Professional Documents
Culture Documents
0
Contains items and other purchasable from Dark Heresy. This archive is constantly expanding.
Sections that follow no specific heading are from the core rulebook
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
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
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
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
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)
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
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
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
et in d5m and roll new hit and damage, stops when no one is hurt or after 10 rounds
Placed 1d10E
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 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 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
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
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
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
6kg Rare
6kg Rare
3.5kg 95 Average
Tearing, Unreliable 60kg 7000 Very Rare
55kg 1000 Scarce
1.5kg 150 Rare
2.5kg 75 Scarce
35kg Average
35kg Scarce
Tearing 3kg Scarce
Reliable, Scatter 1kg Average
* 10 Scarce
*, Inaccurate 12.5 Scarce
* 12 Scarce
* 35 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
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
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
Special
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
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
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
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
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
holy munition, tearing effect against sorcery or psy rating. More than 5 damage inflicted leave bolt im
Backpack ammo
Commissar's Pistol
counts as an axe in close combat
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
Ignore fields and all protective benefits due to psychic powers, if hit, wp test or permanently reduce w
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
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
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
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
when used with aim, pen doubles, full action aim gives 6 pen
This weapon fires the controlled might of 4 psyker brains, psyprotected guy fires, expendable guy hol
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
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
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
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
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
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
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
hand cannon, hunting rifle, shotgun (lose scatter), bolt pistol and boltgun(damage is I)
Bolt weapons
All SP weapons
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
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
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
) on the body, attempting to move 2d5 rounds after the blast must oppose strength 60(unnatural x2), GM may
ated as such
and others
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
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
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
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
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
minor mutation, wielder gets 1d5 corruption, 25m blast for fear(2) test, discharge powered by empyric null fiel
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
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 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
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
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
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
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.
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
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
s, survive underwater or vacuum, lasts as long as it has power. Grants +20 str when wearing all of it, +1 to mo
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
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
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
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
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
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 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
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
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
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
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
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
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
TB in 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
ndant on spectorin
5 levels of fatigue
ss or take 1d5 damage, ignore ap and TB
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
tify danger
ther sources
g underneath their feet and start stabbing upward, discouraging intrusion, bestial trait creature -20 WP or flee
ours, laspistol for 5 shots, food and water for day, em vox to listen to comm or play prayer, air for 30m, anti-rad
at dms discretion
per treatment
perial audience
commands, can be placed under effects of Dominate psychic power for 1d10 rounds, psyker can resist against
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
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
Rare halves time to heal, prevents infection, +10 to toughness to overcome poison and diseas
Rare
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
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
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
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
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
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
<10,000
One Day
1d5 days
1d10 days
1d10 days
One Week
One Week
1d5 weeks
1d10 weeks
1d5 months
1d10 months
One year