Warhammer 40k Roleplay Armory v6.48.161023
Warhammer 40k Roleplay Armory v6.48.161023
Version info: First segment is the number of RPGs included, second is the number of sourcebooks, third is the lates
It is advised that you read the full description of the source material of any interesting item for a better unde
Keyword Reference All qualities are based on their earliest appearance unless otherwise
Accurate Grants an additional +10 when used with the Aim action. On an aimed single shot with
Grants an additional +10 when used with the Aim action. On an aimed single shot with
Accurate*
d10s cannot generate Zealous Hatred / Righteous Fury.
Balanced Grants a +10 to WS tests made to parry.
Balanced* Grants a +10 to WS tests made to parry. Multiple Balanced weapons only grant this bo
Blast (X) Hits all targets in X radius. Roll for hit location and damage individually.
Blast (X)* Hits all targets in X radius. Roll damage once and apply it to all affected targets.
Blast (X) [DH2] Hits all targets in X radius. Roll damage once and apply it to all affected targets. Misse
Cleansing Fire Targets must make a Willpower test or catch fire. On weapons with the Flame quality,
Stuns a target. Target must make a Toughness test at -10 per DoS on hit or be stunne
Concussive
more than [Strength Bonus] damage are knocked Prone.
Concussive* Stuns a target. Target must make a Toughness test (-10 per X) on hit or be stunned fo
Corrosive Reduces target's AP by 1d10 per hit until repaired with a Tech-Use test. Targets reduc
Customized Halves reload time (if longer than a Half Action).
When a target suffers at least one wound from a weapon with this quality, they become
Crippling (X)
takes more than a Half Action while Crippled, they suffer X in Rending damage to the s
Daemonbane Attacks against Daemonic enemies bypass Toughness bonus and gain the Vengeful (8
The weapon envelops the target in snares which not only constrict but seek to strangle
Deadly Snare
character entangled by the weapon suffers the weapons damage again in their turn ev
Decay (X) Living targets that take Critical Damage (including Zealous Hatred) from this weapon m
Defensive The weapon gains +15 to Parry, but takes a -10 penalty when attacking.
Devastating (X) Reduce one additional point of Cohesion if hit, regardless of wounds or damage. If Hor
Devastating (X) [BC] A Horde hit and damaged by a weapon with this quality reduces its Magnitude by X.
Disintegrate A victim suffering critical damage from this weapon is completely destroyed.
Excruciating Targets damaged by a weapon with this trait must pass a -10 WP or T test (target's ch
Fast Opponents suffer a -20 to Parry a weapon with this quality.
Felling (X) Ignore one level of Unnatural Toughness per X.
The wielder doesn't test BS, instead, all creatures in 30 degree arc test must Agility or
Flame
targets get +20 to avoid, or +30 if unbraced Heavy. For DH and RT: Hit body only, jam
Flame [BC] Targets hit by a Flame attack must pass an Agility test or be set on fire.
Flame [OW] Characters hit by a Flame attack must pass an Agility test or be set on fire. Vehicle pilo
Flexible Weapons with this quality cannot be parried.
Counts as a Best Craftsmanship Mono version of a standard Primitive weapon. In the
Force wielder damages an opponent, he may make a Focus Power test (Opposed Willpower
damage per Degree of Success, ignoring armor and Toughness. Force weapons cann
Any Melee weapon with the Primitive quality may be a Force weapon. This increases t
Force [BC] ignore the Primitive quality. When the wielder damages an opponent, he may make a F
per Degree of Success, ignoring armor and Toughness. Can't be destroyed by Power
Counts as a Best Craftsmanship Mono version of a standard Low-Tech weapon. In the
Force [OW] the wielder damages an opponent, he may make a Focus Power test (Opposed Willpo
armor and Toughness. Can't be destroyed by Power Fields.
Counts as a Best Craftsmanship Mono version of a standard Low-Tech weapon. In the
Force [DH2] When the wielder damages an opponent, he may make a Focus Power test (Opposed
1d10E damage per Degree of Success, ignoring armor and Toughness. Can't be destr
Gauss weapons generate Zealous Hatred on a 9 or 10, and if they would not deal dam
Gauss
Hatred against vehicles on a 9 or 0, even if they do not deal damage.
Graviton Deals additional damage equal to target's AP. Critical Hit rolls against vehicles always
Gyro-Stabilised Never counts as further than Long Range (penalty still applies, as does normal maxim
Anyone hit by this weapon must make a Toughness test (-10 per X) or suffer a delusio
Hallucinogenic (X)
per Degree of Failure.
Haywire (X) Everything in X radius goes haywire. Roll for effect (TLW 61, DW 143). Effects lessen
Haywire (X)* Everything in X radius goes haywire. Roll for effect (BC 151, OW 171, DH2 147). Effec
Inaccurate Gain no bonus for Aiming.
Can attack targets beyond line of sight by taking a -10 penalty and a Full Action to fire.
Indirect (X)
within Xd10 meters. The gunner's Comrade may take a Full Action to remove the -10 p
Can attack targets beyond line of sight by taking a -10 penalty and a Full Action to fire.
Indirect (X)
within Xd10 meters.
Integrated weapons need to be connected to the wielder's potentia coil. Without it, they
Integrated
125) for more info.
Irradiated (X) Anyone hit by this weapon must make a Toughness test (-10 per X) or take 2d10 Toug
Lance Multiply the weapon's Penetration by [Degrees of Success + 1].
Living Weapon Add an extra hit for each Degree of Success on the attack roll.
A weapon with this quality has two firing modes: normal and maximal. This must be ch
Maximal
has blast, it is improved by 2. This shot uses three times as much ammunition, and tem
Melta Double penetration when firing at Short range or closer.
Ogryn-Proof May be used by characters with the Clumsy trait.
Overcharge (X) When firing, the wielder may choose to add (X) Damage and the Overheats quality.
Overcharge* The wielder may triple the weapon's ammo usage to add Concussive (+2), Devastating
A roll of 91 or higher causes an overheat. When this happens, the wielder suffers ener
Overheats
avoid this by dropping the weapon as a Free Action. Must spend a round cooling down
A roll of 91 or higher causes an overheat. When this happens, the wielder suffers a sin
Overheats [BC]
wielder must then make an Agility test or drop the weapon. Must spend a round coolin
Power Field On a successful Parry test with this weapon, there is a 75% chance the offending wea
Power Field [BC] On a successful Parry test with or against this weapon, there is a 75% chance the offe
Primitive All AP from non-Primitive armor are doubled against weapons with this quality.
Primitive (X)* Weapons with this quality treat any rolled damage above X as X. A 10/0 is still required
Proven (X) Treat any damage die roll lower than the rating as that rating. For example, if the weap
Razor Sharp If an attack results in 2 or more Degrees of Success, double the weapon's Penetration
Razor Sharp* If an attack results in 3 or more Degrees of Success, double the weapon's Penetration
Collision with other matter does not stop the fusion reaction of this attack. The blast co
Reactive
within 2 metres of the first with an additional -10 attack.
Recharge May only fire every other round.
Reliable Any time the weapon would jam, roll 1d10. Any result lower than 10 negates the jam.
Reliable* Only jams on a roll of 100/00. Weapons with this quality that do not roll to hit never jam
Sanctified Counts as Holy, and has special effects on some Daemonic and Warp Creatures. Asta
Scatter If fired at a foe within Point Blank Range, every 2 Degrees of Success indicates anothe
Scatter* At Short Range or closer, +10 to hit. At Point Blank, +3 damage. At Long or Extreme R
Shocking A target that takes damage after AP and Toughness must make a Toughness test (+1
Shocking [BC] A target hit by a Shocking weapon must make a Toughness test or be Stunned for a n
Shocking [OW] A target that takes damage after AP and Toughness must make a Toughness test or b
Shocking [DH2] A target that takes damage after AP and Toughness must make a Toughness test or b
Smoke When a hit is scored, creates a cloud 3d10 meters in diameter centered on impact. It la
Smoke (X)* When a hit is scored (not necessarily on a living target), it creates a smoke screen X m
Snare On hit, make an Agility test or be immobilized. Immobilized targets can't do anything ex
On hit, make an Agility test (-10 per X) or be immobilized. Immobilized targets can't do
Snare (X)*
free.
This weapon does not need a test to fire. All creatures in the weapon's range, in a 30 d
Spray
protection unless it conceals completely. Spray attacks always resolve against the bod
This weapon does not need a test to fire. All creatures in the weapon's range, in a 30 d
Spray [DH2] bonus on the Agility test if the wielder is untrained, or a +30 bonus if the weapon is He
against the body. They Jam if the firer rolls 9 on any damage dice (before bonuses).
Storm This doubles the number of hits inflicted on the target and ammo expended.
Tainted Increase the weapon's damage by the 10s digit of the wielder's Corruption score.
Tainted [DH2] Increase the weapon's damage by the wielder's Daemonic (X) value or the 10s digit of
Tearing Roll one extra die for damage, and discard the lowest result.
Each target suffering more damage than its Willpower Bonus must make a Very Hard
Temporal Leech
Characteristic damage to that Characteristic. Dark Eldar may get Pain Tokens from thi
Anyone that takes Damage from a Toxic weapon after Armor and Toughness must ma
Toxic
Damage, with no reduction, to the same location.
Anyone that takes Damage from a Toxic weapon after Armor and Toughness must ma
Toxic (X)*
no reduction, to the same location. Some weapons may have additional effects; see th
A weapon with this gains a +20 bonus to hit when fired and uses twice as much ammo
Twin-Linked
Success. Lastly, reload time is doubled.
When firing a weapon with this quality, the wielder must choose either a +10 bonus to
Twin-Linked [BC]
shot.
Tyranid Weapon Only works for creatures with the Tyranid trait. No weapon training or reloading require
Unbalanced Weapons with this quality suffer a -10 when used to parry.
Unbalanced* Weapons with this quality suffer a -10 when used to parry and may not be used to mak
Unreliable Unreliable weapons jam on a roll of 91 or higher on all firing modes.
Unstable When a weapon with this hits, on a 1 it inflicts half damage, on 2-9 it deals normal, and
Unwieldy Weapons with this quality cannot be used to parry.
Unwieldy* Weapons with this quality cannot be used to parry or make Lightning Attacks.
Vengeful (X) Triggers Righteous Fury if any damage die result is X or higher.
Volatile Automatically confirm Righteous Fury on a roll of 10 for damage.
Warp Weapon These weapons ignore all AP generated from Armor or Cover. Force Fields and specia
Witch-Edge Only works for characters with the Secrets of the Seers talent. The weapon gains bonu
DH Craftsmanship
Cost Multiplier Availability
(DH 127, 128, 144)
RT Craftsmanship
Time Multiplier Availability
(RT 115/137; ITS 134/142)
Melee: +10 WS, +1 Damage; Ranged: never ja
Best x3 Drop 2 steps
damage and one Kustom Bit, +1kg; Fields: Ove
Melee: +5 WS; Ranged: Reliable (or remove U
Good x2 Drop 1 step
+0.5kg; Fields: Overloads on 1-5; Gear: 2/3 we
Common x1 Normal Fields: Overloads on 1-10; Everything else: A
Melee: -10 WS; Ranged: Unreliable, jams on e
Poor x1/2 Increase 1 step
Jams/breaks instantly for a non-Ork, -0.5kg; Fie
DW Craftsmanship
Req. Multiplier Min. Renown
(DW 147, 165, 166)
Melee: +10 WS, +2 Damage; Ranged: never ja
Master-Crafted x2/x1.5 Distinguished
Overloads on 1
Melee: +5 WS, +1 Damage; Ranged: Reliable,
Exceptional x1.5 Respected
on 1-5
Common x1 None Fields: Overloads on 1-10; Everything else: A
BC Craftsmanship
Availability Mod
(BC 147 & 178)
Melee: +10 WS, +1 Damage; Ranged: never ja
Best -20
Overloads on a 1
Melee: +5 WS; Ranged: Reliable (or remove U
Good -10
Overloads on 1-5
Common +0 Fields: Overloads on 1-10; Everything else: A
Melee: -10 WS; Ranged: Unreliable, jams on e
Poor +10
Overloads on 1-15
OW Craftsmanship
Logistics Mod
(OW 167 & 196)
Good news! Started storing this in my dropbox. E-mail me at [email protected] and put "40kRP Armory" in th
to contact me about it at all. If that's not in the subject, I'll probably filter your message as spam. This will be the sure
mediafire account for general sharing. The folder for that is http://www.mediafire.com/?cvj9wt3s7eb83. Thanks for u
I've tried reaching unnownrelic for some time now, but he doesn't seem to be responding. I've added to his armory a
comes back, I gladly transfer control of the armory back to him. Until then, if you have any corrections or requests, y
"Not even our generals are mad enough to shell their own men."
Folder: http://www.mediafire.com/folder/i3akv9qx9q05z
Thread: https://community.fantasyflightgames.com/topic/217622-warhammer-40krp-armory/
Email: [email protected]
1-21 by unnownrelic 2013-03-22 by eBarbarossa 2016-10-23 by Tabularius
sting item for a better understanding of what it is. This document is only a quick reference.
earance unless otherwise specified. Qualities marked with * apply to Black Crusade / Only War / Dark Heresy 2E.
On an aimed single shot with a Basic weapon, gain 1d10 extra damage for every 2 Degrees of Success (maximum 2d10).
On an aimed single shot with a Basic weapon, gain 1d10 extra damage for every 2 Degrees of Success (maximum 2d10). These
er X) on hit or be stunned for 1 round per Degree of Failure. Targets taking more than [Strength Bonus] damage are knocked P
ech-Use test. Targets reduced to 0 AP take the extra reduction as Wounds (ignoring Toughness).
with this quality, they become "crippled" for the remainder of the encounter, or until healed of all damage, whichever comes first.
in Rending damage to the same location, with no reduction for Armor or Toughness.
nus and gain the Vengeful (8) quality.
onstrict but seek to strangle and flay their victim. This weapon quality functions in the same way as the Snare weapon quality,
amage again in their turn every round if they do not break free.
Hatred) from this weapon must make a Toughness test (-10 per X) or dissolve into a puddle of gore.
hen attacking.
of wounds or damage. If Horde, reduce magnitude by X per hit.
duces its Magnitude by X.
pletely destroyed.
10 WP or T test (target's choice) or be stunned for one round.
gree arc test must Agility or take a hit. If hit, test Agility again or be set on fire. This ignores cover. If you do not have the proper
H and RT: Hit body only, jams on 9.
e set on fire.
or be set on fire. Vehicle pilots must make an Operate test with a bonus equal to the Armor on the side hit or catch fire (OW 28
rd Primitive weapon. In the hands of a psyker, add +1 Damage and Pen per point of Psy Rating and change the damage type t
er test (Opposed Willpower) as a Free Action. If he succeeds with more Degrees of Success than his opponent, he deals an ad
hness. Force weapons cannot be destroyed by Power Fields.
ce weapon. This increases the availability to Extremely Rare. In the hands of a psyker, add +1 Damage and Pen per point of Ps
opponent, he may make a Focus Power test (Opposed Willpower) as a Free Action. If he succeeds, he deals an additional 1d1
an't be destroyed by Power Fields.
rd Low-Tech weapon. In the hands of a psyker, add +1 Damage and Pen per point of Psy Rating and change the damage type
Power test (Opposed Willpower) as a Half Action. If he succeeds, he deals an additional 1d10E damage per Degree of Success
s.
rd Low-Tech weapon. In the hands of a psyker, add +1 Damage and Pen per point of base Psy Rating and change the damage
Focus Power test (Opposed Willpower) as a Half Action. This test can't trigger Psychic Phenomena. If he succeeds, he deals an
d Toughness. Can't be destroyed by Power Fields.
d if they would not deal damage when generating Zealous Hatred, they deal 1d5 Wounds instead of 1. In addition, they generat
al damage.
olls against vehicles always use the Motive Systems table.
lies, as does normal maximum range). Heavy Weapons with this Quality reduce the penalty for firing without Bracing to -20
10 per X) or suffer a delusion (BC 150, OW 170, DH2 146). Respirators and sealed armor grant +20 to resist. This effect lasts 1
alty and a Full Action to fire. Successful attacks scatter (OW 255) and land anywhere within 1d10-[BS Bonus] meters; missed s
ll Action to remove the -10 penalty and reduce the missed scatter distance to Xd5.
alty and a Full Action to fire. Successful attacks scatter (DH2 230) and land anywhere within 1d10-[BS Bonus] meters; missed s
potentia coil. Without it, they quickly lose power. Integrated weapons need a special Weapon Training talent to use. See text (T
he weapon's range, in a 30 degree arc, must make an Agility test or be struck by the attack and take damage normally. Cover o
ways resolve against the body. They Jam if the firer rolls 9 on any damage dice (before bonuses).
he weapon's range, in a 30 degree arc, must make an Agility test or be struck by the attack and take damage normally. Targets
0 bonus if the weapon is Heavy and not braced. Cover offers no protection unless it conceals completely. Spray attacks always
ge dice (before bonuses).
ammo expended.
der's Corruption score.
(X) value or the 10s digit of their Corruption score, whichever is higher.
lt.
us must make a Very Hard (-30) test with a Characteristic of its choice. For every Degree of Failure on the test, that creature su
ay get Pain Tokens from this.
mor and Toughness must make a Toughness test with a -5 penalty for every point of damage suffered. Failure results in an imm
mor and Toughness must make a Toughness test with a -10 penalty per X. Failure results in an immediate 1d10 damage of the s
ave additional effects; see their profiles for more info.
d uses twice as much ammo. In addition, the weapon may score one additional hit if the attack roll succeeds by two or more De
oose either a +10 bonus to hit, or an additional hit if they score at least one successful hit. Twice the weapon's RoF is always e
training or reloading required, and it never jams. Heavy Weapons with this quality do not require bracing unless noted otherwis
Lightning Attacks.
gher.
mage.
ver. Force Fields and specially warded armor work as normal.
ent. The weapon gains bonus damage equal to twice the character's Strength Bonus and Pen equal to his base Psy Rating.
Damage; Ranged: never jams or Overheats; Armor: +1 AP, 1/2 weight; Fields: Overloads on a 1
ged: Reliable; Armor: +1 AP against first hit per round; Fields: Overloads on 1-5
n 1-10; Everything else: As listed.
nged: Unreliable, jams on every missed shot if already Unreliable; Armor: -10 Agility; Fields:
Damage; Ranged: never jams or Overheats; Armor: +1 AP, 1/2 weight; Ork: Good benefits, +1
ustom Bit, +1kg; Fields: Overloads on a 1; Gear: 1/2 weight
ged: Reliable (or remove Unreliable); Armor: +1 AP against first hit per round; Ork: +5 to BS and WS,
erloads on 1-5; Gear: 2/3 weight
n 1-10; Everything else: As listed.
nged: Unreliable, jams on every missed shot if already Unreliable; Armor: -10 Agility; Ork:
tly for a non-Ork, -0.5kg; Fields: Overloads on 1-20; Gear: 1.5x weight
Damage; Ranged: never jams or Overheats, +2 Damage; Armor: +1 AP, 1/2 weight; Fields:
Damage; Ranged: Reliable, +1 Damage; Armor: +1 AP against first hit per round; Fields: Overloads
Damage; Ranged: never jams or Overheats; Armor: Good benefits, +1 AP, 1/2 weight; Fields:
ged: Reliable (or remove Unreliable); Armor: +5 to tests using a chosen social skill; Fields:
n 1-10; Everything else: As listed.
nged: Unreliable, jams on every missed shot if already Unreliable; Armor: -10 to Agility tests; Fields:
Damage; Ranged: never jams or Overheats; Armor: +1 AP, 1/2 weight; Fields: Overloads on a 1
ged: Reliable (or remove Unreliable); Armor: +1 AP against first hit per round; Fields: Overloads on
Damage; Ranged: Good benefits, never jams or Overheats; Armor: +1 AP, +10 to max Agility;
on a 1
ged: Reliable (or remove Unreliable); Armor: +10 to max Agility; Fields: Overloads on 1-5
n 1-10; Everything else: As listed.
nged: Unreliable, jams on every missed shot if already Unreliable; Armor: -10 to max Agility; Fields:
nd put "40kRP Armory" in the subject line, minus the quotes, if you want it to be shared with you, or if you want
s spam. This will be the surest method to get the most recent version of the file; however, I'll still store it in my
vj9wt3s7eb83. Thanks for using this!
g. I've added to his armory and I plan on adding more in the future. All my changes are coloured in violet. If he
ny corrections or requests, you can reach me at [email protected]. Cheers, eBarbarossa!
ory/
DH2 (Dark Heresy 2E)
Game Master's Kit
FGD (Forgotten Gods)
EWI (Enemies Within)
EWO (Enemies Without)
EBY (Enemies Beyond)
SP
Dark Heresy
Rogue Trader
Deathwatch
Black Crusade
Only War
Dark Heresy 2E
Autopistol Pistol 30m S/-/6 1d10+2I 0 18 Full
Autogun Basic 100m S/3/10 1d10+3I 0 30 Full
Autocannon Heavy 300m S/3/- 3d10+8I 6 24 2Full
Hand Cannon Pistol 35m S/-/- 1d10+4I 2 5 2Full
Heavy Stubber Heavy 100m -/-/8 1d10+4I 3 80 2Full
Shotgun Basic 30m S/-/- 1d10+4I 0 8 2Full
Combat Shotgun Basic 30m S/3/- 1d10+4I 0 18 Full
Sniper Rifle Basic 200m S/-/- 1d10+4I 3 20 Full
Stub Automatic Pistol 30m S/3/- 1d10+3I 0 9 Full
Stub Revolver Pistol 30m S/-/- 1d10+3I 0 6 2Full
Bolt
Dark Heresy
Rogue Trader
Deathwatch
Black Crusade
Only War
Dark Heresy 2E
Bolt Pistol Pistol 30m S/2/- 1d10+5X 4 8 Full
Boltgun Basic 100m S/3/- 1d10+5X 4 24 Full
Heavy Bolter Heavy 150m -/-/6 1d10+8X 5 60 Full
Storm Bolter Basic 90m S/2/4 1d10+5X 4 60 Full
Godwyn-De’az Bolt Pistol Pistol 40m S/2/- 1d10+5X 4 10 Full
Godwyn-De’az Bolter Basic 90m S/2/- 1d10+5X 4 30 Full
Godwyn-De’az Heavy Bolter Heavy 140m -/-/6 1d10+8X 5 80 Full
Godwyn-De’az Storm Bolter Basic 80m S/2/4 1d10+5X 4 60 Full
Psycannon Heavy 120m -/2/5 2d10+5X 5 40 3Full
Melta
Plasma
Flame
Primitive
Launchers
Exotic
Special Wt Cost Availability Src Pg.
am, 2x ammo used) or Overload mode (+2 Dam and Pen, 4x ammo used, Unreliable).
am, 2x ammo used) or Overload mode (+2 Dam and Pen, 4x ammo used, Unreliable).
am, 2x ammo used) or Overload mode (+2 Dam and Pen, 4x ammo used, Unreliable).
Reliable 1.5kg Common DH2 153
Reliable 4kg Common DH2 153
Unreliable 4kg Plentiful DH2 153
Reliable, Accurate, Felling (4) 4.5kg Scarce DH2 154
- 4kg Rare DH2 154
- 6kg Rare DH2 154
Variable.
Variable.
-
Variable.
Uses 10kg backpack source. Can also use the larger ammunition backpack.
Uses 10kg backpack source. Can also use the larger ammunition backpack.
-
-
-
-10 to hit unless fired with two hands or a recoil glove.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Wielder gains the Auto-Stabilised trait. Ignores psychic protections and deals +2 damage per point of wielder's Psy
point of wielder's Psy Rating. Always Good or Best craftsmanship.
Name Class Range Dam Pen
Melee Weapons
Weapons marked with * require two hands to use.
Primitive
Dark Heresy
Axe Melee - 1d10+1I 0
Brass Knuckles Melee - 1d5-1I 0
Club Melee - 1d10I 0
Flail* Melee - 1d10+2I 0
Great Weapon* Melee - 2d10R 2
Hammer Melee - 1d10+1I 0
Improvised Melee - 1d10-2I 0
Knife Melee/Thr 3m 1d5R 0
Throwing Star/Knife Thrown 5m 1d5R 0
Shield Melee - 1d5I 0
Spear* Melee/Thr 10m 1d10R 0
Sword Melee - 1d10R 0
Staff* Melee - 1d10I 0
Bastard Sword Melee - 1d10+1R 1
Buckler Melee - 1d5-2I 0
Cutlass Melee - 1d10R 0
Long-Sabre, Fervious* Melee - 1d10+2R 2
Sepherin Mirror Shield Melee - 1d5-1I 0
Moon Blade, Balecarne Melee/Thr 5m 1d10R 0
Punch Dagger Melee - 1d5+1R 2
Sabre Melee - 1d10R 0
Scythe* Melee - 1d10+2R 0
Spetum* Melee - 1d10R 2
Steam Drill* Melee - 2d10I 3
Stiletto Melee - 1d5-1R 2
Tower Shield (metal) Melee - 1d5+2I 0
Tower Shield (wood) Melee - 1d5+1I 0
Bolo Knife Melee - 2d5R 2
"Devil's Kiss" Landrian Stiletto Melee - 1d5R 3
"Emperor's Whisper" Landrian Melee/Thr 5m 1d5+1R 2
"Punisher" Baton, Magistratu Melee - 1d10I 0
Render, Landrian Melee - 1d5+1R 0
"Sigilite" Knife, Landrian Melee - 1d5R 3
Armored Gauntlet Melee - 1d5I 0
Boarding Pike*, Anoxis Patter Melee - 1d10+3X 2
Chimera Pistol Sword Melee - 1d10+1R 2
Kraken Tooth Dagger Melee/Thr 5m 1d5+1R 1
Man-Catcher* Melee - 1d10I 0
Naval Shield Melee - 1d5+2I 0
Short Sword Melee - 1d10-1R 0
Combat Knife Melee - 1d5+3R 0
Guard Shield Melee - 1d5I 0
Trophy Knife Melee - 1d5+1R 1
Garrote Melee - 1d10R 0
Spindlethorn Sieve Blade Melee - 1d10-1R 0
Baptismal Mace Melee - 1d10+1I 0
Daemon Pike* Melee - 1d10R 2
Ecclesiarchy Corsesque* Melee - 1d10R 2
Mancatcher* Melee - 1d10I 0
Praesidium Protectiva Melee - 1d5+2I 0
Scoriada Melee - 0I 0
Axe of Retribution* Melee - 2d10R 8
Blade of Admonition* Melee - 2d10R 4
Fire Lance* Melee - 1d10R 0
Flame Hammer* Melee - 2d10I 2
Blackwing Halberd Melee - 1d10+3R 4
Great Hammer* Melee - 1d10+4R 2
Daggered Vambracers Melee - 1d10R 0
Quicksilver Blade Melee - 1d10+2R 0
Reliquary Blade Melee - 1d10+2R 3
Sacred Incense Melee - 1d10+2I 0
Truename Staff Melee - 1d10I 0
Cosh Melee - 1d10-1I 0
Enforcer Riot Shield Melee - 1d10I 0
Lockshield, Synford-Pattern Melee - 1d10I 0
Shiv Melee - 1d5-1R 0
Side-Handle Baton Melee - 1d10I 0
Damaskin Kineblades Melee * 1d5R 2
Venator Blade Melee/Thr 3m 1d5+3R 4
Sicarius Blade Melee - 1d5+5R 2
Inertial Hammer Melee - 1d10+5I 2
Inertial Lance Melee - 1d10+5I 4
Shortsword Melee - 1d5+2R 1
Ceremonial Sword Melee - 1d10+1R 0
Rogue Trader
Great Weapon* Melee - 2d10R 0
Groxwhip Melee 3m 1d10+3R 0
Improvised Melee - 1d10-2I 0
Knife Melee/Thr 5m 1d5R 0
Kraken Tooth Dagger Melee/Thr 5m 1d5+1R 1
Shield Melee - 1d5I 0
Spear* Melee - 1d10R 0
Staff* Melee - 1d10I 0
Sword Melee - 1d10R 0
Truncheon Melee - 1d10I 0
Warhammer Melee - 1d10+2I 1
Combat Shield Melee - 1d5I 0
Falchion Melee - 1d5+3R 0
Lacusta Hammer* Melee - 1d10+2I 0
Weighted Memory-Wire Melee 2m 1d5-1I 0
Parrying Dagger Melee - 1d5R 0
Swordstick Cane Melee - 1d10R 0
Soul Blade* Melee - 2d10R 2
Flail of Chastisement* Melee 5m 2d10+3R 0
Ntharian Falx* Melee - 1d10+4R 2*
Apsis Shield Melee - 1d5+2I 0
Almace's Last Conquest* Melee - 2d10+5R 7
Deathwatch
Black Crusade Known as "Primary" weapons.
Only War Known as "Low-Tech" weapons.
Dark Heresy 2E Known as "Low-Tech" weapons.
Great Weapon* Melee - 2d10R 0
Hunting Lance Melee - 2d10+3X 7
Improvised Melee - 1d10-2I 0
Knife Melee/Thr 5m 1d5R 0
Shield Melee - 1d5I 0
Spear* Melee - 1d10R 0
Staff* Melee - 1d10I 0
Sword Melee - 1d10R 0
Truncheon Melee - 1d10I 0
Warhammer* Melee - 1d10+3I 1
Whip Melee 3m 1d10R 0
Brazier of Holy Fire Melee - 1d10+5E 3
Fire Gauntlets Melee - 1d10I 2
Axe of Retribution* Melee - 2d10R 6
Chain
Power
Dark Heresy
Rogue Trader
Deathwatch Fist weapons impose -20 to all tasks involving manual dexterity and make it impossible to wield a r
Black Crusade
Only War
Dark Heresy 2E
Shock
Dark Heresy
Rogue Trader
Officer's Cutlass Melee - 1d10R 0
Shock Glove Melee - 1d10I 0
Shock-Staff Melee - 1d5+3I 0
Shock Knuckles Melee - 1d10I 0
Neural Whip Melee 3m 1d10+1R 0
Shock Stars Thrown SBx3 1d10I 0
Suppression Shield, Tarsus-Pa Melee - 1d10E 0
Shocknet Thrown 5m - -
Stunsphere Thrown SBx3 1d10I 0
Axe of Retribution* Melee - 2d10R 6
Electro-Flail Melee - 1d10+3I 1
Deathwatch
Black Crusade
Only War
Dark Heresy 2E
Shock Maul Melee - 1d10+3I 0
Shock Whip Melee 3m 1d10+1I 0
Electro-Flail Melee - 1d10+2R 0
Exotic
Dark Heresy
Rogue Trader
Deathwatch
Black Crusade
Dark Heresy 2E
Silver Shield Melee - 1d5+1I 1
Ghostblade Melee - 1d10+5E 6
Graviton Hammer* Melee - 2d10+5I 7
Force
Special Wt Cost Availability Src Pg.
nvolving manual dexterity and make it impossible to wield a ranged weapon in that hand.
Shocking 3kg Scarce RT 132
Shocking 1.5kg Rare RT 132
Shocking 2kg Rare RT 132
Shocking 1kg Scarce ITS 122
Shocking, Flexible 4kg Rare ITS 122
Shocking .2kg Rare ITS 123
Shocking, Defensive, Recharge 5kg Rare ITS 123
Shocking, Snare 1kg Average HAC 57
Shocking .2kg Rare HAC 56
Shocking, Tearing, Unbalanced 10kg Extremely Rare FAC 89
Shocking, Flexible 6kg Rare FAC 89
-
-
-
-
-
-
-
-
-
+2 AP to body and wielding arm.
-
-
-
-
-
-
-
+8 AP (Primitive) to wielding arm and one other location, usually the body. Counts as non-Primitive against Las
-
-
-
-
-
Anyone carrying the weapon takes -10 to Agility; -10 WS for each point of Strength Bonus below 4.
-
Imposes a -2 penalty to wielder's Agility bonus. +6 AP (Primitive) when used as cover.
Imposes a -2 penalty to wielder's Agility bonus. +8 AP (Primitive) when used as cover.
Common Availability on Malfi.
-
-
-
-
-
-
Damage is only for initial strike. Counts as a Club after this.
Contains a single shot pistol with the same stats as an "Irontalon" Pistol.
Sometimes counts as a charm.
-
+8 AP when used as cover. Can provide total concealment for user if desired.
-
-
+6 AP when used as cover. Can provide total concealment for user if desired.
-
See text for details.
May add a single dose of a substance that dispenses when it hits a target. It only successfully injects when dam
Some may replace Toxic with Fire, forcing hit targets to make an Agility test or be set on fire.
-
-
If a target is hit, may make a -20 WS test to restrain.
May parry ranged and melee attacks from the front or side it's on. Provides +8 AP against a successfully Parrie
If combined with the Flagellant talent, may make a -10 Toughness test to suffer no wounds.
Only available to Palatines.
Only available to Palatines. May make a F. Lore (Psykers) test when viewing the reflection to know degree of c
Ignores 3 points of Toughness Bonus (after Unnatural). Doesn't cause bleeding. May fire once as a flamer, but
Ignores 3 points of Toughness Bonus (after Unnatural). Doesn't cause bleeding. May fire once as a flamer, but
-
Grants +10 to WS to Stun opponents.
Doesn't takes up your hands, and may still use a ranged weapon with the wielding arm.
Attempts to Parry suffer a -10.
Always Best Craftsmanship. Included in profile.
Imposes a -10 to the WS of any daemons within 10m, as well as a -10 to Warp Instability tests.
Best Craftsmanship, included in profile.
If enemy is caught unawares (Surprised), replace the Wounds that would've been inflicted with Fatigue. Reduce
Attaches to the wrist, leaving the hand free. +3 AP against Primitive attacks to the attached arm and body, but
+4 AP to body and wielding arm, and an additional location depending on circumstances. See description for co
-
Gain a +5 to WS when used to Parry.
Psykers use WP Bonus instead of Strength Bonus for damage and range. See text for details.
Always Best quality; gives a total of +15 to WS tests; cannot be destroyed by power fields.
-
-
-
-
-
-
-
Unless otherwise noted, the butt of a weapon counts as an Improvised weapon.
-
Sometimes counts as a charm.
+2 AP to body and wielding arm. Attacks made with this suffer a -20 to hit instead of the normal penalty from D
-
-
-
-
-
+3 AP to body and wielding arm. Better models are two steps rarer, but lose Primitive.
-
+2 Damage if wielding while mounted.
-
Adds an additional +5 to WS when Parrying.
-
Adds damage equal to wielder's Corruption Point total divided by 10 (rounded up).
If the wielder misses a target with more Degrees of Failure than his WS bonus, he hits himself with that many D
Increases Pen by the number of Degrees of Success on the attack.
+3 AP to body and wielding arm. +20 to Strength tests for Knock-Down actions.
Wielder gains special effects when spending a Fate point.
-
Single-use. Counts as a Staff after the explosive goes off.
-
-
+2 AP to body and wielding arm. Attacks made with this suffer a -20 to hit instead of the normal penalty from D
-
-
-
-
-
-
All allies in line of sight gain +10 to WP tests. Can be used as a one-shot heavy flamer, but after firing it loses th
A matched pair of gauntlets. The wearer can ignite them as a Free Action to gain a +20 bonus to Intimidate for
-
The wielder must spend a Half Action to maintain Snare. Best-quality versions add Shocking.
+4 AP to body and wielding arm, and counts as a Force Field (rating 35).
Can't be destroyed by Power Fields, and causes 1d5 Corruption when triggering Righteous Fury. See text for d
Includes the Compact upgrade. When used in an All-Out Attack, add +[Psy Rating] to Damage.
-
-
-
Best craftsmanship versions also deal 1d5 permanent Perception damage when doing critical damage.
-
No Strength bonus to damage.
Counts as two-handed for non-Orks with a Strength bonus <= 3.
May also have the Power Field and Overheats qualities.
Also a ranged weapon (see Ranged tab).
-
Also a ranged weapon (see Ranged tab).
Also a grenade (see Ranged tab).
-
unts as non-Primitive against Las weapons.
AP against a successfully Parried ranged attack. Can only be used if wearing Power Armor.
er no wounds.
he reflection to know degree of corruption of the target. Grants Fear (1) against any character with 30+ Corruption.
g. May fire once as a flamer, but no longer ignores Toughness and begins causing bleeding until refueled.
g. May fire once as a flamer, but no longer ignores Toughness and begins causing bleeding until refueled.
p Instability tests.
een inflicted with Fatigue. Reduce as normal for armor and Toughness.
the attached arm and body, but only +1 AP against all other attacks.
umstances. See description for complete usage.
vy flamer, but after firing it loses the Flame quality until refueled. May require Weapon Training (Flame).
ain a +20 bonus to Intimidate for the rest of the encounter (or 2d10 minutes). May require Weapon Training (Flame).
add Shocking.
ng Righteous Fury. See text for details on other Rune Weapon types.
ating] to Damage.
Primitive. May brace a Basic weapon to fire with one hand.
Las
SP
Bolt
Melta
Plasma
Flame
Launchers
Exotic
Melee Weapons
Weapons marked with * require two hands to use.
Primitive
Chain
Power
Force
Special Wt Cost Availability Notes
Name
Weapon Upgrades & Ammo
Upgrades
Dark Heresy
Rogue Trader
Compact
Fire Selector
Forearm Weapon Mounting
Melee Attachment
Mono
Motion Predictor
Omni-Scope
Photo Sight
Preysense Sight
Red-Dot Laser Sight
Silencer
Suspensors
Telescopic Sight
Vox-Operated
Calamity Vent
Exterminator Cartridge
Tox Dispenser
Bigga Barrel
Bigga Klip
Kombi-Shoota
Kustom Job
Loudener
More Shooty
Red Light
Sparky Knobz
Spiky Bitz
Counterfeit Xenos Weapon
Loyalty Spirit (Vox)
Loyalty Spirit (Dermprint)
Loyalty Spirit (Genelock)
Loyalty Spirit (Arcane)
Maglev Impeller
Micro
Mono-Sight
Pistol Grip
Pyre-Lance Nozzle
Rangefinder
Stabiliser Harness
Starflare Vents
Whisper-Bolt Discharger
Blasta
Ekstra Barrulz
Ekstra Rippy
Ekstra Kaboom
More Dakka
Skatta Kannon
Zappy Gubbinz
Adamantine Hilt Guard
Blessed Edge
Consecrated Filter Canister
Discharge Pack
Psyocculum
Pulse Accelerator
Deathwatch
Black Crusade Upgrades
Black Crusade Downgrades
Only War
Only War Customizations
Dark Heresy 2E
Ammo
Dark Heresy
Rogue Trader
Deathwatch
Black Crusade
Only War
Dark Heresy 2E
Standard Ammo
Amputator Shells
Bleeder Rounds
Dumdum Bullets
Expander Rounds
Explosive Arrows/Quarrels
Hot-Shot Charge Pack
Inferno Shells
Man-Stopper Bullets
Scrambler Rounds
Tempest Bolt Shells
Tox Rounds
“Emperor’s Light” Thermal Bolts
“Emperor’s Wrath” Shard Bolts
“Heretic’s Match” Incendiary Rounds
Purgatus Stakes
Purity Bolts
Sanctified Ammunition
Silver Stakes
Theta-Pattern Concussion Bolts
Theta-Pattern Shock Bolts
Abyssal Bolts
Nitidus Rounds
Psybolts
Psyflame
Description
rades & Ammo
Halves weight, range, and clip size. -1 damage, -20 on skill tests to find the weapon.
The wielder can choose between three different ammunition types at the beginning of each turn.
Can use pistol while keeping hands free. Reduces range by 30%.
Counts as Spear in melee.
No longer Primitive, +2 Penetration. Power weapons are only affected with field off.
+10 to BS when firing on Semi-Auto or Full Auto.
Sight. Combines Preysense, Red-Dot, and Telescopic scopes.
Sight. No penalties due to darkness.
Sight. No penalties due to darkness, +20 to visual Perception tests in the dark.
Sight. +10 to BS when fired on single shot.
Awareness tests to hear this weapon take a -20 penalty and can only be attempted at half the normal distance.
Halves weight, user always counts as Braced, can fire Semi-Auto or Full-Auto as a Half Action.
Sight. Ignore penalties for long and extreme range with a Full Action Aim.
Fire, operate shot selector, switch firing modes by voice command.
When weapon Overheats, roll 1d10. 4+: overheat nullified. 3 or lower: wielder is hit in the Body with full Damag
Fired with Half Action, counts as hand flamer.
Free action to gain Toxic for one round. May use up to ten times before refilling.
+10m to weapon range.
Doubles clip size.
Makes twin-linked or combi-weapons.
Grants Customised quality.
Inflicts -10 to all Pinning tests.
+1 Damage and Pen.
Functions as Red-Dot Laser Sight.
Grants Shocking quality.
Makes Ork ranged weapons count as unbalanced swords in close combat. Ork melee weapons gain +1 damag
Creates a poor copy of a xenos weapon, imposing a number of penalties.
Locks a device to its owner using their voice. May be bypassed with a Tech-Use -10 or Security -20 test.
Locks a device to its owner using their fingerprint or appropriate skin sample. May be bypassed with a Tech-Us
Locks a device to its owner using their genes. May be bypassed with a Tech-Use -40 or Security -50 test.
Locks a device to its owner using their very soul or other seemingly impossible method. May not be bypassed.
+10m to range and +1 Damage. Reloading requires that a charge pack be replaced as well, adding a Full Actio
1/4 weight and range, -2 Damage. Basic weapons become Pistols, and tests to find any of these weapons suffe
Sight. Allows the user to see and aim from the weapon's perspective. Requires a Half Action Aim to use.
Wielder can halve the weapon's Range to negate the -20 penalty for firing with one hand.
+10m to range but halves the clip size.
Sight. Can hit targets at up to 5x the listed range with no penalty. Requires a Full Action Aim.
Grants the operator the Bulging Biceps talent, regardless of prerequisites. Suffer a -10 to all movement-related
Reduce the weapon range to a quarter, and its RoF to S/-/- if it wasn't already. Clip size is halved. Gain the Fla
Makes a las-beam harder to see and hear. Perception-based tests to notice suffer a -20 and can only be attem
No longer fires bullets, but blasts of energy. Pen becomes 1d10 (rolled each shot), and the damage becomes E
Adds another barrel. Weapon gains Storm and Inaccurate. If it already had the latter, suffer a -5 on all tests to f
Increases damage by 1 and gains Tearing. If it already had Tearing, increase damage by 3 instead. Becomes U
Uses explosive ammo. Damage becomes X and gains Tearing.
Add an extra DoS to all successful BS tests on Semi- and Full-Auto. Uses twice as much ammo without altering
Fires shards of hot metal and shrapnel instead of bullets. Halve range, but damage becomes R and gains Tear
Melee: gains Power Field, +2 Damage and Pen. Ranged: +1d10 Damage (type becomes E), but gains Overhea
Adds two Degrees of Success to successful Disarm tests and +2 AP to the Arm location.
Grants Sanctified quality.
Grants the Cleansing Fire and Sanctified qualities for 1d5 rounds. Must be replaced afterwards.
Grants the Shocking quality for 1d5 rounds. Must be replaced or recharged (e.g., by Luminen Charge) afterwar
When fired at psykers or daemons, wielder ignores vision-obscuring effects and adds +10 to BS tests.
+50% Range.
Most upgrades decrease Availability by one step, up to Unique. If purchasing for an existing weapon, use weapon's current Availability.
Weapons acquired with a downgrade increase their Availability by one step (doesn't stack).
Can be applied to Standard Kit weapons with a +20 Trade (Armourer) test; severe failure causes damage. Limit 4 per weapon.
Limit of 4 modifications (including up to 1 Sight) per weapon.
Specialist Ammo for Heavy Bolter requires +5 Req for a regular magazine, and +15 for a backpack ammo supply. Each requisition is on
Successful Acquisition tests for ammunition give (2+DoS) clips. Arrows/crossbow bolts come in "clips" of 6.
Default ammunition profile for any specific weapon. Availability is one step easier than the weapon.
+2 Damage.
Causes Blood Loss for 1d5 rounds or until treated. Has no extra effect vs. Daemonic or Machine trait targets.
Adds +2 Damage but doubles target's AP.
+1 Damage and Penetration.
-10 penalty to BS, damage type becomes X, loses Primitive, gains Blast (1).
+1 Damage, Pen 4, adds Tearing, loses Reliable, clip reduced to 1.
Gains the Flame quality.
Increase Penetration by 3.
Gains Hallucinogenic (2) and Recharge.
Damage type becomes E, gains the Shocking quality. +3 Damage against Machine targets.
Gains Toxic (1), -2 Dam.
Loses Primitive and Accurate. Gains +1d10E Dam, Pen 6, Melta, and Inaccurate.
Crippling (2).
Gains Flame and Unreliable, loses Blast.
Gains Sanctified. Psykers and warp entities must make a WP test or roll for Perils of the Warp.
Haywire (2).
Sanctified.
Gains Sanctified. Psykers and warp entities take an additional 1d10 damage.
Gains Blast (5) and Concussive (5). Anyone in Blast radius must make a -20 Strength test or be knocked Prone
Gains Shocking. Targets that fail the Toughness test with 3+ Degrees of Failure are knocked Unconscious inste
Gains Crippling (2) and Tainted, loses Reliable and Sanctified.
Stuns psykers (-10 Willpower test to avoid). Forces a Warp Instability test at a -10 penalty.
Gains Daemonbane and Sanctified. Ignores psychic protection and adds +[Psy Rating] Damage.
Gains Sanctified. Ignores psychic protection and imposes a -[Psy Rating * 5] penalty on Agility tests to avoid be
Wt Cost Availability Src Pg. Used For
* DH2 166 *
Extremely Rare DH2 165 Autoguns, autopistols, hand cannons, shotguns, sniper rif
Rare DH2 165 Autoguns, autopistols, hand cannons, stub automatics, an
Scarce DH2 165 Stub revolvers, stub automatics, sniper rifles, and hand ca
Scarce DH2 165 Autoguns, autopistols, sniper rifles, stub automatics, and s
Scarce DH2 166 Bows and crossbows
Scarce DH2 166 Las carbines, lasguns, laspistols and long las.
Rare DH2 166 Ranged (Bolt or shotgun).
Scarce DH2 166 Autoguns, autopistols, hand cannons, sniper rifles, stub au
Rare DH2 166 Ranged (SP or Bolt).
Near Unique DH2 166 Bolt.
Scarce DH2 166 Ranged (SP or Bolt).
Rare EWI 46 Crossbows.
Scarce EWI 47 Crossbows.
Scarce EWI 47 Bows, crossbows, and shotguns.
Extremely Rare EWI 47 Purgatus Crossbow.
Very Rare EWI 47 Crossbows.
Rare EWI 47 Bows, crossbows, flame, or SP.
Very Rare EWI 47 Crossbows.
Very Rare EWI 47 Crossbows.
Very Rare EWI 47 Crossbows.
Very Rare EBY 44 Crossbows, Bolt.
Very Rare EBY 44 Shotguns.
Extremely Rare EBY 44 Bolt.
Very Rare EBY 44 Ranged (Flame).
asma, or Flame).
or Primitive).
or Primitive).
or Primitive).
asma, or Primitive).
g-las, needle pistols, needle rifles, stub automatics, and stub revolvers.
or Primitive).
asma, or Flame).
or Primitive).
asma, or Flame).
or Primitive).
annons, shotguns, sniper rifles, stub automatics, and stub revolvers.
annons, stub automatics, and stub revolvers.
s, sniper rifles, and hand cannons.
ifles, stub automatics, and stub revolvers.
Armor
Armors with AP >= 7 inflict a -30 penalty to Silent Move and Concealment
Primitive/Basic
Dark Heresy AP values are halved (round up) before non-Primitive weapon Penetration is applied.
Rogue Trader AP values are halved (round up) before non-Primitive weapon Penetration is applied.
Black Crusade
Only War
Dark Heresy 2E
Heavy Leathers Body, Arms 1 - 5kg
Imperial Robes Body, Arms, Legs 1 - 4kg
Armoured Bodyglove Body, Arms, Legs 2 - 5kg
Chainmail Suit Body, Arms, Legs 3 35 15kg
Feudal World Plate All 5 25 30kg
Xenos Hide Vest Body 6 50 20kg
Mouldsuit All - 40 10kg
Praetor Armour All 6 50 16kg
Obsidian Plate Body 6 35 35kg
Flak
Dark Heresy AP 5 against indirect hits from Blast weapons.
Rogue Trader AP 5 against indirect hits from Blast weapons.
Black Crusade +1 AP against indirect hits from Blast weapons.
Only War +1 AP against indirect hits from Blast weapons.
Dark Heresy 2E +1 AP against indirect hits from Blast weapons.
Flak Helmet Head 2 - 2kg
Flak Gauntlets Arms 2 - 1kg
Light Flak Cloak Body, Arms, Legs 2 55 4kg
Flak Vest Body 3 60 5kg
Flak Cloak Body, Arms, Legs 3 55 8kg
Flak Coat Body, Arms 3 60 5kg
Imperial Guard Flak Armour All 4 50 11kg
Mesh
Dark Heresy
Rogue Trader
Black Crusade
Dark Heresy 2E
Mesh Vest Body 4 - 2kg
Mesh Cloak Body, Arms, Legs 4 60 3kg
Carapace
Dark Heresy
Rogue Trader
Deathwatch
Black Crusade
Only War
Dark Heresy 2E
Carapace Helm Head 4 - 2kg
Carapace Gauntlets Arms 5 - 2kg
Carapace Greaves Legs 5 - 3kg
Enforcer Light Carapace All 5 45 15kg
Carapace Chestplate Body 6 55 7kg
Militarum Tempestus Carapace All 6 45 15kg
Power Armor Must be wearing Body, Arms, and Legs for Strength bonus to apply; helmet not necessary.
Dark Heresy
Rogue Trader
Deathwatch All qualities for base power armor types (Mk I-VI, Mk VIII, Grey Knight) match the Mk VII profile unle
Black Crusade All power armor may select three sub-systems and roll for one Customization. The Legion sub-syste
Only War
Dark Heresy 2E
Force Fields For most fields, the AP column lists the field rating, which must be rolled under to negate an attack. F
Dark Heresy
Rogue Trader
Deathwatch
Black Crusade
Only War
Dark Heresy 2E Field rolls are made before Evasion tests.
Refractor Field All 30 - 2kg
Conversion Field All 50 - 1kg
Displacer Field All 55 - 2kg
Power Field (Personal) All 80 - 50kg
Power Field (Vehicle/EmplacemenAll 80 - 500kg
Praesidium Protectiva All 35 - 14kg
Field Wall Generator - 65 - 18kg
Rosarius All 50 - 0.6kg
Flare Shield All 25* - 3kg
Clone Field All * - 0.5kg
Shimmershield All 30 - 1kg
Icon of the Just All 55 - 0.5kg
Exotic
Dark Heresy
Rogue Trader
Black Crusade
Only War
Armor Upgrades
Dark Heresy
Rogue Trader
Deathwatch
Black Crusade Most upgrades decrease Availability by one step, up to Unique. If purchasing for an existing armor, u
Dark Heresy 2E Limit of 4 modifications per suit of armor.
Adamantine Chainguard Any - -5 4kg
Auto-Senses Power - - 2kg
Brazier of Saint Roberto Armor, helmet, or backpac - - 10kg
Ceramite Plating Carapace or Power - - 2kg
Devotional Iconography Any - - 1kg
Hexagrammatic Wards Carapace or Power - - -
Pentagramatic Wards Any - - -
Sacred Incense Burner Any - - 3kg
Truesilver Filigree Any - - -
Unguents of Warding Any* - - -
Availability Src Pg. Notes
netration is applied.
netration is applied.
night) match the Mk VII profile unless specified otherwise. See text for full details.
stomization. The Legion sub-system list is only available to Legion armor.
Very Rare EWI 49 May destroy attacker's melee weapon if the 1s digit of the attack roll is a 1.
Very Rare EWI 49 Adds +5 to BS and +10 to Awareness tests based on sight/hearing.
Common EWI 49 Grants bonuses to interaction tests (and a penalty to Stealth) while lit. May ignite th
Rare EWI 49 +3 AP agains Flame, Melta, and other heat-based attacks.
Common EWI 49 Grants +10 to Command tests when dealing with loyalists, and -10 to all Fellowship
Extremely Rare EWI 49 Ignores Warp Weapon quality, provides double AP against psychic powers, and add
Extremely Rare EBY 44 Inflicts damage on Daemonic enemies in melee. The wards are destroyed if the targ
Rare EBY 44 Can be ignited as a Half Action to impose a -10 penalty on all WS and Warp Instabi
Very Rare EBY 44 Imposes a -[Willpower Bonus * 5] penalty on all WS tests made by Daemons within
Common EBY 45 Adds a +5 bonus on fear tests caused by Daemons and on tests to resist psychic po
fire. May be damaged if worn in combat.
recoil gloves, and a magnetic holster. Wearers without the Adeptus Mechanicus background gain Enemy (Adeptus Mechanicus
o resist powers if he already has the talent. Counts as AP 18 against Psychic Bolts. Reduces psykers' Psy Rating by 3 (min. 1).
light is released equivalent to a photon flash grenade centered on the wearer. The wearer is unaffected by this.
ree dice come up the same value, gain 1 Corruption point and return 1d5 rounds later. If surprised, the player may not act the r
ged attacks within 1m or melee attacks.
ged attacks within 1m or melee attacks.
y and wielding arm.
between linked generators.
g tests until the wearer takes critical damage or dies.
hen overloaded, the wearer takes 1d10E damage (bypassing Armour/Toughness).
egrees of Success on all Dodge tests, and may reroll one failed Dodge attempt per round.
attacks inside the shield's radius or melee attacks.
us Power tests against the wearer.
f the attack roll is a 1.
sight/hearing.
Stealth) while lit. May ignite the wearer if knocked Prone.
Gear
Clothing & Personal Items
Dark Heresy
Backpack 1kg 10 Plentiful DH 146
Cameleoline Cloak 0.5kg 500 Rare DH 146
Charm * Average DH 146
Chrono 40 Abundant DH 147
Clip/Drop Harness 2kg 25 Common DH 147
Clothing * Abundant DH 147
Explosive Collar 1kg 55 Rare DH 147
Filtration Plugs 15 Common DH 147
Infra-Red Goggles 0.5kg 275 Rare DH 147
Photo-Visors/Contacts 0.5kg 100 Scarce DH 147
Rebreather 1kg 50 Scarce DH 147
Recoil Glove 0.5kg 85 Rare DH 147
Respirator/Gas-Mask 0.5kg 25 Average DH 147
Synskin 2,500 Very Rare DH 147
Void Suit 8kg 100 Plentiful DH 147
Braid Cloak, Fedrid 2kg 80 Uncommon IHB 102
Hunting Musk 0.2kg 20 Rare IHB 103
Fedrid Soul Mask 1kg 200 Scarce IHB 104
Volgite Gloom Eyes 300 Very Rare IHB 128
Ocular Catechizer 250 Scarce IHB 127
Opus Machina 0.5kg 1,500 Tech-Priest only IHB 148
Greater Icon of Passage 0.5kg 12,000 Tech-Priest only IHB 148
Aerial Pinions * * IHB 152
4 line 10kg 300 Scarce IHB 152
6 line 15kg 500 Rare IHB 152
Redole Rebreather 1kg 250 Rare IHB 153
Thermal Gloves 1kg 220 Scarce IHB 154
Jump Pack 25kg 2,000 Rare IHB 164
Magboots 2kg 65 Average IHB 164
Heavy Duty Void Suit, Selenite Patter 20kg 600 Average IHB 165
with Impellor 5kg 200 Scarce IHB 165
Backpack or Field Sack 2kg 5 Common IHB 182
Dog Tags 1 Plentiful IHB 182
Uniform 3kg 10 Common IHB 183
Icon of Holy Wrath 10kg Issued IHB 194
Gil Filter 0.5kg 100 Scarce RHB 156
Holo Visor 0.5kg 250 Rare RHB 157
Spider Pads 1kg 150 Scarce RHB 158
Xeno Art (Dubious) 100+ Scarce DDG 73
Xeno Art (Provenanced) 1,000+ Rare DDG 73
Xeno Art (Unique) 5,000+ Very Rare DDG 73
Crimson Bestiary 275 Rare DDG 73
Nightweave Silk (Gown) 1,000+ Rare DDG 74
Nightweave Silk (Merchant's Bolt) 5,000 Very Rare DDG 74
Zamarkand Rose (plant) 15,000+ Very Rare DDG 74
Rogue Trader
Deathwatch
Black Crusade
Only War
Dark Heresy 2E
Backpack 2kg Abundant DH2 170
Chameleoline Cloak 0.5kg Rare DH2 170
Chrono Plentiful DH2 170
Clothing 2kg Abundant DH2 170
Combat Vest 2kg Scarce DH2 170
Concealed Holster 1kg Average DH2 170
Deadspace Earpiece Very Rare DH2 170
Explosive Collar 3kg Scarce DH2 170
Filtration Plugs Common DH2 171
Photo-Visors/Contacts 0.5kg Scarce DH2 171
Preysense Goggles 0.5kg Very Rare DH2 171
Rebreather 1kg Scarce DH2 171
Recoil Glove 0.5kg Rare DH2 171
Respirator/Gas Mask 0.5kg Average DH2 171
Survival Suit Average DH2 172
Synskin 2kg Very Rare DH2 172
Void Suit 8kg Scarce DH2 172
Tools
Dark Heresy
Auspex/Scanner 0.5kg 145 Scarce DH 150
Auto Quill 55 Scarce DH 150
Combi-Tool 1kg 200 Rare DH 150
Data-Slate 0.5kg 25 Common DH 150
Demo Charge 1kg 250 Scarce DH 150
Excruciator Kit 1kg 375 Very Rare DH 150
Glow-Globe/Lamp Pack 0.5kg 15 Abundant DH 150
Grapnel 2kg 30 Common DH 150
Lascutter 4kg 65 Average DH 150
Magnoculars 0.5kg 55 Average DH 150
Manacles 1kg 35 Plentiful DH 151
Micro-Bead 20 Average DH 151
Multikey 150 Scarce DH 151
Pict Recorder 1kg 100 Average DH 151
Psy-Focus 100 Rare DH 151
Screamers 2kg 140 Scarce DH 151
Stummers 2kg 25 Average DH 151
Vox-Caster 4kg 300 Scarce DH 151
Writing Kit 2kg 20 Common DH 151
Caltrop, Fervious 0.1kg 6 Rare IHB 102
Monrassan Capsican Trap 3kg 20 Uncommon IHB 102
Glo-slug of Dusk 0.1kg 8 Rare IHB 103
Kill Sticks, Volonx 0.3kg 1 Common IHB 103
Powder Bomb, Fervious 1.5kg 17 Uncommon IHB 103
Skeleton Key 0.1kg 24 Rare IHB 103
Skem Net, Volonx 3kg 85 Rare IHB 103
Smoke Flares, Fedrid 0.4kg 12 Scarce IHB 104
Spark Rocks (2) 1kg 2 Common IHB 104
Spine Pick, Faldon Kise 1kg 25 Uncommon IHB 104
Stink Bombs 1kg 6 Common IHB 104
Axe-Rake 4kg 20 Abundant IHB 126
Cognomen * Plentiful IHB 126
Forgery Kit 400 Scarce IHB 126
Heretic's Wake Deck 10 Scarce IHB 127
Holo Wafer 5 Scarce IHB 127
Mantle Shrine 1kg 30 Abundant IHB 127
Penthrift Dreadfuls 1 Average IHB 127
Salvation Auger * * IHB 127
Basic 20 Common IHB 127
Superior 80 Average IHB 127
Vox-Phonograph 20kg 200 Average IHB 128
Cylinder 1kg 20 Common IHB 128
Vox-Thief * * IHB 128
Short-Range 0.5kg 500 Rare IHB 128
Long-Range 15kg 3,000 Rare IHB 128
Ward Accessor 25 Average IHB 128
Cogitator * Average IHB 146
Emplaced 100kg 4,000 Average IHB 146
Personal 1.5kg 750 Average IHB 146
Grey Device 3kg 500 Rare IHB 146
Holo-Projector 40kg 3,000 Scarce IHB 147
Isotropic Fuel Rods 10kg 5,000 Average IHB 147
Calixis Survival Kit 120 Average IHB 152
Beetle Tent * * IHB 152
3 person 5kg 60 Common IHB 152
6 person 10kg 100 Scarce IHB 152
Extra armor 8kg +80 Rare IHB 152
Camp Warders 4kg 310 Rare IHB 152
Poi-Savant 300 Rare IHB 153
Shade-Servitor 3kg 400 Rare IHB 153
Sky Eye 4kg 1,500 Very Rare IHB 153
Emergency Kit 6kg 300 Common IHB 164
Melta Gel 200 Rare IHB 165
Navis Prima - Very Rare IHB 165
The 9-70 Entrenching Tool 2kg 15 Average IHB 182
Bedroll 4kg 8 Plentiful IHB 182
Compass/Orienting Device 25 Scarce IHB 182
Hostile Weather Gear 2kg 10 Common IHB 182
Infantryman's Uplifting Primer 0.3kg 5 Plentiful IHB 182
Infantry Lamp Pack 1kg 10 Average IHB 182
Mess Kit 0.5kg 5 Plentiful IHB 182
Personal Grooming Kit 0.1kg 2 Common IHB 182
Sandbags 5kg 4 Plentiful IHB 183
Tent 9kg 40 Average IHB 183
Tool Kit 1kg 15 Common IHB 183
Weapons/Gear Storage 1kg 5 Common IHB 183
Weapon Maintenance Kit 1kg 20 Average IHB 183
Whistle 5 Plentiful IHB 183
Null Box 20kg 25,000 Very Rare IHB 190
Psy-Jammer IHB 190
Amulet 0.5kg 7,000 Very Rare IHB 190
Implant 12,000 Very Rare IHB 190
Psy-Tracker 1.5kg 1,000 Rare IHB 191
The Calixian Black Grimoire 1kg 2,500 Very Rare IHB 192
Excruciator 2kg 10,000 Rare IHB 194
Intrusion Spirit 0.5kg 500 Very Rare RHB 157
Line Ascender 1kg 100 Scarce RHB 157
Pict-Caster 5kg 400 Scarce RHB 157
Pict Fly 1,000 Rare RHB 157
Privacy Field 10kg 1,250 Rare RHB 157
Psy Dampers - - RHB 157
Tracking Device 0.5kg 200 Scarce RHB 158
Vox Bug 500 Rare RHB 158
Vox Tracker 6kg 450 Scarce RHB 158
Murder Cogitator 1.5kg 9,000 Rare RHB 193
Data-Conduit Cable, 5m 1kg 20 Scarce RHB 193
Prognosticaon 3kg 5,000 Rare RHB 193
Fragment of the Tome of Ammicus To1kg 8,000 Very Rare RHB 193
Speculum Umbrae 10kg 60,000 Very Rare RHB 194
Q'Orl Mind Grub 1kg * * RHB 202
Chaplet Ecclesiasticus 1kg 1,000 Issued BOM 119
Cilice * Rare BOM 119
Dialogous Staff 4kg Issued BOM 119
Eikon * Common BOM 119
Hospitaller Medicae Tools 10kg Issued BOM 119
Liber Heresius 10kg Issued BOM 119
Litanies of Faith 10kg 500 Uncommon BOM 119
Pilgrim's Travel Staff 3kg 15 Common BOM 120
Psyocculum 2kg 3,000 Very Rare BOM 120
Reliquary 1kg * Common BOM 120
Questing Pilgrim Badge * Common BOM 120
Seraphim Jump Pack 15kg 5,000 Very Rare BOM 121
Ring of Suffrage 10 Rare BOM 120
Rule of Sororitas 5kg 100 Rare BOM 120
Simulacrum Imperialis 10kg Issued BOM 121
Witch Cage 15kg 4,000 Very Rare BOM 121
Consecrated Scrolls 1kg 100 Scarce DEM 73
Grimoire of True Names 10kg 5,000 Very Rare DEM 74
Litany Vox-Caster 4kg 100 Scarce DEM 75
Neural Scourge 2kg 1,700 Rare DEM 75
Psyocculum 1.5kg 1,200 Rare DEM 75
Ulumeathi Plasma Siphon 10kg 8,000 Near Unique DEM 76
Gene Printer 15kg 1,500 Rare BOJ 67
Lord Marshal Goreman's Carta Sangu0.1kg 100* Rare* BOJ 67
Lock-Punch 0.2kg 300 Scarce BOJ 67
Magnacles 1.5kg 120 Rare BOJ 67
Magnetic Harness 10kg 500 Scarce BOJ 68
Pinner 5kg 2,000 Near Unique BOJ 68
Strait Cape 5kg 100 Scarce BOJ 68
Vertical Spindle Set 20kg 1,500 Rare BOJ 68
Vox-Pickup 0.01kg 100 Very Rare BOJ 69
Vox Privacy Field 1kg 500 Rare BOJ 69
Wall Eater 1kg 500 Very Rare BOJ 69
Badge of Office Near Unique ASC 145
Backpack Ammo/Power Pack 15kg Common ASC 145
Cerebral Plug Common ASC 146
Grav-Chute 20kg Scarce ASC 146
Sentinel Array 12kg Near Unique ASC 146
Vindicare Spy Mask 2kg Near Unique ASC 147
Vindicare Stealth Suit 5kg Near Unique ASC 147
Warp Amulet 7,000 Very Rare DDG 119
Parasite Doll 1,000 Rare DDG 119
Malefic Codex (Lesser) 5,000 Rare DDG 120
Malefic Codex (Greater) 10,000+ Very Rare DDG 120
Scatter Caster 10kg 450 Rare TLW 65
Holo-Clone 0.5kg - TLW 69
Vision Cowl 3kg - TLW 69
Chameleoline Grid - TLD 10
Voidbane Generator 20kg - TLD 11
Rogue Trader
Almanac Astrae Divinitus 4kg Extremely Rare RT 143
Arms Coffer 6kg Average RT 143
Auspex/Scanner 0.5kg Scarce RT 143
Auto Quill Scarce RT 143
Calculance Array 120kg Scarce RT 144
Combi-Tool 1kg Rare RT 144
Data-Slate 0.5kg Common RT 144
Demo Charge 1kg Scarce RT 144
Diagnostor 4kg Very Rare RT 144
Glow-Globe/Lamp Pack 0.5kg Abundant RT 144
Grapnel 2kg Average RT 144
Grav Chute 15kg Rare RT 144
Data-Loom (Hadd-Pattern) 13kg Very Rare RT 144
Jump Pack (Lathe-Pattern) 25kg Rare RT 144
Lord-Captain's Baton 1kg Very Rare RT 145
Magboots 2kg Rare RT 145
Magnoculars 0.5kg Average RT 145
Manacles 1kg Plentiful RT 145
Mefonte's Orthodoxy 2kg Scarce RT 145
Micro-Bead Average RT 145
Multikey Scarce RT 145
Multicompass 4kg Near Unique RT 146
Navis Prima 1kg Very Rare RT 146
Pict Recorder 1kg Common RT 146
Psy-Focus Rare RT 146
Renumeration Engine 7kg Very Rare RT 146
Screamers 1.5kg Average RT 146
Shipboard Emergency Kit 6kg Common RT 146
Stummers 2kg Average RT 147
Venom Ring Very Rare RT 147
Vox-Caster Scarce RT 147
Aquila Magnificus 125kg Very Rare ITS 135
Bloodlock Bolt 25kg Extremely Rare ITS 135
Bomb Spray 2kg Very Rare ITS 135
Concealed Holster 2kg Scarce ITS 135
Det-Cord, Det-Tape 1kg Common ITS 135
Disguise Kit 5kg Rare ITS 135
Emergency Hab 10kg Scarce ITS 135
Firewater 1kg Rare ITS 136
Flak Spray 4kg Very Rare ITS 135
Flex Tent 2kg Scarce ITS 136
Flip-Belt 2kg Extremely Rare ITS 136
Glidewing 25kg Extremely Rare ITS 136
Gravity Generator 500kg Very Rare ITS 136
Modular Hab Base, Jovian-Pattern Extremely Rare ITS 136
Lingua-Vox Servitor 2.5kg Very Rare ITS 136
Long-Range Auspex, Locke Pattern 175kg Very Rare ITS 136
Nephitic Acid Very Rare ITS 137
Perimeter Defence System 175kg Very Rare ITS 137
Physik Kit 2kg Common ITS 137
Plaguewort Venom Rare ITS 137
Power Board 15kg Near Unique ITS 137
Promethium 1kg Abundant ITS 137
Psycrystal 0.3kg Near Unique ITS 137
Skinplant Scarce ITS 138
Stasis Pod, Locke-Pattern 250kg Extremely Rare ITS 137
Ryboth Travel Survival Kit 15kg Rare ITS 138
Screaming Tourniquet 2kg Very Rare ITS 138
Strait-Cape 4kg Scarce ITS 138
Blacklight Projector 12kg Extremely Rare ITS 139
Blurshield 3kg Near Unique ITS 138
Caged Songbird 0.5kg Extremely Rare ITS 139
Carnelian Sievestone Extremely Rare ITS 139
Chronal Energizer 8kg Unique ITS 139
Holo-Suit 2kg Extremely Rare ITS 140
Stryxian Compact 0.1kg Extremely Rare ITS 140
Void Abacus 65kg Near Unique ITS 140
Teleportation Pack 25kg Unique ITS 140
Aetherscrye Goggles 1kg Near Unique HAC 64
Beast Cage (Average) 50kg Common HAC 65
Beast Cage (Hulking) 100kg Scarce HAC 65
Beast Cage (Enormous) 200kg Rare HAC 65
Beast Cage (Massive) 400kg Rare HAC 65
Eldar Grav-Platform 20kg Unique HAC 65
Elseways Charts 1kg Extremely Rare HAC 65
Occlusive Vault 15kg Near Unique HAC 66
Prognosticator 150kg Extremely Rare HAC 66
Voidbait (Augur) 40kg Rare HAC 66
Voidbait (Warp) 75kg Extremely Rare HAC 66
Banshee Mask - TKB 51
Personal Holo-Field - TKB 52
Swooping Hawk Wings - TKB 54
Warp Jump Generator - TKB 55
Bomb Collar 3kg Extremely Rare* TKB 97
Claw Collar 5kg Extremely Rare* TKB 97
Personal Phase-Reality Shifter 6kg Unique* TKB 97
Soul Trap - TSR 119
Skyboard Scarce* TSR 125
Psyocculum - TNP 117
Runes of Warding 0.5kg Extremely Rare TNP 124
Runes of Witnessing 0.5kg Extremely Rare TNP 124
Spirit Stones 1kg Near Unique TNP 124
Collar of Khorne - TNP 139
Melta-Drill 15kg Extremely Rare SOI 95
Planetary Codex 4kg Rare SOI 95
Light-Bringer Torch 6kg Rare SOI 95
Mezoa-pattern Extendable Rod 5kg Scarce SOI 95
Portable Gravity Adjustment Panels 50kg Average SOI 95
Tenvis-Pattern Hydromotion Boots 4kg Very Rare SOI 95
Grapplewhip 3kg Rare SOI 95
Exploration Mechadendrite 6kg Rare SOI 95
Joint Reconfiguration Augmentations 2kg Very Rare SOI 95
Synford Rapid Deployment Shelter 200kg Scarce SOI 95
Ashen Skull 1kg Extremely Rare FAC 97
Auto-Ledger 90kg Rare FAC 97
Book of Saint Lucius 1.5kg Average FAC 97
Bypass Spike 0.5kg Rare FAC 97
Catechism of Saint Drusus 1kg Scarce FAC 97
Chirurgeon's Tools 5kg Rare FAC 97
Confessions of Kobras Aquairre 1kg Very Rare FAC 97
Decryption Cogitator 200kg Rare FAC 97
Digesta Emporia Calixia 1.5kg Average FAC 97
Drusine Incense 0.5kg Rare FAC 97
The Emperor's Tarot 0.5kg Very Rare FAC 97
Excruciator 2kg Very Rare FAC 97
Krytron-plasma Detonator 0.5kg Rare FAC 97
Laud Hailer 4kg Rare FAC 97
Liber Heresius 1.5kg Extremely Rare FAC 97
Maxims of Marquette 1kg Scarce FAC 97
Notarikon of the Seven 1kg Rare FAC 97
Saboteur's Supplies 4kg Rare FAC 97
Shock Collar 1.5kg Scarce FAC 97
Thorian Missal 1kg Average FAC 97
Ulumeathi Plasma Syphon 2.5kg Extremely Rare FAC 97
Van Heuring's Compendium 2kg Scarce FAC 97
Void Coffer 1000kg Extremely Rare FAC 97
The Banner of Wrath 12kg Unique FAC 104
Almace's Tactica 1kg Unique FAC 104
The Halo of the Devoted 0.5kg Unique FAC 104
Vial of Aleynikov's Bane 0.5kg Near Unique FAC 104
The Folio Languor 4kg Unique FAC 104
Aleynikov's Star Chart 1kg Unique FAC 104
Blacksun Filter 0.5kg Very Rare* TCG 26
Drone Controller 0.5kg Very Rare* TCG 26
Gravity Wave Projector 4kg Near Unique* TCG 26
Markerlight 0.5kg Extremely Rare* TCG 27
Positional Relay 4.5kg Near Unique* TCG 27
Target Lock 0.5kg Extremely Rare* TCG 27
Deathwatch
Astartes Cluster Mine 4kg 5 - DW 173
Astartes Signum 5kg 35 Distinguished DW 173
Astartes Signum Link 0.5kg 20 - DW 173
Astartes Targeter 4kg 25 Distinguished DW 174
Auspex/Scanner 0.5kg 12 - DW 174
Cartograph 0.5kg 5 - DW 174
Codex Astartes 0.5kg - - DW 174
Combi-Tool 1kg 15 - DW 174
Data-Slate 0.5kg 5 - DW 174
Demolition Charge 1kg 10 - DW 175
Elucidator 1kg 25 - DW 175
Lamp/Glow-Globe 0.5kg 1 - DW 175
Locus Seeker 30 - DW 175
Magnoculars 0.5kg 3 - DW 175
Melta Bomb 12kg 25 - DW 175
Multikey 15 - DW 175
Pict Recorder 1kg 5 - DW 175
Psy-Focus 15 - DW 175
Reductor 4kg 8 - DW 175
Restraints 4kg 10 - DW 176
Screamers 1.5kg 5 - DW 176
Stummers 2kg 5 - DW 176
Teleport Homer 10 - DW 176
Vox-Caster 0.5kg 10 - DW 176
Astartes Combat Webbing 3 - ROB 144
Astartes Grapnel 3 - ROB 144
Astartes Grav-Chute 5 - ROB 144
Auto-Sense Goggles 10 - ROB 144
Camo-Cloak 20 - ROB 145
Cameleoline Tarpaulin 5 - ROB 145
Clavis DW Keepers ROB 145
Diagnosticator 25 Distinguished* ROB 145
Infiltriol Enamel 10 Distinguished ROB 145
Grav-Flares 7 - ROB 146
Luminator Signal Flare Capsules 5 - ROB 146
Siege Auspex 13 - ROB 146
Stalker Flares 8 - ROB 146
Vivisection Cage 35 Distinguished* ROB 146
Chain of Zeal 3kg 20 Distinguished ROB 156
Wings of Saronath 45kg 45 Hero ROB 157
Blacksnow Charm 0.1kg 10 Distinguished ROB 157
Augury Malifica 1kg 20 Hero ROB 159
The Plecian Tome 5kg 30 Hero ROB 160
Brotherhood Banner - DEM 135
Personal Teleporter - DEM 135
Teleportation Net - MOX 86
Correction of Flesh 6kg 35 Famed HTC 126
Libris Anomalus 2kg 20 Distinguished HTC 128
Orphean Key 2kg 45 Famed HTC 130
Ran-Thawll’s Gaze 1kg 30 Famed HTC 131
Sulla’s Unkindness 5kg 50 Hero HTC 133
Tulius’ Insight 6kg 35 Hero HTC 135
Ixion’s Potentia Coil 55 Hero TEC 42
Lightning Heart 4kg 45 Hero TEC 42
Frostheart’s Brass Tears 50 Hero TEC 50
Death Oath of the Fifteen 1kg 45 Famed TEC 55
Borro’s Final Sacrifice 6kg 40 Distinguished TEC 56
Codex of Peratos 4kg 50 Famed TEC 63
Wings of Tyrannus 50kg 45 Famed TEC 63
Blood of Decatru 45 Famed TEC 71
Crystal Stack Treatise ZX-129 6kg 40 Distinguished TEC 71
Protean Laurel 1kg 45 Famed TEC 72
Keys of the Castellan 40 Distinguished TEC 72
Council of the Under-spire Aerie 35 Distinguished TEC 98
Black Crusade
Auspex/Scanner 1kg Scarce BC 184
Cartograph 1kg Rare BC 184
Chrono Average BC 184
Combi-Tool 1kg Rare BC 184
Comm Leach 1kg Very Rare BC 184
Data-Slate 0.5kg Common BC 184
Demo Charge 1kg Rare BC 184
Demolition Kit 8kg Very Rare BC 184
Disguise Kit 1kg Rare BC 184
Eclipse Pulsator 3kg Very Rare BC 185
Forgery Kit 1kg Very Rare BC 185
Glow-Globe/Lamp Pack 0.5kg Abundant BC 185
Graffitio Paints 1kg Plentiful BC ?
Grapnel & Line 2kg Average BC 185
Injector 0.5kg Average BC 185
Lascutter 4kg Scarce BC 185
Laud Hailer 2kg Rare BC 185
Magnoculars 0.5kg Average BC 185
Medi-Kit 2kg Common BC 185
Medi-Kit, Advanced 5kg Rare BC 185
Micro-Bead Average BC 185
Multikey Scarce BC 185
Null Rod 1kg Near Unique BC 185
Pict Recorder 1kg Average BC 186
Promethium 1kg Average BC 186
Psy-Focus Average BC 186
Rendering Apothecarium 20kg Extremely Rare BC 186
Scrap Code Generator 3kg Extremely Rare BC 186
Screamers 2kg Scarce BC 186
Signal Jammer 2kg Rare BC 186
Static Generator 3kg Very Rare BC 187
Stummers 2kg Average BC 187
Torture Tools 2kg Rare BC 187
Unholy Icon 0.5kg Extremely Rare BC 187
Vox-Caster 4kg Scarce BC 187
Combat Webbing/Harness 1kg Scarce BC 187
Grav Chute 15kg Rare BC 187
Helmet Augmentations 1kg Rare BC 187
Jump Pack 25kg Rare BC 187
Melta Bomb 12kg Very Rare BC 187
Psychic Hood 2kg Extremely Rare BC 188
Castirian Soul Cage 55kg Near Unique TOF 41
Crown of Prospero 2kg Near Unique TOF 41
Glimmerstone Extremely Rare TOF 41
Golden Eye of Tzeentch Extremely Rare TOF 41
Q'Sal Crystal Spire 18kg Very Rare TOF 41
Talisman of Tzeentch Very Rare TOF 42
Tarnor Mimic-Mask 0.5kg Rare TOF 42
Vortex Pendant Extremely Rare TOF 42
Necron Fabricator Array * TOF 111
Necron Gloom Prism * TOF 111
Necron Nebuloscope * TOF 116
Necron Shadowloom * TOF 116
Necron Gravity Displacement Pack * TOF 117
Necron Aetheroscope * TOF 118
Necron Mindshackle Scarabs * TOF 119
Necron Resurrection Orb * TOF 119
Necron Tesseract Labyrinth * TOF 122
Necron Veil of Darkness * TOF 122
Only War
Dark Heresy 2E
Auspex/Scanner 0.5kg Scarce DH2 175
Auto Quill Scarce DH2 175
Clip/Drop Harness 2kg Common DH2 175
Combi-Tool 1kg Rare DH2 175
Comm Leech 1kg Very Rare DH2 175
Data-Slate 0.5kg Common DH2 175
Demolition Kit 4kg Very Rare DH2 175
Diagnostor 4kg Rare DH2 175
Disguise Kit 2kg Very Rare DH2 175
Excruciator Kit 2kg Very Rare DH2 176
Field Suture 0.5kg Average DH2 176
Glow-Globe/Stablight 0.5kg Abundant DH2 176
Grapnel & Line 2kg Common DH2 176
Grav Chute 15kg Rare DH2 176
Hand-Held Targeter 0.5kg Scarce DH2 176
Inhaler/Injector 0.5kg Common DH2 176
Lascutter 4kg Average DH2 176
Laud Hailer 4kg Scarce DH2 176
Magboots 2kg Rare DH2 176
Magnoculars 0.5kg Average DH2 176
Manacles 1kg Plentiful DH2 176
Medi-Kit 2kg Common DH2 176
Medi-Kit (advanced) 3kg Rare DH2 176
Micro-Bead Average DH2 177
Monotask Servo-Skull 2kg Rare DH2 177
Multicompass 4kg Near Unique DH2 177
Multikey Scarce DH2 177
Null Rod 1kg Near Unique DH2 177
Pict Recorder 1kg Average DH2 177
Psy-Focus Average DH2 177
Regicide Set 1kg Plentiful DH2 177
Screamer 2kg Scarce DH2 177
Signal Jammer 2kg Rare DH2 178
Static Generator 3kg Very Rare DH2 178
Stummer 2kg Average DH2 178
Vox-Caster 4kg Scarce DH2 178
Writing Kit 2kg Plentiful DH2 178
Adaptive Logis-Engine 4kg Extremely Rare EWO 42
Holo-Spectus 6kg Very Rare EWO 43
Stasis Cage 6kg Extremely Rare EWO 44
Banishing Rod 8kg Very Rare EBY 47
Consecrated Scrolls 1kg Scarce EBY 47
Empyrean Brain Mine 1kg Very Rare EBY 47
Psyocculum 1.5kg Rare EBY 47
Notes
Increases carry limit by 30kg, and requires a Full Action to retrieve stored items. Only one Backpack/Combat Vest c
+20 to Stealth; when standing still, -30 to all BS tests against the wearer.
A watch that keeps time; standards vary based on world.
Shows stance and worth.
Increases carry limit by 15kg, and requires a Free Action to retrieve stored items. Only one Backpack/Combat Vest
Conceals gun. Attempts to find the weapon take a -20 penalty, but the action time to Ready the weapon is increased
+20 to resist sonic effects and the Concussive quality.
Can explode remotely up to 1km, killing the wearer and dealing damage as a Frag Grenade to anyone nearby. Rem
+20 to Toughness tests to resist gasses. Good quality adds +30 instead, Poor clogs after 5 hours of use.
Gain the Dark Sight trait. Good quality versions grant immunity to photon flash grenades.
No penalties due to darkness, +20 to visual Perception tests in the dark.
Immune to gases and can breathe underwater. Canisters last an hour before being replaced, and are Scarce. Varie
Can fire Basic weapons with one hand without penalty.
+30 to Toughness tests to resist gas, may reroll if failed. Varies by craftsmanship.
+20 to Toughness tests against extreme environments. Varies by craftsmanship
Provides 2 AP to all unarmored locations and grants +10 to Stealth tests. Invisible to infra-red and Dark Sight.
Full suit with re-breather, can survive in vacuum. Varies by craftsmanship.
+20 Awareness when in use. Can make a Tech-Use test to detect imperceptible things (gasses, biosigns radiation,
+10 to Trade (Copyist) tests.
+10 to Tech-Use tests.
A data storage and recording device. General term for anything from recorders to full fledged PDAs.
An explosive charge. Does 3d10X+(2*kg). Blast radius is kg*5. Setting and defusing requires a Demolitions test (see
+20 to Interrogation tests.
Illuminates an area of a dozen or more meters, lasts 1d5 hours before needing recharge.
Fires grappling hook with 100m wire line attached. Can be used as a one-shot crossbow in a pinch.
Can cut or weld 10cm a turn, altering time for thickness. Too unwieldy to be used in combat.
Binoculars that may also have multiple other functions.
Handcuffs.
A short-ranged communication device. Useful up to 1km, but may be vastly reduced by various conditions, such as
+30 to Security tests when opening locks.
A video recorder. May have holographic capabilities as well. Usually capable of playback, and often built into servito
+10 to Invocation tests for psykers.
A proximity alarm. To activate, the GM rolls a secret Tech-Use test for the player. It has a Perception of 75 to detect
Nullifies sound in a small area. A character using one gains a +30 to Silent Move tests. Lasts about 20 minutes befo
A radio device. Can be used to send signals as far as an orbiting ship. Using one requires a +10 Tech-Use test.
Contains papers, inks, and quills for writing.
Covers 2x2m, if victim has no AP on feet, hit by Toxic. Anyone walking takes difficult Agility test, success halves mo
Anyone stepping on one must pass a -10 Agility test, failure sets off trap. It does 1d10E to the leg. A second Agility
Lights an area of meters equal to the number of slugs put together
When stepping into area, must pass an Agility test or take 1d10+2R.
Thrown weapon with range of 10m with the Smoke quality, those caught in the blast must test Toughness or gain on
Can be used to open all doors in a town or castle of a Feudal world.
A net with Toxic and Snare traits, generally 6x6 meters. Any who comes in contact with exposed skin must resist the
Covers an area 40 meters in diameter in thick black smoke, clears in 1d5 to 2d10 minutes depending on environme
Start fires even when wet if brought together, packing together may cause sparks.
+10 to Climb tests, or may be used as an improvised weapon
Thrown weapon, 10m range, fills 8m diameter with gas, exposure takes Toughness test each round or gain one leve
+10 to Climb tests and forcing doors and locks. Melee weapon for 1d10+2I or R with Primitive and Unbalanced.
Hiver ID card
+10 to Trade (Copyist) or Tech-Use to copy, forge, or fabricate (+20 when Good, +30 when Best Craftsmanship).
Heretical card game
Assassin "calling cards"
Portable shrine
Anti-Xenos propaganda
A pocket chrono-sized warning device that detects radiation, airborne toxins, and pollutants, amongst other dangers
Simply beeps when there is danger without identifying it.
As above, but may also make a +10 Tech-Use test to identify the specific danger.
Plays a video or music cylinder. May double price to record and play from other sources
Contains video or sound.
Picks up, stores, and analyses vox and data transmission, -10 Tech-Use to use properly, more difficult tasks are har
Data-slate sized
Backpack sized
Blank Security Card, still requires security code
See below.
Analyze and process vast data, +20 to tests. Failure leads to inaccuracies
+10 to tests involving analyzing data-slates.
Heretical prognostication device. -30 on tests to locate one, almost impossible for Tech-Priests.
Projection device.
Concentrated power source that can last several weeks.
+10 to Survival tests. Only provides tools to survive, not the knowledge.
Armored tents with AP 8 (Primitive) and minor camouflage.
Holds 3 people.
Holds 6 people.
Increase AP to 12.
Warders are linked to a screamer device. When activated, the offending creature, if it has the Bestial trait, must mak
Make make a +20 Tech-Use test to determine if a substance is safe to eat.
Small devices that hover around waving fans about. May, at GM's discretion, help resist extreme heat.
A recon device that is useful for scouting aerially.
Contains extensive emergency items, useful in a void ship. See text for details.
A tube of melta gel that can cover a 5 meter straight line, or 1 square meter. Deals damage as a melta bomb over th
Contains safe warp routes, varying from common charts to rare and lost routes.
A shovel useful for filling sand bags. May be used as an improvised weapon.
A sleeping bag. Includes heavy blankets.
Usually a magnetic compass.
Contains helpful survival gear, varying based on deployment.
Contains helpful tips, rules, and prayers for guardsmen.
A standard lamp pack. May be equipped to a bayonet lug or held in the hand. May operate for 1d5+5 hours.
Contains collapsible utensils.
Contains razors, anti-fungal powders, and various hygiene items.
Useful as cover or pillows.
Fits two and their gear. Generally waterproof, and occasionally sun-resistant.
Contains various helpful tools.
Some method of carrying weapons and ammunition. Can hold up to 15kg of small items.
Weapon maintenance equipment.
A whistle, varying from a simple tin device to the more advanced hiver ocarinas of Scintilla.
A portable stasis field in a box.
+20 to resist the effects of a Psychic Power and +10 to resist possession attacks. May not be used by psykers.
A small amulet.
A cranial implant.
Devices used to track psychic and warp disturbances. See text for details.
May only be acquired through the Ordos Xenos. +10 to Research involving Ciphers (Occult), Scholastic Lore (Legen
An interrogation device. See text for details.
A single use device that grants a +30 bonus to Security or Tech-Use to beat a lock or security system with a data po
A climbing assistant. It takes a Full Action to attach to a rope, and two hands to use. May move a character's Agility
A television set.
A small, insect-like video recorder. Requires a pict-caster to view data. See text for details.
A device that blocks recording, transmissions, and external viewing in a 5 meter radius.
A large machine that dampens psychic powers. See text for details.
A two-part device, the tracker and the marker. See text for details.
Similar to a Pict Fly, but for sound. See text for details.
A backpack sized device that can give the direction and distance of a vox signal. See text for details.
A device that retrieves data, and then destroys the source. Requires a conduit cable to connect to something. See t
A cable that can connect any two data ports. May be chained together to make longer cables.
A small, palm-sized device used to predict the future. Requires ritual activation. See text for details.
Required to properly use a prognosticaon
A device used to call upon the dead. See text for details.
A pinky finger-sized larva that can mind control victims. See text for details. May not normally be acquired.
If openly displayed, may reroll failed Charm tests against Ecclesiarchy Member of equal or lower status (GM's discre
+10 to WP to resist Fear, Charm, Intimidate, or other kinds of social manipulation. If worn for [Toughness bonus * 2]
Fitted with a Laud hailer and audio recording device. Counts as a staff in combat. +10 to understand sounds at a dis
Small portrait, usually of the Emperor.
Counts as a medi-kit with 2 doses of De-Tox and 2 doses of Stimm. May amputate and cauterize with a -10 Medicae
+20 to Forbidden Lore (Cults, Heresy). Only issued to the most trusted of Witch Hunters.
A complete copy provides +20 on Research involving C. Lore (Ecclesiarchy) and S. Lore (Imperial Creed). Abridged
Simple staff, usually with a hook on the top for hanging symbology.
A form of photo-visor. May visually detect psykers as if the user had Psyniscience +20. Requires a Full Action.
Some form of container for a relic or image.
Small badge for pilgrims representing a person or event.
Requires Pilot (Personal/Jump Pack) and Sororitas Power Armor. Allows a safe, guided fall from any height, and an
Designed to cause minor discomfort when twisted. Counts as a charm.
+10 to all C. Lore tests made on the subject of Ecclesiarchy, Heretics, Mutants, or the Adepta Sororitas.
If openly displayed, any characters in 20m that spend fate points recover them on an d10 8+. Characters with over 2
In appearance, a simple iron box that goes over the head. Reduces wearer's effective Psy Rating by 4, and takes -4
Must be prepared specifically for the bearer. Grants a reroll on Psychic Phenomena before disintegrating.
Can be used to research Daemons. See text for details.
A vox-caster that transmits prayers, loudly, on three channels. Each grants a bonus. May be paired with micro-bead
A fancy gauntlet used to torture and interrogate. May cause accidental death. See text for details.
A device used to visually locate psykers or warp-creatures in the area. See text for details.
Wildly disrupts plasma and plasma weapons within 10 meters of it. See text for details.
A device used to confirm if DNA matches a sample. May be used with a +20 Tech-Use test. Certain factors may com
A bounty, offered by Lord Goreman himself.
May be used to devastate and disable doors and locks. Requires a Tech-Use test to activate successfully. See text
Manacles with a powerful magnet attached to the end of them. Far better built than their non-magnetic counterparts
Grants the wearer the Quick Draw talent for any equipment fitted to the harness. If they already have Quick Draw, th
Vastly increases the strength of nearby magnets.
A space strait jacket, with additional features such as deafness and blindness.
A set of climbing gear specially designed to allow the wearer to climb along the outside walls of a hive city.
A tiny, simple recorder that can either store or transmit what it hears.
A 3-meter diameter dome of privacy, blocking light and sound from escaping, granting those within complete privacy
A small insect capable of vomiting a powerful acid that can eat through nearly any non-biological substance. Does n
Represents a Throne Agent's authority by the Holy Ordos
Worn like a backpack, can carry 25kg. Also has an ammo store of one of the following: 300 las shots (150 for hellgu
Allows user to work with tech directly through his mind.
High-tech parachute. When using, roll a 1d10; on a 1, chute fails to deploy. Make a +10 Agility test to hit the backup
Complex sensor array that requires a neural link. When activated, make a +10 WP test or take 1d5 Fatigue. Power
Vindicare face mask
Vindicare suit.
Helps with sorcery and daemonic summoning.
Allows curses and sorceries to be cast onto the victim from afar.
+10 to Forbidden Lore (Daemonology or Warp). Inflicts 1 Corruption point when used.
As Lesser version, but also contains knowledge about cults and Arcana.
Gives -50 to all tests to control servitors, servoskulls and the like; gives -10 to all tests for people with Mechanicus Im
Creates a holocopy of the wearer, giving enemies -30 to attack rolls and parry attempts; can be ignored with a (-30)
Very advanced auspex; makes you aware of all creatures in a 50m radius, but gives you -10 WS and BS; other uses
+50 to Concealment when hiding underneath. Cannot be repaired.
Deactivates a ship's Geller field about an hour after it enters the warp. Hard to detect.
+10 to Navigation, Pilot, Scholastic Lore (Astromancy), or Trade (Astrographer) where info is directly relevant
A protective case for weapons and ammo. Holds up to 2 Basic weapons or 4 Pistols, plus up to 4 Basic weapon clip
+20 Awareness when in use. Can make a Tech-Use test to detect imperceptible things (gasses, biosigns radiation,
+10 to Trade (Remembrancer) tests.
A vast number crunching machine. +10 to all Commerce Skill tests when it is used.
+10 to Tech-Use tests.
A data storage and recording device. General term for anything from recorders to full fledged PDAs.
An explosive charge. Does 3d10X+(2*kg). Blast radius is kg*5. Setting and defusing requires a Demolitions test (see
+20 to Medicae or Perception tests to determine an ailment. Success indicates proper treatment.
Illuminates an area of a dozen or more meters, lasts 1d5 hours before needing recharge.
Fires grappling hook with 100m wire line attached. Can be used as a one-shot crossbow in a pinch.
Slows falls, can hover for one minute, hour of use uses all the power
+10 to Logic skill tests when used. May also reduce the time taken for research or investigations, provided that the i
A personal flight and anti-grav system. Requires Pilot (Personal). See text for details.
A symbol of authority.
Allows user to walk normally in zero-g on a suitable surface, but reduces Agility bonus (and by effect, movement) by
Binoculars that may also have multiple other functions.
Handcuffs.
+10 to Charm tests involving religious oratory or inspiration and an Imperial audience
A short-ranged communication device. Useful up to 1km, but may be vastly reduced by various conditions, such as
+30 to Security tests when opening locks.
+10 to Survival and Navigation (Surface) tests.
Contains safe warp routes, varying from common charts to rare and lost routes. Good-Craftsmanship primas give +1
A video recorder. May have holographic capabilities as well. Usually capable of playback, and often built into servito
+10 to Invocation tests for psykers.
Useful for counting large quantities of currency or other papers. Any attempts to cheat it suffer a -30. Requires cons
A proximity alarm. To activate, the GM rolls a secret Tech-Use test for the player. It has a Perception of 75 to detect
Contains extensive emergency items, useful in a void ship. See text for details.
Nullifies sound in a small area. A character using one gains a +30 to Silent Move tests. Lasts about 20 minutes befo
Imposes a -20 to tests to detect user introducing poison into food or drink
A radio device. Can be used to send signals as far as an orbiting ship. Using one requires a +10 Tech-Use test.
10-meter-tall beacon that calls local Ministorum vessels to come and bring the planet into the fold. Common version
Complicated chest that uses a combination of the owner's blood with the right dosages of drugs to unlock. If the lock
Spray on explosives. Does 1d5+3X per kilogram used and a blast radius of 2 meters per kg.
Conceals gun. Common and Good impose -20 to tests to discover, while Best also allows the weapon to be drawn a
Inflicts 1d5X per kg, with 5 meters blast per kg. Best does 1d5+1.
+20 to use Disguise; Best grants +30 instead.
Tent for 3 people. Stiffens when exposed to water. Good and Best can hold 4 and 6 people, respectively.
Spontaneously ignites on contact with oxygen. Explodes for 1d10E per kg, blast radius of 2m per kg. Those caught
Makes any clothing act as guard flak for 3d10 rounds.
2 person tent, erected with a small electrical charge. Good and Best hold 3 and 4, respectively.
Grants Hover (6), and +20 on Agility tests. Requires Pilot (Personal) to use. All are good craftsmanship or better.
Grant Flyer (12), but requires Pilot (Personal) and must launch from 15 meters or higher. Best grants +10 to use.
Area of effect version of grav-plating. Turn an area into a certain value of gravity, usually Holy Terra standard.
A mobile pre-fabricated base.
Servo-Skull that translates. Counts as having all Speak Language skills as Basic Skills. Best quality can decipher Se
Counts as a regular auspex except it can scan up to 5km and through 1m thick walls. Good craftsmanship has 10km
Grey-green paste that eats up to 5cm of 1 square meter of adamantium in a single round, deals 2d10+10E damage
Creates a field that does 2d10+6E with Shocking to anyone who passes through it. Must have other pylons. Good a
+10 to first-aid Medicae. Best grants +20.
Weapon coated with this gains Toxic for 1d5 rounds. In addition, if target fails Toughness test, suffers 1d10 Agility d
Fancy hoverboard. Grants Flyer (15), requires Pilot (Personal)
Common fuel. Explosion does 1d10E per kg, with 4m blast per kg. Anyone caught in the blast must make an Agility
Glows when psychic powers are used or someone is being targeted by psychic powers within 5 meters.
Like an electoo, but just under the skin. Can be a chrono, lamplight, etc. Anything non-mechanical.
Will preserve one humanoid sized item as long as power is maintained.
+10 to Survival tests. Good and Best craftsmanship provide +20 instead.
High-Tech tourniquet. +10 to Medicae to stop blood loss. Good and Best grant +20 instead.
Strait Jacket. Can be used with thrown weapon but gives inaccurate and snare. -10 on all tests to escape.
Bathes area in human visible spectrum in complete blackness. -40 to all visual Perception tests in area.
-20 to all WS and BS tests made to attack the wearer.
Warns of Gellar Field Failure 1d10 rounds prior to it happening. May also warn of a Daemon in 10 meters, though th
Filters a liquid into its purest form.
Speeds up time around itself. When used, user may take two Full Actions per round (including two attacks). During
-20 to all WS and BS tests made to attack the wearer. If stationary, +30 to Concealment and an additional -20 to all
Contract in alien script signifying owner as a trusted trading partner of the Stryxis. +20 to all Interaction tests with St
Heavily proscribed by Navigator's Guilds. They will seek and sabotage any found, along with the owners and ships.
Allows user to move up to 4d10 meters. If 3 dice come up with the same number the user does not re-appear for 1d
Goggles that allow the wearer to see souls. Can perceive living beings and warp entities through solid objects and o
A cage of various manufacture. Quality varies the design, from cheaply made bars to shock or stasis fields. Must be
A cage of various manufacture. Quality varies the design, from cheaply made bars to shock or stasis fields. Must be
A cage of various manufacture. Quality varies the design, from cheaply made bars to shock or stasis fields. Must be
A cage of various manufacture. Quality varies the design, from cheaply made bars to shock or stasis fields. Must be
A gravity platform that may be fitted with a weapon of some kind. May move up to 6m as a Half Action using the con
Used by Navigators to skip locating the Astronomicon. May be used with an appropriate F. Lore (Warp) test, though
Hides its true contents behind a holo-blind and force barrier, giving the illusion of a different treasure.
Any character may use such a device to make warp jumps as if they were a navigator, treating the skills as Untraine
A false signal, designed to lure unsuspecting travelers. This variety only works in real space.
A false signal, designed to lure unsuspecting travelers. This variety projects a psychic signal visible to Navigators an
Allows wearer to emit a piercing scream that slows and damages foe in close combat.
Makes it more difficult to attack and spot the wearer.
Allows unlimited jumps or 5 rounds of Flyer(12).
Personal short range teleporter that can be pushed for longer range or terrible doom.
Obedience devices for Stryxis slaves.
Obedience devices for Stryxis slaves.
Gives -30 to all Scrutiny or Augur tests trying to detect the wearer.
Only usable by Dark Eldar. When killing a foe with Fate points, test Willpower to gain Unnatural Strength (2) or impr
User gains Flyer (15) and +2 AP to all locations. Must make Pilot (Personal) tests instead of Acrobatics and Dodge.
Built into the Culexus Assassin's Animus Speculum helmet. A Tech-Use test (+20) gives the wearer +15 on Search
Enemy psykers nearby must add +10 to any rolls on the Psychic Phenomena or Perils of the Warp tables.
Once per round, the user may adjust his roll on the Psychic Phenomena or Perils of the Warp table by a number up
Once per combat, the wearer may use one of his Psychic Techniques as a Free Action.
Psykers halve their Psy Rating when affecting the wearer. Damage caused by Psy powers or weapons with the Forc
Cuts through most materials at 1m per second. Users with a Strength Bonus less than 5 take 1 Fatigue per minute.
A Tech-Use test (-40) provides useful information on a planet - maps, local species, history, et cetera. Users with Fo
Stays lit for months, +5 to Command and Intimidate tests, can be used as a weapon (Pistol; 6m; S/-/-; 1d10+6 E; Pe
30cm rod that can expand to 4m and support 150kg. Each Craftsmanship step adds +1m and +25kg.
Alters gravity in a 1x1x10 metre area to anywhere between 0.1*g and 10*g. Can be remotely activated.
Supports up to 250kg on water, imposes -10 to Silent Move and Shadowing on land. Trying to Charge or Run requir
A WS test wraps the end around an object within 5m. Usable as an Exotic weapon (Melee; 5m; 1d10+2 R; Pen 0; F
+5 to Awareness and Search, +10 to Chem-Use and Trade (Chymist). Includes auspex, chrono, glow-lamp, and com
+20 to Contortionist, +5 to Dodge, halves time for Squeeze Through tests. -1d5 to Strength and Toughness.
Protects from atmosphere, temperature, and radiation. Provides 15 AP cover, which can be temporarily doubled wit
Owner gains +10 to opposed WP tests against psychic powers and daemonic influence. Success may grant knowle
Rolls for Misfortune are reduced by 5.
Owner can take 2 Full Actions and a +10 Fellowship test to grant nearby allies +20 versus fear and pinning. If the re
Tech-Use tests for Security Systems gain a +20 bonus and are accelerated by 1 minute per Degree of Success (min
+10 to Command tests. Owner can make a Scholastic Lore (Military Tactics) test at -10 to let allies Delay as a Free
Reroll a failed surgical Medicae test or Interrogation test once per session.
+20 to Common Lore (Koronus Expanse), Forbidden Lore (Xenos), and Scholastic Lore (Legend). If caught with the
Ciphers, Literacy, Scholastic Lore (Cryptology), Secret Tongue, Speak Language, and Trade (Cryptographer) count
+10 to Commerce. May spend a Fate point to automatically pass a Scrutiny test on a financial negotiation with 1d5 D
Nearby characters with Pure Faith reduce Fear rating of daemons and psykers to 1. Negates Incorporeal and Phase
Once per session, a psyker can make a Trade (Soothsayer) test to grant one character a temporary Fate point.
+20 to Interrogation, +30 to Intimidate, and imposes -20 on Deceive tests by the victim.
+20 to Demolition tests to Place Explosives. May spend a Fate point to cancel an accidental detonation.
Wearer gains Fear (1) for 1d5 rounds. May cause temporary deafness.
+30 to Forbidden Lore (Daemonology, Heresy, Psykers, and The Warp). User gains 1 Corruption point if he fails the
+10 to Barter and Charm with Imperial Creed followers.
+30 to Scholastic Lore (Legend, Numerology, Occult) and Trade (Soothsayer). User gains 1 Insanity point if he fails
+20 to Security tests, imposes a -20 penalty to hear the attempt.
+20 to Wrangling. If the test is failed by at least 4 Degrees of Failure, creature becomes Frenzied and attacks (Wran
+20 to Common Lore (Ecclesiarchy, Imperial Creed) and Scholastic Lore (Imperial Creed).
Anyone firing a plasma weapon within 30m takes -30 to BS. If he fails with more Degrees of Failure than his BS bon
+10 to Common Lore (Koronus Expanse) and Evaluate.
Very hard to break into. Tech-Use (-60) to disable the shield, then Security (-30) to open the lock.
When wielded, allies within 30m automatically confirm Righteous Fury. May test Command (-10) once per combat to
+20 to Scholastic Lore (Heraldry, Imperial Creed, Judgement, Legend, Philosophy, and Tactica Imperialis). May spe
If the wearer spends a Fate point and prays for protection, he is protected by a Best Craftsmanship Force Field (rati
Owners with Pure Faith gain a bonus temporary Fate point.
+10 to Medicae and an additional +20 to diagnose and treat diseases.
+30 to Navigation (Warp) tests.
Gain the Dark Sight trait and immunity to photon flash grenades.
Allows the user to passively (or directly) command drones within 50m.
Wielder may make a Tech-Use test to slow or knock down nearby enemies.
Wielder may make a +20 BS test as a Full Action to grant everyone the effects of a Full Action Aim against the targe
A radio device. Can be used to send signals as far as 10km. Imposes a -30 penalty on attempts to jam or crack the
The user can take Reactions without disrupting his Aim.
+20 Awareness when in use. Can make a Tech-Use test to detect imperceptible things (gasses, biosigns radiation,
+10 to Trade (any) tests.
+30 to Climb tests to descend. You cannot fall due to failure when using one. Holds 150kg, or 200kg if Good Craftsm
+10 to Tech-Use tests.
A tool to intercept transmissions. If the Tech-Use test is failed by more than [Int bonus] degrees, all targets become
A data storage and recording device. General term for anything from recorders to full fledged PDAs.
Contains demolition charges, det-cord, and detonators. Individual components can be replaced without Requisition
+20 to Medicae or Perception tests to determine an ailment. Success indicates proper treatment.
Allows for the creation of disguises. Individual components can be replaced without Requisition if supplies are availa
+20 to Interrogation tests.
+30 to Medicae tests to stop Blood Loss.
Illuminates an area of a dozen or more meters, lasts 1d5 hours before needing recharge.
Fires grappling hook with 100m wire line attached. The line can be retracted by powered winch at about 5m/round. A
High-tech parachute. See text for details.
+20 BS to an ally's next Indirect attack.
Holds a single dose of a drug, which may be administered as a Half Action.
Can cut or weld 10cm a turn, altering time for thickness. May be used as a weapon against stationary targets [Heav
A megaphone.
Allows user to walk normally in zero-g on a suitable surface, but reduces Agility bonus (and by effect, movement) by
Binoculars that may also have multiple other functions.
Handcuffs. Bound characters take a -40 penalty to WS/BS tests.
+10 to Medicae.
+20 to Medicae, and allows untrained use.
A short-ranged communication device. Useful up to 1km, but may be vastly reduced by various conditions, such as
Can function as an auspex, glow-globe, laud hailer, medi-kit, or combi-tool. See description for details.
+20 to Survival and Navigation (Surface) tests.
+30 to Security tests when opening locks.
Nullifies psychic powers and protects the wielder at the same time. May be used as a melee weapon. See text for d
A video recorder. May have holographic capabilities as well. Usually capable of playback, and often built into servito
+10 to Focus Power tests for psykers.
A chess set. May grant Fellowship test bonuses after a game.
A proximity alarm. To activate, the GM rolls a secret Tech-Use test for the player. It has a Perception of 75 to detect
A device that jams communication signals. Basic models are obvious; more advanced ones can work undetected.
Jams all frequencies within 30 meters. Very obvious.
Nullifies sound in a small area. A character using one gains a +30 to Stealth tests. Lasts about 20 minutes before re
A radio device. Can be used to send signals as far 100km (for Common models).
Contains papers, inks, and quills for writing.
Allows a xenos lock or cogitator to be manipulated like a regular human device. Requires a -20 Security (Int) test to
Fires a recording device into the air, granting visibility over several kilometers for up to 5 hours and adding a +20 bo
Holds a Size 7 or smaller creature in stasis. Lasts up to 5 hours unless connected to a power source.
Prevents psykers within 5m from Pushing powers, reduces Phenomena rolls by -20 (min. 1), slows daemons. Each
Can be burned as a Free Action when making a Focus Power test to allow one reroll on the Psychic Phenomena tab
Attempts to paralyze the victim for 3 rounds. Must be attached via Grapple.
Illuminates psykers and daemons, but
when targeted
lls wearer, deals 1d10X Blast (3), removal without the trigger is -20 Tech-Use, 3 Degrees of Failure causes detonation.
simple glasses
o anyone nearby. Removal without the trigger requres a -20 Tech-Use test; 2 Degrees of Failure causes detonation.
ours of use.
es, biosigns radiation, etc). Range is 50m, walls 50cm thick and some materials can block it.
rception of 75 to detect sounds or motion. If it detects any motion, it emits a loud sound that can be heard up to 1km away in go
about 20 minutes before requiring one hour recharge.
+10 Tech-Use test.
est, success halves movement, fail quarters. Remains until medical treatment
e leg. A second Agility test must be made if the first failed, failure means caught on fire.
Best Craftsmanship).
e used by psykers.
Scholastic Lore (Legend), and Forbidden Lore (Cults, Daemonology, Warp, and/or Xenos).
y be acquired.
wer status (GM's discretion)
[Toughness bonus * 2] hours, make a Toughness test or suffer one level of Fatigue.
erstand sounds at a distance.
erize with a -10 Medicae test. If successful, the limb is removed and there are no other side effects. May, at GM's discretion, als
rom any height, and any number of short jumps (2x base move). Alternatively, may use at max thrust for up to a minute to gain
a Sororitas.
. Characters with over 20 Corruption do not benefit.
ating by 4, and takes -40 to Invocation tests. Wearer is considered Blind and Deaf.
isintegrating.
of a hive city.
as shots (150 for hellguns/pistols); 80 plasma and melta charges; 200 bolt or SP rounds; or 60 shots of flame
ty test to hit the backup. User falls 100m during this time. Minimum altitude of 50m required for effective use.
ke 1d5 Fatigue. Power lasts 1d10 hours, user gains +30 to Awareness, Unnatural Senses (50m), and can track targets through
directly relevant
to 4 Basic weapon clips or 8 Pistol clips.
es, biosigns radiation, etc). Range is 50m, walls 50cm thick and some materials can block it.
manship primas give +10 to Navigation (Stellar) and Navigation (Warp) tests. Best-Craftsmanship primas increase this bonus to
d often built into servitors and servo-skulls.
respectively.
per kg. Those caught in blast must make Agility test or catch fire. No changes in quality.
tsmanship or better.
st grants +10 to use.
y Terra standard.
ts to escape.
sts in area.
in 10 meters, though this is up to the GM
g two attacks). During the subsequent round, he may take no actions and suffers 1 level of Fatigue. This does not stack with an
an additional -20 to all incoming ranged attacks.
nteraction tests with Stryxis. Though technically for one specific human, the Stryxis do not care of the name, only that the contr
the owners and ships. Allows 5-10 day warp jumps without the aid of a navigator. Requires an Ordinary (+10) Navigation(Warp
es not re-appear for 1d5 rounds and gains 1 Corruption point. If all 4 dice are the same, user suffers 1d5 insanity as well.
ugh solid objects and other cover without difficulty, though you might not like what you see. See text for details.
or stasis fields. Must be of an appropriate size or larger for the creature you intend to capture.
or stasis fields. Must be of an appropriate size or larger for the creature you intend to capture.
or stasis fields. Must be of an appropriate size or larger for the creature you intend to capture.
or stasis fields. Must be of an appropriate size or larger for the creature you intend to capture.
alf Action using the control panel. Is an Average sized target with 15AP, though any damage immobilises it.
ore (Warp) test, though they make it more difficult to perceive dangers along the route.
ng the skills as Untrained Basic skills. May result in insanity from glimpses of the Warp.
r weapons with the Force quality does not ignore the wearer's Daemonic Toughness.
e 1 Fatigue per minute. Usable as a melee weapon (see Weapons tab).
et cetera. Users with Forbidden Lore (Archeotech) take the test at -10 instead.
6m; S/-/-; 1d10+6 E; Pen 2; Flame; Clip 1; Rld 2Full).
activated.
o Charge or Run requires an Agility test. Some versions come with heat/cold/chemical resistance.
m; 1d10+2 R; Pen 0; Flexible, Snare).
no, glow-lamp, and compass. Can fire collected samples (see text).
nd Toughness.
emporarily doubled with Tech-Use. Self-assembles in 30 minutes, minus [5 + 5 per Degree of Success] with assistance and a T
cess may grant knowledge of the attacker.
ar and pinning. If the reader is interrupted, the bonus becomes a -20 penalty.
Degree of Success (minimum 10 seconds).
allies Delay as a Free Action.
end). If caught with the book, gain Enemy (Inquisition).
(Cryptographer) count as Basic Skills. Owner can substitute Tech-Use for any of the above, but it takes twice as long.
al negotiation with 1d5 Degrees of Success.
Incorporeal and Phase traits. Burns for 1d10+20 minutes.
mporary Fate point.
detonation.
ption point if he fails the test by more Degrees of Failure than his WP Bonus.
Insanity point if he fails the test by more Degrees of Failure than his WP Bonus.
-10) once per combat to let allies move or charge as a Free Action.
ca Imperialis). May spend a Fate point to automatically pass a minor repair test with 1d5 Degrees of Success.
anship Force Field (rating 65) for 1d10+5 rounds.
acter may spend a Full Action to make a Tech-Use test. Success increases bonus to +10 until end of next round. Doesn't stack
s of ranged or melee combat, gaining effect for both BS and WS.
to target's Dodge tests.
es, biosigns radiation, etc). Range is 50m, walls 50cm thick and some materials can block it.
nd 3d projectors.
2 to anything within 2 meters of it. Anything that survives must make an Agility test or be set on fire.
rception of 75 to detect sounds or motion. If it detects any motion, it emits a loud sound that can be heard up to 1km away in go
about 20 minutes before requiring one hour recharge.
hin but strong 100m wire. May climb manually, or using an inbuilt motor. May be used as a weapon with 1d10+2R Pen 2.
om any height.
ro-magnification, and color filters. Also has a laser range-finder, which grants +20 to allied artillery BS tests.
ment tests.
ated defense system. If a roll is still required, it grants +30. Medicae tests receive a +10 due to inbuilt life support monitoring.
air malfunctioning equipment.
er. See text for details.
utes. They come in red, white, green, gold, and blue.
d Intimidate tests. May be used as a weapon that deals 1d5+5R with Tearing and Toxic.
tests, and +1 to effective rank for BT Solo Ability.
nd and Fellowship in dealings with Blood Angels.
user can reroll failed Medicae tests, +1 wound healed with First Aid.
duce obscurity penalties.
an make Common Lore (Tech) and Forbidden Lore (Archaeotech) tests with an Int of 50.
ings without a Tech-Use test.
m links. Grants team-based bonuses to Magnitude damage.
Tactics (Any) for 1 mission. If referenced specifically, add an extra +10 (and +1 Degree of Success).
s Strength and damage based on the number of attacks deflected. Offensive Heroic Legacy users can attack with it.
orce fields). Daemons and similar may take extra damage.
e attack per session.
acy. Can use Maneuvers with non-Legacy members.
egacy users add +20 on WP tests to ignore Cohesion loss from fear.
rception of 75 to detect sounds or motion. If it detects any motion, it emits a loud sound that can be heard up to 1km away in go
can work undetected.
2 to anything within 2m of it. Anything that survives must make an Agility test or be set on fire.
of Psy powers.
ealth test for this round.
but also more dangerous.
a few minutes.
es, biosigns radiation, etc). Range is 50m, walls 50cm thick and some materials can block it. Good quality adds +30, Poor qual
ees, all targets become aware that someone is trying to intercept the signal.
tationary targets [Heavy, 2m, 2d10+10E, Pen 12, Clip 5, Rld 2Full].
by effect, movement) by 2.
rception of 75 to detect sounds or motion. If it detects any motion, it emits a loud sound that can be heard up to 1km away in go
can work undetected.
slows daemons. Each rod adds +5 to Daemonic Mastery tests when performing an exorcism.
Psychic Phenomena table.
causes detonation.
auses detonation.
of Success.
Cybernetics
Many cybernetics have different effects at different Craftsmanship levels; see text for details. Additionally, cybernetic
location. This is added after Unnatural Toughness, and is only counted once per location.
Maximum Mechadendrites = user's Toughess bonus.
Dark Heresy
Bionic Arm 1,000 Scarce DH 153 A replacement arm, which more or le
Bionic Locomotion 1,500 Scarce DH 154 Replaces a leg/both legs/hips/etc. an
Bionic Respiratory System 800 Rare DH 154 +20 to Toughness tests made to resis
Augur Array 1,000 Rare DH 154 Acts as standard auspex, the use of w
Ballistic Mechadendrite 600 Tech-Priest only DH 154 Counts as a laspistol with Compact u
Cortex Implants 5,000 Very Rare DH 155 Restores paralyzed and brain damag
Cybernetic Senses 2,250 Rare DH 155 Duplicates normal senses. Varies by
Manipulator Mechadendrite 500 Tech-Priest only DH 155 +20 to Strength tests. Equipped with
Medicae Mechadendrite 500 Tech-Priest only DH 156 +10 to Medicae and Interrogation, ca
Mind Impulse Unit (MIU) 1,750 Rare DH 156 Used to interface with compatible dev
Optical Mechadendrite 400 Tech-Priest only DH 156 +10 to all Perception tests. Can be us
Utility Mechadendrite 500 Tech-Priest only DH 156 +10 to Tech-Use tests. Can blast smo
Chem Implants * * IHB 138 Prices do not include cost of drugs.
Chem Glands 5,000 Very Rare IHB 138 Choose up to three chemicals when i
Injector Rig 750 Scarce IHB 138 Holds up to 10 doses of 4 chems, Ha
Concealed Weapon Bionic * * IHB 138 Conceal pistol or short single-handed
Poor 150 Scarce IHB 138 Gains Unreliable, can't be disarmed,
Common 300 Scarce IHB 138 As poor, but not Unreliable.
Good 750 Rare IHB 138 Weapon is Best Craftsmanship.
Hermetic Infusion * Tech-Priest only IHB 138 Requires the Autosanguine talent, rep
Common 3,000 Tech-Priest only IHB 138 +10 to resist toxins, disease, and rad
Good 17,000 Tech-Priest only IHB 138 As Common, but +20 and grants the
Mining Helot Augmetics 2,000 Scarce IHB 139 Extra limb with breacher, +10 Strengt
The Rite of Setesh 100,000 Very Rare IHB 140 Gain Machine (4) trait, without mind s
Vehicle Interface Circuits 2,000 Rare IHB 140 +10 to pilot vehicles with interface, Pe
Malygrisian Bioforging 20,000 Very Rare RHB 192 Extensive mutational bioforging. See
Nephium 200 Scarce RHB 192 A month's worth of Nephium, required
Transgenic Grafting 20,000 Very Rare RHB 203 Surgery to attach Xeno organs to a h
Translator Implant * * RHB 206 An implant for translating various tong
Constructor Interface 1,000 Rare BOJ 77 Used to control grapplehawks and cy
Karrikian Lock-Arm 1,200 Rare BOJ 77 A powerfully augmented arm meant t
Landrian Revealer 950 Very Rare BOJ 77 An augment for the user's eyes that a
Malfian Demaguise 1,100 Very Rare BOJ 78 An augment that allows the user to ch
Plasma Cutter Mechadendrite Tech-Priest only ASC 148 Can cut through a meter of 20cm thic
Servo-Arm Tech-Priest only ASC 148 Has Strength of 65 with Unnatural Str
Jump Pack (Alatus) 3,000 Tech-Priest only TLW 65 Doubles user's movement value or gi
Enhanced Potentia Coil 6,000 Tech-Priest only TLW 66 Multiple uses. See description for det
Lathes Mechadendrite Stabilisers 300 Tech-Priest only TLW 66 User gains Sturdy and counts as Bra
Servo-Harness (Perinetus) 1,500 Tech-Priest only TLW 66 Has several inbuilt tools and weapon
Servo Claw 600 Tech-Priest only TLW 67 Combat mechadendrite with 1d10+10
Psybernetics - - TLW 70 Heavily forbidden; user gains Insanity
Cranial Armour 600 Rare TLD 10 +1 AP to the head (stacks with armor
Synthmuscle Graft 2,000 Very Rare TLD 11 Adds +1 to Strength bonus. Good qu
Rogue Trader
Bionic Arm/Leg Scarce RT 148 A replacement limb, which more or le
Bionic Locomotion Scarce RT 148 Replaces a leg/both legs/hips/etc. an
Bionic Respiratory System Rare RT 148 +20 to Toughness tests made to resis
Augur Array Rare RT 148 Acts as standard auspex, the use of w
Augmented Senses Rare RT 148 Grants the Heightened Senses talent
Baleful Eye Near Unique RT 148 Counts as a hellpistol (Range 10m, C
Ballistic Mechadendrite Very Rare RT 148 Counts as a laspistol with Compact u
Bionic Heart Rare RT 149 +1 AP to the body (stacks with armor
Calculus Logi Upgrade Very Rare RT 149 +10 to Literacy, Logic, or Scholastic L
Cortex Implants Very Rare RT 149 Restores paralyzed and brain damag
Cranial Armor Scarce RT 149 +1 AP to the head (stacks with armor
Cybernetic Senses Rare RT 149 Duplicates normal senses. Varies by
Locator Matrix Rare RT 150 Automatically know magnetic north, p
Manipulator Mechadendrite Very Rare RT 150 +20 to Strength tests. Equipped with
Medicae Mechadendrite Very Rare RT 150 +10 to Medicae and Interrogation, ca
Memorance Implant Rare RT 150 +10 to Trade (Remembrancer) tests,
Mind Impulse Unit (MIU) Rare RT 150 Used to interface with compatible dev
MIU Weapon Interface Rare RT 151 Can mentally operate a single weapo
Optical Mechadendrite Very Rare RT 151 +10 to all Perception tests. Can be us
Respiratory Filter Implant Rare RT 151 Allows the user to ignore toxic gases
Scribe-tines Scarce RT 151 +10 to Investigation skill tests.
Subskin Armor Very Rare RT 151 +2 AP to body, arms, and legs (stack
Synthetic Muscle Grafts Rare RT 151 Adds +1 to Strength bonus. Good qu
Utility Mechadendrite Very Rare RT 151 +10 to Tech-Use tests. Can blast smo
Voidskin Scarce RT 152 Can resist damage due to void for 1d
Volitor Implant Rare RT 152 May hide certain info in artificial mem
Vox Implant Scarce RT 152 Built in microbead, often hardwired to
Blackbone Bracing Very Rare ITS 141 Grants the Bulging Biceps and Iron J
Gastral Bionics Scarce ITS 141 Ignores effects of poisoned food. Bes
Internal Blade Very Rare ITS 141 Hidden blade. Good quality has Toxic
Internal Power Cell Very Rare ITS 141 Generates power. Can charge a Basi
Pain Ward Rare ITS 141 Allows user to ignore involuntary actio
Vitae Supplement Rare ITS 141 Acts as emergency life support. Gran
Aetheric Wave-spars Very Rare HAC 68 When a character with this implant Pu
Interkeratic Implants Scarce HAC 69 An implant that goes directly on to the
Servo-limb Scarce HAC 68 A bionic arm with a heavy tool of som
Thief's Light Scarce HAC 68 This is a skinplant light, often in the h
Twitch-mask Very Rare HAC 69 A relatively safe but rare implant desi
Weapon Bracing Rare HAC 68 Can be used to brace a weapon bette
Excruciator Implant Unique* TKB 97 Obedience devices for Stryxis slaves
Deathwatch
Black Crusade
Only War
Dark Heresy 2E
Augur Array Rare DH2 181 Acts as standard auspex, the use of w
Autosanguine Very Rare* DH2 181 Always considered Lightly Wounded,
Baleful Eye Near Unique DH2 182 Counts as a Hot-shot Laspistol (Rang
Bionic Arm Scarce DH2 180 A replacement arm, which more or le
Bionic Legs Scarce DH2 181 Replaces a leg/both legs/hips/etc. an
Bionic Respiratory System Rare DH2 181 +20 to Toughness tests made to resis
Bionic Heart Very Rare DH2 181 +1 AP to the body (stacks with armor
Bionic Senses Rare DH2 181 Duplicates normal senses. Varies by
Calculus Logi Upgrade Very Rare DH2 182 +10 to Linguistics, Logic, and Scholas
Cerebral Implants Very Rare DH2 182 Used to restore brain damaged indivi
Cranial Armour Scarce DH2 182 +1 AP to the head (stacks with armor
Ferric Lure Implants Very Rare* DH2 182 Requires Mechanicus Implants. Allow
Interface Port Rare DH2 182 +10 to Common Lore, Inquiry, or Tec
Internal Reservoir Rare* DH2 182 No longer take Fatigue from using Lu
Locator Matrix Rare DH2 183 Automatically know magnetic north, p
Luminen Capacitor Very Rare* DH2 183 Allows the user to charge various dev
Maglev Coils Very Rare* DH2 183 Allows the user to float. See text for d
Mechadendrite (Ballistic) Very Rare* DH2 183 Counts as a Laspistol with unlimited a
Mechadendrite (Manipulator) Very Rare* DH2 183 +20 to Strength tests. Equipped with
Mechadendrite (Medicae) Very Rare* DH2 183 +10 to Medicae and Interrogation, ca
Mechadendrite (Optical) Very Rare* DH2 183 +10 to all visual Perception tests. Can
Mechadendrite (Utility) Very Rare* DH2 184 +10 to Tech-Use tests. Can blast smo
Memorance Implant Rare DH2 184 +10 to Trade (Loremancer) tests, or o
Mind Impulse Unit (MIU) Rare DH2 184 Used to interface with compatible dev
MIU Weapon Interface Rare DH2 184 Can mentally operate a single weapo
Respiratory Filter Implant Rare DH2 185 Adds a +20 bonus on tests to resist to
Scribe-tines Rare DH2 185 +10 to all Lore skill tests.
Subskin Armour Very Rare DH2 185 +2 AP to body, arms, and legs (stack
Synthmuscle Rare DH2 185 Grants Unnatural Strength (1). Best q
Vocal Implant Scarce DH2 185 Amplifies the user's voice so it can be
Volitor Implant Rare DH2 185 May hide certain info in artificial mem
. Additionally, cybernetics increase the user's Toughness Bonus by +2 for that
nt arm, which more or less duplicates the function of the original. Varies by craftsmanship.
g/both legs/hips/etc. and more or less duplicates the function of the original. Varies by craftsmanship.
ness tests made to resist airborne toxins and gas weapons. Varies by craftsmanship.
ard auspex, the use of which requires a Half Action to concentrate.
aspistol with Compact upgrade. May fire as a reaction, treating it as the off-hand weapon sans the off-hand penalty. Requires M
alyzed and brain damaged people to functional standards. Reduces WS, BS, Ag, Int, and Fel by 1d10 each. Also gain 1d10 Ins
rmal senses. Varies by craftsmanship.
th tests. Equipped with grippers that may be used as a Primitive Weapon for 1d5+2I Damage. Requires Mechadendrite Use (M
ae and Interrogation, can act as injector, half action to stop blood loss, eases amputation, chain-scalpel does 1d5R. Requires M
ace with compatible devices. +10 Tech-Use, Pilot, or Drive tests when linked. Varies by craftsmanship.
ception tests. Can be used to see the microscopic to telescopic, see normally in darkness, +20 to vision based tests at night. M
Use tests. Can blast smoke every 15 minutes to penalize WS tests. Includes a knife with Defensive and the Mono upgrade. Req
include cost of drugs.
three chemicals when implanted, Toughness test and Half Action to excrete chem, failure adds Fatigue, 4 degrees means 1d1
0 doses of 4 chems, Half Action to inject and instantly takes effect, manual or remote trigger, critical hit poisons user, 2d10 dam
l or short single-handed melee, if overheats or catastrophic jam, arm disabled. Prices do not include cost of weapon and bionic
ble, can't be disarmed, requires detailed inspection or auspex scan to locate.
not Unreliable.
est Craftsmanship.
Autosanguine talent, replaces human blood, can't treat blood loss or severe injuries with transfusion or regular Medicae treatme
oxins, disease, and radioactive substances, gain Die Hard talent.
but +20 and grants the Regeneration trait.
h breacher, +10 Strength and Toughness, -10 Agility, 1d10 insanity.
e (4) trait, without mind side effects, gain regeneration, halves WS, BS, and AG, 2d10 insanity, +5 to critical effects.
ehicles with interface, Perception test to determine state of vehicle.
tational bioforging. See text for details.
rth of Nephium, required to maintain condition after bioforging.
ach Xeno organs to a human. See text for details.
r translating various tongues. Standard Gothic translators cost 500 and are Rare. For proscribed tongues, 1000-3000 thrones a
ol grapplehawks and cybermastiffs.
augmented arm meant to restrain Ogryns, it makes the user a formidable grappler.
or the user's eyes that allows them to see scent.
hat allows the user to change their facial structure, painfully.
gh a meter of 20cm thick adamantine plating every minute; can function as a Ryza-Pattern Plasma Pistol without Maximal. May
of 65 with Unnatural Strength (x2). May anchor self as a Free Action, or attack (2d10+12I, Pen 2, -10 WS) as a Half Action or R
s movement value or gives Flyer (12) for up to one minute; gives Fear (1); add +10 to all Parry tests. Requires Pilot (Alatus Jum
. See description for details.
urdy and counts as Braced when remaining stationary; ignores movement modifiers in High, Low or Zero Gravity; gains bonus
nbuilt tools and weapons as well as manoeuvring thrusters to move around in low and zero G.
hadendrite with 1d10+10R, Pen 4 and Tearing. Can be used to grip and lift with Strength 50 and Unnatural Strength (x2).
den; user gains Insanity, Corruption, a Psy Rating and several Psy Powers.
head (stacks with armor). Poor quality reduces Fellowship by 1d10, while Good quality adds +2 AP instead of 1.
rength bonus. Good quality gives Unnatural Strength (x2) instead, but -10 on Agility tests.
nt limb, which more or less duplicates the function of the original. Varies by craftsmanship.
g/both legs/hips/etc. and more or less duplicates the function of the original. Varies by craftsmanship.
ness tests made to resist airborne toxins and gas weapons. Varies by craftsmanship.
ard auspex, the use of which requires a Half Action to concentrate.
eightened Senses talent for any one sense.
hellpistol (Range 10m, Clip -). Can be fired when hands are full.
aspistol with Compact upgrade. May fire as a Reaction off your turn or Half Action on, but only once per round. Requires Mecha
body (stacks with armor) and grants the Sprint talent.
cy, Logic, or Scholastic Lore tests.
alyzed and brain damaged people to functional standards. Reduces WS, BS, Ag, Int, and Fel by 1d10 each. Also gain 1d10 Ins
head (stacks with armor).
rmal senses. Varies by craftsmanship.
know magnetic north, present location, velocity, altitude, time of day and other information. However, it requires a map to be tr
th tests. Equipped with grippers that may be used as a Primitive Weapon for 1d5+2I Damage. Requires Mechadendrite Use (U
ae and Interrogation, can act as injector, half action to stop blood loss, eases amputation, chain-scalpel does 1d5R. Requires M
(Remembrancer) tests, or other tests in social situations where recorded info provides value. Also grants the Total Recall talen
ace with compatible devices. +10 Tech-Use, Pilot, or Drive tests when linked. Varies by craftsmanship.
operate a single weapon, usually attached to the shoulder, and fire the connected weapon as a Free Action (with the Attack su
ception tests. Can be used to see the microscopic to telescopic, see normally in darkness, +20 to vision based tests at night. M
er to ignore toxic gases or atmospheric contaminants.
gation skill tests.
y, arms, and legs (stacks with armor).
rength bonus. Good quality gives Unnatural Strength (x2) instead, but -10 on Agility tests.
Use tests. Can blast smoke every 15 minutes to penalize WS tests. Includes a knife with Defensive and the Mono upgrade. Req
mage due to void for 1d10+3 rounds past the normal duration.
ain info in artificial memory or prevent a certain task. Attempts to force info or task can knock out or kill user.
bead, often hardwired to particular vox frequencies.
ulging Biceps and Iron Jaw talents, and adds +2 Damage to unarmed attacks.
s of poisoned food. Best quality can eat anything organic with no ill effects, though taste is still an issue.
. Good quality has Toxic, Best quality gains +2 Damage / Pen and the Power Field quality.
wer. Can charge a Basic las weapon charge pack after one full day.
o ignore involuntary actions caused by pain such as fire, stun, and critical damage.
gency life support. Grants Autosanguine. At GM's discretion, may give 50% chance to not die of blood loss or normally fatal wo
acter with this implant Pushes a power, receive +1 to the total PR. Better or worse models decrease or increase the Phenomen
at goes directly on to the eye in one way or another. It grants the user Dark Sight and makes them immune to Photon Flash gre
with a heavy tool of some sort instead of a hand. Can be used to attack (usually 1d10+4I or R, Pen 2, Tearing, Unbalanced).
plant light, often in the hand. It runs off the body's heat and is quite reliable.
afe but rare implant designed to alter the user's facial features. +10 to Disguise tests for the basic model.
to brace a weapon better against your arm with magnets and clamps. After being clamped, may be fired one-handed without pe
evices for Stryxis slaves.
ard auspex, the use of which requires a Half Action to concentrate. Varies by craftsmanship.
dered Lightly Wounded, and remove two points of damage per day.
Hot-shot Laspistol (Range 10m, Clip -). Can be fired when hands are full.
nt arm, which more or less duplicates the function of the original. Varies by craftsmanship.
g/both legs/hips/etc. and more or less duplicates the function of the original. Varies by craftsmanship.
ness tests made to resist airborne toxins and gas weapons. Varies by craftsmanship.
body (stacks with armor) and grants the Sprint talent.
rmal senses. Varies by craftsmanship.
stics, Logic, and Scholastic Lore tests.
re brain damaged individuals. Varying effects based on craftsmanship.
head (stacks with armor).
chanicus Implants. Allows the summoning of light metallic objects; see text for details.
on Lore, Inquiry, or Tech-Use when connected to a relevant device.
e Fatigue from using Luminen Capacitors, but each use drains reservoir by 50%. Takes one day of rest to recharge.
know magnetic north, present location, velocity, altitude, time of day and other information. However, it requires a map to be tr
er to charge various devices or make attacks with Mechanicus Implants. See text for details.
er to float. See text for details.
Laspistol with unlimited ammo. May be fired as a reaction. Requires Mechadendrite Use (Weapon). Mechanicus only.
th tests. Equipped with grippers that may be used as a weapon for 1d10+2I Damage. Requires Mechadendrite Use (Utility). Me
ae and Interrogation, can act as injector, half action to stop blood loss, eases amputation, chain-scalpel does 1d5R. Requires M
ual Perception tests. Can be used to see the microscopic to telescopic, see normally in darkness, +20 to vision based tests at n
Use tests. Can blast smoke every 15 minutes to penalize WS tests. Includes a knife with Defensive. Requires Mechadendrite U
(Loremancer) tests, or other tests in social situations where recorded info provides value. Also grants the Total Recall talent.
ace with compatible devices. +10 Tech-Use, Pilot, or Drive tests when linked. Varies by craftsmanship.
operate a single weapon, usually attached to the shoulder, and fire the connected weapon as a Free Action (with the Attack su
onus on tests to resist toxic gases or atmospheric contaminants.
e skill tests.
y, arms, and legs (stacks with armor).
ural Strength (1). Best quality gives Unnatural Strength (4) instead, but -10 on Agility tests.
user's voice so it can be heard on the battlefield.
ain info in artificial memory or prevent a certain task. Attempts to force info or task can knock out or kill user.
off-hand penalty. Requires Mechadendrite Use (Gun).
10 each. Also gain 1d10 Insanity points.
ision based tests at night. May be equipped with a light. Requires Mechadendrite Use (Optical).
and the Mono upgrade. Requires Mechadendrite Use (Utility).
o critical effects.
Pistol without Maximal. May operate for 20 minutes for cutting or fire 40 shots before refueling. Needs proper talent.
10 WS) as a Half Action or Reaction. Needs proper talent.
s. Requires Pilot (Alatus Jump Pack) and Mechanicus Implants.
od loss or normally fatal wounds. Common lasts 4 hours, Good and Best double and triple this, respectively.
e or increase the Phenomena roll, respectively.
mmune to Photon Flash grenades.
2, Tearing, Unbalanced).
fired one-handed without penalty and gains +20 to WS to resist being disarmed.
rest to recharge.
er, it requires a map to be truly effective.
Mechanicus only.
chadendrite Use (Utility). Mechanicus only.
alpel does 1d5R. Requires Mechadendrite Use (Utility). Mechanicus only.
20 to vision based tests at night. May be equipped with a light. Requires Mechadendrite Use (Utility). Mechanicus only.
Requires Mechadendrite Use (Utility).
nts the Total Recall talent.
Accommodations
Provisions
Transportation
Medicae Care
Feral and Feudal World Specific
Hive World Specific
Other
Feral and Feudal World Specific
Hive World Specific
IHB Material Costs Availability estimated.
Ecclesiarchal Services Clerics may carry out the task with a Common
Assets
Imperial Navy Assets
Imperial Guard Assets
Inquisitorial Assets
Adeptus Astartes
Availability Src Pg. Notes
ility estimated.
may carry out the task with a Common Lore (Imperial Creed) test and the material cost expenditure.
Name Cost Availability Src Pg.
It is advised that you read the full description of the source material of any interesting item for a better unde
Keyword Reference
Amphibious
Anti-Air (Rudimentary)
Anti-Air (Advanced)
Anti-Grav Engines
Aquatic
Attack Bike
Bladevanes
Bike
Bomber
Bred for War
Bullet Spray
Breaching Vehicle (X) {Y}
Ceramite Armor
Chariot of Ire
Combat Walker
Daemon Engine
Daemonic
Daemonic Possession
Daemonic Possession*
Damage Control
Decoy Launchers
Dirge Caster
Dreadnought
Drone Racks
Drones
Dreadclaw Assault
Drop Pod Assault
Enclosed
Environmentally Sealed
Escape Pod
Exposed
Extremely Volatile
Feral Machine Spirit
Flickerfield
Flyer
Flyer [DH2]
Gang Wheels
Ground Vehicle
Holofield
Immobile
Improved Command and Control
Improvised Weapons
Inferno Gun - Titanic Flame Weapon
Insanity
Integral Weapon
Jamming Beacon
Kustom Bitz
Legion
Life Support (Hephaestus)
Life Support (Venator)
Linked Pilot-Operated Weaponry
Living
Living Metal
Long Range Augur Array
Mastery of Gravity
More Dakka
Mount
Open-Topped
Orbital Deployment
Power Overload
Precarious Mount
Predator Auspex
Quantum Shielding
Ramshackle
Reinforced
Reinforced Armour
Reinforced Hull
Reliable
Rugged
Sentry
Sidecar (X)
Siege Shield
Skimmer
Skimmer [OW]
Spacecraft
Speed Booster
Super-Heavy
Super-Heavy Walker
Supremely Maneuverable
Targeter Array
Targeting Array
Terrain Master
Titanic Critical Hits
Tracked Vehicle
Unruly
Vector Thrust Engines
Void Shields
Walker [OW]
Wheeled Vehicle
he full description of the source material of any interesting item for a better understanding of what it is. This document
Vehicles
Spacecraft
Flyers
Skimmers
Ground Vehicles
Walkers
Mounts
Structure Size Front Side Rear Crew
Carrying Capacity Availability Special Rules
Name
Vehicle Upgrades
Ablative Armour
Anti-Grenade Mesh
Artificer Hull
Camo-Netting
‘Dozer Blade
Mine Sweeper
Superior Plating
Track Guards
Red Paint Job
Description
pgrades
+4 Armour (All), -5 to the vehicle's Tactical Speed/Cruising Speed, -10 Manoeuvrability. Any Critical Damage to
destroys the armour on that location, but causes no Critical Effects.
Whenever this vehicle is hit by a grenade, roll 1d10. 7+: the grenade scatters 1d5m away before exploding. 1: t
explosion. Anyone trying to set placed explosives (e.g. melta bombs) on the vehicle takes a -20 penalty on any
+10 to Jink tests, -20 to Repair tests, and all incoming Critical Damage is reduced by 4. The vehicle takes no da
Requires no test to install, and imposes a -30 penalty on attempts to see the vehicle (as long as it isn't moving
catches fire.
+4 Armour (Front). Additionally a ‘dozer blade allows the vehicle to treat terrain with heavy rubble and other det
no faster than its Tactical Speed each Turn.
Subtract 10 from damage inflicted on crew due to Weapons Systems/Turret Critical Damage.
Single-use. The commander/driver may use a Reaction to damage anyone within 5 metres of the vehicle (2d10
The driver may make a +20 Perception test as a Reaction to avoid triggering a mine or similar explosive. If succ
vehicle back by [5 + Degrees of Success] meters before resolving the effects of the explosion. Any Critical Dam
the Mine Sweeper. This upgrade is mutually exclusive with the ‘Dozer Blade.
The driver can reroll one failed Operate test per turn when navigating difficult terrain. Skimmers also gain +10 M
Anyone in the vehicle can make a +0 Perception test as a Half Action to negate darkness-related attack penalti
vehicle.
Single-use. The commander/driver may take a Half Action or Reaction to create a cloud of smoke in a 15-metre
+2 Armour (All), and the vehicle gains the Reinforced Armour trait. If the vehicle already had Reinforced Armou
(round up). Superior plating takes twice as long as normal to repair.
+5 Armour against all damage to the Motive Systems. Any Critical Damage to the Motive Systems irreparably d
Increase Tactical Speed by 3m and Cruising Speed by 15 kph.
Type Difficulty Src Pg. Used For
It is advised that you read the full description of the source material of any interesting item for a better unde
Keyword Reference
Additional Plasma Conduits (X) The vessel has many heavy plasma conduits. Increase power generated by X. Ho
Advanced Cogitator Linkage Gain +5 to fire the ship's weaponry.
Ancient Grand Cruiser May not gain any components that increase armor.
Antiquated Communications All Command tests made on a vessel with this quality suffer a -5 penalty.
Battlecruiser/Grand Cruiser May mount "Cruiser Only" components.
Beam Dispersion Effect When firing at targets over 20 VU's away, decrease damage to 1d10.
Broadside Must be equipped in a port or starboard slot.
Vessel designed for transporting goods. Hull comes pre-equipped with X Main Ca
Cargo Hauler/Galleon (X)
constructed it must be able to provide Power for each Component.
Comes pre-equipped with X number of Jovian-class Landing Bay Components, w
Carrier (X)
removed. Enough power must be supplied for them, but Space is already account
Core Architecture This component is always revealed with Active Augury.
Cramped The ship is very cramped, and there is little room for supplies. May only stock thre
Cursed All Navigation tests carried out by the Navigator suffer a -10.
May only be mounted in Prow, Dorsal, or Keel slots. When in orbit, gain +20 to Int
Death from Above
used as part of a planetary bombardment, double the affected area, add 20 to the
Destructive If this weapon generates a Critical Hit, add 1 to the result.
Easy to Repair (X) When making Long-Term Repairs, increase the amount by X for a successful test
Enhanced Magnetic Coils Torpedoes launched from this tube gain +2 Speed for their first turn. They return t
Energy Field The security hatches must be open during the Strategic Turn it is used. If this Com
External Component doesn't require any hull space. Can only be destroyed or damaged by
Fast Ship Due to the ship's carefully balanced nature, it cannot have Components that incre
Fiery Temperament (X) Any plasma drive installed on a vessel with this trait increases its output by X.
Heavy Weapon
May only be mounted in a Prow Weapon Slot unless the ship is a Grand Cruiser o
Hybrid Vessel May be equipped with Transport or Cruiser Components. If a Component exists in
Ionic Blast Never causes Critical Hits, nor do they deal damage to Hull Integrity. May only be
Inferno Whenever this weapon inflicts a Critical Hit, it is automatically Fire! Critical.
Inherent Warship (X) This ship comes pre-equipped with certain components which may not be remove
Reduce the speed of Attack Craft exiting the bay by 2 on the turn they are launche
Jury-Rigged
half an hour per squadron.
Labor Intensive Weapon may only be fired every other turn.
Overheating Systems For every five Degrees of Failure when firing, the vessel suffers a Critical Hit. If a s
Oversized Monstrosity This vessel's conventional Speed may not be increased by any component. If it w
Penetrator Rounds (X) Ignore X armor when calculating damage done in a salvo involving this weapon.
Plasma Refinery This vessel comes pre-equipped with a unique component, the Plasma Refinery. T
Powered by the Stars Provided a vessel equipped with a Plasma Refinery harvests from a star once a y
Reliable Construction (X) If this component becomes damaged, depressurized, or suffers a Critical Hit (inclu
Retrofit May be used to replace a Main Cargo Hold on a transport. Only one may be used
Secondary Power Genetorium This vessel comes pre-equipped with a unique component, a Secondary Power G
Self Propelled Warhead Before firing this weapon, the option is available to increase Range by 2, but decre
Short the Flow For every five damage inflicted that exceeds the target's Void Shields, one random
Small Weapon May be installed on Dorsal and Keel Weapon Slots on vessels of frigate sized or s
Structural Impact Reduce Hull Integrity and Maneuverability permanently by 5.
Terminal Penetration (X) Reroll damage dice less than or equal to X. The reroll stands.
A Prow slot is occupied by a Voss-Pattern Torpedo Tube Component that may no
Torpedo Specialist {X}
munitions storage by this value to determine maximum number of torpedoes.
Vaporization When this Weapon rolls a 1 or 2 on the Critical Hit Chart, it affects two component
Versatile Gain +5 to the opposed Command test made to resolve boarding actions.
If this Component is Damaged or Destroyed while Torpedoes are loaded in its tub
Volatile
suffers 2d5 damage directly to Hull Integrity.
power generated by X. However, with every Critical Hit suffered, there is a 25% chance of the Fire! Critical Hit as well.
uffer a -5 penalty.
mage to 1d10.
-equipped with X Main Cargo Hold Component(s). Space has already been reduced to account for this, however, when the ship
omponent.
nding Bay Components, which occupy an equally distributed number of Port and Starboard weapon capacity slots. They may no
Space is already accounted for.
pplies. May only stock three months worth of supplies instead of six, before including any components that add to this.
-10.
en in orbit, gain +20 to Intimidate ground targets. Gain 50 Achievement points if used in a Military Objective against the planet.
fected area, add 20 to the damage done to large units, and 10 to individuals and vehicles.
lt.
by X for a successful test.
eir first turn. They return to normal after this.
Turn it is used. If this Component loses power while they are open, it becomes Depressurized as well.
destroyed or damaged by a Critical Hit.
ve Components that increase its Armor.
eases its output by X.
e ship is a Grand Cruiser or larger, in which case it may be mounted in a Dorsal Slot as well. In Prow slots, it may only fire forwa
s. If a Component exists in both varieties, the Cruiser variant must be chosen.
Hull Integrity. May only be combined in a salvo with weapons that share this quality.
tically Fire! Critical.
which may not be removed, specified in the parenthesis. Space will have been accounted for, but power must be supplied.
n the turn they are launched. Any craft attempting to land in combat must make a test to land safely. Outside of combat, it simp
suffers a Critical Hit. If a specific Component is affected, it's automatically this Component.
by any component. If it would be, simply ignore the effect.
o involving this weapon.
ent, the Plasma Refinery. The use of this component is detailed on page 30 of Battlefleet Koronus.
vests from a star once a year, it gains +10 power.
suffers a Critical Hit (including a 4 or 6 result on the chart), roll 1d10. On X or greater, it is ignored.
ort. Only one may be used, and it does not take a Weapon Capacity slot.
ent, a Secondary Power Genetorium. Space has already been accounted for, and it provides +10 power to the primary reactor.
ase Range by 2, but decrease damage to 1d10+1.
Void Shields, one randomly selected Component on the target ship becomes Unpowered. This ignores Armor.
essels of frigate sized or smaller.
by 5.
ands.
e Component that may not be removed. Space is already taken into account, but power must be provided. If X is included, mult
number of torpedoes.
t, it affects two components instead of one
boarding actions.
edoes are loaded in its tubes, there is a 10% chance of it exploding. If this occurs, the Component is automatically destroyed an
Strength Mod Damage Mod Crit Mod Range Mod Power Mod Space Mod
+1 +1 -1 +1 1* or -1 -1
0 +1 0 +1 1* or -1 -1
0 0 0 0 0 0
-1 -1 +1 -1 -2* or 1 +1
! Critical Hit as well.
well.
Hulls
Transports
Raiders
Frigates
Sword Frigate 40 8 15 18 20 35 2 0
Tempest Strike Frigate 42 8 12 19 18 36 2 0
Firestorm Frigate 40 7 15 18 20 38 1 1
Claymore Corvette 38 8 12 17 18 30 2 0
Falchion Frigate 34 8 14 18 17 36 2 1(0)
Turbulent Heavy Frigate 42 7 15 20 18 40 2 0
Light Cruisers
Dauntless Light Cruiser 60 7 20 19 15 60 0 1
Secutor Monitor-Cruiser 58 5 15 20 12 65 1 1
Lathe Monitor-Cruiser 60 5 15 20 12 63 0 1
Defiant Light Cruiser 55 6 15 20 12 60 0 1
Endeavour Light Cruiser 58 6 15 20 12 60 0 2(1)
Cruisers
Lunar Cruiser 75 5 10 20 10 70 0 1
Tyrant Cruiser 77 5 10 20 10 70 0 1
Ambition Cruiser 75 5 15 17 12 66 0 1
Conquest Star Galleon 56 4 10 16 5 65 0 0
Dictator Cruiser 65 5 18 20 8 70 0 1
Battlecruisers
Grand Cruisers
Avenger Grand Cruiser 90 5 10 21 5 90 0 0
Exorcist Grand Cruiser 80 4 9 20 4 85 0 0
Repulsive Grand Cruiser 90 5 10 19 8 85 1 1
Port Star Keel Turret SP Src Pg. Notes
0 0 0 2 40 RT 195
0 0 0 1 40 RT 195
0 0 0 1 41 ITS 152
0 0 0 1 38 BFK 27
0 0 0 1 42 BFK 26 Torpedo Specialist (.5)
0 0 0 1 42 BFK 27 Antiquated Communications, Fiery Temperament (2)
1 1 0 1 55 RT 196
1 1 0 2 58 ITS 152 May equip Void Shields that are 'Cruiser Only.'
1 1 0 1 55 ITS 152
1(0) 1(0) 0 2 58 BFK 26 Carrier (2)
1 1 0 2 57 BFK 26 Torpedo Specialist
2 2 0 2 60 RT 196
2 2 0 2 61 ITS 153
2 2 0 2 57 BFK 24
2 2 0 1 52 BFK 23 Galleon (2), Hybrid Vessel
2(1) 2(1) 0 3 63 BFK 24 Carrier (2)
uiser Only.'
and Cruiser
Name Appropriate Hulls Power Space SP
Essential Components
Components marked with * generate power.
Plasma Drives
Warp Engines
Gellar Fields
Void Shields
Ship's Bridge
Life Sustainers
Crew Quarters
Augur Arrays
Availability Src Pg. Notes
Name Appropriate Hulls Power Space Str Dam
Ship Weapons
Macrobatteries
Thunderstrike Macrocannons All Ships 2 2 3 1d10+1
Mars Pattern Macrocannons All Ships 4 2 3 1d10+2
Mars Pattern Macrocannon Broadside Light Cruisers, Cruisers 4 5 6 1d10+2
Sunsear Laser Battery All Ships 6 4 4 1d10+2
Ryza Pattern Plasma Battery All Ships 8 4 4 1d10+4
Shard Cannon Battery All Ships 0 3 4 1d10+2
Jovian Missile Battery All Ships 3 1 5 1d10+1
Lathe Grav-culverin Broadside Light Cruisers, Cruisers 5 5 4 1d10+3
Mezoa Macrocannons All Ships 4 4 4 1d10+3
Pyros Melta-cannons All Ships 4 3 3 1d10+4
Staravar Laser Macrobattery All Ships 4 4 4 1d10+2
Sunsear Las-Broadside Light Cruisers, Cruisers 9 6 6 1d10+2
Eldar Starcannon Cluster Battery All Ships 5 3 4 1d10+2
Stygies-Pattern Bombardment Cannons Light Cruisers, Cruisers 5 5 3 1d10+6
Disruption Macrocannons All Ships 4 2 3 1d10+1
Disruption Macrocannon Broadside Light Cruisers, Cruisers 6 5 6 1d10+1
Hecutor-Pattern Plasma Battery Light Cruisers, Cruisers 8 3 3 1d10+2
Hecutor-Pattern Plasma Broadside Battlecruisers, Grand Crui 12 5 5 1d10+2
Stygies-Pattern Macrocannons All Ships 4 3 3 1d10+2
Grapple Cannon Raiders 2 2 - -
Dark Cannon All Ships 3 2 3 1d10+1
Energy Drain Matrix All Ships 3 1 4 -
Lances
Lance weapons on a vessel of Frigate or smaller may only be mounted on prow.
Starbreaker Lance Weapon All Ships 6 4 1 1d10+2
Titanforge Lance Weapon Light Cruisers, Cruisers 9 4 1 1d10+4
Titanforge Lance Battery Light Cruisers, Cruisers 13 6 2 1d10+4
Star-Flare Lance Light Cruisers, Cruisers 12 6 3 1d10+3
Sunhammer Lance All Ships 9 6 1 1d10+3
Sunhammer Lance Battery Light Cruisers, Cruisers 13 6 2 1d10+3
Dragon's Breath Lance Weapon All Ships 13 8 3 1d10+6
Godsbane Lance Battlecruisers, Grand Crui 9 4 1 1d10+2
Godsbane Lance Battery Battlecruisers, Grand Crui 13 6 2 1d10+2
Las-Burner All Ships 7 3 2 1d5+1
Mezoa-Pattern Hybrid Lance Weapon All Ships 9 4 1 1d10+5
Mezoa-Pattern Hybrid Lance Battery Light Cruisers, Cruisers 13 6 2 1d10+5
Voidsunder Lance Battery Light Cruisers, Cruisers 15 8 3 1d10+4
Nova Cannons
Must be mounted in a Prow Slot. See BFK 16 for rules regarding Nova Cannons, including their Strength and Crit Ratings.
Mars-Pattern Nova Cannon Cruisers 3 7 * 2d5+4
Ryza-Pattern Nova Cannon Cruisers 4 7 * 2d5+5
Jovian-Pattern Nova Cannon Cruisers 6 7 * 2d5+7
Torpedoes
Must be mounted in a Prow or Keel slot unless otherwise noted. A * indicates that it depends on the torpedo loaded, or tube that it's loaded in
Torpedo Tubes
Fortis-Pattern Torpedo Tubes Light Cruisers, Cruisers 2 8 6 *
Gryphonne-Pattern Torpedo Tubes Raiders, Frigates, Light Cr 2 6 4 *
Mars-Pattern Torpedo Tubes Light Cruisers, Cruisers 2 8 6 *
Plasma Accelerated Torpedo Tubes All Ships 2 4 4 *
Voss-Pattern Torpedo Tubes All Ships 1 5 2 *
Torpedoes All torpedoes move 10 VU per turn by default.
Boarding Torpedo - - * 2d10+11
Melta Torpedo - - * 2d10+15
Plasma Torpedo - - * 2d10+14
Virus Torpedo - - * 2d10+10
Vortex Torpedo - - * 2d10+5
Torpedo Guidance Systems Must purchase one guidance system per torpedo.
Standard - - - -
Guided - - - -
Seeking - - - -
Short-Burn - - - -
Landing Bays
Must be mounted in a Port or Starboard Slot unless otherwise noted. May, at GM's discretion, come with one or more squadrons per point of
Hold Landing Bay Transports 1* - 2 -
Jovian-Pattern Escort Bay Light Cruisers, Cruisers 1 4 1 -
Jovian-Pattern Landing Bay Cruisers 1 6 2 -
Lathe-Pattern Landing Bay Cruisers 1 5 2 -
Crit Range SP Availability Src Pg. Notes
6 4 1 Scarce RT 202
5 6 1 Scarce RT 202
5 6 1 Scarce RT 202 Broadside
4 9 1 Scarce RT 202
4 5 2 Rare RT 203 Vaporization
3 6 2 Near Unique RT 208 Xenotech. If this weapon is destroyed, the ship takes an additio
6 6 1 Scarce ITS 158 Labor Intensive
5 5 1 Scarce ITS 158 Broadside, Self Propelled Warhead
5 5 1 Scarce ITS 158
4 4 2 Rare ITS 158 Inferno
4 12 2 Extremely Rare ITS 162 Archeotech
4 9 1 Scarce ITS 158 Broadside
4 6 - - LOE 140 Xeno-Tech. Eldar gain +10 to fire.
2 4 3 Very Rare BFK 34 Destructive, Death from Above
- 5 2 Rare BFK 34 Short the Flow, Ionic Blast
- 5 2 Rare BFK 34 Broadside, Short the Flow, Ionic Blast
4 11 2 Rare BFK 34 Vaporization
4 11 2 Rare BFK 34 Broadside, Vaporization
5 5 1 Scarce BFK 34 Penetrator Rounds (3)
- - 1 Scarce HAC 71 Doesn't function like a weapon, though it takes up a weapon sl
6 6 3 Near Unique HAC 74 Xenotech. Targets hit suffer a -15 to BS tests in the next Strate
- 4 2 Near Unique HAC 74 Xenotech. Targets hit reduce Speed by 1 or Maneuverability b
3 5 2 Rare RT 203
3 6 2 Rare RT 203
3 6 2 Rare RT 203
3 7 3 Extremely Rare ITS 162 Archeotech. Scores additional hit for every 2 DoS instead of 3.
3 9 2 Rare ITS 158
3 9 2 Rare ITS 158
3 3 3 Very Rare LOE 139 May only be mounted in Prow slots.
3 12 3 Very Rare BFK 34 Beam Dispersion Effect
3 12 3 Very Rare BFK 34 Beam Dispersion Effect
3 3 2 Rare BFK 35 Small Weapon, Versatile
4 4 3 Very Rare BFK 35
4 4 3 Very Rare BFK 35
3 6 3 Very Rare BFK 35 Heavy Weapon
d, or tube that it's loaded into. See text for critical hit rules.
- 60 - Very Rare BFK 8 Terminal Penetration (2). Hits that breach armor deal no hull d
9* 60 - Extremely Rare BFK 8 Terminal Penetration (4). Automatically causes a Fire! Critical H
10* 60 - Rare BFK 8 Terminal Penetration (3)
- 60 - Near Unique BFK 8 Terminal Penetration (1). Hits that breach armor deal no hull d
6* 60 - Unique BFK 8 Terminal Penetration (5). Ignores armor, explodes violently wh
- - - - BFK 9 Torpedo Rating +20. Torpedoes come with this system automa
- - - Rare BFK 9 Torpedo Rating +20. Can be guided manually with a Tech-Use
- - - Extremely Rare BFK 9 Torpedo Rating +30.
- - - Rare BFK 9 Torpedo Rating +15. Increases torpedo speed to 15VU/turn, bu
ore squadrons per point of Strength that must be designated at time of acquisition.
- - 2 Rare BFK 36 Jury-Rigged, Retrofit, Structural Impact. The power cost replac
- - 1 Scarce BFK 36
- - 2 Rare BFK 36
- - 2 Rare BFK 36 Energy Field
, the ship takes an additional 2d5 Hull Damage with no reduction.
h it takes up a weapon slot. May fire at the beginning of a boarding action to make it easier to board and harder for your target
BS tests in the next Strategic Round.
by 1 or Maneuverability by 5 (attacker's choice) per hit. Remains in effect for 2 rounds.
oils, Volatile
ach armor deal no hull damage, but activate a Hit and Run action.
y causes a Fire! Critical Hit when it deals damage (or is destroyed).
ach armor deal no hull damage, but cause 3d10 Population and 2d10 Morale damage per hit each turn (-10 Command test to s
or, explodes violently when damaged.
ct. The power cost replaces the power cost of the Main Cargo Hold, so you need only account for 1 power instead of 4.
ard and harder for your target to escape.
h turn (-10 Command test to stop it).
1 power instead of 4.
Name Appropriate Hulls Power Space SP
Supplemental Components
May take more than one of any component unless marked with a *.
Additional Facilities
Availability Src Pg.
Notes
Name Appropriate Hulls Power Space SP Availability
Special Components
Archeotech
Xenotech
Src Pg.
Notes
Name
Ship Upgrades
Crew Quality
General Upgrades
Notes
Availability/SP Src Pg.
Name Career
Character Options
New Origins
New Talents
New Skills
New Traits
Astropathic Dedications
Archetypes
Requirements Cost (XP) Pg. Description
Name Type Faction
Necrons
Wildlife
Eldar
Orks
Rak'Gol
Dark Eldar
Tau/Kroot
Stryxis
Yu'Vath
Daemons
Tyranids
Others
Voidships
Pg. Description
Changelog
1.12.0.0, 4/6/11
1.12.1.0, 4/7/11
1.12.1.1, 4/13/11
1.12.2.1, 5/15/11
1.12.3.1, 5/15/11
1.12.3.2. 5/24/11
3.10.0, 5/24/11
3.11.07xx, 07/xx/11
3.11.0724, 7/24/11
3.11.08xx, 08/xx/11
4.11.0827, 08/27/11
4.11.0829, 08/29/11
4.11.0929, 09/12/11
4.11.1109, 11/09/11
4.13.1205, 12/05/11
4.14.0121, 1/21/12
4.16.0821, 8/21/12
4.16.0824
4.17.0925
4.17.121202
4.17.121205
4.18.130108
4.19.130116
4.19.130304
4.20.130307
4.21.130312
4.22.130322
5.35.140316
5.38.140906
5.43.150418
6.45.160417
6.48.161023
Changelog finally begun! Battlefleet Koronus added in this version, as well as numerous typo fixes.
Updated the Voidsunder Lance Battery, Jovian-Pattern Nova Cannon, Plasma Accelerated Torpedo Tubes, Bombar
values, and added the Mezoa-Pattern Theta-7 Drive as per the forums, and a couple other fixes that FFG Devs hav
when official Errata is out. Also added Torpedo Guidance Systems under the Ship Upgrades tab, as it would seem I
there is some confusion about which Jovian-Pattern bays are added with the Carrier Trait, and I don't know either. F
Fixed a few typos and changes that I missed. Sorry! Also internal update, so this wasn't published.
Added the changes from the 1.1 errata for Deathwatch.
Added the optional weapon rules from Appendix 1 of the Deathwatch Errata 1.1 in the "DW Optional" tab.
Added page numbers for everything in a separate column, where applicable. Also fixed some mistakes! Also added
Changed the way the version is counted. This is otherwise identical to 1.12.3.2 however. Internal update.
Changed the way the version is counted slightly once more. Added Daemon Hunter equipment, as well as defining t
each section. Various other minor changes.
Fixed the group expansion signs so that they line up properly with their corresponding row. Thanks to PullsyJr on FF
Additionally, determined that the Carrier trait is meant for Jovian-Pattern LANDING Bays.
Various typo fixes. Special thanks to Zeal, Ira, and several others who I can't remember for pointing them out! Intern
Added Black Crusade equipment. Special thanks to Anonymous for providing this information. Probably some typo f
note, much of the Black Crusade gear is subject to change, pending errata, particularly the weapons that are missin
Fixed the long-las entry for Black Crusade. Didn't release.
A culmination of a bunch of random minor fixes that I didn’t keep a record of. Started storing it in my dropbox. E-mai
"40kRP Armory" in the subject line, minus the quotes, if you want it to be shared with you. If that's not in the subject,
This will be the surest method to get the most recent version of the file; however, I'll still store it in my mediafire acco
A mess of tiny changes, all unrecorded. Still no BC errata unfortunately.
Added equipment from the Book of Judgement as well as First Founding. Some other small changes. STILL no erra
Added equipment and components from Hostile Acquisitions. Adds sub-groups in the starship components pages, s
lacking BC errata, but it should be fine. Also, Null Bays lack an entry, so let me know if you see anything like that an
Added weapons, armor and gear from Disciples of the Dark Gods to unnownrelic's armory. Minor typo fixes.
Minor corrections, thanks to Gavinfoxx, Kiton and Fgdsfg from the FFG Forums.
Added Ork, Rak'Gol and Stryxis equipment from The Koronus bestiary. Unsure about Eldar and Sslyth.
Added Equipment for all races from the NPC profiles in the Bestiary. Added a 'Bestiary' Tab that will be updated with
Cleaned up some formatting issues
Added the "Character options" Tab, which will feature such things as Elite Advances, alternate career ranks, new fe
Added lots and lots of info from The Lathe Worlds.
Added equipment, vehicles, Character options and NPCs from The Soul Reaver. Some typo fixes.
Added The Lost Dataslate and The Dark Kin web enhancements. No release.
Added The Navis Primer.
Added Mark of the Xenos. No release.
Added The Tome of Fate.
Added: Stars of Inequity, Edge of the Abyss, Faith and Coin; The Achilus Assault, Honour the Chapter, The Outer R
errata, Tome of Blood, Tome of Excess; Only War, Hammer of the Emperor. Reworded a whole bunch of stuff for co
Added Tau Character Guide, Tome of Decay, and Shield of Humanity. Created a "Templates" tab for randomly gene
weapons, et cetera. Still slowly going through and updating previous entries.
Added 59 new vehicle profiles from various books (The Outer Reach; Tome of Blood, Tome of Excess; Only War, F
Surrender, Shield of Humanity). I also included the adventure loot from Binding Contracts and Salvaging Solace, wh
are now fully up to date with all 1E source material.
Added all equipment from the Dark Heresy 2E core book and Enemies Within, including the latest errata (version 1.2
Furioso Dreadnought vehicle profile and associated weapon entries, easily available gear is now marked as "Ubiqui
improvements.
Added Enemies Without and Enemies Beyond, plus all DH2E vehicles. Other changes: corrections and sources for
daemon weapons on Melee tab, copied all items with a Field Rating to the "Force Fields" section, minor wording fixe