by 2, 9 Roll 1d10 on 7+ isn’t Damaged, 10 Component
Repaired in 1 Day
Special Effect: 1-2 Uses Specific Attack Craft*, 3 Uses Unlimited Specific
Attack Craft*, 4 Increase bonus to operations by +5 for every additional
successful Squadron, 5 Attack Craft can be unmanned, pilots are in the
Landing Bay, 6 Ignore penalty if Squadron below half-strength, 7-8 Increases
initial speed by 2, 9 +5 to Craft Rating, 10 +10 to Craft Rating
*Specific Attack Craft:
Attack Craft Class: 1-2 Only as Fighters, 3-4 Only as Bomber**, 5 Only as
Assault Boat, 6-7 Fighter and Bomber*, 8 Fighter and Assault Boat, 9
Bomber** and Assault Boat, 10 All Functions**
**Bomber Subtype: 1-7 Normal Bombers, 8-9 Only Torpedo Bombers, 10
Both
Craft Rating: 1-2 +5, 3-4 +8, 5-7 +10, 8 +12, 9 +15, 10 +18
Speed: 1 8, 2-3 9, 4-5 10, 6-7 11, 8-9 12, 10 14
Squadron Size: 1 5, 2-3 10, 4-6 15, 7-8 20, 9 25, 10 30
Craft Special Effect: Roll 1d10, on 7+ it has:
1-2 squadron reduces its losses by one to a minimum of zero or gains a +5
bonus on the Upkeep Test, 3-4 squadrons do not suffer a penalty if their
squadron is below half-strength (reroll if it has it from the landing bay), 5 the
defending turrets’ ship must reroll the first successful attack against the craft,
works once per combat, 6 the attack craft do not need refueling and can fly
indefinitely outside the ship, 7-8 the attack craft have the ability to camouflage
on planet surface, making them almost undetectable (augurs have a -30
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
penalty to detect them, 9-10 the attack craft gain +20 to tests involving
attacking surface targets
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Strange Weapon Components
Roll 1d10 Result
Nova Cannon.
This weapon can be only installed on Hull Class of Cruiser or bigger. Reroll if
the Hull Class is smaller.
Power: 3
Space: 7
1 Damage: 2d5+4
Range: 6-40
Core Architecture: This weapon Component is always revealed by successful
Active Augury - it is too large to be concealed.
Nova Cannon: Follows the rules for Nova Cannon in Battlefleet Koronus page
16.
Bombardment Cannons
This weapon can be only installed on Hull Class of Light Cruiser or bigger.
Reroll if the Hull Class is smaller.
Power: 5
Space: 5
Strength: 3
Damage: 1d10+6
Crit Rating: 2
Range: 4
2
Destructive: If this weapon generates a crit, add 1 to the result rolled.
Death from Above: Bombardment Cannons act as macrobatteries and can
only be mounted in a Prow, Dorsal, or Keel weapons slot. When in orbit, the
players gain +20 towards any Intimidate tests against planetary based
characters. When working toward a Military Objective against a planet, the
players earn an additional 50 Achievement Points. When used as part of a
planetary bombardment, bombardment cannons double the affected area, do
an additional 20 damage to large units, and deal an additional 10 damage to
individuals and vehicles.
3 Crust Melter - Void Combat: The torpedo can be shot at other voidships or
stations that are 4 VUs away from the ship. This big missile can’t be stopped
or hindered by Void Shields but can by ship’s turrets. The shooter makes a
normal Shooting Action and the defenders rolls for Crew Rating + ten times
Turret Rating - attacker’s DoS times 5. If the attacker succeeds, the missile
doesn’t need to penetrate the Armour of the vessel, it just does. Roll 1d5+5.
Multiply that number by 5. This is the amount of Hull Damage, Crew Damage
and Morale Damage the ship suffered. If it suffered at least half of it’s maximal
Hull Integrity, then the vessel is destroyed outright, leaving nothing behind. If
any of the previous rolls fails, the missile explodes in a safe distance.
Crust Melter - Planetary: When the torpedo hits the planet, and that takes
about 15 minutes to land from the orbit, it begins the cascade. The nuclear-
fusion plasma detonation erupts and in about an hour burns everything into
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
nothingness, even seas. The crust of the planet cracks and the gravity barely
holds it together. You can survive this only by being in impenetrable fortress
very, very deep underground.
Crust Melter - Highly Volatile: If this Component is Damaged or Destroyed
(but not Unpowered or Depressurised) while the torpedo is ready, it has a 25
percent chance of exploding on Damaged and 50 percent chance of exploding
on Destroyed. In this event, the Component is destroyed and the ship rolls
1d5+3. Multiply that number by 5. This is the amount of Hull Damage, Crew
Damage and Morale Damage the ship suffered. If it suffered at least half of it’s
maximal Hull Integrity, then the vessel is destroyed outright, leaving nothing
behind.
World Breaker - Void Combat: The torpedo can be shot at other voidships or
stations that are 4 VUs away from the ship. This big missile can’t be stopped
or hindered by Void Shields but can by ship’s turrets. The shooter makes a
normal Shooting Action and the defenders rolls for Crew Rating + ten times
Turret Rating - attacker’s DoS times 5. If the attacker succeeds, the missile
doesn’t need to penetrate the Armour of the vessel, it just does. Roll 1d5+5.
Multiply that number by 10. This is the amount of Hull Damage, Crew Damage
and Morale Damage the ship suffered. If it suffered at least half of it’s maximal
Hull Integrity, then the vessel is destroyed outright, leaving nothing behind. If
any of the previous rolls fails, the missile explodes in a safe distance.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
World Breaker - Planetary: It is the end of a planet. The missile only needs
15 minutes to land from the orbit. When it does, it takes 10 minutes to burrow
to the core of the planet with the melta charge. When it does, the initial
explosion isn’t felt for the first 2 minutes, then all hell breaks loose. The planet
is doomed and you would need to Burn Fate Points to survive this, nothing
else helps you.
World Breaker - Highly Volatile: If this Component is Damaged or Destroyed
(but not Unpowered or Depressurised) while the torpedo is ready, it has a 25
percent chance of exploding on Damaged and 50 percent chance of exploding
on Destroyed. In this event, the Component is destroyed and the ship rolls
1d5+3. Multiply that number by 10. This is the amount of Hull Damage, Crew
Damage and Morale Damage the ship suffers. If it suffered at least half of it’s
maximal Hull Integrity, then the vessel is destroyed outright, leaving nothing
behind.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Virus Bombs
An Exterminatus-class weapon. It is advised not to give this to your players.
Like, seriously.
Power: 2
Space: 10
Virus Replication: The Virus Bomb needs to time be prepared. It takes one
year of operations for the viruses to replicated to a critical mass. Then they are
frozen for prolonged period of time, that can range for hundreds of years.
When unfrozen, they only need half an hour to revive and be ready for action.
The ship can only have one Virus Bomb. Only after firing the first one, the ship
can start preparing the second one.
Small Death: The Virus Bomb can be shot at other voidships or stations that
are 3 VUs away from the ship. This big missile can’t be stopped or hindered by
Void Shields but can by ship’s turrets. The shooter makes a normal Shooting
Action and the defenders rolls for Crew Rating + ten times Turret Rating -
attacker’s DoS times 5. If the attacker succeeds, the missile must penetrate
the armour, so it rolls 1d10+5. If it does penetrate, then havoc ensues. Roll
1d5+3. The result is threefold. First, multiply that number by 10, that’s how
much the ship lost in Crew. Secondly, multiply that number by 5, that’s how
4
much the ship lost in Morale. Thirdly, the result is how many components were
Depressurized to safeguard the rest of the ship. If any of the previous rolls
fails, the bomb exploded in a safe environment and all the viruses died.
Planetary Death: The bomb can be used as Exterminatus weapon. The ship
makes a Difficult (-10) Operate (Voidship) test. If it succeed, it can fire the
Virus Bomb. When it hits, the planet is done for. There are no more rolls. All
living matter - fauna and flora is turned into mush and gases. If after 24 hours,
the voidship shoots a Lance at the planet, it will ignite the mush and gases,
turning the whole planet into dead wasteland. If it is done before, a bigger
percentage of the world is “saved”. The only way to survive this is to be inside
an airtight structure and below ground, the deeper the better.
Highly Volatile: If this Component is Damaged or Destroyed (but not
Unpowered or Depressurised) while the Virus Bomb is ready (frozen or
unfrozen), it has a 25 percent chance of exploding on Damaged and 50
percent chance of exploding on Destroyed. In this event, the Component is
destroyed and the ship rolls 1d5+1. The result is threefold. First, multiply that
number by 10, that’s how much the ship lost in Crew. Secondly, multiply that
number by 5, that’s how much the ship lost in Morale. Thirdly, the result is how
many components were Depressurized to safeguard the rest of the ship.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Gravitational Destabilizer
An Exterminatus-class weapon. It is advised not to give this to your players.
Like, seriously.
Power: 20
Space: 8
Range: 5
Highly Concentrated Beam: This weapon is capable of disrupting the very
gravity well of a moon, causing it to crash into its orbited planet. However, if
that is supposed to happen, the beam must be concentrated solely on the
unfortunate moon and any kind of disruption will turn the whole operation into a
failure. It takes 8 hours to completely obliterate the gravity well and when that
happens, the moon itself will become its relentless voyage towards the planet.
It takes from 12 hours to 24 hours for the collision to occur, depending on the
5 original radius of the orbit. When the catastrophe goes off, every single soul on
the planet is doomed and only a burning of their Fate Point may save them
from a certain demise.
Unsuitable for Combat: Though the beam was never intended to be aimed at
any lesser targets, it turned out to be possible, if extremely challenging. Once
the beam hits, it ignores Void Shields, it must be kept upon the target for two
consecutive turns. If the target manages to escape the beam, be it by angle,
range or any other mean, the whole process must be started anew. That
means the crew of attacking ship must past the shooting test three times in a
row. When the third test is passed, the target suffers the full might of this
havoc-wreaking device. That unfortunate ship receives half of its maximum
Hull Integrity as Hull Damage, Crew Damage and Morale Damage. Then
1d5+3 of its components become Unpowered. If this damage brings the ship to
0 or less Hull Integrity it is crushed into a ball of malformed, tortured metal.
Void Beam
This ancient weapon is a larger and much more terrifying cousin of well-known
lances. The highly concentrated, cracking beam of death is capable of piercing
any layers of defence, be it armour, void shields of any other more exotic
means. The lethal stream of antimatter is capable of cutting through any
material galaxy has ever developed in a matter of mere milliseconds.
It is advised that this component should be only for Hulls Class Light Cruiser or
bigger.
Power: 14
Space: 8
6
Strength: 1
Damage: 2d10+10
Range: 10
Core Architecture: This weapon Component is always revealed by successful
Active Augury - it is too large to be concealed.
Leave Nothing on the Path: The weapon ignores the Void Shields and
Armour of its target. When the target is hit, it deals automatically a Critical Hit -
Unpowering 1d5 components.
Total Overload: After the weapon is used, it cannot be used again for 1d5+1
rounds.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Cogitated Minehive
The required Weapon Capacity slot is Keel.
Power: 2
Space: 5
Minefield Ahead!: When acquired, the Cogitated Minehive contains enough
mines for 1d5-1 deployments with an Upkeep Test at a suitable port required
to re-equip with a new complement of mines, the maximum of which the
component can have is five. A successful Routine (+20) Tech-Use Test can
deploy mines in a spread covering an area 4 VUs wide, deep, and high behind
the ship; this can also be done as an Extended Action while in combat (such
7
as in a Stern Chase!). To prevent mines from accidentally setting each other
off, the fields cannot be set to overlap. For information how mines work, please
check Battlefleet Koronus page 39.
Self-Guided Mines: This weapon can be also fired in the Shooting Action.
Choose a target behind the ship that is within the range of 5 VUs and roll for
Ballistic Skill like an normal attack with a penalty equal to number of enemy
turrets times 10. The mines ignore Void Shields, but not armour. For every
DoS the mines do one hit with 1d10+2 damage, up to the maximum of 5 hits.
The amount of mines used for this attack, do not subtract from the Minefield
Ahead! deployments.
Disruption Macrocannons
It is advised that these weapons should occupy only a Port or Starboard
Weapon Capacity slot.
Power: 4
Space: 2
Strength: 3
Damage: 1d10+1
Range: 5
If for Cruiser and Light Cruiser Only: Increase Power by 2, Increase Space
8 by 3, Increase Strength by 3.
If for higher than Cruiser Only: Same as above.
Short the Flow: Disruption weapons compromise the circuitry and wiring
required to transfer power from the ship’s engine to her other components. For
every five damage that exceeds the target’s Void Shields, one randomly
selected Component on the target ship becomes Unpowered. This weapon’s
damage is not affected by Armour.
Ionic Blast: These weapons never cause critical hits, nor do they deal
damage to Hull Integrity. These weapons may only be combined into a salvo
with other Disruption Macrocannon weapons.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Grapple Cannon
It is advised that this component shouldn’t be for Hulls Class bigger than
Frigate.
Power: 2
Space: 2
Harpoon Cannons: Although these weapons take up a Weapon Capacity
Slot, they do not deal damage and do not have regular weapon profiles.
9 Chained together: When effecting a boarding action, a ship equipped with
Grapple Cannon may make a Difficult (-10) Ballistic Skill Test rather than a
Hard (-20) Pilot (Spacecraft)+Manoeuvrability test to begin the action.
Furthermore, as the ships are effectively tied together, the victim must make
an Arduous (-40) Pilot (Spacecraft)+Manoeuvrability Test in order to escape
rather than the normal Hard (-20) test. The ship equipped with Grapple cannon
may elect to simply cut its cables and escape at any time from a boarding
action.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Gellar Fields
Roll 1d10 Result
Simple.
1 Power: 2
Space: 0.
Simple. Better.
2 Power: 1.
Space: 0.
Safety.
Power: 3
Space: 0
3
Auto-engagement routines: If the ship unexpectedly enters the warp, roll
1d10. On a 3 or higher, the Gellar Field activates automatically, protecting the
ship from any warp intrusion that may have taken place.
Safety. Better.
Power: 2
Space: 0
4
Auto-engagement routines: If the ship unexpectedly enters the warp, roll
1d10. On a 3 or higher, the Gellar Field activates automatically, protecting the
ship from any warp intrusion that may have taken place.
Risky.
Power: 2
Space: 0
5 Tainted Field (RT2 Rules): During Warp Navigation, the Navigator gains +10
to his Navigation (Warp) checks. However, the Navigator must draw additional
card (unrevealed, but can be with a point from Locating the Astronomican). For
RT1 rules, use the Belecane-pattern 90.r Gellar Field rules.
Risky. Better.
Power: 1
Space: 0
6 Tainted Field (RT2 Rules): During Warp Navigation, the Navigator gains +10
to his Navigation (Warp) checks. However, the Navigator must draw additional
card (unrevealed, but can be with a point from Locating the Astronomican). For
RT1 rules, use the Belecane-pattern 90.r Gellar Field rules.
Warded.
Power: 2
Space: 0
7
Wardings (RT2 Rules): During Warp Navigation, the Gellar Field allows to
redraw a card, after it was revealed. However, the Navigator must accept the
new card. For RT1 rules, use the Warpsbane Hull rules.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Warded. Better.
Power: 1
Space: 0
8
Wardings (RT2 Rules): During Warp Navigation, the Gellar Field allows to
redraw a card, after it was revealed. However, the Navigator must accept the
new card. For RT1 rules, use the Warpsbane Hull rules.
Exceptional.
Gellar Field Type: 1-2 Simple, 3-4 Simple Better, 5 Safety, 6 Safety Better, 7
Risky, 8 Risky Better, 9 Warded, 10 Warded Better
Special Effect: 1 Allows the voidship to exit the Warp in Silent Running, 2-3
The Emergency Warp Jump during combat has +10 bonus, 4-5 Whenever this
9
component is hit by a Critical Hit, roll 1d10, on 6+ ignore it, 6 The component
can be repaired within a day, 7 If for some reason, the Gellar Field unpowers
or fails during warp travel, roll 1d10, on 5+ backup turns on and safeguards the
ship, 8-9 Lower Power by 1 (reroll if Power is 1), 10 Gain the External trait
(Although it is external, it can only be destroyed or damaged by a Critical Hit.)
Unique.
Power: 1-7 1, 8-9 2, 10 3
Space: 0
Additional Effect: Roll 1d10, on 7+ it has an additional effect:
1-4 Safety, 5-6 Risky, 7-10 Warded
Special Effect: 1-2 Double Duty, works as an equivalent Void Shield (1 for
Raiders, Frigates and Transports, 2 for LCs and Cruisers, 3 for Grand Cruisers
and bigger), it doesn’t stack with a normal Void Shield component, 3 Demonic
Safeguard, roll 1d10 until you roll one of these numbers 6 (Slaanesh), 7
(Nurgle), 8 (Khorne), 9 (Tzeentch), 10 (Undivided) or 1 (Malal). Whenever
under attack in the Warp (like Demonic Incursion), the Daemons from the
rolled Chaos faction will defend it, thinking it’s their ally, 4 Grey Clouds, during
10 warp travel, the gellar field is at least 100 meters from the nearest part of the
ship, which allows voidsmen to do repairs on the ship. Also, it is not needed
(still prefered) to close all windows as the Gellar Field projects grey clouds
obscuring the Warp from mortal eyes, this doesn’t have an effect on
Navigator’s Warp Eye, 5 Pierce the Warp (RT 2 Rules), whenever entering a
Warp route, increase it’s Stability up to Stable, decreasing it’s parity and time
appropriate by the GM (rule of thumb is half), 6-7 Time Stability, whenever the
ship would exit the Warp back in time, the Gellar Field can stop in just before
the exit to return to the “future”, 8 Painful Incursion, whenever Daemons attack
the ship, Damage made by the voidsmen against them increase by 1d10, 9-10
Minds at Peace, whenever the Crew or other characters on the ship are
required to test Willpower against Warp Events (like hallucinations), they gain
+20 to the test.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Void Shields
Roll 1d10 Result
If for Cruiser and Light Cruiser: Increase Power by 2, Increase Space by 1,
Increase Shields by 1
If for Battlecruiser and Grand Cruiser: Increase Power by 4, Increase Space
by 2, Increase Shields by 2.
If for Battleship: Increase Power by 6, Increase Space by 6, Increase Shields
by 4.
Simple.
Power: 6
1
Space: 2
Shields: 1
Simple. Better.
Power: 5
2
Space: 1
Shields: 1
Repulsor.
Power: 7
Space: 2
3 Shields: 1
Effect: The ship does not suffer penalties to Manoeuvre Actions when
travelling through nebulas, ice rings, plasma clouds or other celestial
phenomena consisting primarily of small particles.
Repulsor. Better.
Power: 5
Space: 1
4 Shields: 1
Effect: The ship does not suffer penalties to Manoeuvre Actions when
travelling through nebulas, ice rings, plasma clouds or other celestial
phenomena consisting primarily of small particles.
Backup.
Power: 8
Space: 3
5
Shields: 1
Effect: Whenever the ship loses all the Void Shields, roll 1d10, on 8+ the Void
Shields regain 1 point for the next attack. Can occur only once per round.
6 Backup. Better.
Power: 6
Space: 2
Shields: 1
Effect: Whenever the ship loses all the Void Shields, roll 1d10, on 8+ the Void
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Shields regain 1 point for the next attack. Can occur only once per round.
Strong.
Power: 10
Space: 4
7 Shields: 2
Effect: The Void Ship has one more shield than normal, however, the
component is highly Volatile. Whenever the component is hit with a Critical Hit,
additionally the Fire critical takes place.
Strong. Better.
Power: 8
Space: 3
8 Shields: 2
Effect: The Void Ship has one more shield than normal, however, the
component is highly Volatile. Whenever the component is hit with a Critical Hit,
additionally the Fire critical takes place.
Exceptional.
Gellar Field Type: 1-2 Simple, 3-4 Simple Better, 5 Repulsor, 6 Repulsor
Better, 7 Backup, 8 Backup Better, 9 Strong, 10 Strong Better
Maintenance: 1-2 Lower Space by 1 (reroll if Space is 1), 3-4 Lower Power by
1, 5-6 Lower Space by 2 (reroll if Space is 1 or 2), 7-8 Lower Power by 2, 9
Roll 1d10 on 7+ isn’t Damaged, 10 Component Repaired in 1 Day
Special Effect: 1-2 Hidden Shields, the shields do not show up on Augurs
even if activated (only on Focused Augur with 5 DoS), 3 Flickering Shadows,
9 the Void Shields can be turned on while on Silent Running, however, when hit
roll 1d10, on 8+ the shields didn’t stop the attack, 4 Some Power to the
Lances, the Void Shields can be turned off for a round to give the ship’s
Lances additional damage equal to 3x the amount of shields, 5-6 Strong Void
Shields, whenever the ship is close to a Plasma Drive Explosion, it reduces the
taken damage by 4x the amount of shields, 7 Hololith Ghost, precise Lance
attacks against the ship are done with a -20 penalty, even if the Void Shield
was reduced to 0 during combat, 8-10 Whenever the Void Shield component is
Unpowered, roll 1d10, on 6+ it comes back online
10 Unique.
Power: 1 4, 2-3 5, 4-6 6, 8 7, 9 8, 10 10
Space: 1 1, 2-5 2, 6-8 3, 9-10 4
Shields: 1-9 1, 10 2
Additional Effect: Roll 1d10, on 7+ it has an additional effect:
1-4 Backup, 5-10 Repulsor
Special Effect: 1 Illusory Ship, the ship can on Active Augurs look like a
different ship, even to the naked eye. Only Focused Augurs with +2 DoS or
being 5 VUs close detect that it’s a fake, 2 Hololith Shade, precise Lance
attacks against the ship are done with a -40 penalty, while macrobatteries with
-20, 3 Warp Travel Disruptor, whenever the Void Shields are active, ships
entering the Warp in 10 VUs from it have a -40 penalty to Navigate (Warp), 4-5
External, the Void Shields become an External component allowing only
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Critical Hits to target them for Damage or Destruction, 6 Boost Arc, the Void
Shields can boost the nearby allies’ void shields, with the cost of 1 Void Shield
up to 5 ships that are VUs away gain 1 additional Void Shield, this bonus is
lost when the main ship has unpowered, damaged or destroyed voidshield,
turned off this feature or the ally moved further than 5 VUs, 7-8 All Power to
the Lances, the Void Shields can be turned off for a round to give the ship’s
Lances additional damage equal to 4x the amount of shields, 9-10 Enveloping
Shadows, the Void Shields can be turned on while on Silent Running and the
component is virtually undetectable (only on Focused Augur with 5 DoS)
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Plasma Drive
Roll 1d10 Result
Changes to Power and Space based on Hull Class.
Transport: No changes.
Raider: Increase Power by 10, Increase Space by 2
Frigate: Increase Power by 10, Increase Space by 2
Light Cruiser: Increase Power by 25, Increase Space by 4
Cruiser: Increase Power by 40, Increase Space by 6
Battlecruiser: Increase Power by 55, Increase Space by 6
Grand Cruiser: Increase Power by 60, Increase Space by 8
Battleship: Increase Power by 80, Increase Space by 12
Simple.
1 Base Power: 32
Base Space: 10
Simple. Better.
2 Base Power: 35
Base Space: 8
Advanced.
3 Base Power: 35
Base Space: 9
Advanced. Better.
4 Base Power: 37
Base Space: 7
Powered.
5 Base Power: 40
Base Space: 12
Powered. Better.
6 Base Power: 45
Base Space: 10
Speed.
Base Power: 34
7 Base Space: 11
Effect: Increase Manoeuvrability by 3 and Speed by 1. If the Hull is smaller
than Light Cruiser, increase this to 5 and 2 respectively.
Speed. Better.
Base Power: 36
8 Base Space: 9
Effect: Increase Manoeuvrability by 3 and Speed by 1. If the Hull is smaller
than Light Cruiser, increase this to 5 and 2 respectively.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Exceptional.
Plasma Drive Type: 1-2 Simple, 3-4 Simple Better, 5 Advanced, 6 Advanced
Better, 7 Powered, 8 Powered Better, 9 Speed, 10 Speed Better
Maintenance: 1-2 Lower Space by 1 (reroll if Space is 1), 3-4 Increase Power
by 2, 5-6 Lower Space by 2, 7-8 Increase Power by 4, 9 Roll 1d10 on 7+ isn’t
Damaged, 10 Component Repaired in 1 Day
Special Effect: 1-2 When the engine is about to become Unpowered, roll
9 1d10, on 7+ it ignores it, 3 The engine and thrusters ignore penalties to speed
due to Criticals, 4 Ship gains +30 Manoeuvrability to travel in a gravity well
(bombardment, gravity tide, etc.), 5 On Ram, the ship gains additional damage
equal to generated power divided by 10, rounded down, 6-7 Whenever the
ship is hit with Plasma Engine Explosion, roll 1d10, on 8+ it ignores the the
Critical and resolves the Space Hulk Critical Hit, 8 Any Shipboard action to
increase the Speed or Manoeuvrability of the vessel have +20 bonus to test, 9-
10 +5 to Pilot (Voidship) tests
Unique.
Power: 1 32, 2-5 35, 6-7 37, 8 40, 9 42, 10 45
Space: 1 7, 2-4 8, 5-6 9, 7 10, 8 11, 9 12, 10 13
Speed: 1-7 No Speed, 8-10 Speed Bonus
Special Effect: 1 Mimic Engine, By concentrating on memories of vessels
previously encountered, the ship’s Navigator may make a Hard (+10)
Perception Test to modify the pattern of mimicry as a free action. To all
sensors, the vessel will appear as the type chosen. The cloak is immediately
10 pierced once visual contact has been made, 2-3 Hungry Hungry Plasma, the
engine can boost its power output by 10, if it can spend a day harvesting
plasma from a blue star, 4 Distributed Network, whenever the Plasma Engine
is to be hit by a Critical, roll 1d10, on 6+ it ignores it, 5 The ship is able to help
during Warp Travel, decrease the amount of days traveled by 1d5+2, 6-7 Once
per combat, the ship can make an instant halt, not moving at all, without a test
to be made, 8 The ship ignores penalties to due gravity wells, 9 Dampened
Drives, grants a +15 bonus to Silent Running Manoeuvre and any attempt to
detect it with Augurs suffer -15 penalty, 10 +10 to Pilot (Voidship) tests
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Warp Drive
Roll 1d10 Result
If for Cruiser and Light Cruiser Only: Increase Power by 2, Increase Space
by 2
If for higher than Cruiser Only: Same as above.
Simple.
1 Power: 11
Space: 11
Simple. Better.
2 Power: 10
Space: 10
Safe Shorten.
Power: 14
Space: 14
Transports, Frigates and Raiders: After all rolls, reduce the travel time by
1d10 days for every week traveled. If the voyage is shorter than 1 week before
reduction, this has no effect.
3
Cruisers and Light Cruisers: After all rolls, reduce the travel time by 1d5
days for every week traveled. If the voyage is shorter than 1 week before
reduction, this has no effect.
Bigger than Cruiser: After all rolls, reduce the travel time by 1d5 days for
every two weeks traveled. If the voyage is shorter than 2 weeks before
reduction, this has no effect.
Risky Shorten.
Power: 10
Space: 12
5
Effect: After all rolls, reduce the travel time by half (rounded up). However, the
Navigator must draw additional card (unrevealed, but can be with a point from
Locating the Astronomican).
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Risky Shorten. Better.
Power: 8
Space: 10
6
Effect: After all rolls, reduce the travel time by half (rounded up). However, the
Navigator must draw additional card (unrevealed, but can be with a point from
Locating the Astronomican).
Safer Lengthen.
Power: 12
7 Space: 13
Effect: After all rolls, multiply the travel time by 2. However, when the
Navigator must draw cards, he can decide to draw one less unrevealed card.
Exceptional.
Warp Drive Type: 1-2 Simple, 3-4 Simple Better, 5 Safe Shorten, 6 Safe
Shorten Better, 7 Risky Shorten, 8 Risky Shorten Better, 9 Safer Lengthen, 10
Safer Lengthen Better
Maintenance: 1-2 Lower Space by 1 3-4 Lower Power by 1, 5-6 Lower Space
by 2, 7-8 Lower Power by 2, 9 Roll 1d10 on 7+ isn’t Damaged, 10 Remove
negative part of Effect (reroll if not Risky Shorten or Safer Lengthen) - Risky
9
Shorten remove additional card draw, Safer Lengthen remove multiply travel
time
Special Effect: 1-2 +5 to Navigation (Warp) tests, 3-4 +10 to Navigation
(Warp) tests, 5 +10 to Warp Encounter tests, 6 Shorten Real Time travel by
1d5 days for every day in the Warp, 7 Ignore Critical effects of Warp Drive
Explosion, 8 Bonus +30 bonus to Emergency Warp Jump, 9-10 halve penalties
for Warp Jump not in the Mandeville Points
10 Unique.
Power: 1 7, 2 8, 3-4 9, 5-6 10, 7-8 11, 9 12, 10 14
Space: 1 9, 2-6 10, 7-8 11, 9 12, 10 13
Additional Effect: Roll 1d10, on 6+ has one:
1-3 Safe Shorten Effect, 4-6 Risky Shorten Effect*, 7-10 Safer Lengthen
Effect*
*Maintenance: Roll 1d10, on 8+ the negative effect is removed - Risky
Shorten remove additional card draw, Safer Lengthen remove multiply travel
time
Special Effect: 1-2 +10 to Navigation (Warp) tests, 3-4 Ignore penalties for
Warp Jump not in the Mandeville Points, 5 Reveal one card or discard one
revealed one (non Demonic Incursion) once during warp travel, 6
Automatically chart the warp route at best quality and even the return trip, 7
+20 to Warp Encounter tests, 8 Realspace Pocket Creation, when a nearby
ship gets inflicted the Critical Warp Drive Explosion, this ship ignores its
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
effects, 9 Warp Storm Rider, decrease the severity of a warp route with Warp
Storm to Worse, ignore the penalties for Warp Jump into a Warp Storm, 10
Gain additional 1d10+1 points for Warp Travel Step 4, rolled each time
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Ship Bridge
Roll 1d10 Result
If for Cruiser and Light Cruiser Only: Increase Power by 1, Increase Space
by 1
If for higher than Cruiser Only: Same as above.
Repair.
Power: 1
Space: 1
1
Bonus: 1-3 +5, 4-8 +10, 9 +15, 10 +20
Effect: As long as the bridge remains undamaged, all Tech-Use Tests to
repair the ship gain a bonus.
Scanner.
Power: 3
Space: 1
2
Bonus: 1-6 +5, 7-8 +10, 9 +15, 10 +20
Effect: This ship gains a bonus to Detection when using Active Augury or
Focused Augury.
Organised.
Power: 1
Space: 1
3 Theme: 1-2 Exploration, 3-4 Trade, 5-6 Military, 7-8 Criminal, 9-10 Creed
Achievement Points: 1 25, 3-5 50, 6-7 75, 8-9 100, 10 150
Effect: When working towards an Themed objective, the players earn an
additional Achievement Points.
Reinforced.
Power: 2
4 Space: 2
Effect: If this Component takes a Critical Hit or becomes damaged or
unpowered, roll 1d10. On a 4 or higher, the component is unharmed.
Command.
Power: 2
Space: 1
5
Bonus: 1-4 +5, 5-7 +10, 8-9 +15, 10 +20
Effect: As long as the bridge remains undamaged, all Command Tests made
by the captain gain a bonus.
Manoeuvrability.
Power: 1
6 Space: 1
Bonus: 1-6 +5, 7-8 +10, 9 +15, 10 +20
Effect: Increase the ship’s Manoeuvrability by +5.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Navigation.
Power: 2
7 Space: 2
Bonus: 1-4 +5, 5-7 +10, 8-9 +15, 10 +20
Effect: All Piloting and Navigation tests by crew on the Bridge gain a bonus.
Combat.
Power: 3
8 Space: 3
Bonus: 1-4 +5, 5-7 +10, 8-9 +15, 10 +20
Effect: All Ballistic Skill Tests to fire shipboard weapons gain a bonus.
Exceptional.
Bridge Effects: 1-3 Two Bridge Effects, 4-6 Three Bridge Effects, 7-8 Four
Bridge Effects, 9-10 Five Bridge Effects
9 Roll 1d10: 1-2 Repair, 3 Scanner, 4 Organized, 5 Reinforced, 6-7 Command,
8 Manoeuvrability, 9 Navigation 10 Combat
Power: 1 plus 1 for every 2 Bridge Effects (at five it’s 1+3)
Space: 1 plus 1 for every 2 Bridge Effects (at five it’s 1+3)
10 Unique.
Bridge Effects: 1-3 Two Bridge Effects, 4-6 Three Bridge Effects, 7-8 Four
Bridge Effects, 9-10 Five Bridge Effects
Roll 1d10: 1-2 Repair, 3 Scanner, 4 Organized, 5 Reinforced, 6-7 Command,
8 Manoeuvrability, 9 Navigation 10 Combat
Power: 1 plus 1 for every 2 Bridge Effects (at five it’s 1+3)
Space: 1 plus 1 for every 2 Bridge Effects (at five it’s 1+3)
Special Effect: 1-2 Fleet Command, give bonus (Roll 1d10: 1-4 +5, 5-7 +10,
8-9 +15, 10 +20) to allied ships in 10 VUs from this ship, 3-4 Landing Bay
Mastery, tests to ready new squadrons are automatically passed, 5 Have no
Fear Your Captain is Here, automatically past tests with Bolster Resolve,
Disinformation, Prepare to Repel Boarders! and Put Your Backs Into It!
Shipboard Actions by the captain with DoS equal to his Fellowship Bonus plus
1d5, 6 Gain bonus (Roll 1d10: 1-4 +5, 5-7 +10, 8-9 +15, 10 +20) for Planetary
Bombardment tests and planetary invasion related tests, also, ground-based
forces in vox communication with the ship count as being equipped with a
Multicompass, 7 Gain additional 1d5 DoS when scanning a Planet, Moon or
Space Hulk, 8 Heavily Guarded, the bridge is guarded by murder servitors,
servitor-turrets with autocannons and lascannons and additional flame traps,
the doors to the bridge itself has AP 32 with 120 Structural Integrity, 9
Diplomatic, the bridge has an universal translator installed giving everybody on
the bridge relevant Linguistic skill at +30, also, if need be to roll for Lore related
to an encountered Xenos, Imperial Planet or similar (GM discretion), the
characters on the bridge receive +20 bonus to the Lore tests, 10 Shriek,
automatically past test for Jam Communications. Also, the ship’s Enginseer
Prime makes a Very Hard (-30) Opposed Tech-Use test against one target
vessel 10 VUs from the ship who’s Enginseer Prime makes the test with a
bonus of 10 plus Detection. If the Shriek ship wins, the target loses all Augurs,
they become Unpowered for 1d5 rounds, essentially blinding them, 1d5-1
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
components become Unpowered on the ship and all Hit&Run and Boarding
actions have a +30 bonus to tests against the crippled ship.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Life Sustainers
Roll 1d10 Result
If for Cruiser and Light Cruiser Only: Increase Power by 1, Increase Space
by 1
If for higher than Cruiser Only: Same as above.
Simple.
1 Power: 5
Space: 3
Simple. Better.
2 Power: 4
Space: 2
Depressurization.
Power: 5
Space: 5
3
Morale: 1-8 +1, 9 +2, 10 +3
Effect: Increase Morale permanently. This starship reduces Crew Population
and Morale losses due to Depressurization by 4, to a minimum of 0.
Depressurization. Better.
Power: 4
Space: 4
4
Morale: 1-8 +1, 9 +2, 10 +3
Effect: Increase Morale permanently. This starship reduces Crew Population
and Morale losses due to Depressurization by 4, to a minimum of 0.
Cleanest.
Power: 5
Space: 5
5
Morale: 1-8 +3, 9 +4, 10 +5
Effect: Increase Morale permanently. This starship reduces Morale losses by
2, to a minimum of 1.
Cleanest. Better.
Power: 4
Space: 4
6
Morale: 1-8 +3, 9 +4, 10 +5
Effect: Increase Morale permanently. This starship reduces Morale losses by
2, to a minimum of 1.
7 Euphoric.
Power: 5
Space: 3
Soothing Balm: While the euphoric functions are activated, increase Morale
by 10, but the ship’s Crew Rating drops by one level (e.g. 30 to 20)
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Withdrawal: If the euphoric functions are deactivated, the crew requires a day
to sober up. Until this time has passed, decrease Morale by 10.
Lay Down and Rest: If a vessel running the euphoric functions is the victim of
a Hit and Run action, the attacker suffers a -10 penalty to his Command Test,
unless the boarders are equipped with air filtration systems.
Euphoric. Better.
Power: 4
Space: 2
Soothing Balm: While the euphoric functions are activated, increase Morale
by 10, but the ship’s Crew Rating drops by one level (e.g. 30 to 20)
8
Withdrawal: If the euphoric functions are deactivated, the crew requires a day
to sober up. Until this time has passed, decrease Morale by 10.
Lay Down and Rest: If a vessel running the euphoric functions is the victim of
a Hit and Run action, the attacker suffers a -10 penalty to his Command Test,
unless the boarders are equipped with air filtration systems.
Exceptional.
Life Sustainer Type: 1-2 Simple, 3-4 Simple Better, 5 Depressurization, 6
Depressurization Better, 7 Cleanest, 8 Cleanest Better, 9 Euphoric, 10
Euphoric Better
Maintenance: 1-2 Lower Space by 1, 3-4 Lower Power by 1, 5-6 Lower Space
by 2 (reroll if Space is 2), 7-8 Lower Power by 2, 9 Roll 1d10 on 7+ isn’t
Damaged, 10 Component Repaired in 1 Day
9
Special Effect: 1-2 Reduce all losses to Crew Population due to non-combat
sources (Roll 1d10: 1-8 by 1, 9 by 2, 10 by 4), 3-5 Increase Morale
permanently by 1, 6 Increase Morale permanently by 2, 7 Euphoric doesn’t
decrease Crew Rating or has Withdrawal (reroll if not Euphoric), 8-9 The crew
gains a +20 bonus to resist non-Warp diseases, 10 If any component on the
ship is to be hit with Critical Depressurization, roll 1d10, on 7+ it ignores the
effects.
10 Unique.
Power: 1 3, 2-6 4, 7-9 5, 10 6
Space: 1 1, 2-3 2, 4-6 3, 7-8 4, 9 5, 10 6
Additional Bonus: Roll 1d10, on 7+ it has:
1-3 Depressurization, 4-8 Cleanest, 9-10 Euphoric
Special Effect: 1-2 Euphoric doesn’t decrease Crew Rating or has Withdrawal
(reroll if not Euphoric), 3-4 Reduce all losses to Crew Population due to non-
combat sources (Roll 1d10: 1-8 by 1, 9 by 2, 10 by 4), 5 Relaxing, gain +10 to
Willpower tests for the crew during Warp Encounters, 6 Secret Tunnels, the life
sustainer tube network (air and water filtration) gives an advantage to
defenders, +20 to defend against Hit&Run and Boarding actions, 7 Desperate
Energy Source, decrease Morale by 10, however, the component now, instead
of requiring power, generates it (Roll 1d10: 1-4 8, 5-7 9, 8-9 10, 10 12), Morale
returns to normal if the Life Sustainers are working for at least a month, 8
Increase Morale permanently by 2, 9 Hot Water, flood boarders with hot,
boiling water, boiling them alive, unless they are prepared for high
temperatures, they are inflicted a loss of 1d5+1 to Crew and Morale, 10 Almost
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
like on a Planet, the ship regains Morale by 1 per 10 days, while Shoreleave
regains morale in 1 week instead of 3.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Crew Quarters
Roll 1d10 Result
If for Cruiser and Light Cruiser Only: Increase Power by 1, Increase Space
by 1
If for higher than Cruiser Only: Same as above.
Simples.
1 Power: 2
Space: 4
Simple. Better.
2 Power: 1
Space: 3
Spacious.
Power: 2
3 Space: 5
Morale: 1-8 by 1, 9 by 2, 10 by 3
Effect: Increase Morale permanently.
Spacious. Better.
Power: 1
4 Space: 4
Morale: 1-8 by 1, 9 by 2, 10 by 3
Effect: Increase Morale permanently.
Family.
Power: 2
Space: 5
5 Bonus: 1-6 +5, 7-8 +10, 9 +15, 10 +20
Effect: All Command Tests to defend against boarding and hit and run actions
gain a bonus. In addition, all sources of Morale loss are reduced by 1, to a
minimum of 1.
Family. Better.
Power: 1
Space: 4
6 Bonus: 1-6 +5, 7-8 +10, 9 +15, 10 +20
Effect: All Command Tests to defend against boarding and hit and run actions
gain a bonus. In addition, all sources of Morale loss are reduced by 1, to a
minimum of 1.
7 Backup.
Power: 2
Space: 4
Crew: 1-6 by 1, 7-8 by 2, 9-10 by 3
Effect: Decrease Morale permanently by 1. In addition, all sources of Crew
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
loss are reduced, to a minimum of 1.
Backup. Better.
Power: 1
Space: 3
8
Crew: 1-6 by 1, 7-8 by 2, 9-10 by 3
Effect: Decrease Morale permanently by 1. In addition, all sources of Crew
loss are reduced, to a minimum of 1.
Exceptional.
Crew Quarters Type: 1-2 Simple, 3-4 Simple Better, 5 Spacious, 6 Spacious
Better, 7 Family, 8 Family Better, 9 Backup, 10 Backup Better
Maintenance: 1-2 Lower Space by 1, 3-4 Lower Power by 1 (reroll if Power is
1), 5-6 Lower Space by 2 (reroll if Space is 2), 7-8 Lower Power by 2 (reroll if
Power is 2 or 1), 9 Roll 1d10 on 7+ isn’t Damaged, 10 Component Repaired in
9 1 Day
Special Effect: 1-2 Remove Morale decrease (reroll if not Backup), 3-4
Reduce lose to depressuration by 2, 5 the crew gains +10 to Willpower tests
during Warp Encounters, 6-7 If component hit with Depressuration, roll 1d10,
on 6+ it ignores the effect, 8-9 If component hit with Fire, roll 1d10, on 7+ it
ignores the effect, 10 Increase the time the ship can be in a Deep Void Run
from 6 months to 1 year
Unique.
Power: 1-4 1, 5-8 2, 9 3, 10 4
Space: 1 2, 2-3 3, 4-7 4, 8-9 5, 10 6
Additional Bonus: Roll 1d10, on 7+ it has:
1-3 Spacious, 4-6 Family, 7-10 Backup
Special Effect: 1-2 Remove Morale decrease (reroll if not Backup), 3 the crew
gains +10 to all tests during Warp Encounters, 4 Cold Storage, once per day,
10 ignore Crew loses from a single source, 5 Homely, the Crew regains Morale by
1 per 10 days, 6 Autonomous, this component fills the ship with servitor-like
crew, follows the rules from Ship Upgrade Servitor Crew (Into the Storm), for
crew rating roll 1d10: 1 Crew Rating 20, 2-5 30, 6-7 35, 8 40, 9 45, 10 50, 7
Shipwide Market, Gain a bonus +30 to Inquiry and Commerce for Acquisition
on the ship, 8 Everybody Pitch In, Gain additional Achievement Bonus to
Trade (Roll 1d10: 1-7 25, 8-9 50, 10 100), 9-10 Increase the time the ship can
be in a Deep Void Run from 6 months to 1 year
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Augur Arrays
Roll 1d10 Result
Unless noted otherwise, all are External: This Component does not require
hull space. Although it is external, it can only be destroyed or damaged by a
Critical Hit.
Simple.
1
Power: 5
Simple. Better.
2
Power: 4
Detection.
Power: 6
3 Bonus (Additional Power): 1-6 +5 (no Increase in Power), 7-8 +10 (Increase
Power by 1), 9 +15 (Increase Power by 2), 10 +20 (Increase Power by 3)
Effect: Increased power draw provides a bonus to the ship’s Detection.
Detection. Better.
Power: 5
4 Bonus (Additional Power): 1-6 +5 (no Increase in Power), 7-8 +10 (Increase
Power by 1), 9 +15 (Increase Power by 2), 10 +20 (Increase Power by 3)
Effect: Increased power draw provides a bonus to the ship’s Detection.
Specific Scan.
Power: 6
Type: 1-4 Silent Running, 5-7 Planetary Objects, 8-9 Active Augury, 10 All
5
three
Bonus: 1-2 +5, 3-6 +10, 7-9 +15, 10 +20
Effect: The Augurs help with a specific type of scanning, granting a bonus.
Detailed Scan.
Power: 6
Type: 1-2 Military, 3-4 Trade, 5-8 Exploration, 9 Criminal, 10 Creed
7
Achievement Points: 1 25, 3-5 50, 6-7 75, 8-9 100, 10 150
Effect: When working towards an Themed objective, the players earn an
additional Achievement Points.
Exceptional.
Augur Array Effects: 1-2 Only Simple, 3-6 Two Effects, 7-8 Three Effects, 9-
10 All Effects
9 Roll 1d10: 1-3 Detection, 4-7 Specific Scan, 8-10 Detailed Scan
Maintenance: 1-2 Lower Power by 1, 3-4 Lower Power by 2, 5 Lower Power
by 3, 6 Can hide during Void Combat, becoming untargetable by Criticals, 7-8
Roll 1d10 on 7+ isn’t Damaged, 9-10 Component Repaired in 1 Day
Unique.
Power: 1-2 3, 3-4 4, 5-7 5, 8-9 6, 10 7
Augur Array Effects: 1 Only Simple, 2-3 One Effect, 3-6 Two Effects, 7-8
Three Effects, 9-10 All Effects
Roll 1d10: 1-3 Detection, 4-7 Specific Scan, 8-10 Detailed Scan
Special Effect: 1-2 Can hide during Void Combat, becoming untargetable by
Criticals, 3-4 Incoming!, Gain bonus to Ballistic Skill against Planetary targets
(Roll 1d10: 1-5 +5, 6-7 +10, 8-9 +15, 10 +20), 5 No Broadcasting, Can do
scanning while on Silent Running without a penalty, 6 Active Targetting, Gain a
bonus DoS to Lock on Target! Shipboard Action (Roll 1d10: 1-3 1, 4-5 2, 6-7 3,
8 4, 9-10 1d5), 7 The Navigator gains +20 to his Locating the Astronomican
test. However, the Navigator must draw additional card (unrevealed, but can
10
be with a point from Locating the Astronomican), 8 A Navigator may use this
device to make a Challenging (+0) Awareness Test. If successful, the
Navigator can identify nearby vessels (or other large objects) and estimate
when and where they are likely to transition out of the warp. For every degree
of success, the Navigator can sense objects within a range of about one hour’s
travel, 9 while this Component is active, this ship may not perform Silent
Running, but any Focussed Augury Tests made to scan it suffer a -20 penalty,
10 A Navigator may use this device to make a Challenging (+0) Awareness
Test. If successful, the Navigator can identify nearby Warp Portals and
Webway Portals up to 1 VUs from his location. The more DoS, the more
precise his estimate is, with 1 being mainly which direction, while 6+ the exact
location.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Cargo and Passenger Compartments
Roll 1d10 Result
Transports (Power and Space): Increase Power by 1, Increase Space by 2
Transports (Achievement Points): 1-2 75, 3-5 100, 6-7 125, 8-9 150, 10 200
Frigates and Raiders (Power and Space): Nothing.
Frigates and Raiders (Achievement Points): 1-2 25, 3-5 50, 6-7 75, 8-9 100,
10 150
Light Cruisers and Cruisers (Power and Space): Increase Power by 1,
Increase Space by 2
Light Cruisers and Cruisers (Achievement Points): 1-2 75, 3-5 100, 6-7
125, 8-9 150, 10 200
Grand Cruisers and Battlecruisers (Power and Space): Increase Power by
1, Increase Space by 3
Grand Cruisers and Battlecruisers (Achievement Points): 1-2 100, 3-5
125, 6-7 150, 8-9 175, 10 225
Battleships (Power and Space): Increase Power by 2, Increase Space by 4
Battleships (Achievement Points): 1-2 150, 3-5 175, 6-7 200, 8-9 250, 10
300
Cargo.
Base Power: 2
1 Base Space: 4
Effect: When working towards a Trade objective, the players earn an
additional Achievement Points.
Cargo. Better.
Power: 1
2 Space: 2
Effect: When working towards a Trade objective, the players earn an
additional Achievement Points.
Luxury.
Power: 3
Space: 3
3 Paying Customers: When working toward a Trade, Criminal, or Creed
objective, the players earn an additional Achievement Points towards
completing that objective.
Class Division: Decrease Morale permanently by 3.
Luxury. Better.
Power: 2
Space: 1
4 Paying Customers: When working toward a Trade, Criminal, or Creed
objective, the players earn an additional Achievement Points towards
completing that objective.
Class Division: Decrease Morale permanently by 3.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
War.
Power: 3
Space: 6
5 Soldiers: When working toward a Military or Creed objective, the players earn
an additional Achievement Points towards completing that objective.
Reinforcements: If the ship is transporting troops, it gains +20 to all
Command Tests involving boarding actions and Hit and Run Actions.
War. Better.
Power: 2
Space: 4
6 Soldiers: When working toward a Military or Creed objective, the players earn
an additional Achievement Points towards completing that objective.
Reinforcements: If the ship is transporting troops, it gains +20 to all
Command Tests involving boarding actions and Hit and Run Actions.
Criminal.
Power: 4
Space: 6
Mirror Bays: When working towards a Trade objective, the players earn
7
additional Achievement Points. When working towards a Criminal objective,
the players earn 25 more Achievement Points than from Trade.
Hidden Spaces: Location of these bays when their systems are engaged
requires an Arduous (-40) Scrutiny Test.
Criminal. Better.
Power: 3
Space: 4
Mirror Bays: When working towards a Trade objective, the players earn
8
additional Achievement Points. When working towards a Criminal objective,
the players earn 25 more Achievement Points than from Trade.
Hidden Spaces: Location of these bays when their systems are engaged
requires an Arduous (-40) Scrutiny Test.
Exceptional.
Compartment Types: 1-5 Only one Type, 6-8 Two Types, 9 Three Types, 10
All Types
Roll 1d10: 1-4 Cargo (Roll 1d10, on 7+ take Better), 5 Luxury (Roll 1d10, on
7+ take Better), 6-8 War (Roll 1d10, on 7+ take Better), 9-10 Criminal (Roll
1d10, on 7+ take Better)
9
Power and Space: Take the highest value and increase by 1 it for every two
types.
Maintenance: 1-2 Lower Space by 1, 3-4 Lower Power by 1 (reroll if Power is
1), 5-6 Lower Space by 2 (reroll if Space is 2), 7-8 Lower Power by 2 (reroll if
Power is 1 or 2), 9 Roll 1d10 on 7+ isn’t Damaged, 10 Component Repaired in
1 Day
Unique.
10
Power: 1-2 1, 3-4 2, 5-7 3, 8-9 4, 10 5
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Space: 1 2, 2-3 3, 4-5 4, 6-7 5, 8-9 6, 10 7
Compartment Types: 1-5 Only one Type, 6-8 Two Types, 9 Three Types, 10
All Types
Roll 1d10: 1-4 Cargo, 5 Luxury, 6-8 War, 9-10 Criminal
Power and Space: Increase by 1 it for every two types.
Special Effect: 1-2 Detachable, the compartment can be detached, safely,
from the ship with enough provisions to last for a month, 3 Drop Pod, can be
sent on a safe or quick drop onto a planet, quicker transport than with normal
spaceships (equipped to hold 20 pods, although it may only launch 10 every
30 minutes or so (in other words, it may launch 10 pods every Strategic Turn).
The pods must be recovered from the planet’s surface before being reused.),
4-5 Undetectable, the compartment is undetectable by Focus Augury, unless
the ship achieves at least 5 DoS, 6 Xenos Compatible, all Charm and Inquiry
tests made with xenos aboard this vessel gain a bonus (Roll 1d10: 1-7 +10, 8-
9 +15, 10 +20). All Objectives for Endeavours involving non-hostile dealings
with xenos races gain additional Achievement Points (Roll 1d10: 1-7 50, 8-9
75, 10 100). However, decrease Morale permanently by 2, 7 Merchant Prince,
gain a +20 bonus to Commerce and Inquiry for Acquisition, if the ship is
docked in a spaceport or the upper hive, 8-9 Profit First, Whenever hit with
Fire, Depressurization or Damage Criticals, roll 1d10, on 4+ the cargo is fine,
10 Heavily Guarded, the cargo is heavily guarded by servitor-turrets and
murder-servitors, a system of pict-recorders see everything that goes on.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Voidship Enhancement
Roll 1d10 Result
Thrusters
Power: 3
If Transport and Light Cruiser: Increase Power by 1
If Battlecruiser and Cruiser: Increase Power by 2
If Grand Cruiser: Increase Power by 3
1
If Battleship: Increase Power by 6
Bonus: 1 +3, 2-3 +4, 4-7 +5, 8-9 +6, 10 +8
Agile: These thrusters add a bonus to the ship’s Manoeuvrability.
External: This Component does not require hull space. Although it is external,
it can only be destroyed or damaged by a Critical Hit.
Additional Plating
Plating Type: 1-4 Interior, 5-9 Exterior, 10 Both
Interior (Space): 2
Interior (Bonus): 1 +2, 2-5 +3, 6-7 +4, 8 +5, 9 +6, 10 +8
Interior (Effect): Add a bonus to Hull Integrity.
Exterior (Space): 1
2
Exterior (Bonus): 1-6 +1, 7-8 +2, 9 +3, 10 +4
Exterior (Effect): Add a bonus to Armour. Decrease this vessel’s
Manoeuvrability by 1 plus the armour bonus.
If for Cruiser and Light Cruiser: Increase Space by 1
If for Grand Cruiser and Battlecruiser: Increase Space by 2
If for Battleship: Increase Space by 4
3 Defensive Measures
Type: 1-4 Inaccuracy, 5-8 Turrets, 9-10 Brace
Inaccuracy (Power): 1
Inaccuracy (Space): 1
Inaccuracy (Effect): When deployed, the countermeasures apply a –20
penalty to all Ballistic Skill Tests made to attack the ship for the next 1d5+1
Strategic Turns. Torpedoes suffer a -30 penalty instead.
Inaccuracy (Side Effect): Roll 1d10, on 6+ it has: Once used, the
countermeasures must be refilled and refurbished with a successful Upkeep
Test outside of combat (and at a technological system with void yards) before
it can be used again.
Turrets (Power): 1
Turrets (Space): 1
Turrets (Rating): 1-8 1, 9 2, 10 3
Turrets (Effect): When the component is in use, increase the ship’s Turret
Rating.
Turrets (Side Effect): Roll 1d10, on 4+ it has: When this component is in use,
it suffers a -10 penalty to Detection.
Brace (Power): 1 and upt to Bonus
Brace (Space): 1
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Brace (Bonus): 1-8 3, 9 4, 10 5
Brace (Effect): As long as Power is supplied to his Component, the ship’s Hull
Integrity is increased by twice the Power supplied. Should this Component be
Damaged or supplied with less Power, the hull loses this bonus value
proportionally. This cannot bring the ship’s Hull Integrity below 0.
Ironclad Prow
Prow Type: 1-2 Powered (reroll if smaller than Light Cruiser), 3-5 Armoured
(reroll if smaller than Light Cruiser), 6-10 Reinforced
Powered (Power): 2
Powered (Space): 0
Powered (Effect): his Component does not require hull space. Although it is
external, it can only be destroyed or damaged by a Critical Hit. This
Component allows a starship to do an additional 1d10 damage when ramming.
4 Armoured (Power): 0
Armoured (Space): 4
Armoured (Effect): A ship with this Component may not have Prow
macrobatteries or lances. This ship gains +4 armour only in its fore arc. This
ship also does 1d10 additional damage when ramming.
Reinforced (Power): 0
Reinforced(Space): 2 (Increase if Light Cruiser or bigger)
Reinforced (Effect): This ship gains +2 Armour in its front arc only. This ship
also does 1d5 additional damage when ramming.
Tenebro-Maze Fabricator
Power: 1
Space: 2
If for Cruiser and Light Cruiser Only: Increase Power by 1, Increase Space
by 1
5
If for higher than Cruiser Only: Increase Power by 2, Increase Space by 2
Hidden sally-ports: This ship gains +10 to all Command Tests when
defending against boarding actions and Hit and Run Actions.
Incomprehensible Layout: When a Component on this ship is selected to be
affected from a critical hit, it is chosen by the ship’s controller, not the attacker.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Drop Pods
Power: 1
Space: 3
Achievement Points: 1-2 25, 3-7 50, 8-9 75, 10 100
Steel Rain: When working towards a Military objective, the players earn
additional Endeavour Points towards completing that objective.
7
Drop Pods: 1-2 10, 3-7 20, 8-9 30, 10 50
Drop Pod Deployment: The players may use drop pods. The this design is
equipped to hold a specific number of pods, although it may only launch 10
every 30 minutes or so (in other words, it may launch 10 pods every Strategic
Turn). The pods must be recovered from the planet’s surface before being
reused.
Strange Enhancement
Type: 1-3 Identity, 4-5 Mantle, 6-10 Mines (reroll if Frigates or Raiders)
Identity (Power): 1
Identity (Space): 0
Identity (Effect): Works like Variable Figurehead. This Component does not
require hull space. Although it is external, it can only be destroyed or damaged
by a Critical Hit.
Mantle (Power): 3
Mantle - If for Cruiser and Light Cruiser Only: Increase Power by 2
Mantle - If for higher than Cruiser Only: Increase Power by 4
Mantle (Effect): When travelling on Silent Running, all Tests to detect this
vessel have their Difficulty increased by two degrees. When completing a
8 Criminal objective, the players earn an additional 50 Endeavour Points.
Mines (Power): 1
Mines (Space): 4
Mines - If for higher than Cruiser: Increase Space by 4
Mines (Effect): When acquired, the component contains enough mines for
1d5-1 deployments with an Upkeep Test at a suitable port required to re-equip
with a new complement of mines, the maximum of which the component can
have is five. A successful Routine (+20) Tech-Use Test can deploy mines in a
spread covering an area 4 VUs wide, deep, and high behind the ship; this can
also be done as an Extended Action while in combat (such as in a Stern
Chase!). To prevent mines from accidentally setting each other off, the fields
cannot be set to overlap. For information how mines work, please check
Battlefleet Koronus page 39.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Maintenance
Type: 1-5 Fire Suppression, 6-8 Lux Net, 9-10 Servitor-Repairmen
Fire Suppression (Power): 1
Fire Suppression (Space): 1
Fire Suppression - If for Cruiser and Light Cruiser Only: Increase Power
by 1, Increase Space by 1
Fire Suppression - If for higher than Cruiser Only: Increase Power by 2,
Increase Space by 2
Fire Suppression (Effect): If the Bridge is powered and undamaged, a
character may activate this system to extinguish one Component on fire by
making a Difficult (–10) Tech-Use Test (this counts as an Extended Action in
starship combat). If successful the fire is extinguished. This Component may
be used once per Strategic Turn.
Lux Net (Power Generated): 10
9 Lux Net (Space): 2
Lux Net (Effect): Lux Nets are only functional (as in, they only generate
Power) on stationary vessels inside a solar system, taking 2 hours to deploy
and 10 to retract. If the ship has to move for any reason during its operation,
the Lux Net is Destroyed as the fragile material rips apart. The net also counts
as exposed when deployed (see Rogue Trader page 191). When conducting
extended repairs, a deployed net adds +1 to the number of degrees of
success.
Servitor-Repairmen (Power): 2
Servitor-Repairmen (Space): 2
Servitor-Repairmen (Effect): Servitors are set in places in critical places on
the ship, ready to repair damage when needed. The ship gains +30 to
Emergency Repairs action and can repair a component that was Damaged in
previous turn. This can’t repair Damaged components that were destroyed
much later in the Void Combat.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Voidship Facilities
Roll 1d10 Result
If for Cruiser and Light Cruiser: Roll 1d10, on 6+ it: Increase Power by 1,
Increase Space by 1
If for Battlecruiser and Grand Cruiser: Roll 1d10, on 5+ it: Increase Power
by 2, Increase Space by 2
If for Battleship: Roll 1d10, on 4+ it: Increase Power by 3, Increase Space by
3
Immaterium.
Power: 1 0, 2-4 1, 5-7 2, 8-9 3, 10 4
Space: 1 0 (reroll if Power is 0), 2-4 1, 5-7 2, 8-9 3, 10 4
Number: 1-5 Only One, 6-7 Two, 8 Three, 9 Four, 10 All
Aid: 1-4 Navigation (Warp), 5-6 Locating Astronomican, 7 Chart Creation, 8-9
Warp Encounters, 10 Travel Time
Warp Encounters Aid: 1-8 Flat Bonus, 9-10 Ability to Discard
Warp Encounters Discard: 1-4 Discard a revealed card, draw a new one, 5-8
Discard an unrevealed card, 9-10 Discard a revealed card and choose
between two new ones
If Navigation (Warp), Locating Astronomican, Chart Creation or Warp
Encounters (Flat Bonus), then roll for Bonus.
1 Bonus Type (if more than one Bonus): 1-5 Roll for each individually, 6-10 All
share the same Bonus
Bonus: 1-3 +10, 4-6 +15, 7-8 +20, 9 +25, 10 +30
Travel Time Aid: 1-4 Shorten the Warp Time, 5 Shorten Parity, 6-8 Shorten
Real Time, 9 Shorten Warp Time and Parity, 10 Shorten all Three
Travel Time Aid (Warp Time): 1-3 by 1d5 days, 4-6 by 1d10 days, 7-8 by 1d5
weeks, 9 by half, 10 by 3/4
Travel Time Aid (Parity): 1-6 by 1, 7-9 by 1d5, 10 by half
Travel Time Aid (Real Time): 1-3 by 1d10 days, 4-9 by half, 10 by 3/4
Effect: The Navigator receives a bonus to all listed tests (Navigation (Warp),
Locating Astronomican, Chart Creation and/or Warp Encounters) during Warp
Travel if he uses the component. The component may influence other aspects
of Warp Travel (Travel Time and/or Warp Encounters).
2 Piloting.
Power: 1 0, 2-4 1, 5-7 2, 8-9 3, 10 4
Space: 1 0 (reroll if Power is 0), 2-4 1, 5-7 2, 8-9 3, 10 4
Number: 1-7 Only One, 8-9 Two, 10 All
Aid: 1-3 Pilot (Voidship), 4-8 Navigate (Stellar), 9-10 Attack Craft
Attack Craft Aid: 1-4 Bonus to Command, 5-6 Attack Craft Rating, 7-9 Attack
Craft Repair, 10 All three
Attack Craft Aid (Repair): After any starship combat in which fighters, assault
boats, or bombers are lost, a character may immediately make a Difficult (-10)
Tech Use Test. For every degree of success on the test, two of these craft are
recovered.
Attack Craft Aid (Rating): 1-3 +2, 4-5 +4, 6-7 +6, 8 +8, 9 +10, 10 +15
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Bonus Type (if more than one Bonus): 1-5 Roll for each individually, 6-10 All
share the same Bonus
Bonus: 1-3 +10, 4-6 +15, 7-8 +20, 9 +25, 10 +30
Effect: The Explorers receive a bonus to all listed Skill tests conducted on the
vessel if they use the component. The component may influence Attack Craft.
Voidsmen.
Power: 1 0, 2-4 1, 5-7 2, 8-9 3, 10 4
Space: 1 0 (reroll if Power is 0), 2-4 1, 5-7 2, 8-9 3, 10 4
Aid: 1-6 Morale, 7-9 Crew, 10 Both (Roll Type individually)
3 Type: 1-3 Increase Permanently, 4-8 Reduce Loses, 9-10 Both
Permanent Increase: 1-4 +1, 5-6 +2, 7-8 +3, 9 +4, 10 +5
Reduce Loses Limit: 1-8 minimum of 1, 9-10 minimum of 0
Reduce Loses Amount: 1-3 by 1, 4-6 by 2, 7-8 by 3, 9 by 4, 10 by 5
Effect: This component influences the Morale and Crew of the voidsmen.
Intellectual.
Power: 1 0, 2-4 1, 5-7 2, 8-9 3, 10 4
Space: 1 0 (reroll if Power is 0), 2-4 1, 5-7 2, 8-9 3, 10 4
Number: 1-5 Only One, 6-8 Two, 9 Three 10 All
Aid: 1-3 Trade, 4-5 Lore, 6-7 Linguistics, 8-10 Medicae
Trade Number: 1-4 One Trade, 5-7 Two, 8-9 Three, 10 All
Linguistics Number: 1-4 One Linguistics, 5-7 Two, 8-9 Three, 10 All
Lore Type: 1-2 Forbidden, 3-4 Scholastic and Forbidden, 5-8 Scholastic, 9-10
All
4
Lore Number: 1-4 One Lore, 5-7 Two, 8-9 Three, 10 All
Logic: Roll 1d10, on 6+ helps with Logic.
Tech-Use: Roll 1d10, on 4+ helps with Tech-Use.
Bonus Type (if more than one Bonus): 1-5 Roll for each individually, 6-10 All
share the same Bonus
Bonus: 1-3 +10, 4-6 +15, 7-8 +20, 9 +25, 10 +30
Effect: The Explorers receive a bonus to all listed Skill tests conducted on the
vessel if they use the component. These bonuses are for Imperial-related
subjects, unless the GM decides otherwise (please check Unique for that).
Space Combat.
Power: 1 0, 2-4 1, 5-7 2, 8-9 3, 10 4
Space: 1 0 (reroll if Power is 0), 2-4 1, 5-7 2, 8-9 3, 10 4
Type: 1-5 Defensive, 6-9 Offensive, 10 Both
5 Aid: 1-5 Hit&Run, 6-7 Boarding, 8-10 Both
Bonus Type (if more than one Bonus): 1-5 Roll for each individually, 6-10 All
share the same Bonus
Bonus: 1-3 +10, 4-6 +15, 7-8 +20, 9 +25, 10 +30
Effect: The crew and/or Explorers gain a bonus to specific boarding actions.
6 Endeavours
Power: 1 0, 2-4 1, 5-7 2, 8-9 3, 10 4
Space: 1 0 (reroll if Power is 0), 2-4 1, 5-7 2, 8-9 3, 10 4
Number: 1-4 One Theme, 5-7 Two, 8-9 Three, 10 All
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Theme: 1-2 Exploration, 3-4 Trade, 5-6 Military, 7-8 Criminal, 9-10 Creed
Achievement Points: 1 25, 3-5 50, 6-7 75, 8-9 100, 10 150
Effect: When working towards a Themed objective, the players earn an
additional Achievement Points.
Interactions
Power: 1 0, 2-4 1, 5-7 2, 8-9 3, 10 4
Space: 1 0 (reroll if Power is 0), 2-4 1, 5-7 2, 8-9 3, 10 4
Number: 1-3 One Skill, 4-5 Two, 6-7 Three, 8 Four, 9 Five, 10 All
Skills: 1 Charm, 2-3 Interrogation, 4-5 Intimidate, 6-8 Commerce, 9 Inquiry, 10
7 Deceive
Bonus Type (if more than one Bonus): 1-7 Roll for each individually, 8-10 All
share the same Bonus
Bonus: 1-4 +10, 5-6 +15, 7-8 +20, 9 +25, 10 +30
Effect: The Explorers receive a bonus to all listed Skill tests conducted on the
vessel if the subjects use the component.
Astropathic
Power: 1 0, 2-4 1, 5-7 2, 8-9 3, 10 4
Space: 1 0 (reroll if Power is 0), 2-4 1, 5-7 2, 8-9 3, 10 4
Number: 1-6 Only One, 7-9 Two, 10 All
Aid: 1-6 Astral Telepathy, 7 Astropath Shipboard, 8-10 Astropath Range
Astropath Range in VUs: 1 2, 2-3 3, 4-8 5, 9 7, 10 8
8 Bonus Type (if more than one Bonus): 1-7 Roll for each individually, 8-10 All
share the same Bonus
Bonus: 1-4 +10, 5-6 +15, 7-8 +20, 9 +25, 10 +30
Effect: The Astropath gains an advantage to his powers, when using this
component. This can range from gaining a bonus to his Astral Telepathy
powers, Astropath Shipboard Actions or even an increase of Range to his
powers.
9 Exceptional.
Power: 1 0, 2-4 1, 5-7 2, 8-9 3, 10 4
Space: 1 0 (reroll if Power is 0), 2-4 1, 5-7 2, 8-9 3, 10 4
Facilities Number: 1-5 Two, 6-7 Three, 8-9 Four, 10 Five
Facilities Type: 1 Immaterium, 2 Piloting, 3-4 Voidsmen, 5 Intellectual, 6
Space Combat, 7-8 Endeavours, 9 Interactions, 10 Astropathic
Increase Power and Space by 1 for every Facility beyond two.
10 Unique.
Power: 1 0, 2-4 1, 5-7 2, 8-9 3, 10 4
Space: 1 0 (reroll if Power is 0), 2-4 1, 5-7 2, 8-9 3, 10 4
Additional Facility Effect: Roll 1d10, on 7+ it has:
1-4 One additional Facility effect, 5-6 Two, 7 Three, 8 Four, 9 Five, 10 Six
Facilities Type: 1 Immaterium, 2 Piloting, 3-4 Voidsmen, 5 Intellectual, 6
Space Combat, 7-8 Endeavours, 9 Interactions, 10 Astropathic
Increase Power and Space by 1 for every Facility beyond two.
Special Effect: 1 Suspension Chambers, When active, the vessel’s Crew
Population is decreased by 50 and its Morale is decreased by 5. When the
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
device is deactivated, Crew Population recovers the full 50 points, but Morale
does not recover. It takes a full day’s work to awaken all the crew. When in
use, a ship may double the time it may remain in the void without suffering
Crew Population or Morale Loss, 2 Warp Disruptor, When activating this
device, a psyker immediately takes 2d5 Damage to a body location of his
choosing reduced by Toughness but not Armour, plus 1d5–1 levels of Fatigue.
The psyker must then make a Difficult (–10) Focus Power Test. All attempts at
warp communication within the star system suffer a –10 penalty for each
degree of success. 3 Xenos Compatible (reroll if this doesn’t have additional
Facilities: Intellectual, Endeavours and/or Interactions), the bonuses granted
from the component can be used for Xenos-related subjects like a Xenos
Librarium or Laboratorium, 4 Chaos Compatible (reroll if this doesn’t have
additional Facilities: Intellectual and/or Endeavours), the bonuses granted from
the component can be used for Chaos-related subjects like a Chaos Librarium
or Laboratorium, 5 Deployable (reroll if no additional Facilities), Can be
deployed on a planet with enough provisions for a month, 6 Recovery
Chambers, When in the Recovery Chamber, a lightly-damaged patient
automatically passes one Medicae Extended Care Test each hour, instead of
each day. A heavily or critically-damaged patient automatically passes one
each day, instead of each week. However, after healing, the character’s luck
becomes fickle for a time. During the next game session, any time the
character wishes to spend a Fate Point, roll a d10. On a 1 or a 2, the point is
spent but it has no effect, 7 Broadband Hymn-casters, If this system is
activated, all other ships must make a Difficult (–10) Tech Use Test in order to
use vox or other broadcast communications while within 30 VUs of this vessel.
If this component has Additional Facility Interactions, then characters aboard
this vessel gain those bonuses against all ships within 30 VUs. This
component becomes External (This Component does not require hull space.
Although it is external, it can only be destroyed or damaged by a critical hit.),
increase Power by 1 and set Space to 0, 8 Murder-servitors, When used to
conduct a Hit and Run Action, this enhancement provides a +20 bonus to the
opposed Command Test. When determining the Critical Hit inflicted by a Hit
and Run Action they participated in, the character conducting the raid may
select any result between 1 and 6, rather than rolling, 9 Ordinatus Extremus,
all macrobatteries on this ship gain a bonus to their listed damage (Roll 1d10:
1-7 +1, 8-9 +2, 10 +3), 10 Hydroponics Decks, This vessel suffers no penalties
to Crew Population or Morale for remaining in space for a long period.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Strange Voidship Component
Roll 1d100 Result
Teleportarium
These relics from the Dark Age of Technology are highly sought after, able to
send individuals instantaneously through the immaterium to appear on a ship
or planet many thousands of kilometres away.
Power: 1
Space: 1
1-6
Surprise Strike: Characters may make Hit and Run Attacks without a piloting
test, as they travel directly to the heart of the enemy vessel. When using the
teleportarium to perform such an attack, the attacker receives +20 to his
Command Test. (The teleportarium may be used in any number of other ways,
such as guaranteeing escape from sticky situations on a nearby planet, at the
GM’s discretion.)
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Unwrap: The Explorers make a Hard (-20) Forbidden Lore (Xenos - Craftworld
Eldar) test or Ordinary (+10) Forbidden Lore (Webway) test. If they succeed,
the process of opening a Webway Portal begins. It takes up to 2 hours to open
it enough for the ship to enter. Each DoS above the first, decreases this time
by 30 minutes to the minimum of 30 minutes (one Void Combat turn). After
that, the ship only needs to fly forward to exit the Webway.
Uncharted: Unless the Explorers have some kind of way of knowing where to
exit or enter, the location they show up is always random. They could suddenly
be over Commorragh or even at the gates of the Black Library. It should be
noted that they can only enter the Webway in places their ship will fit.
Connected: The ship is able, instead of making a Webway Portal into the
unknown, connect to a known void Webway Gate. Resolve the Unwrap part
and after the ship enters the Webway Portal, it emerges at the Webway Gate.
Webway Teleportarium
Lost even to the ancient Eldar race, this component is able to create small
Webway Portals allowing passage for their forces to the enter the legendary
Webway system.
Power: 2
Space: 2
Engulf: The Explorers make a Very Hard (-30) Forbidden Lore (Xenos -
Craftworld Eldar) test or Challenging (+0) Forbidden Lore (Webway) test. If
they succeed, the process of opening a Webway Portal begins. It takes up to
one hour to open it enough for the ship to enter. Each DoS above the first,
decreases this time by 10 minutes to the minimum of 1 minute. After that, the
forces only need to march forward to enter the Webway. This entrance stays
on both sides, until the Explorers turn it off, the component gets Unpowered,
Damaged or Destroyed. Forces that can pass each minute count in the
dozens, closer to one hundred.
19-24
Uncharted: Unless the Explorers have some kind of way of knowing where to
enter, the location they show up is always random. They could suddenly be in
Commorragh or even at the gates of the Black Library.
Connected: The ship is able, instead of making a Webway Portal into the
unknown, connect to a known non-void Webway Gate. Resolve the Unwrap
part and after the forces enter the Webway Portal, they emerge at the Webway
Gate.
Quick Transport: The Webway Teleportarium can use portable Webway
Gates to directly connect between two realspace positions. This allows for
better boarding actions or transporting troops onto the ground. If this
component was found, roll 1d10, on 7+ it can have portable Webway Gates
(Roll 1d10: 1-7 One, 8-9 Two, 10 Three). For mechanics, resolve Hit&Run
Actions with +40 bonus skipping the need to fly, if the boarders were able to
establish foothold on the previous round with another Hit&Run that succeeded
with at least 3 DoS.
Plasma Scoop
This component should be only available to Frigates, Raiders, Light Cruisers
and Cruisers.
These devices are usually only found on the specialised mining vessels
designed purely for entering the atmospheres of gas giants to collect fuel for
plasma drives. They can be fitted on other craft with suitable hull bracing to
withstand the additional strain they place on atmospheric entry.
Power: 2
Space: 3
If for Cruiser and Light Cruiser Only: Increase Power by 1, Increase Space
by 1
35-44
Fuel Gathering: A ship equipped with a Plasma Scoop may conduct attempt
mining operations on gas giant planets. This requires a Challenging (+0) Pilot
(Space Craft)+Manoeuvrability Test; failure means the ship takes 1d5 hull
integrity damage for every degree of failure, ignoring Void Shields (the deadly
embrace of gravity does not care about shield barriers!). Success grants the
ship a month’s operations without needing to refuel, and +5 Achievement
Points on any Endeavour Objective that requires the ship to move or transport
something (Trade Endeavours or Exploration Endeavours are obvious
examples), as the ship saves Thrones on refuelling.
Foolhardy Manoeuvre: This Component may not be equipped on ships of
Grand Cruiser size or larger.
Null Bay
These forbidding chambers are lined with rare and exotic psychically neutral
materials. The gleaming black walls of the cells in these holds are capable of
containing all but the most powerful psykers in relative safety, though Rogue
Traders should ask themselves why they would want a hold full of psykers in
the first place. Certain organisations have uses for unsanctioned psykers, but
the Ordo Hereticus takes an aggressive interest in those who dabble in such a
trade. The unscrupulous Rogue Trader Horak Ilganus was drawn, quartered,
then placed in stasis at the moment of his death (so he may live forever in
agony) by a cabal of Inquisitors on Fenksworld after he purchased just one of
55-58 these bays.
Power: 1
Space: 2
Witch hold: This hold allows transport of up to 100 psykers in solitary
containment cells. When secured in a cell, all Focus Power Tests made to
activate psychic abilities (orany other tests involving warp powers such as a
test to use a Navigator’s warp eye) suffer a -60 penalty. When working
towards an appropriate Criminal Objective, the players earn an additional 50
Achievement Points towards completing that objective.
The Keening: Whenever this bay is in use, decrease Morale by 3 as a result
of the psychic residue of misery from its prisoners.
Ghostfield
A wondrous and terrible mechanism used on the ships of the enigmatic Eldar.
To possess it is to invite damnation, but even crudely and imperfectly installed
aboard a ship, the ghost field’s powers create phantoms of its ship to confound
enemy auger arrays.
Power: 8
59-62
Space: 4
Ghostly Echoes: All ships firing at a ship with a functioning Ghost Field suffer
-20 to their Ballistic Skill Tests. If the ship is firing a lance weapon, it suffers a -
30 instead. Any piloting tests to perform Hit and Run attacks suffer a -30.
Energetic Interference: A ship with a Ghost Field must choose whether it is
using its Void Shields or Ghost Field at the beginning of combat.
63-66 Shadowfield
A defence found upon some Eldar vessels, the Shadowfield protects a vessel
by concealing it within a cloud-like fog of darkness and false shapes. Even if a
vessel is able to identify the presence of such a shielded starship, little
information about its Components or its precise location can be identified.
Installing this Component in an Imperial vessel is a clear sign of heresy. Of
course, the consequences of heresy may be much less severe for some
explorers than the threat of being identified.
Power: 8
Space: 4
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Darkened Craft: This Component grants a +20 bonus to the Silent Running
Manoeuvre. Any Active Augury or Focused Augury Extended Action attempted
against the vessel suffers a -20 penalty.
Rolling Fog: All ships firing at a ship with a functioning Shadowfield suffer a -
20 to their Ballistic Skill Tests. Any Pilot Tests to perform Hit and Run attacks
suffer a -30.
Energetic Interference: A ship with a Shadowfield must choose whether it is
using its Void Shields or Shadowfield at the beginning of combat.
Gravity Sails
Not ‘sails’ in the traditional sense, these devices are long, blade-like fins
extending from the prow of a ship. Some xeno-archeologists believe they are
relics of the Yu’vath or another long-dead race. Imperial vessels are too bulky
to rely on them for propulsion, but they can aid in manoeuvring, somehow
‘tapping into’ gravitational fields and pulling starships along them.
67-72 Power: 3
If for Cruiser and Light Cruiser Only: Increase Power by 2
If for higher than Cruiser Only: Increase Power by 4
The Currents of Space: A starship with this Component gains +1 Speed and
+5 Manoeuvrability.
External: This Component does not require hull space. Although it is external,
it can only be destroyed or damaged by a Critical Hit.
Graviton Flare
This component should be available only to Frigate and Raider Hulls.
Popular amongst some of the better equipped tramp trader vessels in
Winterscale’s Realm, this Component collects ambient gravitons, which may
be later launched into the void around the vessel. When so ejected, the
resulting gravimetric field disturbance plays havoc with all augur arrays in the
region. These fluctuations can be used to grant a vessel the advantage of a
73-75 surprise attack or a stealthy escape.
Power: 2
Convenient Flux: When triggered, all vessels in the star system suffer a -30
to their Detection for 2 Strategic Rounds.
Extended Recovery: The Graviton Flare requires twenty-four hours to
recharge between uses.
External: This Component does not require hull space. Although it is external,
it can only be destroyed or damaged by a Critical Hit.
Mimesis Locus
This component is capable of creating artificial worlds on the ship. A strange
device, that might have Xenos origins or worse. These artificial worlds are
limited in size, but not in imagination. From burning worlds to verdant world
and not even ending on ice planets. They can be devastated terrain or lush
jungles, full of Xenosbeasts. The fauna are made in as “simulacrum”, their
behaviour being simulated.
Power: 8
84-85 Space: 1
Morale: Crewmen that come to this place can truly relax. Increase permanent
Morale by 5. However, if the Origins of this component are other than
Archeotech, decrease permanent Morale by 2.
Ideal Meeting Place: All Charm, Commerce, Deceive and Inquiry tests have a
+30 bonus, when the targets are using the component.
Training Grounds: Personal guard of the Dynasty can use this component to
train in different environments. They gain +10 to all combat or exploration tests
made by the personal guard.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Empyrean Lumina
This warp engine works differently than others and if any Navigator House
would hear of it, they would want to destroy it. The component doesn’t need a
Navigator to help the ship travel through the Immaterium.
Power: 10
Space: 3
No Navigator: There’s no need for a Navigator. Instead anybody skilled in
Navigation (Warp) can use this device to navigate the ship through the Warp.
A Lantern - Divining the Auguries: The test is omitted as if it had succeeded
with 1 DoS. The Navigator might make the test himself if he so desires.
A Lantern - Locating the Astronomicon: The test is omitted as if it had
86 succeeded with 3 DoS. The Navigator might make the test himself if he so
desires. However, he gains no penalty or bonus for the Condition of the
Astronomicon.
A Lantern - Steering the Vessel: All routes for the ship count as one step
more stable, even Warp Storm. All Travel Time and Parity is halved. The
“navigator” then rolls Navigation (Warp) normally.
A Lantern - Leaving the Warp: The test is omitted as if it had succeeded with
On Target. The Navigator might make the test himself if he so desires.
Light in the Warp: This component generates “light” in the Warp, which can
make certain parties more interested in the ship. If the words spreads and the
Navigator Houses learn about this component, then the Dynasty is counted as
having Enemy (Navis Nobilite).
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Vanth Engine
The Vanth Engine is an ancient sentient device and possible Warp entity.
Vanth is capable of extremely efficient, precise, and accurate Warp jumps.
This allows the Navigators to jump entire fleets with ease. However, as always,
there is a price to pay.
Power: 5
Space: 2
Warp Engine: This component can be used as a Warp Engine.
The Reward - Lesser: The engine is capable of making more stable routes for
single voidship warp travel. Treat all Warp Routes for the Navigator as Stable,
except for a Warp Storm. If the Warp Route was Worst, then change the Parity
to 1d10+4 and Travel Time to 3d10 days. If the Warp Route was Unstable,
then change the Parity to 1d10 and Travel Time to 2d10. If the Warp Route
was Normal, then change the Parity to 1d5 and Travel Time to 1d10. If the
87-88 Warp Route was Stable, change the Parity to 1 and Travel Time to 1d5. There
can’t be any more changes by the Navigator to Parity and Travel Time and all
cards that would change this turn to All is Well.
The Reward - Greater: When used to lead a fleet, the main Navigator ignores
all penalties for leading a fleet through the Warp. The Warp Route for the
Navigator is treated as one rating lower, a Stable route can’t become more
Stable, but no change to Travel Time or Parity like with single voidship jump.
This allows the Navigator to jump whole fleets without a problem. Also, any
chances to lose a voidship during the jump are only 1% or less.
The Price: Whenever discarding or revealing cards of Warp Travel, if anyone
of them is Daemonic Incursion, the GM takes the other one from the deck and
puts both on the table as unavoidable Warp Encounters. If there two Demonic
Incursions in discarded or revealed, both are unavoidable and their effect is
worsened. A Greater Daemon caught interest of the voidship. It will be
incapable of exiting the Warp until he is taken care of.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Spacedock Piers
This component should be available only to Transports with 50+ Space, Grand
Cruisers and Battleships.
Larger vessels are often expected to act as mobile fleet headquarters as a
Rogue Trader’s squadrons move into regions unknown. Specialised fittings
and gigantic deployable piers are even added to some, allowing it to act much
like a regular space station and allow smaller vessels to dock. These support
vessels can refurbish and resupply the other vessels in the fleet, allowing them
to venture further and longer in pursuit of profit. Each also acts as a visible
symbol of the Rogue Trader’s power and control over a sector.
89-96
Power: 7
Space: 14
Mobile Spaceport: When not moving, the huge attachments covering the ship
allow up to four smaller vessels to dock. The stationary ship acts as a space
station for purposes of making full repairs or replenishing Morale, and grants a
+10 to the Acquisition Test when making full repairs. Due to their size, station
fittings prevent any weapons with the Broadside rule from being installed
(although smaller weapons may still be installed in Port and Starboard weapon
capacity slots). When working towards a Trade objective, the Explorers earn
an additional +100 Achievement Points towards completing that objective.
97-98 Poor Clones: Poor quality vat-grown clones are abominations, suitable only
for the creation of a Haemoncolyte. Either fleshless, disfigured, possessing
physical mutation or other worse maladies, the creature 'born' from this
process is ugly and dwarfish and possesses rudimentary intelligence at best.
The new replicae is 'born' with half of the physical characteristics of its genetic
template, but must roll 1d10+10 for Intelligence, Perception, Willpower and
Fellowship. The replicae is 'born' with 3d10 Insanity Points, and does not
possess the memories, skills or talents of its genetic template.
Common Clones: The creation of a vat-grown clone creates an individual
based off the gene-template of an existing persona, either human or xenos in
origination. The new replicae is 'born' with the same physical characteristics,
but must roll 2d10+10 for Intelligence, Perception, Willpower and Fellowship.
The replicae is 'born' with 2d10 Insanity Points, and does not possess the
memories, skills or talents of its genetic template.
Good Clones: As with common, but the replicae possesses the same skills
and talents as it's genetic template, so long as it possesses the same
characteristic requirements for any pertinent talents.
Best Clones: As with good, but the replicae is 'born' with only 1d10 Insanity
Points.
Grown Army: The component is able to “mass” produce clone soldiers. After
giving the genetic template, the clones are produces at a rate of 1 soldier per
10 days. After producing a company (100 soldiers), the Cloning Facility is
offline for 5 years, deactivating even the Grown Clones option. This process
cannot be stopped while turned on. If the component gets Unpowered or
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Damaged, it will restart its work from the last clone soldier cycle. The highest
Quality of replicae soldiers is one lower than the Quality of the Component, a
Poor Quality component isn’t capable of growing these soldiers - only Grown
Clones is possible.
Replicae Soldiers: The soldiers aren’t without their flaws. After couple of
years of service, they tend to have unlucky accidents. It is not known why it
happens. At average, one soldier per month dies after 2 years of service of the
company. Also, their lifespan is significantly reduced. After 10 years of service,
count their Insanity as 100, being unable to follow orders, attacking everyone
and being immune to all drugs that could incapacitate them. After 50 years of
“service”, they die out.
Autonomous Fabricator
This component shouldn’t be available to Frigates and Raiders.
This component is able to fabricate any item imaginable. It only needs a
template or the original item and resources.
Power: 10
Space: 4
Crafter Help: This Component helps with crafting, decreasing the time for
each test by half and giving a +40 bonus to the tests. Good Quality component
changes that to +50, while a Best Quality component changes that to +60.
Replication: When given the item to replicate, the component only needs time
and resources to do it. However, it is unable to replicate Near Unique and
Unique items as these are too complex for it to do so.
Replication Time:
Ubiquitous - One Second
Abundant - Two Seconds
Plentiful - Four Seconds
99-100 Common - 30 Seconds.
Average - One Minute
Scarce - 10 Minutes.
Rare - One Hour
Very Rare - Ten Hours
Extremely Rare - One Day
Replication Cost: Use the Acquisition rules. Use Scale for how many items
the component should make, it makes one at a time mind you. Use Quality for
the Quality of the items. Use Rarity but the cost of the materials is one higher
than noted, so a Rare item would need Scarce materials. Not all planets are
able to supply needed materials. The stranger they are, the harder it is to get
them.
Psychic Items: The component is able to replicate Psychic Items (Force Staff
for example). However, there is always a hidden price. Ask your Chaos Gods
for hints.
Food on the Table: The component is able to replicate food and water for the
crew making Deep Void Runs indefinite.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Artefact Origin
Roll 1d100 Origin
General - Masterful Craftsmanship - Roll once on the Craftsmanship Table and add 5
1-20
to the result. Roll once on the Positive Quirks table.
Imperial - Archeotech - Roll once on the Craftsmanship Table and add 2 to the result.
21-35
Roll once on the Positive Quirks and Negative Quirks tables.
Imperial - Faith - Roll once on the Craftsmanship Table and subtract 1 if the result was
36-45
3 or 8. Roll twice on the Positive Quirks table.
Xenos - Groundbreaking - Roll once on the Craftsmanship Table and add 5 to the
46-50
result. Roll twice on the Positive Quirks table and once on Negative Quirks tables.
Xenos - Advanced - Roll once on the Craftsmanship Table and add 2 to the result. Roll
51-60
once on the Positive Quirks table.
Xenos - Innovative - Roll once on the Craftsmanship Table. Roll twice on the Positive
61-75
Quirks and Negative Quirks tables.
Xenos - Psionic - Roll once on the Craftsmanship Table. Roll once on the Positive
76-80
Quirks and Negative Quirks tables.
Chaos - Warped - Roll once on the Craftsmanship Table and add +4 to the result. Roll
81-85
once on the Positive Quirks table and twice on the Negative Quirks table.
Chaos - Tainted - Roll once on the Craftsmanship Table and add +1 to the result. Roll
86-95
once on the Negative Quirks table.
Double Origins. This Artefact has two Origins. It is not advised to randomly roll for
96-100
Origins, just let the GM roll or choose from two different Origin tables.
1-2 Poor
3-7 Common
8-9 Good
10 Best
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
General - Masterful Craftsmanship
Created by the best craftsmen of their time - Magi of the Adeptus Mechanicus, Bonesingers of
the Aeldari or MekBoys of the Orks.
Roll 1d10 Effect
1
Armour: Becomes Best Craftsmanship. If it already is Best Craftsmanship, it
becomes Master Craftsmanship - for armour below 7 AP, it gains +1 AP (+2 AP
with Best), otherwise it gains Max. Agility +10, and a Powered Armor doubles
the work time.
Gear and Tools: Becomes Best Craftsmanship. If it already is Best
Craftsmanship, it becomes Master Craftsmanship - if there’s a relevant test, it
gains +5 bonus to test (+15 total with Best), otherwise double the work time.
Ship Component: Becomes Best Craftsmanship. If it already is Best
Craftsmanship, it becomes Master Craftsmanship - for weapons it gains
additional choice on the Component craftsmanship table, otherwise it provides
a permanent +1 Morale increase.
2
for an additional Quality. Either add an Weapon Upgrade.
Armour: Check the corresponding Armor Entry and roll for an additional
Quality. Either add an Armor Upgrade.
Gear and Tools: Check the corresponding Gear and Tools Entry and choose
one additional bonus. For example, item that has Sight and Hearing (Senses)
entry, choose an entry from the Senses category like Life (Senses).
Ship Component: Components gain +5 bonus tests, if they don’t have a
corresponding test, they either require 1 less Power or generate 1 more Power.
5 Armour: The item provides +10 bonus to Charm and Deceive test to the
owner, as people are too distracted by it. They must see the item.
Gear and Tools: The item provides +10 bonus to Charm and Deceive test to
the owner, as people are too distracted by it. They must see the item.
Ship Component: The item provides +10 bonus to Charm and Deceive test to
the owner, as people are too distracted by it. They must detect the component
or the component must be at least once visited by them, while they are on the
ship.
6 This item was once created by a great master, his descendants and disciples
revere him.
Melee Weapons: Choose one faction, this item provides Peer Talent for that
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
faction or increase it, if the owner has it already.
Ranged Weapons: Choose one faction, this item provides Peer Talent for that
faction or increase it, if the owner has it already.
Armour: Choose one faction, this item provides Peer Talent for that faction or
increase it, if the owner has it already.
Gear and Tools: Choose one faction, this item provides Peer Talent for that
faction or increase it, if the owner has it already.
Ship Component: Choose one faction, this item provides Peer Talent for that
faction or increase it, if the owner has it already. It must be installed on a
voidship.
9 This item was created by someone dedicated to his craft so much it bordered
on madness.
Melee Weapons: The owner gains additional Degree of Success on tests
using the item, like attacks or parry.
Ranged Weapons: The owner gains additional Degree of Success on tests
using the item, like attacks or unjaming.
Armour: The owner gains additional Degree of Success on tests using the
item, like dodge, acrobatics or athletics.
Gear and Tools: The owner gains additional Degree of Success on tests using
the item.
Ship Component: The owner gains additional Degree of Success on tests
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
using the component. If it doesn’t have a test, it grants one DoS to the first
successful Starboard Action, once per round.
Multiple Effects.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Imperial - Archeotech
Typical Dark Age of Technology. To repair these items, the character must succeed first
Challenging (+0) Forbidden Lore (Archeotech).
Roll 1d10 Effect
Imposing
While none can say why its creators ornamented this device so noticeably, it
makes an undeniable impression upon any who see it, reminding them why the
Dark Age of Technology is so fabled and so feared.
1 Melee Weapons: +10 to Intimidate Tests, Increase Fear Trait by 1 if user has
it.
Ranged Weapons: +10 to Command Tests, Reroll Terrify tests.
Armour: +10 to Command and Intimidate tests, Reroll Inspire tests.
Gear and Tools: +20 to Opposing Social tests with Imperials
Ship Component: +10 to Command and Intimidate tests aboard the ship.
Compact
This device is unbelievably small, given its purpose, or can be folded to fit in
places one would not expect to look. Though the techno-arcane rites used to
miniaturize its internal workings are long-lost, it remains as an impressive
testament to the miraculous knowledge of the Dark Age of Technology.
Melee Weapons: Reduce the weapon’s weight by half. Search Tests to find
this weapon when it has been concealed on a wearer suffer a -20 penalty.
Ranged Weapons: Reduce the weapon’s weight by half. Search Tests to find
2 this weapon when it has been concealed on a wearer suffer a -20 penalty.
Armour: Reduce its weight by half. For non-Power Armour, Awareness Tests
to notice this armour on its wearer suffer a -10 penalty, increased to -20 if the
armour is concealed. Additionally, Max Agility is increased by 10. For Power
Armour, the wearer’s Size is not increased. If the Size doesn’t already
increase, the increase the operation time two times..
Gear and Tools: Reduce its weight by half. Search Tests to find this item when
it has been concealed on its owner’s body suffer a -30 penalty.
Ship Component: Its Space requirement is reduced by 4 (to a minimum of 1 if
it is Internal or 0 if it is External).
Steady
3 Though not as flashy as other archeotech treasures, this item is built to function
reliably in all conditions, through challenges and tests that would push lesser
creations well beyond their limits.
Melee Weapons:This weapon gains the Balanced Quality, so long as it does
not already have that Quality or the Unbalanced or Unwieldy Qualities. If it
does have any of those Qualities, increase its Penetration by 3 instead.
Ranged Weapons: This weapon gains the Accurate Quality, so long as it does
not already have that Quality or the Flame, Spray or Scatter Qualities. If it does
have any of those Qualities, increase its Penetration by 2, and it gains the
Reliable Quality.
Armour: Increase Max. Ag. by 10. It grants a +10 bonus to all Athletics and
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Acrobatics Tests that its wearer makes. The wearer cannot be knocked Prone.
Gear and Tools: Its user may re-roll one failed Test that he makes with it per
Game Session.
Ship Component: This Component is extremely reliable. Tests made using
this Component receive a +5 bonus. Further, thanks to the crew’s faith in this
Component, its presence increases the ship’s Morale by 5 permanently.
Potent
This device surges with the raw might available to its creators during the Dark
Age of Technology.
Melee Weapons: Increase its Damage by 2 and add Tearing quality. If already
Tearing, add further 2 damage. Additionally, the weapon has Vengeful (9).
Ranged Weapons: Increase its Damage by 2, double the clip size and add
Storm quality. If already Storm, add further 2 damage.
Swirling Energy
A shroud of energy surrounds this object, shimmering, glowing, or perhaps
even flaring into existence before vanishing periodically.
Melee Weapons: Increase its Damage and Penetration by 2. Its Damage Type
changes to Energy, and it gains the Shocking Quality. If it already has
Shocking, it gains Haywire (0).
Ranged Weapons: Increase its Damage and Penetration by 2. Its Damage
Type changes to Energy, and it gains the Haywire (0) Quality. If it already has
Incalculable Precision
6 The manufacture of this device was so utterly precise that many users find its
exactness disconcerting until they grow used to the greater level of
meticulousness in craftsmanship that it displays.
Melee Weapons: This weapon grants an additional two Degrees of Success
when its wielder succeeds at the Weapon Skill while using it. Attacks with this
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
weapon gain +10 bonus.
Ranged Weapons: This weapon grants an additional two Degrees of Success
when its wielder succeeds at the Ballistic Skill Test while using it. Double its
Range.
Armour: This armour allows its wearer to move with utmost freedom, sliding
past those attacks that might penetrate it. This armour grants its wearer a +10
bonus to Dodge Tests and increase Max. Agility by 10. Increase the Armour
Points that it provides by 1.
Gear and Tools: This device grants an additional +15 bonus on all Tests made
using it.
Ship Component: . Decrease its Size and Power Requirements by 1 (to a
minimum of 0). Its presence increases the ship’s Morale by 1 permanently, as
ratings occasionally find their assigned toil far less onerous than expected.
Indestructible
Carved from a material that defies explanation or analysis, forged from a lost
alloy, or otherwise created in a miraculous fashion, this item is nearly
impossible to damage by natural means.
Melee Weapons: Cannot be destroyed, increase its Damage and Penetration
by 2. If it’s already a Best Quality weapon, increase it’s damage by 1.
Ranged Weapons: Cannot be destroyed, increase its Damage and
Penetration by 2. The weapon Never Jams. If it’s already a Best Quality
weapon, increase it’s damage by 1.
Armour: Cannot be destroyed, penetration of attacks hitting the owner is
7 halved. Ignores the Corrosive, Melta and Lance qualities. If it’s already a Best
Quality armor, increase it’s AP by 1.
Gear and Tools: It never breaks, and cannot be rendered inoperable by
external effects (other than being shut down via normal procedures). If it’s
already a Best Quality Gear/Tool, increase test bonuses by 5.
Ship Component: Whenever this Component would suffer the effects of a
Critical Hit, it ignores those effects, but becomes unpowered or otherwise non-
functional for 1d5 Strategic Rounds as the field overdraws the energy that it
normally uses (or the Power that it generates). If it’s already a Best Quality
component, increase damage of a weapon by 1 or increase bonuses by a non-
weapon by 5 or decrease Power requirement (or increase Power Generation)
by 1 for a component that doesn’t have tests.
Promethean
8 Forged in the heart of an ancient forge, this device was created to withstand
the most hellish heat… or bend it to one’s will.
Melee Weapons: Change type to Energy, +1 Damage, +2 Penetration, gains
Flame quality. If it already has Flame quality, it gains +2 to Fire damage.
Ranged Weapons: Change type to Energy, +2 Damage, gains Melta quality. If
already has Melta quality, it gains additional +2 Damage.
Armour: Negates Melta, Lance and Flame qualities when attacked, provides
additional +10 to resist effects of heat.
Gear and Tools: Immune to high temperatures, gains +10 to related test when
used in such environment.
Ship Component: Cannot be set on fire. If it is a weapon, it deals additional 1
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Crew Damage if it inflicts any Hull Integrity damage. Otherwise, it increases
Morale permanently by 1.
Unexampled Artifact
A jest of fate, an item made to be one of a kind, a true testimony to the very
pinnacle of the craftsmanship long lost. To call it a masterful work and design
would be a grave understatement.
Melee Weapons: Gains Power Field and Razor Sharp. If it already has one,
increase damage by 2 and penetration by 1. If it has two, increase both by 4
and 2 instead.
9 Ranged Weapons: Gains Tearing and Razor Sharp. If it already has one,
increase damage by 2 and penetration by 1. If it has two, increase both by 4
and 2 instead.
Armour: Gains +2 AP to all locations, penetration of hitting attacks is halved
(rounded down).
Gear and Tools: Gains +15 on related tests and allows to reroll it with -10
penalty.
Ship Component: Tests made using this Component receive a +10 bonus and
failed tests can be rerolled with -10 penalty.
Multiple Effects.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Imperial - Faith
More about faith than power. To repair these items, the character must succeed first
Challenging (+0) Scholastic Lore (Imperial Creed).
Blood of a Saint
The item is believed to be blessed by the true blood of a Saint. Perhaps the
one in question was wounded while wielding it, or maybe it was used without a
rest for long enough to draw a drop of such righteous vitae.
Melee Weapons: Provides +10 to attack tests made by this weapon. Also, gain
+10 to Willpower against Fear effects.
Ranged Weapons: Provides +10 to attack tests made by this weapon. Also,
History of Faith
The item was used throughout of Imperial history during numerous crusades,
by the hands of true imperial heroes. For this alone it is revered, but perhaps
there is more to the mystery of its miraculous survival.
Melee Weapons: Cannot be destroyed. Treat Xenos and Heretic Fear Trait as
1 lower.
2 Ranged Weapons: Cannot be destroyed. Treat Xenos and Heretic Fear Trait
as 1 lower.
Armour: Cannot be destroyed. Treat Xenos and Heretic Fear Trait as 1 lower.
Gear and Tools: Cannot be destroyed, provides +5 to relevant tests. If there
are no relevant tests, the owner gains +10 to social tests with Ministorum. Treat
Xenos and Heretic Fear Trait as 1 lower.
Ship Component: If the component would be Destroyed, it is Damaged
instead.
Eternal Reliquary
3 The item was imbued with the most holy remains of an imperial Saint, martyr or
hero that perished in the defence of the Imperium. Though their history may be
long-lost, their spirit remains, aiding those in need to keep their path true.
Melee Weapons: Gains Sanctified. Gain additional damage equal to the
target’s Corruption Bonus, if not specified treat Cultists as 2 CP Bonus and
Mutants as 4 CP Bonus.
Ranged Weapons: Gains Sanctified. Gain additional damage equal to the
target’s Corruption Bonus, if not specified treat Cultists as 2 CP Bonus and
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Mutants as 4 CP Bonus..
Armour: AP against the Warp Weapons is halved (Instead of negated) and
counts as 50% higher (rounding up) against melee attacks by a non-Warp
attacks made by Heretics and Mutants.
Gear and Tools: Confers a temporary fate point that cannot be burned. Gain
+10 to resist effects from attacks made by Heretics (psychic powers, toxic
weapons, etc.)
Ship Component: +100 Achievement Points towards Creed objectives.
Flames of Judgement
Perhaps the item in question once belonged to an experienced Witch-Hunter,
or it was crafted to aid the Agents of the Golden Throne in their sacred duty.
One way or another, it still remains a terrifying adversary to those deemed
impure.
Melee Weapons: Gains Flame Quality. If already has it, the Fire causes
additional 3 damage.
Ranged Weapons: Gains a special non-removable attachment that is
4
effectively a Flamer. If already has Flame and Spray qualities, then the enemy
has -20 penalty to the Agility test to avoid its attacks instead.
Armour: Confers Resistance (Heat) as long as it is worn. Additionally,
weapons with Flame and Spray Qualities can be attached to it, increasing their
clip size 5 times.
Gear and Tools: Confers Fear (2) against the Heretics. If it can be worn, it
adds additional 5 Toughness Bonus against Fire damage, but only 2 against
weapons with Flame Quality.
Ship Component: If it requires Power, then reduce it by 1. If it requires no
Power, increase Morale by 5. If it generates Power, increase it by 5. When set
on fire, becomes Unpowered instead.
5
Ranged Weapons: Gains Vengeful (8) against Psykers, negates AP provided
by Psychic Powers.
Armour: Confers +10 to resist Psychic Powers, The Force Quality against the
wearer has no effect, either passive or activated.
Gear and Tools: Confers +10 to resist Psychic Powers. If the owner is hit by a
Psychic Bolt, treat them as having a Force Field with 40 rating, no Overload
against that attack.
Ship Component: Psykers trying to use their powers against the ship treat
their tests as one degree more difficult.
Aegis of Righteousness
6 Even the holiest of beings may be struck down by the most evil, heretical
powers of the Warp, and so such items were created to aid against such
threats.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Melee Weapons: Weapon gains +10 to Parry tests against Chaos forces.
Gains Balanced, unless it has Unbalanced or Unwieldy. If already Balanced
gains additional +10 to all Parry. If it has Unbalanced or Unwieldy, gains
Vengeful (9) against forces of Chaos.
Ranged Weapons: Never Jams, gains Vengeful (9) against Heretics and
Daemons. Ignores concealment (like inside the Smoke quality) when firing
against Heretics and Daemons.
Armour: Resistant to Warp Weapon and Tainted Qualities.
Gear and Tools: Confers -10 hit penalty against the owner to all forces of
Chaos.
Ship Component: If two Daemonic Incursions are drawn during the Warp
travel, one of them can be replaced with a new card.
Unforgiving Zeal
Righteous vengeance should be delivered no matter the odds, even if an
opportunity would come hundreds of years later. This item is seething with holy
zeal to punish those, who once deserved it.
Melee Weapons: Gains Proven (3) against the Forces of Chaos. If it has the
same or higher Proven Quality, increase it by 1.
Ranged Weapons: Gains Proven (3) against the Forces of Chaos. If it has the
Inquisitorial Splendor
There are few who are aware of the true nature of the The Holy Orders of the
Emperor's Inquisition, but still they are revered by many and feared by most.
This item was undoubtedly crafted to serve their shrouded purposes. Of
course, pretending to be an agent of the Inquisition may easily lead to a painful
demise but… there are few that are willing to ask question to one bearing their
seals.
8
Melee Weapons: Daemonbane. Treat Fear Trait from Forces of Chaos as 1
lower, if it’s below 0, then ignore it.
Ranged Weapons: Daemonbane. Treat Fear Trait from Forces of Chaos as 1
lower, if it’s below 0, then ignore it.
Armour: Gain Fear (1). Treat Fear Trait from Forces of Chaos as 1 lower, if it’s
below 0, then ignore it.
Gear and Tools: Can treat Forbidden Lores (Xenos, Heretics, Daemons) as
basic skills. If any of them is known, they gain +10 instead.
Ship Component: Gain +10 to Disinformation and Put Your Backs Into It
Shipboard Actions.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Legacy of the Endless Crusade
Even the mightiest of crusaders will one day fall, slain by a treacherous blade
or equally merciless time, but their legacy is never forgotten. This item
remembers it all, the very beginning of the fall, the gruesome slaughter
between the brothers and the ultimate defeat of the traitor.
9
Melee Weapons: Weapons ignore Unnatural Toughness and Daemonic of
their targets.
Ranged Weapons: Weapons ignore Unnatural Toughness and Daemonic of
their targets.
Armour: User gains Unnatural Toughness (2) or increases it by 2.
Gear and Tools: +20 to all interaction tests with all loyal Imperial subjects
aware if its nature.
Ship Component: Decrease all Morale drops by 3 to a minimum of 0.
Multiple Effects.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Xenos - Groundbreaking
Think Necrontyr Tech or beyond comprehension. To repair these items, the character must
succeed first Very Hard (-30) Forbidden Lore (Xenos - Chosen by GM). It can be completely
new Xenos, then the character must gain this knowledge from other places or people.
1
Jam). Further, if the attacker successfully inflicts Righteous Fury with this
weapon, that attack also ignores all of the target’s Armour Points.
Armour: This Armour is infused with a crackling field of verdant energy that
flicks out menacingly to drive off attackers. Whenever the wearer is hit with a
Melee Attack, the attacker must make a Challenging (+0) Agility Test or suffer
1d10+2 Energy Damage with the Shocking Quality that bypasses Armour.
Gear and Tools: This device never runs out of power (if it requires it) and
never shorts out due to electrical interference. If it does not require power to
function, it is extraordinarily resilient—it takes minimal effort to maintain, and
takes a great deal of effort to damage or destroy.
Ship Component: Eerily, this component has no Power Requirements at all—
it seems to generate its own energy from the glowing green coils set within. If it
is a Plasma Drive (or rather, the inscrutable and sinister equivalent device), it
generates 10 additional Power. However, the Component’s sickening glow
permanently reduces Morale aboard the vessel by 3.
Nanomachinery (Son)
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
The weapon also changes damage type, if it will deal more damage - Impact,
Rending and Energy are one of the options.
Ranged Weapons: The weapon shoots a swarm of nanomachines. Remove
Clip Size and Reload. When attacking an opponent, the weapon changes its
form to accommodate the best solution to the “problem”. If the creature has
Unnatural Toughness (X) Trait, the weapon gains for those attacks Felling (3).
If the creature is bigger in size than the owner, then it gains Crippling (3). If the
creature is wearing Power Armour or its Armour Points are above 7, then it
gains Razor Sharp. If the target is a Horde, it gains Devastating (3).
Armour: The armour gains +1 to AP and increases Max. Ag. by 10. Once per
Turn, the armour gains additional +3 AP against the first Weapon Damage
Type it was dealt. So, if a Rending weapon attacks the owner, the armour
reconfigures to deal with the problem and increases Armour, the next attacks
with Rending need to bypass the additional +3 AP but other types don’t have
this problem. This effect lasts until the end of the owner's next turn.
Gear and Tools: The Gear or Tool can be changed to fit in the palm of a hand
or change into a different object to disguise itself. If the item has a relevant test,
the owner treats all those test as having assistance. If the item doesn’t have a
relevant test, it can be worn as part of the owner’s body hiding the item and
giving him Unnatural Toughness (3).
Ship Component: Once per month, the component is able to change into a
different one or revert it to the original. Weapon components can change into a
Cargo Hold (GM Chooses which one). Other components can change into
different ones, GM should choose one or two. Here are some examples:
Armoured Prow, Augmented Retro-thrusters, Reinforced Interior Bulkheads,
Observation Dome, Broadband Hymn-casters, Flak Turrets, Fire Suppression
System, Medicae Deck, Manufactorum, Small Craft Repair Deck. It should be
noted that when changing to the new or original form, the ship needs to
accommodate the change of required Power and Space, if it can’t, the
component isn’t able to change. Essential Components can’t change their type
but are better at managing resources. Plasma Generators generate additional
4 Power, while others require 2 less Power (minimum of 0). Any Active or
Focused Augur doesn’t reveal the components true nature. When the
component for the first time changes shape, the Morale of the ship drops by 5
and will stay permanently decreased until it’s removal. Every crew member is
perpetually afraid that the component will one day consume them and indeed it
may.
Quantinuum Dynamism
3 This Xenos item has not only unlimited supply of raw energy, its amounts baffle
even the best minds of Adeptus Mechanicus. It is like somebody put a small
star inside the item.
Melee Weapons: Change damage type to Energy. It gains the Power Field
Quality, if it already had increase Penetration by 2. It can now destroy weapons
with Power Field, while parrying (the same chance as non-Power weapon).
Ranged Weapons: Change damage type to Energy and gain the Shocking
Quality. Due to overcharge, the weapons gain additional Rate of Fire,
increasing Semi by 1 and Full by 2. If the weapon has only Single shot, then
increase damage by 4.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Armour: Armour increases Max. Ag. by 20. No longer requires power, working
indefinitely. Non-powered armour gains Force Field of Rating 20, no Overload.
Gear and Tools: Items requiring power, no longer require it, working
indefinitely. However, they are supercharged compared to similar items,
gaining +10 to tests with it.
Ship Component: If the component requires power, it now generates power
equal to what it required, minimum of 2. If the component generated power, it
now generates additional 20 Power. However, voidsmen working around the
component speak about strange dreams and nightmares, making them riddled
with paranoia. Decrease permanent Morale by 6.
Duplication Shifter
The item in question seems to be in two places at once, like it occupied the
exact spot in our reality. Whenever you aren’t looking, it might shift into a copy
of the same item but with some slight, subtle difference.
Melee Weapons: Whenever attacking with Swift Attacks or Lightning Attacks,
treat the owner’s Weapon Skill Bonus as 2 higher and add additional Degree of
Success.
Ranged Weapons: The weapon gains the Storm quality, like it's shooting twice
in the same time. If it already has the Storm quality, increase Rate of Fire -
5
Armour: When wearing the armour, you gain the Fly Trait equal to your own
movement. You ignore any problems or penalties due to gravity.
Gear and Tools: Item weighs nothing. If the item can be worn as a full suit, the
user gains the Fly Trait equal to his own movement and ignores any problems
or penalties due to gravity, until he wears any Armour.
Ship Component: Space requirement is 2 lower. If it doesn’t have Space
requirement, the component is undetectable (only Focused Augurs with 5 DoS
can detect it) as it will not show up on the augurs. The strange nature of the
component makes voidsmen weary about working around it. Decrease
permanent Morale by 3.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Continuum Manipulator
The item continues to perplex and confuse even the most knowledgeable
researchers of the Adeptus Mechanicus. It is nigh impossible to discern its age,
as it seems to be as ancient as it is new. With every subsequent research, the
ultimate outcome changes, drawing the logic-loving Tech-Priests closer and
closer to madness.
Melee Weapons: When making Swift or Lightning Attacks, the owner gains
Unnatural Weapon Skill (4). Otherwise, the weapon gains Corrosive ageing the
enemy armour.
Ranged Weapons: When making Semi or Full Auto Attacks, the owner gains
Unnatural Ballistic Skill (4) and gains additional hit per 2 DoS up to RoF.
Otherwise, the weapon gains Corrosive ageing the enemy armour.
Armour: Once per combat, the wearer can revert time. After being hit by an
attack and seeing the roll for damage from all the hits, he can completely
6
ignore it like it never happened to him.
Gear and Tools: If the Gear can be worn, the user once per combat can make
one Full Action or two Half Actions, that are outside normal flow of time - for
example he can look behind cover, shoot and ignore enemies on Overwatch.
Otherwise whenever the user is in combat, he can reroll once per start of the
round his initiative. He can do as how many times he pleases but only once at
the start of the round.
Ship Component: If the component is a weapon, then after firing it, roll 1d10:
1-7 the weapon shoots normally, but ships hit at least once slow down by 1
until the end of their next turn. 8-9 the weapon shoots normally, but ships hit
with it at least once, reroll their Initiative. 10 the weapon shoots normally but
the missiles/projectiles disappear upon launch and reappear inside the target
vessel - completely ignoring Armour and Void Shields. If the component isn’t a
weapon, ignore all Critical Hits that would Damage or Destroy the component.
Voidsmen that work with the component speak about seeing themselves in the
future or even past, older or younger. These horror stories make for an unlucky
workspace. Decrease permanent Morale by 5.
Dimensional Crack
7 The Tech Priests of Mars believe that there must be more than two alternative
dimensions. Two are known - Immaterium and Materium. Some that research
Eldar-related topics know about the Webway. However, there are many more
possible alternative dimensions. This object is able to make a tear between
them and allow a change in probability.
Melee Weapons: When making attacks, the owner can switch the numbers
places on the dice (making a 91 a 19), allowing to make a successful test or
even gaining more DoS. Whenever attacking with Swift Attacks or Lightning
Attacks, the owner gains additional DoS.
Ranged Weapons: When making attacks, the owner can switch the numbers
places on the dice (making a 91 a 19), allowing to make a successful test or
even gaining more DoS. Whenever attacking with Semi or Full Auto, the owner
gains additional DoS.
Armour: Once per combat, the owner can revert his decision like it never
happened. After making an Half Action or Full Action, the owner can completely
ignore the result, entering an alternative dimension where is yet to make that
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
decision. This revert is rationalized by mortals, while non-Materium creatures
will know that the owner switched dimensions.
Gear and Tools: If the item has a relevant test, the owner can switch the
numbers places on the dice (making a 91 a 19), allowing to make a successful
test or even gaining more DoS. Otherwise, the owner can wear the item and
switch dimensions. Once per session, the owner can "teleport" up to Willpower
Bonus times 5 in meters. This teleportation is rationalized by mortals, while
non-Materium creatures will know that the owner switched dimensions.
Ship Component: If the component has a relevant test, the owner can switch
the numbers places on the dice (making a 91 a 19), allowing to make a
successful test or even gaining more DoS. Otherwise, the component gives a
bonus for travelling in dimensions other than the Materium - Navigate (Warp)
for the Immaterium and Navigate (Webway) for the Webway as examples. The
Voidsmen that spend some time with the component start to speak in “riddles”.
Apparently, they don’t recognize corridors, rooms and sometimes people, like
they shouldn’t be there. Decrease permanent Morale by 4.
Everchanging Nature
8 The items seem to be able to adapt to situations they are in. If it’s too hot, they
will keep the user chilly, while too cold, they will keep the user warm. Weapons
seem to adapt to combat situations. It isn’t understood how this ever changing
technology was created or by whom.
Melee Weapons: At the start of the combat, the owner’s weapon adapts to the
situation. Either the owner removes a negative quality or adds a new positive
one. Negative are Inaccurate, Overheats, Recharge, Unbalanced, Unreliable or
Unwieldy. Positive are Balanced (can’t if it has Unbalanced or Unwieldy),
Concussive (0), Crippling (2), Felling (3), Defensive (can’t if Unwieldy), Flexible,
Power Field (if it doesn’t already have it), Razor Sharp or Tearing.
Ranged Weapons: At the start of the combat, the owner’s weapon adapts to
the situation. Either the owner removes a negative quality or adds a new
positive one. Negative are Inaccurate, Overheats, Recharge, Unbalanced,
Unreliable or Unwieldy. Positive are Blast (2) (if it doesn’t already have), Felling
(3), Melta, Shocking, Scatter or Twin-Linked.
Armour: At the start of the combat, the owner’s armour adapts to the situation.
The owner chooses one between couple of options: +3 AP to all armour
locations against chosen Weapon Damage Type (Rending, Impact, Energy or
Explosive), Decrease Max. Ag. by 10 to increase +1 AP to all armour locations,
A +10 bonus to Dodge and Parry, Increase Movement by 3 meters, or
Decrease Movement by 3 meters and gain Unnatural Strength (2) (or increase
it by 2).
Gear and Tools: If the item gives a bonus to a test, then once per session it
can give that bonus to a different Skill test, adapting to whatever the owner
needs. If it doesn’t give a bonus, then the item adapts to the needs of the user
giving him a Resistance (Cold, Fear, Heat, Poisons, Radiation, Vacuum or
Other) or effects of the talent Sprint.
Ship Component: If the component is a weapon, then at the start of the
combat, the component adapts to the situation. If it’s a Lance, it can increase
Range by 1-3 but decrease Damage by +1-3 (one to one ratio) or vice versa
(increasing Damage with decrease in Range). If it’s a Macrobattery, it can
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
increase Damage by +2-6 but decrease Strength by 1-3 (two to one ration) or
vice versa (increasing Strength with decrease in Damage). If it’s a Landing
Bay, it gains a Craft Rating bonus to one of the Attack Craft type (Fighters,
Bombers or Assault Boats). If it’s a Torpedo Tubes, it can increase the Torpedo
speed by 1-3 but decrease Damage by +1-3 (one to one ratio) or vice versa
(increasing Damage but decreasing Speed). Otherwise, once per month the
component can decrease its Power consumption by 1 but increase in Space
requirement by 1 (one to one ratio) and vice versa (increasing Space
requirement but decreasing Power consumption). If the component generates
Power, it can generate additional 2 Power for each Space increase by 1, up to
10 additional Power for additional 5 Space. However, voidsmen working on this
speak of constant change in the component’s plans. Corridors shifting, trapping
people within rooms without doors or other horrors. Decrease permanent
Morale by 5.
Unobservable Motion
This technological marvel done by Xenos is invisible to the naked eye. Even
implanted bionic eyes are barely able to catch a glimpse of it, mainly seeing the
movement of air or other particles around it. However, for some unknown
reason, the item in question remains visible to the wearer.
Melee Weapons: Tests made to Dodge or Parry the invisible blade are done
with -30 penalty to the test. Targets that are unaware that the wearer is
wielding a weapon are denied Evasion. The Melee weapons gain +10 to Parry
tests and gain the Proven (3) Quality, unless they already have it, then
increase it by 1.
Ranged Weapons: Tests made to Dodge the invisible projectiles are done with
-30 penalty to the test. Targets that are unaware that the wearer is wielding a
weapon are denied Evasion. The Ranged weapons gain additional +2 to
Penetration.
Armour: The armour is invisible to enemies. Even Powered Armour seems like
9 the owner is just in his normal clothes. This allows the user to fool the enemy.
The wearer gains +10 to Dodge Tests and increases Max. Ag. by 10.
Gear and Tools: The items are invisible, except, of course, to the one touching
them. Tests to find the item on the user are done with -20 penalty and those
that are looking around not knowing what the nature of the item is have a -60
penalty to find it. If the item has a relevant test, it can become partially invisible
to the owner, making it easier to work, giving the user a +10 bonus to tests.
Ship Component: The component is undetectable and untargetable, unless
the enemy vessel uses Focused Augury Shipboard Action and gains at least 5
DoS on the test. If the component is a weapon, it gains +10 to relevant
Shooting tests in the first round of combat or against unaware of its nature
vessels. Otherwise, the item, for some reason, uses less power than normally
required, decreasing the Power requirement by 2 and if it generates Power,
increasing that by 4. The voidsmen will never like or get used to this sensation
of seeing and not seeing the component. Never knowing if the item is there or
not, a truly test of their faith in something else than the Emperor. Decrease
permanent Morale by 4.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Multiple Effects.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Xenos - Advanced
Think Tau or Eldar Tech. To repair these items, the character must succeed first Difficult (-10)
Forbidden Lore (Xenos - Chosen by GM). It can be completely new Xenos, then the character
must gain this knowledge from other places or people.
Peerless Elegance
The hand of xenos of some sort is evident in the design of this device, for no
human could have made such a thing. The device exudes an undeniable
grace, even if it is the work of foul aliens.
Melee Weapons: Increase its Damage and Penetration by 2, and reduce its
weight by half. If it has the Unwieldy Quality, it loses it and gains the
Unbalanced Quality. If it has the Unbalanced Quality, it loses it. Otherwise, it
grants a +5 bonus to Tests made to Parry with it.
Ranged Weapons: If its Damage Type is Impact, change it to Rending.
Increase its Damage by +2 and quadruple its Clip Size. It gains the Reliable
1
Quality.
Armour: Halve its weight and increase all Armour Points it provides by 1. If it
is Power Armour or Light Power Armour, it provides no Unnatural Strength, but
also has no power requirements and does not inflict penalties on Stealth Tests
for providing 7 or more Armour Points (if it’s Best Quality, then it doesn’t
increase Size).
Gear and Tools: If it provides a bonus to Skill Tests, increase that bonus by an
additional +5.
Ship Component: Reduce its Power Requirement by 2 (to a minimum of 0)
and the Space it needs by 1 (to a minimum of 0). If it generates Power, it
generates the normal amount. However, once per game session, it can
overcharge any weapon system that draws power from it, increasing its
Damage by 1d5 the next time it is fired this Strategic Turn.
Innovative Design
2 Treasure in this category was obviously created to serve its users as effectively
as possible. It could be new or it could be ancient, but the xenos who designed
it were clearly unrestrained by the protective rituals and traditions of the
Adeptus Mechanicus, and might well have delved into realms not meant for
mortal creators.
Melee Weapons: Reduce its weight by half and its Damage by 1. However,
due to its minimal weight it receives +10 Weapon Skill bonus.
Ranged Weapons: Change its Damage Type to Energy, and increase its
Damage and Penetration by 3. It is automatically equipped with an
unremovable scope that combines preysense sight, red dot sight and
telescopic sight.
Armour: Increase all Armour Points it provides by 1. If it covers the Head
location, it comes equipped with a Good Craftsmanship photo-visor. If it is
Powered Armour (less than 12 AP), it automatically comes equipped with a
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Jump Pack. If it’s neither, then increase its Max Agility by 10.
Gear and Tools: Reduce its weight by half. If it provides a bonus to tests,
increase that bonus by an additional +5.
Ship Component: In addition to taking up 1 less Space than usual, it can be
much more rapidly detached and attached from the vessel than other
Components - the whole process takes one day.
Photovoltaic
An item of a particularly interesting design, absorbing the power of sunlight via
numerous panels,mirror-like surfaces or other, more alien and disturbing
means. While in the darkness its systems grow dead and dim, they exhibit
enormous amounts of power when exposed to the sunlight.
Melee Weapons: Gains Power Field Quality and changes type to Energy when
held in the sunlight. If already has Power Field Quality, it gains +3 Damage
when held in the Sunlight. The bonus is lost after d5-1 rounds in the darkness.
Ranged Weapons: Gains Shocking Quality and changes type to Energy when
held in the Sunlight. If already has Shocking Quality, the toughness test against
its effects is one degree harder. If already has Energy type, regenerates 10%
of current clip(rounded up) every round. If the clip is smaller than 10, it takes
1d10 rounds to regenerate it fully.
Armour: If it’s a power armour, then it can regenerate one hour of work time by
spending one consecutive hour exposed fully to the sunlight. That means the
Kinetic
4 This item was enhanced by a sophisticated system directing the forces right
where they are needed, be it by a set of pistons, servo-motors or other, more
arcane means.
Melee Weapons: Add Concussive (0) Quality, If already the Concussive
Quality, increase the value of Quality by 1.
Ranged Weapons: Change type of damage to Impact, add Concussive (0)
Quality. If already the Concussive Quality, increase the value of Quality by 1.
Armour: Add Unnatural Strength (2), if it already has it, increase it by 2. For
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
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(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
the purpose of calculating maximal carrying, pushing and lifting weight, treat it
like Unnatural Strength (4).
Gear and Tools: If the related test is physical, add +10. If not, Kinetic item
works as Force Field rating 25, overload 1.
Ship Component: If it is a weapon, increase Range by 2. If it’s a Landing Bay
or Torpedo Tubes, increase initial Speed by 1. If it’s not - when component
becomes Damaged or Destroyed, roll d10. On 1-2 the effect is negated.
Assisted
Though such item is far from being sentient like a living being, it is filled with
limited consciousness, tailored to aid the user in utilization of its functions.
Melee Weapons: Add 4 to Penetration. The Parry tests against this weapon
are one degree more difficult.
Ranged Weapons: If the weapon is Heavy, the user is treated as having Auto-
5 Stabilized trait only for this weapon. If it’s not, add +10 to shooting tests.
Armour: Max Agility increased by 10. For non-powered armour add +10 to all
Stealth, Acrobatics and Dodge tests. For powered armour add +10 to all
Athletics and Parry test.
Gear and Tools: Reroll failed relevant test with -10 penalty.
Ship Component: If this component is a weapon, every test to hit with it is one
degree easier. If it’s not, it is capable of repairing itself when damaged
automatically, after 1d5 turns.
Ablative
This object was crafted to absorb and dissipate large amounts of energy,
possibly in a way beneficial for the user.
Melee Weapons: Change damage type to Energy. Parrying or being parried by
a weapon with Power Field Quality deactivates it for 1d5 turns (Before it
destroys the Ablative weapon if it has no power field of its own.). When such
field is deactivated, the Ablative weapon gains +3 damage for the same
number of turns.
Ranged Weapons: Lose Recharge and Overheat Qualities if the weapon has
6 them. If it has none and its Damage type is Energy, multiply the size of its clip
four times. If not, it gains Proven (2) quality.
Armour: Immune to Melta, Lance and Shocking Qualities. Powered Armour
also regains two hours of operational time per hit with a weapon with such
quality.
Gear and Tools: User gains Power Field rating 40, no Overload chance that
works only against weapons with Energy damage type.
Ship Component: If it is a Void Shield, when it stops a Lance type weapon,
one unpowered component chosen by the ship’s captain becomes instantly
powered again. If not, decrease Power consumption by 3 (to a minimum of 1).
If already 1 or 0, then it generates 2 Power instead.
Electromagnetic
Malleable
This object is capable of shifting its original form, adapting and adjusting to suit
user’s needs, though retaining full efficiency in times of need.
Melee Weapons: Gains the Flexible Quality and a penalty of -10 to spotting the
weapon when it’s concealed.
8 Ranged Weapons: Allows shooting from behind a cover without exposing the
owner to enemy fire, albeit such tests are taken with -10 penalty. A penalty of -
10 to spotting the weapon if it’s concealed. If it is a Pistol, increase the penalty
to -20, if it is a Heavy weapon, then no penalty is applied.
Armour: +30 to Max Agility. Any stealth penalties (due to AP > 6) are removed.
Gear and Tools: A penalty of -20 to spotting the gear/tool when concealed.
Ship Component: Component takes 3 less Space, to a minimum of 0.
Modular
9 A peculiar device made to fulfill the wide array of roles by attaching and
removing pre-designed elements. An ultimate Jack Of All Trades crafted by the
most cunning of Xeno craftsmen.
Melee Weapons: It takes 30 seconds (10 rounds) to fit the item with a proper
module. Note that the weapon cannot be utilized with no module. Only one
module can be fitted at the time. When such weapon is found, randomize
current module and other modules available:
- Defensive Fencing: Add Defensive Quality or if already Defensive, then
it gains additional +10 to parry. If it has the Unbalanced Quality, remove
it. If it has the Unwieldy Quality, change it to Unbalanced.
- Slaughter: Add the Tearing Quality. If already has the Tearing Quality,
then roll one extra die and choose the highest.
- Mirror: Change the weapon into two separate pieces with -2 to Damage
per every die of damage it inflicts. If the weapon was Two-Handed, it
loses this quality.
- Extension: If the weapon is not Two-Handed, then it becomes Two-
Handed, gains the Unbalanced Quality (or loses the Balanced Quality)
and gains +4 to damage. If it is Two-Handed, then it gains 3 meters of
Range.
- Powered: Change damage type to Energy and add the Power Field
Quality. If the weapon already has both, it gains +2 to penetration.
When the weapon is random rolled and has both (damage type and
Quality), then this is the default module and when it is changed, the
weapon loses the Quality.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Ranged Weapons: It takes 30 seconds (10 rounds) to fit the item with a
proper module. Note that the weapon cannot be utilized with no module. Only
one module can be fitted at the time. When such weapon is found, randomize
current module and other modules available:
- Assault: If weapon is capable of firing Semi or Full Auto, add +1 to its
RoF. If not, add Storm Quality instead. It’s a default module for Storm
Single Shot weapons and they lose it if it’s changed.
- Fire Support: Weapon gains Indirect (0) Quality. For two points of Semi
or Full Auto RoF, the weapon gains Blast (1) Quality and increases it
subsequently.
- Covert: Add Silencer to the weapon, even if it’s not normally possible,
also add -2 damage per damage die. If the weapon is already Silenced,
it gains no damage penalty and this is its default module.
- Marksman: Add Accurate and Telescopic Sight to the weapon even if it
cannot be normally attached to it. The weapon cannot be fired in Full
auto. If it has Full Auto Only, then it gains Single Shot and Semi-Auto
equal to the Half Full-Auto RoF. This is a default module for weapons
with Accurate quality.
- Survival: The weapon gains Primitive (5) but its clip cannot be depleted
until the module is removed. It can only be used to fire with the normal
type of ammunition. The Primitive quality cannot be removed or
mitigated in any different way than changing the module.
Armour: It takes 10 minutes (20 minutes for Power Armour) to fit the item with
a proper module, this time can be halved if the character wearing the armour
has an assistant.. Note that the armour cannot be utilized with no module. Only
one module can be fitted at the time. When such Armour is found, randomize
the current module and other modules available:
- Recon: -1 AP, works as Cameleoline Cloak, built in Magnoculars. (For
Power Armour -1 AP, removes penalty to concealment, built in
Magnoculars)
- Urban: +1 AP to Head and Torso, -10 max Agi, built-in Flamer with
Ammo Backpack (Clip size increased Five Times) that can be fired
either as Basic or Pistol. (For Power Armour +1 AP to Head and Torso,
built-in Heavy Flamer with Ammo Backpack that can be fired as Heavy
or Basic weapon)
- Rapid Deployment:. -1 AP to Arms and Legs, built-in Jump Pack and
Grav Chute, Vac Sealed and Rebreather.
- Mobile Artillery: +1 AP, -10 max Agility, built-in Grenade Launcher with
Indirect (1), can be fired as Basic or Heavy, when using the latter mode
it gains Full-Auto mode with RoF 3.
- Chaser: -1 AP, +10 max Agility, gains Unnatural Agility (2)
Gear and Tools: It takes one hour to refit the Gear/Tool to a different type. The
Gear/Tool that was rolled is the default one. Roll 1d5 on the Gear and Tools
table, those are different versions of the item, forms it can take after refitting.
Reroll those that give the same bonuses (or reroll the bonuses themselves) to
have different Gears and Tools.
Ship Component: It takes 10 days to refit the Ship Component to a different
type. The Ship Component that was rolled is the default one. Roll 1d10, on 8+ it
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
has two more different versions, otherwise just one more different version. Roll
on the Ship Component table. Reroll any results that would create the same
component type (it can’t be a Lance again, however, it can be a Facility that
has different bonuses). After the first refitting, permanently decrease Morale by
3. People will never get used to something so strange.
Multiple Effects.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Xenos - Innovative
Think Ork and Demiurg Tech. To repair these items, the character must succeed first
Challenging (+0) Forbidden Lore (Xenos - Chosen by GM). It can be completely new Xenos,
then the character must gain this knowledge from other places or people.
Ramshackle
Whatever hand wrought this device was a rough one indeed, and the mind
guiding it was even more jagged and deranged. Erupting with spines and
blades that serve no obvious purpose besides creating a risk to the user, or
fitted with shining baubles that serve no purpose at all, this device is an
obvious testament to the madness of xenos.
Melee Weapons: This melee weapon is hefty, and designed to crush, impale,
or otherwise perform its task in some equally unsubtle fashion. Increase its
Damage by 4 and double its weight. If it has the Balanced Quality, it loses it. If
it has the Power Field Quality, it loses it and gains the Unstable Quality. If it
already has the Unstable Quality, it also gains the Shocking Quality. The GM
should also roll one additional time on Positive Quirks for this weapon, and
apply the result.
Ranged Weapons: This ranged weapon looks less like a gun and more like a
club with barrels mounted on it, its blocky construction largely superfluous to its
role as a firearm. Increase its Damage by 2, double its weight, and if its
Damage Type is Impact, change it to Explosive. If it has the Accurate Quality, it
loses it. Otherwise, it gains the Inaccurate and Unreliable Qualities. Strangely,
1 however, in the hands of an Ork, it loses the Unreliable Quality. The GM should
also roll one additional time on Positive Quirks for this weapon, and apply the
result.
Armour: This armour is incredibly bulky and festooned with absurdly think
armour plates, whirring motors, and smoke-belching engines. Double its
weight, and increase all Armour Points it provides by 3. If it is Powered Armour,
it grants the user the Unnatural Strength (2) Trait or increases it by 2. It also
imposes a -30 penalty on all Agility-based Tests.
Gear and Tools: This device is ruggedly constructed—so much so that it could
be used as a blunt force weapon in a pinch. Judging by the bloodstains, it has
already been used this way in the past. If used as an improvised weapon, this
piece of equipment has the following profile: (Melee; 1d10 I or R; Pen 0;
Unwieldy).
Ship Component: This Component is massive and power-inefficient,
constantly belching smoke (which may or may not be toxic to human crewmen
assigned to work on it). Increase its Power and Space requirements by 2 (or its
Space requirement by 3, if it generates Power). However, thanks to its sheer
bulk, this Component ignores the first Critical that would affect it each session.
Finally, its obvious xenos origin permanently decreases Morale aboard the ship
by 1.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Hulk's Undoing
De funcshun av dis item is obvious, so'tiz meant ter 'unt down big prey. a
legacy av an endless 'unt, every time tryin' ter git yisser 'ands on even bigger
enemy than de previous wan.
Melee Weapons: Gains Felling (3). Whenever attacking a creature bigger in
size, increase the damage by the difference. Humans always count themselves
as one size smaller than Space Marines, with or without power armour.
Ranged Weapons: Gains Felling (3). Whenever attacking a creature bigger in
size, increase the damage by the difference. Humans always count themselves
as one size smaller than Astartes, with or without power armour.
2
Armour: Gain Unnatural Toughness (X) against attacks from enemies bigger in
size than the owner, where X equals to 2 plus the difference in size. Humans
always count themselves as one size smaller than Astartes, with or without
power armour.
Gear and Tools: Whenever using the Gear or Tool against creatures of bigger
size than the owner, gain additional +10 to tests with it. If it doesn’t have any
related test, decrease Fear Trait rating by one from bigger creatures. Humans
always count themselves as one size smaller than Astartes, with or without
power armour.
Ship Component: If a weapon’s component, when attacking a ship of bigger
class add +4 Damage. If not, then reduce Crew losses by 2. The amount of
strange hooks, cables and parts of unknown origin make the voidsmen blood
churdle. Decrease permanently Morale by 2.
3 For some unknown reason, this item is capable of changing the time frame of
an object. They rot and ruin, old pieces of equipment return to former glory,
while enemies age away into dust. Some people tell stories about horrific
creatures called the Hrud and how this item might be connected to them.
However, they are young and stupid, having a full life yet to experience.
Melee Weapons: The weapon gains the Corrosive Quality. If it already had it,
increase the damage by 2. Living targets struck by these weapons must make
a Ordinary (+10) Willpower test. Upon failure, they lose 1d5 Toughness, which
can be restored only by Extended Care. If the result was a natural 100, then
the 1d5 is permanent. While creatures with the Machine Trait or technology
receives additional 1d10 damage. If the creature is both living and machine, he
is affected by both. Creatures with Undying and From Beyond Traits are
immune to these effects (except for Corrosive).
Ranged Weapons: The weapon gains the Corrosive Quality. If it already had
it, increase the damage by 2. Living targets struck by these weapons must
make a Ordinary (+10) Willpower test. Upon failure, they lose 1d5 Toughness,
which can be restored only by Extended Care. If the result was a natural 100,
then the 1d5 is permanent. While creatures with the Machine Trait or
technology receives additional 1d10 damage. If the creature is both living and
machine, he is affected by both. Creatures with Undying and From Beyond
Traits are immune to these effects (except for Corrosive).
Armour: The wearer is immune to aging processes, even of his own body.
However, prolonged usage might have unforeseen side effects. Enemies that
hit the character with a melee weapon must make an Ordinary (+10) Agility
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
test. If they fail, the weapon they have is broken, rusts away. Melee weapons
with Power Field have a +30 bonus to the test. Ranged weapons deal 2 less
damage and have 2 penetration against this armour.
Gear and Tools: Tools used to repair or maintain old equipment gain +30 to
the test, while new is at -30 penalty. Equipment is considered new if it was
created in the last 10 years. Gear and tools that don’t have a test are able to
degrade equipment around them. The owner places the gear against the target
technology and for every minute, the target equipment ages a year. Most
equipment rusts away after 50 years of this aging process.
Ship Component: If the component is a weapon and the Shooter rolls at least
3 DoS on the hit, then reduce the Armour of the location by 1 to a minimum of
0. This can be repaired in a week of repairs. If the component isn’t a weapon, it
gives either a penalty or bonus to the related test. Roll 1d10, on 5+ the
component gives +20 to tests with it, otherwise it gives a -10 penalty. This roll
is made before the test. People around the component seem to age faster than
others, starting a nasty rumour mill. Decrease permanently Morale by 1. Also, if
the component is a weapon, decrease Crew by 1 for every 4 Void Combat
rounds, nonconsecutive. Otherwise, decrease Crew by 1 for every 10 days of
the component being powered, nonconsecutive.
Heart of Rad
4 De teknologee ter create dis item seems ter be much different from pointy ears
or humies. de xenos creators must 'av lived in 'igh toxicity environments or be
themselves producin' or livin' on toxicity. tales av de expanse, de rad rats, cum
ter mind. shiny humies are wary av researchin' dis teknologee as it 'urts not
only de body but also de machine badonk.
Melee Weapons: Weapons gain Toxic (3) Quality. Whenever the target fails
his Toughness test for the Quality, they receive additional +3 damage,
however, the Toxic effect last only for one test. If the target has the Machine
Trait or is technology based (like a vehicle), increase the damage of the
weapon by 1d10. The owner of this weapon must watch his Toxicity levels.
After every ten minutes of having it on the person, he makes a Challenging (+0)
Toughness Test. Upon failure, the user receives 1 Damage that can’t be
reduced by Armour or Toughness. If the owner wears any kind of gear that
shields him from radiation, then he automatically succeeds on the test.
Ranged Weapons: Weapons gain Toxic (3) Quality. Whenever the target fails
his Toughness test for the Quality, they receive additional +3 damage,
however, the Toxic effect last only for one test. If the target has the Machine
Trait or is technology based (like a vehicle), increase the damage of the
weapon by 1d10. The owner of this weapon must watch his Toxicity levels.
After ten minutes of having it on the person, he makes a Challenging (+0)
Toughness Test. Upon failure, the user receives 1 Damage that can’t be
reduced by Armour or Toughness. If the owner wears any kind of gear that
shields him from radiation, then he automatically succeeds on the test.
Armour: Decrease the AP of the Armour by 1. The armour is irradiated. Every
living creature around the owner up to 2 meters must make a Ordinary (+10)
Toughness test every round they are in that range. Failure inflicts 1d10 Energy
damage that can’t be reduced by Toughness or Armour, unless they are
wearing any kind of gear that shields them from radiation, then they don’t
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
receive this damage. Creatures with the Machine Trait or technology not
designed to sustain radiation damage must make the test at -30 penalty, while
technology receives additional 1d10 damage. If the Armour is Powered, it
works indefinitely. The wearer, after every 10 minutes of having the armour on,
must make a Challenging (+0) Toughness Test. Upon failure, the user receives
1 Damage that can’t be reduced by Armour or Toughness.
Gear and Tools: Gears and Tools requiring power, no longer require them.
These items are highly irradiated and anybody in the presence of them to 2
meters far every 10 minutes must make a Challenging (+0) Toughness Test.
Upon failure, they receive 1 Damage that can’t be reduced by Armour or
Toughness, unless they are wearing any kind of gear that shields them from
radiation. Also, if the item in question has a related test, the owner receives a
+10 bonus to it.
Ship Component: The components are irradiated when powered. If the
component is a weapon and inflicts at least 1 Hull Integrity damage, then the
target vessel must make a Challenging (+0) Toughness test using Crew Rating.
If the test is failed, the target vessel suffers double the damage in Morale and
Crew. Also, after every 2 rounds of Void Combat, the ship with the weapon
component must make a Challenging (+0) Toughness test using Crew Rating.
If the test is failed, it receives 1d5-1 Morale damage. If it isn’t a weapon
component, it gains a +10 to relevant test and after every day of it being
powered on, the ship with the component must make a Challenging (+0)
Toughness test using Crew Rating. If the test is failed, it receives 1d5-1 Morale
damage.
Fireception
5 Dis item seems ter be created ter produce de 'ighest amount av explosive
content, be it inflictin' de most damage or de biggest kaboom.
Melee Weapons: If the weapon has Balanced, it loses it. If the weapon has
Unbalanced, it replaces it with Unwieldy. If it had none of those Qualities, it
gains Unbalanced. If the weapon has Unwieldy, it gains +1d10 to damage.
Weapon gains Tearing and if it already has, increase penetration by 3. Gain
additional hit when making successful Swift Attacks or Lightning Attacks that
isn’t limited by Weapon Skill Bonus.
Ranged Weapons: Weapon Damage changes to Explosive, unless it’s Energy.
Weapon gains Overheats Quality. If it already has Overheats Quality, it gains
additional +3 Penetration. Weapon gains Inaccurate. If it already has it gains
additional +1d10 damage. Weapon gains the Storm Quality, if it already has it
gains the Twin-Linked Quality. Weapon gains Blast (2), if it already has it,
increase it by 1.
Armour: The armour gains an unremovable powered fist that uses the Power
Fist stats. If it already has it, increase the damage by 1d10.
Gear and Tools: The item is either a gear with an in-built Storm Bolter or the
Tool can be used as a Storm Bolter.
Ship Component: If the component is a Macrobattery, it’s Strength changes to
2d5+X depending on the size of the ship (Transports, Frigates, Raiders are +0,
Light Cruisers and Cruisers +1, Grand Cruisers are +2, Battlecruisers and
Battleships are +3). If the component is a Lance, it’s Damage increases based
on the ship size (Transports, Frigates, Raiders are +2, Light Cruisers and
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Cruisers +3, Grand Cruisers are +4, Battlecruisers and Battleships are +5). If
it’s a Landing Bay, it’s Bombers deal additional +2 damage. If it’s a Torpedo
Tube, it increases the Terminal Penetration by 1. Otherwise, the component
increases Raming damage dependent on the ship’s size (Transports, Frigates,
Raiders are +2, Light Cruisers and Cruisers +1d5+2, Battlecruisers and Grand
Cruisers are +1d5+3, and Battleships are +10). The component is full of very
dangerous elements and that’s not counting the amount of guns. While some
like it, others would rather not work there. Decrease permanent Morale by 4.
Bug-ridden
The item seems to be created from bugs. Literally thousands or even millions
of bugs (in case of voidship components they are in the billions) that move in
some kind of hive mind capable of understanding what the owner requires of
them. There are some stories about bugpeople called Slaugths but Imperial
citizens do not believe such trite.
Melee Weapons: The weapon is made from tiny bug-like entities. On just a
thought, they can scatter over the body of the owner, hiding from peering eyes.
This takes a Free Action to do, while the reverse takes a Half Action. Also,
weapons of this kind are created to devastate their opponents leaving nothing
behind. Increase Critical Damage by 4. If the target would die or lose a limb
due to the Critical, he dies blasted into a cloud of ash and vapour and is
completely destroyed.
Ranged Weapons: The weapon is made from tiny bug-like entities. On just a
thought, they can scatter over the body of the owner, hiding from peering eyes.
This takes a Free Action to do, while the reverse takes a Half Action. Also,
weapons of this kind are created to devastate their opponents leaving nothing
6
behind. Increase Critical Damage by 4. If the target would die or lose a limb
due to the Critical, he dies blasted into a cloud of ash and vapour and is
completely destroyed.
Armour: Made from a lot of tiny bug-like entities, the armour creates a strange
projection effect that clouds the eyes of those watching, allowing the wearer to
disappear in plain sight. Anyone wearing the armour gains a +20 to Stealth
tests. n addition, during any round they are not in combat, the wearer can make
a Challenging (+0) Concealment Test to turn invisible (this does not protect
against being detected by motion-sensors, heat-trackers, or psychic powers).
The wearer will remain invisible until he attacks or physically interacts with
another.
Gear and Tools: The Tool or Gear can be hidden anywhere the bug-like
creatures can hide. Smaller items can be hidden on the body. These bugs can
be detected with motion-sensors, heat-trackers or psychic powers.
Ship Component: If the component is a weapon, then it deals additional 1d5
Morale damage to target enemy, if it dealt at least 1 Hull Integrity damage.
Otherwise, this component is undetectable and untargetable, unless the enemy
knows of the nature of the component. Focused Augury detects only bugs,
nothing else. The voidsmen must live around bugs, all the time. Moving.
Scratching. Might bring some to madness. Decrease permanent Morale by 2.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Aetheric
7 Adorned with blue-grey alloy, these items seem to be grown, not manufactured.
They seem to project a ghostly and ethereal energy that seems like a mist or
smoke that dances and flickers. This strange energy seems to pass through
almost all solid matte with ease, not harming it, while anything organic suffers
great wounds.
Melee Weapons: Weapon damage type becomes Energy. Change all d10 to
d5 on the weapon’s profile. If it had a d5 already, then change them d5-1.
These weapons will not do any damage to non-living items and machines, or
any creatures with Daemonic Trait or the Machine Trait (at least 5+). The
weapons pass through armour and straight to the target’s flesh, ripping it apart.
However, if it comes in contact with hexagrammic wards, untouchables, or
similar psychic barriers (such as a ship’s Gellar Field), then the weapon flickers
and dissipates, it will remain inactive for 1d10 days.
Ranged Weapons: Weapon damage type becomes Energy. Change all d10 to
d5 on the weapon’s profile. If it had a d5 already, then change them d5-1.
These weapons will not do any damage to non-living items and machines, or
any creatures with Daemonic Trait or the Machine Trait (at least 5+). The
weapons pass through armour and straight to the target’s flesh, ripping it apart.
However, if it comes in contact with hexagrammic wards, untouchables, or
similar psychic barriers (such as a ship’s Gellar Field), then the weapon flickers
and dissipates, it will remain inactive for 1d10 days.
Armour: The armour creates a barrier that no living creature, except for the
wearer, can pass. It surrounds the owner up to 2 meters and any living creature
trying to get near must make a Challenging (+0) Agility test or receive 1d10
Energy damage that cannot be reduced by armour or Toughness bonus. The
target that stays in that range, must make the test every round. Creatures that
are non-living as do items and machines, creatures with the Daemonic Trait,
creatures with the Machine Trait (5+) and those that wear hexagrammic
warded armour, are Untouchables or have a similar psychic barrier (like a
ship’s Gellar Field) are immune to this damage. If the wearer is hit with a Null
weapon or touched by an Untouchable, his armour stops working for 1d10
days.
Gear and Tools: Tools that can be used on non-organic items or machines
gain +20 bonus, while they are useless on organic items or machines. Gear
that can be worn is able to project a protective field around the wearer that
surrounds the owner up to 2 meters and any living creature trying to get near
must make a Difficult (-10) Agility test or receive 1d10 Energy damage that
cannot be reduced by armour or Toughness bonus. The target that stays in that
range, must make the test every round. Creatures that are non-living as do
items and machines, creatures with the Daemonic Trait, creatures with the
Machine Trait (5+) and those that wear hexagrammic warded armour, are
Untouchables or have a similar psychic barrier (like a ship’s Gellar Field) are
immune to this damage. If the wearer is hit with a Null weapon or touched by
an Untouchable, his gear stops working for 1d10 days.
Ship Component: If the component is a weapon, it stops dealing damage to
Hull Integrity. All of the damage passes through Void Shields and Armour and
deals listed damage as Crew and Morale damage. However, if the target turns
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
on his Gellar Field, finding out the true nature of the weapon, the weapon is
incapable of dealing damage to that target. Otherwise, the component works
surprisingly well, reduce Power requirement by 2 or if it generates Power
increase it by 4. This component is accident prone and crewmen are less
willing to lose hands due to strange energies outputs. Decrease permanent
Morale and Crew by 2.
Anguis Serpens
Flexibility everywhere, whip my prey back and forth. Laer stuff since they were
snake people, lol (go aways Sslyths)
Melee Weapons: Halve the weapon’s weigh. It can be folded to take up less
space or even hide it on the person. Finding the folded weapon is done with -
20 penalty, unless you know what you are looking for. Also, the weapon gains
the Flexible Quality, and if it already has it, it gains Razor Sharp Quality
instead.
Ranged Weapons: Halve the weapon’s weigh. It can be folded to take up less
space or even hide it on the person. In the latter, only Pistols and Basic can be
hidden. Finding the folded weapon is done with -20 penalty, unless you know
what you are looking for. The weapon loses the Unreliable Quality, and if it
doesn’t have it, then gains the Reliable Quality instead. If it already had the
Reliable Quality, increase Penetration by 4.
8 Armour: Halve the armour’s weight. The wearer gains +20 bonus to Acrobatics
and Athletics tests. Increase Max. Agility by 10. Also, Powered Armour doesn’t
receive penalty to Stealth tests due to armour.
Gear and Tools: Halve the item’s weight. It can be folded to take up less
space or even hide it on the person. Finding the folded item is done with -40
penalty, unless you know what you are looking for. If the item gives bonus to
Agility-based test or the item has relevant tests using Agility, then gains an
additional bonus of +20 to those tests.
Ship Component: The component takes less space and is mischievous.
Decrease required Space by 4 (to a minimum of 0). The component is
undetectable, even as a weapon, however, after being used in combat, it’s
becomes obvious. Because of that, all relevant tests using the component are
done with +20 bonus, after that the targets can’t be surprised by it. The
component is very uninviting for a normal crew. Snake-like corridors and stairs.
Everything seems to be created for a species without legs. Decrease
permanent Morale by 3.
Bubble Bobble
9 Hydrogen oxide weapons! Yes that’s right! We are getting chemical in here!
What.. it means… water?
Melee Weapons: The weapon can’t be destroyed during combat, only the
handle can be. The blade is made with water that forms due to crystals inside
the handle. Decrease Penetration by 2 (to a minimum of 0). Whenever an living
enemy is damaged with this weapon, he immediately suffers the effects of
Suffocation. He must make a Challenging (+0) Toughness test or gains one
level Fatigue per DoF.
Ranged Weapons: The weapon shots crystals that create bodies of water. Clip
becomes unlimited. Decrease Penetration by 2 (to a minimum of 0). When the
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
weapon hits a Head location and deals damage, reduced by Armour and
Toughness Bonus, the target must make a Challenging (+0) Toughness test.
On failure, the victim gains one level of Fatigue per 2 DoF (minimum of 1) and
is Stunned for 1 Round.
Armour: If the armour is a full set, it becomes Vac-Sealed, provides unlimited
air supply so the user is immune to outside air toxicity and gives the wearer the
ability to swim without penalties to due armour. If the armour isn’t a full set,
increase AP against Energy attacks by 4 and the armour grants the wearer +20
bonus to swimming-related tests.
Gear and Tools: If it can be worn over the body, it becomes Vac-Sealed,
provides unlimited air supply so the user is immune to outside air toxicity and
all swimming-related tests are done with +20 bonus. Otherwise, the item is
more reliable underwater and grants +30 bonus in that environment.
Ship Component: If the component is a weapon, it can destabilize the enemy
ships with Hydrogen Oxide explosions. If an attack from this weapon deals a
Critical Hit, then additional 1d5-1 (minimum of 1) components become
Unpowered due to overflooding, they need to be Depressurized to be powered
again. Otherwise, if the component isn’t a weapon, it grants almost unlimited
supply of fresh water. Triple the time the ship can do Deep Void Runs. The
component is almost always flooded and people need to swim to get anywhere.
Accidents happen always but hey, at least those that survive learn how to
swim. Decrease permanently Morale and Crew by 1.
Multiple Effects.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Xenos - Psionic
Think Any Psyker Shenanigans Tech. To repair these items, the character must succeed first
Difficult (-10) Forbidden Lore (Xenos - Chosen by GM) AND Difficult (-10) Forbidden Lore
(Psykers). It can be completely new Xenos, then the character must gain this knowledge from
other places or people.
Psionic Conduit
POWER OVERWHELMING!
Melee Weapons: The weapon gains the Force Quality, and if it already has it,
increase Force damage from 1d10 to 1d10+2. Also, the weapon decreases
Force Field Rating of enemies by the Psy Rating of the attacker.
Ranged Weapons: The weapon ignores all protective benefits granted by
psychic powers and gains +1 additional damage and penetration for every point
of the wielder’s Psy Rating.
Armour: If the armour doesn’t have a Force Field, it gains one of a Rating
1
equal to five times the wearer’s Psy Rating, with no Overload. Otherwise,
increase the AP on all locations for every point of the wearer’s Psy Rating.
Gear and Tools: The item can be used as a Psy Focus and halves penalties
for using Psychic Powers on Push (the -10 for every PR above).
Ship Component: If the component is a weapon, it gains the ability to bypass
Void Shields, if it already did, increase damage by half of Psy Rating of the
strongest Psyker on the ship. If the enemy vessel turns on the Gellar Field,
these bonuses are lost. If the component isn’t a weapon and has a relevant
test, it gains a bonus equal to 5 times the user’s Psy Rating to that test. The
voidsmen speak about nightmares, vision of future and past, of worlds beyond
the real one. Most will put down for the safety of the ship. Decrease permanent
Morale by 4.
Mind Cleansing
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
he wins, he can read up to DoS days’ worth of memories from the victim like he
used the Psychic Power Telepathic Link with high PR. This power works only
on intelligent creatures.
Gear and Tools: The item can be used to erase memories from targets. The
owner places the gear or tool to the head of the victim and makes a Opposed
Challenging (+0) Willpower test. He can erase one hour’s worth of memories
per DoS that happened up to day per DoS. He can continuously use the item,
making more tests, erasing memories day by day. If he scores on Extended
tests more than 50 DoS, he completely erases the victim’s memory.
Ship Component: If the component is a weapon and deals damage to the
Crew, the enemy vessel makes a Crew Rating test. If they fail, the crew’s
memory is shambled and the whole ship receives a -10 penalty to all test until
the end of their next turn. If the component isn’t a weapon, it has the ability to
erase and search for memories. When using Psychic Powers that erase or
search memories, they gain +20 to tests and increase the amount of
information erased or found tenfold. Otherwise, anybody put near the
component for more than one hour, loses 1 day’s worth of memories. Due to
memory loss, sometimes even the men forgetting their families, decrease
permanent Morale by 4.
Enslave
3 DANCE PUPPET!
Melee Weapons: Whenever an opponent wants to make an Evasion against
attacks from this weapon, he must make a Challenging (+0) Willpower test with
a penalty of -5 for every point of his Psy Rating. Navigators are treated as
having Psy Rating of 4 for the purposes of the penalty.
Ranged Weapons: Whenever an opponent is receives damage, reduced by
Armour and Toughness Bonus, during an attack, he must make a Challenging
(+0) Willpower test with a penalty of -5 for every point of his Psy Rating. If he
fails the test, he loses his next Half or Full Action. This works only once per
round. Navigators are treated as having Psy Rating of 4 for the purposes of the
penalty.
Armour: Whenever an opponent wants to attack the wearer, he must make a
Challenging (+0) Willpower test with a penalty of -5 for every point of his Psy
Rating. If he fails, his attack is automatically failed. Navigators are treated as
having Psy Rating of 4 for the purposes of the penalty.
Gear and Tools: The item has ability to control minds. Whenever the owner
touches someone with the item, he makes a Opposed Difficult (-10) Willpower
test. If he succeeds, the target is under the effects of Puppet Master Psychic
Power (Telepathy) for a minute per DoS on the test. If he scores 5 or more
DoS, the target is under the power for 24 hours, doesn’t receive the -10 penalty
to tests, doesn’t receive the ability to make the test to resist and after the 24
hours will not remember being under control - rationalizing all his actions as if
they were made by his own free will.
Ship Component: If the component is a weapon and does Crew damage to a
target vessel, that vessel makes a Crew Rating test. If it fails, the enemy ship
instantly makes a Shooting action from one of it’s weapons at a target
designated by the Captain of this component. Otherwise, the component grants
+10 bonus to Charm, Command, Deceive, Intimidate and Inquiry tests when
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
aboard the ship. The people who walk the ship suddenly forget why they are
where they are, like some unseen force made them walk somewhere or do
something. Decrease permanent Morale by 4.
Ether-Plasma
Ether, whatever.
Melee Weapons: Made of crystals, the weapon is capable of changing form
during combat. The weapon gains Flexible and Razor Sharp, and if it has any
of those, increase Damage by 2. Change Damage type to Energy.
Ranged Weapons: The weapon shoots ether-plasma. Change Damage type
to Energy, and if it already was Energy, increase Damage by 2. The weapon
gains Maximal, and if it already has it, increase Penetration by 4.
Armour: Increase AP by 1. Whenever an enemy melee attacks the wearer, he
must make a Challenging (+0) Agility test. On a failure, part of his attack
4
passes through into the Immaterium, he receives -30 penalty to the attack test.
If he fails by more than 5 DoF, his weapon is lost, grasped by something
beyond the veil. If the weapon is Sanctified or otherwise warded against the
Warp, it will not be lost.
Gear and Tools: The item can be used as a Psy Focus. All Divination tests (be
it Psychic Powers or Trade (Soothsayer)) are made with +20 bonus (total of
+30 for Psychic Powers using the item as a Psy Focus).
Ship Component: If the component is a weapon, it ignores Void Shields (and
Eldar Holofields). If the weapon does damage to the target, roll 1d10, on 7+ the
Void Shields (or Eldar Holofields) becomes Unpowered. Otherwise, the
component helps in Warp Travel, giving additional 2 DoS to successful tests for
Warp Travel. The crystalline rooms make people uneasy working around the
component. Decrease permanently Morale by 5.
Death-Dream’s Fragment
5 This device is infused with a strange, crystalline material that seems almost
organic, and catches the light in eerie and maddening ways. Regardless of its
quality, one thing is clear: no sane person would carry such a device, and
those who do have willingly taken the first steps on the road to madness.
Melee Weapons: Increase its Damage by 2. Further, when wielded by a
psyker, it increases his Psy Rating by 2 when he uses powers at the Push
Psychic Strength (to a maximum of 12).
Ranged Weapons: The weapon’s Clip Size remains the same, but it cannot be
reloaded as normal; instead, it seems to draw power by sapping the sanity of
its victims. Any creature Damaged by the weapon must make a Challenging
(+0) Willpower Test or suffer 1d10 Willpower Damage. Every time it causes
Willpower Damage this way, the weapon’s Clip automatically refills. If its Clip
ever reaches 0, its wielder gains 1d10 Insanity Points, that bypasses Insanity
Threshold, at which point its Clip automatically refills. If the weapon does not
have a Clip Size, due to being a Thrown Weapon, or for any other reason, then
this weapon causes any creature harmed by it to make a Challenging (+0)
Willpower Test or gain 1d5 Insanity Points.
Armour: This armour has been wrought with lines of living crystal that can
rapidly expand to seal rents and the wounds of the wearer alike. Whenever the
wearer of this armour suffers Critical Damage to a location it protects, he may
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
reduce that Damage by 1 to up to 5. If he does so, he gains that many Insanity
Points, that bypasses Insanity Threshold, as the armour grows into his body,
forcibly holding his collapsing form together and eroding away at his sanity. As
the armour fuses with his biology this way, more and more, he might also find
himself incapable of removing it.
Gear and Tools: This device is bizarre and inscrutable, made for minds that
now slumber beneath stars that have shifted since they last lived. The user
must make an Ordinary (+10) Intelligence Test to use it. If he succeeds, he
gains an additional +20 bonus to any Tests to which it provides bonuses. If he
fails, however, he gains only its normal bonuses, and also gains 1 Insanity
Point, that bypasses Insanity Threshold, as the alien contraption stares back
into his mind.
Ship Component: This Component is miraculously never affected by Critical
Hit effects that would damage or disrupt it—instead, two other Components of
the GM’s choice suffer the effects that it ignores this way. Additionally, its
foreboding aura and the rumour-mongering that it inspires in the crew
permanently reduces Morale aboard the vessel by 3.
Noble Spirit
6 Spiritstone - noble
Melee Weapons: The item has engraved stones (or similar devices) with souls
inside it. When rolled randomly, the weapon has 1d5+1 stones, each giving a
bonus. Either choose or roll (1d10): 1-2 +1 Damage, 3-5 +1 Penetration, 6-7 +5
Weapon Skill to use the weapon, 8-10 +10 to Parry with the weapon. No bonus
can be taken more than 3 times. The stones can’t be removed but can be
destroyed, however, that is with a -50 penalty in combat to aim at the stones,
which have AP of 10 and 5 Wounds.
Ranged Weapons: The item has engraved stones (or similar devices) with
souls inside it. When rolled randomly, the weapon has 1d5+1 stones, each
giving a bonus. Either choose or roll (1d10): 1-2 +1 Damage, 3-5 +1
Penetration, 6-7 +5 Ballistic Skill to use the weapon, 8-10 +5m Range. No
bonus can be taken more than 3 times. The stones can’t be removed but can
be destroyed, however, that is with a -50 penalty in combat to aim at the
stones, which have AP of 10 and 5 Wounds.
Armour: The item has engraved stones (or similar devices) with souls inside it.
When rolled randomly, the armour has 1d5+1 stones, each giving a bonus.
Either choose or roll (1d10): 1-2 +1 AP, 3-5 +5 to Willpower test to resist
Psychic Powers, 6-7 +5 to Dodge tests, 8-10 +10 to Perception tests. No bonus
can be taken more than 3 times. The stones can’t be removed but can be
destroyed, however, that is with a -50 penalty in combat to aim at the stones,
which have AP of 10 and 5 Wounds.
Gear and Tools: The item has engraved stones (or similar devices) with
tortured souls inside it. When rolled randomly, the item has 1d5 stones, each
giving a bonus by whispering helpful advice. Either choose or roll (1d10),
rerolling duplicates: 1 +10 to Charm, 2 +10 to Command, 3 +10 to all Lores, 4
+10 to all Trades, 5 +10 to Awareness and Psyscience, 6 +10 to all Linguistics,
7 +10 to Commerce, 8 +10 Medicae, 9 +10 to all Navigate, 10 +10 to Tech-
Use. The stones can’t be removed but can be destroyed, however, that is with
a -50 penalty in combat to aim at the stones, which have AP of 10 and 5
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Wounds.
Ship Component: The component has a series of engraved stones (or similar
devices) with souls inside it. The souls are very hard to destroy and only if the
component is Destroyed outright, they are also. When rolled randomly, the
component has 1d5+1 stones, each giving a bonus by whispering helpful
advice. Either choose or roll (1d10), rerolling duplicates: 1 +10 to Shooting
Actions, 2 +10 to Pilot tests, 3 +20 to Lores, 4 +20 to Medicae, 5 +20 to Tech-
Use, 6 +1d5 Hull Integrity regained on successful week of repair, 7 -2 Crew
Damage from any source (minimum of 1), 8 +1 Speed, 9 +5 Maneuverability,
10 +5 Detection. The voidsmen speak about strange, unintelligible voices
coming out of the walls. Decrease permanently Morale by 4.
Tortured Spirit
7 Spiritstone-tortured
Melee Weapons: The item has engraved stones (or similar devices) with
tortured souls inside it. When rolled randomly, the weapon has 1d5 stones,
each giving a bonus. Either choose or roll (1d10), reroll duplicates: 1-2 +2
Damage, 3-4 +2 Penetration, 5 Razor Sharp (if it already had it, increase
damage by 2), 6 +10 to Weapon Skill using the weapon, 7 +10 to Parry, 8
Power Field (if it already had it, increase damage by 2), 9-10 Proven (3) (if it
already had it, increase Proven by 1). The stones can’t be removed but can be
destroyed, however, that is with a -40 penalty in combat to aim at the stones,
which have AP of 10 and 1 Wound.
Ranged Weapons: The item has engraved stones (or similar devices) with
tortured souls inside it. When rolled randomly, the weapon has 1d5 stones,
each giving a bonus. Either choose or roll (1d10), reroll duplicates: 1-2 +2
Damage, 3-4 +2 Penetration, 5-6 +10m Range, 7-8 Reliable (if it has it,
increase Penetration by 2), 9 Melta (if it has it, increase Penetration by 2), 10
Felling (3) (if it has it, Felling by 1). The stones can’t be removed but can be
destroyed, however, that is with a -40 penalty in combat to aim at the stones,
which have AP of 10 and 1 Wound.
Armour: The item has engraved stones (or similar devices) with tortured souls
inside it. When rolled randomly, the armour has 1d5 stones, each giving a
bonus. Either choose or roll (1d10), reroll duplicates: 1 +2 AP, 2-3 +10 Max.
Agility, 4-5 +10 Willpower to resist Psychic Powers, 6-7 +10 Intimidate, 8 +10 to
Awareness, 9 +10 to Dodge and Acrobatics, 10 +2m to base Movement. The
stones can’t be removed but can be destroyed, however, that is with a -40
penalty in combat to aim at the stones, which have AP of 10 and 1 Wound.
Gear and Tools: The item has engraved stones (or similar devices) with
tortured souls inside it. When rolled randomly, the item has 1d5+1 stones, each
giving a bonus by crying out helpful advice. Either choose or roll (1d10),
rerolling duplicates: 1 +10 to Deceive, 2 +10 to Command, 3 +10 to all Lores, 4
+10 to all Trades, 5 +10 to Awareness, 6 +10 to all Linguistics, 7 +10 to
Interrogation, 8 +10 Survival, 9 +10 to Stealth, 10 +10 to Security. The stones
can’t be removed but can be destroyed, however, that is with a -40 penalty in
combat to aim at the stones, which have AP of 10 and 1 Wound.
Ship Component: The component has a series of engraved stones (or similar
devices) with tortured souls inside it. The souls are very hard to destroy and
only if the component is Destroyed outright, they are also. When rolled
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
randomly, the component has 1d5+1 stones, each giving a bonus by crying out
helpful advice. Either choose or roll (1d10), rerolling duplicates: 1 +10 to
Shooting Actions, 2 -20 penalty to detect the ship, 3 +20 to Hit&Run Actions, 4
+10 to Commerce and Intimidate, 5 +20 to Interrogation, 6 +1d10 Hull Integrity
damage to enemy during Ramming, 7 +1d10 Crew Damage to enemy if they
lost at least 1 Crew due to attacks from this vessel, 8 +2 Speed if they are
enemies at Fore, 9 +5 Maneuverability, 10 +5 Detection. The voidsmen speak
about horrifying, unknown screams coming out of the walls. Decrease
permanently Morale by 4.
Noctlith
Warp Ripper
Multiple Effects.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Chaos - Warped
Evident chaos items. To repair these items, the character must succeed first Very Hard (-30)
Forbidden Lore (Daemonology), unless they have a Daemon inside, the items are destroyed on
his/her/it release.
Each chaos item has a chance to have a Daemon bound in it (called Daemonbound in the
tables), otherwise, the raw energies of Chaos created the item (or corrupted it, the GM is free to
think of its true origins). For Warped items, roll 1d10. On 3+, the item has a Daemon bounded
inside. Roll 1d10, on 1-7 it’s a Lesser Daemon, 8-10 it’s a Greater Daemon. If rolled for Multiple
Effects, then either two Daemons of equal power were bound inside or one Greater Daemon
(maybe even a Daemon Prince), this is very dangerous for everybody. Below are rules for
bounded items.
Uncanny Resilience: Weapons, Armour and Gear/Tools are difficult to damage. Anybody trying
to destroy counts the item as having 20 Armour Points and they can’t be destroyed by the
Power Field Quality Parry rule. Ship Components on being Damaged or Destroyed, roll 1d10,
on 5+ they ignore the effect. If somehow destroyed, roll immediately on Perils of the Warp,
counting the wielder as the Psyker. If it’s a Ship Component, treat it as an instant Daemonic
Incursion, where the bound (now unbound) Daemon is the anchor - if he is destroyed, the
Daemonic Incursion is stopped. The released Daemon attempts to slaughter every living
creature it can find, starting with the item’s bearer (or the ship’s Captain).
The Beast Within: Unlike Daemon Weapons, these items do not have Binding Strength.
Anybody willing to wield them (weapons, armour or gear/tools) must succeed on a Difficult (-10)
Willpower test. On success, the bound Daemon(s) is obedient for 24 hours. Otherwise, it rejects
the owner and the next test can be taken only after 24 hours. He can automatically succeed on
the test by gaining 1d5 Corruption Points (that ignore Corruption Threshold). Ship Components
after being installed on the ship slowly corrupt the crew. Decrease Morale permanently by 10. If
the ship is installed for more than 1 month, it “mysteriously” kills 1d5 Crew. It refuses to be
removed before the 1 month mark.
Fury
1-10 SKARBRAND HATES EVERYTHING!
Melee Weapons: Whenever the weapon deals damage to a living creature, it
activates its power. The owner automatically enters frenzy described in the
Frenzy Talent. However, he gains additional bonuses: +10 bonus (+20 total) to
Weapon Skill, Strength, Toughness and Willpower and gains Traits Unnatural
Strength (1) and Unnatural Toughness (1) or increases them by 1. If
Daemonbound, then increase the Unnatural Traits by 2.
Ranged Weapons: The ranged weapon can be used in melee, gaining profiles
based on its type.
Pistols have a profile: 1d10 R, Pen 2, Tearing, Balanced.
Basics have a profile: 1d10+2 R, Pen 2, Tearing, Balanced.
Heavy a profile: have 2d10 R, Pen 9, Razor Sharp, Tearing, Unwieldy, Two-
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Handed.
If Daemonbound, then the melee profiles count as Best Craftsmanship,
otherwise they count as Common.
Armour: The owner gains the Frenzy talent, when he wears the armour. If he
already has it, increase the bonuses gained by it to +20 from +10. Also,
whenever he enters Frenzy, his armour grows natural weapons. The weapons
have a profile: 1d10+2 R, Pen 2, Tearing, Razor Sharp. If Daemonbound, then
the natural weapons gain additional hit, whenever using them in Swift or
Lightning Attacks.
Gear and Tools: The owner gains the Frenzy talent, when he wears the
armour. If he already has it, increase the bonuses gained by it to +20 from +10.
Also, the Tools/Gear can be used in the Frenzy state. If Daemonbound, then
the item gives a +20 bonus to revelant tests.
Ship Component: If the component is a Macrobattery, it increases Strength by
2. If the component is a Lance, it gains “Tearing” Quality. If the component is a
Torpedo Tube or Landing Bay, allow rerolling damage from it once per turn.
Otherwise, the component increases Speed by 2, whenever there are enemy
ships in the Fore. People starts riots more frequently than before. Decrease
permanently Morale by 4. If Daemonbound, then the ship gains additional 1d10
damage in Ramming Shipboard Action.
Null
SKARBRAND HATES PSYKERS!
Melee Weapons: This weapon counts as a Null Rod. Increase the damage by
1d10 against creatures with the Psyker Trait. If Daemonbound, then the
weapon gains Vengeful (9) against creatures with the Psyker Trait, if it already
had it, change it to Vengeful (8)
Ranged Weapons: This weapon counts as a Null Rod. Increase the damage
by 1d10 against creatures with the Psyker Trait. If Daemonbound, then the
weapon gains Vengeful (9) against creatures with the Psyker Trait, if it already
had it, change it to Vengeful (8)
Armour: This armour counts as a Null Rod. Increase the AP by 6 against
attacks from creatures with the Psyker Trait. If Daemonbound, then halve
11-15 penetration from attacks made by creatures with the Psyker Trait.
Gear and Tools: This gear or tool counts as a Null Rod. If Daemonbound, then
the Gear or Tool gains +20 bonus to relevant tests, if there are no creatures
with the Psyker Trait in the Null Rod range.
Ship Component: Any Psychic Powers used on the ship have a -10 penalty.
All Astropath or Navigator Shipboard Actions against the ship are done with -30
penalty. When travelling in the Warp, this ship gives the Navigator a -10
penalty to Navigation (Warp), however, all encounters are done with +30
bonus. If Daemonbound, then there’s no penalty to Navigation (Warp) but a
bonus of +10, however, Daemonic Incursions happen more often. Whenever a
card of Daemonic Incursion is drawn, then draw the other one from the deck.
The walls bleed, all the time. Decrease permanently Morale by 5.
Bile-Quenched
16-25 Spreading the love.
Melee Weapons: The weapon gains Toxic (3), if it already has it, increase the
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Quality to 3 or the original value +1, whichever is higher. Whenever the target
fails the Toughness test against the Toxic Quality, increase the damage by
+1d10. If Daemonbound, then the weapon gains the Corrosive Quality, if it
already has it, increase penetration by 2.
Ranged Weapons: The weapon gains Toxic (3), if it already has it, increase
the Quality to 3 or the original value +1, whichever is higher. Whenever the
target fails the Toughness test against the Toxic Quality, increase the damage
by +1d10. If Daemonbound, then the weapon gains the Blast (2) Quality and
change Damage Type to Energy, it spits bile, if it already has it (at 2), increase
Blast by 1.
Armour: Every time a living creature melee strikes the owner of the armour, he
must succeed on a Hard (-20) Willpower test. Fully protected armor or
equipment gives a +20 bonus to the test. If he fails, he can’t make actions nor
reactions until the end of his next turn. However, if was during an attack like
Swift or Lightning Attack, then resolve all the hits. If Daemonbound, then the
owner gains Unnatural Toughness (2) or increases it by 2, also, he all Ranged
Attacks against the owner are made with -10 penalty.
Gear and Tools: The item is able to inflict deadly diseases. All the owner
needs to do is touch the enemy, who must revolve Toughness test like he was
hit with Toxic (4) weapon that inflicts 2d10 instead of 1d10. This doesn’t count
as poison but a fully protected suit gives a +20 bonus. If Daemonbound, then
protective suits do not help against this, also, if the target dies due to the Toxic
Quality, he rises back as a Plague Zombie. It listens to the owner, unless he
lets go of the item, then it attacks the nearest living creature to feast and
spread the plague.
Ship Component: If the component is a weapon, it deals additional 1d10 Crew
Damage per attack. Otherwise, it can’t be normally set on fire during Void
Combat and if Damaged, roll 1d10, on 7+ it ignores it. If Daemonbound, then
increase the Crew Damage to 2d10, while non-weapons ignore Damaged on
2+ (instead of 5+ due to Daemonbound Component) during Void Combat. The
walls fester, bile spreads everywhere. Decrease permanently Morale by 5.
Stream of Corruption
26-30 Defile by force.
Melee Weapons: The weapon gains additional ranged weapon profile: 1d10+2,
Pen 2, Range 10m, No Clip, S/-/-, Spray, Recharge, Toxic (2). If
Daemonbound, increase the Damage and Penetration by 2 and add the Warp
Weapon Quality.
Ranged Weapons: The weapon gains additional ranged weapon profile:
1d10+2, Pen 2, Range 10m, No Clip, S/-/-, Spray, Recharge, Toxic (2). If
Daemonbound, increase the Damage and Penetration by 2 and add the Warp
Weapon Quality.
Armour: Whenever the wearer is attacked in melee, creatures up to 2 meters
from him must make a Difficult (-10) Toughness test or be Stunned for DoF
rounds. Those in full protective gear gain +20 bonus. If Daemonbound, then the
armor gains a ranged weapon profile as a natural weapon: 1d10+2, Pen 2,
Range 10m, No Clip, S/-/-, Spray, Recharge, Toxic (2).
Gear and Tools: The item is able to corrupt surroundings, creating festering
and soporific terrain. When the item is not in the hands of the owner, it creates
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
an aura of corruption up to 10 meters radius. In this aura, everybody must
make a Difficult (-10) Toughness Test, on failure gaining 1d5 Corruption Points.
This test must be made every 10 minutes. If Daemonbound, then the owner is
immune to this effect and he can generate it by mere thought, without leaving
the item alone. Also, those that turn into Chaos Spawn due to this Corruption
Point gain listen to the owner, unless he drops the item.
Ship Component: If the component is a weapon, it doesn’t do damage to Hull
Integrity. All damage is Crew Damage. Corridors fester, people fall to the
plague. Otherwise, the component doesn’t require Power to run (if it generates
Power, increase it by 8). If Daemonbound, the weapon component additionally
does Morale Damage and non-weapon festers enemy vessels on Ramming - if
the ship successfully damaged an enemy vessel with Ramming Action, the
target vessel loses 2d10 Crew. Steam of corruption and disease spread on the
ship. Decrease permanent Morale by 4.
Soporific Musk
31-40 IMAGINATION!
Melee Weapons: Weapon gains Hallucogenic (2), if it already has it, increase
the Quality by 1 (up to 3). If the target fails the test by more than 3 DoF, when
the effect ends, his next Full or Half Action is lost. If Daemonbound, then
respirators and sealed armour doesn’t give a bonus to the test and if the target
fails the test by more than 3 DoF, instead of resolving the Hallucogenic effect,
the target must listen to the owner until end of his next turn. This effect allows
the attacker to issue commands that the target will make in his next turn.
Ranged Weapons: Weapon gains Hallucogenic (2), if it already has it,
increase the Quality by 1 (up to 3). If the target fails the test by more than 3
DoF, when the effect ends, his next Full or Half Action is lost. If Daemonbound,
then respirators and sealed armour doesn’t give a bonus to the test and if the
target fails the test by more than 3 DoF, he gains a Musk and those up to 2
meters from him, must make a test for Hallucogenic (0). This Musk lasts until
the end of his next turn.
Armour: Whenever the owner is attacked with a melee weapon, the attacker
must resolve a test of Hallucogenic (2) Quality. If Daemonbound, the owner
gains 1d5 DoS to Charm, Command, Deceive and Inquiry tests against targets
that are up to 10 meters from him.
Gear and Tools: If the item has a relevant tests, people who help the owner in
those tests give +15 instead of +10 bonus. Otherwise, the item gives the owner
1 additional DoS to Charm, Command, Deceive and Inquiry tests against
targets that are up to 10 meters from him. If Daemonbound, then if the item has
a relevant test, the owner increases the number of possible assistance from 2
to 3, otherwise, the item gives the owner 1d5 additional DoS instead of 1.
Ship Component: If enemy vessels use Focused Augury at the ship, they
automatically reveal this component. From this point on, any Charm,
Command, Deceive and Inquiry against the enemy vessels is made with a +10
bonus. If Daemonbound, whenever making a Hit&Run or Boarding actions
people betray their leaders, when attacking, half of the damage in Crew
damage to enemy vessel replenishes missing Crew on the ship, while
defending the enemy receives 1d5 Crew damage that replenishes missing
Crew on the ship. The nature of this component makes people untrustworthy
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
and more eager to betray their comrades. Decrease permanent Morale by 4.
Irrefusable
SLAANESH! WHERE IS MY CHAINSWORD?!
Melee Weapons: The bearer of this weapon gains a +10 bonus to Charm,
Command, Deceive and Inquiry tests. If Daemonbound, the weapon screams
when enemies are hit giving it Concussive (2).
Ranged Weapons: The weapon gains Concussive (0), if it already has it,
increase it by 1. If Daemonbound, then the weapon deals additional 1d10
damage if the target fails the Concussive test.
Armour: The wearer is immune to Fatigue, Stunning, Shocking or Concussive
Quality from sonic based weaponry and effects. If Daemonbound, then the
wearer can make a Full Action to create a sound that affects those that are up
to 3d10 meters far. Everybody, except the wearer, makes a Hard (-20)
Willpower Test. On failure, they are Stunned for one Round per Degree of
Failure. This works once per combat.
Gear and Tools: The item gains an additional ability. Once per combat, the
41-45 owner can make a Full Action to release sonic energy. Those that are 1d10
meters from him must make a Hard (-20) Willpower Test or become Stunned
for one Round per Degree of Failure. If Daemonbound, this item grants a +10
bonus to Charm, Command, Deceive and Inquiry tests and the range of the
power is increased to 3d10.
Ship Component: The component gains additional ability that can be turned
on for free called Deafening - All other ships must make a Difficult (-10) Tech
Use Test in order to use vox or other broadcast communications while within
30 VUs of this vessel. If the component already has this ability, the difficulty
increases to Very Hard (-30). If Daemonbound, then if the component is a
weapon, it deals additional 1d10 Crew on each attack that damaged the enemy
vessel due to exploding eardrums and if it isn’t a weapon, then when it
activates it’s abilities, all other vessels up to 5 VU must make a Crew Rating
test, if they fail, they lose 40 Morale until the end of combat. When it ends, they
regain lost Morale. This component makes people deafened, crazy, speaking
about sounds only they hear. Decrease permanent Morale by 5.
Spellbound
46-55 NO U.
Melee Weapons: The wearer can Parry with a -20 penalty a Psychic Power
that is a Psychic Bolt, Psychic Barrage or Psychic Storm, and it says in the
description that the target can Dodge the attack. Also, if he scores more on
Parry than the Psyker on Focus Power Test, this power is deflected at him. If
Daemonbound, then there’s no penalty and if the owner has Psy Rating, then
the deflected Psychic Power uses the enemy’s Psy Rating or the owner,
whichever is higher.
Ranged Weapons: The wearer can make a Reaction to shoot (like a Standard
Attack) at a Psyker that is going to use a Psychic Power at him. If it, the
weapon does no damage but the Psyker receives a -20 penalty to his Focus
Power Test. If Daemonbound, then if the Psyker fails his Focus Power Test, he
immediately rolls for Psychic Phenomena with +20 bonus, no matter if it was
doubles or Fettered.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Armour: The wearer gains a +20 bonus to resist Psychic Powers. Also, his AP
always count towards reducing damage from Psychic Powers, even if they say
otherwise. If Daemonbound, then when a Psyker uses a Psychic Power on the
wearer and he fails to affect him in anyway (the wearer Dodges, succeeds on
Opposed test or the Psyker fails his Focus Power Test), then the Psyker rolls
for Psychic Phenomena, no matter what was the result of his Focus Power
Test.
Gear and Tools: The owner gains a +10 bonus to relevant tests when using
the item. Also, whenever the item is on his person (or he wears it) he is
immune to mind influencing Psychic Powers. If Daemonbound, then whenever
the owner of the item is the target of a mind influencing Psychic Power he must
make a Opposed Challenging (+0) Willpower test against the Psyker. If he
succeeds, the power is redirected. Resolve the test normally with the Psyker
now the target of the power and the owner the Psyker in the context of the
power, using the original Psyker Psy Rating or the owner’s Psy Rating,
whichever is higher. If the owner doesn’t have Psy Rating, then he must use
the Psyker’s Psy Rating.
Ship Component: Any enemy Astropath or Navigator Shipboard Actions
targeting the vessel are done with a -20 penalty. If Daemonbound, then all
Astropath or Navigator Shipboard Actions gain a +10 bonus, while enemy
Astropath or Navigator Shipboard Actions targeting the vessel can be
redirected, before the test to see if power was successful or not. The vessel’s
Astropath (or Navigator) makes an Opposed Challenging (+0) Willpower test
against the enemy ship. If he scores more DoS, the power is redirected and
now the Astropath (or Navigator) resolves the power as him being the original
Astropath (or Navigator) and the enemy vessel as the new target. He uses his
own Psy Rating or the enemy vessel’s Astropath Psy Rating, whichever is
higher, or not if it’s a Navigator Power. The crewmen speak about strange,
unimaginable sights - corridors that become longer, stairs without dimensions
or other horrifying sights. Decrease permanent Morale by 4.
Sorcerous Force
56-60 TIME TO D-D-D-D-D-DUEL!
Melee Weapons: The weapon gains the Force Quality. If it already has it,
increase the Force damage it does from 1d10 to 1d10+2. If the owner doesn’t
have Psy Rating, then treat it like he had Psy Rating of 2. If Daemonbound,
then the weapon gains the Flame Quality, and if it already has it, increase the
damage done by the flames by 2.
Ranged Weapons: The weapon increases its Damage by the owner’s Psy
Rating and the Range based on the type (Pistol 1m, Basic 2m, Heavy 3m)
times the owner’s Psy Rating. If the owner doesn’t have Psy Rating, then treat
it like he had Psy Rating of 2. If Daemonbound, the weapon’s Penetration
increases by the owner’s Psy Rating and the owner’s Psy Rating increases,
when wielding the weapon.
Armour: The wearer increases the AP of the armour by his Psy Rating to a
maximum of +5 against non-Psychic Attacks and maximum of +10 against
Psychic Attacks (if the Psychic Attack ignores Armour, then it does only the
original value). If the owner doesn’t have Psy Rating, then treat it like he had
Psy Rating of 2. If Daemonbound, the wearer gains a Force Field of a Rating
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
equal to 5 times his Psy Rating with no Overload.
Gear and Tools: The owner of the item increases his Psy Rating by 1,
whenever the item is on his person (or he is wearing it). He can also use it as a
Psy Focus. If the owner doesn’t have a Psy Rating, then this item gives him
+10 bonus to resist Psychic Powers. If Daemonbound, then Psy Rating
increase is now 2 instead of 1 and can go over the 10 limit to a 12. If the owner
doesn’t have a Psy Rating, he no longer gains the bonus to resist and instead
gains Psy Rating of 2. Whenever or not he had Psy Rating, the owner can use
the Dark Flame Psychic Power (Malefic Daemonology) without the need to buy
it or have the prerequisite. If he already bought it, he gains +10 bonus to use
that power.
Ship Component: Psykers aboard the ship increase their Psy Rating by 1.
Also, all Astropath or Navigator Shipboard Actions are done with a +10 bonus.
If Daemonbound, then if the component is a weapon, it increases its Damage
by half of the strongest Psyker’s Psy Rating on the ship, rounded down,
otherwise, if it isn’t a weapon, it further increases the Psy Rating of Psykers by
1 (now total of 2). People minds explode randomly. Strange occurrences
happen. Spontaneous combustions, lighting, the whole shebang. Decrease
permanent Morale by 5.
Howling
FEAR ME!
Melee Weapons: Whenever the owner kills someone, he gains Fear (2) or
increases his Fear Rating by 1, which needs to be tested again, this stays until
the end of combat. If Daemonbound, then the character doesn’t need to kill
anyone, he gains just Fear (2). If he kills someone, he increases his Fear
Rating by 1, which needs to be tested again, this stays until the end of combat.
Ranged Weapons: Whenever the weapon is fired, enemies up to weapon’s
Short Range or 10 meters, whichever is higher, have a -10 penalty to Willpower
Tests. If Daemonbound, then the penalty increases to -20 and enemies must
pass a Fear test like if the owner had Fear (1) Trait.
Armour: The wearer gains the Fear (1) Trait or increases his own by 1. If
Daemonbound, then the armour feeds on terrified enemies. If any creature
failed its Fear test against the owner, the armour increases it’s AP by 1, this
66-80 can be increased up to 5. This bonus last until the end of combat.
Gear and Tools: Whenever the owner must make a Fear test, he gains +30
bonus to it. If Daemonbound, then the owner gains the Fear (2) Trait or
increases his own by 1. If any creature fails the Fear test against the owner,
then the owner makes a Challenging (+0) Toughness test, if he succeeds, he
regains 5 Wounds.
Ship Component: If the component is a weapon, then if an attack inflicted
damage, the enemy Crew makes a Crew Rating test. If they fail, their Morale
drop by 2d10. Otherwise, this component grants the Fear (1) rating to the
Captain of the ship, when dealing with other ships. If Daemonbound, then if the
component is a weapon, it inflicts additional 1d10 Morale damage on failed
Crew Rating test, otherwise, if it isn’t a weapon, it grants +20 bonus to
Intimidate tests against other ships. Paranoia strikes the voidsmen. People
become more aggressive and bullied people become scared children.
Decrease permanent Morale by 4.
Viscious
81-90 DEATH!
Melee Weapons: The weapon gains Tearing, and if it already has it, increase
Damage by 2. The weapon gains Crippling (2), and if it already has it, increase
it by 1. If Daemonbound, then increase Damage by 4 and whenever the
weapon inflicts damage, the enemy makes a Challenging (+0) Toughness test,
if it fails, the target suffers Blood Loss.
Ranged Weapons: The weapon gains Tearing, and if it already has it, increase
Damage by 2. The weapon gains Crippling (2), and if it already has it, increase
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
it by 1. If Daemonbound, then increase Damage by 4 the weapon gains Razor
Sharp, and if it already has it, increase Penetration by 2.
Armour: The wearer gains a natural weapon with a Profile: 1d10+2 R, Pen 2,
Razor Sharp. If Daemonbound, then increase the natural weapon’s Damage
and Penetration by 2 and it gains Tearing.
Gear and Tools: The Gear gains a weapon profile, while the Tool can be used
as a weapon. The profile: 1d10+4 R, Pen 4, Tearing. If Daemonbound, then the
weapon uses double the owner’s Strength Bonus and gains Razor Sharp.
Ship Component: If the component is a Lance, increase its damage by 4. If
the component is a Macrobattery, increase its damage by 2. If the component
is a Torpedo Tube, increase its Terminal Penetration by 3. If the component is
a Landing Bay, increase the Craft Rating by 10. If the component isn’t a
weapon, then it grants a +10 bonus to shoot weapons from the ship. If
Daemonbound, the ship gains additional 1d10 damage to Ramming action and
additional +4 Armour in the Fore side. People get killed more easily on the
deck, blood loss is a common occurance. Decrease permanent Morale by 4.
Marked
91-95 REAPER OF SOULS!
Melee Weapons: Whenever this weapon kills someone in combat, the weapon
increases Damage by 1 up to a maximum of 10. This lasts until the end of
combat. If Daemonbound, then this bonus lasts for 24 hours and the weapon
has the ability to use the gathered souls for a more vicious attack. Whenever
the weapon inflicts damage, the owner can make a Half Action to release the
souls inside dealing 1d10 Energy Damage per killed person up to 5d10 that is
soakable by Armour and Toughness Bonus. After this, all the souls are
released and the bonus Damage must be acquired again.
Ranged Weapons: Whenever this weapon kills someone in combat, the
weapon increases Damage by 1 up to a maximum of 10. This lasts until the
end of combat. If Daemonbound, then the Damage increases to 2 per killed
and the weapon has the ability to use the gathered souls for a more vicious
attack. The weapon makes a single Standard Attack, not using its Clip, with the
Blast Quality equal to the number of souls gathered (up to Blast (10)), and if the
weapon already has the Blast Quality, this increases it by the amount. After
this, all the souls are released and the bonus Damage must be acquired again.
Armour: Whenever the wearer kills someone in combat, the armour increases
its AP by 1 up to a maximum of +5. This bonus last until the end of combat. If
Daemonbound, then the maximum increases to +8 and the armour has the
ability to use the gathered souls for a more vicious attack. As a Full Action, the
armour releases all of its souls. All creatures that are up to 8 meters from the
owner must pass a Difficult (-10) Toughness test or recieve 1d10 Energy
damage up to 8d10 that is soakable by Armour and Toughness Bonus. After
this, all the souls are released and the bonus AP must be acquired again.
Gear and Tools: Whenever the owner kills someone, the gear or tool gains +5
bonus to next relevant test using this item up to a maximum of +30. This bonus
lasts for one test. If Daemonbound, then the bonus increases to +10 and the
maximum to +60. The item has the ability to release at least five the souls to
aid the owner in his test. When chosen to do so, the owner can’t have a total
modifier to the test lower than 0. After this, all the souls are released and the
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
bonus modifier must be acquired again.
Ship Component: If the component is a weapon, whenever it inflicts Crew
Damage, it increases its own Damage by 1 up to a maximum of 4 for Lances, 2
for Macrobatteries and Landing Bays, and 6 for Torpedo Tubes. Otherwise, if
the component isn’t a weapon, it grants a +5 bonus to shoot the ships weapons
for every Crew Damage it inflicts on a enemy vessel, up to +30 bonus. This
bonus lasts until the end of Void Combat. If Daemonbound, then the
component is capable of using the gathered souls to inflict serious damage
upon Ramming an enemy vessel. When doing Ramming damage, increase it
by 1 for every Crew Damage the ship inflicted beforehand up to a maximum of
+20. After that all bonuses are lost and the souls must be gathered again.
People drop dead. Just like that. Nobody knows why it’s happening. Decrease
permanent Morale by 6.
Multiple Effects.
Roll Twice and reroll any results of 20. Also, reroll any results that would have
96-100 Opposed Powers (Khorne and Nurgle oppose Tzeentch and Slaanesh).
Choose the highest permanent Morale decrease and increase it by 1.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Chaos - Tainted
Illusive chaos items. To repair these items, the character must succeed first Difficult (-10)
Forbidden Lore (The Warp), unless they have a Daemon inside, the items are destroyed on
his/her/it release.
Each chaos item has a chance to have a Daemon bound in it (called Daemonbound in the
tables), otherwise, the raw energies of Chaos created the item (or corrupted it, the GM is free to
think of its true origins). For Tainted items, roll 1d10. On 8+, the item has a Daemon bounded
inside. Roll 1d10, on 1-9 it’s a Lesser Daemon, 10 it’s a Greater Daemon. If rolled for Multiple
Effects, then either two Daemons of equal power were bound inside or one Greater Daemon
(maybe even a Daemon Prince), this is very dangerous for everybody. Below are rules for
bounded items.
Uncanny Resilience: Weapons, Armour and Gear/Tools are difficult to damage. Anybody trying
to destroy counts the item as having 20 Armour Points and they can’t be destroyed by the
Power Field Quality Parry rule. Ship Components on being Damaged or Destroyed, roll 1d10,
on 7+ they ignore the effect. If somehow destroyed, roll immediately on Perils of the Warp,
counting the wielder as the Psyker. If it’s a Ship Component, treat it as an instant Daemonic
Incursion, where the bound (now unbound) Daemon is the anchor - if he is destroyed, the
Daemonic Incursion is stopped. The released Daemon attempts to slaughter every living
creature it can find, starting with the item’s bearer (or the ship’s Captain).
The Beast Within: Unlike Daemon Weapons, these items do not have Binding Strength.
Anybody willing to wield them (weapons, armour or gear/tools) must succeed on a Ordinary
(+10) Willpower test. On success, the bound Daemon(s) is obedient for 24 hours. Otherwise, it
rejects the owner and the next test can be taken only after 24 hours. He can automatically
succeed on the test by gaining 1d5 Corruption Points (that ignore Corruption Threshold). Ship
Components after being installed on the ship slowly corrupt the crew. Decrease Morale
permanently by 5. If the ship is installed for more than 1 month, it “mysteriously” kills 1d5 Crew.
It refuses to be removed before the 1 month mark.
Roll 1d100 Effect
Skulltaker
SKULLS FOR THE SKRUUL!
Melee Weapons: All Called Shot attacks made at Head Location increase
damage by 1d10. If Daemonbound, then the weapon gains Vengeful (9) when
Called Shot attacks are made at the head.
Ranged Weapons: All Called Shot attacks made at Head Location increase
damage by 1d10. If Daemonbound, then the weapon gains Vengeful (9) when
Called Shot attacks are made at the head.
Armour: If the armour is only a helmet, then increase AP by 1. If the armour
has no helmet, then increase Max Agility by 10. If has more parts and one has
head, decrease AP of head by 1 but the rest locations by 1. If Daemonbound,
then the wearer gains +10 bonus to Dodge, when enemy’s attacks target the
head (Called Shots or due to switching numbers), also increase AP by 1 (to
11-15 total of 2) of all locations (Head now at 0).
Gear and Tools: Whenever the owner of the item kills someone by a Critical
Damage to the Head location in combat, he gains Regeneration (4) Trait fo
1d5+1 Rounds. If Daemonbound, then increase the Regeneration Trait to 10
and the time to 1d5+5 Rounds.
Ship Component: If the component is a weapon and shoots at a ship in the
Fore part, it gains additional 1d10 damage, however, whenever shooting at the
Aft, then decrease damage by 1d10 damage. Torpedo Tubes and Landing
Bays just increase damage by 2 for every d10 dice. Otherwise, the component
increases Armour in the Fore location by 2. If Daemonbound, then whenever
the ship does a Critical Hit, when the ship hits an enemy vessel in the Fore,
increase the Critical Hit value by 2 on the Critical Hit Table. People one the
ship are on the edge and fights broke up very easily. Some even lose their
heads, quite literally. Decrease permanent Morale and Crew by 2.
Entropic
16-25 This treasure answers the silent call of the universe to expend without
replenishing, to rust away. No matter how hard the owner of this treasure
works, it never seems to stay clean.
Melee Weapons: Reduce its Damage and Penetration by 1, but every time it
strikes a target, reduce that target’s Armour Points on the affected location by 1
until the armour can be repaired. If Daemonbound, then instead the weapon
gains the Corrosive Quality, instead of the reduction in damage, penetration
and armour.
Ranged Weapons: Reduce its Damage and Penetration by 1, but every time it
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
strikes a target, reduce that target’s Armour Points on the affected location by 1
until the armour can be repaired. If Daemonbound, then instead the weapon
gains the Corrosive Quality, instead of the reduction in damage, penetration
and armour.
Armour: Whenever a melee weapon strikes this armour, that weapon’s
Damage is reduced by 1 until it can be repaired. The reduction has a maximum
of the highest AP of the armour. If Daemonbound, then the damage is
decreased by 1d10.
Gear and Tools: It provides a +10 bonus to Tests made using it, but if the user
fails a Test while using it, he must make a Challenging (+0) Toughness Test. If
he fails, he gains 1 level of Fatigue. If Daemonbound, then the bonus increases
to +30 and if the item has no relevant test, the owner gains Unnatural
Toughness (2).
Ship Component: Increase this Component’s Power requirement by 3.
However, whenever it would be affected by the results of a Critical Hit result of
5 or lower, it ignores the effects of that result. If Daemonbound, then there’s no
increase in Power requirement and the component ignores Critical Hits of 9 or
lower, only a 10 or above can destroy it.
Decaying
26-30 Your life? Our life. COMMUNIST NURGLITES!
Melee Weapons: Whenever a creature is damaged with this weapon during a
turn, he must make a Ordinary (+10) Toughness Test. If he fails, he receives
1d5 Toughness damage. This damage can be removed only by Extended
Care. If Daemonbound, then the test changes to Difficult (-10) and if the
creature dies due to the weapon, it becomes a festering pile - those up to 5
meters without rebreathers or gasmasks must make a Challenging (+0)
Toughness test or be Stunned for DoF of the test. The bearer of the weapon is
not immune to this.
Ranged Weapons: Whenever a creature is damaged with this weapon his
wounds fester and do not heal. First time a target is wounded with this weapon,
he suffers Blood Loss for 1d5 Rounds or until treated. However, all damage
due to this weapon cannot be treated with Medicae special ability First Aid. If
Daemonbound, then Blood Loss happens every time the target is wounded.
Armour: Each time someone is damaged 2 meters from the wearer of the
armour, he must make a Challenging (+0) Toughness test and on failure
increase receive damage by 2. If Daemonbound, then increase the damage to
4 and if the one who made the attack is the wearer, that damage is increased
to 8.
Gear and Tools: Whenever someone is damaged 2 meters from the owner of
the item, he must make a Ordinary (+10) Toughness Test. If failed, the victim
receives 1d5 Strength and Toughness damage. This damage can be removed
by Extended Care or First Aid (instead of healing wounds). If Daemonbound,
then the test changes to Challenging (+0) and the damage can be only
removed with Extended Care.
Ship Component: If the component is a weapon and inflicts Crew damage on
the enemy vessel, then the target receives additional 1d5 Crew damage.
Otherwise, those that make Boarding or Hit&Run actions on the ship receive
1d5 Crew damage as they take the diseases with them back onto their ship. If
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Daemonbound, then the Crew damage increases to 1d5+5. Voidsmen on the
ship become more disease prone and quarantines are more common.
Decrease permanent Morale and Crew by 2.
Alluring
All treasures are in some way desirable by their very classification as
“treasures,” but this device inflames the avarice of all who see it. It is almost
unnaturally beautiful, and let any owner beware, for scoundrels in the Koronus
Expanse kill for far less.
Melee Weapons: Attempts to Dodge and Parry attacks made with this weapon
suffer a -10 penalty. If Daemonbound, then decrease any Force Field rating of
a target by 10.
Ranged Weapons: Attempts to Dodge and Parry attacks made with this
weapon suffer a -10 penalty. If Daemonbound, then decrease any Force Field
rating of a target by 10.
Armour: The wearer gains a +10 bonus to Charm, Command, Deceive and
31-40 Inquiry tests. If Daemonbound, then any creature using Scrutiny to see through
the character deceit has a -20 penalty, unless he knows the true nature of the
armor.
Gear and Tools: The owner of the item makes people around him friendlier.
Increase the disposition of the target by one level. If Daemonbound, then all
new people the owner meets treat their disposition as three levels higher,
unless they pass a Difficult (-10) Scrutiny Test.
Ship Component: This Component increases the vessel’s Morale by 3, but if it
is ever removed, lost, or replaced, its absence decreases Morale by 6. If
Daemonbound, then remove the Morale decrease from Daemonbound
component and increase the vessel Morale from 3 to 10, however, the absence
decreases the Morale to 0 and instantly creates a riot, revolution on the ship.
Inviting
41-45 Here, kitty, kitty. That’s a nice Eldar-soul ready to be sucked.
Melee Weapons: Whenever an enemy is hit with this weapon, he must make a
Challenging (+0) Willpower test. If failed, the character feels the pull of the
weapon is unwilling to leave. He can’t Disengage or move away from the
character, until he makes a successful Challenging (+0) Willpower test that is
made at the end of his turn. If Daemonbound, then the first test is made with a -
20 penalty and when the bearer attempts to hits someone that wants to leave
his threat range, he gains +30 to the test.
Ranged Weapons: Whenever an enemy is hit with this weapon, he must make
a Challenging (+0) Willpower test. If failed, the character feels the pull of the
weapon is unwilling to leave. He must make a Full Action Move or Run,
depending on how far he is, on his turn. The bearer doesn’t receive the penalty
for the Run action for shooting the target and receives a +10 bonus. If the
weapon is Basic or Heavy, he can fire it once Point Blank, even if the target is
at melee range. However, theses bonuses are lost if the target stays in melee
range. If Daemonbound, then the test is made at -20 penalty and the test must
be made even in melee range, if failed, then the bearer of this weapon can fire
a Basic or Heavy in melee range at the target, while a Pistol gains a +10 bonus
to his.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Armour: All enemies that are up to the owner’s Fellowship Bonus in meters,
must make a Challenging (+0) Willpower test on their turn. If they fail, they
cannot move further from the owner but can get closer. Those that failed
receive a -20 penalty to hit the wearer. If Daemonbound, then those that failed
the test decrease their damage by 4 against the wearer and the test is made
with a -10 penalty.
Gear and Tools: Whenever the owner is a target of an attack, the attacker
must make an Ordinary (+10) Willpower test. If failed, he can’t attack the owner
and can change targets. The owner gains +10 bonus to Charm and Deceive
tests. If Daemonbound, then the test is made with a -20 penalty and the victim
loses his Half or Full Action based on what attack action he wanted to make.
Ship Component: Whenever an enemy vessel attacks the ship with the
component, they must make a Crew Rating test with a +20 bonus. If failed, they
receive -10 penalty to all shooting actions targeting the ship until their next turn.
If Daemonbound, then the Crew Rating test is made without a bonus. The
voidsmen of the ship become more decadent, in a bad sorts of way. Decrease
permanent Morale and Crew by 2.
Deceitful
46-55 Seemingly possessed of a treacherous nature, this treasure is created in a
counter-intuitive and misleading way that causes those who look upon it to
draw false conclusions, often to their own terrible detriment. Whether this
trickery is based in illusion, strange construction, or something else varies
based on the item, but it is always capricious and spiteful.
Melee Weapons: Reduce its Damage by 2. It can also be used to make
Ranged Attacks with the following profile: (Pistol; 30m; S/–/–; 1d10+4 I; Pen 4;
Clip 1; Reload Full; Toxic (1)). If Daemonbound, then there’s no reduction in
damage and the clip is unlimited.
Ranged Weapons: Reduce its Damage by 2. It can also be used to make
Melee Attacks with the following profile: (Melee; 1d10+4 R; Pen 4; Toxic (1)). If
Daemonbound, then there’s no reduction in damage and the melee weapon
gains Razor Sharp.
Armour: It can always be used to make a Melee Attack with the following
profile: (Melee; 1d10+4 R; Pen 4; Toxic (1)). Further, thanks to its disarming
nature, this armour grants its wearer a +5 bonus on Deceive Tests. If
Daemonbound, then increase the Toxic Quality to 3 and increase the Deceive
bonus to +10.
Gear and Tools: This device is not what it appears to be, and it can easily be
concealed or disguised as something more innocuous. Observers must make a
Hard (-20) Scrutiny Test to determine its true purpose, and Awareness Tests to
find it hidden on its owner suffer a -20 penalty. If Daemonbound, then only
someone who touches the item can make the test, otherwise Awareness Tests
to find it suffer additional -20 penalty (to a total of -40).
Ship Component: This Component is not what it appears to be, deceiving any
onlookers. Roll again on Ship Components table determine the fake nature of
this Component. Viewers must pass a Hard (-20) Scrutiny Test to determine
this Component’s true function; otherwise, they are taken in by the deception
and believe it to be the Component that it masquerades as. While ship augurs
can still be somewhat deceived, the needed DoS on Focused Augurs increases
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
by 1 to see through the deceit. However, due to internal confusion caused by
this ruse, permanently reduce Morale by 1 on any vessel into which it installed.
If Daemonbound, then the component deceives even augurs. Any test to
determine the true nature of the component receive an additional -20 penalty
(so a total of -40 for the Scrutiny test), while Focused Augurs Shipboard Test
needs 5 DoS or more the see through the deceit.
Insightful
KNAWLEDGE
Melee Weapons: Whenever an target is hit with this weapon, he must make a
Challenging (+0) Intelligence test. If failed, the bearer of this weapon gains an
useful information about the target. For mooks or little relevance, the GM can
opt to give a +10 bonus to hit for the next attack. If Daemonbound, then the test
is made with a -20 penalty.
Ranged Weapons: Whenever an target is hit with this weapon, he must make
a Ordinary (+10) Intelligence test. If failed, the bearer of this weapon gains an
useful information about the target. For mooks or little relevance, the GM can
opt to give a +10 bonus to hit for the next attack. If Daemonbound, then the test
is made with a -20 penalty.
Armour: The wearer of the armour can hear surface thoughts of surrounding
people that are up to 10 meters from him. This can translate to a bonus from
+10 to +30 to Interaction tests made against them, GMs discretion. However, if
there is more than 5 people around the character, he must make a Challenging
(+0) Willpower test or gain 1d5 Insanity points. If he fails, the armour ceases to
56-60 function for 1d10 minutes due to information overload. If Daemonbound, then
this power increases range to 30 meters and the bonus can be up to +60,
however, the armour stops working for full 10 minutes due to information
overload.
Gear and Tools: Once per session, the character can ask the GM a Yes or No
question about his current predicament. The GM can veto the question. The
player can opt to take a +10 bonus for the next test the character makes
instead of the question. If Daemonbound, then the question can be in the form
of a statement and the GM must answer True or False to it. The player can opt
to take +30 bonus for the next test the character makes instead of the question.
Ship Component: Whenever the ship makes an Active Augur or Focused
Augur test, it receives 1d5 additional DoS on a successful test. If
Daemonbound, the maximum penalty for those actions is +0. The voidsmen
are flabbergasted at strange situations they find themselves, where other
crewmen suddenly know secrets about them. Nobody can have a private life on
the ship and this leads to fights or even riots when even those darkest ones
come out. Decrease permanent Morale and Crew by 2.
Careful
61-65 Everybody a critic, everybody an enemy.
Melee Weapons: The wearer gains +3 Initiative bonus whenever he wields the
weapon. If Daemonbound, then he receives +30 to all combat actions against
Surprised opponents.
Ranged Weapons: The wearer gains +3 Initiative bonus whenever he wields
the weapon. If Daemonbound, then he receives +20 bonus if he fires the
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
weapon at Long or Extreme Range.
Armour: Once per session, the character can be treated as rolling natural 10
on his Initiative test. If Daemonbound, then whenever the combat starts, all
enemies must make a Challenging (+0) Willpower test. If failed, they “do not
see” the wearer of the armour and he treats them as being Surprised for bonus
and abilities reasons.
Gear and Tools: Once per session, the character can be treated as rolling
natural 10 on his Initiative test. If Daemonbound, then whenever the character
makes a relevant to the item test alone, he receives +30 to the test. Alone is
considered no direct audio contact (vox, microbeads or psychic powers) and
nearest satient creature is at least 30 meters away.
Ship Component: The ship gains +3 to Initiative test. Also, all actions made
during Silent Running are made with +10 bonus. If Daemonbound, then the
ship can forgo the +3 to instead, once per session, be treated as rolling a
natural 10 on the Initiative test, also, the bonus for Silent Running increases
from +10 to +30. The voidsmen are struck with paranoia. Fathers don’t trust
their sons, daughters their mothers and inner conflict over misunderstandings
become bloody and common. Decrease permanent Morale and Crew by 2.
Mindkiller
This device elicits nothing less than panic and terror in most people who see it.
Whether it is a weapon with an oddly organic eye or maw protruding from it, or
a vast, churning voidship component that seems to patter with the footsteps of
all who have passed through it, it is utterly disconcerting.
Melee Weapons: Foes suffer a -5 penalty to their Initiative if the weapon is
visible to them when combat begins. Further, attempts to Parry attacks made
with this weapon suffer a -20 penalty. If Daemonbound, then the penalty counts
to Dodge also.
Ranged Weapons: Foes suffer a -5 penalty to their Initiative if the weapon is
visible to them when combat begins. Further, attempts to Dodge attacks made
with this weapon suffer a -20 penalty. If Daemonbound, then the target reduces
1 DoS from his Dodge attempts.
66-80 Armour: Every time its wearer kills a foe in combat, he gains the Fear (1) Trait
until the end of the encounter. If Daemonbound, then increase the gained Fear
Trait by 1 or if the character already has a Fear Trait increase that by 1.
Gear and Tools: Under normal circumstances, it grants a +10 bonus to all
Tests made using it. However, if its wielder ever fails a time-sensitive Test
using it, it ceases to function entirely for 1d10 minutes. If Daemonbound, then
for time-sensitive Tests the owner gains additional 1d5 DoS on a successful
test, however, the item ceases to function for 10 minutes instead of 1d10.
Ship Component: Its chilling presence permanently reduces Morale by 3, but
this effect is even more pronounced on unwanted interlopers. Boarders suffer a
-20 penalty to their Command Tests aboard this vessel so long as this
Component remains functional. If Daemonbound, then all Boarders receive
1d10 Morale Damage each time they board the ship (successful or not).
Mocking
81-90 Hahahahahahahaha How The Fuck Is Corpse Emperor Alive Hahahaha
Loyalist Just Walk Away From The Imperium Like Loyalist Open Your Eyes
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Haha
Melee Weapons: Whenever an enemy is hit with the weapon, he must make a
Challenging (+0) Perception test. If he fails, everybody around him turn to
laughing forms and he receives a -10 penalty to attack the bearer of the
weapon and -20 penalty against others until the end of his turn. If
Daemonbound, then the penalties increase to -20 and -40 respectively.
Ranged Weapons: Whenever an enemy is hit with the weapon, he must make
a Challenging (+0) Perception test. If he fails, he receives a -10 penalty to
attack anybody until the end of his turn. While he receives a -20 penalty to find
the bearer of this weapon, if he was hiding before the shot, until the end of his
turn. If Daemonbound, then the penalty to attack increases to -20, while the
victim must make an Opposed Challenging (+0) Scrutiny test against the
shooter, who uses Stealth or Deceive (his choice). The victim receives the -20
penalty to this test. If he fails, he doesn’t see the bearer of the weapon until the
end of his turn.
Armour: The wearer can make targets around him unsee him. This can be
made with a Half Action or when the character makes a Dodge, however in the
second it works only on the attacker. When the action is taken, those up to his
Fellowship Bonus in meters, must make a Routine (+20) Willpower test. If they
fail, they start to hear laughter around them and their enemy disappeared for
them, this last until the end of their turn. If Daemonbound, then the test is made
with -20 penalty.
Gear and Tools: The owner receives +10 bonus to Deceive and Intimidate
tests, whenever the item is seen by the target. If Daemonbound, then during
combat the owner can make a Half Action to make an Opposed Challenging
(+0) Intimidate test against a targets Willpower, that is up to owner’s Fellowship
Bonus in meters. If the target loses the test, then he must use his next Half or
Full Action to attack the owner with a penalty of -5 per DoF on the test to a
maximum of -30.
Ship Component: The component can be turned on to make loud laughter
play in enemy vessels. Those ships 5 VUs from the ship must make a Crew
Rating test and if they fail receive a -10 penalty to hit the ship and -20 penalty
to shoot at any other. This penalty stays until the end of their turn or if they
move over 10 VUs from the ship, whichever is sooner. If Daemonbound, then
the ship receives +2 damage to all Shooting Actions against those targets that
failed their Crew Rating tests. The ship is filled with depressing words and
annoying laughter. Decrease permanently Morale by 3.
Restless
91-95 Arthas younger “special” brother.
Melee Weapons: Whenever this weapon damages a living creature, the bearer
of this weapon removes 1 Damage from himself. This can’t remove Critical
Damage. If Daemonbound, then increase the Damage remove to 2 (or 1, if the
attack did only 1 Damage to a target), also, if this weapon kills a target, the
creature stays for one round and uses its Half Action how the bearer of this
weapon wants, before it dies completely. Creatures that were obliterated by
Critical Damage are immune to this, they are just dead.
Ranged Weapons: Increase Damage done to living creatures by 4. If
Daemonbound, then increase the Damage to 8 and if the weapon kills
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
someone, it makes an instant Full Action Charge or Half Action Standard
Attack with a Melee Weapon or Unarmed Attack, depending if it died with a
weapon in hand, at the nearest living creature. Then it dies completely.
Creatures that were obliterated by Critical Damage are immune to this, they are
just dead.
Armour: Whenever a living creature dies near the wearer of this armour, he
removes 2 Damage from himself. This can’t remove Critical Damage. If
Daemonbound, then the armor removes 3 Damage and it can remove Critical
Damage.
Gear and Tools: When a living creature dies, the owner of the item can place it
on a target using a Half Action and this must be done in the following turn or it
will be useless. Then rolls 1d10, on 6+, the target rises from the dead for one
round. It uses its old Initiative and can make two Half Actions or one Full Action
depending on the wishes of the owner of the item. After it does it, the creature
turns to dust. Creatures that were obliterated by Critical Damage are immune
to this, they are just dead. If Daemonbound, the item is capable of making the
dead speak. By placing the item on a dead body, the owner can ask the body
1d5+1 questions before the corpse turns to dust. These questions can only be
answered Yes, No, Maybe and I don’t know. Creatures that aren’t sapient or
have destroyed tongues, heads or anything that would normally allow their
species to talk are immune to this.
Ship Component: This component allows the dead to rise and fight again. As
one of the Shipboard Actions, the component can be used to regain up to 20
Crew. However, after the Void Combat is lost, the regained crew is lost again
and Morale falls by 1d10. If Daemonbound, then whenever the ship does Crew
Damage on an enemy ship, roll 1d10, on 6+, one of their component is overrun
by the restless. Treat the component as Damaged until they fix it with a
successful Challenging (+0) Shipboard Action using Command, Weapon Skill
or Ballistic Skill. The crewmen speak about meeting their dead relatives or
seeing friends that were lost in last combat walk among them and fight. Even if
they look okay, they are eerie enough. Decrease permanent Morale by 3.
Multiple Effects.
96-100 Roll Twice and reroll any results for this.
Choose the highest permanent Morale decrease and increase it by 1.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Artefact Quirks
If you roll more than once on these tables and you get the same result twice, reroll one of them
until you get a different result. You first roll on the Positive Quirk Table, then on the Negative
Quirk Table. Some of the Quirks have opposite versions, it’s noted in the Quirk.
Each Quirk can have a specific version based on the type of item.
Positive Quirks
Roll 1d100 Quirk
Environmental Affinity
Maybe created from special components that react to certain environmental
exposure. This item works better whenever it’s used when it is in that
environment. Choose one or make up your own: Void, Extreme Hot, Extreme
Cold, Temperate, Underwater or Radioactive. Whenever the item is in that
environment, it gains a +10 bonus to all relevant tests.
1-7 Armour: This counts to any strenuous, non-finesse physical action when
wearing the Armour like Dodge, climbing or swimming.
Ship Component: Choose from the fellow list: Nebulae, Inner Cauldron,
Primary Biosphere, Outer Cauldron, Deep Void or Nearby Stellar
Environmental Animosity - if the item has this Quirk, then you must choose a
different environment than that in that Quirk.
Dependable
The owner of the item can depend on this item to not fail him, at least from time
to time. At the start of the session, roll 1d10, on 8 or higher, the item gains +10
bonus to all relevant test for the whole session.
Armour: This counts to any strenuous, non-finesse physical action when
8-11 wearing the Armour like Dodge, climbing or swimming.
Ship Component: If the component doesn’t have any relevant test, then this
counts to any Shipboard Action but can be used only once per round.
Treacherous - if the item has this Quirk, then both work depending on the roll of
the die.
Brutal
The history of slaughter this item was in is uncountable. Whenever the owner
makes a Righteous Fury the 10 on his roll (normally a 5 Critical Hit) can
become deadlier. Roll 1d10, and if the roll is 8 or higher, count the Critical Hit
12-13 as 6 instead of 5.
Ship Component: This works only once per void combat round for first of the
weapons that achieve Crit Rating on their test.
Deadly - if the item has this Quirk, then both work.
Energetic
14-20 People with the item feel revitalized and full of energy. Increase the Fatigue
Threshold by 4.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Ship Component: Decrease Crew damage by 1 (to a minimum of 1).
Weary - if the item has this Quirk, reroll.
Destructive
The item has long history of victorious warfare. Increase Damage done by the
21-24 owner by 1.
Ship Component: This counts to the first voidship weapon that hits.
Masochistic - if the item has this Quirk, reroll.
Overwhelming
This item simply doesn’t know when to stop. Any test roll of 5 or below adds an
additional success to the relevant action.
25-28 Armour: This counts to any strenuous, non-finesse physical action when
wearing the Armour like Dodge, climbing or swimming.
Gear and Tools,Ship Component: If there is no relevant test, it adds to the
first test, but only once per session.
Bland
The item is forgettable and easy to miss. Any test to conceal the item are done
with +30 bonus.
29-33 Ship Component: Focused Augury needs additional DoS to detect the
component instead the normal number for that type of component.
Glittering - if the item has this Quirk, reroll.
Distracting
This item has a certain style to it, making people who see it distracted during
conversations. The owner of this item gains a +5 bonus to Deceive and Inquiry
34-40 Tests while it is in his possession on sight.
Ship Component: Works only if the target sees the Component or knows
about it (augur scan).
Esteemed
This item surely has a tale or two, and though it’s most likely unable to share it,
there are many that are more than willing to do so. It is a legend amongst a
particular group and any individual that wields it will be surely greater in their
eyes.
Choose one particular group that is more or less specific, depending on the
41-47 power of item and GM’s decision. (It can be a particular unit, Space Marine
Chapter, worshippers of a given god or even a race of Xenos, whatever makes
sense.) The owner of this item gains +10 to all non-hostile interaction tests with
the aforementioned group. However, there is always a risk that some may wish
to reclaim it, much to owner’s woe.
This Quirk can be combined with Abhorred Negative Quirk, however the
chosen group must be different.
Brave-Hearted
48-54 This item has a legacy of heroic deeds and surrounds the owner with an aura
of courage and confidence, inspiring them even in the darkest of times.
Owner of this item gains +10 to resist Fear and Pinning.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Ship Component: Morale losses aboard the ship are decreased by 1, to a
minimum of 1.
Heartbroken - if the item has this Quirk, reroll.
Talismanic
This item is said to bring luck to the user, but truth be told it merely wards them
from misfortune, but hardly prevents any. It works exactly as Charm item,
meaning that any randomly generated threat is unlikely to target the owner -
they are omitted in rolls for such dangers if it makes sense. This property is
55-60 more powerful than normal Charm item, albeit GM must decide which
Talismanic is more powerful when there is more than one.
Ship Component: This component will never be hit when rolling for a random
component damage, unless it’s the only one that can be damaged.
Star-Crossed - if the item has this Quirk, reroll.
Cruel
This item’s legacy is written in blood, cutting a red swath across the galaxy at a
prodigious rate. Once per game session, the owner of this item may re-roll his
61-63 Damage roll from a successful attack of any kind.
Ship Component: This counts towards any voidship weapon component.
Compassionate - if the item has this Quirk, reroll.
Ready to Act
The item is quick to act and such, allows the owner to be ahead of everybody
else. While in possession of this item, the owner receives +3 to Initiative.
64-67 Ship Component: This counts towards Void Combat, if the item is installed on
the ship.
Slowpoke - if the item has this Quirk, reroll.
Harder to Target
This item seems to distract attackers from hitting it.
Melee Weapon: Owner gains +5 bonus to Parry with this weapon.
Ranged Weapon: Enemy gains -10 penalty to hit the weapon (like Disarm).
Armour: Enemy gains -5 penalty to melee attacks.
68-69 Gear and Tools: Enemy gains -5 penalty to ranged attacks.
Ship Component: If the enemy detected the component (with Focused
Augury), he gains -5 penalty to all Shooting Actions aimed at it. If the
component is External or otherwise untargetable, the enemy gains -5 penalty to
all Shooting Actions aimed at the ship.
Harder to Target - if the item has this Quirk, reroll.
Helpful
70-74 The item helps the owner in anyway it can (as much as an inanimate object
could) to succeed on using it. When its owner succeeds on a Test using the
item, he adds one additional Degree of Success.
Armour: This counts to any strenuous, non-finesse physical action when
wearing the Armour like Dodge, climbing or swimming.
Ship Component: This counts to any Shipboard Action but can be used only
once per round.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Unhelpful - if the item has this Quirk, reroll.
Resplendent
This item has a flair to it, completing tasks with an additional flourish. The
owner of this item gains a +5 bonus to Charm and Intimidate Tests while it is in
75-81 his possession on sight.
Ship Component: Works only if the target sees the Component or knows
about it (augur scan).
Charitable
This item is a kind and benevolent entity, willing to aid the user as much as it is
capable of. Swap first and second digit on d100 if the result of a relevant test
would be better for the user. This can only occur once per session. Rolls of 1
82-85 and 100 are unaffected.
Armour: This counts to any strenuous, non-finesse physical action when
wearing the Armour like Dodge, climbing or swimming.
Ship Component: This counts to any Shipboard Action.
Unpredictable - if the item has this Quirk, reroll.
Trusty
This item is widely known for its reliability. Once per game session, the owner
of this item may gain a +10 bonus to the next Test he makes with it (this is
cumulative with any other bonuses it provides).
86-89 Armour: This counts to any strenuous, non-finesse physical action when
wearing the Armour like Dodge, climbing or swimming.
Ship Component: This counts to any Shipboard Action.
Untrusty - if the item has this Quirk, reroll.
No Mercy
This object is without mercy (it is, after all, an inanimate object), to its owner’s
enemies. Tests made with this item can never suffer a total penalty from
circumstantial effects greater than -30.
90-93 Armour: This counts to any strenuous, non-finesse physical action when
wearing the Armour like Dodge, climbing or swimming.
Ship Component: This counts to any Shipboard Action but can be used only
once per round.
No Sentiment - if the item has this Quirk, reroll.
Dogged
For better or for worse, this device seems near-impossible to lose. No matter
the circumstances, it always seems to find its way back into its owner’s hands
eventually.
94-96 Ship Component: If the Voidship is destroyed (and the component isn’t) or
falls into the wrong hands, the ship component sooner or later returns to its
owner one way or another.
Vanishing - if the item has this Quirk, reroll.
Lucky
97-98 So long as he is in contact with it (or the ship it is installed upon, for
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Components), the owner of this item counts as having one additional Fate
Point that he may spend but may not “burn.”
Ship Component: Must be on the Voidship.
Unlucky - if the item has this Quirk, reroll.
Multiple Effects.
99-100 Roll Twice and reroll any results of Multiple Effects
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Negative Quirks
Roll 1d100 Quirk
Environmental Animosity
Maybe created from special components that react to certain environmental
exposure. This item works worse whenever it’s used when it is in that
environment. Choose one or make up your own: Void, Extreme Hot, Extreme
Cold, Temperate, Underwater or Radioactive. Whenever the item is in that
environment, it gains a -10 penalty to all relevant tests.
1-7 Armour: This counts to any strenuous, non-finesse physical action when
wearing the Armour like Dodge, climbing or swimming.
Ship Component: Choose from the fellow list: Nebulae, Inner Cauldron,
Primary Biosphere, Outer Cauldron, Deep Void or Nearby Stellar
Environmental Affinity - if the item has this Quirk, then you must choose a
different environment than that in that Quirk.
Treacherous
The owner of the item can depend on this item to fail him, at least from time to
time. At the start of the session, roll 1d10, on 3 or lower, the item gains -10
penalty to all relevant test for the whole session.
Armour: This counts to any strenuous, non-finesse physical action when
8-11 wearing the Armour like Dodge, climbing or swimming.
Ship Component: If the component doesn’t have any relevant test, then this
counts to any Shipboard Action but can be used only once per round.
Dependable - if the item has this Quirk, then both work depending on the roll of
the die.
Deadly
The history of slaughter this item was in is uncountable. Whenever an enemy
makes a Righteous Fury the 10 on his roll (normally a 5 Critical Hit) can
become deadlier. Roll 1d10, and if the roll is 8 or higher, count the Critical Hit
12-13 as 6 instead of 5.
Ship Component: This works only once per void combat round for first enemy
and first of their weapons that achieve Crit Rating on their test.
Brutal - if the item has this Quirk, then both work.
Weary
People with the item feel slow and out of energy. Decrease the Fatigue
14-20 Threshold by 4 (to a minimum of 2).
Ship Component: Increase Crew damage by 1.
Energetic - if the item has this Quirk, reroll.
Masochistic
The item has long history of losing warfare. Decrease Damage done by the
21-24 owner by 1.
Ship Component: This counts to the first voidship weapon that hits.
Destructive - if the item has this Quirk, reroll.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Addictive
This item is… beautiful. Alluring. Perfect. Whether by some strange xeno
attraction, an aura of holy relic or some darker influence… the owner simply
doesn’t want to let it go. Leaving the item or passing it to another person
requires passing a hard (-10) Willpower test. If the item is taken by force,
previous owner rolls Challenging (+0) Willpower test. If it is failed, they gain an
25-28 insanity point for every DoF.
Weapon: Using other weapon of the same type (Melee/ranged) requires
passing Challenging (+0) Willpower test. If it’s failed, user finds themself using
this item instead. Another test can be attempted next turn.
Ship Component: Removing, damaging or destroying this component
decreases morale by 1d10.
Glittering
This item glitters immensely, making it easier to spot. Tests to find this item
when it is concealed are made with a +30 bonus.
29-33 Ship Component: This counts towards Navigate Tests to find it onboard and
it’s automatically revealed on success of Focused Augury.
Bland - if the item has this Quirk, reroll.
Unwilling
The item is too lazy to care. If this item’s user rolls a 96 or higher on any Test
while using it, the item ceases to function for several moments (powering down,
catching on a nearby object, or falling out of reach).
34-40 Armour: This counts to any strenuous, non-finesse physical action when
wearing the Armour like Dodge, climbing or swimming.
Ship Component: If the Component is a weapon component, then it counts
towards any Shooting Action using the component. Otherwise any Shipboard
Action aboard the ship counts towards this effect.
Abhorred
Countless lives were given or taken because of this item, though circumstances
may truly be diverse. What matters though is, that the owner of its item will
never be trusted or accepted by those harmed by it, no matter how gilded their
words will be.
Choose one particular group that is more or less specific, depending on the
41-47 power of item and GM’s decision. (It can be a particular unit, Space Marine
Chapter, worshippers of a given god or even a race of Xenos, whatever makes
sense.) The owner of this item gains -10 to all non-hostile interaction tests with
the aforementioned group.
This Quirk can be combined with Esteemed Positive Quirk, however the chosen
group must be different.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Heartbroken
This item has seen too much, understanding that failure and fear are a natural
life of every existence, even for an unanimated entity. This overwhelming gloom
tends to pollute owner’s own mind, especially when they are not careful
48-54 enough.
Owner of this item gains -10 to resist Fear and Pinning.
Ship Component: Morale losses aboard the ship are increased by 1.
Brave-hearted - if the item has this Quirk, reroll.
Star-Crossed
This item is undoubtedly a bringer of doom, be it by malice or by mere
giddiness. Any randomly generated threat will always target the owner - they
are omitted in rolls for such dangers if it makes sense. This property is more
powerful than normal Charm item and it overrides its effect, however it can
55-60 bring malice only once per game session. GM must decide which Star-Crossed
item is more unlucky when there is more than one.
Ship Component: This component will always be hit first when rolling for a
random component damage, unless it’s damaged already.
Talismanic - if the item has this Quirk, reroll.
Compassionate
This item’s legacy is written in relaxation, cutting a cheerful swath across the
galaxy at a prodigious rate. When the owner of this item for the first time during
61-63 a session rolls natural 10 on one of his Damage die, he must reroll all of his
Damage dice.
Ship Component: This counts towards any voidship weapon component.
Cruel - if the item has this Quirk, reroll.
Slowpoke
The item is very sluggish and such imparts this slowness onto the owner. While
in possession of this item, the owner receives -3 to Initiative.
64-67 Ship Component: This counts towards Void Combat, if the item is installed on
the ship.
Ready to Act - if the item has this Quirk, reroll.
Easy to Target
This item seems to help attackers to be hit.
Melee Weapon: Enemy gains +5 bonus to Parry this weapon.
Ranged Weapon: Enemy gains +10 bonus to hit the weapon (like Disarm).
Armour: Enemy gains +5 bonus to melee attacks.
68-69 Gear and Tools: Enemy gains +5 bonus to ranged attacks.
Ship Component: If the enemy detected the component (with Focused
Augury), he gains +5 bonus to all Shooting Actions aimed at it. If the
component is External or otherwise untargetable, the enemy gains +5 bonus to
all Shooting Actions aimed at the ship.
Harder to Target - if the item has this Quirk, reroll.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Unhelpful
The item handicaps the owner in anyway it can (as much as an inanimate
object could) to fail on using it. When its owner fails on a Test using the item, he
adds one additional Degree of Failure.
70-74 Armour: This counts to any strenuous, non-finesse physical action when
wearing the Armour like Dodge, climbing or swimming.
Ship Component: This counts to any Shipboard Action and must be used at
least once per round (if it can).
Helpful - if the item has this Quirk, reroll.
Shady
This object has an unique look that makes people around think that the owner
must be untrustworthy. When the owner uses Charm, Deceive or Inquiry, and
the target knows or sees the item, then the owner has -20 penalty to the test or
75-81 the target gains +20 to Opposed test (GM chooses).
Ship Component: The component can be detected with Focused Augury
Shipboard Action, which will make all ship-to-ship interactions with the above
penalties.
Unpredictable
This item adores to sow chaos and discord, ruin all hopes and betray any sliver
of trust put into it. Swap first and second digit on d100 if the result of a relevant
test would be worse for the user. This can only occur once per session and
82-85 must happen as soon as possible. Rolls of 1 and 100 are unaffected.
Armour: This counts to any strenuous, non-finesse physical action when
wearing the Armour like Dodge, climbing or swimming.
Ship Component: This counts to any Shipboard Action.
Charitable - if the item has this Quirk, reroll.
Untrusty
This item is widely known for its unreliability. The first time the owner uses the
item in a session, he receives a -10 penalty to the next Test he makes with it
(this is cumulative with any other bonuses it provides).
86-89 Armour: This counts to any strenuous, non-finesse physical action when
wearing the Armour like Dodge, climbing or swimming.
Ship Component: This counts to any Shipboard Action.
Trusty - if the item has this Quirk, reroll.
No Sentiment
This object is without sentiment (it is, after all, an inanimate object), to its
owner. Tests made with this item can never gain a total bonus from
circumstantial effects greater than +30.
90-93 Armour: This counts to any strenuous, non-finesse physical action when
wearing the Armour like Dodge, climbing or swimming.
Ship Component: This counts to any Shipboard Action and must be used at
least once per round (if it can).
No Mercy - if the item has this Quirk, reroll.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)
Vanishing
This item is infuriatingly difficult to find, even when its owner only puts it out of
sight for a moment. Search Tests to find this item (including when it is
concealed on a body) suffer a -20 penalty.
94-96 Ship Component: Navigate Tests to find it aboard the vessel suffer a -20
penalty and Focused Augury needs additional DoS to reveal it (for example,
normally it would be revealed with 1 DoS, with this it’s revealed on 2 DoS or
more).
Dogged - if the item has this Quirk, reroll.
Unlucky
So long as he is in contact with it (or the ship it is installed upon, for
Components), the owner of this item gets unlucky from time to time. The first
successful test the owner makes during the session that rolls doubles (except if
97-98 it would mean Psychic Phenomena), requires him to reroll and accept the new
roll (this cannot be rerolled again with Fate Points).
Ship Component: Must be on the Voidship. Counts only towards Void Combat,
all actions count towards this.
Lucky - if the item has this Quirk, reroll.
Multiple Effects.
99-100 Roll Twice and reroll any results of 10.
Quick Links: Description, Colony Main (Founding, Size, Growth Points, Cost, Purpose, Representative, Operations), Colony
Upgrades (Rules, Agricultural, Faith, Industrial, Leisure, Military, Infrastructure, Void, Opulence, Special, Unique), Colony Events
(Positive, Negative), Artifact Generator (Type, Research, Melee, Ranged, Armour, Gear/Tools, Ship Components), Artifact Origins
(General, Imperial - Archeotech, Faith; Xenos - Groundbreaking, Advanced, Innovative, Psionic; Chaos - Warped, Tainted), Artifact
Quirks (Positive, Negative)