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DH Armory v1.4 Now contain changes in errata 3.

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Contains items and other purchasable from Dark Heresy. This archive is constantly expanding.
Sections that follow no specific heading are from the core rulebook
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 degr
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
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
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 arm
Smoke when hit is scored, creates 3d10 meters in diameter centered on impact, lasts 2
Snare on hit, make Ag test or immobilized. Once immobilized cant do anything except
Tearing Roll one extra dice for damage, drop lowest roll
Toxic Damage after AP and toughness make a toughness test -5 for every damage ta
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
Twin-Linked two identical weapons side by side, +20 to hit, uses twice the ammunition, two
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

Go to tabs below for specific sections


vvvvvvvvv
errata 3.0
y expanding.

rld Specific, Frontier World Specific, The Void Specific, The Holy Ordos Specific and War Zone Specific are from
Handbook, note that many of these items have vastly greater descriptions then are provided here. (Also these
, prices are not listed because Rogue Traders do not buy, but acquire

ant enough to warrant its own section.


Throne Agents do not buy, but acquire. Repetetive entries are retained because the stats vary from sources
sting item for a better understanding of what it is. This Document is only a quick reference

action every 2 degrees of success add another d10 of damage to a total of 2d10

t Ag again or be set on fire. Cover negated. Hit body only, jam on 9, if fired without talent +20 to ag to avoid da

etration subtracted after doubled

e AP is doubled
t +10 for every armor point on location, fail means stunned for half damage in rounds
ed on impact, lasts 2d10 rounds or less
do anything except attempt escape, St or Ag test, helpless until free

or every damage taken, failure deals 1d10I with no reduction

oubles damage

. semi normally fires 2 so 4 rounds are used; each degree of success for full and every two degrees for semi yie
he ammunition, two or more degrees of success give additional hit, reload time doubled
nd War Zone Specific are from Inquisitors Handbook
are provided here. (Also these items are mostly heretical)

he stats vary from sources


reference

ut talent +20 to ag to avoid damage

every two degrees for semi yields two hits


Name Pattern
Ranged Weapons
Las
Laspistol
Las Carbine
Lasgun
Long Las
MP LasCannon
Hive World Specific
Laspistol Civitas
Lasgun Sollex IX
Lasgun Drusus Prime
Dueling Las Khayer-Addin
Las Carbine Minerva -Aegis
Laspistol Takara Palatine
Laspistol Belasco Series-S Venom
"Steel Burner" Heavy Laspistol Sollex VII
Forge World Specific
Hellgun D'laku Crusade
War Zone Specific
"Fury" Assault laspistol Triplex
Hellgun Voss
Hellpistol Voss
Laslock
Lasgun Mars Mark III
Laspistol Mars Mark IV
Multi-Laser
Lasgun Roth
Stormfront Kantrael modified
Twin Lasgun
Rogue Trader Specific
Archeotech Laspistol
Belasco Dueling Pistol Belasco
Hellpistol Lucius
Hellgun Lucius
Las Gauntlets
Lascarbine Locke
Ascension Specific
Hellgun Cadian
Hellpistol Cadian
* Uses power pack
Into the Storm Specific
Assault Lasgun Merovech
"Dervish" Laspistol Mark IV
Lascutter Mezoa
SP Weapons
Autopistol
Stub Revolver
Stub Auto
Hand Cannon
Autogun
Hunting Rifle
Shotgun
Pump-Action Shotgun
Combat Shotgun
Heavy Stubber
Hive World Specific
Autogun Armageddon
Service Pistol Hax-Orthlack Armsman-10
"Blackhammer" Defence Shotgun Scatheros
Precision hand cannon Westingkrup Carnodon
"Crank Cannon" Heavy Stubber Volg VI
Creed-9 Autogun Hax-Orthlack
Service Autopistol Sulymann Encarmine
"Fate Bringer" Long Pistol Khayer-Addin Forge
"Flametongue" Howdy Pistol Fykos Forge
Hack Shotgun
Hecuter 9/5 Heavy Combat Autopistol Orthlack
Mariette Cylinder Pistol
Mercy Killer Volg
"Meat Hammer" Scattergun Volg
Nomad Fykos
Phobos Stubber
Puritan-14 Execution Pistol Hax-Orthlack

"Ripper Clip" Autopistol Volg


"Salvation" Autopistol Sulymann
"Scalptaker" Stub Revolver Westingkrup Model 20
"Slayer" Pump shotgun Westingkrup
Spectre Cadence

Steadholder Westingkrup
Stormchild Hand cannon
"Talon" Short Autopistol Sulymann Mark III
.54 Tranter Hand Cannon
Forge World Specific
Automata Pistol Panoptic 0-5
Assault shotgun Skiitari Vanahein
The Void Specific
Ironclaw Cypra Mundi
Naval Shotcannon
Irontalon Cypra Mundi
Naval Shotgun Pistol
War Zone Specific
Combat Autogun Alcher Mark IV
Assault Cannon
AutoCannon
Trophy Stub Automatic Dorcas
"Thollos" Autopistol Orthlak Mark IV
Holy Ordos Specific
Stake-Crossbow Catechist
Rogue Trader Specific
Heavy Stubber Orthlack
Heavy Stubber Ursid
Naval Pistol Mars
Shotgun Pistol
Into the Storm Specific
Assault Stubber Echo Pattern Mark III
Civilian Firearm
Disposable Handgun
Ripper pistol
"Absolution" Sniper Rifle
Void Speargun

Bolt Weapons
Bolt Pistol
Boltgun
Heavy Bolter
Hive World Specific
Angelus Fane of Fykos
Mauler Cinder Crag
Spitfire Volg
War Zone Specific
Bolt Pistol Garm
Scourge Boltgun Mars MarkII
Holy Ordos Specific
Sacristan Bolter Orthlack
Rogue Trader Specific
Boltgun Locke
Bolt Pistol Ceres
Storm Bolter Mars
Heavy Bolter Solar
Ascension Specific
Malleus Psycannon
Storm Bolter Ryza
Ascension Specific
Bolter Cane
"Solo" Boltgun Perinetus Pattern Mark II

Melta Weapons
Inferno Pistol
Meltagun
Hive World Specific
Melta-Cutter
War Zone Specific
Multi-Melta
Ultimo Meltagun Voss Mark III
Thermal Lance
Rogue Trader Specific
Inferno Pistol Mars
Meltagun Mars
Meltagun Mezoa
Thermal Lance Mars
Multi-Melta Mars
Ascension Specific
Hellax Infernus
Into the Storm Specific
"Beamer" Meltagun Zepherus Mark I

Plasma Weapon
Plasma Pistol
Plasma Gun
Forge World Specific
Plasma Pistol Kronos MK III
Maximal
War Zone Specific
Plasma Blaster
Plasma Cannon
Maximal
"Sunfury" Assault Plasma Gun Mars Mark III
Rogue Trader Specific
Plasma Pistol Ryza
Plasma Gun Mezoa
Plasma Cannon Ryza
Ascension Specific
Plasma Pistol Ryza
Plasma Gun Ryza
Into the Storm Specific
Plasma Gun Clovis Mark IV
"Wrath" Plasma Pistol Ryza

Flame Weapons
Hand Flamer
Flamer
Hive World Specific
Destroyer Cadence
Gas Torch
Tox Spray
The Void Specific
Flamer Anoxis Burst
Stingray Anoxis
War Zone Specific
Heavy Flamer
Nightfire Flamer Voss
Rogue Trader Specific
Hand Flamer Mezoa
Flamer Mezoa
Heavy Flamer Locke
Into the Storm Specific
"Salamander" Assault Flamer Mark VII

Primitive Weapons
Bolas
Hand Bow
Flintlock Pistol
Musket
Bow
Sling
Crossbow
Feral and Feudal World Specific
Iocanthos Blunderbuss
Composite Bow
Deuce Pistol
Fedrid Rasor Disk
Flick Bow
Heavy Crossbow
Javelin
Longbow
Siskan Musket
Vibe Spear
Volonx Bone Bolas
Volonx Thunderclap
Hive World Specific
Drive Nailer
Impaler
Scrap Cannon
Shadow Gear Specific
Haywire Rifle
Into the Storm Specific
Blunderbuss
Hunting Quoit
Javelin

Launchers
Grenade Launcher
RPG Launcher
Hive World Specific
Grenade Launcher Gorge
War Zone Specific
Disposable Launcher
Missile Launcher
Rogue Trader Specific
Grenade Launcher Mezoa
Grenade Launcher Voss
Missile Launcher Locke
Missile Launcher Retobi
*Depends on explosive loaded
Into the Storm Specific
Auto-Launcher
Bola Launcher
Disposable Launcher
Hunter-Killer Missile
Mole Mortar
Mortar Voss
Mortar Locke

Grenades & Explosives


Frag
Krak
Blind
Photon Flash
Hallucinogen
Fire Bomb
Hive World Specific
Choke Gas
Nail Bomb
The Void Specific
Bilge Grenade
War Zone Specific
Frag Missile
Inferno/Thermal
Krak Missile
Mark III FG
Stun
Rogue Trader Specific
Anti-Plant
Filament
Plasma
Smoke
Virus
*Only effects flora
**Only interferes with visual sight
***If causes damage, each round after the first choose a random target in d5m and roll new hit and da
Xenos Tech Specific
Ork Pulsa Mine
Into the Storm Specific
Bloodfire
Choke
Haywire
Howler
Inferno
Kinetic
Minefield Round
Starflare
Scatter Round
Stunner
Tanglefoot
Toxin

Exotic Weapons
Needle Pistol
Web Pistol
Needle Rifle
Webber
Hive World Specific
Heavy Webber Aegis-Redback
Galvian Needler Belasco
Hypo Pistol Artifico Biologis 0.5 I
Widower Cadence
Forge World Specific
Graviton Gun
Rad-Cleanser
Shock Blaster Aegis Anbaric
Shadow Gear Specific
Snare Gun
Rogue Trader Specific
Crux Beam Gun
Dartcaster
Digi-laser
Digi-melta
Digi-needler
Digi-flamer
Graviton Gun
Kroot Rifle
(melee)
Ork Shoota
Ork Slugga
Shuriken Catapult
Shuriken Pistol
Creatures Anathema Specific
Eldar Shuriken Pistol
Eldar Avenger Shuriken Catapult
Eldar Ranger Long Rifle
Enoulian Shard Pistol
Enoulian Shard Rifle
Ork Slugga
Ork Shoota
Ork Snazzgun
Dark Tech Specific
Callophean Psy-Engine
Xenos Tech Specific
Morgauth Burn Caster
Xenarch Death-Arc
Ascension Specific
Digi-laser
Digital Explosive
Purgatus Crossbow
Executor Pistol (Bolt)
(Needle)
Exitus Pistol
Exitus Rifle

Melee Weapons
Name
Primitive Weapons
Axe
Brass Knuckles
Club
Flail*
Great Weapon*
Hammer
Improvised
Knife
Throwing Star/Knife
Shield
Spear*
Sword
Staff*
Feral and Feudal World Specific
Bastard Sword
Buckler
Chain-Stick
Cutlass
Double Flail*
Long-Sabre*
Mirror Shield
Moon Blade
Punch Dagger
Sabre
Scythe*
Spetum*
Steam Drill*
Stiletto
Tower Shield(metal)
Tower Shield(wood)
Hive World Specific
Bolo Knife
Devil's Kiss
Emperor's Whisper
Punisher Baton
Render
Sigilite
The Void Specific
Armoured Gauntlet
Boarding Pike* Anoxis
Chimera Pistol Sword
Kraken Tooth Dagger
Man-Catcher
Naval Shield
Short Sword
War Zone Specific
Combat Knife
Guard Shield
Trophy Knife
Shadow Gear
Garrote
Sieve Blade
Rogue Trader Specific
Truncheon
Warhammer
Ascension Specific
Kineblades

Chain Weapons
Chainsword
Chain Axe
Hive World Specific
Chain Knife
Holy Ordos Specific
Eviscerator*

Power Weapons
Power Blade
Power Sword
Hive World Specific
Serpintine Khayer-Addin
Forge World Specific
Energy Blade Sollex-Aegis
Omnisian Axe
War Zone Specific
Power Fist
Power Longsword*
Holy Ordos Specific
Witch Lance
Rogue Trader Specific
Omnissian Axe Sollex
Power Axe Mezoa
Power Fist Mezoa
Power Maul(High)
Power Maul(Low)
Power Sword Mordian
Ascension Specific
Arbites Power Maul (low power) Ultima
Arbites Power Maul (high power) Ultima
Daemonhammer
Power Stake

Shock Weapons
Shock Maul
Electro-Flail
Feral and Feudal World Specific
Lightning Gauntlet
Lightning Chain*
The Void Specific
Neural Whip
Officer's Cutlass
Shock-Staff
Shadow Gear
Shock Gauntlets
Rogue Trader Specific
Officer's Cutlass
Shock Glove
Shock-Staff
Ascension Specific
Suppression Shield Hydraphur

Exotic Weapons
Forge World Specific
Breacher
Vivisector
The Void Specific
Bulkhead Cutters
Rogue Trader Specific
Fractal Blade
Ghost Sword
Harlequin's Kiss
Ork Choppa
Anathema Specific
Ork Choppa
Enoulian Whisper Line
Dark Tech Specific
Apostatic Matrix
Empyric Conduit Blade
Xenos Tech Specific
Aether Lance
Draethri Pain Gauntlet
Scythian Fury Talon
Ascension Specific
Neuro-Gauntlet

Force Weapons
Holy Ordos Specific
Force Axe
Force Staff*
Force Sword

*Must be use 2 handed

Weapon Upgrades
Name
Compact
Exterminator
Extra Grip
Fire Selector
Melee Attachment
Mono
Red-Dot Laser
Silencer
Telescopic Sight
Forge World Specific
Lathe Blade
War Zone Specific
Aux GL
Duplus Ammo Clips
Forearm Weapon Mounting
Targeter
Tripod and Bipods
Holy Ordos Specific
Sanctified Weapon
Shadow Gear
Combi-Weapon
Rogue Trader Specific
Motion Predictor
Photo-Scope
Preysense-scope
Omni-scope
Suspensors
Vox Operated
Ascension Specific
Spoor Targeter

Ammo
Name
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
Hot-shot Charge
Inferno Shells
Man-Stopper Bullets
Overcharge Pack
Hive World Specific
Spitfire shells
Hypo-pistol ammo
Razor Darts
Duelling Las
Mariette cylinders
Forge World Specific
Hyper-Density Penetrators
Tempest Bolt Shells
War Zone Specific
Hellgun Capacitor
The Void Specific
Void Rounds
Blaze Shotgun Shells
Irontalon shells
Holy Ordos Specific
Catechist Bolt
Blessed Ammunition
Psycannon Bolts
Rogue Trader Specific
Backpack Power Pack
Amputator Shells
Bleeder Rounds
Expander Rounds
Explosive Arrows/Quarrels
Dark Tech Specific
Empyric null field generator
Xenos Tech Specific
Morgauth ammo
Ascension Specific
Executioner Shotgun Shells
Exitus Rounds
Exitus Hellfire Rounds
Exitus Shield-Breaker Rounds
Exitus Turbo-Penetrator Rounds
Class Range RoF Dam Pen Clip Rld

Pistol 30m S/-/- 1d10+2E 0 30 Full


Basic 60m S/2/- 1d10+2E 0 40 Full
Basic 100m S/3/- 1d10+3E 0 60 Full
Basic 150m S/-/- 1d10+3E 1 40 Full
Heavy 300m S/-/- 5d10+10E 10 5 2Full

Pistol 25m S/2/- 1d10+1E 0 25 Full


Basic 80m S/3/- 1d10+5E 2 18 Full
Basic 100m S/2/- 1d10+3E 0 50 Full
Pistol 30m S/-/- 1d10+4E 4 1 Full
Basic 60m S/4/8 1d10+2E 0 40 Full
Pistol 20m S/3/- 1d10+2E 0 20 Full
Pistol 10m S/-/- 1d10+1E 0 15
Pistol 30m S/-/- 1d10+4E 2 10 Full

Basic 100m S/3/5 1d10+3E 4 40 2Full

Pistol 20m S/2/5 1d10+2E 0 30 Full


Basic 110m S/3/- 1d10+4E 3 40 3Full
Pistol 35m S/2/- 1d10+3E 3 20 2Full
Basic 70m S/-/- 1d10+4E 0 1 Full
Basic 100m S/3/- 1d10+3E 0 60 Full
Pistol 70m S/2/- 1d10+3E 0 15 Full
Heavy 250m -/-/10 3d10+3E 4 60 3Full
Basic 120m S/2/- 1d10+2E 0 60 Full
Basic 100m S/3/- 1d10+3E 0 60 Full
Basic 100m S/2/- 1d10+4E 0 18 Full

Pistol 90m S/3/- 1d10+3E 2 70 Full


Pistol 45m S/-/- 1d10+5E 4 1 Full
Pistol 35m S/2/- 1d10+4E 7 40 2Full
Basic 110m S/3/- 1d10+4E 7 30 2Full
Pistol 50m S/4/- 1d10+4E 1 20 Full
Basic 60m S/2/- 1d10+3E 0 40 2Full

Basic 50m S/3/- 1d10+4E 7 30 2Full


Pistol 20m S/2/- 1d10+4E 7 40 2Full

basic 50m S/-/5 1d10+3E 0 120 2Full


Pistol 25m S/4/- 1d10+3E 0 20 Full
Heavy 5m S/-/- 2d10+3E 6 0 2Full
Pistol 30m S/-/6 1d10+2I 0 18 Full
Pistol 30m S/-/- 1d10+3I 0 6 2Full
Pistol 30m S/3/- 1d10+3I 0 9 Full
Pistol 35m S/-/- 1D10+4i 2 5 2Full
Basic 90m S/3/10 1d10+3I 0 30 Full
Basic 150m S/-/- 1d10+3I 0 5 Full
Basic 30m S/-/- 1d10+4I 0 2 2Full
Basic 30m S/-/- 1d10+4I 0 8 2Full
Basic 30m S/3/- 1D10+4i 0 18 Full
Heavy 120m -/-/10 1d10+4I 3 200 2Full

Basic 100m S/2/6 1d10+4I 0 15 Full


Pistol 35m S/3/- 1d10+3I 0 13 Full
Basic 20m S/-/- 2d10I 0 1 2Full
Pistol 35m S/3/- 1d10+4I 2 6 Full
Heavy 70m -/-/5 1d10+5I 0 100 3Full
Basic 50m S/3/10 1d10+3I 0 35 Full
Pistol 20m S/3/8 1d10I 0 24 Full
Pistol 40m S/-/- 1d10+3I 2 5 2Full
Pistol 20m S/-/- 1d10+6I 0 2 2Full
Pistol 10m S/-/- 1d10+4I 0 1 2Full
Pistol 30m S/3/6 1d10+3I 0 15 Full
Pistol 20m S/-/- 2d5+3I 0 1 2Full
Pistol 20m S/-/- 1d10+2I 0 1 2Full
Basic 30m S/-/- 2d5+6I 0 1 3Full
Basic 250m S/-/- 1d10+5I 3 4 Full
Pistol 30m S/3/- 1d10+3I 0 9 Full
Pistol 20m S/3/6 1d10+2I 0 14 Full
as shotty 15m S/-/- 1d10+4I 0 1 Full
Pistol 15m -/-/6 1d10+2I 0 12 Full
Pistol 10m S/3/- 1d10I 0 7
Pistol 30m S/-/- 1d10+3I 0 6 2Full
Basic 30m S/-/- 1d10+4I 0 6 3Full
Basic 80m S/3/10 1d10+3I 0 20(x3) Full (each)
as shotty 30m S/-/- 1d10+4I 0 4 2Full
Basic 100m S/-/- 1d10+4I 0 6 Full
Pistol 35m S/-/- 1d10+4I 2 5 2Full
Pistol 30m S/2/6 1d10+2I 0 18 Full
Pistol 30m S/2/- 1d10+5I 2 7 Full

Pistol 35m S/2/- 1d10+3I 0 5(x2) 2Full


Basic 40m S/3/6 1d10+4I 0 15 Full

Basic 30m S/2/- 1d10+4I 0 12 Full


Heavy 40m S/3/- 2d10+4I 0 24 2Full
Pistol 20m S/2/5 1d10+2I 0 15 Full
Pistol 10m S/-/- 1d10+4I 0 1 Full

Basic 60m S/-/10 1d10+3I 0 40 Full


Heavy 120m -/-/10 3d10+5I 5 200 2Full
Heavy 300m S/2/5 4d10+5I 4 20 2Full
Pistol 30m S/3/- 1d10+3I 0 9 Half
Pistol 30m S/-/6 1d10+4I 0 12 Full

Basic 40m S/-/- 1d10+4R 3 5 2Full

Heavy 120m -/-/10 1d10+5I 3 200 2Full


Heavy 120m -/-/10 1d10+5I 3 40 Full
Pistol 20m S/3/- 1d10+4I 0 6 Full
Pistol 10m S/-/- 1d10+4I 0 1 Full

Basic 100m -/-/6 1d10+4I 3 200 2Full


Basic 60m S/2/- 1d10+3I 0 6 Full
Pistol 30m S/2/- 1d10+2I 0 8 2Full
Pistol 30m S/2/- 1d10+3I 7 8 Full
Basic 220m S/-/- 1d10+4I 0 6 Full
Basic 10m S/-/- 1d10+2R 2 1 Full

Pistol 30m S/2/- 1d10+5X 4 8 Full


Basic 90m S/2/- 1d10+5X 4 24 Full
Heavy 120m -/-/10 2d10X 5 60 2Full

Basic 100m S/-/- 2d10X 5 3 3Full


Pistol 30m S/3/- 1d10+5X 4 6 Full
Pistol 20m S/-/- 1d10+3X 0 3 Full

Pistol 30m S/2/- 1d10+5X 4 8 Full


Basic 90m S/2/- 1d10+5X 4 24 Full

Pistol 30m S/2/- 1d10+6R 4 6 Full

Basic 90m S/2/4 1d10+5X 4 24 Full


Pistol 30m S/2/- 1d10+5X 4 8 Full
Basic 90m S/2/4 1d10+5X 4 60 Full
Heavy 120m -/-/10 2d10+2X 5 60 Full

Heavy 120m S/-/5 2d10+5X 5 40 3Full


Basic 90m S/2/4 1d10+5X 4 60 Full
Pistol 30m S/-/- 1d10+5X 4 1 2Full
Basic 100m S/-/- 1d10+5X 4 8 Full

Pistol 10m S/-/- 2d10+4E 12 3 Full


Basic 20m S/-/- 2d10+4E 12 5 2Full

Basic 10m S/-/- 2d10+4E 10 5 3Full

Heavy 60m S/-/- 4d10+12E 12 10 2Full


Basic 40m S/-/- 2d10+2E 8 5 2Full
Heavy 10m S/-/- 2d10+4E 12 2 2Full

Pistol 10m S/-/- 2d10+8E 13 3 Full


Basic 20m S/-/- 2d10+8E 13 5 2Full
Basic 20m S/-/- 2d10+8E 13 10 3Full
Heavy 10m S/-/- 2d10+10E 12 2 2Full
Heavy 60m S/3/- 4d10+5E 13 10 2Full

Pistol 10m S/-/- 2d10+6E 14 5 2Full

Basic 40m S/-/- 2d10+6E 12 6 2Full

Pistol 30m S/-/- 1d10+6E 6 10 4Full


Basic 90m S/2/- 1d10+6E 6 20 8Full

Pistol 30m S/-/- 1d10+6E 6 10 4Full


40m 1d10+10E 6

Basic 60m S/-/- 2d10+6E 6 6 2Full


Heavy 120m S/-/- 2d10+10E 8 16 5Full
4d10+10E 8
Basic 80m S/2/- 1d10+10E 6 10 2Full

Pistol 30m S/2/- 1d10+6E 6 10 3Full


Basic 90m S/2/- 1d10+7E 6 40 5Full
Heavy 120m S/-/- 2d10+10E 8 16 5Full

Pistol 30m S/2/- 1d10+6E 6 10 3Full


Basic 90m S/2/- 1d10+7E 7 40 5Full

Basic 60m S/3/5 1d10+5E 6 40 5Full


Pistol 40m S/-/- 1d10+8E 6 8 3Full

Pistol 10m S/-/- 1d10+4E 2 2 2Full


Basic 20m S/-/- 1d10+4E 3 3 2Full

Pistol 15m S/-/- 1d10+5E 2 5 2Full


Basic 5m S/-/- 1d10+1E 2 5 2Full
Basic 10m S/-/- 1d10E 0 3 3Full

Basic 5m S/-/- 1d5E 0 1 2Full


Basic 15m S/-/- 1d10+3E 2 4 Full

Heavy 30m S/-/- 2d10+4E 4 10 2Full


Basic 20m S/-/- 1d10+5E 2 3 2Full

Pistol 10m S/-/- 1d10+4E 2 2 2Full


Basic 20m S/-/- 1d10+4E 2 6 2Full
Heavy 30m S/-/- 2d10+4E 4 10 2Full

Basic 10m S/-/- 1d10+4E 1 12 3Full

Thrown 10m S/-/- 0 1


Pistol 15m S/-/- 1d10R 0 1 Full
Pistol 15m S/-/- 1d10+2I 0 1 3Full
Basic 30m S/-/- 1d10+2I 0 1 5Full
Basic 30m S/-/- 1d10R 0 1 Half
Basic 15m S/-/- 1d10-2I 0 1 Full
Basic 30m S/-/- 1d10R 0 1 2Full

Basic 10m S/-/- 1d10+1I 0 1 5Full


Basic 40m S/-/- 1d10+2R 1 1 Half
Pistol 15m S/2/- 1d10+2I 0 2 3Full
Exotic 10m S/-/- 1d10R+SB 1 1
Pistol 15m S/-/- 1d10R 0 1 Full
Basic 80m S/-/- 1d10+4R 2 1 4Full
Thrown 18m S/-/- 1d10R+SB 1 1
Basic 50m S/-/- 1d10+2R 2 1 Half
Basic 40m S/-/- 1d10+3I 0 1 5Full
Thrown 10m S/-/- 1d10+2+SB 1 1
Thrown 8m S/-/- 1d5I 0 1
Exotic 9m S/-/- 1d5+3X 0 1

Basic 5m -/3/- 1d10+1R 4 15 3Full


Heavy 30m S/-/- 1d10+5I 2 1 2Full
Heavy 15m S/-/- 1d10+3R 0 1 3Full

Basic 10m 1/-/- 1d10+3I 2 6 Full

Basic 30m S/-/- 1d10+2I 0 1 2Full


Thrown 10m S/-/- 1d10R 0 1
Thrown 10m S/-/- 1d10R 0 1

Basic 60m S/-/- * * 6 Full


Heavy 120m S/-/- * * 1 Full

Basic 60m S/-/- * * 1 2Full

Heavy 175m S/-/- * * 1


Heavy 250m S/-/- * * 1 Full

Basic 80m S/-/- * * 1 Half


Basic 60m S/-/- * * 6 Full
Heavy 250m S/-/- * * 1 Full
Heavy 200m S/-/- * * 5 2Full

Heavy 15m S/-/- * * 3 3Full


Basic 20m S/-/- 1d10I 0 6 Full
Heavy 200m S/-/- 3d10+3X 4 1 N/A
Heavy 350m S/-/- 3d10+6X 6 1 N/A
Heavy 50-200m S/-/- 2d10+2X 2 1 Full
Heavy 50-300m S/-/- 2d10X 3 1 Full
Heavy 50-300m S/-/- 2d10X 3 6 2Full

Thrown SBx3 2d10X 0


Thrown SBx3 2d10+4X 6
Thrown SBx3 0
Thrown SBx3 Special(pg137) 0
Thrown SBx3 Special(pg137) 0
Thrown SBx3 1d10+3E 6

Thrown SBx3 Special 0 1


Thrown SBx3 1d10+1X 0 1

Thrown SBx3 2d10X 0


2d10X 4
Thrown SBx3m S/-/- 1d10+3E 6 1
3d10+10X 10
Thrown SBx3m S/-/- 2d10X 0 1
Thrown SBx3m S/-/- special 0 1

Thrown SBx3m S/-/- 3d10E* 0


Thrown SBx3m S/-/- 4d10+4R 6
Thrown SBx3m S/-/- 1d10+6 6
Thrown SBx3m S/-/- 0
Thrown SBx3m S/-/- 3d10I 0

et in d5m and roll new hit and damage, stops when no one is hurt or after 10 rounds

Placed 1d10E

Thrown SBx3m S/-/- Special 0


Thrown SBx3m S/-/- Special 0
Thrown SBx3m S/-/- Special 1
Thrown SBx3m S/-/- 3d10X 1
Thrown SBx3m S/-/- 1d10+3E 6
Thrown SBx3m S/-/- Special 0
* * S/-/- 2d10X 1
* * S/-/- 0
* * S/-/- 2d10X 0
Thrown SBx3m S/-/- Special 0
Thrown SBx3m S/-/- 0
Thrown SBx3m S/-/- Special 0

Pistol 30m S/-/- 1d10R 0 6 Full


Pistol 30m S/-/- 0 1 Full
Basic 180m S/-/- 1d10R 0 6 2Full
Basic 50m S/-/- 0 1 Full

Heavy 80m S/-/- 0 4 3Full


Pistol 30m S/3/- 1d10-1R 0 7 Full
Pistol 20m S/-/- 1d5+2R 2 3 2Full
Pistol 35m S/-/- 1d10+3R 4 1 Full

Exotic 30m S/-/- Special 3 2Full


Exotic 30m S/-/- 2d10+2E 7 20
Exotic 20m S/2/- 1d10+2E 4 7 Full
Basic 30m 1/-/- 0 1 Full

Basic 80m S/3/- 2d10+5E 6 25 4Full


Pistol 30m S/-/- 1d10R 0 1 Full
Pistol 3m S/-/- 1d10+3E 7 1 Full
Pistol 3m S/-/- 2d10+4E 12 1 Full
Pistol 3m S/-/- 1d10R 0 1 Full
Pistol 3m S/-/- 1d10+4E 2 1 Full
Basic 30m S/-/- Special 3 2Full
Basic 110m S/2/- 1d10+5E 1 6 2Full
melee 1d10R 0
Basic 30m S/3/10 1d10+4I 0 30 Full
Pistol 60m S/3/- 1d10+4I 0 18 Full
Basic 60m S/3/10 1d10+4R 6 100 2Full
Pistol 30m S/3/5 1d10+4R 4 40 2Full

Pistol 20m S/3/5 1d10+2R 4 40 2Full


Basic 80m S/3/10 1d10+4R 6 100 2Full
Basic 200m S/-/- 1d10+3E 2 40 Full
Pistol 20m S/-/- 1d10+1R 0 20 Full
Basic 70m S/3/- 1d10+2R 0 40 2Full
Pistol 20m S/3/- 1d10+4I 0 18 Full
Basic 60m S/3/10 1d10+4I 0 30 Full
Basic 100m S/2/- 2d10I or E 1d10 20 2Full

Basic 100m See page191 Radicals handbook


0

Basic 20m S/3/- 1d10+4E 9 12 3Full


Basic 100m S/3/6 1d10+3E 0 100 Full

Pistol 3m S/-/- 2d5+5E 5 1 Special


Thrown SBx3 S/-/- 3d10X 5
Basic 50m S/-/- 1d10+5I 2 5 2Full
Pistol 30m S/2/- 2d10+4X 5 16 Full
Pistol 30m S/2/- 1d10+5R 3 16 Full
Pistol 30m S/3/- 2d10+2I 9 5 Full
Basic 200m S/-/- 2d10+2I 9 10 Full

Class Range Dam Pen

Melee 1d10+1I 0
Melee 1d5-1I 0
Melee 1d10I 0
Melee 1d10+2I 0
Melee 2d10R 2
Melee 1d10+1I 0
Melee 1d10-2I 0
Melee,Thrown 3m 1d5R 0
Thrown 5m 1d5R 0
Melee 1d5I 0
Melee,Thrown 10m 1d10R 0
Melee 1d10R 0
Melee 1d10I 0

Melee 1d10+1R 1
Melee 1d5-2I 0
Exotic 1d10+1I 0
Melee 1d10R 0
Exotic 1d10I 0
Melee 1d10+2R 2
Melee 1d5-1I 0
Melee, Thrown 5m 1d10R 0
Melee 1d5+1R 2
Melee 1d10R 0
Melee 1d10+2R 0
Melee 1d10R 2
Melee 2d10I 3
Melee 1d5-1R 2
Melee 1d5+2I 0
Melee 1d5+1I 0

Melee 2d5R 2
Melee 1d5R 3
Melee, Thrown 5m 1d5+1R 2
Melee 1d10I 0
Melee 1d5+1R 0
Melee 1d5R 3

Melee 1d5I 0
Melee 1d10+3X 2
Melee 1d10+1R 2
Melee, Thrown 5m 1d5+1R 1
Melee 1d10I 0
Melee 1d5+2I 0
Melee 1d10-1R 0

Melee 1d5+3R 0
Melee 1d5I 0
Melee 1d5+1R 1

Melee 1d10R 0
Melee 1d10-1R 0

Melee 1d10I 0
Melee 1d10+2I 1

Melee WPBx5 1d5R 2

Melee 1d10+2R 2
Melee 1d10+4R 2

Melee 1d5+3R 2

Melee 1d10+10R 5

Melee 1d10+3E 6
Melee 1d10+5E 6

Melee 1d10+2E 6

Melee 1d10+6E 7
Melee 2d5+5E 6

Melee 2d10E 8
Melee 1d10+6E 6

Melee or Thrown 10m 1d10+4E 6

Melee 2d10+4E 6
Melee 1d10+7E 7
Melee 2d10E 9
Melee 1d10+5E 4
Melee 1d10+1E 2
Melee 1d10+5E 5

Melee 1d10I 0
Melee 1d10+5I 5
Melee 2d10+1I 8
Melee 1d10+7E 5
Melee 1d10I 0
Melee 1d10+2I 0

Exotic 1d10I 0
Exotic 1d10+1I 0

Melee 3m 1d10+1E 0
Melee 1d10R 0
Melee 1d5+1I 2

Melee 1d5E 0

Melee 1d10R 0
Melee 1d10I 0
Melee 1d5+3I 0

Melee 1d10I 0

Exotic 1d10+5R 4
Exotic 1d5+5R 0

Melee 1d10+3R 6

Melee 1d10+1R 7
Melee 1d10+3E 6
Melee 1d10+8R 10
Melee 1d10+1R 2

Melee 1d10+1R 2
Melee 1m 1d10+1R 4

Melee 1d10I 0
Melee 1d10R 2

Melee 2d5E 0
Melee 1d10+2R 0
Melee 1d5+3R 3

Melee 1d10R 8

Melee 1d10+3R 2
Melee 1d10I 0
Melee 1d10+1R 2

Description
halves weight but halves clip size and reduce damage by 1, -20 to find if concealed
attached one shot flamer cartridge to weapon that inflicts d10, replace after use, cant attach to flexib
One hand without -20 penalty, range halved, use two hands like normal for normal range
select between three different ammunition types, switch at the beginning of turn
weapon with melee attachment counts as spear
no longer primitive, +2 penetration, can add to power weapons but wont be effective unless field is o
+10 to BS when fired on single shot
awareness test to detect shot at -20 penaty. Attempt at half normal distance to detect
ignore penalties for long and extreme range with full action to aim.

loses primitive, +2 Dmg, +3Pen, +10 WS, immune to power field, AP 25 if attacked, becomes best qu

Basic, 45m, S/-/-, Clip 1, Rld Full


halves reload time
Can use pistol but keep a free hand, reduce range by 30%
reduces penalties by one step
increases accuracy; bipod 90-degree arc, half action to deply, tri-pod 180-arc full action to deploy

any good quality primitive or chain, adds holy damage type, special against deamons and warp

combine two basic weapons, secondary weapon ammo halved, cost doubled

+10 to BS test, only works on semi or full auto burst


no penalties due to darkness,
no penalties due to darkness, +20 to vision perception tests at night
combines red dot, telescopic, and preysense scopes.
halves weight, user gains auto-stabilized trait, always counts as braced, semi and full auto as half acti
fire, operate shot selector, switch firing modes by voice command

add max 10 allies to memory, takes +20 tech use and 10min, once logged in, gun literally can not fire

Special Effects
+2 damage, double AP
+1 damage, rolls two dice for damage and pick highest, pen of 4, loses reliable special quality, clip re
Ag test or catch fire, may set things other than people on fire
penetration increased to 3
adds 1 to damage, halves clip size

Reduce range by half, +2 pen, gains tearing. If Shot +10 toughness test or knocked down.
Damage changes from X to E, gains shock quality

reliable quality in the void


can only fire on single shot, max range 15m or less, type becomes E, gains flame and primitive

can only be aquired by holy ordos


deals holy, special againsts deamons and warp creatures, through holy ordos only
only given to full inquisitorial rank, +5 to crit damage, double damage against psy rating, deamons, a

80 rounds of plasma, melta, and las, 200 sp or bolt, 60 for flame, weighs 25kg
+2 to damage
+3 damage to bio, ap doubled
+1 dmg and pen
-10 attack, dmg becomes E, loses primitive quality

powers Empyric Conduit Blade


Loses Scatter, +4 dmg, +1 pen, Re-roll missed shots and short and standard range, cover ignored, sin
-20 to dodge, leave no trace
+1d10 and may inflict Righteous Fury on any die with 9 or 10, gains tearing
ignores daemonic trait, protective psychic powers, and fields, nullifies psychic powers and field for 1 r
+2d10 dmg and +5 pen, ignores TB from unnatural toughness trait
Special Wt Cost Availability

Reliable 1.5kg 50 Common


Reliable 3kg 75 Common
Reliable 4kg 75 Common
Accurate, Reliable 4.5kg 100 Scarce
55kg 5000 Very Rare

Reliable 2kg 40 Common


7.2kg 250 Very Rare
7kg 50 Common
Accurate, Tearing 1.7kg 220 Very Rare
Reliable 4.1kg 150 Scarce
Reliable 1.1kg 100 Average
.5kg 120 Scarce
2.5kg 100 Very Rare

10kg 500 Very Rare

Reliable 1.5kg 100 Scarce


6kg* 180 Rare
4kg* 140 Scarce
Unreliable 4kg 40 Plentiful
Reliable 4kg 75 Average
Reliable, Accurate 1.75kg 150 Rare
50kg* 2000 Scarce
Reliable 4kg 175 Rare
Reliable 5kg 85 Very Rare
Tearing, Unreliable 7kg 220 Rare

Accurate, Reliable 4 Near Unique


Accurate 1.5 Very Rare
4 Rare
6 Rare
Reliable 3 Very Rare
Reliable 2.5 Scarce

6kg Rare
6kg Rare

Reliable 4.5 Average


Reliable 1.5 Scarce
8 Rare
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 8.5kg 100 Average


1.5kg 50 Plentiful
Inaccurate, Scatter 4.7kg 250 Rare
Accurate 2.5kg 200 Scarce
Unreliable 38kg 500 Average
3.6kg 115 Average
2kg 90 Average
Accurate, Reliable 1.6kg 200 Rare
Primitive, Reliable 2kg 140 Rare
Inaccurate, Scatter, Tearing 3kg 60 Common
Reliable 2kg 175 Average
.5kg 400 Rare
Inaccurate, Unreliable 1kg 10 Plentiful
Scatter, Tearing 5kg 80 Scarce
Accurate, Reliable 10kg 2000 Very Rare
1.3kg 50 Plentiful
1.7kg 100 Scarce
Scatter
Inaccurate, Unreliable 3kg 40 Scarce
.7kg 80 Common
Reliable 2kg 40 Plentiful
Scatter 3.5kg 70 Average
6.5kg 375 Rare
Scatter
5kg 60 Plentiful
3kg 65 Average
2.3kg 70 Common
Unreliable 3.5kg 95 Common

Reliable 2kg 225 Rare


Scatter 8kg 300 Average

Reliable, Scatter, Primitive, Tearing 6.5kg 80 Scarce


Scatter, Unreliable 7kg 700 Scarce
Reliable, Tearing, Primitive 2kg 150 Rare
Reliable, Scatter 1kg 60 Average

3.5kg 95 Average
Tearing, Unreliable 60kg 7000 Very Rare
55kg 1000 Scarce
1.5kg 150 Rare
2.5kg 75 Scarce

Special 4kg 750 Rare

35kg Average
35kg Scarce
Tearing 3kg Scarce
Reliable, Scatter 1kg Average

Storm 21kg Average


3kg Common
Inaccurate, Unreliable 2kg Ubiquitous
Tearing, Toxic 4kg Extremely Rare
Accurate 4kg Rare
1,5kg Average

Tearing 3.5kg 250 Rare


Tearing 7kg 500 Very Rare
Tearing 40kg 2000 Very Rare

Accurate, Tearing 11kg 2000 Very Rare


Reliable, Tearing 2.75kg 375 Very Rare
Unreliable, Tearing 3kg 75 Scarce

Tearing 4.5kg 350 Rare


Reliable, Tearing 10kg 650 Very Rare

Tearing 3.3kg 380 Rare

Tearing 7kg Very Rare


Tearing 3.5kg Rare
Storm, Tearing 9kg Extremely Rare
Tearing 40kg Very Rare

Tearing, Reliable, Sanctified 20kg Extremely Rare


Storm, Tearing 9kg Extremely Rare
Tearing 3kg Very rare
Accurate, Tearing, Reliable 7kg Very rare

2.5kg 7500 Very Rare


8kg 4000 Rare

30kg 600 Scarce

Blast(1) 55kg 8500 Very Rare


10kg 2500 Very Rare
14kg 3000 Rare

2.5kg Very Rare


40kg Rare
46kg Rare
Accurate 40kg Rare
Blast(1) 40kg Very Rare

Sanctified 2kg Unique

9kg Very rare

Recharge, Overheats 4kg 4000 Very Rare


Recharge, Overheats 11kg 3000 Very Rare

Overheats, Recharge 4kg 5000 Very Rare

Overheats, Recharge, Unreliable 20kg 7500 Very Rare


Overheats, Recharge, Unreliable 38kg 8500 Very Rare
Blast(3)(in addition)
Overheats, Recharge 12kg 3000 Very Rare

Overheat 4 Very Rare


Overheat 18 Very Rare
Blast(1), Overheat, Unreliable 40 Very Rare

Overheats 4kg Very Rare


Overheats 9kg Very Rare

Overheat 20kg Extremely Rare


Overheat, Accurate 5kg Extremely Rare

Flame 3.5kg 200 Rare


Flame 6kg 300 Scarce

Flame 2.1kg 750 Very Rare


Flame 20kg 150 Very Rare
Flame, Toxic 6kg 200 Rare

Flame, Primitive 3kg 50 Scarce


Flame 3kg 100 Average

Flame 45kg 1000 Rare


Flame, Toxic 6kg 400 Very Rare

Flame 3.5kg Rare


Flame 6kg Scarce
Flame 20kg Rare

Flame 6kg Scarce

Primitive, Snare, Inaccurate 1.5kg 10 Average


Primitive 1kg 200 Rare
Primitive, Unreliable, Inaccurate 4kg 10 Common
Primitive, Unreliable, Inaccurate 7kg 30 Common
Primitive, Reliable 2kg 10 Common
Primitive .5kg 10 Plentiful
Primitive 3kg 10 Common

Inaccurate, Primitive, Scatter, Unreliable4kg 35 Rare


Accurate, Primitive 3kg 50 Uncommon
Primitive, Unreliable 2kg 40 Common
Primitive .5kg 50 Average
Primitive, Special 1kg 30 Scarce
Primitive 5kg 75 Rare
Primitive 1kg 8 Plentiful
Primitive 3kg 20 Average
Primitive 8kg 60 Scarce
Primitive, Snare, Special 2kg 14 Uncommon
Primitive, Snare, Toxic 2kg 12 Rare
Blast(2), Inaccurate, Primitive, Unstable 1kg 45 Very Rare

Primitive 7kg 50 Common


Primitive, Unreliable 22kg 100 Scarce
Scatter, Unreliable 40kg 150 Very Rare

5kg 400 Very Rare

Primitive, unreliable, inaccurate 4kg Plentiful


Primitive ,5kg Common
Primitive ,5kg Common

* 9kg 500 Scarce


* 15kg 1200 Rare

Reliable* 8kg 300 Average

* 30kg 800 Rare


* 35kg 3000 Scarce

* 10 Scarce
*, Inaccurate 12.5 Scarce
* 12 Scarce
* 35 Rare

30kg Very rare


Primitive, Snare 8,75kg Scarce
10kg Rare
64kg Very rare
Inaccurate, Shocking, Blast(4) 50kg Extremely Rare
Inaccurate, Blast(5) 41kg Rare
Inaccurate, Blast(5) 48kg Rare

Blast (4) 0.5 10 Common


0.5 50 Rare
Smoke 0.5 25 Scarce
0.5 60 Scarce
0.5 40 Rare
Blast(3) 0.5 5 Plentiful

Blast(1d10+3) .5kg 40 Scarce


Blast(2), Unreliable 1kg 20 Average

Blast(4), Unreliable, Toxic .5kg 20 Common


Blast(6) .5kg 75 Average
Blast(2) .6kg 60 Rare
Blast(1) 1.5kg 150 Average
Blast(5) .8kg 10 Scarce
Blast(3) .2kg 40 Scarce

Blast(3) .5kg Very Rare


Blast(1), Tearing .5kg Extremely Rare
Blast(1) 4kg Very Rare
Smoke** .5kg Common
Toxic*** .5kg Extremely Rare

Blast 10, Unstable 20kg 2000 Very Rare

.5kg Rare
.5kg Rare
Blast(2) .5kg Near unique
Blast(3), Shocking .5kg Scarce
Blast(2), Flame .5kg Rare
Blast(2) .5kg Extremely Rare
Blast(1) 2kg Rare
1kg Scarce
Blast(4) 2kg Very rare
.5kg Rare
Blast(2),Snare .5kg Extremely Rare
.5kg Rare

Accurate, Toxic 1.5kg 1250 Very Rare


Snare 3.5kg 1200 Rare
Accurate, Toxic 2kg 1000 Very Rare
Blast(5), Snare 8kg 1800 Rare

Blast(6), Snare 17kg 2000 Rare


Toxic 1kg 950 Very Rare
1kg 1000 Scarce
Accurate 2kg 1000 Rare

Blast(5) 5kg 3500 Very Rare


Blast(2), Recharge, Toxic 26kg 7000 Very Rare
Shock 3kg 650 Rare
Snare 3.5kg 100 Scarce

Scatter 4kg Near Unique


Toxic 2.5kg Rare
Reliable .5kg Extremely Rare
.5kg Extremely Rare
Toxic .5kg Extremely Rare
Flame .5kg Extremely Rare
Blast(5) 5kg Near Unique
6kg Extremely Rare
Balanced
Inaccurate, Reliable 4kg Scarce
Inaccurate, Reliable 2kg Scarce
Reliable 2.5kg Very Rare
Reliable 1.2kg Very Rare

Reliable 1.2kg 5000 Very Rare


Reliable, Tearing 2.5kg 9500 Very Rare
Accurate, Reliable 2kg 8500 Very Rare
Tearing 1kg 2000 Very Rare
Tearing 2kg 5500 Very Rare
Inaccurate, Unreliable 2kg 100 Scarce
Inaccurate, Unreliable 4kg 200 Scarce
Inaccurate, Overheats, Unreliable 7kg 1500 Rare

15kg 41000 Very Rare

Unstable 4kg 2750 Very Rare


Inaccurate, Shocking 10kg 2750 Very Rare

.1kg Extremely Rare


Blast(3) .1kg Extremely Rare
Reliable, Sanctified 6.5kg Very Rare
Tearing 5.5kg Near Unique
Toxic Near Unique
Accurate 5kg Near Unique
Accurate 9kg Near Unique

Special Wt Cost Availability

Primitive, Unbalanced 4kg 20 Average


Primitive .5kg 5 Plentiful
Primitive 2kg 5 Abundant
Flexible, Primitive 4kg 20 Scarce
Primitive,Unwieldy 7kg 70 Scarce
Primitive, Unbalanced 4kg 10 Common
Primitive, Unbalanced
Primitive .5kg 5 Abundant
Primitive .5kg 5 Plentiful
Defensive, Primitive 3kg 25 Average
Primitive 3kg 15 Common
Balanced, Primitive 3kg 15 Common
Balanced, Primitive 3kg 10 Plentiful

Primitive 5kg 50 Average


Balanced, Primitive 1kg 30 Common
Fast, Primitive, Toxic 1kg 30 Scarce
Primitive, Unbalanced 3kg 10 Common
Flexible, Primitive 4kg 28 Scarce
Balanced, Primitive 3kg 70 Very Rare
Defensive, Primitive 3kg 60 Rare
Fast, Primitive, Unwieldy 3kg 25 Rare
Primitive .5kg 4 Plentiful
Balanced, Primitive 2kg 15 Common
Primitive, Unwieldy 5kg 12 Uncommon
Primitive, Unbalanced 6kg 45 Rare
Primitive, Unbalanced, Unwieldy 18kg 100 Very Rare
Fast, Primitive .2kg 25 Uncommon
Defensive, Primitive 7kg 60 Rare
Defensive, Primitive 5kg 40 Uncommon

2kg 50 Rare
Fast, Primitive .3kg 55 Rare
Balanced .5kg 150 Very Rare
3kg 50 Average
Primitive, Tearing 1.2kg 50 Rare
Defensive .75kg 85 Rare

Primitive .5kg 35 Common


Primitive 4kg 30 Common
Primitive 3.5kg 130 Scarce
Primitive .4kg 200 Rare
Primitive, Snare, Unwieldy 8kg 60 Scarce
Defensive, Primitive 9kg 75 Average
Primitive 1.5kg 12 Common

Primitive .8kg 40 Average


Defensive, Primitive 3.5kg 100 Scarce
Balanced, Primitive .3kg 700 Very Rare

Flexible, Primitive .5kg 200 Scarce


Primitive .5kg 75 Scarce

Primitive 2kg Plentiful


Primitive 4.5kg Scarce

.5kg Very Rare

Balanced,Tearing 6kg 275 Rare


Tearing 13kg 450 Very Rare

Tearing 2.5kg 80 Scarce

Special, Unwieldy, Tearing 12kg 750 Scarce

Power Field 1.5kg 1750 Very Rare


Balanced, Power Field 3.5kg 2500 Very Rare

Fast, Power Field 1.5kg 2500 Very Rare

Balanced, Power Field 1kg 5000 Very Rare


Power Field, Unwieldy 7kg

Power Field, Unwieldy 12kg 3100 Very Rare


Power Field 4.5kg 3500 Very Rare

Power Field, Special 5kg 2800 Very Rare

Power Field, Unbalanced 8kg Extremely Rare


Power Field, Unbalanced 6kg Very Rare
Power Field, Unwieldy 13kg Very Rare
Power Field, Shocking 3.5kg Very Rare
Shocking
Power Field, Balanced 3kg Very Rare

Shocking 3kg Rare


Power Field 3kg Rare
Power Field, Sanctified, Unwieldy 5kg Extremely Rare
Power Field, Unbalanced, Sanctified 1kg Very Rare
Shocking 2.5kg 150 Scarce
Flexible, Shocking 4.5kg 375 Rare

Primitive, Shocking 2kg 80 Scarce


Flexible, Primitive, Shocking 4kg 100 Very Rare

Flexible, Shocking 4kg 500 Rare


Shocking 3kg 200 Scarce
Shocking 2kg 100 Average

Shocking 1kg 100 Scarce

Shocking 3kg Scarce


Shocking 1.5kg Rare
Shocking 2kg Rare

Defensive, Recharge, Shocking 5kg Rare

Special, Tearing, Unwieldy 18kg 750 Scarce


Tearing, Unwieldy 1.5kg 650 Rare

Tearing, Unwieldy 6kg 75 Average

Power Field, Balanced 1kg Extremely Rare


Power Field, Balanced 1kg Extremely Rare
Tearing 1kg Extremely Rare
Unbalanced 8kg Scarce

Tearing, Unbalanced 5kg 600 Scarce


Flexible, Tearing .5kg 4500 Very Rare

Balanced, Shocking 4kg 30000 Very Rare


Balanced 3kg 45000 Very Rare

Unwieldy 3.5kg 50000 Very Rare


Shocking 3kg 1500 Very Rare
Toxic 1kg 1000 Very Rare

Tearing, Toxic 2.5kg Extremely Rare

Special, Unbalanced 4.5kg 4000 Very Rare


Balanced, Special 3kg 3500 Very Rare
Balanced, Special 3.5kg 3500 Very Rare

Wt Cost Availability
x.5kg 50 Average
cant attach to flexible or pistols, lose balanced quality
+1kg 35 Common
x1/3kg 25 Plentiful
+0.5kg 25 Scarce
+2kg 25 Plentiful
ctive unless field is off 0 40 Scarce
+0.5kg 50 Scarce
+0.5kg 10 Plentiful
+1kg 35 Average

ed, becomes best quality, cant use with mono 2500 Very Rare

+2.5kg 250 Rare


10 Scarce
+1kg 300 Scarce
+1.5kg 2250 Rare
action to deploy +2kg 25 Average

mons and warp 500 Very Rare

Special

+.5kg Very Rare


+.5kg Very Rare
+.5kg Very Rare
+2kg Near Unique
d full auto as half action x1/2 Extremely Rare
+.5kg Rare

n literally can not fire on ally, do not get -20 to shooting into melee, counts
VeryasRare
scope, attaching takes one hour

Cost/Amount Availability
1/20 Common
1/20 Common
1/20 Plentiful
1/20 Common
10/full clip Common
15/full clip Common
30/full clip Rare
8/full clip Scarce
10/full clip Scarce
16/1 Rare
20/full clip Very Rare
15/full clip Rare
24/full clip Rare
18/full clip Rare
20/1 Very Rare
5/6 Scarce
pecial quality, clip reduced to 1 15/1 Scarce
18/1 Rare
5/6 Scarce
15/full clip Common

5/3 Scarce
8/1 Scarce
15/1 Rare
20/1 Rare
100/cylinderRare

ked down. 100/1 Rare


250/1 Very Rare

50/full clip Rare

8/1 Scarce
e and primitive 4/1 Common
30/clip Rare

50/1 Rare
50/1 Very Rare
sy rating, deamons, and warp entity after AP and TB, classed as
250/1
holy Very Rare

Rare
Extremely Rare
Rare
Scarce
Scarce

1kg 17000/1 Very Rare

10/1 Scarce where weapon is found


ge, cover ignored, single shot only Very Rare
Near Unique
Near Unique
owers and field for 1 round Unique
Unique
hotshot or overcharge gives overheat property, scarce on magnogorsk

Covert pistol, has to be recharged at a station


Hotshot or overcharge gives overheat property scarce on magnogorsk

ammo is attached to backpack of carapace armor, standard laspacks give 12 shots, Scarce on Lathe

use standard las charge packs, but consume 4 charges a shot, has special ammo
use standard las charge packs, but consume 4 charges a shot

Bullpup design lasgun


integral bayonet, wooden stock, spear in melee

uses 10kg backpack source, can use upgraded power pack


uses 10kg backpack source, can use upgraded power pack

-10 penalty to use one handed instead of normal -20

Uses Backpack power pack (pg 145 Ascension) or smaller backpack, smaller pack weighs 10 kg and p
Uses Backpack power pack (pg 145 Ascension) or smaller backpack, smaller pack weighs 10 kg and p

May be used as Spear with mono upgrade in melee combat


without sigil or cipher stamp considered unlucky
-10 to hit unless Str bonus of 4 or more, uses exotic ammunition

Exotic, Primitive ammunition


uses two shells at once, if only one shell loaded 1d10+4I

-30 to searching for weapon parts when disassembled


if jams, roll 1d10, result of 9 means gun explodes, hurting wielder
takes three shells to reload

-10 to ballistic test if not fired with two hands


Common on Volg, makes loud clang when out of ammo
Has to be disassembled to be reloaded

3 mags and a fire selector


cant fire the same action as autogun

can be used as a basic club


can use extended 30 round mag but cant be holstered and suffers -10 ballistic if not held two handed
If Str Bonus of 4 or more, considered pistol, jams on 94-00

2 separate ammo canisters, has fire selector


shotgun has built in red dot sight and sawbladed bayonet

Doubles as club(1d10-2+SBI) ammo is Rare and costs 30 thrones a clip on black market, normal round
must be securely mounted or braced or -30 to tests
special ammo, can be basic club, can use with regular autorounds but loses tearing and primitive
-10 to hit if fired one-handed

6 rotating barrels that wear out easily

holy munition, tearing effect against sorcery or psy rating. More than 5 damage inflicted leave bolt im

uses special ammunition, normal ammunition loses tearing ability


-10 to hit unless fired with two hands or a recoil glove

Backpack ammo

Requires Awareness (-20) test to hear the gunshot

made to fire Astartes bolt shells, illegal


can order custom made, doubles price and earns best quality for who it was made for
Imitation bolter; on crit hit test agility or catch fire, jam results in damage to firer, test ag or catch fire

Commissar's Pistol
counts as an axe in close combat

Str bonus of 4 or -10 to BS

Used mostly by Astartes

ignore all defensive benefits granted by psychic powers, and increased toughness given by daemonic
Requires Str bonus of 4 to weild, -10 ws for every str bonus below 4

can cut through bulkheads

Ignore fields and all protective benefits due to psychic powers, if hit, wp test or permanently reduce w

on maximal setting, uses 3 shots, and 2 round recharge

exhausts 6 shots of fuel, hot as the sun

has maximal setting, give +10 range, +1d10 dmg, +2 pen, give recharge keyword, takes 3 rounds of
has maximal setting, give +10 range, +1d10 dmg, +2 pen, give recharge keyword, takes 3 rounds of
Wounding Hit to back of body, 50% of fuel explosion blast(4), 2d10E, wearer damage rolls twice and c
Jam means fuel ruptures, weapon damage to blast(2), wearer rolls damage twice

Things cannot catch fire, sends microwaves

needs two men to operate, one carrys gun, the other fuel

normally is folded for concealment, need half action to lock bow to firing position

toughness test or suffer one fatigue, removing the spear requires a medicae test, failure causes 1d5 d

if thrown and misses, come back to user, ag test, failure by more than 3 degrees means explosive mis
Str Bonus of 4 to reload or use
Successful hit must test for pinning, underhive has average availability, anything can be ammo

doubled Pen vs machine,

preloaded with one frag or krak missile, can have rpg for half price.
fires missiles only

each turn in the gas test toughness, fail loses one fatigue. Lasts for time in gas plus 1d10 rounds, fail
toughness test or become stunned for 1d5 rounds, photo-visors and sealed armor provide +20 test

re-detonates every 1d10 rounds, 10 percent chance of shutting off, for unstable roll, a 1 permanently

+300 to mount on forearm with palm trigger, gains concealed property


On hit, roll damage. Max capable inflicted is one. -20 toughness test or fall comatose for 1d10x3minut
subsonic and has no flash, can have explosive or poisoned darts, attachable stock and extendable bar

victims take -30 toughness test or be knocked down, causes 1d5I (primitive) on the body, attempting
The toxic quality represents the massive radiation poisoning and should treated as such
use standard las pistol packs
opposed str or ag vs firers str to break free

Can coat darts with special poison, mimic hallucinogenic, holy ammunition and others
size of a ring, one for each finger, can be fired even if holding something
size of a ring, one for each finger, can be fired even if holding something
size of a ring, one for each finger, can be fired even if holding something
size of a ring, one for each finger, can be fired even if holding something
if hit, -30 str or be knocked down, 1d5I (primitive), moving in zone for 2d5 rounds calls str test to beat

doubles as club
doubles as club

munition is very rare at 500 thrones a clip

when used with aim, pen doubles, full action aim gives 6 pen

Common if by black market


Common if by black market
scarce if by black market, if used with bionics or targeting equip, loses inaccurate instead of gaining b

This weapon fires the controlled might of 4 psyker brains, psyprotected guy fires, expendable guy hol

Scarce on Calixis Trailing border, special ammo


any additional shots that strike are combined into single damage roll

1d5 hours before can be fired again.

if inflicts dmg, then bolt is imbedded, removal takes full action, deals 1d5+1 wounds, ignoring Toughn
Requires user to be programmed in. Need access to Officio facilities (nigh impossible), or -60 tech use

best quality with built in silencer


built in silencer and telescope, best quality, load a round as half action, with rapid reload use reaction
Provides 2AP to body and arm wielding.

Covers arm and one other body part, 8 AP (primitive), or full 8 AP against Las

-10 AG requires 40 Str, insufficient str give -10 WS for each str bonus below 4,

6 AP (primitive) -2 AG bonus
8 AP (Primitive) -2 AG bonus

Common on Malfi

after initial blast, acts as club


also has 1 shot of iron talon

8AP as cover
all attacks, count as called to head, -20WS, subsequent attacks after success +30 to hit, either inflict
can add poison to weapon, expelled on first hit

Cant be used by non-psykers, psyker uses telekenetic powers to control numerous hovering blades. H

on 96-00 WS test ag or take dmg as if struck, include SB

str bonus does not apply, parry success by 2 degrees destroys opponents weapon, attack or parry fail
+10 to interactions with machine cult followers, also a multitool, it is only given to the most worthy te

add SBx2

Righteous Fury deals 2d10E holy, sets on fire

also functions as a combi-tool

additional +5 bonus to parry

once per round switch between high and low for free action
once per round switch between high and low for free action
adds double SB to damage, score righteous fury on 8-10 against daemonic trait, always best quality, w
additional d10 for every point of psy rating, best quality +10 WS
special qualities to quality, pg153

Can still be used when recharging, but has primitive quality. +4Ap to wielding arm and torso, AP is no

Unless mounted as implant, need 5 str bonus to use, righteous fury is 2d10, -10 to WS for each Str bo
+10 to interrigation and intimidation, +10 mediae to repair servitors and do autopsies, +500 thrones

must use frequently to stay sharp


additional +5 bonus to parry

Common if by black market, catch-all stat for ork meleeweapons


need heavy gloves to use, like a lasso or garrote

each hit attacks victims soul, causing fear check, mental disorders deal with losing faith
can discharge warp energies into victim, causing 1d10 energy, or 2d10+5 vs deamons, bypasses arm

-10 tp parry, ignores armor, toughness and psychic defences, do not add str bonus, daemonic or mach
can use to interrogate, -20 forbidden lore(xenos), every degree of success gives 1 dmg each round th
stores 5 doses of any drug or poison, each hit injects one dose

if target fails toughness test from toxic, all characteristics halved for 1d5 minutes, not cumulative, ine

counts as good craft with mono, for psykers every point of psy rating adds 1 dmg and pen
counts as good craft with mono, for psykers every point of psy rating adds 1 dmg and pen
counts as good craft with mono, for psykers every point of psy rating adds 1 dmg and pen

Upgrades
Any Pistol or Basic Las, Solid Projectile, Flame, Bolt or Plasma
Any Weapon that does d10 or more damage
Any basic ranged
Bolt and Sp Pistols or SP and Bolt Basic weapon
Basic ranged weapon
any primitive close combat weapon
Pistol or Basic Las, SP, Bolt, Primitive or Plasma
Stub revolver, stub auto, hand cannon, autogun, hunting rifle
Basic Las, SP, Bolt, Primitive or Plasma

knives, throwing knives, swords, axes and great weapons

attaches to any basic, during turn fire either main or gl


basic and pistol, SP or las with removable clip
primitive, las, SP, bolt or melta pistol
any las, SP, Bolt, or heavy
basic or heavy

add weapon prices together then double

any non-primitive ranged weapon capable of semi or full auto


basic las, SP, bolt, primitive, or plasma.
basic las, SP, bolt, primitive, or plasma.
basic las, SP, bolt, primitive, or plasma.
any heavy
non-primitive pistol, basic, grenade or heavy

can be attached to weapon that does not have flame, blast, or similar qualities,

Used with
Bows, Crossbows, and handbows
Flintlock pistol, musket
Autopistols, stub revolver, stub auto, hand cannon, autogun, hunting rifle, and heavy stubber
Shotgun, pump-action, and combat shotguns
Laspistol, las carbine, lasgun, long las, MP lascannon
Laspistol, las carbine, lasgun, long las, MP lascannon
Laspistol, las carbine, lasgun, long las, MP lascannon
Hand Flamer and Flamer
Hand Flamer and Flamer
Bolt pistols, bolters, and heavy bolters
Melta weapons
Melta weapons
Plasma weapons
Plasma weapons

stub auto, stub revolver, and hand cannon


laspistol, las carbine, lasgun,and long las
shotguns and bolt pistols
stub revolvers, stub autos, hand cannons, autopistols and autoguns, hunting rifles
any pistol or basic Las

hand cannon, hunting rifle, shotgun (lose scatter), bolt pistol and boltgun(damage is I)
Bolt weapons

All SP weapons

Only with irontalon

stub revolvers stub autos, shottys, hand cannons, autopistols, autoguns


stub revolver, stub auto, and hand cannon
stub revolver, stub auto, autoguns, and autopistol
bows, crossbows, and hand bows

where weapon is found


shotguns
Exitus Rifle and Pistol
Exitus Rifle and Pistol
Exitus Rifle and Pistol
Exitus Rifle and Pistol
2 shots, Scarce on Lathe

r pack weighs 10 kg and provides listed capacity, built in targeter that doesn’t take sight slot
r pack weighs 10 kg and provides listed capacity, built in targeter that doesn’t take sight slot
stic if not held two handed

black market, normal rounds lose primitive and tearing


tearing and primitive

mage inflicted leave bolt imbedded, removed causes 1d5 dmg ignoring ag and tb

made for
o firer, test ag or catch fire, ammunition unstable if hit by fire, 65% chance to detonate 1d10+3

ghness given by daemonic trait, built in suspendor give auotstabalizrd trait, pc with psy rating can add psy ratin
t or permanently reduce wp by 1d10, best quality

eyword, takes 3 rounds of ammunition, switch once per round as free action,
eyword, takes 3 rounds of ammunition, switch once per round as free action,
r damage rolls twice and catches fire

e test, failure causes 1d5 damage

grees means explosive mishap, pg137


thing can be ammo

gas plus 1d10 rounds, fail by 4 or more degrees reduce toughness by 1d10 for 1d5-1 hours. Lasts 1d5x3 minute
armor provide +20 test

able roll, a 1 permanently halves damage, if hit, ag test or be knocked down, drivers and pilots must make app

comatose for 1d10x3minutes. Fail by 3 or more degrees means 1d5hours


e stock and extendable barrel to turn it basic with range 150m and weight of 4.5kg,

) on the body, attempting to move 2d5 rounds after the blast must oppose strength 60(unnatural x2), GM may
ated as such
and others

ounds calls str test to beat str60, can break environment

curate instead of gaining bonuses

fires, expendable guy holds the brain frame. Extended exposure causes insanity and corruption

1 wounds, ignoring Toughness and armor, every round a daemon leaves in the stake, makes warp instability tes
mpossible), or -60 tech use test. When hit by needle, toughness test or take 1d10 wounds ignoring armor or tou

h rapid reload use reaction to reload single round


ss +30 to hit, either inflict damage or half damage in fatigue

merous hovering blades. Half action to attack to one blade, full action for multiple, -10 for called shots, three de

eapon, attack or parry failure by 5 degrees inflicts damage to wielder, consumes plasma pistol ammo, one pack
ven to the most worthy tech priests

trait, always best quality, which gives +10 WS and +1 dmg which is already added
ng arm and torso, AP is not primitive when recharging. +20 to resist psychic powers directly affecting him, doub

-10 to WS for each Str bonus less than 5


o autopsies, +500 thrones to add injector rig to give toxic quality

h losing faith
s deamons, bypasses armor, causes 2d10 corruption and 2d10 insanity and give minor mutation, wielder gets 1

r bonus, daemonic or machine 5+ creatures immune to weapon, if hits hex wards dies for 1d10 days.
gives 1 dmg each round that bypasses armor and toughness, every point of damage in a round gives +10 to int

nutes, not cumulative, ineffective against Machine or Daemonic, can switch out toxins with others

1 dmg and pen


1 dmg and pen
1 dmg and pen

nd heavy stubber
amage is I)
ke sight slot
ke sight slot
onate 1d10+3

ith psy rating can add psy rating as damage, is minor psychic power with threshold of 10, free action, good cra
d5-1 hours. Lasts 1d5x3 minutes
vers and pilots must make appropriate test or lose control

gth 60(unnatural x2), GM may have it wreak environment


y and corruption

ake, makes warp instability test(pg 333 Core) at -10, creature with psy rating has threshholds increased by 20,
wounds ignoring armor or toughness, doesn’t need to wound to go into effect
e, -10 for called shots, three degrees harder to detect when concealed. Instead of adding SB to damage, psyker

plasma pistol ammo, one pack for 10 rounds


ers directly affecting him, double AP against dmg-dealing psychic powers, keeps AP against warp weapons

minor mutation, wielder gets 1d5 corruption, 25m blast for fear(2) test, discharge powered by empyric null fiel

s dies for 1d10 days.


age in a round gives +10 to interrogation

toxins with others


old of 10, free action, good craftmenship, uses special handcrafed shells that are rare.
s threshholds increased by 20, always good quality, a quiver of 20 bolts is very rare
f adding SB to damage, psykers use WP
AP against warp weapons

ge powered by empyric null field generator bought seperately


Armor
Armor Type Location(s) Covered AP WT Cost
Primitive
Gang Leathers Arms, Body, Legs 1 5kg 25
Heavy Leathers Arms, Body, Legs 2 7kg 100
Quilted Vest Body 2 2kg 10
Beast Furs Body 2 10kg 5
Grox Hides Body 3 14kg 60
Chain Coat Arms, Body, Legs 3 18kg 50
Feudal Plate All 5 30kg 120
Xeno Hides Body 6 22kg 5000
Feral & Feudal World Specific
Banded Armor Arms, Body, Legs 3 12kg 50
Bone Arms, Body, Legs 2 12kg 20
Bracers Arms, Body, Legs 1 .5kg 10
Heavy Plate All 6 28kg 300
Scale Armor Arms, Body, Legs 3 15kg 1000
Scrag Furs Body 2 7kg 5
Silkmail Arms, Body, Legs 3 5kg 150
Hive World Specific
Mirker's Greaves Legs 4 8kg 50
Rogue Trader Specific
Burnscour Beast Hide Body 6 20kg
Other
Low Hiver Overcoat Arms, Body, Legs 1

Flak Armor
Flak Helmet Head 2 2kg 25
Flak Gauntlets Arms 2 1kg 50
Light Flak Coat Arms, Body, Legs 2 4kg 80
Flak Vest Body 3 5kg 50
Flak Jacket Arms, Body, Legs 3 6kg 100
Flak Cloak All 3 8kg 80
Guard Flak Armor All 4 11kg 300
War Zone Specific
Flak Greatcoak Arms, Body 4 9kg 150
Shadow Gear
Mask Bodyglove Body, Arms, Legs 2 6kg 650
Blur Suit All 2 7kg 750
Rogue Trader Specific
Flak Coat Arms, Body, Legs 3 5kg

Mesh Armor
Mesh Cowl Head 3 .5kg 100
Mesh Gloves Arms 3 .5kg 120
Xeno Mesh Arms, Body, Legs 4 2kg 375
Mesh Vest Body 4 1kg 150
Mesh Combat Cloak All 4 1.5kg 350
Hive World Specific
Hardened Body Glove Arms, Body, Legs 3 5kg 300
Volcanis Shroud All 3 20kg 350

Carapace Armor
Carapace Helm Head 4 2kg 250
Carapace Vambraces Arms 5 2kg 300
Carapace Greaves Legs 5 3kg 375
Enforcer Light Carapace Arms, Body, Legs 5 15kg 575
Carapace Chest Plate Body 6 7kg 600
Storm Trooper Carapace All 6 17kg 3750
Hive World Specific
Magistratum Carapace All 5 16kg 1100
The Void Specific
Boarding Armor special 17kg 1225
War Zone Specific
Windrider Carapace Body 6 6kg 800
Shadow Gear
Cameleoline Combat ArmorAll 5 17kg 1000
Shock Carapace Body, Arms, Legs 6 19kg 5000
Ascension Specific
Cadian-pattern "Kaskrin" Storm
All Trooper Carapace 6 15kg
Hyrdraphur-pattern Judge'sAll
Carapace 5 15k.5kg

Power Armor
Light Power Armor All 7 40kg 8500
Power Armor All 8 65kg 15000
Forge World Specific
Dragon Scale All 8 20kg 7500
War Zone Specific
Lidhl Power Armor All 6 40kg 8000
Ascension Specific
Ignatus-pattern Power Armour
All 8 65kg

Force Field
Forge World Specific
Amulet of Warding All special 1kg 30000
War Zone Specific
Refractor Field All special 1.5kg 20000
refractor charge cell 1000
Holy Ordos Specific
Rosarius All 2kg 25000
Ascension Specific protection rating
Refractor Field (Lathe) All 30 .5kg
Rosarius (Maccabien) All 50 .5kg
Icon of the Just (Daemonsbane)
All 55 .5kg
Null Blocker(Lathe) All 60 .5kg

Other Armor
Synskin All 2 2kg 2500
Frontier World Specific
Environmental body Glove All 1 5kg 625
Slither Boots Legs 3 6kg 500
Wind Armor All 3 18kg 2200
Rogue Trader Specific
Armoured Bodyglove Arms, Body, Legs 3 5kg
Xenos Tech Specific
Holo-Armour All 4 4kg Special
Mecronid Armour All 7 2kg 15000

Armor Upgrades
Holy Ordos Specific
Hexagramatic Wards as upgraded +2500
Shadow Gear
Cameleoline Coating 1000
Preysense Mask 500
Blur 1000
Shock-field 2000
Rogue Trader Specific
Advanced Helmet Systems
Dark Tech Specific
Immateria Ward 1kg 17000
Availability
Ap halved before subtracting penetration
Average
Common
Common
Average
Common
Average
Scarce
Very Rare

Rare
Average
Plentiful
Scarce
Very Rare +10 to avoid fire
Common -10 to Fellowship
Rare

Average

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
Average
Average
Scarce
Average
Average
Scarce
Scarce

Average

Rare +20 to concealment to infrared sensors of creatures based on sight-heat


Rare -10 to sight based tests against user, damage penetration has 2 added, half action to for o

Average

Rare
Rare
Rare
Rare
Very Rare

Rare for 3x cost gain sealable hood, gain stealth features, -20 to detect with auspexes, IR vision
Average AP doubled against fire, acids, and corrosives, -10 ag test, built in rebreather and photo-vi

Rare
Rare
Rare
Rare
Rare
Very Rare

Rare Built in Void Suit, comm-bead, and photo-visor

Rare 3AP to legs and arms, 5AP to head and body. Built in void suit and photo-visor

Scarce

Very Rare light carapace with cameleoline cloak, +20 to concealment, one range bracket further awa
Very Rare successive hit with close combat weapon of conductive material, toughness test as if hit in

Very Rare integral auspex unit, attachment for grav-chute, helmet has rebreather, photo-visor, micro
Very Rare integral micro-bead, good quality photo-visor, vox-amp, small stab light, uses lasgun charg

Very Rare if wearing on arms, body, and legs then +10 str, also size does not increase
Very Rare if wearing on arms, body, and legs then +20 str

Tech-Priest built
only in photo-visor and respirator, str +10

Very Rare

Extremely Rare
helmet contains integrated good quality photo-visor, micro-bead, and integral auspex. Voi

Very Rare Every attack, reduce damage by 3d10, double ones means attack slipped through, on res

Very Rare against I,E,X; roll 2d10 and reduce dmg, double 1 means bypassed, double ten means dam
Rare

Rare roll 2d10 and reduce range dmg, double 1's blocks nothing, on 20 damage, overloaded for
Very Rare when on, gives glow that illuminates user, when attacked with field on, roll d100, if less th
Extremely Rare
doesn’t glow but gives flashses when hit, overloads on 20 or lower when used by aliens or
Near Uniquedaemonic trait creatures get -10 to hit wearer, when attacked with field on, roll d100, if les
Extremely Rare
only applies to psychic powers, when attacked with field on, roll d100, if less than or equa

Very Rare +10 to concealment and silent move. Invisible to infrared and dark sight

Rare +1AP, +10 survival tests, re-breather, comm-bead, photo-contacts


Rare +10 to Ag tests to maintain footing in treacherous or slick conditions. 6AP to corrosives
Rare 3 hour rebreather, vox-system, photo-visor, immune to strong winds and storms

Rare Can be concealed

Special -30 to all attacks, perception or awareness to discern anything within the field, +10 aware
Very Rare if wearer loses conciousness, make willpower save or be suffocated for 1d10 dmg per rou

Very Rare +20 bonus to resist psychic attack, double AP against psychic or warp energy that deals d

like wearing cameleoline cloak


like mask bodyglove
like blursuit, including added damage
like shock carapace

Very Rare May have any of the following: microbead, vox-caster, grant heightened senses sight, gran

Very Rare Blocks up to 6 corruption points from exposure to warp material. Blocks up to 6 dmg by ps
over whatever is already worn

mage with blast quality

on sight-heat
has 2 added, half action to for on/off, lasts two minutes, standard power cell
detect with auspexes, IR vision, and the like
built in rebreather and photo-visor

uit and photo-visor

one range bracket further away for ranged attacks


erial, toughness test as if hit in arm with shocking weapon

s rebreather, photo-visor, microbead, clip attachment for lamp pack or vid-recorder which requires a lasgun cha
all stab light, uses lasgun charge pack that must be replaced after a week of continous use.

oes not increase

bead, and integral auspex. Voice activiated, ignore toxic atmospheres and gasses, survive underwater or vacuu

attack slipped through, on result of 8 it burns out, -20 to concealment and stealth, can sustain up to one hour,

passed, double ten means damage reduces and shield burned out, battery lasts one hour

on 20 damage, overloaded for 1d10 rounds and roll another 1d10, on 9 rosarius fails and must be repaired, if b
ith field on, roll d100, if less than or equal to protection rating, attack is nullified, overloads depending on quali
r lower when used by aliens or ruinous powers, when attacked with field on, roll d100, if less than or equal to pr
ed with field on, roll d100, if less than or equal to protection rating, attack is nullified, overloads depending on q
, roll d100, if less than or equal to protection rating, attack is nullified, overloads depending on quality and roll c

nd dark sight

onditions. 6AP to corrosives


ng winds and storms

ing within the field, +10 awareness to detect user or see exterior of field. Cant be purchased by normal means
ffocated for 1d10 dmg per round, ignores AP and toughness. Death lets the armor take control and attack near

hic or warp energy that deals direct damage, maintains ap against warp weapon effect;carapace or power armo

t heightened senses sight, grant dark sight, at best craftmenship, grant ability to make awareness test to detec

erial. Blocks up to 6 dmg by psyker, +6 AP vs deamons force and warp energies


er which requires a lasgun charge pack to run for a week of continuous use
tinous use.

s, survive underwater or vacuum, lasts as long as it has power. Grants +20 str when wearing all of it, +1 to mo

h, can sustain up to one hour, needs two hours to recharge

fails and must be repaired, if blocks more than 12 points, releases light like photon flash grenade
overloads depending on quality and roll chart on pg 245 ascension, If overloaded doesn’t work till recharged w
d100, if less than or equal to protection rating, attack is nullified, overloads depending on quality and roll chart
fied, overloads depending on quality and roll chart on pg 245 ascension, If overloaded doesn’t work till recharg
depending on quality and roll chart on pg 245 ascension, If overloaded doesn’t work till recharged with luminen

e purchased by normal means


or take control and attack nearest person

effect;carapace or power armor

make awareness test to detect hidden target as free action


hen wearing all of it, +1 to movement, size increases, integral backpack power supply lasts 5 days of continous

on flash grenade
d doesn’t work till recharged with luminen charge talent or -30 tech use
nding on quality and roll chart on pg 245 ascension, If overloaded doesn’t work till recharged with luminen char
oaded doesn’t work till recharged with luminen charge talent or -30 tech use
work till recharged with luminen charge talent or -30 tech use
upply lasts 5 days of continous operation, without power takes -60 str to move, can get with hexagrammic ward
ill recharged with luminen charge talent or -30 tech use
an get with hexagrammic wards but increases by one step, give +20 to resist psychic powers, double AP again
ychic powers, double AP against psychic powers, ap not ignored by warp weapons
Clothing & Personal Items
Name Wt Cost Availability
Backpack 1kg 10 Plentiful
Cameleoline Cloak .5kg 500 Rare
Charm Var Average
Chrono 40 Abundant
Clip/Drop Harness 2kg 25 Common
Clothing Var Abundant
Explosive collar 1kg 55 Rare
Filtration Plugs 15 Common
Infra-Red Goggles .5kg 275 Rare
Photo-Visors/Contacts .5kg 100 Scarce
Re-Breather 1kg 50 Scarce
Recoil Glove .5kg 85 Rare
Respirator/Gas-Mask .5kg 25 Average
Void Suit 8kg 100 Plentiful
Feral & Feudal World Specific
Braid Cloak 2kg 80 Uncommon
Soul Mask 1kg 200 Scarce
Hunting Must .2kg 20 Rare
Hive World Specific
Gloom Eye 300 Very Rare
Ocular Catechizer 250 Scarce
Forge World Specific
Opus Machina .5kg 1500 Tech Priest Only
Frontier World Specific
Aerial Pinions
4 line 10kg 300 Scarce
6 line 15kg 500 Rare
Redole Re-breather 1kg 250 Rare
Thermal Gloves 1kg 220 Scarce
The Void Specific
Jump Pack 25kg 2000 Rare
Magboots 2kg 65 Average
Selenite Void Suit 20kg 600 Average
with Impellor +5kg 200 Scarce
War Zone Specific
Backpack or Field Sack 2kg 5 Common
Dog Tags 1 Plentiful
Uniform 3kg 10 Common
Shadow Gear
Spider Pads 1kg 150 Scarce
Gil Filter .5kg 100 Scarce
Holo Visor .5kg 250 Rare
Rogue Trader Specific
Night Cloak 2kg Average
Preysense Goggles .5kg Rare
Shifting Fabric Very Rare
Survival Suit Plentiful
Ascension Specific
Badge of Office Takes many forms, proves position as belon
Backpack Ammo/Power Pack 15kg halve normal capacity for misc, other half ha
Cerebral Plug allow hands free control of systems capable
Grav-chute 20kg antigrav units slow fall to safe speed, when
Sentinel Array 12kg backpack full of sensors, requires cerebral p
Vindicare Spy Mask 2kg built in auspex, high quality magnoculars, g
Vindicare Stealth Suit 5kg cant be worn under anything, 3AP to all, gai

Drugs & Consumables


Name Wt Cost Availability
Amasec 50 Scarce
De-Tox 65 Rare
Frenzon 95 Very Rare
Injector 5 Abundant
Lho-sticks 10 Common
Medikit 2kg 150 Common
Obscura 28 Rare
Ration Packs 10 Plentiful
Recaf 5 Abundant
Rotgut Booze 10 Abundant
Sacred Machine Oil 150 Very Rare
Slaught 75 Scarce
Spook 395 Rare
Stimm 20 Average
Feral & Feudal World Specific
Feral Healer's Kit 2kg 50 Average
Feudal Healer's Kit 3kg 100 Scarce
Sleep Dust .5kg 100 Rare
Sour Mud 3kg 45 Uncommon
Styckle Oil .5kg 12 Scarce
Belly-Churn 1kg 10 Average
Spirit Tonic .1kg 12 Common
Styger Milk .3kg 75 Very Rare
Hive World Specific
Gorsk White Gyn 5 Common
Quaddis Wine
Sorrowful Vintage 250 Rare
Golden Tokay 1000 Very Rare
Kataline Malmsey 10000 Very Rare
Night Dust 25 Very Rare
Panimmune 40 Average
Slam 100 Very Rare
Somna 500 Scarce
Verita 500 Very Rare
Forge World Specific
The Tears of the Dragon 6000 Very Rare
Frontier World Specific
Dryas (per dose) 200 Rare
Polygum 75 Very Rare
Ration Grubs 15 Average
Coral Paste 1kg 225 Very Rare
The Void Specific
Ploin Juice .5kg 25 Scarce
War Zone Specific
Civilian Relief Rations .5kg 2 Plentiful
Combat Ration Pack 1kg 2 Plentiful
Daily Prayers 1 Average
Emergency Rations 1kg 10 Average
Long Duration Ration Pack 1kg 5 Common
Cast Spray 55 Scarce
Counterseptic Drugs 25 Common
Ghostfire Extract 300 Very Rare
Halo 100 Common
Kick 75 Average
Rainbow 75 Rare
Synth-Skin 50 Average
Toxin Wands .2kg 100 Scarce
Rogue Trader Specific
Medkit(Advanced) 5kg Rare
high provender Very Rare
sacred unguents Very Rare
Thosophit's Philtre Very Rare
Tranq Abundant

Tools
Name Wt Cost Availability
Auspex/Scanner .5kg 145 Scarce
Auto Quill 55 Scarce
Combi-tool 1kg 200 Rare
Data-slate .5kg 25 Common
Demo Charge 1kg 250 Scarce
Excruciator Kit 1kg 375 Very Rare
Glow-globe/Lamp pack .5kg 15 Abundant
Grapnel 2kg 30 Common
Lascutter 4kg 65 Average
Magnoculars .5kg 55 Average
Manacles 1kg 35 Plentiful
Micro-bead 20 Average
Multikey 150 Scarce
Pict Recorder 1kg 100 Average
Psy-Focus 100 Rare
Screamers 2kg 140 Scarce
Stummers 2kg 25 Average
Vox-caster 4kg 300 Scarce
Writing Kit 2kg 20 Common
Feral & Feudal World Specific
Caltrop .1kg 6 Rare
Capsican Trap 3kg 20 Uncommon
Glo-slug of Dusk .1kg 8 Rare
Kill Stick .3kg 1 Common
Powder Bomb 1.5kg 17 Uncommon
Skeleton Key .1kg 24 Rare
Skem Net 3kg 85 Rare
Smoke Flare .4kg 12 Scarce
Spark Rocks 1kg 2 Common
Spine Pick 1kg 25 Uncommon
Stink Bomb 1kg 6 Common
Hive World Specific
Axe-Rake 4kg 20 Abundant
Cognomen Varies Plentiful
Forgery Kit Varies 400 Scarce
Heretic's Wake Deck 10 Scarce
Holo Wafer 5 Scarce
Mantle Shrine 1kg 30 Abundant
Penthrift Dreadfuls 1 Average
Salvation Auger
Basic 20 Common
Superior 80 Average
Vox-Phonograph 20kg 200 Average
Cylinder 1kg 20 Common
Vox-Thief
Short-Range .5kg 500 Rare
Long-Range 15kg 3000 Rare
Ward Accessor 25 Average
Forge World Specific
Cogitator
Emplaced 100kg 4000 Average
Personal 1.5kg 750 Average
Grey Device 3kg 500 Rare
Holo-Projector 40kg 3000 Scarce
Isotropic Fuel Rods 10kg 5000 Average
Greater Icon of Passage .5kg 12000 Tech Priest Only
Frontier World Specific
Calixis Survival Kit 120 Average
Beetle Tent
3 person 5kg 60 Common
6 person 10kg 100 Scarce
Extra Armour 8kg 80 Rare
Camp Warders 4kg 310 Rare
Poi-Savant 300 Rare
Shade-Servitor 3kg 400 Rare
Sky Eye 4kg 1500 Very Rare
The Void Specific
Emergency Kit 6kg 300 Common
Melta Gel 200 Rare
Navis Prima Priceless Very Rare
War Zone Specific
The 9-70 Entrenching Tool 2kg 15 Average
Bedroll 4kg 8 Plentiful
Compass/Orienting Device 25 Scarce
Hostile Weather Gear 2kg 10 Common
Infantryman's Uplifting Primer .3kg 5 Plentiful
Infantry Lamp Pack 1kg 10 Average
Mess Kit .5kg 5 Plentiful
Personal Grooming Kit .1kg 2 Common
Sandbags 5kg 4 Plentiful
Tent 9kg 40 Average
Tool Kit 1kg 15 Common
Weapon/ Gear Storage 1kg 5 Common
Weapon Maintenance Kit 1kg 20 Average
Whistle 5 Plentiful
Det-Cord and Tape 1kg 20 Common
Fyceline 1kg 70 Average
Limper Mine 3kg 55 Scarce
Melta Bomb 4kg 100 Rare
Promethium 1kg 60 Scarce
Holy Ordos Specific
Null Box 20kg 25000 Very Rare
Psy-Jammer
Amulet .5kg 7000 Very Rare
Implant 12000 Very Rare
Psy-Tracker 1.5kg 1000 Rare
Shadow Gear
Privacy Field 10kg 1250 Rare
Line Ascender 1kg 100 Scarce
Vox Tracker 6kg 450 Scarce
Intrusion Spirit .5kg 500 Very Rare
Tracking Device .5kg 200 Scarce
Vox Bug 500 Rare
Pict Fly 1000 Rare
Pict-Caster 5kg 400 Scarce
Rogue Trader Specific
Almanac Astrae Divinitus 4kg Extremely Rare
Arms Coffer 6kg Average
Calculance Array 120kg Scarce
Data-loom (Hadd-Pattern) 13kg Very Rare
Diagnostor 4kg Very Rare
Grav Chute 15kg Rare
Lord-Captain's Baton 1kg Very Rare
Mefonte's Orthodoxy 2kg Scarce
Multicompass 4kg Near Unique
Renumeration Engine 7kg Very Rare
Venom Ring Very Rare
Dark Tech Specific
Murder Cogitator 1.5kg 9000 Rare
Prognosticaon 3kg 5000 Rare
Speculum Umbrae 10kg 60000 Very Rare
Xenos Tech Specific
Q'Orl Mind Grub 1kg Special Special
Other
Hand Vox
Chem Lamp
Biosample Kit
Electric Torch
Info
Holds shit up to 50kg
+20 to concealment, standing still counts as one bracket farther away when targeted
depending on charm, could lead to lucky moments at DM discretion
keeps time
+30 to climb tests to descend, cannot fall
shows stance and worth
can explode remotely up to 1k, instagibs wearer and 1d10 X to blast(3), removing the collar without t
+20 toughness to resist gasses
No penalties due to darkness, +20 to vision based percep tests at night. Advanced can look like simpl
gain dark sight trait, good quality make immune to flash grenades
immune to gases and can breath underwater. Canisters last an hour before being replaced, cost 25 th
can fire basic weapon with one hand without penalty
+30 to toughness tests to resist gas, may re-roll if failed
full suit with rebreather, can survivor vacuum

+10 on concealment test when in forest or jungle terrain, +1 AP(primitive)


cool oversized mask
-20 on perception test to detect wearer by smell, lasts 1d10 hours

Scarce on Volg, glow like a candle, counts as superior charm, +10 to avoid pinning
+10 to literacy, lore, and search where close examination is needed. Failure by 4 or more degrees, ga

need common lore (machine cult) skill, +10 to fellowship on followers of machine cult

harness that allows traversing below ceilings, half normal speed


ag test to move normal speed
helmet that draws oxygen from water to stay under indefinitely. Expires after 10 years, no protection
protect from cold, can use for +10 tech-use to power old data slates and such, can charge a lasgun ch

use pilot(jump pack) skill, softens falls, Flyer(12) trait for 1 minute, power lasts 1 hour or strain before
halve movement and ag, in low or no grav no penalty as long as he can walk.
last 10 hours in space, internal vox-link, seal patching kit, compact grapnel, photo-visor, 3AP to body,
propel through open space with movement of 6, don’t work in normal gravity

can serve as bodybag

+30 to climb, +10 on scree, talus, or similar


synthetic gill to breath underwater, needs constant immersion
detects infra-red laser on gun that can only be seen in visor, kind of bulky
absorbs light and emits no heat, toughness test or suffer fatigue after every hour, +30 to concealmen
no penalty in darkness, +20 to vision based percep tests at night
like Rorschach's mask from watchmen but colorful
+20 to toughness test against extreme weather

orms, proves position as beloning to inquisition


capacity for misc, other half has ammo, can store 300 normal las, 80 melta or plasma, 200 SP&bolt, 60 flame
ree control of systems capable of connection
s slow fall to safe speed, when it deploys, roll 1d10, 1 results in failed deployment, +10 ag test to manually dep
of sensors, requires cerebral plug to use, when used test WP +10, failure means gain 1d5 fatigue, lasts 10 hou
x, high quality magnoculars, good photo-visor, pict recorder, re-breather, and vox caster, re-roll any failed perc
under anything, 3AP to all, gains benefits of synskin, +10 to dodge and toughness to resist toxins, +20 to conc

Info
alcohol drink
immediately removes all drug effects, stunned for 1d10-TB as you expel all you can inside you
become fearless and gain frenzy talent. Lasts 1d10 minutes
inject drugs, full action
cigs
+20 to medicae test, 6 doses of stimm and other supplies
illegal recreational drug
FOOD
basically tea
basic booze
full action to make a gun immune to jamming for its clip size. If already jammed it unjams but is no im
increase Ag and Per by 3 for 2d10. afterwards test toughness or take -20 to ag and per for 1d5 hours
see pg149
lasts 3d10 rounds, ignore negative effects from damage and can not be stunned, wears off leaving -2

+10 medicae test


+10 medicae test
10 toughness test or 1d10 minutes later fall into a deep sleep for 1d5-TB in hours
+10 medicae tests for disease and fevers, full action to stop blood loss
Apply to melee weapon or primitive firearm. Reroll any failed test to prevent breaking or jamming, las
Cheese that curdled in an animals stomach
+10 bonus on fear tests, -10 int, lasts 1d5 hours, addictive
+20 resistance to toxins, lasts 1d5 hours, toughness test or lose one point in toughness

-20 Carouse to drink

Imitation of the best wine in Calixis


The best wine in Calixis
Holy Grail of Wine
smoking is -20 to all tests, 2d10 minutes later the victim falls into deep slumber with vivid and violent
+30 toughness to resist toxin and disease and carouse tests, lasts 1d5+1 hours, afterwards is fatigue
x2 str and toughness for 1d5 rounds, afterwards permanently lose 1d5 str and ag
-10 medicae to use properly, 4 degrees in failure result in death, success means death-like trace for 1
-10 wp tests and -20 percep tests for 3d10 minutes, experiences visions and altered perception, after

-10 WP test or 1d10+10 insanity, gain fearless, permanently reduce fellowship by 1d10

lasts 3 days, +20 to survival in arid, half water needed, -10 str and percep, -5 fellowship, extended us
does too many things, pg 154 Inq Handbook
Enough nutrients for a day, bad for long term diet
covers ships on Spectorin to mask nature from dangerous wildlife, abundant on spectorin

Popular space juice

Barely keeps someone alive, literal brick of food


Standard Ration for battle
contains prayers on edible paper,
step above relief ration
like standard with higher energy
Spray on cast, reduces difficulty of medicae test to stop blood loss by one step
+20 to resist disease or infections for 6 hours
gives Fearless and frenzy talents and unnatural agility(x2). Lasts 2d10minutes. Take one point of dam
-10 to Perception for 1d10 hours. +10 to resist fear and pinning
removes fatigue and immune to fatigue for 2d10 rounds, afterwards 1d5 levels of fatigue
reroll any failed test to resist disease or toxin, stops bloodloss, toughness or take 1d5 damage, ignore
full action, stops blood loss
determine if someone is poisoned with perception test or +20 medicae, 2 degrees of success identifie

+20 to Medicae Test, can be used without training in skill


High scale food
full action to apply to weapon, becomes immune to jamming, for 1 clip, if applied to jammed weapon,
Sophisticated liquor
numbing low-hive alcohol

Info
+20 to awareness, tech-use test to detect things not normally detected, gasses, biosigns, radiation. S
+10 to trade(copyist)
+10 to tech-use
hold digital info
3d10X+2xweight. Blast area is weight x5, for setting pg101
20 to Interrogation
illuminate area of dozen or more meters, lasts 1d5 hours before needing recharge
fires grapple hook with 100m wire line attached, can be used as a crude one shot crossbow
can cut or weld 10cm a turn, altering time for thickness, not combat capable
binoculars with a cooler name
handcuffs
comm device with range of 1km, range can be reduced
+30 to security when opening locks
video camera
+10 invocation tests for psykers
proximity alarm that detect motion or sound, to use, tech-use test, GM rolls in secret. Device has Per
opposite of screamer, nullifies sound, +30 to silent move test, last about 20 minutes, recharge takes
comm device to send signals over great distance, ordinary (+10) tech-use test
contains what would be expected

Covers 2x2m, if victim has no AP on feet, hit by toxic. Anyone walking takes difficult ag test, success h
-10 ag test, failure sets off trap, 1d10E. Second ag test, failure means caught on fire
lights area of meters equal to the number of slugs put together
stepping into area, AG test or take 1d10+2R
Thrown weapon with range of 10m with smoke quality, caught in blast must test toughness or gain on
used to open all doors in region
net with toxic and snare traits
thick black smoke covers 40m area, clears in 1d5 to 2d10 minutes
start fires even when wet, packing together may cause sparks
+10 to climb, or improvised weapon
Thrown weapon, 10m range, fills 8m diameter with gas, exposure takes toughness test each round or

+10 to Climb test and forcing doors and locks. Melee weapon for 1d10+2I or R with primitive and Unb
hiver ID card
+10 to Trade(copyist) or tech-use to copy, forge, or fabricate, good gives +20, best gives +30
Heretical card game
Assassin "calling cards"
Portable shrine
anti xenos propaganda

detects radiation, airborne toxins, and pollutants. Beeps when there is danger
detects radiation, airborne toxins, and pollutants. +10 tech-use to identify danger
plays video cylinder double price to record video and play video from other sources
Contains videos
picks up, stores, and analyses vox and data transmission, -10 tech-use to use properly, more difficult
data-slate sized
backpack sized
Blank Security Card

analyze and process vast data, +20 to tests. Failure leads to inaccuracies
+10 to test in analyzing data-slates
heretical prognostication device -30 test to locate, cant with tech priests around
Projection device
Concentrated Power Source that can last several weeks.
Set of Multikeys, +10 security tests to disable alarms and communicate to machine spirits

+10 to survival tests

Armored tents AP 8 (primitive), minor camouflage

AP to 12
data-linked to camp warder, when detecting intruder, camp warders dig underneath their feet and sta
+20 tech-use to use, detects if food is edible. Failure gives inconclusive
fans owner to resist heat
recon device that can scout radius up to 15km, Flyer(8) trait, -30 to detect, can withstand single point

glowstick lasts 1d5 hours, power cell for glowstick or em vox for 1d5 hours, laspistol for 5 shots, food
paste that can cut through metal
contain interstellar maps of safe warp trails, good craftsmanship is +10 to stellar tests, best give +20

nasty improvised weapon


includes blankets

lasts 1d5+5 on standard charge, hold or attach to bayonet lug

can make pillow


fits two, waterproof, reflective on one side
for maintenance and routine repair
holds up to 15kg

1d5X per kg, radius is kgx2 in meters


1d10+5X per kg, radius is kgx5 in meters
4d10X in one meter, Pen 8
6d10E in 2 meters, Pen 12, ag test or catch fire
2d10E per kg, radius is kgx4, ag test or catch on fire

portable stasis field in box, all time and motion in box stops creating psychic dead zone

+20 to resist psychic powers and +10 to resist possession, no effect on psychic attacks that inflict dir

5m radius area that blocks sound, vox, and pict-casting


full action to move ag bonus on a rope line, half action to disengage
2d5 rounds to assemble, needs strong enough signal, quality of direction depends on tech-use test
one time use of +30 to security or tech-use to beat lock or security system with port
tracking device size of coin, attaches to most anything, removed with relative ease
records and transmits sound to user up to 1km
broadcasts video and poor quality sound to pict-caster

+10 to Navigation, pilot, scholastic lore(astromancy) or trade(astrographer) where info relevant


Gun carrying case
+10 to commerce skill tests
+10 to logic tests, can use to reduce research and investigation times at dms discretion
+20 to medicae or perception to detect ailment, success indicates proper treatment
slows falls, can hover for one minute, hour of use uses all the power
see page 145 of Rogue Trader
+10 to charm tests involving religious oratory or inspiration and an imperial audience
+10 to survival and navigation (land) tests
attempts to sleight of hand or other distraction suffer -30 where engine is used, needs techpriests to c
-20 to tests to detect user introducing poison into food or drink

tech use, retrieves specific info, then destroys whatever its connected to
1d10 CP, sacrifice 8 people, answers 8 questions about the future, pg 193 Radicals handbook for more
summon souls of the dead to answer questions, pg 195 Radicals handbook

When used on psyker, halves willpower to resist psykic powers or other commands, can be placed und

From Edge of Darkness module pg 12. Basically a walkie talkie, performs just like a micro-bead
From Edge of Darkness module pg 12. Can illuminate area of 3m radius or direct beam in one directio
From Edge of Darkness module pg 12. Carries three small biostorage tubes, a small bioauspex with a
From Shattered Hope module pg 13. A simple flashlight
when targeted

, removing the collar without the trigger is -20 tech-use test, serious failure detonates, two full to attach to pas

t. Advanced can look like simple glasses

fore being replaced, cost 25 thrones and are scarce

void pinning
ailure by 4 or more degrees, gain one fatigue, can record onto dataslate

of machine cult

s after 10 years, no protection from airborne toxins, must keep gills wet
d such, can charge a lasgun charge pack for 1d5 shots

wer lasts 1 hour or strain before replacing

pnel, photo-visor, 3AP to body, arms, legs, 4AP to head, -10 to ag


every hour, +30 to concealment when in dark

asma, 200 SP&bolt, 60 flame

t, +10 ag test to manually deploy, fall additional 100 meters, minimum 50m to slow to survivalble speed
gain 1d5 fatigue, lasts 10 hours, +30 to awareness, unnatural senses within 50m, can see in all directions inclu
x caster, re-roll any failed percep test, does not suffer from cameleoline covered enemy, coded to one user -30
ss to resist toxins, +20 to concealment and silent move, concealment test as half action instead of full, attempt

el all you can inside you

jammed it unjams but is no immune


20 to ag and per for 1d5 hours

e stunned, wears off leaving -20 to str, toughness and ag

TB in hours

event breaking or jamming, lasts 1d10+4 attacks or 12 hours

oint in toughness
slumber with vivid and violent dreams, lasts 1d10 hours, after waking +10 wp test or 1d5 sanity; drinking lasts
+1 hours, afterwards is fatigued, redose negates, over 8 hours on drug test toughness or -10 to str and toughne
str and ag
ss means death-like trace for 1d10 days, to wake prematurely apply stimm to chest, toughness test or die from
s and altered perception, after dose wp test or 1d5 insanity, if gained insanity then 20% chance of 1d5 corrupti

lowship by 1d10

cep, -5 fellowship, extended use cause damage

ndant on spectorin

minutes. Take one point of damage

5 levels of fatigue
ss or take 1d5 damage, ignore ap and TB

, 2 degrees of success identifies antidote

if applied to jammed weapon, immediately unjams

d, gasses, biosigns, radiation. Standard range is 50m, walls 50cm thick and certain materials can block

g recharge
e one shot crossbow
rolls in secret. Device has Per 75 for detecting. Makes noise up to 1km
ut 20 minutes, recharge takes about an hour

akes difficult ag test, success halves movement, fail quarters. Remains until medical treatment
caught on fire

must test toughness or gain one level of fatigue. Lasts 2d10 rounds

s toughness test each round or get one level of fatigue

+2I or R with primitive and Unbalanced

es +20, best gives +30

tify danger
ther sources

to use properly, more difficult tasks are harder


e to machine spirits

g underneath their feet and start stabbing upward, discouraging intrusion, bestial trait creature -20 WP or flee

ect, can withstand single point dmg before destruction

ours, laspistol for 5 shots, food and water for day, em vox to listen to comm or play prayer, air for 30m, anti-rad

0 to stellar tests, best give +20 stellar

sychic dead zone

psychic attacks that inflict direct damage


on depends on tech-use test
tem with port
elative ease

pher) where info relevant

at dms discretion
per treatment

perial audience

is used, needs techpriests to constantly attend

93 Radicals handbook for more

commands, can be placed under effects of Dominate psychic power for 1d10 rounds, psyker can resist against

ms just like a micro-bead


s or direct beam in one direction for 6m
ubes, a small bioauspex with a meter range to detect anomalous human tissue, and a monoscalpel(1d5-1+SB p
nates, two full to attach to passive ore restrained
ow to survivalble speed
m, can see in all directions including through objects, cant see through solid meter of wall or more, half action to
enemy, coded to one user -30 techuse and medicae to change programmed user.
action instead of full, attempt while observed, being stationary counts as one range bracket away, invisible to
est or 1d5 sanity; drinking lasts 4d10 hours, wp test after waking is -10 wp
hness or -10 to str and toughness for one hour and permanently lose 1d5 WP

est, toughness test or die from cardiac arrest


en 20% chance of 1d5 corruption

n materials can block


dical treatment
l trait creature -20 WP or flee

ay prayer, air for 30m, anti-rad tabs, hull-sealant spray


unds, psyker can resist against wp of grub, failure means mind control, 1d10 insanity per day grub is implanted

nd a monoscalpel(1d5-1+SB pen 2)
er of wall or more, half action to lock onto a target, can keep lock up to 100 meters

nge bracket away, invisible to dark sight, preysense, and infrared, best quality, gene-coded to one user, -30 tec
anity per day grub is implanted
gene-coded to one user, -30 tech use and medicae test to change
Services
Type Cost
Accommodation
Low Grade (Hab sleeper capsule, grox pen, bilge berth) 5
Mid grade (Down cell, single room, mid cabin) 20
High grade(grand hall, high berth quarters) 100

Provisions
Low Grade(Vermin meat, silt ale, hydro-fungus) 1
Mid Grade(proto paste, side of grox, round of amasec) 5
High Grade(roasted vex worm, liquid of amberic) 40

Transportation
Low Grade(dust dog, sub-level conveyer, silt barge) 5
Mid Grade(light civ ground vehicle, atmospheric flight) 20
High Grade(Low orbit flight, sedan chair) 150

Inter-Stellar Transportation(per person)


Tramp Freighter 2000
Void Jumper 2800
Passenger Ship 2200
Orbital Shuttle 350
Pilgrim Ship 850
Bulk Transport 7500
System Ship 2500
Berthing(single night)
Low Grade(unpowered decks, cargo holds, bilge berths) 5
Mid Grade(basic quarters, passenger cabins, small staterooms) 20
High Grade(gilded villas, noble born suites, starlane lodges) 100
Shipboard Meals(single meal)
Low Grade(fungus bread, condensation water, void sweat) 1
Mid Grade(vatmeal cakes, Grox hash, Josian Ale) 5
High Grade(fresh fruit, jellied Grox tongue, amasec) 40

Medicae Care
Poor(feral shaman) 50
Average(trained medic) 75
Good(trained doctor, med-servitor) 150
Excellent(skilled physician) 500
Feral and Feudal World Specific
Feral 50
Feudal 75
Parasite Removal 20
Hive World Specific
Resusatrix Chamber 200kg 7500
Single Use of chamber 200

Other
Feral and Feudal World Specific
Guard 75*
Guide 15*
Porter 10*
Trophy Maker 50
Hive World Specific
Luminum Tats 10-100
*per week
Availability

plentiful
common
scarce

plentiful
common
scarce

plentiful
common
scarce

Average
Scarce
Scarce
Average
Rare
Very Rare
Average

Plentiful
Common
Scarce

Plentiful
Common
Scarce

Effect
Average Int 30, medicae skill
Scarce Int 40, medicae skill
Rare Int 50, medicae skill +10
Very Rare int 60, medicae skill +20, master chiurgeon

Scarce Int 40, medicae skill, unpleasant herbs


Scarce int 40, medicae skill, leeches
Average removes parasites

Rare halves time to heal, prevents infection, +10 to toughness to overcome poison and diseas
Rare

Average Fights for you


Scarce +20 to navigation and survival tests
Plentiful carries gear
Scarce prepares and preserves trophies

Average retarded cousin of electoos


o overcome poison and disease, serious injuries still need special attention, +20 to diagnose a patient, can only
to diagnose a patient, can only be used by those with medicae and tech-use
Cybernetics
The difference in quality imposes many varied differences for each implant and should be further look
Maximum number of mechadendrites equal to Toughness bonus
Name Cost Availability
Bionic Arm 1000 Scarce
Bionic Locomotion 1500 Scarce
Bionic Respiratory System 800 Rare
Auger Arrays 1000 Rare
Ballistic Mechadendrite 600 Adeptus Mechanicus only
Cortex Implants 5000 Very Rare
Cybernetic Senses 2250 Rare
Manipulator Mechadendrite 500 Adeptus Mechanicus only
Medicae Mechadendrite 500 Adeptus Mechanicus only
Mind Impulse Unit 1750 Rare
Optical Mechadendrite 400 Adeptus Mechanicus only
Utility Mechadendrite 500 Adeptus Mechanicus only
Forge World Specific
Chem Implants
Chem Glands 5000* Very Rare
Injector Rig 750* Scarce
Concealed Weapon Bionic
Poor 150** Scarce
Common 300** Scarce
Good 750** Rare
Hermetic Infussion
Common 3000 Tech Priest Only
Good 17000 Tech Priest Only
Mining Helot Augmetics 2000 Scarce
The Rite of Setesh 100000 Very Rare
Vehicle Interface Circuits 2000 Rare
*Does not include cost of drugs
**Does not include cost of weapon and bionic arm
Rogue Trader Specific
Augmented Senses Rare
Baleful Eye Near Unique
Bionic Heart Rare
Calculus Logi Upgrade Very Rare
Cranial Armor Scarce
Locator Matrix Rare
Memorance Implant Rare
MIU Weapon Interface Rare
Respiratory Filter Implant Rare
Scribe-tines Scarce
Subskin Armour Very Rare
Synthetic Muscle Grafts Rare
Voidskin Scarce
Volitor Implant Rare
Vox Implant Scarce
Dark Tech Specific
Malygrisian Bioforging 20000 Very Rare
Xenos Tech Specific
Transgenic Grafting 20000 Very Rare
Ascension Specific
Plasma-cutter Mechadendrite Adeptus Mechanicus only
Servo-Arm Adeptus Mechanicus only
lant and should be further looked into

acts as standard auspex, half action to concentrate


uses laspistol with compact upgrade, need talent to use, can use as a reaction or half. Normal BS
restore paralyzed and brain damaged people to functional standard
duplicate normal senses
+20 to str, can tether techpriest with clamps, counts as club
+10 to medicae, can act as injector, half action to stop blood loss, eases amputation, 1d5R, +10 inter
interface with tech devices, +10 Tech-use, pilot, or drive when linked
+10 percep, microscopic to telescopic, see normally in darkness, +20 to vision based tests at night
+10 to tech-use, can blast smoke every 15m, -5 to weapon tests by all living creatures 2m away for o

Choose up to three chemicals when implanted, toughness test and half action to excrete chem, failure
Holds up to 10 doses of 4 chems, half action to inject and instantly takes effect, manual or remote tri
Conceal pistol or short singlehanded melee, if overheats or catastrophic jam, arm disabled
weapon takes unreliable, cant disarm, detailed inspection or auspex scan to locate
as poor, but not unreliable
weapon is best quality
need autosanguine talent, replaces human blood, cant treat blood loss or severe injuries with transfus
+10 to resist toxins, disease, and radioactive substance, gains die hard talent
as common but +20 instead and gain regeneration talent
extra limb with breacher, str and toughness +10, -10 ag, 1d10 insanity
gain Machine(4) trait, without mind side effects, gain regeneration, halves WS, BS, and AG, 2d10 insa
+10 to pilot vehicles with interface, percep test to determine state of vehicle

Gives Heightened Senses talent for any one sense


can shoot hellpistol from eye with range 10m, can be fired when hands are full, acts as pistol in melee
+1AP to body, stacks with armor, gain sprint talent
+10 to literacy, logic, or scholastic lore tests
+1 AP to head, stacks with armor
know magnetic north, present location, velocity, altitude, time of day and other info, need maps to be
+10 trade, remembrancer) tests, or other tests in social situations where recorded info provides value
can remotely operate a single weapon which is normally attached to the shoulder. Fire an additional w
ignore toxic gases or atmospheric contaminants
+10 to investigation skill tests
+2 AP to arms, body, legs. Stacks with armor
+1 to str bonus, best quality gives unnatural str trait but -10 to ag
resist damage to void for d10+3 rounds past normal duration
hide certain info in artificial memory or prevent certain task, attempt to force info or task can knock o
built in microbead, often hardwired to ships vox frequency

after 1d5 weeks gain traits unnatural toughness x2, natural armor 2, mutant, void resistant: immune

surgeon and user gain 1d10 insanity, -30 forbidden lore(xenos) test followed by a -30 medicae test. B

can cut through a meter of adamantine 20cm thick in one minute, can overload cutter, use reaction o
arm has str of 65 and unnatural str x2 for lifting, pick up and move objects as free action, can use as w
eaction or half. Normal BS

s amputation, 1d5R, +10 interrogation

o vision based tests at night


living creatures 2m away for one round, percep by sense of smell get +10, has knife with defense and mono

action to excrete chem, failure adds fatigue, 4degrees means 1d10 toughness damage
es effect, manual or remote trigger, critical hit poisons user, 2d10 damage negating AP
c jam, arm disabled
an to locate

or severe injuries with transfusion or reg med treatment, need own care or Magos Biologis

ves WS, BS, and AG, 2d10 insanity, +5 to critical effects

are full, acts as pistol in melee

nd other info, need maps to be effective info


re recorded info provides value, grants total recall talent
e shoulder. Fire an additional weapon as free action with full bs skill, weapon has to be connected to MIU weapo
o force info or task can knock out or kill user

utant, void resistant: immune to cold and vacuum, still need air. Lose 1d5 points from ag, int, and fel each mon

owed by a -30 medicae test. Both success give trait or talent normally reserved for aliens, failure on medicae g

overload cutter, use reaction or half action to attack, acts as ryza plasma pistol w/ range 10, no maximal, can g
ects as free action, can use as weapon, use as reaction or half action, -10 WS to hit, deals 2d10+12I with pen 2,
nife with defense and mono

os Biologis

s to be connected to MIU weapon interface


from ag, int, and fel each month without treatment, after 10 points lost cant pass as pure of gene

for aliens, failure on medicae gives 1d10 dmg and 1d10 insanity, failure on forbidden lore means that the graft

w/ range 10, no maximal, can go 20 minutes of cutting, or fire 40 shots before refueling, uses mechadendrite (gu
hit, deals 2d10+12I with pen 2, utility talent to use
ss as pure of gene

dden lore means that the graft is taken, but instead of trait gain mutation and 1d10 corruption, failure on both m

ueling, uses mechadendrite (gun) talent


10 corruption, failure on both means operation failed and no penalties
Forge World Specific
Name Cost Availability
Servitors
Janus Simulacta 20000 Very Rare
Praetorian 35000+weapons Magos only
Upgrades
Cyber-Creature Upgrade 3000+ Scarce
Additional Implants as per humanx2 as 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
Core Rulebook Availability
Difficulty by population
Availability Below 1000 Below 10,000Below 100,000100,000 or more
Very Rare GM's discretion Very Hard Hard Challenging
Rare Very Hard Hard Challenging Average
Scarce Hard Challenging Average Routine
Average Challenging Average Routine Easy
Common Average Routine Easy Very Easy
Plentiful Routine Easy Very Easy Automatic
Abundant Easy Very 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

Base Time Taken by Availability


Population Very Rare Rare Scarce Average
Below 1,000 1d10 hours 1 hour 30 minutes 15 minutes
Below 10,000 1d10 days 1d10 hours 1 hour 30 minutes
Below 100,000 1d10 weeks 1d10 days 1d10 hours 1 hour
100,000 or more 1d5 months 1d10 weeks 1d10 days 1d10 hours

Rogue Trader Availability


Difficulty by population
Availability Below 1000 Below 10,000Below 100,000100,000 or more
Ubiquitous Easy (+30) Automatic Automatic Automatic
Abundant Routine (+20) Easy (+30) Automatic Automatic
Plentiful Ordinary (+10) Routine (+20) Easy (+30) Automatic
Common Challenging (0) Ordinary (+10) Routine (+20) Easy (+30)
Average Difficult (-10) Challenging (0)Ordinary (+10) Routine (+20)
Scarce Hard (-20) Difficult (-10) Challenging (0) Ordinary (+10)
Rare Very Hard (-30) Hard (-20) Difficult (-10) Challenging (0)
Very Rare Ardous (-40) Very Hard (-30)Hard (-20) Difficult (-10)
Extremely Rare Punishing (-50) Ardous (-40) Very Hard (-30) Hard (-20)
Near Unique Hellish (-60) Punishing (-50) Ardous (-40) Very Hard (-30)
Unique GM Discretion Hellish (-60) Punishing (-50) Ardous (-40)

Base Time Taken by Availability


Availability >10 mil <10 mil <1 mil < 100,000
Ubiquitous One Day One Day One Day One Day
Abundant One Day One Day One Day One Day
Plentiful One Day One Day One Day 1d5 days
Common One Day One Day 1d5 days 1d10 days
Average One Day 1d5 days 1d10 days 1d10 days
Scarce 1d5 days 1d10 days 1d10 days One Week
Rare 1d10 days 1d10 days One Week One Week
Very Rare 1d10 days One Week One Week 1d5 weeks
Extremely Rare One Week One Week 1d5 weeks 1d10 weeks
Near Unique One Week 1d5 weeks 1d10 weeks 1d5 months
Unique 1d5 weeks 1d10 weeks 1d5 months 1d10 months
Common Plentiful Abundant
10 minutes 5 minutes 1 minute
15 minutes 10 minutes 5 minutes
30 minutes 15 minutes 10 minutes
1 hour 30 minutes 15 minutes

<10,000
One Day
1d5 days
1d10 days
1d10 days
One Week
One Week
1d5 weeks
1d10 weeks
1d5 months
1d10 months
One year

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