Dark Heresy Armory v1.41
Dark Heresy Armory v1.41
Dark Heresy Armory v1.41
0
Contains items and other purchasable from Dark Heresy. This archive is constantly expanding.
Sections that follow no specific heading are from the core rulebook EDIT: now contain changes in erra
Sections followed by: Feral & Feudal Word Specific, Hive World Specific, Forge World Specific, Frontier
Sections followed by: Shadow Gear, Dark Tech, and Xenos Tech are from Radicals Handbook, note tha
Sections followed by: Rogue Trader are from Rogue Trader sans repetitive entries, prices are not liste
Sections followed by: Anathema are from Creatures Anathema
Sections followed by: Other are from modules and other material that is not relevant enough to warra
Sections followed by: Acension are from Ascension, prices are not listed because Throne Agents do no
It is advised that you read the full description of the source material of any interesting item for a bette
Keyword Reference
Accurate +10 BS when used with aim action, when used with an aim action every 2 degrees
Balanced +10 to Parry
Blast (x) x= radius of blast
Defensive +15 to parry, -10 to attacks
Flame Don't test BS, all creatures in 30 arc test Ag or hit. If hit test Ag again or be set on fi
Flexible cant be parried
Inaccurate No bonus to aim action
Overheats Roll of 91 or higher overheats, consult pg 129
Power Field When parrying a weapon with this quality, 75% to destroy
Primitive AP doubled against primitive, unless armor is primitive, penetration subtracted after
Recharge Only fires every other round
Reliable If would jam, roll 1d10 and on 10 jams
Scatter Point blank shot, each 2 degree is another hit. At long range AP is doubled
Shocking If takes damage after AP and toughness, roll Toughness test +10 for every armor po
Smoke when hit is scored, creates 3d10 meters in diameter centered on impact, lasts 2d10
Snare on hit, make Ag test or immobilized. Once immobilized cant do anything except atte
Tearing Roll one extra dice for damage, drop lowest roll
Toxic Damage after AP and toughness make a toughness test -5 for every damage taken,
Unbalanced -10 to parry
Unreliable Jam on 91 or higher
Unstable when hit, roll 1d10. 1 is half damage, 2-9 normal, and 10 doubles damage
Unwieldy Can not parry
Fast -20 to parry hits
Customized Reloading takes half listed time, half action is shortest time possible
Storm Hits against target are doubled, uses twice ammunition e.g. semi normally fires 2 s
Twin-Linked two identical weapons side by side, +20 to hit, uses twice the ammunition, two or m
Sanctified Damage counts as Holy
Craftsmanship Cost Multiplier Availability
Best x10 Drop 2 step
Good x3 drop 1 step
Common x1
Poor x.5 Increase 1 step
action every 2 degrees of success add another d10 of damage to a total of 2d10
Ag again or be set on fire. Cover negated. Hit body only, jam on 9, if fired without talent +20 to ag to avoid dam
AP is doubled
+10 for every armor point on location, fail means stunned for half damage in rounds
d on impact, lasts 2d10 rounds or less
do anything except attempt escape, St or Ag test, helpless until free
ubles damage
semi normally fires 2 so 4 rounds are used; each degree of success for full and every two degrees for semi yiel
e ammunition, two or more degrees of success give additional hit, reload time doubled
Zone Specific are from Inquisitors Handbook
ovided here. (Also these items are mostly heretical)
20 to ag to avoid damage
Bolt Weapons
Bolt Pistol Pistol 30m S/2/- 1d10+5X 4 8 Full
Boltgun Basic 90m S/2/- 1d10+5X 4 24 Full
Heavy Bolter Heavy 120m -/-/10 2d10X 5 60 2Full
Hive World Specific
Angelus Basic 100m S/-/- 2d10X 5 3 3Full
Mauler Pistol 30m S/3/- 1d10+5X 4 6 Full
Spitfire Pistol 20m S/-/- 1d10+3X 0 3 Full
War Zone Specific
Garm Pattern Pistol 30m S/2/- 1d10+5X 4 8 Full
Scourge Boltgun Basic 90m S/2/- 1d10+5X 4 24 Full
Holy Ordos Specific
Sucristan Bolter Pistol 30m S/2/- 1d10+6R 4 6 Full
Rogue Trader Specific
Boltgun(Locke) Basic 90m S/2/4 1d10+5X 4 24 Full
Bolt Pistol(Ceres) Pistol 30m S/2/- 1d10+5X 4 8 Full
Storm Bolter(Mars) Basic 90m S/2/4 1d10+5X 4 60 Full
Heavy Bolter(Solar)Heavy 120m -/-/10 2d10+2X 5 60 Full
Ascension Specific
Malleus Psycannon Heavy 120m S/-/5 2d10+5X 5 40 3Full
Ryza-pattern StormBasic
Bolter 90m S/2/4 1d10+5X 4 60 Full
Melta Weapons
Inferno Pistol Pistol 10m S/-/- 2d10+4E 12 3 Full
Meltagun Basic 20m S/-/- 2d10+4E 12 5 2Full
Hive World Specific
Melta-Cutter Basic 10m S/-/- 2d10+4E 10 5 3Full
War Zone Specific
Multi-Melta Heavy 60m S/-/- 4d10+12E 12 10 2Full
Ultimo Basic 40m S/-/- 2d10+2E 8 5 2Full
Thermal Lance Heavy 10m S/-/- 2d10+4E 12 2 2Full
Rogue Trader Specific
Inferno Pistol(Mars)Pistol 10m S/-/- 2d10+8E 13 3 Full
Meltagun(Mars) Basic 20m S/-/- 2d10+8E 13 5 2Full
Meltagun(Mezoa) Basic 20m S/-/- 2d10+8E 13 10 3Full
Thermal Lance(Mars) Heavy 10m S/-/- 2d10+10E 12 2 2Full
Multi-Melta(Mars) Heavy 60m S/3/- 4d10+5E 13 10 2Full
Ascension Specific
Hellax Infernus Pistol 10m S/-/- 2d10+6E 14 5 2Full
Plasma Weapon
Plasma Pistol Pistol 30m S/-/- 1d10+6E 6 10 4Full
Plasma Gun Basic 90m S/2/- 1d10+6E 6 20 8Full
Forge World Specific
Kronos Pistol 30m S/-/- 1d10+6E 6 10 4Full
Maximal 40m 1d10+10E 6
War Zone Specific
Plasma Blaster Basic 60m S/-/- 2d10+6E 6 6 2Full
Plasma Cannon Heavy 120m S/-/- 2d10+10E 8 16 5Full
Maximal 4d10+10E 8
Mark III Sunfury Basic 80m S/2/- 1d10+10E 6 10 2Full
Rogue Trader Specific
Plasma Pistol(Ryza)Pistol 30m S/2/- 1d10+6E 6 10 3Full
Plasma Gun(Mezoa)Basic 90m S/2/- 1d10+7E 6 40 5Full
Plasma Cannon(Ryza)Heavy 120m S/-/- 2d10+10E 8 16 5Full
Ascension Specific
Ryza-pattern PlasmaPistol
Pistol 30m S/2/- 1d10+6E 6 10 3Full
Ryza-pattern PlasmaBasic
Gun 90m S/2/- 1d10+7E 7 40 5Full
Flame Weapons
Hand Flamer Pistol 10m S/-/- 1d10+4E 2 2 2Full
Flamer Basic 20m S/-/- 1d10+4E 3 3 2Full
Hive World Specific
Destroyer Pistol 15m S/-/- 1d10+5E 2 5 2Full
Gas Torch Basic 5m S/-/- 1d10+1E 2 5 2Full
Tox Spray Basic 10m S/-/- 1d10E 0 3 3Full
The Void Specific
Burst Basic 5m S/-/- 1d5E 0 1 2Full
Stingray Basic 15m S/-/- 1d10+3E 2 4 Full
War Zone Specific
Heavy Flamer Heavy 30m S/-/- 2d10+4E 4 10 2Full
Voss Pattern Basic 20m S/-/- 1d10+5E 2 3 2Full
Rogue Trader Specific
Hand Flamer(Mezoa)
Pistol 10m S/-/- 1d10+4E 2 2 2Full
Flamer(Mezoa) Basic 20m S/-/- 1d10+4E 2 6 2Full
Heavy Flamer(Locke)
Heavy 30m S/-/- 2d10+4E 4 10 2Full
Primitive Weapons
Bolas Thrown 10m S/-/- 0 1
Hand Bow Pistol 15m S/-/- 1d10R 0 1 Full
Flintlock Pistol Pistol 15m S/-/- 1d10+2I 0 1 3Full
Musket Basic 30m S/-/- 1d10+2I 0 1 5Full
Bow Basic 30m S/-/- 1d10R 0 1 Half
Sling Basic 15m S/-/- 1d10-2I 0 1 Full
Crossbow Basic 30m S/-/- 1d10R 0 1 2Full
Feral and Feudal World Specific
Iocanthos Blunderbuss
Basic 10m S/-/- 1d10+1I 0 1 5Full
Composite Bow Basic 40m S/-/- 1d10+2R 1 1 Half
Deuce Pistol Pistol 15m S/2/- 1d10+2I 0 2 3Full
Fedrid Rasor Disk Exotic 10m S/-/- 1d10R+SB 1 1
Flick Bow Pistol 15m S/-/- 1d10R 0 1 Full
Heavy Crossbow Basic 80m S/-/- 1d10+4R 2 1 4Full
Javelin Thrown 18m S/-/- 1d10R+SB 1 1
Longbow Basic 50m S/-/- 1d10+2R 2 1 Half
Siskan Musket Basic 40m S/-/- 1d10+3I 0 1 5Full
Vibe Spear Thrown 10m S/-/- 1d10+2+SB 1 1
Volonx Bone Bolas Thrown 8m S/-/- 1d5I 0 1
Volonx ThunderclapExotic 9m S/-/- 1d5+3X 0 1
Hive World Specific
Drive Nailer Basic 5m -/3/- 1d10+1R 4 15 3Full
Impaler Heavy 30m S/-/- 1d10+5I 2 1 2Full
Scrap Cannon Heavy 15m S/-/- 1d10+3R 0 1 3Full
Shadow Gear Specific
Haywire Rifle Basic 10m 1/-/- 1d10+3I 2 6 Full
Launchers
Grenade Launcher Basic 60m S/-/- * * 6 Full
RPG Launcher Heavy 120m S/-/- * * 1 Full
Hive World Specific
Gorge GL Basic 60m S/-/- * * 1 2Full
War Zone Specific
Disposable LauncherHeavy 175m S/-/- * * 1
Missile Launcher Heavy 250m S/-/- * * 1 Full
Rogue Trader Specific
Grenade Launcher(Mezoa)
Basic 80m S/-/- * * 1 Half
Grenade Launcher(Voss)
Basic 60m S/-/- * * 6 Full
Missile Launcher(Locke)
Heavy 250m S/-/- * * 1 Full
Missile Launcher(Retobi)
Heavy 200m S/-/- * * 5 2Full
*Depends on explosive loaded
Exotic Weapons
Needle Pistol Pistol 30m S/-/- 1d10R 0 6 Full
Web Pistol Pistol 30m S/-/- 0 1 Full
Needle Rifle Basic 180m S/-/- 1d10R 0 6 2Full
Webber Basic 50m S/-/- 0 1 Full
Hive World Specific
Aegis-Redback Heavy 80m S/-/- 0 4 3Full
Galvian Needler Pistol 30m S/3/- 1d10-1R 0 7 Full
Hypo Pistol Pistol 20m S/-/- 1d5+2R 2 3 2Full
Widower Pistol 35m S/-/- 1d10+3R 4 1 Full
Forge World Specific
Graviton Gun Exotic 30m S/-/- Special 3 2Full
Rad-Cleanser Exotic 30m S/-/- 2d10+2E 7 20
Shock Blaster Exotic 20m S/2/- 1d10+2E 4 7 Full
Shadow Gear Specific
Snare Gun Basic 30m 1/-/- 0 1 Full
Rogue Trader Specific
Crux Beam Gun Basic 80m S/3/- 2d10+5E 6 25 4Full
Dartcaster Pistol 30m S/-/- 1d10R 0 1 Full
Digi-laser Pistol 3m S/-/- 1d10+3E 7 1 Full
Digi-melta Pistol 3m S/-/- 2d10+4E 12 1 Full
Digi-needler Pistol 3m S/-/- 1d10R 0 1 Full
Digi-flamer Pistol 3m S/-/- 1d10+4E 2 1 Full
Graviton Gun Basic 30m S/-/- Special 3 2Full
Kroot Rifle Basic 110m S/2/- 1d10+5E 1 6 2Full
(melee) melee 1d10R 0
Ork Shoota Basic 30m S/3/101d10+4I 0 30 Full
Ork Slugga Pistol 60m S/3/- 1d10+4I 0 18 Full
Shuriken Catapult Basic 60m S/3/101d10+4R 6 100 2Full
Shuriken Pistol Pistol 30m S/3/5 1d10+4R 4 40 2Full
Creatures Anathema Specific
Eldar Shuriken Pistol
Pistol 20m S/3/5 1d10+2R 4 40 2Full
Eldar Avenger Shuriken
BasicCatapult
80m S/3/101d10+4R 6 100 2Full
Eldar Ranger Long Rifle
Basic 200m S/-/- 1d10+3E 2 40 Full
Enoulian Shard Pistol
Pistol 20m S/-/- 1d10+1R 0 20 Full
Enoulian Shard RifleBasic 70m S/3/- 1d10+2R 0 40 2Full
Ork Slugga Pistol 20m S/3/- 1d10+4I 0 18 Full
Ork Shoota Basic 60m S/3/101d10+4I 0 30 Full
Ork Snazzgun Basic 100m S/2/- 2d10I or E 1d10 20 2Full
Dark Tech Specific
Callophean Psy-Engine
Basic 100m See page191 Radicals
0 handbook
Xenos Tech Specific
Morgauth Burn CasterBasic 20m S/3/- 1d10+4E 9 12 3Full
Xenarch Death-Arc Basic 100m S/3/6 1d10+3E 0 100 Full
Ascension Specific
Digi-laser Pistol 3m S/-/- 2d5+5E 5 1 Special
Digital Explosive Thrown SBx3 S/-/- 3d10X 5
Purgatus Crossbow Basic 50m S/-/- 1d10+5I 2 5 2Full
Executor Pistol (Bolt)
Pistol 30m S/2/- 2d10+4X 5 16 Full
(Needle)
Pistol 30m S/2/- 1d10+5R 3 16 Full
Exitus Pistol Pistol 30m S/3/- 2d10+2I 9 5 Full
Exitus Rifle Basic 200m S/-/- 2d10+2I 9 10 Full
Melee Weapons
Name Class Range Dam Pen
Primitive Weapons
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,Thrown
3m 1d5R 0
Throwing Star/KnifeThrown 5m 1d5R 0
Shield Melee 1d5I 0
Spear* Melee,Thrown
10m 1d10R 0
Sword Melee 1d10R 0
Staff* Melee 1d10I 0
Feral and Feudal World Specific
Bastard Sword Melee 1d10+1R 1
Buckler Melee 1d5-2I 0
Chain-Stick Exotic 1d10+1I 0
Cutlass Melee 1d10R 0
Double Flail* Exotic 1d10I 0
Long-Sabre* Melee 1d10+2R 2
Mirror Shield Melee 1d5-1I 0
Moon Blade Melee, Thrown
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
Hive World Specific
Bolo Knife Melee 2d5R 2
Devil's Kiss Melee 1d5R 3
Emperor's Whisper Melee, Thrown
5m 1d5+1R 2
Punisher Baton Melee 1d10I 0
Render Melee 1d5+1R 0
Sigilite Melee 1d5R 3
The Void Specific
Armoured GauntletMelee 1d5I 0
Boarding Pike* Melee 1d10+3X 2
Chimera Pistol Sword
Melee 1d10+1R 2
Kraken Tooth Dagger
Melee, Thrown
5m 1d5+1R 1
Man-Catcher Melee 1d10I 0
Naval Shield Melee 1d5+2I 0
Short Sword Melee 1d10-1R 0
War Zone Specific
Combat Knife Melee 1d5+3R 0
Guard Shield Melee 1d5I 0
Trophy Knife Melee 1d5+1R 1
Shadow Gear
Garrote Melee 1d10R 0
Sieve Blade Melee 1d10-1R 0
Rogue Trader Specific
Truncheon Melee 1d10I 0
Warhammer Melee 1d10+2I 1
Ascension Specific
Kineblades Melee WPBx5 1d5R 2
Chain Weapons
Chainsword Melee 1d10+2R 2
Chain Axe Melee 1d10+4R 2
Hive World Specific
Chain Knife Melee 1d5+3R 2
Holy Ordos Specific
Eviscerator* Melee 1d10+10R 5
Power Weapons
Power Blade Melee 1d10+3E 6
Power Sword Melee 1d10+5E 6
Hive World Specific
Serpintine Melee 1d10+2E 6
Forge World Specific
Energy Blade Melee 1d10+6E 7
Omnisian Axe Melee 2d5+5E 6
War Zone Specific
Power Fist Melee 2d10E 8
Power Longsword* Melee 1d10+6E 6
Holy Ordos Specific
Witch Lance Melee or Thrown
10m 1d10+4E 6
Rogue Trader Specific
Omnissian Axe(Sollex)
Melee 2d10+4E 6
Power Axe(Mezoa) Melee 1d10+7E 7
Power Fist(Mezoa) Melee 2d10E 9
Power Maul(High) Melee 1d10+5E 4
Power Maul(Low) Melee 1d10+1E 2
Power Sword(Mordian)
Melee 1d10+5E 5
Ascension Specific
Arbites Ultima-pattern
Melee
Power Maul (low power) 1d10I 0
Arbites Ultima-pattern
Melee
Power Maul (high power)1d10+5I 5
Daemonhammer Melee 2d10+1I 8
Power Stake Melee 1d10+7E 5
Shock Weapons
Shock Maul Melee 1d10I 0
Electro-Flail* Melee 1d10+2I 0
Feral and Feudal World Specific
Lightning Gauntlet Exotic 1d10I 0
Lightning Chain* Exotic 1d10+1I 0
The Void Specific
Neural Whip Melee 3m 1d10+1E 0
Officer's Cutlass Melee 1d10R 0
Shock-Staff Melee 1d5+1I 2
Shadow Gear
Shock Gauntlets Melee 1d5E 0
Rogue Trader Specific
Officer's Cutlass Melee 1d10R 0
Shock Glove Melee 1d10I 0
Shock-Staff Melee 1d5+3I 0
Ascension Specific
Suppression Shield Melee 1d10I 0
Exotic Weapons
Forge World Specific
Breacher Exotic 1d10+5R 4
Vivisector Exotic 1d5+5R 0
The Void Specific
Bulkhead Cutters Melee 1d10+3R 6
Rogue Trader Specific
Fractal Blade Melee 1d10+1R 7
Ghost Sword Melee 1d10+3E 6
Harlequin's Kiss Melee 1d10+8R 10
Ork Choppa Melee 1d10+1R 2
Anathema Specific
Ork Choppa Melee 1d10+1R 2
Enoulian Whisper Line
Melee 1m 1d10+1R 4
Dark Tech Specific
Apostatic Matrix Melee 1d10I 0
Empyric Conduit Blade
Melee 1d10R 2
Xenos Tech Specific
Aether Lance Melee 2d5E 0
Draethri Pain Gauntlet
Melee 1d10+2R 0
Scythian Fury TalonMelee 1d5+3R 3
Ascension Specific
Neuro-Gauntlet Melee 1d10R 8
Force Weapons
Holy Ordos Specific
Force Axe Melee 1d10+3R 2
Force Staff* Melee 1d10I 0
Force Sword Melee 1d10+1R 2
Weapon Upgrades
Name Description
Compact halves weight but halves clip size and reduce damage by 1, -20 to find if concealed
Exterminator attached one shot flamer cartridge to weapon that inflicts d10, replace after use, c
Extra Grip One hand without -20 penalty, range halved, use two hands like normal for norma
Fire Selector select between three different ammunition types, switch at the beginning of turn
Melee Attachment weapon with melee attachment counts as spear
Mono no longer primitive, +2 penetration, can add to power weapons but wont be effect
Red-Dot Laser +10 to BS when fired on single shot
Silencer awareness test to detect shot at -20 penaty. Attempt at half normal distance to de
Telescopic Sight ignore penalties for long and extreme range with full action to aim.
Forge World Specific
Lathe Blade loses primitive, +2 Dmg, +3Pen, +10 WS, immune to power field, AP 25 if attacke
War Zone Specific
Aux GL Basic, 45m, S/-/-, Clip 1, Rld Full
Duplus Ammo Clipshalves reload time
Forearm Weapon Mounting
Can use pistol but keep a free hand, reduce range by 30%
Targeter +10 to BS
Tripod and Bipods increases accuracy; bipod 90-degree arc, half action to deply, tri-pod 180-arc full a
Holy Ordos Specific
Sanctified Weapon any primitive or good quality chain, adds holy damage type, special against deamo
Shadow Gear
Combi-Weapon combine two basic weapons, secondary weapon ammo halved, cost doubled
Rogue Trader Specific
Motion Predictor +10 to BS test, only works on semi or full auto burst
Photo-Scope no penalties due to darkness,
Preysense-scope no penalties due to darkness, +20 to vision perception tests at night
Omni-scope combines red dot, telescopic, and preysense scopes.
Suspensors halves weight, user gains auto-stabilized trait, always counts as braced, semi and
Vox Operated fire, operate shot selector, switch firing modes by voice command
Ascension Specific
Spoor Targeter add max 10 allies to memory, takes +20 tech use and 10min, once logged in, gun
Ammo
Name Special Effects
Arrows/ Quarrels
Shot
Bullets
Shells
Charge Pack (pistol)
Charge Pack (basic)
Charge Pack (heavy)
Fuel (pistol)
Fuel (basic)
Bolt Shells
Melta Canister (pistol)
Melta Canister (basic)
Plasma Flask (pistol)
Plasma Flask (basic)
Exotic
Dumdum +2 damage, double AP
Hot-shot Charge +1 damage, rolls two dice for damage and pick highest, pen of 4, loses reliable sp
Inferno Shells Ag test or catch fire, may set things other than people on fire
Man-Stopper Bulletspenetration increased to 3
Overcharge Pack adds 1 to damage, halves clip size
Hive World Specific
Spitfire shells
Hypo-pistol ammo
Razor Darts
Duelling Las
Mariette cylinders
Forge World Specific
Hyper-Density Penetrators
Reduce range by half, +2 pen, gains tearing. If Shot +10 toughness test or knocke
Tempest Bolt ShellsDamage changes from X to E, gains shock quality
War Zone Specific
Hellgun Capacitor
The Void Specific
Void Rounds reliable quality in the void
Blaze Shotgun Shellscan only fire on single shot, max range 15m or less, type becomes E, gains flame a
Irontalon shells
Holy Ordos Specific
Catechist Bolt can only be aquired by holy ordos
Blessed Ammunition deals holy, special againsts deamons and warp creatures, through holy ordos only
Psycannon Bolts only given to full inquisitorial rank, +5 to crit damage, double damage against psy
Rogue Trader Specific
Backpack Power Pack 80 rounds of plasma, melta, and las, 200 sp or bolt, 60 for flame, weighs 25kg
Amputator Shells +2 to damage, stub revolvers, stub autos, shottys, hand cannons, autopistol and a
Bleeder Rounds +3 damage to bio, ap doubled, stub revolver, stub autos, and hand cannons
Expander Rounds +1 dmg and pen, stub revolver, stub auto, autoguns, and autopistol
Explosive Arrows/Quarrels
-10 attack, dmg becomes E, loses primitive quality, bows, crossbows, and hand bo
Dark Tech Specific
Empyric null field generator
powers Empyric Conduit Blade
Xenos Tech Specific
Morgauth ammo
Ascension Specific
Executioner Shotgun Loses
Shells
Scatter, +4 dmg, +1 pen, Re-roll missed shots and short and standard range
Exitus Rounds -20 to dodge, leave no trace
Exitus Hellfire Rounds
+1d10 and may inflict Righteous Fury on any die with 9 or 10, gains tearing
Exitus Shield-Breaker
ignores
Roundsdaemonic trait, protective psychic powers, and fields, nullifies psychic pow
Exitus Turbo-Penetrator
+2d10 Rounds
dmg and +5 pen, ignores TB from unnatural toughness trait
Special Wt Cost Availability
2.5kg 75 Common
Reliable 1kg 40 Plentiful
1.5kg 50 Plentiful
3kg 65 Average
3.5kg 100 Average
Accurate 5kg 100 Scarce
Scatter, Reliable 5kg 60 Common
Scatter, Reliable 5kg 75 Average
Scatter 6.5kg 150 Scarce
35kg 750 Scarce
Reliable 2kg 225 Rare 2 separate ammo canisters, has fire selector
Scatter 8kg 300 Average shotgun has built in red dot sight and sawbl
3.5kg 95 Average
Tearing, Unreliable 60kg 7000 Very Rare 6 rotating barrels that wear out easily
55kg 1000 Scarce
1.5kg 150 Rare
2.5kg 75 Scarce
Special 4kg 750 Rare holy munition, tearing effect against sorcery
35kg Average
35kg Scarce
Tearing 3kg Scarce uses special ammunition, normal ammunitio
Reliable, Scatter 1kg Average -10 to hit unless fired with two hands or a re
Accurate, Tearing 11kg 2000 Very Rare made to fire Astartes bolt shells, illegal
Reliable, Tearing 2.75kg 375 Very Rare can order custom made, doubles price and e
Unreliable, Tearing 3kg 75 Scarce Imitation bolter; on crit hit test agility or cat
Overheats, Recharge 4kg 5000 Very Rare on maximal setting, uses 3 shots, and 2 rou
Overheats 4kg Very Rare has maximal setting, give +10 range, +1d1
Overheats 9kg Very Rare has maximal setting, give +10 range, +1d1
Flame 45kg 1000 Rare needs two men to operate, one carrys gun,
Flame, Toxic 6kg 400 Very Rare
* 30kg 800 Rare preloaded with one frag or krak missile, can
* 35kg 3000 Scarce fires missiles only
* 10 Scarce
*, Inaccurate 12.5 Scarce
* 12 Scarce
* 35 Rare
Blast(1d10+3) .5kg 40 Scarce each turn in the gas test toughness, fail lose
Blast(2), Unreliable 1kg 20 Average
Blast(4), Unreliable, Toxic.5kg 20 Common
1kg 20 Common
1kg 70 Average
3kg 55 Scarce
4kg 100 Rare
1kg 60 Scarce
and roll new hit and damage, stops when no one is hurt or after 10 rounds
Blast 10, Unstable 20kg 2000 Very Rare re-detonates every 1d10 rounds, 10 percent
Blast(6), Snare 17kg 2000 Rare On hit, roll damage. Max capable inflicted is
Toxic 1kg 950 Very Rare +300 to mount on forearm with palm trigge
1kg 1000 Scarce subsonic and has no flash, can have explosi
Accurate 2kg 1000 Rare victims take -30 toughness test or be knock
Blast(5) 5kg 3500 Very Rare use standard las pistol packs
Blast(2), Recharge, Toxic26kg 7000 Very Rare The toxic quality represents the massive rad
Shock 3kg 650 Rare
Snare 3.5kg 100 Scarce opposed str or ag vs firers str to break free
Reliable 1.2kg 5000 Very Rare munition is very rare at 500 thrones a clip
Reliable, Tearing 2.5kg 9500 Very Rare
Accurate, Reliable 2kg 8500 Very Rare when used with aim, pen doubles, full action
Tearing 1kg 2000 Very Rare
Tearing 2kg 5500 Very Rare
Inaccurate, Unreliable 2kg 100 Scarce Common if by black market
Inaccurate, Unreliable 4kg 200 Scarce Common if by black market
Inaccurate, Overheats, Unreliable
7kg 1500 Rare scarce if by black market, if used with bionic
15kg 41000 Very Rare This weapon fires the controlled might of 4 p
Unstable 4kg 2750 Very Rare Scarce on Calixis Trailing border, special am
Inaccurate, Shocking 10kg 2750 Very Rare any additional shots that strike are combine
Flexible, Primitive .5kg 200 Scarce all attacks, count as called to head, -20WS,
Primitive .5kg 75 Scarce can add poison to weapon, expelled on first
Balanced, Power Field 1kg 5000 Very Rare str bonus does not apply, parry success by 2
Power Field, Unwieldy 7kg +10 to interactions with machine cult follow
Power Field, Special 5kg 2800 Very Rare Righteous Fury deals 2d10E holy, sets on fir
Shocking 3kg Rare once per round switch between high and low
Power Field 3kg Rare once per round switch between high and low
Power Field, Sanctified, Unwieldy
5kg Extremely Rare
adds double SB to damage, score righteous
Power Field, Unbalanced,1kgSanctified Very Rare additional d10 for every point of psy rating,
Tearing, Unbalanced 5kg 600 Scarce Common if by black market, catch-all stat fo
Flexible, Tearing .5kg 4500 Very Rare need heavy gloves to use, like a lasso or gar
Balanced, Shocking 4kg 30000 Very Rare each hit attacks victims soul, causing fear ch
Balanced 3kg 45000 Very Rare can discharge warp energies into victim, cau
Unwieldy 3.5kg 50000 Very Rare -10 tp parry, ignores armor, toughness and p
Shocking 3kg 1500 Very Rare can use to interrogate, -20 forbidden lore(xe
Toxic 1kg 1000 Very Rare stores 5 doses of any drug or poison, each h
Special, Unbalanced 4.5kg 4000 Very Rare counts as good craft with mono, for psykers
Balanced, Special 3kg 3500 Very Rare counts as good craft with mono, for psykers
Balanced, Special 3.5kg 3500 Very Rare counts as good craft with mono, for psykers
Wt Cost AvailabilityUpgrades
-20 to find if concealed x.5kg 50 Average Any Pistol or Basic Las, Solid Projectile, Flam
10, replace after use, cant attach to+1kg
flexible or pistols,
35 lose
Common
balancedAny
quality
Weapon that does d10 or more damage
like normal for normal range x1/3kg 25 Plentiful Any basic ranged
the beginning of turn +0.5kg 25 Scarce Bolt and Sp Pistols or SP and Bolt Basic weap
+2kg 25 Plentiful Basic ranged weapon
ons but wont be effective unless field
0 is off 40 Scarce any primitive close combat weapon
+0.5kg 50 Scarce Pistol or Basic Las, SP, Bolt, Primitive or Plas
normal distance to detect +0.5kg 10 Plentiful Stub revolver, stub auto, hand cannon, auto
+1kg 35 Average Basic Las, SP, Bolt, Primitive or Plasma
+2.5kg 250 Rare attaches to any basic, during turn fire either
10 Scarce basic and pistol, SP or las with removable cl
+1kg 300 Scarce primitive, las, SP, bolt or melta pistol
+1.5kg 2250 Rare any las, SP, Bolt, or heavy
y, tri-pod 180-arc full action to deploy
+2kg 25 Average basic or heavy
ed, cost doubled Special add weapon prices together then double
n, once logged in, gun literally can not fire on ally, do not
Very
get
Rare
-20 tocan
shooting
be attached
into melee,
to weapon
countsthat
as scope,
does not
attac
ha
5/3 Scarce
8/1 Scarce
15/1 Rare
20/1 Rare
100/cylinder
Rare
ughness test or knocked down. 100/1 Rare hand cannon, hunting rifle, shotgun (lose sc
250/1 Very Rare Bolt weapons
50/full clipRare
50/1 Rare
hrough holy ordos only 50/1 Very Rare
e damage against psy rating, deamons, and 250/1
warp entity
Very
after
Rare
AP and TB, classed as holy
ort and standard range, cover ignored, single shot onlyVery Rare shotguns
Near UniqueExitus Rifle and Pistol
0, gains tearing Near UniqueExitus Rifle and Pistol
s, nullifies psychic powers and field for 1 round Unique Exitus Rifle and Pistol
Unique Exitus Rifle and Pistol
vercharge gives overheat property, scarce on magnogorsk
ached to backpack of carapace armor, standard laspacks give 12 shots, Scarce on Lathe
d las charge packs, but consume 4 charges a shot, has special ammo
d las charge packs, but consume 4 charges a shot
gn lasgun
onet, wooden stock, spear in melee
ck power pack (pg 145 Ascension) or smaller backpack, smaller pack weighs 10 kg and provides listed capacity
ck power pack (pg 145 Ascension) or smaller backpack, smaller pack weighs 10 kg and provides listed capacity
or cipher stamp considered unlucky
less Str bonus of 4 or more, uses exotic ammunition
tive ammunition
ells at once, if only one shell loaded 1d10+4I
a fire selector
same action as autogun
as a basic club
nded 30 round mag but cant be holstered and suffers -10 ballistic if not held two handed
of 4 or more, considered pistol, jams on 94-00
lub(1d10-2+SBI) ammo is Rare and costs 30 thrones a clip on black market, normal rounds lose primitive and t
urely mounted or braced or -30 to tests
o, can be basic club, can use with regular autorounds but loses tearing and primitive
ired one-handed
4 or -10 to BS
by Astartes
fensive benefits granted by psychic powers, and increased toughness given by daemonic trait, built in suspend
ugh bulkheads
and all protective benefits due to psychic powers, if hit, wp test or permanently reduce wp by 1d10, best qualit
setting, give +10 range, +1d10 dmg, +2 pen, give recharge keyword, takes 3 rounds of ammunition, switch o
setting, give +10 range, +1d10 dmg, +2 pen, give recharge keyword, takes 3 rounds of ammunition, switch o
t to back of body, 50% of fuel explosion blast(4), 2d10E, wearer damage rolls twice and catches fire
uel ruptures, weapon damage to blast(2), wearer rolls damage twice
est or suffer one fatigue, removing the spear requires a medicae test, failure causes 1d5 damage
d misses, come back to user, ag test, failure by more than 3 degrees means explosive mishap, pg137
4 to reload or use
it must test for pinning, underhive has average availability, anything can be ammo
vs machine,
ith one frag or krak missile, can have rpg for half price.
the gas test toughness, fail loses one fatigue. Lasts for time in gas plus 1d10 rounds, fail by 4 or more degrees
est or become stunned for 1d5 rounds, photo-visors and sealed armor provide +20 test
every 1d10 rounds, 10 percent chance of shutting off, for unstable roll, a 1 permanently halves damage, if hit,
amage. Max capable inflicted is one. -20 toughness test or fall comatose for 1d10x3minutes. Fail by 3 or more d
unt on forearm with palm trigger, gains concealed property
d has no flash, can have explosive or poisoned darts, attachable stock and extendable barrel to turn it basic with
-30 toughness test or be knocked down, causes 1d5I (primitive) on the body, attempting to move 2d5 rounds a
y black market
y black market
black market, if used with bionics or targeting equip, loses inaccurate instead of gaining bonuses
fires the controlled might of 4 psyker brains, psyprotected guy fires, expendable guy holds the brain frame. Ex
g, then bolt is imbedded, removal takes full action, deals 1d5+1 wounds, ignoring Toughness and armor, every
er to be programmed in. Need access to Officio facilities (nigh impossible), or -60 tech use test. When hit by nee
res 40 Str, insufficient str give -10 WS for each str bonus below 4,
ve) -2 AG bonus
ve) -2 AG bonus
ount as called to head, -20WS, subsequent attacks after success +30 to hit, either inflict damage or half damag
on to weapon, expelled on first hit
d by non-psykers, psyker uses telekenetic powers to control numerous hovering blades. Half action to attack to
test ag or take dmg as if struck, include SB
es not apply, parry success by 2 degrees destroys opponents weapon, attack or parry failure by 5 degrees inflic
actions with machine cult followers, also a multitool, it is only given to the most worthy tech priests
s as a combi-tool
5 bonus to parry
nted as implant, need 5 str bonus to use, righteous fury is 2d10, -10 to WS for each Str bonus less than 5
rigation and intimidation, +10 mediae to repair servitors and do autopsies, +500 thrones to add injector rig to g
cks victims soul, causing fear check, mental disorders deal with losing faith
e warp energies into victim, causing 1d10 energy, or 2d10+5 vs deamons, bypasses armor, causes 2d10 corrup
ignores armor, toughness and psychic defences, do not add str bonus, daemonic or machine 5+ creatures imm
terrogate, -20 forbidden lore(xenos), every degree of success gives 1 dmg each round that bypasses armor and
es of any drug or poison, each hit injects one dose
toughness test from toxic, all characteristics halved for 1d5 minutes, not cumulative, ineffective against Machi
od craft with mono, for psykers every point of psy rating adds 1 dmg and pen
od craft with mono, for psykers every point of psy rating adds 1 dmg and pen
od craft with mono, for psykers every point of psy rating adds 1 dmg and pen
hed to weapon that does not have flame, blast, or similar qualities,
trait, built in suspendor give auotstabalizrd trait, pc with psy rating can add psy rating as damage, is minor psy
p by 1d10, best quality
atches fire
hap, pg137
by 4 or more degrees reduce toughness by 1d10 for 1d5-1 hours. Lasts 1d5x3 minutes
halves damage, if hit, ag test or be knocked down, drivers and pilots must make appropriate test or lose contro
es. Fail by 3 or more degrees means 1d5hours, '+300 to mount on forearm with palm trigger, gains concealed p
ess and armor, every round a daemon leaves in the stake, makes warp instability test(pg 333 Core) at -10, crea
test. When hit by needle, toughness test or take 1d10 wounds ignoring armor or toughness, doesn’t need to wo
alf action to attack to one blade, full action for multiple, -10 for called shots, three degrees harder to detect whe
ure by 5 degrees inflicts damage to wielder, consumes plasma pistol ammo, one pack for 10 rounds
ch priests
or, causes 2d10 corruption and 2d10 insanity and give minor mutation, wielder gets 1d5 corruption, 25m blast f
ine 5+ creatures immune to weapon, if hits hex wards dies for 1d10 days.
at bypasses armor and toughness, every point of damage in a round gives +10 to interrogation
ffective against Machine or Daemonic, can switch out toxins with others
damage, is minor psychic power with threshold of 10, free action, good craftmenship, uses special handcrafed s
te test or lose control
t wreak environment
333 Core) at -10, creature with psy rating has threshholds increased by 20, always good quality, a quiver of 20 b
s, doesn’t need to wound to go into effect
harder to detect when concealed. Instead of adding SB to damage, psykers use WP
against dmg-dealing psychic powers, keeps AP against warp weapons
rruption, 25m blast for fear(2) test, discharge powered by empyric null field generator bought seperately
special handcrafed shells that are rare.
ality, a quiver of 20 bolts is very rare
ught seperately
Armor
Armor Type Location(s) Covered
AP WT Cost Availability
Primitive
Gang Leathers Arms, Body, Legs 1 5kg 25 Average
Heavy Leathers Arms, Body, Legs 2 7kg 100 Common
Quilted Vest Body 2 2kg 10 Common
Beast Furs Body 2 10kg 5 Average
Grox Hides Body 3 14kg 60 Common
Chain Coat Arms, Body, Legs 3 18kg 50 Average
Feudal Plate All 5 30kg 120 Scarce
Xeno Hides Body 6 22kg 5000 Very Rare
Feral & Feudal World Specific
Banded Armor Arms, Body, Legs 3 12kg 50 Rare
Bone Arms, Body, Legs 2 12kg 20 Average
Bracers Arms, Body, Legs 1 .5kg 10 Plentiful
Heavy Plate All 6 28kg 300 Scarce
Scale Armor Arms, Body, Legs 3 15kg 1000 Very Rare
Scrag Furs Body 2 7kg 5 Common
Silkmail Arms, Body, Legs 3 5kg 150 Rare
Hive World Specific
Mirker's Greaves Legs 4 8kg 50 Average
Rogue Trader Specific
Burnscour Beast Hide Body 6 20kg Very Rare
Other
Low Hiver Overcoat Arms, Body, Legs 1
Flak Armor
Flak Helmet Head 2 2kg 25 Average
Flak Gauntlets Arms 2 1kg 50 Average
Light Flak Coat Arms, Body, Legs 2 4kg 80 Scarce
Flak Vest Body 3 5kg 50 Average
Flak Jacket Arms, Body, Legs 3 6kg 100 Average
Flak Cloak All 3 8kg 80 Scarce
Guard Flak Armor All 4 11kg 300 Scarce
War Zone Specific
Flak Greatcoak Arms, Body 4 9kg 150 Average
Shadow Gear
Mask Bodyglove Body, Arms, Legs 2 6kg 650 Rare
Blur Suit All 2 7kg 750 Rare
Rogue Trader Specific
Flak Coat Arms, Body, Legs 3 5kg Average
Mesh Armor
Mesh Cowl Head 3 .5kg 100 Rare
Mesh Gloves Arms 3 .5kg 120 Rare
Xeno Mesh Arms, Body, Legs 4 2kg 375 Rare
Mesh Vest Body 4 1kg 150 Rare
Mesh Combat Cloak All 4 1.5kg 350 Very Rare
Hive World Specific
Hardened Body Glove Arms, Body, Legs 3 5kg 300 Rare
Volcanis Shroud All 3 20kg 350 Average
Carapace Armor
Carapace Helm Head 4 2kg 250 Rare
Carapace Vambraces Arms 5 2kg 300 Rare
Carapace Greaves Legs 5 3kg 375 Rare
Enforcer Light Carapace
Arms, Body, Legs 5 15kg 575 Rare
Carapace Chest Plate Body 6 7kg 600 Rare
Storm Trooper CarapaceAll 6 17kg 3750 Very Rare
Hive World Specific
Magistratum CarapaceAll 5 16kg 1100 Rare
The Void Specific
Boarding Armor special 17kg 1225 Rare
War Zone Specific
Windrider Carapace Body 6 6kg 800 Scarce
Shadow Gear
Cameleoline Combat Armor
All 5 17kg 1000 Very Rare
Shock Carapace Body, Arms, Legs 6 19kg 5000 Very Rare
Ascension Specific
Cadian-pattern "Kaskrin"
All Storm Trooper Carapace 6 15kg Very Rare
Hyrdraphur-pattern Judge's
All Carapace 5 15k.5kg Very Rare
Power Armor
Light Power Armor All 7 40kg 8500 Very Rare
Power Armor All 8 65kg 15000 Very Rare
Forge World Specific
Dragon Scale All 8 20kg 7500 Tech-Priest only
War Zone Specific
Lidhl Power Armor All 6 40kg 8000 Very Rare
Ascension Specific
Ignatus-pattern Power All
Armour 8 65kg Extremely Rare
Force Field
Forge World Specific
Amulet of Warding All special 1kg 30000 Very Rare
War Zone Specific
Refractor Field All special 1.5kg 20000 Very Rare
refractor charge cell 1000 Rare
Holy Ordos Specific
Rosarius All 2kg 25000 Rare
Ascension Specific protection rating
Refractor Field (Lathe)All 30 .5kg Very Rare
Rosarius (Maccabien) All 50 .5kg Extremely Rare
Icon of the Just (Daemonsbane)
All 55 .5kg Near Unique
Null Blocker(Lathe) All 60 .5kg Extremely Rare
Other Armor
Synskin All 2 2kg 2500 Very Rare
Frontier World Specific
Environmental body Glove
All 1 5kg 625 Rare
Slither Boots Legs 3 6kg 500 Rare
Wind Armor All 3 18kg 2200 Rare
Rogue Trader Specific
Armoured Bodyglove Arms, Body, Legs 3 5kg Rare
Xenos Tech Specific
Holo-Armour All 4 4kg Special Special
Mecronid Armour All 7 2kg 15000 Very Rare
Armor Upgrades
Holy Ordos Specific
Hexagramatic Wards as upgraded +2500 Very Rare
Shadow Gear
Cameleoline Coating 1000
Preysense Mask 500
Blur 1000
Shock-field 2000
Rogue Trader Specific
Advanced Helmet Systems Very Rare
Dark Tech Specific
Immateria Ward 1kg 17000 Very Rare
Availability
Ap halved before subtracting penetration
Very Rare
Very Rare
Comes from Edge of Darkness module pg 12, can be worn over whatever is already worn
when not on the center of the blast, flak has AP5 against damage with blast quality
for 3x cost gain sealable hood, gain stealth features, -20 to detect with auspexes, IR vision, and the lik
AP doubled against fire, acids, and corrosives, -10 ag test, built in rebreather and photo-visor
Very Rare
3AP to legs and arms, 5AP to head and body. Built in void suit and photo-visor
light carapace with cameleoline cloak, +20 to concealment, one range bracket further away for range
successive hit with close combat weapon of conductive material, toughness test as if hit in arm with s
integral auspex unit, attachment for grav-chute, helmet has rebreather, photo-visor, microbead, clip a
integral micro-bead, good quality photo-visor, vox-amp, small stab light, uses lasgun charge pack tha
if wearing on arms, body, and legs then +10 str, also size does not increase
if wearing on arms, body, and legs then +20 str
Very Rare
helmet contains integrated good quality photo-visor, micro-bead, and integral auspex. Voice activiate
Every attack, reduce damage by 3d10, double ones means attack slipped through, on result of 8 it bu
against I,E,X; roll 2d10 and reduce dmg, double 1 means bypassed, double ten means damage reduce
roll 2d10 and reduce range dmg, double 1's blocks nothing, on 20 damage, overloaded for 1d10 round
when on, gives glow that illuminates user, when attacked with field on, roll d100, if less than or equal
doesn’t glow but gives flashses when hit, overloads on 20 or lower when used by aliens or ruinous pow
daemonic trait creatures get -10 to hit wearer, when attacked with field on, roll d100, if less than or e
only applies to psychic powers, when attacked with field on, roll d100, if less than or equal to protecti
+10 to concealment and silent move. Invisible to infrared and dark sight
Can be concealed
-30 to all attacks, perception or awareness to discern anything within the field, +10 awareness to dete
if wearer loses conciousness, make willpower save or be suffocated for 1d10 dmg per round, ignores
+20 bonus to resist psychic attack, double AP against psychic or warp energy that deals direct damag
May have any of the following: microbead, vox-caster, grant heightened senses sight, grant dark sigh
Blocks up to 6 corruption points from exposure to warp material. Blocks up to 6 dmg by psyker, +6 AP
on to for on/off, lasts two minutes, standard power cell
, IR vision, and the like
photo-visor
sor, microbead, clip attachment for lamp pack or vid-recorder which requires a lasgun charge pack to run for a w
gun charge pack that must be replaced after a week of continous use.
spex. Voice activiated, ignore toxic atmospheres and gasses, survive underwater or vacuum, lasts as long as it
gh, on result of 8 it burns out, -20 to concealment and stealth, can sustain up to one hour, needs two hours to re
means damage reduces and shield burned out, battery lasts one hour
oaded for 1d10 rounds and roll another 1d10, on 9 rosarius fails and must be repaired, if blocks more than 12 p
if less than or equal to protection rating, attack is nullified, overloads depending on quality and roll chart on pg
aliens or ruinous powers, when attacked with field on, roll d100, if less than or equal to protection rating, attac
100, if less than or equal to protection rating, attack is nullified, overloads depending on quality and roll chart o
n or equal to protection rating, attack is nullified, overloads depending on quality and roll chart on pg 245 ascen
10 awareness to detect user or see exterior of field. Cant be purchased by normal means
g per round, ignores AP and toughness. Death lets the armor take control and attack nearest person
at deals direct damage, maintains ap against warp weapon effect;carapace or power armor
ight, grant dark sight, at best craftmenship, grant ability to make awareness test to detect hidden target as fre
m, lasts as long as it has power. Grants +20 str when wearing all of it, +1 to movement, size increases, integral
ocks more than 12 points, releases light like photon flash grenade
y and roll chart on pg 245 ascension, If overloaded doesn’t work till recharged with luminen charge talent or -30
otection rating, attack is nullified, overloads depending on quality and roll chart on pg 245 ascension, If overloa
uality and roll chart on pg 245 ascension, If overloaded doesn’t work till recharged with luminen charge talent o
hart on pg 245 ascension, If overloaded doesn’t work till recharged with luminen charge talent or -30 tech use
est person
Tools
Name Wt Cost Availability Info
Auspex/Scanner .5kg 145 Scarce +20 to awareness, tech-use tes
Auto Quill 55 Scarce +10 to trade(copyist)
Combi-tool 1kg 200 Rare +10 to tech-use
Data-slate .5kg 25 Common hold digital info
Demo Charge 1kg 250 Scarce 3d10X+2xweight. Blast area is
Excruciator Kit 1kg 375 Very Rare 20 to Interrogation
Glow-globe/Lamp pack .5kg 15 Abundant illuminate area of dozen or mor
Grapnel 2kg 30 Common fires grapple hook with 100m w
Lascutter 4kg 65 Average can cut or weld 10cm a turn, al
Magnoculars .5kg 55 Average binoculars with a cooler name
Manacles 1kg 35 Plentiful handcuffs
Micro-bead 20 Average comm device with range of 1km
Multikey 150 Scarce +30 to security when opening l
Pict Recorder 1kg 100 Average video camera
Psy-Focus 100 Rare +10 invocation tests for psyker
Screamers 2kg 140 Scarce proximity alarm that detect mo
Stummers 2kg 25 Average opposite of screamer, nullifies s
Vox-caster 4kg 300 Scarce comm device to send signals ov
Writing Kit 2kg 20 Common contains what would be expect
Feral & Feudal World Specific
Caltrop .1kg 6 Rare Covers 2x2m, if victim has no A
Capsican Trap 3kg 20 Uncommon -10 ag test, failure sets off trap
Glo-slug of Dusk .1kg 8 Rare lights area of meters equal to t
Kill Stick .3kg 1 Common stepping into area, AG test or ta
Powder Bomb 1.5kg 17 Uncommon Thrown weapon with range of 1
Skeleton Key .1kg 24 Rare used to open all doors in region
Skem Net 3kg 85 Rare net with toxic and snare traits
Smoke Flare .4kg 12 Scarce thick black smoke covers 40m a
Spark Rocks 1kg 2 Common start fires even when wet, pack
Spine Pick 1kg 25 Uncommon +10 to climb, or improvised we
Stink Bomb 1kg 6 Common Thrown weapon, 10m range, fil
Hive World Specific
Axe-Rake 4kg 20 Abundant +10 to Climb test and forcing d
Cognomen Varies Plentiful hiver ID card
Forgery Kit Varies 400 Scarce +10 to Trade(copyist) or tech-u
Heretic's Wake Deck 10 Scarce Heretical card game
Holo Wafer 5 Scarce Assassin "calling cards"
Mantle Shrine 1kg 30 Abundant Portable shrine
Penthrift Dreadfuls 1 Average anti xenos propaganda
Salvation Auger
Basic 20 Common detects radiation, airborne toxin
Superior 80 Average detects radiation, airborne toxin
Vox-Phonograph 20kg 200 Average plays video cylinder double pric
Cylinder 1kg 20 Common Contains videos
Vox-Thief picks up, stores, and analyses v
Short-Range .5kg 500 Rare data-slate sized
Long-Range 15kg 3000 Rare backpack sized
Ward Accessor 25 Average Blank Security Card
Forge World Specific
Cogitator
Emplaced 100kg 4000 Average analyze and process vast data,
Personal 1.5kg 750 Average +10 to test in analyzing data-sl
Grey Device 3kg 500 Rare heretical prognostication device
Holo-Projector 40kg 3000 Scarce Projection device
Isotropic Fuel Rods 10kg 5000 Average Concentrated Power Source tha
Greater Icon of Passage .5kg 12000 Tech Priest Only Set of Multikeys, +10 security t
Frontier World Specific
Calixis Survival Kit 120 Average +10 to survival tests
Beetle Tent
3 person 5kg 60 Common Armored tents AP 8 (primitive),
6 person 10kg 100 Scarce
Extra Armour 8kg 80 Rare AP to 12
Camp Warders 4kg 310 Rare data-linked to camp warder, wh
Poi-Savant 300 Rare +20 tech-use to use, detects if
Shade-Servitor 3kg 400 Rare fans owner to resist heat
Sky Eye 4kg 1500 Very Rare recon device that can scout rad
The Void Specific
Emergency Kit 6kg 300 Common glowstick lasts 1d5 hours, powe
Melta Gel 200 Rare paste that can cut through met
Navis Prima Priceless Very Rare contain interstellar maps of saf
War Zone Specific
The 9-70 Entrenching Tool 2kg 15 Average nasty improvised weapon
Bedroll 4kg 8 Plentiful includes blankets
Compass/Orienting Device 25 Scarce
Hostile Weather Gear 2kg 10 Common
Infantryman's Uplifting Primer.3kg 5 Plentiful
Infantry Lamp Pack 1kg 10 Average lasts 1d5+5 on standard charge
Mess Kit .5kg 5 Plentiful
Personal Grooming Kit .1kg 2 Common
Sandbags 5kg 4 Plentiful can make pillow
Tent 9kg 40 Average fits two, waterproof, reflective o
Tool Kit 1kg 15 Common for maintenance and routine re
Weapon/ Gear Storage 1kg 5 Common holds up to 15kg
Weapon Maintenance Kit 1kg 20 Average
Whistle 5 Plentiful
Holy Ordos Specific
Null Box 20kg 25000 Very Rare portable stasis field in box, all t
Psy-Jammer
Amulet .5kg 7000 Very Rare +20 to resist psychic powers an
Implant 12000 Very Rare
Psy-Tracker 1.5kg 1000 Rare
Shadow Gear
Privacy Field 10kg 1250 Rare 5m radius area that blocks soun
Line Ascender 1kg 100 Scarce full action to move ag bonus on
Vox Tracker 6kg 450 Scarce 2d5 rounds to assemble, needs
Intrusion Spirit .5kg 500 Very Rare one time use of +30 to security
Tracking Device .5kg 200 Scarce tracking device size of coin, att
Vox Bug 500 Rare records and transmits sound to
Pict Fly 1000 Rare broadcasts video and poor qual
Pict-Caster 5kg 400 Scarce
Rogue Trader Specific
Almanac Astrae Divinitus 4kg Extremely Rare +10 to Navigation, pilot, schola
Arms Coffer 6kg Average Gun carrying case
Calculance Array 120kg Scarce +10 to commerce skill tests
Data-loom (Hadd-Pattern) 13kg Very Rare +10 to logic tests, can use to re
Diagnostor 4kg Very Rare +20 to medicae or perception t
Grav Chute 15kg Rare slows falls, can hover for one m
Lord-Captain's Baton 1kg Very Rare see page 145 of Rogue Trader
Mefonte's Orthodoxy 2kg Scarce +10 to charm tests involving re
Multicompass 4kg Near Unique +10 to survival and navigation
Renumeration Engine 7kg Very Rare attempts to sleight of hand or o
Venom Ring Very Rare -20 to tests to detect user intro
Dark Tech Specific
Murder Cogitator 1.5kg 9000 Rare tech use, retrieves specific info
Prognosticaon 3kg 5000 Rare 1d10 CP, sacrifice 8 people, ans
Speculum Umbrae 10kg 60000 Very Rare summon souls of the dead to an
Xenos Tech Specific
Q'Orl Mind Grub 1kg Special Special When used on psyker, halves w
Other
Hand Vox From Edge of Darkness module
Chem Lamp From Edge of Darkness module
Biosample Kit From Edge of Darkness module
Electric Torch From Shattered Hope module p
up to 50kg
ncealment, standing still counts as one bracket farther away when targeted
on charm, could lead to lucky moments at DM discretion
Volg, glow like a candle, counts as superior charm, +10 to avoid pinning
racy, lore, and search where close examination is needed. Failure by 4 or more degrees, gain one fatigue, can r
mon lore (machine cult) skill, +10 to fellowship on followers of machine cult
ump pack) skill, softens falls, Flyer(12) trait for 1 minute, power lasts 1 hour or strain before replacing
ement and ag, in low or no grav no penalty as long as he can walk.
urs in space, internal vox-link, seal patching kit, compact grapnel, photo-visor, 3AP to body, arms, legs, 4AP to h
ough open space with movement of 6, don’t work in normal gravity
as bodybag
ly removes all drug effects, stunned for 1d10-TB as you expel all you can inside you
arless and gain frenzy talent. Lasts 1d10 minutes
s, full action
to make a gun immune to jamming for its clip size. If already jammed it unjams but is no immune
g and Per by 3 for 2d10. afterwards test toughness or take -20 to ag and per for 1d5 hours
rounds, ignore negative effects from damage and can not be stunned, wears off leaving -20 to str, toughness a
ess test or 1d10 minutes later fall into a deep sleep for 1d5-TB in hours
cae tests for disease and fevers, full action to stop blood loss
elee weapon or primitive firearm. Reroll any failed test to prevent breaking or jamming, lasts 1d10+4 attacks o
at curdled in an animals stomach
on fear tests, -10 int, lasts 1d5 hours, addictive
ance to toxins, lasts 1d5 hours, toughness test or lose one point in toughness
e to drink
-20 to all tests, 2d10 minutes later the victim falls into deep slumber with vivid and violent dreams, lasts 1d10
ness to resist toxin and disease and carouse tests, lasts 1d5+1 hours, afterwards is fatigued, redose negates, o
toughness for 1d5 rounds, afterwards permanently lose 1d5 str and ag
ae to use properly, 4 degrees in failure result in death, success means death-like trace for 1d10 days, to wake p
ts and -20 percep tests for 3d10 minutes, experiences visions and altered perception, after dose wp test or 1d5
s, +20 to survival in arid, half water needed, -10 str and percep, -5 fellowship, extended use cause damage
many things, pg 154 Inq Handbook
trients for a day, bad for long term diet
ps on Spectorin to mask nature from dangerous wildlife, abundant on spectorin
to apply to weapon, becomes immune to jamming, for 1 clip, if applied to jammed weapon, immediately unjam
ted liquor
ow-hive alcohol
areness, tech-use test to detect things not normally detected, gasses, biosigns, radiation. Standard range is 50m
de(copyist)
area of dozen or more meters, lasts 1d5 hours before needing recharge
le hook with 100m wire line attached, can be used as a crude one shot crossbow
weld 10cm a turn, altering time for thickness, not combat capable
with a cooler name
ice with range of 1km, range can be reduced
urity when opening locks
2m, if victim has no AP on feet, hit by toxic. Anyone walking takes difficult ag test, success halves movement, fa
, failure sets off trap, 1d10E. Second ag test, failure means caught on fire
of meters equal to the number of slugs put together
nto area, AG test or take 1d10+2R
apon with range of 10m with smoke quality, caught in blast must test toughness or gain one level of fatigue. La
en all doors in region
xic and snare traits
smoke covers 40m area, clears in 1d5 to 2d10 minutes
even when wet, packing together may cause sparks
mb, or improvised weapon
apon, 10m range, fills 8m diameter with gas, exposure takes toughness test each round or get one level of fati
mb test and forcing doors and locks. Melee weapon for 1d10+2I or R with primitive and Unbalanced
de(copyist) or tech-use to copy, forge, or fabricate, good gives +20, best gives +30
ard game
calling cards"
propaganda
tores, and analyses vox and data transmission, -10 tech-use to use properly, more difficult tasks are harder
vival tests
ents AP 8 (primitive), minor camouflage
d to camp warder, when detecting intruder, camp warders dig underneath their feet and start stabbing upward,
use to use, detects if food is edible. Failure gives inconclusive
r to resist heat
ce that can scout radius up to 15km, Flyer(8) trait, -30 to detect, can withstand single point dmg before destruc
asts 1d5 hours, power cell for glowstick or em vox for 1d5 hours, laspistol for 5 shots, food and water for day, e
can cut through metal
erstellar maps of safe warp trails, good craftsmanship is +10 to stellar tests, best give +20 stellar
ovised weapon
asis field in box, all time and motion in box stops creating psychic dead zone
ist psychic powers and +10 to resist possession, no effect on psychic attacks that inflict direct damage
d on psyker, halves willpower to resist psykic powers or other commands, can be placed under effects of Domin
of Darkness module pg 12. Basically a walkie talkie, performs just like a micro-bead
of Darkness module pg 12. Can illuminate area of 3m radius or direct beam in one direction for 6m
of Darkness module pg 12. Carries three small biostorage tubes, a small bioauspex with a meter range to dete
tered Hope module pg 13. A simple flashlight
the trigger is -20 tech-use test, serious failure detonates, two full to attach to passive ore restrained
le glasses
e replacing
deploy, fall additional 100 meters, minimum 50m to slow to survivalble speed
hours, +30 to awareness, unnatural senses within 50m, can see in all directions including through objects, cant
ercep test, does not suffer from cameleoline covered enemy, coded to one user -30 techuse and medicae to ch
oncealment and silent move, concealment test as half action instead of full, attempt while observed, being stat
t dreams, lasts 1d10 hours, after waking +10 wp test or 1d5 sanity; drinking lasts 4d10 hours, wp test after wa
ed, redose negates, over 8 hours on drug test toughness or -10 to str and toughness for one hour and permanen
1d10 days, to wake prematurely apply stimm to chest, toughness test or die from cardiac arrest
r dose wp test or 1d5 insanity, if gained insanity then 20% chance of 1d5 corruption
se cause damage
e ap and TB
es antidote
, immediately unjams
Standard range is 50m, walls 50cm thick and certain materials can block
75 for detecting. Makes noise up to 1km
about an hour
and water for day, em vox to listen to comm or play prayer, air for 30m, anti-rad tabs, hull-sealant spray
ect damage
constantly attend
der effects of Dominate psychic power for 1d10 rounds, psyker can resist against wp of grub, failure means min
sense, and infrared, best quality, gene-coded to one user, -30 tech use and medicae test to change
Services
Type Cost Availability
Accommodation
Low Grade (Hab sleeper capsule, grox pen, bilge berth) 5 plentiful
Mid grade (Down cell, single room, mid cabin) 20 common
High grade(grand hall, high berth quarters) 100 scarce
Provisions
Low Grade(Vermin meat, silt ale, hydro-fungus) 1 plentiful
Mid Grade(proto paste, side of grox, round of amasec) 5 common
High Grade(roasted vex worm, liquid of amberic) 40 scarce
Transportation
Low Grade(dust dog, sub-level conveyer, silt barge) 5 plentiful
Mid Grade(light civ ground vehicle, atmospheric flight) 20 common
High Grade(Low orbit flight, sedan chair) 150 scarce
halves time to heal, prevents infection, +10 to toughness to overcome poison and disease, serious injuries still
Fights for you
+20 to navigation and survival tests
carries gear
prepares and preserves trophies
to three chemicals when implanted, toughness test and half action to excrete chem, failure adds fatigue, 4deg
o 10 doses of 4 chems, half action to inject and instantly takes effect, manual or remote trigger, critical hit pois
stol or short singlehanded melee, if overheats or catastrophic jam, arm disabled
kes unreliable, cant disarm, detailed inspection or auspex scan to locate
ut not unreliable
best quality
sanguine talent, replaces human blood, cant treat blood loss or severe injuries with transfusion or reg med trea
ist toxins, disease, and radioactive substance, gains die hard talent
n but +20 instead and gain regeneration talent
with breacher, str and toughness +10, -10 ag, 1d10 insanity
ne(4) trait, without mind side effects, gain regeneration, halves WS, BS, and AG, 2d10 insanity, +5 to critical ef
ot vehicles with interface, percep test to determine state of vehicle
weeks gain traits unnatural toughness x2, natural armor 2, mutant, void resistant: immune to cold and vacuum,
nd user gain 1d10 insanity, -30 forbidden lore(xenos) test followed by a -30 medicae test. Both success give tra
ough a meter of adamantine 20cm thick in one minute, can overload cutter, use reaction or half action to attac
r of 65 and unnatural str x2 for lifting, pick up and move objects as free action, can use as weapon, use as reac
one round, percep by sense of smell get +10, has knife with defense and mono
e effective info
e, grants total recall talent
weapon as free action with full bs skill, weapon has to be connected to MIU weapon interface
Both success give trait or talent normally reserved for aliens, failure on medicae gives 1d10 dmg and 1d10 insan
or half action to attack, acts as ryza plasma pistol w/ range 10, no maximal, can go 20 minutes of cutting, or fire
weapon, use as reaction or half action, -10 WS to hit, deals 2d10+12I with pen 2, utility talent to use
ut treatment, after 10 points lost cant pass as pure of gene
0 dmg and 1d10 insanity, failure on forbidden lore means that the graft is taken, but instead of trait gain mutati
utes of cutting, or fire 40 shots before refueling, uses mechadendrite (gun) talent
ent to use
d of trait gain mutation and 1d10 corruption, failure on both means operation failed and no penalties
o penalties
Forge World Specific
Name Cost Availability
Servitors
Janus Simulacta 20000 Very Rare
Praetorian 35000+weaponsMagos only
Upgrades
Cyber-Creature Upgrade 3000+ Scarce
Additional Implants as per humanx2as per human
Per Machine(+1) 500
Fearless 250
Cortex (Skill implant) 1000 Very Rare
Cortex(talent implant) 500 Scarce
Psyber-Creature Upgrade 5000+ Rare
Psyber-Lure(implant) 1000 Rare
Familiars
Guardian Servo-Skull
Combat 1750 Rare
Gun 2000+weapon Rare
Monotask Servo-skull
Auger 1500 Rare
Courier 1800 Rare
Illuminator 950 Scarce
Loud Hailer 1000 Scarce
Medicae 2500 Rare
Utility 1500 Scarce
Rogue Trader Specific
Servitor(Labor, Simple Monotask) Scarce
Servitor(Combat) Rare
Servitor(Complex Multitask) Rare
Servo-skull Scarce
Grapplehawk Very Rare pg 375 of Rogue Trader
pg 375 of Rogue Trader
Core Rulebook Availability
Difficulty by population
Availability Below 1000 Below 10,000 Below 100,000
100,000 or more
Very Rare GM's discretionVery Hard Hard Difficult
Rare Very Hard Hard Challenging Challenging
Scarce Hard Challenging Average Ordinary
Average Difficult Challenging Ordinary Routine
Common Challenging Ordinary Routine Easy
Plentiful Ordinary Routine Easy Automatic
Abundant Routine Easy Automatic Automatic
Consequences of availability
Availability Difficulty Modifier
Very Rare Very Hard -30
Rare Hard -20
Scarce Difficult -10 *ever used?
Average Challenging 0
Common Average 10
Plentiful Routine 20
Abundant Easy 30