【Kit】Warhammer 40k Roleplay Armory v6.48.161023

来源:【Kit】Warhammer 40k Roleplay Armory v6.48.161023.xlsx

Keywords

WH40kRP Armoryv6.48.161023Last edit:2012-01-21 by unnownrelic2013-03-22 by eBarbarossa2016-10-23 by Tabularius
Version info: First segment is the number of RPGs included, second is the number of sourcebooks, third is the latest release date in YYMMDD format.
DH (Dark Heresy)RT (Rogue Trader)DW (Deathwatch)BC (Black Crusade)OW (Only War)DH2 (Dark Heresy 2E)
Game Master's KitGame Master's KitGame Master's KitGame Master's KitGame Master's KitGame Master's Kit
Purge the UncleanLOE (Lure of the Expanse)The Emperor ProtectsBroken ChainsFTE (Final Testament)FGD (Forgotten Gods)
IHB (The Inquisitor's Handbook)ITS (Into the Storm)ROB (Rites of Battle)Hand of CorruptionHOE (Hammer of the Emperor)EWI (Enemies Within)
DDG (Disciples of the Dark Gods)EOA (Edge of the Abyss)MOX (Mark of the Xenos)TOF (Tome of Fate)EOI (Enemies of the Imperium)EWO (Enemies Without)
CAN (Creatures Anathema)The Frozen ReachesTAA (The Achilus Assault)TOB (Tome of Blood)NSR (No Surrender)EBY (Enemies Beyond)
Tattered FatesBFK (Battlefleet Koronus)1ST (First Founding)TOE (Tome of Excess)SOH (Shield of Humanity)
Damned CitiesCitadel of SkullsThe Jericho ReachTOD (Tome of Decay)SAS (Salvaging Solace)
RHB (The Radical's Handbook)Fallen SunsRising TempestBNC (Binding Contracts)
ASC (Ascension)HAC (Hostile Acquisitions)HTC (Honour the Chapter)
Dead StarsTKB (Koronus Bestiary)TOR (The Outer Reach)
BOM+HBR (Blood of Martyrs + Heresy Begets Retribution)TSR+TDK (The Soul Reaver + The Dark Kin)Ark of Lost Souls
The Black SepulchreTNP (The Navis Primer)TEC (The Emperor's Chosen)
DEM (Daemon Hunter)SOI (Stars of Inequity)Falling Star
The Church of the DamnedFAC (Faith and Coin)
BOJ (Book of Judgment)Shedding Light
The Chaos CommandmentTwilight Crusade
TLW+TLD (The Lathe Worlds + The Lost Dataslate)TCG (Tau Character Guide)
It is advised that you read the full description of the source material of any interesting item for a better understanding of what it is. This document is only a quick reference.
Keyword ReferenceAll qualities are based on their earliest appearance unless otherwise specified. Qualities marked with * apply to Black Crusade / Only War / Dark Heresy 2E.
AccurateGrants an additional +10 when used with the Aim action. On an aimed single shot with a Basic weapon, gain 1d10 extra damage for every 2 Degrees of Success (maximum 2d10).
Accurate*Grants an additional +10 when used with the Aim action. On an aimed single shot with a Basic weapon, gain 1d10 extra damage for every 2 Degrees of Success (maximum 2d10). These additional d10s cannot generate Zealous Hatred / Righteous Fury.
BalancedGrants a +10 to WS tests made to parry.
Balanced*Grants a +10 to WS tests made to parry. Multiple Balanced weapons only grant this bonus once.
Blast (X)Hits all targets in X radius. Roll for hit location and damage individually.
Blast (X)*Hits all targets in X radius. Roll damage once and apply it to all affected targets.
Blast (X) [DH2]Hits all targets in X radius. Roll damage once and apply it to all affected targets. Missed attacks scatter (DH2 230).
Cleansing FireTargets must make a Willpower test or catch fire. On weapons with the Flame quality, targets take an extra 1d10E damage (ignoring Armor/Toughness) when they fail to put out the flames.
ConcussiveStuns a target. Target must make a Toughness test at -10 per DoS on hit or be stunned for 1 round. Auditory protection grants +10 to resist stunning sound, but not the kinetic effect. Targets taking more than [Strength Bonus] damage are knocked Prone.
Concussive*Stuns a target. Target must make a Toughness test (-10 per X) on hit or be stunned for 1 round per Degree of Failure. Targets taking more than [Strength Bonus] damage are knocked Prone.
CorrosiveReduces target's AP by 1d10 per hit until repaired with a Tech-Use test. Targets reduced to 0 AP take the extra reduction as Wounds (ignoring Toughness).
CustomizedHalves reload time (if longer than a Half Action).
Crippling (X)When a target suffers at least one wound from a weapon with this quality, they become "crippled" for the remainder of the encounter, or until healed of all damage, whichever comes first. If a character takes more than a Half Action while Crippled, they suffer X in Rending damage to the same location, with no reduction for Armor or Toughness.
DaemonbaneAttacks against Daemonic enemies bypass Toughness bonus and gain the Vengeful (8) quality.
Deadly SnareThe weapon envelops the target in snares which not only constrict but seek to strangle and flay their victim. This weapon quality functions in the same way as the Snare weapon quality, except that any character entangled by the weapon suffers the weapons damage again in their turn every round if they do not break free.
Decay (X)Living targets that take Critical Damage (including Zealous Hatred) from this weapon must make a Toughness test (-10 per X) or dissolve into a puddle of gore.
DefensiveThe weapon gains +15 to Parry, but takes a -10 penalty when attacking.
Devastating (X)Reduce one additional point of Cohesion if hit, regardless of wounds or damage. If Horde, reduce magnitude by X per hit.
Devastating (X) [BC]A Horde hit and damaged by a weapon with this quality reduces its Magnitude by X.
DisintegrateA victim suffering critical damage from this weapon is completely destroyed.
ExcruciatingTargets damaged by a weapon with this trait must pass a -10 WP or T test (target's choice) or be stunned for one round.
FastOpponents suffer a -20 to Parry a weapon with this quality.
Felling (X)Ignore one level of Unnatural Toughness per X.
FlameThe wielder doesn't test BS, instead, all creatures in 30 degree arc test must Agility or take a hit. If hit, test Agility again or be set on fire. This ignores cover. If you do not have the proper talent, the targets get +20 to avoid, or +30 if unbraced Heavy. For DH and RT: Hit body only, jams on 9.
Flame [BC]Targets hit by a Flame attack must pass an Agility test or be set on fire.
Flame [OW]Characters hit by a Flame attack must pass an Agility test or be set on fire. Vehicle pilots must make an Operate test with a bonus equal to the Armor on the side hit or catch fire (OW 284).
FlexibleWeapons with this quality cannot be parried.
ForceCounts as a Best Craftsmanship Mono version of a standard Primitive weapon. In the hands of a psyker, add +1 Damage and Pen per point of Psy Rating and change the damage type to E. When the wielder damages an opponent, he may make a Focus Power test (Opposed Willpower) as a Free Action. If he succeeds with more Degrees of Success than his opponent, he deals an additional 1d10E damage per Degree of Success, ignoring armor and Toughness. Force weapons cannot be destroyed by Power Fields.
Force [BC]Any Melee weapon with the Primitive quality may be a Force weapon. This increases the availability to Extremely Rare. In the hands of a psyker, add +1 Damage and Pen per point of Psy Rating and ignore the Primitive quality. When the wielder damages an opponent, he may make a Focus Power test (Opposed Willpower) as a Free Action. If he succeeds, he deals an additional 1d10E damage per Degree of Success, ignoring armor and Toughness. Can't be destroyed by Power Fields.
Force [OW]Counts as a Best Craftsmanship Mono version of a standard Low-Tech weapon. In the hands of a psyker, add +1 Damage and Pen per point of Psy Rating and change the damage type to E. When the wielder damages an opponent, he may make a Focus Power test (Opposed Willpower) as a Half Action. If he succeeds, he deals an additional 1d10E damage per Degree of Success, ignoring armor and Toughness. Can't be destroyed by Power Fields.
Force [DH2]Counts as a Best Craftsmanship Mono version of a standard Low-Tech weapon. In the hands of a psyker, add +1 Damage and Pen per point of base Psy Rating and change the damage type to E. When the wielder damages an opponent, he may make a Focus Power test (Opposed Willpower) as a Half Action. This test can't trigger Psychic Phenomena. If he succeeds, he deals an additional 1d10E damage per Degree of Success, ignoring armor and Toughness. Can't be destroyed by Power Fields.
GaussGauss weapons generate Zealous Hatred on a 9 or 10, and if they would not deal damage when generating Zealous Hatred, they deal 1d5 Wounds instead of 1. In addition, they generate Zealous Hatred against vehicles on a 9 or 0, even if they do not deal damage.
GravitonDeals additional damage equal to target's AP. Critical Hit rolls against vehicles always use the Motive Systems table.
Gyro-StabilisedNever counts as further than Long Range (penalty still applies, as does normal maximum range). Heavy Weapons with this Quality reduce the penalty for firing without Bracing to -20
Hallucinogenic (X)Anyone hit by this weapon must make a Toughness test (-10 per X) or suffer a delusion (BC 150, OW 170, DH2 146). Respirators and sealed armor grant +20 to resist. This effect lasts 1 round, plus 1 per Degree of Failure.
Haywire (X)Everything in X radius goes haywire. Roll for effect (TLW 61, DW 143). Effects lessen by one step per round.
Haywire (X)*Everything in X radius goes haywire. Roll for effect (BC 151, OW 171, DH2 147). Effects lessen by one step per round. If multiple Haywire areas overlap, only the strongest effect applies.
InaccurateGain no bonus for Aiming.
Indirect (X)Can attack targets beyond line of sight by taking a -10 penalty and a Full Action to fire. Successful attacks scatter (OW 255) and land anywhere within 1d10-[BS Bonus] meters; missed shots land within Xd10 meters. The gunner's Comrade may take a Full Action to remove the -10 penalty and reduce the missed scatter distance to Xd5.
Indirect (X)Can attack targets beyond line of sight by taking a -10 penalty and a Full Action to fire. Successful attacks scatter (DH2 230) and land anywhere within 1d10-[BS Bonus] meters; missed shots land within Xd10 meters.
IntegratedIntegrated weapons need to be connected to the wielder's potentia coil. Without it, they quickly lose power. Integrated weapons need a special Weapon Training talent to use. See text (TLW 58, SOH 125) for more info.
Irradiated (X)Anyone hit by this weapon must make a Toughness test (-10 per X) or take 2d10 Toughness damage.
LanceMultiply the weapon's Penetration by [Degrees of Success + 1].
Living WeaponAdd an extra hit for each Degree of Success on the attack roll.
MaximalA weapon with this quality has two firing modes: normal and maximal. This must be chosen at the beginning of the round. On Maximal, add 10m to range, 1d10 to damage, and 2 to penetration. If it has blast, it is improved by 2. This shot uses three times as much ammunition, and temporarily adds the Recharge quality if it isn't already present.
MeltaDouble penetration when firing at Short range or closer.
Ogryn-ProofMay be used by characters with the Clumsy trait.
Overcharge (X)When firing, the wielder may choose to add (X) Damage and the Overheats quality.
Overcharge*The wielder may triple the weapon's ammo usage to add Concussive (+2), Devastating (+2), Overheats (on a roll of 86 or higher instead of 91), and Recharge.
OverheatsA roll of 91 or higher causes an overheat. When this happens, the wielder suffers energy damage equal to the weapon's damage with Pen 0 to the wielding arm, or a random arm if 2-handed. May avoid this by dropping the weapon as a Free Action. Must spend a round cooling down. Does not jam, and any effects that would cause it to instead cause an overheat.
Overheats [BC]A roll of 91 or higher causes an overheat. When this happens, the wielder suffers a single hit from the weapon to the wielding arm, or a random arm if 2-handed. Once the hit has been resolved, the wielder must then make an Agility test or drop the weapon. Must spend a round cooling down. Does not jam, and any effects that would cause it to instead cause an overheat.
Power FieldOn a successful Parry test with this weapon, there is a 75% chance the offending weapon will be destroyed. Warp Weapons, Natural Weapons, and Power Weapons are immune.
Power Field [BC]On a successful Parry test with or against this weapon, there is a 75% chance the offending weapon will be destroyed. Warp Weapons, Natural Weapons, and Power Weapons are immune.
PrimitiveAll AP from non-Primitive armor are doubled against weapons with this quality.
Primitive (X)*Weapons with this quality treat any rolled damage above X as X. A 10/0 is still required to trigger Zealous Hatred / Righteous Fury.
Proven (X)Treat any damage die roll lower than the rating as that rating. For example, if the weapon has Proven (3), and a 1 or 2 is rolled, treat it as a 3.
Razor SharpIf an attack results in 2 or more Degrees of Success, double the weapon's Penetration when resolving the hit.
Razor Sharp*If an attack results in 3 or more Degrees of Success, double the weapon's Penetration when resolving the hit.
ReactiveCollision with other matter does not stop the fusion reaction of this attack. The blast continues in a straight line out to the Range of the weapon. The firer may attempt to catch one additional target within 2 metres of the first with an additional -10 attack.
RechargeMay only fire every other round.
ReliableAny time the weapon would jam, roll 1d10. Any result lower than 10 negates the jam.
Reliable*Only jams on a roll of 100/00. Weapons with this quality that do not roll to hit never jam.
SanctifiedCounts as Holy, and has special effects on some Daemonic and Warp Creatures. Astartes weapons must be Exceptional or Master-Crafted to be Sanctified.
ScatterIf fired at a foe within Point Blank Range, every 2 Degrees of Success indicates another hit. However, double all armor point against hits from a Scatter weapon at Long or Extreme range.
Scatter*At Short Range or closer, +10 to hit. At Point Blank, +3 damage. At Long or Extreme Range, -3 damage (minimum 0).
ShockingA target that takes damage after AP and Toughness must make a Toughness test (+10 for every armor point on location) or be Stunned for [damage/2] rounds.
Shocking [BC]A target hit by a Shocking weapon must make a Toughness test or be Stunned for a number of rounds equal to his Degrees of Failure.
Shocking [OW]A target that takes damage after AP and Toughness must make a Toughness test or be Stunned for a number of rounds equal to his Degrees of Failure.
Shocking [DH2]A target that takes damage after AP and Toughness must make a Toughness test or be Stunned for [Degrees of Failure/2] rounds and take 1 Fatigue.
SmokeWhen a hit is scored, creates a cloud 3d10 meters in diameter centered on impact. It lasts 2d10 rounds or less.
Smoke (X)*When a hit is scored (not necessarily on a living target), it creates a smoke screen X meters in diameter. It lasts for 1d10+10 rounds, or less in adverse weather.
SnareOn hit, make an Agility test or be immobilized. Immobilized targets can't do anything except attempt escape (Strength or Agility test) and are helpless until free.
Snare (X)*On hit, make an Agility test (-10 per X) or be immobilized. Immobilized targets can't do anything except attempt escape (Strength or Agility test, same modifiers as the initial test) and are helpless until free.
SprayThis weapon does not need a test to fire. All creatures in the weapon's range, in a 30 degree arc, must make an Agility test or be struck by the attack and take damage normally. Cover offers no protection unless it conceals completely. Spray attacks always resolve against the body. They Jam if the firer rolls 9 on any damage dice (before bonuses).
Spray [DH2]This weapon does not need a test to fire. All creatures in the weapon's range, in a 30 degree arc, must make an Agility test or be struck by the attack and take damage normally. Targets get a +20 bonus on the Agility test if the wielder is untrained, or a +30 bonus if the weapon is Heavy and not braced. Cover offers no protection unless it conceals completely. Spray attacks always resolve against the body. They Jam if the firer rolls 9 on any damage dice (before bonuses).
StormThis doubles the number of hits inflicted on the target and ammo expended.
TaintedIncrease the weapon's damage by the 10s digit of the wielder's Corruption score.
Tainted [DH2]Increase the weapon's damage by the wielder's Daemonic (X) value or the 10s digit of their Corruption score, whichever is higher.
TearingRoll one extra die for damage, and discard the lowest result.
Temporal LeechEach target suffering more damage than its Willpower Bonus must make a Very Hard (-30) test with a Characteristic of its choice. For every Degree of Failure on the test, that creature suffers 1d10 Characteristic damage to that Characteristic. Dark Eldar may get Pain Tokens from this.
ToxicAnyone that takes Damage from a Toxic weapon after Armor and Toughness must make a Toughness test with a -5 penalty for every point of damage suffered. Failure results in an immediate 1d10I Damage, with no reduction, to the same location.
Toxic (X)*Anyone that takes Damage from a Toxic weapon after Armor and Toughness must make a Toughness test with a -10 penalty per X. Failure results in an immediate 1d10 damage of the same type, with no reduction, to the same location. Some weapons may have additional effects; see their profiles for more info.
Twin-LinkedA weapon with this gains a +20 bonus to hit when fired and uses twice as much ammo. In addition, the weapon may score one additional hit if the attack roll succeeds by two or more Degrees of Success. Lastly, reload time is doubled.
Twin-Linked [BC]When firing a weapon with this quality, the wielder must choose either a +10 bonus to hit, or an additional hit if they score at least one successful hit. Twice the weapon's RoF is always expended each shot.
Tyranid WeaponOnly works for creatures with the Tyranid trait. No weapon training or reloading required, and it never jams. Heavy Weapons with this quality do not require bracing unless noted otherwise.
UnbalancedWeapons with this quality suffer a -10 when used to parry.
Unbalanced*Weapons with this quality suffer a -10 when used to parry and may not be used to make Lightning Attacks.
UnreliableUnreliable weapons jam on a roll of 91 or higher on all firing modes.
UnstableWhen a weapon with this hits, on a 1 it inflicts half damage, on 2-9 it deals normal, and 10 it deals double.
UnwieldyWeapons with this quality cannot be used to parry.
Unwieldy*Weapons with this quality cannot be used to parry or make Lightning Attacks.
Vengeful (X)Triggers Righteous Fury if any damage die result is X or higher.
VolatileAutomatically confirm Righteous Fury on a roll of 10 for damage.
Warp WeaponThese weapons ignore all AP generated from Armor or Cover. Force Fields and specially warded armor work as normal.
Witch-EdgeOnly works for characters with the Secrets of the Seers talent. The weapon gains bonus damage equal to twice the character's Strength Bonus and Pen equal to his base Psy Rating.
DH Craftsmanship (DH 127, 128, 144)Cost MultiplierAvailability
Bestx10Drop 2 stepsMelee: +10 WS, +1 Damage; Ranged: never jams or Overheats; Armor: +1 AP, 1/2 weight; Fields: Overloads on a 1
Goodx3Drop 1 stepMelee: +5 WS; Ranged: Reliable; Armor: +1 AP against first hit per round; Fields: Overloads on 1-5
Commonx1NormalFields: Overloads on 1-10; Everything else: As listed.
Poorx1/2Increase 1 stepMelee: -10 WS; Ranged: Unreliable, jams on every missed shot if already Unreliable; Armor: -10 Agility; Fields: Overloads on 1-15
RT Craftsmanship (RT 115/137; ITS 134/142)Time MultiplierAvailability
Bestx3Drop 2 stepsMelee: +10 WS, +1 Damage; Ranged: never jams or Overheats; Armor: +1 AP, 1/2 weight; Ork: Good benefits, +1 damage and one Kustom Bit, +1kg; Fields: Overloads on a 1; Gear: 1/2 weight
Goodx2Drop 1 stepMelee: +5 WS; Ranged: Reliable (or remove Unreliable); Armor: +1 AP against first hit per round; Ork: +5 to BS and WS, +0.5kg; Fields: Overloads on 1-5; Gear: 2/3 weight
Commonx1NormalFields: Overloads on 1-10; Everything else: As listed.
Poorx1/2Increase 1 stepMelee: -10 WS; Ranged: Unreliable, jams on every missed shot if already Unreliable; Armor: -10 Agility; Ork: Jams/breaks instantly for a non-Ork, -0.5kg; Fields: Overloads on 1-20; Gear: 1.5x weight
DW Craftsmanship (DW 147, 165, 166)Req. MultiplierMin. Renown
Master-Craftedx2/x1.5DistinguishedMelee: +10 WS, +2 Damage; Ranged: never jams or Overheats, +2 Damage; Armor: +1 AP, 1/2 weight; Fields: Overloads on 1
Exceptionalx1.5RespectedMelee: +5 WS, +1 Damage; Ranged: Reliable, +1 Damage; Armor: +1 AP against first hit per round; Fields: Overloads on 1-5
Commonx1NoneFields: Overloads on 1-10; Everything else: As listed.
BC Craftsmanship (BC 147 & 178)Availability Mod
Best-20Melee: +10 WS, +1 Damage; Ranged: never jams or Overheats; Armor: Good benefits, +1 AP, 1/2 weight; Fields: Overloads on a 1
Good-10Melee: +5 WS; Ranged: Reliable (or remove Unreliable); Armor: +5 to tests using a chosen social skill; Fields: Overloads on 1-5
Common0Fields: Overloads on 1-10; Everything else: As listed.
Poor10Melee: -10 WS; Ranged: Unreliable, jams on every missed shot if already Unreliable; Armor: -10 to Agility tests; Fields: Overloads on 1-15
OW Craftsmanship (OW 167 & 196)Logistics Mod
Best-50Melee: +10 WS, +1 Damage; Ranged: never jams or Overheats; Armor: +1 AP, 1/2 weight; Fields: Overloads on a 1
Good-30Melee: +5 WS; Ranged: Reliable (or remove Unreliable); Armor: +1 AP against first hit per round; Fields: Overloads on 1-5
Common0Fields: Overloads on 1-10; Everything else: As listed.
Poor20Melee: -10 WS; Ranged: Unreliable, jams on every missed shot if already Unreliable; Armor: -10 to Agility tests; Fields: Overloads on 1-15
DH2E Craftsmanship (DH2 142 & 169)Requisition / Repair Mod
Best-30Melee: +10 WS, +1 Damage; Ranged: Good benefits, never jams or Overheats; Armor: +1 AP, +10 to max Agility; Fields: Overloads on a 1
Good-20Melee: +5 WS; Ranged: Reliable (or remove Unreliable); Armor: +10 to max Agility; Fields: Overloads on 1-5
Common0Fields: Overloads on 1-10; Everything else: As listed.
Poor-10Melee: -10 WS; Ranged: Unreliable, jams on every missed shot if already Unreliable; Armor: -10 to max Agility; Fields: Overloads on 1-15
Go to tabs below for specific sections.
vvvvvvvvv
Good news! Started storing this in my dropbox. E-mail me at unnownrelic@gmail.com and put "40kRP Armory" in the subject line, minus the quotes, if you want it to be shared with you, or if you want to contact me about it at all. If that's not in the subject, I'll probably filter your message as spam. This will be the surest method to get the most recent version of the file; however, I'll still store it in my mediafire account for general sharing. The folder for that is http://www.mediafire.com/?cvj9wt3s7eb83. Thanks for using this!
I've tried reaching unnownrelic for some time now, but he doesn't seem to be responding. I've added to his armory and I plan on adding more in the future. All my changes are coloured in violet. If he comes back, I gladly transfer control of the armory back to him. Until then, if you have any corrections or requests, you can reach me at wuerfelwerfer@mail.com. Cheers, eBarbarossa!
"Not even our generals are mad enough to shell their own men." Folder: http://www.mediafire.com/folder/i3akv9qx9q05z Thread: https://community.fantasyflightgames.com/topic/217622-warhammer-40krp-armory/ Email: anon511-40k@yahoo.com

Availability

Availability
Availability by Population (RT 5-1)
Availability<1,000<10,000<100,000100,000+
UbiquitousEasy (+30)AutomaticAutomaticAutomatic
AbundantRoutine (+20)Easy (+30)AutomaticAutomatic
PlentifulOrdinary (+10)Routine (+20)Easy (+30)Automatic
CommonChallenging (+0)Ordinary (+10)Routine (+20)Easy (+30)
AverageDifficult (-10)Challenging (+0)Ordinary (+10)Routine (+20)
ScarceHard (-20)Difficult (-10)Challenging (+0)Ordinary (+10)
RareVery Hard (-30)Hard (-20)Difficult (-10)Challenging (+0)
Very RareArduous (-40)Very Hard (-30)Hard (-20)Difficult (-10)
Extremely RarePunishing (-50)Arduous (-40)Very Hard (-30)Hard (-20)
Near UniqueHellish (-60)Punishing (-50)Arduous (-40)Very Hard (-30)
UniqueGM's DiscretionHellish (-60)Punishing (-50)Arduous (-40)
Availability, Population, and Time (RT 5-2)
Availability10 million+<10 million<1 million<100,000<10,000<1,000
Ubiquitous1 Day/15 Min1 Day/30 Min1 Day/1 Hour1 Day/1d10 Hrs1 Day1d5 Days
Abundant1 Day/30 Min1 Day/1 Hour1 Day/1d10 Hrs1 Day1d5 Days1d10 Days
Plentiful1 Day/1 Hour1 Day/1d10 Hrs1 Day1d5 Days1d10 Days1d10 Days
Common1 Day/1d10 Hrs1 Day1d5 Days1d10 Days1d10 Days1 Week
Average1 Day1d5 Days1d10 Days1d10 Days1 Week1 Week
Scarce1d5 Days1d10 Days1d10 Days1 Week1 Week1d5 Weeks
Rare1d10 Days1d10 Days1 Week1 Week1d5 Weeks1d10 Weeks
Very Rare1d10 Days1 Week1 Week1d5 Weeks1d10 Weeks1d5 Months
Extremely Rare1 Week1 Week1d5 Weeks1d10 Weeks1d5 Months1d10 Months
Near Unique1 Week1d5 Weeks1d10 Weeks1d5 Months1d10 Months1 Year
Unique1d5 Weeks1d10 Weeks1d5 Months1d10 Months1 Year1 Year
Availability, Population, and Time (DH 5-5)
Availability100,000+<100,000<10,000<1,000
Ubiquitous10 Minutes5 Minutes1 MinuteEverywhere
Abundant15 Minutes10 Minutes5 Minutes1 Minute
Plentiful30 Minutes15 Minutes10 Minutes5 Minutes
Common1 Hour30 Minutes15 Minutes10 Minutes
Average1d10 Hours1 Hour30 Minutes15 Minutes
Scarce1d10 Days1d10 Hours1 Hour30 Minutes
Rare1d10 Weeks1d10 Days1d10 Hours1 Hour
Very Rare1d5 Months1d10 Weeks1d10 Days1d10 Hours
Extremely Rare1d10 Months1d5 Months1d10 Weeks1d10 Days
Near Unique1 Year1d10 Months1d5 Months1d10 Weeks
UniqueGM's Discretion1 Year1d10 Months1d5 Months
Difficulty by Number of Troops (OW 6-2)Difficulty by Time (OW 6-2)
AvailabilityCompany or LessSingle RegimentMultiple RegimentsTime in FrontFront ActiveModifier
UbiquitousEasy (+30)AutomaticAutomatic<3 Months<3 MonthsDifficult (-10)
AbundantRoutine (+20)Easy (+30)Automatic3-6 Months3-6 MonthsChallenging (+0)
PlentifulOrdinary (+10)Routine (+20)Easy (+30)6-12 Months6-12 MonthsOrdinary (+10)
CommonChallenging (+0)Ordinary (+10)Routine (+20)1-5 Years1-5 YearsRoutine (+20)
AverageDifficult (-10)Challenging (+0)Ordinary (+10)5+ Years5+ YearsEasy (+30)
ScarceHard (-20)Difficult (-10)Challenging (+0)
RareVery Hard (-30)Hard (-20)Difficult (-10)Apply both modifiers to the test.
Very RareArduous (-40)Very Hard (-30)Hard (-20)
Extremely RarePunishing (-50)Arduous (-40)Very Hard (-30)
Near UniqueHellish (-60)Punishing (-50)Arduous (-40)
UniqueGM’s DiscretionHellish (-60)Punishing (-50)

Acquisitions

Acquisition, Influence, Renown, and Infamy
Acquisition Modifiers (RT 9-35, DHA 1-5)Scale Modifiers (RT 9-35)Craftsmanship Modifiers (RT 9-35)
AvailabilityModifierExampleScaleModifierExampleCraftsmanshipModifierExample
Ubiquitous70Ration PackNegligible30Single ManPoor10Corpse Starch Ration Pack
Abundant50KnifeTrivial20Squad (3-5)Common0Typical Clothing
Plentiful30Void SuitMinor10Platoon (10-30)Good-10Finely Crafted, Forge World Bolter
Common20LasgunStandard0Company (50-100)Best-30Exquisite Power Sword w/ Noble Family Crest
Average10Micro-BeadMajor-10Regiment (500-1,000)
Scarce0Demo ChargeSignificant-20Division (2,000-5,000)Duration Modifiers (DHA 1-6)
Rare-10Krak GrenadeVast-30Army (10,000+)
Very Rare-20Heavy Bolter
Extremely Rare-30Digital WeaponFor combining acquisitions, use the rarer of the availabilities, and take -5. Starships do not benefit from Scale. Components use table below. When requisitioning a vehicle, add an additional -10.DurationModifierExample
Near Unique-50Tempest BoltA single mission20One to Two sessions
Unique-70Archeotech Power ArmorAn adventure0Entire Campaign
Permanently-20Forever
Quality Modifiers (BC 9-11)Component Modifiers (RT 9-36)Number Modifiers (DHA 1-7)
CraftsmanshipModifierExampleComponentModifierNumbersModifierExample
Poor10Bone WeaponWar (Macrobatteries, lances, torps)-30A single person0One
Common0Common RobesEtheric (Auspex, vox-nets, comms)-20A squad-10Two to Five
Good-10Heretek-Crafted weaponPower (Warp drive, generator, void shields)-10A platoon-20Ten to Thirty
Best-20Dark Mechanicus artefactStructure (Holds, armor, special)0A company-30Fifty to One Hundred
Amount Modifiers (BC 9-11)Expanded Components Cost (BFK 1-6)Renown (DW 5-2)
NumbersModifierExampleComponentAvailabilityRatingRank
Single101 itemSupplemental (1 SP), EssentialScarce0 - 19Initiate
Minor02-4 itemsSupplemental (2 SP), Essential (+1)Rare20 - 39Respected
Significant-105-10 itemsSupplemental (3 SP), Essential (+2)Very Rare40 - 59Distinguished
Vast-2011-100 itemsSupplemental (4 SP), Essential (+3)Extremely Rare60 - 79Famed
Legion-40101-1000 itemsSupplemental (5 SP), Essential (+4)Near Unique80+Hero
Impossible-601001+ itemsSupplemental (6 SP), Essential (+5)Unique
Archeotech ComponentsExtremely Rare
Logistics Modifiers (OW 6-3)Xenotech ComponentsNear Unique
War ConditionsMission GearNon-Issued Items
Losing BadlyVery Hard (-30)Very Hard (-30)
FalteringHard (-20)Hard (-20)
Violent ImpasseDifficult (-10)Difficult (-10)
Near VictoriousOrdinary (+10)Ordinary (+10)
DominantRoutine (+20)Routine (+20)
CeasefireEasy (+30)Easy (+30)
Mission Importance
RoutineDifficult (-10)-
MinorChallenging (+0)-
ImportantOrdinary (+10)-
VitalRoutine (+20)-
Because Mission Assignment Gear is chosen by the CO, the test has a base mod of +10 and ignores Availability.

Ranged

NameClassRangeRoFDamPenClipRldSpecialWtCostAvailabilitySrcPg.Notes
Ranged Weapons
Las
Dark Heresy
LaspistolPistol30S/-/-1d10+2E030FullReliable1.5kg50CommonDH131-
Las CarbineBasic60S/2/-1d10+2E040FullReliable3kg75CommonDH131-
LasgunBasic100S/3/-1d10+3E060FullReliable4kg75CommonDH131-
Long LasBasic150S/-/-1d10+3E140FullReliable, Accurate4.5kg100ScarceDH132-
MP LascannonHeavy300S/-/-5d10+10E1052Full-55kg5000Very RareDH132-
Laspistol, Civitas PatternPistol25S/2/-1d10+1E025FullReliable2kg40CommonIHB112-
"Death Light" Lasgun, Sollex Pattern-IXBasic80S/3/-1d10+5E218Full-7.2kg250Very Rare*IHB112Firing in Hotshot or Overcharge mode gives the Overheats quality. Scarce on Magnogorsk.
Lasgun, Drusus Prime PatternBasic100S/2/-1d10+3E050Full-7kg50CommonIHB112-
Duelling Las, Khayer-AddinPistol30S/-/-1d10+4E41FullAccurate, Tearing1.7kg220Very RareIHB112Uses unique charge packs. May not use overcharge ot hot-shot packs.
Las Carbine Minerva-AegisBasic60S/4/81d10+2E040FullReliable4.1kg150ScarceIHB112-
Compact Laspistol, Takara PalatinePistol20S/3/-1d10+2E020FullReliable1.1kg100AverageIHB112-
"Venom" Compact Laspistol, Belasco Series-SPistol10S/-/-1d10+1E015*-0.5kg120ScarceIHB113Covert pistol, needs a large power source to recharge.
"Steel Burner" Heavy Laspistol, Sollex Pattern-VIIPistol30S/-/-1d10+4E210Full-2.5kg100Very Rare*IHB113Firing in Hotshot or Overcharge mode gives the Overheats quality. Scarce on Magnogorsk.
Hellgun, D'laku Crusade-PatternBasic100S/3/51d10+3E4402Full-10kg500Very Rare*IHB133Ammo is attached to backpack of carapace armor; standard laspacks give 12 shots. Scarce in the Lathe Worlds.
"Fury" Assault Laspistol, Triplex PatternPistol20S/2/51d10+2E030FullReliable1.5kg100ScarceIHB172-
Hellgun, Voss PatternBasic110S/3/-1d10+4E3403Full-6kg180RareIHB172Normally uses a Hellgun Capacitor backpack, but may use standard charge packs at 4 charges per shot.
Hellpistol, Voss PatternPistol35S/2/-1d10+3E3202Full-4kg140RareIHB172Normally uses a Hellgun Capacitor backpack, but may use standard charge packs at 4 charges per shot.
LaslockBasic70S/-/-1d10+4E01FullUnreliable4kg40PlentifulIHB172-
Short Lasgun, Mars Pattern Mk IIIBasic100S/3/-1d10+3E060FullReliable4kg75AverageIHB173-
Command Laspistol, Mars Pattern Mk IVPistol70S/2/-1d10+3E015FullReliable, Accurate1.75kg150RareIHB173-
Multi-LaserHeavy250-/-/103d10+3E4603Full-50kg2000ScarceIHB173Weight does not include power backpack. Note: Weight not provided, assume it's 5kg.
Lightning Lasgun, Roth PatternBasic120S/2/-1d10+2E060FullReliable4kg175RareIHB173-
Stormfront LasgunBasic100S/3/-1d10+3E060FullReliable5kg85Very RareIHB173Has a built-in Melee Attachment.
Lasburst Twin LasgunBasic100S/2/-1d10+4E018FullTearing, Unreliable7kg220RareIHB173-
Haywire RifleBasic10S/-/-1d10+3I26Full-5kg400Very RareRHB151Doubles Penetration vs. targets with the Machine trait.
Snare GunBasic30S/-/---1FullSnare3.5kg100ScarceRHB152When struck, the snared victim may make an Opposed Strength or Agility test against the firer's Strength to break free.
Digital LaserPistol4S/-/-1d10+3E71*Reliable0.1kg9000UniqueDEM67Requires special care to reload.
Synapse DisruptorBasic40S/-/-*0102Full-5kg3500Very RareDEM68Cause discomfort and pain in the victim. Appears as a normal lasgun. Requires special ammunition. See text for details.
Hellgun, Cadian-PatternBasic50S/3/-1d10+4E7302Full-6kgRareASC138Has a built-in Targeter. May be used with a Backpack Power Pack or smaller backpack units, which only weigh 10kg.
Hellpistol, Cadian-PatternPistol20S/2/-1d10+4E7402Full-4kgRareASC138Has a built-in Targeter. May be used with a Backpack Power Pack or smaller backpack units, which only weigh 10kg.
Mark IV LaspistolPistol70S/2/-1d10+3E015FullReliable, Accurate-TLW112-
Compact Lasgun, Legio PatternBasic70S/2/-1d10+2E030FullReliable, Accurate, Compact-TLW112-
Rogue Trader
Archeotech LaspistolPistol90S/3/-1d10+3E270FullReliable, Accurate4kgNear UniqueRT120-
Belasco Dueling PistolPistol45S/-/-1d10+5E41FullAccurate1.5kgVery RareRT119-
Hellpistol, Lucius-PatternPistol35S/2/-1d10+4E7402Full-4kgRareRT119Uses 10kg backpack source. Can also use the larger ammunition backpack.
Hellgun, Lucius-PatternBasic110S/3/-1d10+4E7302Full-6kgRareRT119Uses 10kg backpack source. Can also use the larger ammunition backpack.
Las GauntletsPistol50S/4/-1d10+4E120FullReliable3kgVery RareRT120-
Lascarbine, Locke-PatternBasic60S/2/-1d10+3E0402FullReliable2.5kgScarceRT120Only imposes a -10 to fire with one hand.
LasgunBasic100S/3/-1d10+3E060FullReliable4kgCommonRT119-
LaspistolPistol30S/-/-1d10+2E030FullReliable1.5kgCommonRT119-
Long LasBasic150S/-/-1d10+3E140FullReliable, Accurate4.5kgScarceRT120-
MP LascannonHeavy300S/-/-5d10+10E1052Full-55kgVery RareRT120-
Assault Lasgun, Merovech-PatternBasic50S/-/51d10+3E01202FullReliable4.5kgAverageITS111Counts as a Mono-Spear in melee.
"Dervish" Laspistol, Mk IVPistol25S/4/-1d10+3E020FullReliable1.5kgScarceITS110-
Lascutter, Mezoa-PatternHeavy5S/-/-2d10+3E6102Full-8kgRareITS111Can cut through bulkheads up to 5cm thick at a rate of 25cm per round. Doing so uses one charge of the clip. May not use any specialist ammo.
"Retribution" Long-lasBasic90S/-/-1d10+3E010FullAccurate4kgVery RareHAC48Can be broken down into a number of pieces and has an integrated suppressor.
ShotlasBasic20S/3/-1d10+4E1402Full-4kgScarceHAC48Deals +3 damage at Point-Blank, but max range is only double instead of quadruple.
Stutter-lasPistol35S/-/51d10+2E025FullInaccurate2kgAverageHAC48-
Clovis Twist PistolPistol20S/-/-1d10+4E01FullUnreliable0.5kgAverageFAC81Can be Readied as a Free Action. -20 on tests to find the weapon.
Persuader LasgunBasic40S/3/101d10+2E030*FullInaccurate3.5kgScarceFAC81Can be Acquired with a drum magazine (Clip 50, 5.5kg, Rare).
Deathwatch
Astartes LascannonHeavy300S/-/-6d10+10E1062Full-75kg30RespectedDW149-
LasgunBasic100S/3/-1d10+3E060FullReliable4kg-Ubiquitous*DW150-
LaspistolPistol30S/-/-1d10+2E030FullReliable1.5kg-Ubiquitous*DW150-
Black CrusadeVariable: Standard las weapons can be set to Overcharge mode (+1 Dam, 2x ammo used) or Overload mode (+2 Dam and Pen, 4x ammo used, Unreliable).
Hell Hammer LascannonHeavy300S/-/-5d10+10E1052FullProven (3)55kgExtremely RareBC153-
LasgunBasic100S/3/-1d10+3E060FullReliable4kgCommonBC153Variable.
LaspistolPistol30S/2/-1d10+2E030HalfReliable1.5kgCommonBC153Variable.
Las CarbineBasic75S/2/-1d10+3E060HalfReliable2.5kgCommonBC153Variable. Only imposes a -10 to fire with one hand.
Long LasBasic150S/-/-1d10+3E140FullReliable, Accurate, Felling (4)4.5kgScarceBC153Variable.
M41 MultilaserHeavy150-/-/52d10+10E21002FullReliable35kgVery RareBC153Usually vehicle mounted.
Only WarVariable: Standard las weapons can be set to Overcharge mode (+1 Dam, 2x ammo used) or Overload mode (+2 Dam and Pen, 4x ammo used, Unreliable).
LaspistolPistol30S/2/-1d10+2E030HalfReliable1.5kgCommonOW175Variable.
Las CarbineBasic75S/2/-1d10+3E060HalfReliable2.5kgCommonOW175Variable. Only imposes a -10 to fire with one hand.
M36 LasgunBasic100S/3/-1d10+3E060FullReliable4kgCommonOW175Variable.
LaslockBasic70S/-/-1d10+4E01HalfUnreliable4kgPlentifulOW176-
Long LasBasic150S/-/-1d10+3E140FullReliable, Accurate, Felling (4)4.5kgScarceOW176Variable.
Lasgun, Triplex PatternBasic100S/3/-1d10+3E030Full-4.5kgRareOW176Can be set to Precision mode (S/-/-, 150m, Accurate) or Incineration mode (S/-/-, 50m, Proven (5), Felling (4)).
Bullpup LasgunBasic90S/2/-1d10+3E060FullReliable3.5kgAverageOW176Variable.
Hot-shot LaspistolPistol20S/2/-1d10+4E7402Full-4kgRareOW176Uses 10kg backpack source. Can also use the larger ammunition backpack.
Hot-shot LasgunBasic60S/3/-1d10+4E7302Full-6kgRareOW176Uses 10kg backpack source. Can also use the larger ammunition backpack.
MP LascannonHeavy300S/-/-5d10+10E1052FullProven (3)55kgVery RareOW176-
M41 Multi-LaserHeavy150-/-/52d10+10E21002FullReliable35kgVery RareOW176-
MkII Heavy Laspistol, Accatran-PatternPistol40S/2/-1d10+3E060FullReliable2kgAverageHOE111Variable.
MkIV Lasgun, Accatran-PatternBasic80S/3/-1d10+3E060FullReliable4kgAverageHOE111Variable. +10 on opposed Agility tests to resolve a Delay or Overwatch action.
Lasgun, Lucius-PatternBasic100S/-/-1d10+5E035Full-5kgAverageHOE111Variable. Gains Unreliable in Overcharge mode; gains Overheats and Unreliable in Overload mode.
Emperor's Will LaspistolPistol60S/2/-1d10+5E25HalfReliable, Accurate3kgVery RareSOH126+1 Degree of Success on Intimidate.
Volcano CannonVehicle3000S/-/-10d10+20E20--Blast (8), Felling (6), Overheats, Recharge8000kgExtremely RareSOH127Any target of Size (5) or lower is instantly incinerated. Equipped vehicles smaller than Titans can't move in the same turn it fires or while it recharges.
Traitor's PenanceBasic120S/-/31d10+3E020HalfAccurate, Proven (6)?Near UniqueSAS15-
Dark Heresy 2EVariable: Standard las weapons can be set to Overcharge mode (+1 Dam, 2x ammo used) or Overload mode (+2 Dam and Pen, 4x ammo used, Unreliable).
LaspistolPistol30S/2/-1d10+2E030HalfReliable1.5kgCommonDH2153Variable.
LasgunBasic100S/3/-1d10+3E060FullReliable4kgCommonDH2153Variable.
LaslockBasic70S/-/-1d10+4E01HalfUnreliable4kgPlentifulDH2153-
Long LasBasic150S/-/-1d10+3E140FullReliable, Accurate, Felling (4)4.5kgScarceDH2154Variable.
Hot-shot LaspistolPistol20S/2/-1d10+4E7402Full-4kgRareDH2154Uses 10kg backpack source. Can also use the larger ammunition backpack.
Hot-shot LasgunBasic60S/3/-1d10+4E7302Full-6kgRareDH2154Uses 10kg backpack source. Can also use the larger ammunition backpack.
SP
Dark Heresy
AutopistolPistol30S/-/61d10+2I018Full-2.5kg75CommonDH132-
Stub RevolverPistol30S/-/-1d10+3I062FullReliable1kg40PlentifulDH132-
Stub AutomaticPistol30S/3/-1d10+3I09Full-1.5kg50PlentifulDH132-
Hand CannonPistol35S/-/-1d10+4I252Full-3kg65AverageDH132-10 to hit unless fired with two hands.
AutogunBasic90S/3/101d10+3I030Full-3.5kg100AverageDH132-
Hunting RifleBasic150S/-/-1d10+3I05FullAccurate5kg100ScarceDH133-
ShotgunBasic30S/-/-1d10+4I022FullScatter, Reliable5kg60CommonDH133-
Pump-Action ShotgunBasic30S/-/-1d10+4I082FullScatter5kg75AverageDH133-
Combat ShotgunBasic30S/3/-1d10+4I018FullScatter6.5kg150ScarceDH133-
Heavy StubberHeavy120 -/-/101d10+4I32002Full-35kg750ScarceDH133-
Autogun, Armageddon PatternBasic100S/2/61d10+4I015FullReliable8.5kg100AverageIHB114-
Armsman-10 Service Pistol, Hax-Orthlack PatternPistol35S/3/-1d10+3I013Full-1.5kg50PlentifulIHB114Considered unlucky without a sigil or cypher stamp.
"Blackhammer" Defence Shotgun, ScatherosBasic20S/-/-2d10I012FullScatter, Inaccurate4.7kg250RareIHB114-10 to hit unless the wielder braces or has a Str Bonus of 4. Uses exotic ammunition.
Precision Hand Cannon, Westingkrup Carnodon PatternPistol35S/3/-1d10+4I26FullAccurate2.5kg200ScarceIHB115-
"Crank Cannon" Heavy Stubber, Volg VIHeavy70-/-/51d10+5I01003FullUnreliable38kg500AverageIHB121-
Creed-9 Autogun, Hax-OrthlackBasic50S/3/101d10+3I035Full-3.6kg115AverageIHB115-
Encarmine Service Pistol, SulymannPistol20S/3/81d10I024Full-2kg90AverageIHB115-
"Fate Bringer" Long Pistol, Khayer-AddinPistol40S/-/-1d10+3I252FullAccurate, Reliable1.6kg200RareIHB115-
"Flametongue" Howdah Pistol, Fykos ForgePistol20S/-/-1d10+6I022FullPrimitive, Reliable2kg140RareIHB115Uses Exotic, Primitive ammunition.
Hack ShotgunPistol10S/-/-1d10+4I012FullScatter, Inaccurate, Tearing3kg60CommonIHB115Requires two shells per shot to apply Tearing.
Hecuter 9/5 Heavy Combat AutopistolPistol30S/3/61d10+3I015FullReliable2kg175AverageIHB115-
Mariette Cylinder PistolPistol20S/-/-2d5+3I012Full-0.5kg400RareIHB116-30 to search for weapon parts when disassembled.
Mercy Killer, VolgPistol20S/-/-1d10+2I012FullInaccurate, Unreliable1kg10PlentifulIHB116On a Jam, roll 1d10. A result of 9 means gun explodes, hurting wielder.
"Meat Hammer" Scattergun, VolgBasic30S/-/-2d5+6I013FullScatter, Tearing5kg80ScarceIHB116Takes three shells to reload.
"Nomad" Hunting Instrument, Fykos ForgeBasic250S/-/-1d10+5I34FullAccurate, Reliable10kg2000Very RareIHB116-
Phobos StubberPistol30S/3/-1d10+3I09Full-1.3kg50PlentifulIHB116-
Puritan-14 Execution Pistol, Hax-OrthlackPistol20S/3/61d10+2I014Full-1.7kg100ScarceIHB117-
Shotgun AttachmentPistol15S/-/-1d10+4I01FullScatter1.7kg100ScarceIHB117-10 to hit unless fired with two hands.
"Ripper Clip" Autopistol, VolgPistol15-/-/61d10+2I012FullInaccurate, Unreliable3kg40ScarceIHB118Common on Volg, makes a loud clang when out of ammo.
Holdout "Salvation" Auto, SulymannPistol10S/3/-1d10I07--0.7kg80CommonIHB118Has to be disassembled to be reloaded.
"Scalptaker" Stub Revolver, Westingkrup Model 20Pistol30S/-/-1d10+3I062FullReliable2kg40PlentifulIHB118-
"Slayer" Pump Shotgun, WestingkrupBasic30S/-/-1d10+4I063FullScatter3.5kg70AverageIHB118-
"Spectre" Assault Device, CadenceBasic80S/3/101d10+3I020(x3)Full*-6.5kg375RareIHB118Has a built-in Fire Selector.
Shotgun AttachmentBasic30S/-/-1d10+4I042FullScatter6.5kg375RareIHB118Can't fire the in the same action as the autogun.
Lever Gun, SteadholderBasic100S/-/-1d10+4I06Full-5kg60PlentifulIHB118-
Stormchild Hand CannonPistol35S/-/-1d10+4I252Full-3kg65AverageIHB118Can be used as a club.
Short Autopistol, Talon Mk IIIPistol30S/2/61d10+2I018Full-2.3kg70CommonIHB120Can use extended 30 round mag, but can't be holstered and suffers -10 to BS if not held in two hands.
.54 Tranter Hand CannonPistol30S/2/-1d10+5I27FullUnreliable3.5kg95CommonIHB114Counts as Basic for wielders with a Str Bonus less than 4. Jams on 94-00.
Panoptic 0-5 Automata PistolPistol35S/2/-1d10+3I05(x2)2FullReliable2kg225RareIHB1342 separate ammo canisters, has fire selector.
Assault Shotgun, Skitarii Vanaheim-PatternBasic40S/3/61d10+4I015FullScatter8kg300AverageIHB134Shotgun has built-in red dot sight and Melee Attachment in the form of a saw-bladed bayonet.
"Ironclaw" Shotgun, Cypra MundiBasic30S/2/-1d10+4I012FullScatter, Reliable6.5kg80ScarceIHB161Can be used as a club (1d10-2+SB I).
"Irontalon" Pistol, Cypra MundiPistol20S/2/51d10+2I015FullPrimitive, Reliable, Tearing2kg150RareIHB161Uses specialized rounds to achieve Tearing effect. May use standard normal bullets but loses Primitive and Tearing. Can be used as a club (1d10-2+SB I).
Naval ShotcannonHeavy40S/3/-2d10+4I0242FullScatter, Unreliable7kg700ScarceIHB161Must be braced or take -30 to BS instead of the normal penalty.
Shotgun PistolPistol10S/-/-1d10+4I01FullScatter, Reliable1kg60AverageIHB161-10 to hit unless fired with two hands.
Combat Autogun, Alcher Mk IVBasic60S/-/101d10+3I040Full-3.5kg95AverageIHB175-
Assault CannonHeavy120-/-/103d10+5I52002FullTearing, Unreliable60kg7000Very RareIHB175Barrels tend to wear out frequently.
AutocannonHeavy300S/2/54d10+5I4202Full-55kg1000ScarceIHB175Usually requires a loader and shooter.
Trophy Stub Automatic, Dorcas PatternPistol30S/3/-1d10+3I09Half-1.5kg150RareIHB175-
Thollos Autopistol, Orthlack Mk IVPistol30S/-/61d10+4I012Full-2.5kg75ScarceIHB175-
Baraspian Palm GunPistol5S/-/-1d10R02Full-0.5kg150RareDEM66Concealable in one's palm. May be disassembled into regular items. See text for details.
Hell RifleBasic300S/-/-2d10+4R7--Felling (2)10kgUniqueDEM67-
Sting-BluntPistol30S/2/-1d10R05FullShocking1.5kg350CommonDEM67Requires special ammunition.
Arbites Combat Shotgun, Vox Legi-PatternBasic30S/2/-1d10+9I0142FullScatter, Reliable7kg400Very RareBOJ64May be used as a Club in melee. May load a single shell into the magazine as a Full Action, to be fired as the next shot.
Bulldog Heavy StubberHeavy120-/-/81d10+4I350FullReliable30kg800RareBOJ64-
Ius AutomaticPistol30S/3/-1d10+3I011FullReliable1.75kg95AverageBOJ63-
"Judgeslayer" HandcannonPistol20S/-/-1d10+2I642FullUnreliable, Unstable3.5kg100AverageBOJ63-
Raffir Ringleader PistolPistol30S/-/-1d10+4I352Full-0.25kg500RareBOJ63-
Raffir "Pax Factorem" RifleBasic150S/2/-1d10+3I25FullAccurate6.5kg750RareBOJ63-
Shotgun, Rend-PatternBasic40-/2/41d10+5I030FullScatter, Tearing-TLW113-
with Mono-Blade AttachmentMelee--1d5+2R0--Mono-TLW113-
Rogue Trader
AutogunBasic90S/3/101d10+3I030Full-3.5kgAverageRT120-
AutopistolPistol30S/-/61d10+2I018Full-2.5kgCommonRT120-
Hand CannonPistol35S/-/-1d10+4I252Full-3kgAverageRT120-10 to hit unless fired with two hands or a recoil glove.
Heavy Stubber, Orthlack-PatternHeavy120-/-/101d10+5I32002Full-35kgAverageRT121-
Heavy Stubber, Ursid-PatternHeavy120-/-/101d10+5I340Full-35kgScarceRT121-
Naval Pistol, Mars-PatternPistol20S/3/-1d10+4I06FullTearing3kgScarceRT121Uses specialized rounds to achieve Tearing effect. May use standard normal bullets but loses Tearing.
Naval ShotcannonHeavy40S/3/-2d10+4I0242FullScatter, Unreliable7kgScarceRT121Unfirable if not braced.
Shotgun (Pump-Action)Basic30S/-/-1d10+4I082FullScatter5kgAverageRT121-
ShotgunBasic30S/-/-1d10+4I022FullScatter5kgCommonRT121-
Shotgun PistolPistol10S/-/-1d10+4I01FullScatter, Reliable1kgAverageRT121-10 to hit unless fired with two hands or a recoil glove.
Stub AutomaticPistol30S/3/-1d10+3I09Full-1.5kgPlentifulRT121-
Stub RevolverPistol30S/-/-1d10+3I062FullReliable1kgPlentifulRT121-
Assault Stubber, Echon-Pattern Mk IIIHeavy100 -/-/61d10+4I32002FullStorm21kgAverageITS111Designed to use a 25kg, 200 round backpack. May use any heavy stubber ammo.
Civilian FirearmBasic60S/2/-1d10+3I06Full-3kgCommonITS111May not use unusual ammo.
Disposable HandgunPistol30S/2/-1d10+2I082FullInaccurate, Unreliable2kgUbiquitousITS111May not use unusual ammo.
Ripper PistolPistol30S/2/-1d10+3I78FullTearing, Toxic4kgExtremely RareITS112May not use unusual ammo.
"Absolution" Sniper RifleBasic220S/-/-1d10+4I06FullAccurate4kgRareITS111Has an integrated silencer. May use autogun ammo.
Void SpeargunBasic10S/-/-1d10+2R21Full-1.5kgAverageITS112May not use unusual ammo.
Auto-Carbine, Zayth-PatternBasic35-/-/51d10+3I020FullInaccurate3kgScarceHAC48Can be concealed under clothing easily and has an integrated Pistol/Extra Grip.
Auto-Stubber, Wrath-PatternBasic60S/3/-1d10+4I0202FullInaccurate, Tearing, Unreliable4kgScarceHAC49Uses a frangible round. May use other special munitions, but loses Tearing.
Boarding Gun, Lathe-PatternBasic30S/3/-1d10+5I132FullScatter, Reliable, Inaccurate6kgScarceHAC49-10 to hit unless the wielder has a Str Bonus of 4. May be used as a large club (1d10I, Pen 0, Unwieldy).
Harpoon GunBasic60S/-/-1d10+4R21FullSnare, Tearing5kgRareHAC50A large Void Speargun.
Razorhail GunBasic35S/-/-1d10+2R11FullScatter, Tearing5kgAverageHAC50May not use special ammo.
Persecutor Combat ShotgunBasic35S/3/-1d10+4I020FullScatter, Reliable6kgRareHAC50May be used as a Shock Staff in close combat.
Corrupted Hand CannonPistol35S/-/-1d10+6I252FullToxic-TNP138Living creatures suffering damage from the Toxic quality also take 1d5 Toughness damage. Creatures slain by this weapon rise as Plaguebearers.
Volcano AutopistolPistol30S/2/61d10+2I018FullReliable3kgScarceFAC81May also be Sanctified (automatically Best Craftsmanship, availability unlisted).
Lucius ShotgunBasic30S/3/-1d10+5I082FullScatter, Unreliable5.5kgScarceFAC81-
Grox-GunBasic110S/-/-1d10+4I452FullUnreliable6kgCommonFAC81-
AutocannonHeavy300S/3/-3d10+8I6202FullReliable40kgVery RareFAC81Can be reloaded by an assistant.
Deathwatch
Astartes Assault CannonMounted150 -/-/103d10+6I62003FullTearing80kg30FamedDW149-
Astartes ShotgunBasic30S/2/-2d10+3I018FullScatter, Reliable12kg5Ubiquitous*DW149-
AutogunBasic90S/3/101d10+3I0302Full-3.5kg-Ubiquitous*DW149-
AutopistolPistol30S/-/61d10+2I018Full-2.5kg-Ubiquitous*DW149-
Astartes Assault ShotgunBasic30S/3/52d10+4I020FullScatter, Reliable10kg7Ubiquitous*ROB136-
Frag CannonMounted20S/2/-3d10+5R440-Scatter, Blast (3), Razor-Sharp---1ST42Furioso Dreadnought weapon.
Shotgun, "Raven"-PatternBasic30S/-/-1d10+6I018FullScatter, Reliable10kg10Ubiquitous*1ST98Raven Guard only. A silenced shotgun.
Candau’s DoomBasic120S/-/-1d10+10E61003FullAccurate, Felling (1), Razor Sharp15kg70HeroHTC125Relictors Relic. Counts as Master-Crafted.
LinebreakerBasic30S/2/-1d10+12I6182FullScatter, Felling (1)12kg30FamedHTC129Marines Errant Relic. Counts as Master-Crafted. Can trigger Scatter from up to 10m away, requires special ammo (10 Req per clip).
Black Crusade
AutogunBasic100S/3/101d10+3I030Full-5kgAverageBC153-
AutopistolPistol30S/-/61d10+2I018Full-1.5kgAverageBC155-
Assault ShotgunBasic30S/3/-1d10+4I0122FullScatter5.5kgScarceBC155-
BowBasic40S/-/-1d10R01HalfPrimitive (6), Reliable2kgPlentifulBC155-
CrossbowBasic30S/-/-1d10+1R012FullPrimitive (7)3kgAverageBC155Simple Operation: The penalty for using this weapon without proficiency is reduced by 10.
Flintlock PistolPistol15S/-/-1d10+2I015FullInaccurate, Primitive (8), Unreliable3kgCommonBC155-
Flintlock MusketBasic30S/-/-1d10+3I015FullInaccurate, Primitive (8), Unreliable7kgCommonBC155-
Hand CannonPistol35S/-/-1d10+4I252Full-3kgScarceBC155-10 to hit unless fired with two hands or a recoil glove. No penalty for wielders with Str Bonus >= 5.
Harpoon GunHeavy40S/-/-2d10+2R014FullCrippling (5), Primitive (9), Snare (1)18kgScarceBC156Operator may make an Opposed Strength test with target as a Full Action after successfully ensnaring them. If successful, the target is pulled a number of meters equal to the operator's Degrees of Success.
Heavy StubberHeavy100-/-/81d10+5I3752Full-30kgRareBC156May have a varying sized magazines. Either a 75 round box, 100+ rounds with a separate loader, or a 40 round drum.
Legion ShotgunBasic30S/2/-1d10+6I0102FullScatter, Reliable10kgVery RareBC156-
M34 AutocannonHeavy300S/3/-3d10+8I6202FullReliable40kgVery RareBC156Usually tri-pod mounted and crew served.
Reaper AutocannonHeavy300S/4/-3d10+8I6402FullReliable, Twin-Linked60kgExtremely RareBC156-
ShotgunBasic30S/-/-1d10+4I082FullScatter5kgPlentifulBC156-
Stub AutomaticPistol30S/3/-1d10+3I09Full-1.5kgAverageBC156-
Stub RevolverPistol30S/-/-1d10+3I062FullReliable1.5kgPlentifulBC156-
Stub RifleBasic120S/-/-1d10+3I15FullAccurate5.5kgAverageBC156-
Thresher Support GunHeavy120-/-/61d10+5R02002FullCrippling (2), Primitive (8), Tearing23kgScarceTOB36Comes with a full ammo backpack.
Heart-RipperHeavy300S/4/-3d10+8I6802FullReliable, Twin-Linked, Tearing55kgNear UniqueTOB42Daemon Weapon (WP 52 Bind 2 - Howling, Skulltaker, Vicious). Requires ammo as normal. Khornate only.
Pox-SpitterPistol35S/-/31d10+2I010FullFelling (7), Tainted7kgUniqueBNC16-
Only War
AutopistolPistol30S/-/61d10+2I018Full-1.5kgAverageOW177-
Stub AutomaticPistol30S/3/-1d10+3I09Full-1.5kgAverageOW177-
Stub RevolverPistol30S/-/-1d10+3I062FullReliable1.5kgPlentifulOW177-
Hand CannonPistol35S/-/-1d10+4I252Full-3kgScarceOW177-10 to hit unless fired with two hands or a recoil glove.
Sniper RifleBasic200S/-/-1d10+4I320FullAccurate, Reliable5kgScarceOW177Has a built-in silencer; Awareness (-20) to detect the sound.
AutogunBasic100S/3/101d10+3I030Full-5kgAverageOW177-
Shotgun (Pump-Action)Basic30S/-/-1d10+3I0122FullScatter5kgAverageOW177-
ShotgunBasic30S/-/-1d10+4I082FullScatter5kgAverageOW177-
Combat ShotgunBasic30S/3/-1d10+4I018FullScatter6.5kgScarceOW177-
Ripper GunHeavy30S/-/61d10+8I0482FullScatter, Ogryn-Proof35kgCommonOW177Counts as a warhammer in melee.
Heavy StubberHeavy100-/-/81d10+4I3752FullOgryn-Proof30kgRareOW178-
M34 AutocannonHeavy300S/3/-3d10+8I6202FullOgryn-Proof, Reliable40kgVery RareOW178-
Battle CannonVehicle750S/-/-3d10+10X8123FullBlast (10), Concussive (3), Reliable350kgAverageOW178-
Demolisher CannonVehicle50S/-/-4d10+20X102FullBlast (10), Concussive (3)400kgRareOW178-
Vanquisher Battle CannonVehicle900S/-/-3d10+10X1662FullAccurate400kgVery RareOW178Counts as Basic for activating effects of the Accurate quality.
Earthshaker CannonVehicle3500S/-/-4d10+10X81FullBlast (10+1d10), Concussive (5), Indirect (5)800kgVery RareOW178-
Naval PistolPistol20S/3/-1d10+4I06FullTearing3kgRareHOE112Loses Tearing when used with other ammo types.
Ripper PistolPistol30S/2/-1d10+3I58FullTearing, Toxic (2)4kgExtremely RareHOE112May not use unusual ammo.
Heavy MortarVehicle300S/-/-**1HalfIndirect (3), Reliable, *400kgRareSOH127Uses its own specialized shells. May also fire Anti-Plant and Smoke rounds (+2m radius), or Starflare rounds (+1 minute duration).
Mauler CannonHeavy60S/2/-3d10+8I6402FullOgryn-Proof, Twin-Linked50kgVery RareSOH127-
Dark Heresy 2E
AutopistolPistol30S/-/61d10+2I018Full-1.5kgAverageDH2155-
AutogunBasic100S/3/101d10+3I030Full-5kgAverageDH2155-
AutocannonHeavy300S/3/-3d10+8I6242FullReliable40kgVery RareDH2155-
Hand CannonPistol35S/-/-1d10+4I252Full-3kgScarceDH2155-10 to hit unless fired with two hands or a recoil glove.
Heavy StubberHeavy100-/-/81d10+4I3802Full-30kgRareDH2156-
ShotgunBasic30S/-/-1d10+4I082FullScatter5kgAverageDH2156-
Combat ShotgunBasic30S/3/-1d10+4I018FullScatter6.5kgScarceDH2156-
Sniper RifleBasic200S/-/-1d10+4I320FullAccurate, Reliable5kgScarceDH2156-
Stub AutomaticPistol30S/3/-1d10+3I09Full-1.5kgAverageDH2156-
Stub RevolverPistol30S/-/-1d10+3I062FullReliable1.5kgPlentifulDH2156-
Bolt
Dark Heresy
Bolt PistolPistol30S/2/-1d10+5X48FullTearing3.5kg250RareDH133-
BoltgunBasic90S/2/-1d10+5X424FullTearing7kg500Very RareDH133-
Heavy BolterHeavy120 -/-/102d10X5602FullTearing40kg2000Very RareDH134-
Angelus Bolt CarbineBasic100S/-/-2d10X533FullTearing, Accurate11kg2000Very RareIHB109Fires Astartes bolt shells. Highly illegal.
Cinder Crag "Mauler" Bolt PistolPistol30S/3/-1d10+5X46FullTearing, Reliable2.75kg375Very RareIHB109If custom made (2x price), counts as Best Quality for its owner.
Volg "Spitfire" Bolt PistolPistol20S/-/-1d10+3X03FullTearing, Unreliable3kg75ScarceIHB109Imitation bolter. On a critical hit, target must pass an Agility test or catch fire. May damage and/or ignite the wielder when Jammed or damaged with fire.
Service Bolt Pistol, Garm PatternPistol30S/2/-1d10+5X48FullTearing4.5kg350RareIHB171Commonly brandished by Commissars.
Scourge Boltgun, Mars Pattern Mk IIBasic90S/2/-1d10+5X424FullTearing, Reliable10kg650Very RareIHB171Has a melee attachment that functions as a mono-axe.
Sacristan Bolt PistolPistol30S/2/-1d10+6X46FullTearing3.3kg380RareIHB187Wielders with a Strength bonus less than 4 take -10 to BS tests.
Bolter, Godwyn-De'az PatternBasic90S/2/-1d10+5X430FullTearing, Reliable6kg1000Very RareBOM114-
Storm Bolter, Godwyn-De'az PatternBasic90S/2/-1d10+5X460FullTearing, Reliable, Storm12kg9000Extremely RareBOM114-
Malleus PsycannonHeavy120S/-/52d10+5X5403FullTearing, Reliable, Sanctified20kgExtremely RareASC139Has a multitude of anti-warp effects. See text for details.
Storm Bolter, Ryza-PatternBasic90S/2/41d10+5X460FullTearing, Storm9kgExtremely RareASC140Uncommon in man-sized form.
Rogue Trader
Boltgun, Locke-PatternBasic90S/2/41d10+5X424FullTearing7kgVery RareRT122-
Bolt Pistol, Ceres-PatternPistol30S/2/-1d10+5X48FullTearing3.5kgRareRT122-
Storm Bolter, Mars-PatternBasic90S/2/41d10+5X460FullTearing, Storm9kgExtremely RareRT122Uncommon in man-sized form.
Heavy Bolter, Solar-PatternHeavy120-/-/102d10+2X560FullTearing40kgVery RareRT122-
Concealed Bolter-CanePistol30S/-/-1d10+5X412FullTearing3kgVery RareITS112May use any bolt pistol ammo.
"Solo" Mk II Boltgun, Perinetus-PatternBasic100S/-/-1d10+5X48FullTearing, Accurate, Reliable7kgVery RareITS112May use any bolter ammo.
Bolt Carbine, Ceres-PatternBasic90S/2/-1d10+5X4122FullTearing, Reliable5kgVery RareHAC50-
Boltgun, Footfall-PatternBasic80S/3/-1d10+4X218FullTearing, Unreliable8kgRareHAC50Practically a knock-off. May not use any special ammunition.
Bolt Pistol, Footfall-PatternPistol25S/2/-1d10+4X26FullTearing, Unreliable4.5kgScarceHAC50Practically a knock-off. May not use any special ammunition.
Relic-BoltgunBasic120S/3/-1d10+9X430FullTearing, Reliable10kgNear UniqueHAC50Characters with Malignancies suffer a -10 to use. Requires a Strength bonus of 6 or more to use as a Basic weapon. Requires much upkeep.
Condemnor (Bolt)Basic90S/2/41d10+5X4242FullTearing, Sanctified7.5kgExtremely RareFAC82-
Condemnor (Crossbow)Basic45S/-/-1d10+3R212FullAccurate, Sanctified7.5kgExtremely RareFAC82-
Scourge BoltgunBasic90S/2/41d10+5X424FullTearing, Reliable9kgScarceFAC81Comes with attached sarissa (Melee, 1d10+2 Pen 0, Unbalanced).
Sacristan Bolt PistolPistol30S/2/-1d10+646FullTearing, Reliable3.5kgVery RareFAC81Wielders with a Strength bonus less than 4 take -10 to BS tests.
Deathwatch
Astartes Bolt PistolPistol30S/3/-2d10+5X514FullTearing5.5kg5Ubiquitous*DW146Only for additional Bolt Pistols. Starting one is free.
Astartes Bolter, Godwyn-PatternBasic100S/2/42d10+5X528FullTearing18kg5Ubiquitous*DW146-
Astartes Boltgun, Stalker-PatternBasic200S/-/-2d10+5X524FullTearing, Accurate17kg15RespectedDW146Awareness tests to hear at -30 and can only be attempted at half normal distance. See Stalker Rounds.
Astartes Combi-WeaponBasic100S/2/42d10+5X528FullTearing25kg15RespectedDW146For primary Bolter. Secondary is S/-/- and Clip 1; all other stats come from the original weapon.
Astartes Heavy BolterHeavy150 -/-/102d10+10X660FullTearing68kg20Ubiquitous*DW147-
Astartes Storm BolterBasic100S/2/42d10+5X5602FullTearing, Storm26kg20RespectedDW147-
Skapulan BolterBasic120S/2/42d10+9X728FullTearing, Accurate, Special16kg75HeroDW169Deathwatch Relic. Integrated Fire Selector, Targeter, and Master-Craft Combat Knife Melee Attachment. Any roll of 96-100 grants a reroll.
Bolter, Hesh-PatternBasic50S/2/42d10+5X528FullTearing, Accurate, Reliable15kg**ROB134May not be requisitioned. Counts as Master-Crafted, which has already been accounted for.
Furious VengeanceBasic100S/2/42d10+5X828FullTearing, Felling (1)18kg25HeroROB157Dark Angels Relic.
Guardian Bolt PistolPistol30S/3/-2d10+5X514FullTearing, Accurate, Reliable5.5kg*DistinguishedROB134May only be gifted, not requisitioned.
Octavio's BurdenBasic100S/2/42d10+5X528FullTearing18kg25DistinguishedROB156Blood Angels Relic. If it has slain a foe in the past 12 hours, grant +10 WP to resist Bloodlust Curse. Should it be triggered, gain +15 BS for the encounter. If it has not, the bearer suffers -10 to WP, and -5 to all Fellowship tests. If Red Thirst is triggered, receive +10 WS and -10 BS.
Redemption of St. SulechHeavy160 -/-/122d10+12X660FullTearing68kg40FamedROB160Deathwatch Relic. Wielder may not be squad leader. The squad leader suffers a -10 to prevent Cohesion.
Urion's DoomBasic120S/2/42d10+5X5602FullTearing, Storm26kg35FamedROB158Ultramarines Relic. Grants +15 BS against Tyranids.
Astartes Storm BolterBasic100S/2/41d10+9X5602FullTearing, Storm26kgRank 1DEM132Comes equipped with an integrated wrist-mount. Often comes with Psybolt Ammunition.
Astartes PsycannonHeavy120 -/2/52d10+15X52002FullProven (4)50kgRank 5DEM132Wielder gains the Auto-Stabilised trait. Always uses Psybolt Ammunition.
Heavy PsycannonHeavy120S/-/-2d10+15X5402FullBlast (6), Proven (4)190kgRank 8DEM134Operates as an Astartes Psycannon. Dreadknight only.
Angelus BolterBasic50S/3/-1d10+9X6362FullTearing16kg25Respected1ST97Blood Angels only. An arm-mounted bolter that uses Bloodshard Bolts.
Gilded BoltgunBasic100S/2/41d10+9X430FullTearing20kg20Distinguished1ST97Ultramarines Relic. Counts as Master-Crafted, and grants a number of social bonuses.
Anmael’s ReachBasic110S/4/-1d10+11X5602FullTearing, Storm26kg50HeroHTC124Angels of Vengeance Relic. Counts as Master-Crafted. Wielder is immune to fear, but takes a -10 penalty to Willpower if he retreats from battle.
Gate Maker (Boltgun)Basic100S/3/-1d10+11X428FullTearing25kg40HeroHTC128Invaders Relic. Counts as Master-Crafted. Also a meltagun (see the Melta Weapons section).
Silent CryBasic250S/-/-1d10+12X524FullTearing, Accurate, Felling (2), Razor Sharp17kg50HeroHTC133Exorcists Relic. Master-Crafted Stalker boltgun, scores Righteous Fury on 9 and 10 after a Full Action aim.
Eternity Gate BoltgunBasic100S/2/42d10+5X528FullTearing18kg10RespectedTOR35Dead Cabal Relic. Counts as Master-Crafted. Squad leaders add +[Fellowship Bonus] to Cohesion, +10 to Fellowship tests with loyalist Space Marines, CSM gain Hatred for the wielder.
Glaucus’s Heavy BolterHeavy150-/-/81d10+14X760FullTearing, Gyro-Stabilised68kg55HeroTEC42Offensive Heroic Legacy wielders - add Devastating (1), Felling (1), and Sanctified; Willpower (-20) test on taking damage or wielder's nearest ally is damaged instead.
Wrathful AugmentBasic100S/3/-1d10+11X428FullTearing18kg60FamedTEC49Comes with a bionic arm; both are Master-Crafted. +20 to Called Shots, extra benefit for Defensive Heroic Legacy wielders. When using the arm or bolter without its partner, user can't spend or burn Fate points.
LokheiraBasic300S/-/-2d10+7X810FullTearing, Accurate, Reliable17kg60HeroTEC99Master-Crafted Stalker-pattern boltgun with Omni-Scope. Against xenos, +10 BS and +3 critical damage.
Black Crusade
BolterBasic100S/3/-1d10+5X424FullTearing7kgVery RareBC156-
Bolt PistolPistol30S/2/-1d10+5X48FullTearing3.5kgVery RareBC157-
Combi-BolterBasic80S/3/-1d10+5X4322FullTearing, Twin-Linked12kgExtremely RareBC157A precursor to the storm bolter, not a bolter combined with another weapon.
Heavy BolterHeavy150-/-/61d10+8X560FullTearing40kgVery RareBC157-
Legion BolterBasic100S/3/-1d10+9X424FullTearing10kgExtremely RareBC156-
Legion Bolt PistolPistol30S/2/-1d10+9X48FullTearing5.5kgExtremely RareBC157-
Legion Combi-BolterBasic80S/4/-1d10+9X4322FullTearing, Twin-Linked15kgExtremely RareBC157A precursor to the storm bolter, not a bolter combined with another weapon.
Legion Heavy BolterHeavy150-/-/61d10+12X560FullTearing45kgExtremely RareBC157-
VilemawBasic100S/3/-1d10+11X6--Razor-Sharp, Tearing18kgUnique*BC202Daemon Weapon (WP 28 Bind 2 - Vicious).
Combi-WeaponBasic100S/3/-1d10+5X424FullTearing18kgExtremely RareTOB36For primary Bolter. Secondary is S/-/- and Clip 1; all other stats come from the original weapon (Flamer, Plasma Gun, or Melta Gun).
Legion Combi-WeaponBasic100S/3/-1d10+9X424FullTearing25kgExtremely RareTOB36For primary Bolter. Secondary is S/-/- and Clip 1; all other stats come from the original Legion weapon (Flamer, Plasma Gun, or Melta Gun).
Only War
Bolt PistolPistol30S/2/-1d10+5X48FullTearing3.5kgVery RareOW179-
BoltgunBasic100S/3/-1d10+5X424FullTearing7kgVery RareOW179-
Storm BolterBasic90S/2/41d10+5X460FullTearing, Storm9kgExtremely RareOW179-
Heavy BolterHeavy150-/-/61d10+8X560FullTearing40kgVery RareOW179-
M38 MkII Bolt Pistol, Hesh-PatternPistol25S/3/-1d10+5X4122FullTearing4kgVery RareHOE112Gains Unreliable when fired in semi-automatic mode.
Dark Heresy 2E
Bolt PistolPistol30S/2/-1d10+5X48FullTearing3.5kgVery RareDH2151-
BoltgunBasic100S/3/-1d10+5X424FullTearing7kgVery RareDH2151-
Heavy BolterHeavy150-/-/61d10+8X560FullTearing40kgVery RareDH2151-
Storm BolterBasic90S/2/41d10+5X460FullTearing, Storm9kgExtremely RareDH2151-
Godwyn-De’az Bolt PistolPistol40S/2/-1d10+5X410FullTearing, Reliable3kgExtremely Rare*EWI42-
Godwyn-De’az BolterBasic90S/2/-1d10+5X430FullTearing, Reliable6kgVery Rare*EWI42-
Godwyn-De’az Heavy BolterHeavy140-/-/61d10+8X580FullTearing, Reliable35kgExtremely Rare*EWI42-
Godwyn-De’az Storm BolterBasic80S/2/41d10+5X460FullTearing, Reliable, Storm8kgNear Unique*EWI42-
PsycannonHeavy120m-/2/52d10+5X5403FullDaemonbane, Reliable, Tearing20kgNear UniqueEBY41Wielder gains the Auto-Stabilised trait. Ignores psychic protections and deals +2 damage per point of wielder's Psy Rating. Always Good or Best craftsmanship.
Melta
Dark Heresy
Inferno PistolPistol10S/-/-2d10+4E123Full-2.5kg7500Very RareDH134-
MeltagunBasic20S/-/-2d10+4E1252Full-8kg4000RareDH134-
Melta-CutterBasic10S/-/-2d10+4E1053Full-30kg600ScarceIHB113Absolute range of 10m, no bonus for short range, -10 penalty to BS for each point of Strength Bonus below 4.
Multi-MeltaHeavy60S/-/-4d10+12E12102FullBlast (1)55kg8500Very RareIHB174-
Ultimo Meltagun, Voss Pattern Mk IIIBasic40S/-/-2d10+2E852Full-10kg2500Very RareIHB174-
Thermal LanceHeavy10S/-/-2d10+4E1222Full-14kg3000RareIHB174Often used for bulkhead cutting.
Seraphim Inferno PistolPistol10S/-/-2d10+2E106FullReliable2kg9000Extremely RareBOM115If paired and fired with Dual Shot, increase damage by 1d10 and double the Penetration.
Hellax InfernusPistol10S/-/-2d10+6E1452FullSanctified2kgUniqueASC139Ignores all fields and bonuses granted by psychic powers. Target must pass a WP test or reduce WP by 1d10. Counts as Best Craftsmanship.
Rogue Trader
Inferno Pistol, Mars-PatternPistol10S/-/-2d10+8E133Full-2.5kgVery RareRT122-
Meltagun, Mars-PatternBasic20S/-/-2d10+8E1352Full-7.5kgRareRT122-
Meltagun, Mezoa-PatternBasic20S/-/-2d10+8E13103Full-8.5kgRareRT122Has a small backpack for ammo.
Thermal Lance, Mars-PatternHeavy10S/-/-2d10+10E1222FullAccurate40kgRareRT123-
Multi-Melta, Mars-PatternHeavy60S/-/-4d10+5E13102FullBlast (1)40kgVery RareRT123Most users must wear insulating clothing to protect from the ambient heat.
"Beamer" Meltagun, Zepherus Mk IBasic40S/-/-2d10+6E1262Full-9kgVery RareITS114May use any meltagun ammo.
Melta CutterBasic5S/-/-3d10+8E1352FullInaccurate, Scatter8kgRareHAC51A tool first, weapon second. Suffers a -20 to BS to fire.
Mining Melta (Broad)Heavy10S/-/-2d10+4E1163FullScatter36kgRareFAC81Switching fire modes takes a Half Action.
Mining Melta (Focused)Heavy5S/-/-3d10+8E1363FullOverheats36kgRareFAC81Switching fire modes takes a Half Action.
Deathwatch
Astartes Infernus PistolPistol10S/-/-2d10+8E134FullMelta5kg35FamedDW148-
Astartes Meltagun, Vulkan-PatternBasic20S/-/-2d10+8E1362FullMelta14kg20RespectedDW148-
Astartes Multi-Melta, Maxima-PatternHeavy60S/-/-4d10+6E13122FullMelta, Blast (1)72kg35RespectedDW148-
Conflagration Infernus PistolPistol10S/-/-2d10+10E152FullMelta5kg35DistinguishedROB135-
Conflagration MeltagunBasic20S/-/-2d10+10E1542FullMelta14kg35DistinguishedROB135-
Firestorm Multi-MeltaHeavy100S/2/-5d10+5E1562FullMelta, Blast (2), Recharge, Volatile70kg65DistinguishedROB135-
Death of SteelBasic35S/-/-2d10+16E1462FullMelta, Blast (1)15kg55HeroHTC127Doom Legion Relic. Counts as Master-Crafted. +1d10 damage against vehicles or buildings.
Gate Maker (Melta)Basic30S/-/-2d10+16E1252FullMelta, Blast (3)25kg40HeroHTC128Invaders Relic. Counts as Master-Crafted. Also a bolter (see the Bolt Weapons section).
Black Crusade
Inferno PistolPistol10S/-/-2d10+10E123FullMelta3kgExtremely RareBC157-
Legion MeltagunBasic20S/-/-2d10+13E1262FullMelta17kgExtremely RareBC157-
MeltagunBasic20S/-/-2d10+10E1252FullMelta15kgVery RareBC157-
Multi-MeltaHeavy60S/-/-2d10+16E12122FullMelta, Blast (1)40kgVery RareBC157So bulky that nearly only Chaos Space Marines can wield them by hand.
Only War
Inferno PistolPistol10S/-/-2d10+10E123FullMelta3kgNear UniqueOW179-
MeltagunBasic20S/-/-2d10+10E125FullMelta15kgVery RareOW179May use an ammo backpack (2x clip size, +6kg).
Multi-MeltaHeavy60S/-/-2d10+16E1212FullMelta, Blast (1)40kgExtremely RareOW180-
Dark Heresy 2E
Inferno PistolPistol10S/-/-2d10+10E123FullMelta3kgNear UniqueDH2155-
MeltagunBasic20S/-/-2d10+10E125FullMelta15kgVery RareDH2155-
Plasma
Dark Heresy
Plasma PistolPistol30S/-/-1d10+6E6104FullOverheats, Recharge4kg4000Very RareDH134-
Plasma GunBasic90S/2/-1d10+6E6208FullOverheats, Recharge11kg3000Very RareDH134-
Kronos Mk III Plasma PistolPistol30S/-/-1d10+6E6104FullOverheats, Recharge4kg5000Very RareIHB134-
MaximalPistol40S/-/-1d10+10E63/each4FullOverheats, Recharge (2)4kg5000Very RareIHB134Requires 2 rounds to recharge.
Plasma BlasterBasic60S/-/-2d10+6E662FullOverheats, Recharge, Unreliable20kg7500Very RareIHB174-
Plasma CannonHeavy120S/-/-2d10+10E8165FullOverheats, Recharge, Unreliable38kg8500Very RareIHB174-
MaximalHeavy120S/-/-4d10+10E86/each5FullOverheats, Recharge, Blast (3), Unreliable38kg8500Very RareIHB174-
Sunfury Assault Plasma Gun, Mars Pattern Mk IIIBasic80S/2/-1d10+10E6102FullOverheats, Recharge12kg3000Very RareIHB174-
Military Plasma Pistol, Ryza-PatternPistol30S/2/-1d10+6E6103FullOverheats4kgVery RareASC140-
MaximalPistol40S/2/-2d10+6E83/each3FullOverheats, Recharge4kgVery RareASC140-
Military Plasma Gun, Ryza-PatternBasic90S/2/-1d10+7E7405FullOverheats9kgVery RareASC140-
MaximalBasic100S/2/-2d10+7E93/each5FullOverheats, Recharge9kgVery RareASC140-
Archaeotech Plasma PistolPistol50S/3/-1d10+8E812FullMaximal-TLW141-
Rogue Trader
Plasma Pistol, Ryza-PatternPistol30S/2/-1d10+6E6103FullOverheats, Maximal*4kgVery RareRT123-
Plasma Gun, Mezoa-PatternBasic90S/2/-1d10+7E6405FullOverheats, Maximal*18kgVery RareRT123-
Plasma Cannon, Ryza-PatternHeavy120S/-/-2d10+10E8165FullOverheats, Maximal*, Blast (1), Unreliable40kgVery RareRT123-
Plasma Gun, Clovis Mk IVBasic60S/3/51d10+5E6405FullOverheats, Maximal*20kgExtremely RareITS114-
"Wrath" Plasma Pistol, Ryza-PatternPistol40S/-/-1d10+8E683FullOverheats, Maximal*, Accurate5kgExtremely RareITS114-
M31 Plasma CannonHeavy150S/-/-2d10+10E8205FullOverheats, Maximal*, Blast (1)45kgNear UniqueFAC83-
Asandre Plasma GunBasic90S/2/-1d10+7E6405FullOverheats, Maximal*, Unstable18kgVery RareFAC83-
Deathwatch
Astartes Plasma CannonHeavy150S/-/-2d10+11E10165FullBlast (1), Volatile70kg30DistinguishedDW147-
MaximalHeavy160S/-/-3d10+11E123/each5FullOverheats, Blast (3), Recharge, Volatile70kg30DistinguishedDW147-
Astartes Plasma Gun, Ragefire-PatternBasic100S/2/-1d10+9E8404FullVolatile27kg20RespectedDW148-
MaximalBasic110S/2/-2d10+9E103/each4FullOverheats, Recharge, Volatile27kg20RespectedDW148-
Astartes Plasma PistolPistol30S/2/-1d10+8E8123FullVolatile6kg25RespectedDW148-
MaximalPistol40S/2/-2d10+8E103/each3FullOverheats, Recharge, Volatile6kg25RespectedDW148-
DeathroarPistol40S/-/-2d10+13E10103FullBlast (1), Felling (1), Volatile7kg70HeroDW168Chapter Relic of the Dark Angels.
MaximalPistol50S/-/-3d10+13E123/each3FullBlast (3), Felling (1), Volatile, Recharge7kg70HeroDW168Chapter Relic of the Dark Angels.
Barrage Plasma GunBasic120S/3/51d10+7E8304FullOverheats, Volatile30kg28DistinguishedROB135-
Barrage Plasma PistolPistol40S/3/-1d10+6E893FullOverheats, Volatile7kg32FamedROB135-
Plasma Gun 438Basic120S/2/-1d10+12E9404FullVolatile30kg25DistinguishedROB159-20 Fellowship and -1 Cohesion when dealing with other Space Marines.
HateblazerPistol30S/-/-2d10+8E8--Overheats--MOX108-
Radiant ArrowBasic120S/2/-1d10+14E10244FullVolatile27kg50HeroHTC131Consecrators Relic. Counts as Master-Crafted. Completely immune to jamming, Overheating, Haywire, et cetera.
Storm of VassBasic20S/-/-1d10+10E662FullFlame22kg70HeroTEC63Maximal only available to Offensive Heroic Legacy wielders. Gains Overheats if The Wrath of Kato isn't nearby (see text, and Melee tab).
Black Crusade
Legion Plasma GunBasic100S/2/-1d10+12E10245FullOverheats, Maximal18kgVery RareBC158-
Legion Plasma PistolPistol30S/2/-1d10+10E8123FullOverheats, Maximal8kgVery RareBC158-
Plasma CannonHeavy150S/-/-2d10+12E10165FullOverheats, Maximal, Blast (3)40kgVery RareBC158Uses a backpack fuel canister.
Plasma GunBasic90S/2/-1d10+8E10205FullOverheats, Maximal11kgVery RareBC158-
Plasma PistolPistol40S/2/-1d10+7E8103FullOverheats, Maximal4kgVery RareBC158-
Only War
Plasma PistolPistol30S/2/-1d10+6E6103FullOverheats, Maximal4kgVery RareOW180-
Plasma GunBasic90S/2/-1d10+7E6405FullOverheats, Maximal18kgVery RareOW180-
Plasma CannonHeavy120S/-/-2d10+10E8165FullOverheats, Maximal, Blast (1)40kgExtremely RareOW180-
Dark Heresy 2E
Plasma PistolPistol30S/2/-1d10+6E6103FullOverheats, Maximal4kgVery RareDH2155-
Plasma GunBasic90S/2/-1d10+7E6405FullOverheats, Maximal18kgVery RareDH2155-
Sentinel Plasma RifleBasic120S/5/101d10+5E340FullReliable20kgExtremely RareEWI44-
Flame
Dark Heresy
Hand FlamerPistol10S/-/-1d10+4E222FullFlame3.5kg200RareDH134-
FlamerBasic20S/-/-1d10+4E332FullFlame6kg300ScarceDH135-
Promethium "Destroyer" Incineration Device, CadencePistol15S/-/-1d10+5E252FullFlame2.1kg750Very RareIHB111-
Gas Torch FlamerBasic5S/-/-1d10+1E252FullFlame20kg150Very RareIHB111An industrial tool. On taking damage to back of body, 50% of fuel explodes (Blast (4), 2d10E). Wearer takes double damage and catches fire.
Tox SprayBasic10S/-/-1d10E033FullFlame, Toxic6kg200RareIHB111Jam means fuel ruptures and deals the weapon's damage to everything within Blast (2). The wearer takes double damage.
Flamer, Anoxis Burst PatternBasic5S/-/-1d5E012FullFlame, Primitive3kg50ScarceIHB160-
"Stingray" Rifle, Anoxis PatternBasic15S/-/-1d10+3E24FullFlame3kg100AverageIHB161Does not actually set things aflame.
Heavy FlamerHeavy30S/-/-2d10+4E4102FullFlame45kg1000RareIHB171Uses a backpack fuel canister by default; included in weight.
Nightfire Flamer, Voss PatternBasic20S/-/-1d10+5E232FullFlame, Toxic6kg400Very RareIHB172-
Seraphim Hand FlamerPistol10S/-/-1d10+4E26FullFlame2kg1000Extremely RareBOM115If paired and fired with Dual Shot, increase damage by 1d10+10 and impose -20 to avoid the fire. At GM's discretion, may fire in melee with no ammo use.
Heavy FlamerHeavy30S/-/-2d10+4E4102FullFlame45kg1000RareBOM115Wielders without Strength >=40 or Power Armor need an assistant to fire. If using Sanctified Ammo, auto-succeed RF against Psykers and Daemons.
Expulsus FlamerBasic30S/-/-1d10+5E3202FullFlame-TLW113-
Rogue Trader
Hand Flamer, Mezoa-PatternPistol10S/-/-1d10+4E222FullFlame3.5kgRareRT124-
Flamer, Mezoa-PatternBasic20S/-/-1d10+4E262FullFlame6kgScarceRT124-
Heavy Flamer, Locke-PatternHeavy30S/-/-2d10+4E4102FullFlame20kgRareRT124-
"Salamander" Assault Flamer, Mk VIIBasic10S/-/-1d10+4E1123FullFlame6kgScarceITS114Uses a 45 degree arc instead of a 30.
"Flameburst" FlamerBasic40S/-/-1d10+4E262FullFlame, Recharge7kgRareHAC51Fires in a jet one meter wide rather than a 30 degree arc.
"Baleflame" IncineratorBasic30S/-/-2d10+8E643FullFlame, Recharge-TNP115Custom weapon of Inquisitor Blackheel. Already Best quality.
IncineratorBasic20S/-/-1d10+8E462FullFlame, Cleansing Fire, Sanctified6kgExtremely RareFAC83-
Footfall Hand FlamerPistol10S/-/-1d10+4E222FullFlame, Toxic4kgVery RareFAC83Some versions deal 1d5 WP damage to targets damaged by the Flame quality (automatically Good Craftsmanship, availability unlisted).
Deathwatch
Astartes FlamerBasic20S/-/-2d10+2E362FullFlame15kg10Ubiquitous*DW148Targets set on fire take +4 damage per round.
Astartes Hand FlamerPistol10S/-/-2d10+2E342FullFlame6kg10Ubiquitous*DW149Targets set on fire take +4 damage per round.
Astartes Heavy FlamerHeavy30S/-/-2d10+6E6102FullFlame65kg15Ubiquitous*DW149Targets set on fire take +4 damage per round.
Balefire GunBasic20S/-/-2d10+2E362FullFlame, Toxic7kg16RespectedROB135-
Immolation RifleBasic25S/-/-2d10+5E15FullFlame5kg15Ubiquitous*ROB135Has no effect on inorganic targets.
Triflame VambraceBasic30S/-/-2d10+4E5123FullFlame13kg45FamedROB161Deathwatch Relic. Choose one: -20 to put out the flames, 60-degree arc and +1d5 Mag damage to Hordes, or single-target (may still ignite target).
Astartes IncineratorBasic30S/-/-2d10+6E6102FullFlame, Sanctified65kgRank 3DEM132Always uses Psyflame Ammunition.
Heavy IncineratorHeavy60S/-/-2d10+6E6202FullFlame, Sanctified200kgRank 8DEM134Functions as an Astartes Incinerator. Dreadknights only.
Hellfire FlamerBasic20S/-/-1d10+9E562FullFlame, Tearing15kg25Ubiquitous*1ST98Deathwatch only. Ignores Natural Armor and inflicts Righteous Fury on 9 and 10.
Surtur's BreathHeavy40S/-/-1d10+12E582FullFlame15kg25Respected1ST98Salamanders Relic. Bulkier than a normal heavy flamer, it strikes fear in its targets, literally.
Light of CastigationBasic25S/-/-1d10+11E462FullFlame, Sanctified15kg30FamedHTC128Fire Angels Relic. Counts as Master-Crafted. Heretics (GM's discretion) take +2 extra damage and a -10 penalty to avoid the hit.
The Torch of the VigilHeavy35S/-/-1d10+14E6102FullFlame65kg40FamedHTC135Death Spectres Relic. Counts as Master-Crafted. -10 to avoid being hit or catching fire, -30 to Concealment for everything within 30m of a burning target.
Black Crusade
FlamerBasic20S/-/-1d10+4E262FullFlame, Spray6kgCommonBC158Can have a backpack fuel canister instead (2x clip size, +10kg).
Hand FlamerPistol10S/-/-1d10+4E22FullFlame, Spray3.5kgScarceBC158-
Heavy FlamerHeavy30S/-/-1d10+8E5102FullFlame, Spray20kgRareBC158Uses a backpack fuel canister by default; included in weight.
Legion FlamerBasic20S/-/-1d10+9E462FullFlame, Spray10kgScarceBC158Can have a backpack fuel canister instead (2x clip size, +10kg).
Legion Heavy FlamerHeavy30S/-/-1d10+12E6152FullFlame, Spray25kgVery RareBC158Uses a backpack fuel canister by default; included in weight.
Krz’at’tchal the SoulburnerBasic30S/-/-1d10+8E8--Flame, Reliable, Spray, Warp Weapon6kgUnique*BC202Daemon Weapon (WP 40 Bind 2 - Mutating, Warp Flame).
Firestorm BladeBasic50S/-/-2d10+15E8--Flame, Proven (3), Spray7kgNear UniqueTOB40Daemon Weapon (WP 70 Bind 4 - Howling, Piercing, Rampage). Requires Mark of Khorne.
MeleeMelee--1d10+8E4--Balanced, Flame, Proven (3)7kgNear UniqueTOB40Daemon Weapon (WP 70 Bind 4 - Howling, Piercing, Rampage). Requires Mark of Khorne.
Only War
Hand FlamerPistol10S/-/-1d10+4E222FullFlame, Spray3.5kgRareOW180-
FlamerBasic20S/-/-1d10+4E262FullFlame, Spray6kgScarceOW181Can have a backpack fuel canister instead (2x clip size, +10kg).
Heavy FlamerHeavy30S/-/-1d10+5E4102FullFlame, Spray45kgRareOW181Uses a backpack fuel canister by default; included in weight.
Inferno CannonVehicle50S/-/-2d10+15E850-Flame, Spray600kgRareOW181May begin the spray at up to [range/2] meters away. Negates the AP bonus to Operate tests to avoid catching fire.
Hades Assault FlamerBasic20S/-/-1d10+4E2102FullFlame, Spray, Reliable12kgScarceHOE113-
Dark Heresy 2E
Hand FlamerPistol10S/-/-1d10+4E222FullFlame, Spray3.5kgRareDH2152-
FlamerBasic20S/-/-1d10+4E262FullFlame, Spray6kgScarceDH2152-
Heavy FlamerHeavy30S/-/-1d10+5E4102FullFlame, Spray45kgRareDH2152-
Cerberus Heavy FlamerHeavy40S/-/-1d10+5E362FullFlame, Spray, Vengeful (9), Reliable50kgVery RareEWI42Uses a backpack fuel canister by default; included in weight.
Gorgon Chemical FlamerBasic20S/-/-1d10+4E262FullFlame, Spray, Corrosive, Felling (1), Toxic (2)8kgVery RareEWI42Can't use alternate ammunition types.
Hydra Flamer ArrayBasic8S/-/-1d10+4E2102FullFlame, Spray, Proven (3)10kgVery RareEWI42Sprays flame in a 90-degree arc. Firing this weapon grants Fear (1) until the end of the encounter.
IncineratorBasic30mS/-/-1d10+6E6102FullFlame, Spray, Daemonbane3kgExtremely RareEBY40Ignores psychic protections and imposes a -10 penalty on targets' Agility tests per point of wielder's Psy Rating.
Primitive
Dark Heresy
BolasThrown10S/-/--01-Primitive, Inaccurate, Snare1.5kg10AverageDH135-
Hand BowPistol15S/-/-1d10R01FullPrimitive1kg200RareDH135-
Flintlock PistolPistol15S/-/-1d10+2I013FullPrimitive, Inaccurate, Unreliable4kg10CommonDH135-
MusketBasic30S/-/-1d10+2I015FullPrimitive, Inaccurate, Unreliable7kg30CommonDH135-
BowBasic30S/-/-1d10R01HalfPrimitive, Reliable2kg10CommonDH135-
SlingBasic15S/-/-1d10-2I01FullPrimitive0.5kg10PlentifulDH135-
CrossbowBasic30S/-/-1d10R012FullPrimitive3kg10CommonDH135-
Iocanthos BlunderbussBasic10S/-/-1d10+1I015FullPrimitive, Inaccurate, Scatter, Unreliable4kg35RareIHB93-
Composite BowBasic40S/-/-1d10+2R11HalfPrimitive, Accurate3kg50UncommonIHB93-
Deuce PistolPistol15S/2/-1d10+2I023FullPrimitive, Unreliable2kg40CommonIHB93-
Flick BowPistol15S/-/-1d10R01FullPrimitive, Special1kg30ScarceIHB93Normally folded for concealment; requires a Half Action to lock bow to firing position.
Heavy CrossbowBasic80S/-/-1d10+4R214FullPrimitive5kg75RareIHB93-
JavelinThrown18S/-/-1d10R+SB11-Primitive1kg8PlentifulIHB93-
LongbowBasic50S/-/-1d10+2R21HalfPrimitive3kg20AverageIHB93-
Siskan MusketBasic40S/-/-1d10+3I015FullPrimitive8kg60ScarceIHB94-
Vibe SpearThrown10S/-/-1d10+2+SB11-Primitive, Snare, Special2kg14UncommonIHB94Targets injured must pass a Toughness test or suffer one Fatigue. Medicae test to remove spear, failure deals 1d5 unavoidable damage.
Volonx Bone BolasThrown8S/-/-1d5I01-Primitive, Snare, Toxic2kg12RareIHB94-
Drive NailerBasic5-/3/-1d10+1R4153FullPrimitive7kg50CommonIHB113-
ImpalerHeavy30S/-/-1d10+5I212FullPrimitive, Unreliable22kg100ScarceIHB113Requires a Strength Bonus of 4 to reload.
Scrap CannonHeavy15S/-/-1d10+3R013FullScatter, Unreliable40kg150Very Rare*IHB113Successful hit must test for pinning, Average Availability in underhive, anything can be ammo.
Stake-Crossbow, Catechist PatternBasic40S/-/-1d10+4R352FullSpecial4kg750RareIHB187Requires Stake-Bolts, which are Sanctified. See text for details.
Rogue Trader
BolasThrown10S/-/--01-Primitive, Inaccurate, Snare1.5kgAverageRT124-
BowBasic30S/-/-1d10R01HalfPrimitive, Reliable2kgCommonRT124-
CrossbowBasic30S/-/-1d10R012FullPrimitive3kgCommonRT124-
Hand BowPistol15S/-/-1d10R01FullPrimitive1kgRareRT124-
Flintlock PistolPistol15S/-/-1d10+2I013FullPrimitive, Inaccurate, Unreliable4kgCommonRT124-
MusketBasic30S/-/-1d10+2I015FullPrimitive, Inaccurate, Unreliable7kgCommonRT124-
SlingBasic15S/-/-1d10-2I01FullPrimitive0.5kgPlentifulRT124May throw grenades but reduces range to 7m. Jamming results in a grenade jam.
BlunderbussBasic30S/-/-1d10+2I012FullPrimitive, Inaccurate, Unreliable4kgPlentifulITS114-
Hunting QuoitThrown10-1d10R0--Primitive0.5kgCommonITS115Must be retrieved. Can take the mono upgrade.
JavelinThrown10-1d10R0--Primitive0.5kgCommonITS115Must be retrieved. Can take the mono upgrade.
BlowgunBasic20S/-/-1d5R01HalfPrimitive, Accurate, Toxic0.5kgAverageFAC83-
FalaricaThrown10S/-/-1d10+1R11-Primitive, Tearing2.5kgScarceFAC83Targets must make an Agility test at +20 to avoid catching fire.
Spear-throwerThrown20S/-/-1d10R21FullPrimitive1.5kgAverageFAC83When used to throw a javelin or falarica, doubles the range and increases Pen by 2.
Only WarKnown as "Low-Tech" weapons.
BolasThrown10S/-/--01-Primitive (1), Snare (1), Inaccurate1.5kgAverageOW181-
Hand BowPistol15S/-/-1d10R01FullPrimitive (5)1kgRareOW181-
Flintlock PistolPistol15S/-/-1d10+2I013FullPrimitive (8), Inaccurate, Unreliable3kgCommonOW181-
Flintlock MusketBasic30S/-/-1d10+3I015FullPrimitive (8), Inaccurate, Unreliable7kgCommonOW181-
BowBasic30S/-/-1d10R01HalfPrimitive (6), Reliable2kgCommonOW181-
SlingBasic15S/-/-1d10-2I01FullPrimitive (5)0.5kgPlentifulOW181May throw grenades.
CrossbowBasic30S/-/-1d10R012FullPrimitive (7)3kgCommonOW181-
BlowgunBasic10S/-/-1d5+2I01HalfToxic (0)0.5kgCommonHOE113-
JavelinThrownSBx3S/-/-1d10R01-Primitive (8)0.5kgCommonHOE113Counts as a Spear with Primitive (7) in melee.
Signalling DevicePistol15S/-/-1d10+1E01FullFlame, Inaccurate, Reliable2kgCommonHOE113-
Throwing KnifeThrownSBx2S/2/-1d5+3R0--Accurate0.5kgCommonHOE113Counts as a Knife with Unbalanced in melee.
Dark Heresy 2EKnown as "Low-Tech" weapons.
BolasThrown10S/-/--01-Snare (1), Inaccurate1.5kgAverageDH2154-
BowBasic30S/-/-1d10R01HalfPrimitive (6), Reliable2kgCommonDH2154-
CrossbowBasic30S/-/-1d10R012FullPrimitive (7)3kgCommonDH2154-
ArquebusBasic45S/-/-2d10I212FullConcussive (1), Inaccurate, Unreliable8kgCommonEWI42Creates a smoke cloud in a 1m radius around the shooter, lasting 1d5-1 rounds. Counts as Heavy if the wielder's Strength bonus is <=3.
Castigator Heavy CrossbowHeavy70S/-/-1d10+6I1142FullConcussive (2), Reliable12kgScarceEWI44Any target of Hulking size or less that takes damage from this weapon is knocked Prone.
Deliverance Light CrossbowPistol15S/-/-1d10R01HalfPrimitive (7)1kgRareEWI42Designed to be stealthy and easily concealed. See text for details.
Drake’s ClawHeavy200S/-/-1d10+2X21-Primitive (7), Inaccurate, Tearing, Blast (3), Crippling (1)6kgRareEWI42Single-use.
Flintlock PistolPistol15S/-/-1d10+2I012FullPrimitive (8), Inaccurate, Unreliable3kgCommonEWI42Counts as a truncheon when used in melee.
LongflameHeavy200S/-/-1d10R01-Primitive (8), Inaccurate, Flame, Blast (4)6kgRareEWI42Single-use.
MusketBasic30S/-/-1d10+3I012FullPrimitive (8), Inaccurate, Unreliable7kgCommonEWI44Counts as a staff when used in melee.
Snapper Repeating RifleBasic50S/2/-1d10+3I082FullPrimitive (8), Inaccurate, Unreliable, Overheats45kgVery RareEWI44May break if used as a melee weapon.
Launchers
Dark Heresy
Grenade LauncherBasic60S/-/-**6Full*9kg500ScarceDH136-
RPG LauncherHeavy120S/-/-**1Full*15kg1200RareDH136-
Grenade Launcher, Gorge PatternBasic60S/-/-**12Full*, Reliable8kg300AverageIHB113-
Missile LauncherHeavy250S/-/-**1Full*35kg3000ScarceIHB174-
Disposable Launcher, MissileBasic175S/-/-**1-*30kg800RareIHB174Single-use, usually pre-loaded with a frag or krak missile.
Disposable Launcher, GrenadeBasic175S/-/-**1-*30kg400RareIHB174Single-use, usually pre-loaded with a frag or krak grenade.
Rogue Trader
Grenade Launcher, Mezoa-PatternBasic80S/-/-**1Half*10kgScarceRT125-
Grenade Launcher, Voss-PatternBasic60S/-/-**6Full*, Inaccurate12.5kgScarceRT125-
Missile Launcher, Locke-PatternHeavy250S/-/-**1Full*12kgScarceRT125-
Missile Launcher, Retobi-PatternHeavy200S/-/-**52Full*35kgRareRT125Uses a vertical feed for missiles.
Auto LauncherHeavy15S/-/-**33Full-30kgVery RareITS115May use either frag or smoke grenades. Each shot fires a pair at 45 degrees of angle from faced direction.
Bola LauncherBasic20S/-/-1d10I06FullPrimitive, Snare8.75kgScarceITS115May not use unusual ammo.
Disposable LauncherHeavy200S/-/-3d10+3X41--10kgRareITS115Comes pre-loaded, may only be used once.
Hunter-Killer MissileHeavy350S/-/-3d10+6X61--64kgVery RareITS115+20 to BS. Comes in a single-launch tube.
Mole MortarHeavy50-200S/-/-2d10+2X21FullBlast (4), Inaccurate, Shocking50kgExtremely RareITS115Fires torpedoes through solid ground. May not use unusual ammo.
Mortar, Voss-PatternHeavy50-300S/-/-**1Full*, Inaccurate41kgRareITS115-
Mortar, Locke-PatternHeavy50-300S/-/-**62Full*, Inaccurate48kgRareITS115Incorporates a drum magazine for shells.
Sollex Electo-pultHeavy500S/-/-3d10+10X1013FullAccurate, Blast (1), Overheats38kgExtremely RareFAC85Special ammo types must be custom-made.
Deathwatch
Astartes Cyclone LauncherMounted300S/2/-**123Full*95kg25FamedDW152-
Astartes Missile Launcher, Soundstrike-PatternHeavy250S/-/-**8Full*50kg10Ubiquitous*DW152-
"Armorsbane" Missile LauncherHeavy200S/-/-**12Full*12kg15Ubiquitous*ROB137Has a built-in red dot laser sight and preysense scope. Grants an additional +20 when targeting ground forces.
Black Crusade
Grenade LauncherBasic60S/-/-**62Full*12kgAverageBC159-
Missile LauncherHeavy300S/-/-**1Full*35kgRareBC159-
Only War
Grenade LauncherBasic60S/-/-**62Full*12kgAverageOW182-
Hellstrike MissilesVehicle300S/-/-3d10+7X71-Blast (5)85kgVery RareOW182-
Hunter-Killer MissileVehicle350S/-/-3d10+6X61--64kgVery RareOW182+20 to BS. Comes in a single-launch tube.
Missile LauncherHeavy300S/-/-**1Full*35kgRareOW182-
MortarHeavy50-300S/-/-**1Full*, Inaccurate, Indirect (2)41kgRareOW182-
Accatran Automatic MortarHeavy25-200S/-/5**54Full*, Inaccurate, Indirect50kgVery RareHOE114-
Voss Automatic Grenade LauncherBasic40S/3/-**62Full*, Inaccurate12.5kgScarceHOE114-
Tread FetherHeavy250S/-/-**1Full*, Inaccurate20kgScarceHOE114-
Dark Heresy 2E
Grenade LauncherBasic60S/-/-**62Full*12kgAverageDH2154-
Missile LauncherHeavy300S/-/-**1Full*35kgRareDH2154-
*Depends on explosive loaded
Grenades & Explosives
Dark Heresy
FragThrownSBx3-2d10X0--Blast (4)0.5kg10CommonDH136-
KrakThrownSBx3-2d10+4X6---0.5kg50RareDH136-
BlindThrownSBx3-*0--Smoke0.5kg25ScarceDH136Creates a plume of smoke 3m wide and 2m tall (lasts 3 rounds in calm conditions). Blocks sensors and vision.
Photon FlashThrownSBx3--0---0.5kg60ScarceDH137Anyone within 15m of a photon flash must make a Toughness test or be blinded for 1d5 rounds.
HallucinogenThrownSBx3--0---0.5kg40RareDH136Causes victims to enter a hallucinogenic state. See text for details.
Fire BombThrownSBx3-1d10+3E6--Blast (3)0.5kg5PlentifulDH137A target struck by a fire bomb must make an Agility test or catch on fire.
Choke GasThrownSBx3-*01-Blast (1d10+3)0.5kg40ScarceIHB122Test Toughness every round in the gas (and for 1d10 rounds afterwards) or take 1 Fatigue. Failure by 4 or more degrees reduces Toughness by 1d10 for 1d5-1 hours. The gas clound lasts 1d5x3 minutes.
Nail BombThrownSBx3-1d10+1X01-Blast (2), Unreliable1kg20AverageIHB122-
Bilge GrenadeThrownSBx3-2d10X0--Blast (4), Toxic, Unreliable0.5kg20CommonIHB167-
Frag Missile---2d10X4--Blast (6)0.5kg75AverageIHB176-
Inferno Thermal GrenadeThrownSBx3S/-/-1d10+3E61-Blast (2)0.6kg60RareIHB176Can also be purchased in missile or RPG form.
Krak Missile---3d10+10X10--Blast (1)1.5kg150AverageIHB176-
Frag Grenade, Gunmetal Solid Mk IIIThrownSBx3S/-/-2d10X01-Blast (5)0.8kg10ScarceIHB176Can also be purchased in missile or RPG form.
Stun GrenadeThrownSBx3S/-/-*01-Blast (3)0.2kg40ScarceIHB176Anyone caught in blast must pass a Toughness test or become stunned for 1d5 rounds. Photo-Visors and sealed armor grant a +20 to this test.
Det-Cord and TapePlaced--1d5X/kg0--Blast (2) per kg1kg20CommonIHB178-
FycelinePlaced--1d10+5X/kg0--Blast (5) per kg1kg70AverageIHB178-
Limpet Mine, Cressin PatternPlaced--4d10X8--Blast (1)3kg55ScarceIHB178-
Melta BombPlaced--6d10E12--Blast (2)4kg100RareIHB178Anyone hit must make an Agility test or be set on fire.
PromethiumPlaced--2d10E/kg0--Blast (4) per kg1kg60ScarceIHB178Anyone hit must make an Agility test or be set on fire.
Ork Pulsa MinePlaced--1d10E0--Blast (10), Unstable20kg2000Very RareRHB202An Ork EMP mine. See text for details.
Psyk-Out GrenadeThrownSBx3S/-/-1d10X0--Blast (3)1kg5000Very RareDEM68Anti-Psyker grenade. See text for details.
Psykotroke GrenadeThrownSBx3S/-/-**--Blast (3)1kg500RareDEM68An incredibly powerful hallucinogenic grenade that ignores sealed armor.
Rad GrenadeThrownSBx3S/-/-1d10E0--Blast (2)1kg500RareDEM68Targets hit must pass a -20 Toughness test or take 2d10 Toughness Damage.
Haywire GrenadeThrownSBx3S/-/--0--Haywire(3)0.5kg200Very RareTLW64-
Flechette ChargesThrownSBx3S/-/-1d10+6X0--Blast (3), Tearing-TLW113-
Cataclysmus DeviceThrownSBx3S/-/-4d10+20X12--Blast (12)1kg1000Near UniqueTLD10Can only be thrown. Targets must take a (-30) Strength test or be knocked prone. Survivors must make a (-10) Toughness test or suffer one point of permanent Toughness Damage for every Degree of Failure. Affected characters must repeat this test every hour until they receive anti-radiation treatment.
Airburst Torpedo---1d10+2X0--Blast (8), Tearing3kg200RareTLD10Halves AP from cover.
EMP Torpedo-------Haywire(6)5kg1150Very RareTLD10-
Incendiary Torpedo---2d10E0--Blast (4)3kg300Very RareTLD10Anyone hit by an incendiary torpedo must make a Difficult (-10) Agility test or be set on fire.
Standard Torpedo---1d10+12I4--Blast (2)3kg150RareTLD10Anyone hit by a standard torpedo must take a Difficult (-10) Strength test or be knocked prone. The blast area is considered difficult ground from that point onwards.
Rogue Trader
Anti-PlantThrownSBx3S/-/-3d10E*0--Blast (3)0.5kgVery RareRT125Only affects plant life.
BlindThrownSBx3S/-/-*0--Smoke0.5kgRareRT125Creates a cloud of chaff and general EM disruption that blocks sight and sensors.
FragThrownSBx3S/-/-2d10X0--Blast (4)0.5kgCommonRT125-
Frag Missile---2d10X4--Blast (6)0.5kgAverageRT125-
Egerian GeodeThrownSBx3S/-/-2d10+3R4--Blast (3)Extremely RareRT125A high-tech frag grenade.
HallucinogenThrownSBx3S/-/--0---0.5kgRareRT125Causes victims to enter a hallucinogenic state. See text for details.
KrakThrownSBx3S/-/-2d10+4X6---0.5kgRareRT125-
Krak Missile---3d10+10X10--Blast (1)1.5kgScarceRT125-
Photon FlashThrownSBx3S/-/--0---0.5kgRareRT126Anyone within 15m of a photon flash must make a Toughness test or be blinded for 1d5 rounds.
PlasmaThrownSBx3S/-/-1d10+66--Blast (1)4kgVery RareRT126-
SmokeThrownSBx3S/-/--0--Smoke0.5kgCommonRT126Blocks sight, has no effect on sensors.
StunThrownSBx3S/-/--0--Blast (3)0.2kgScarceRT126Anyone caught in blast must pass a Toughness test or become stunned for 1d5 rounds. Photo-Visors and sealed armor grant a +20 to this test.
VirusThrownSBx3S/-/-3d10I0--Toxic*0.5kgExtremely RareRT126Usually ignores armor, but might not affect sealed armor (GM's discretion). Those with Machine (3) or higher ignore it completely. Toxic quality might spread on dealing damage.
Xeno FilamentThrownSBx3S/-/-4d10+4R6--Blast (1), Tearing0.5kgExtremely RareRT126-
Melta BombPlaced--6d10E12--Blast (2)12kgVery RareRT145Anyone hit must make an Agility test or be set on fire.
BloodfireThrownSBx3S/-/-*0---0.5kgRareITS116Anyone within 10m must take a -10 Toughness test or suffer 1d10+3 Toxic bypassing armor and Toughness. Respirators and sealed armor give +20.
ChokeThrownSBx3S/-/-*0---0.5kgRareITS116Anyone within 10m must take a +10 Toughness test or suffer Fatigue for each DoF. 5 DoF or more and you begin suffocating.
HaywireThrownSBx3S/-/-*0--Blast (2)0.5kgNear UniqueITS116All electronics in blast radius cease function for 1d5 rounds. If directly on vehicle, suffers a critical hit as if RF and adds 1. May only be thrown.
HowlerThrownSBx3S/-/-*0---0.5kgScarceITS116Emits sound for 1d5 rounds. Anyone in 10m is deafened and must pass a Toughness test or be Stunned while active.
InfernoThrownSBx3S/-/-1d10+3E6--Blast (2), Flame0.5kgRareITS116-
KineticThrownSBx3S/-/-*0--Blast (2)0.5kgExtremely RareITS116If caught in blast, take 1d10I and make a Strength test. If failed, victim is knocked prone.
Minefield RoundsLau/Mor--2d10X1--Blast (1)2kgRareITS116Deploys a minefield at the target location.
Starflare RoundsLau/Mor--*0---1kgScarceITS116Illuminates the area like a large flare.
Scatter RoundsLau/Mor--2d10X0--Blast (4)2kgVery RareITS116After determining the normal point of impact, use the scatter diagram to disperse three more shots 1d10 meters from impact. Each bomblet does 2d10X with Blast (2).
Blind RoundsLau/Mor--*0--Smoke1kgRareITS115Creates a cloud of chaff and general EM disruption that blocks sight and sensors.
Smoke RoundsLau/Mor---0--Smoke1kgCommonITS115Blocks sight, has no effect on sensors.
Anti-Plant RoundsLau/Mor--3d10E0--Blast (3)1kgVery RareITS115Only affects plant life.
Frag RoundsLau/Mor--2d10X3--Blast (5)1kgCommonITS115-
StunnerThrownSBx3S/-/-*0---0.5kgRareITS117Anyone within 10m must take a +10 Toughness test or be stunned for rounds equal to DoF. Respirators and sealed armor provide +20.
TanglefootThrownSBx3S/-/-*0--Blast (2), Snare0.5kgExtremely RareITS117-
ToxinThrownSBx3S/-/-*0---0.5kgRareITS117Anyone within 10m must take a -10 Toughness test or suffer 2d10+4 Toxic Damage bypassing armor and Toughness. Respirators and sealed armor provide a +20.
Aetherflare Grenade, StryxisThrownSBx3S/-/-1d10+6E0--Blast (4)1kgNear UniqueHAC52Directly damages a target's soul. Has no effect if you lack one. Blocked by wards, etc.
Micro Frag GrenadeThrownSBx3S/4/-2d10X012-Blast (2)0.5kgExtremely RareHAC51Comes in a 12-pack dispenser. Misses scatter as normal.
Micro Krak GrenadeThrownSBx3S/4/-2d10+2X512--0.5kgExtremely RareHAC51Comes in a 12-pack dispenser. Misses scatter as normal.
Rad GrenadeLau/ThrSBx3S/-/-1d10E0--Blast (10)1kgExtremely RareHAC51Targets hit must pass a -20 Toughness test or take 2d10 Toughness Damage.
Scare GrenadeLau/ThrSBx3S/-/------1kgScarceHAC52Scares the hell out of everyone in 10 meters unless they pass a -10 Toughness test vs. toxins.
Web GrenadeLau/ThrSBx3S/-/-----Blast (4), Snare1kgScarceHAC52-
Web Missile-------Blast (6), Snare2kgRareHAC52-
Eldar Melta BombPlac/ThrSBx2S/-/-5d10E10--Blast (2)-TKB50-
Eldar Plasma GrenadeThrownSBx3S/-/-1d10+6E4--Blast (4), Shocking0.5kgCommonTSR109-
Psyk-Out GrenadeThrownSBx3S/-/-2d10E---Blast (5), Warp Weapon-TNP117Works only against Psykers, Daemons and others with a direct connection to the warp. Psychic targets must test WP or suffer an additional 1d10 WP damage.
Psyk-Out GrenadeThrownSBx3S/-/--0--Blast (3), Stun0.5kgExtremely RareFAC85Psykers: WP test at -10 or be Stunned for 1d5+3 rounds. Warp entities: WP test at +0 or take 3d10 E damage and be Stunned for 1d5 rounds. Others are unaffected.
Rad GrenadeThrownSBx3S/-/-2d10X0--Blast (3), Toxic1kgRareFAC86Everyone in the blast radius must make a Toughness test at -5 per point of damage taken or take 1d10 Toughness damage (+2 per Degree of Failure).
Vortex GrenadeThrownSBx3S/-/--0--Blast (3)1.5kgNear UniqueFAC86Attempts to suck targets into the Warp; wielder gains 1 Corruption point per non-Daemonic foe destroyed. See text for details.
Cyclonic Missile--S/-/-5d10+10X1--Blast (15)1kgNear UniqueFAC86Everyone within 25m of target must make an Agility test or catch fire. Targets within Blast radius take the test at -10.
Life-Seeker Missile--S/-/-2d10+4X8--Blast (1)1kgVery RareFAC86Wielder can make a Tech-Use test (-20) as a Half Action to gain +10 BS and force the target to reroll one successful Dodge test.
Deathwatch
Astartes Blind GrenadeThrownSBx3S/-/-*0--Smoke0.8kg10Ubiquitous*DW150-
Astartes Frag GrenadeThrownSBx3S/-/-2d10X0--Blast (5)0.8kg1Ubiquitous*DW150Req cost only for 'excessive' amounts.
Astartes Frag Missile---2d10X4--Blast (8), Devastating (1)2kg5Ubiquitous*DW150Req cost only for 'excessive' amounts.
Astartes Incendiary GrenadeThrownSBx3S/-/-1d10+4E0--Blast (3)1kg15Ubiquitous*DW150Must make Agility test or be lit on fire. Area remains on fire for 1d5 rounds.
Astartes Incendiary Missile---1d10+3E0--Blast (5)2kg15Ubiquitous*DW150Must make Agility test or be lit on fire. Area remains on fire for 1d5 rounds.
Astartes Krak GrenadeThrownSBx3S/-/-3d10+4X6---0.8kg1Ubiquitous*DW150Req cost only for 'excessive' amounts.
Astartes Krak Missile---4d10+6X10--Blast (1)2kg5Ubiquitous*DW150Req cost only for 'excessive' amounts.
Astartes Nova GrenadeThrownSBx3S/-/-1d10E0--Blast (3)0.8kg15Ubiquitous*DW151Anyone in the blast radius must make a -30 Toughness test or be blinded for 1d10 Rounds. Photo-visors and the like reduce it to -10. Within 20m, acts like normal flash grenade.
Astartes Plasma GrenadeThrownSBx3S/-/-2d10+12E8--Blast (1), Special, Volatile2kg20DistinguishedDW151Continues doing damage in Blast Radius for 1d5 Rounds.
Astartes Plasma Missile---2d10+12E12--Blast (3), Special, Volatile3kg25DistinguishedDW151As Plasma Grenade. If it hits a vehicle with 4 or more DoS, the Blast radius becomes centralized with the vehicle instead of the impact location.
Astartes Stasis GrenadeThrownSBx3S/-/-*0---1kg-Ubiquitous*DW151May not be Req'd, only issued. Radius of 2 meters, holds target in stasis for 1d5 Rounds (secret).
Astartes Stun GrenadeThrownSBx3S/-/-*0--Blast (5)0.8kg10Ubiquitous*DW151Toughness test or become stunned for 1d10 rounds, photo-visors and sealed armor add +20 to the test, input filters grant immunity.
EMP GrenadeThrownSBx3S/-/-*0--Haywire (3)0.5kg30RespectedDW151-
Photon FlashThrownSBx3S/-/--0---0.5kg5Ubiquitous*DW151Anyone within 15m of a photon flash must make a Toughness test or be blinded for 1d5 rounds. Good eye protection grants immunity.
Vortex GrenadeThrownSBx3S/-/-*0---1kg-Ubiquitous*DW152May not be Req'd, only issued. Anything within 3m that fails to Dodge the rift is lost to the Warp forever. Has a 50% chance each round of reappearing 2d10m away; otherwise, it disappears forever.
Astartes Anti-Plant GrenadeThrownSBx3S/-/-3d10E0--Blast (3)0.5kg18Ubiquitous*ROB136Only affects plant life.
Astartes Anti-Plant Missile---5d10E0--Blast (5)1kg25Ubiquitous*ROB136Only affects plant life.
Concussion GrenadeThrownSBx3S/-/-4d10I3--Blast (3), Concussive0.5kg18Ubiquitous*ROB136-
Concussion Missile---6d10I5--Blast (5), Concussive1kg20Ubiquitous*ROB136-
Cryo GrenadeThrownSBx3S/-/-*3--Blast (3)0.5kg18Ubiquitous*ROB136Immediately deals 4d10+6E to everything in blast zone. Any enemy that suffers damage must take a -40 Toughness test to resist the pain. Those who pass carry on and receive no further damage. Those who fail take 2d10 Toughness damage per round for 1d5 rounds. Targets reduced to 0 Toughness are frozen solid.
Inhalation GrenadeThrownSBx3S/-/-*0--Blast (5)2kg*Ubiquitous*ROB136Can be filled with hazardous chemicals. Targets gain a +10 bonus to resist the effects.
Leaper MinePlaced2-4d10+5I3--Blast (10)2kg5Ubiquitous*ROB136Leaps up 2 meters when any living thing approaches within 5m.
Melta BombPlaced5-6d10+7E15--Blast (5)4kg12Ubiquitous*ROB137If on the other side of a surface being demolished, take half the damage.
Monoball GrenadeThrownSBx3S/-/-5d10+5R6--Blast (3), Tearing0.5kg50DistinguishedROB137-
Blight GrenadeThrownSBx3S/-/-3d10+5I0--Blast (X), Devastating(3), ToxicUbiquitous*MOX126May spread to other victims. See description for how the Blast works.
Black CrusadeEach acquisition provides 10 grenades.
Blight GrenadeThrownSBx3S/-/-2d10E0*--Toxic (2), Blast (6)0.5kgScarceBC159For the next 1d10 rounds, anyone entering the area takes damage [1d10E, Toxic (0)]. All damage ignores armor that isn't environmentally sealed.
Frag GrenadeThrownSBx3S/-/-2d10X0--Blast (3)0.5kgCommonBC159-
Frag Missile---2d10+2X2--Blast (5), Devastating (1)0.5kgAverageBC159-
Hallucinogen GrenadeThrownSBx3S/-/--0--Blast (6), Hallucinogenic (2)0.5kgScarceBC160-
Haywire GrenadeThrownSBx3S/-/--0--Haywire (3)0.5kgRareBC160-
Krak GrenadeThrownSBx3S/-/-2d10+4X6--Concussive (0)0.5kgRareBC160-
Krak Missile---3d10+8X8--Concussive (3), Proven (2)0.5kgScarceBC160-
Legion Frag GrenadeThrownSBx3S/-/-2d10+2X0--Blast (4)0.7kgScarceBC160-
Legion Krak GrenadeThrownSBx3S/-/-2d10+8X6---0.7kgRareBC160-
Photon FlashThrownSBx3S/-/--0--Blast (10)0.5kgRareBC160Anyone in the blast radius must make a +10 Agility test or be blinded for [Degrees of Failure] rounds.
Smoke GrenadeThrownSBx3S/-/--0--Smoke (?)0.5kgCommonBC160Note: Radius unknown at this time.
Stun GrenadeThrownSBx3S/-/--0--Blast (3), Concussive (2)0.5kgCommonBC160-
Web GrenadeThrownSBx3S/-/--0--Snare (2)0.5kgRareBC160-
Foulswarm GrenadeThrownSBx3S/-/-2d10X6--Blast (3), Corrosive, Smoke (6), Toxic (3)1.5kgExtremely RareTOD160Anyone who begins their turn within the grenade's Smoke radius takes damage (2d10I, Corrosive, Toxic (3)).
Rad GrenadeThrownSBx3S/-/-1d10E0--Blast (2), Irradiated (2)1kgVery RareTOD160-
Rad Missile---1d10+4E2--Blast (4), Irradiated (4)2kgExtremely RareTOD160-
Only War
Anti-PlantThrownSBx3S/-/-3d10E0--Blast (3)0.5kgScarceOW182Only affects plant life.
BlindThrownSBx3S/-/-2d10E0--Smoke (3)0.5kgScarceOW182Creates a cloud of chaff and general EM disruption that blocks sight and sensors.
Fire BombThrownSBx3S/-/-1d10+3E6--Blast (3), Flame0.5kgPlentifulOW182-
FragThrownSBx3S/-/-2d10X0--Blast (3), Ogryn-Proof0.5kgCommonOW182-
HallucinogenThrownSBx3S/-/--0--Blast (6), Hallucinogenic (2)0.5kgScarceOW182Causes victims to enter a hallucinogenic state. See text for details.
KrakThrownSBx3S/-/-2d10+4X6--Concussive (0)0.5kgRareOW183Triggers Righteous Fury against vehicles on a 9 or 10.
Photon FlashThrownSBx3S/-/--0--Blast (10)0.5kgRareOW183Anyone in the blast radius must make a +10 Agility test or be blinded for [Degrees of Failure] rounds.
SmokeThrownSBx3S/-/--0--Smoke (6)0.5kgCommonOW183Blocks sight, has no effect on sensors.
StunThrownSBx3S/-/--0--Blast (3), Concussive (2)0.5kgCommonOW184-
Frag Missile---2d10+2X2--Blast (5)0.5kgAverageOW182-
Krak Missile---3d10+8X8--Concussive (3), Proven (2)0.5kgScarceOW183Triggers Righteous Fury against vehicles on a 9 or 10.
Minefield Missile---2d10X1--Blast (1)0.5kgRareOW183Deploys a minefield at the target location.
Scatter Missile---2d10X0--Blast (10)0.5kgRareOW183-
Anti-Plant RoundsLau/Mor--3d10E0--Blast (5)1kgRareOW182Only affects plant life.
Blind RoundsLau/Mor--2d10E0--Smoke (6)1kgRareOW182Creates a cloud of chaff and general EM disruption that blocks sight and sensors.
Frag RoundsLau/Mor--2d10X3--Blast (5)1kgCommonOW182-
Minefield RoundsLau/Mor--2d10X1--Blast (1)1kgRareOW183Deploys a minefield at the target location.
Photon Flash RoundsLau/Mor---0--Blast (12)1kgRareOW183Anyone in the blast radius must make a +10 Agility test or be blinded for [Degrees of Failure] rounds.
Scatter RoundsLau/Mor--1d10+3X0--Blast (7)1kgVery RareOW183-
Smoke RoundsLau/Mor---0--Smoke (9)1kgScarceOW183Blocks sight, has no effect on sensors.
Starflare RoundsLau/Mor---0---1kgScarceOW184Illuminates the area like a large flare.
Maccabian Frag GrenadeThrownSBx3S/-/-2d10+1X01-Blast (3), Sanctified0.5kgRareHOE115Counts as Good/Best Craftsmanship. +5 to WP tests against Fear and Pinning for all squad members while carried.
Iron-Eater GrenadeThrownSBx3S/-/-2d10E51-Blast (2), Corrosive0.5kgVery RareHOE115When Jammed, detonates early on 7-10 instead of just 10.
Tube ChargeThrownSBx2S/-/-3d10X01-Blast (4)1kgScarceHOE115Requires a Tech-Use test (+10) to set. +2 Damage and +1 to Blast for each linked charge.
Penetrator Slug---1d10+3I45-Proven (4), Razor SharpVery RareSOH128Ammo for the "Longshot" sniper rifle.
Explosive Slug---2d10X05-Blast (2)Very RareSOH128Ammo for the "Longshot" sniper rifle.
Flash Slug-----5-Blast (5)Very RareSOH128Ammo for the "Longshot" sniper rifle. Anyone in the blast radius must make a +10 Agility test or be blinded for [Degrees of Failure] rounds.
Toxin Slug---1d10+125-Blast (1), Corrosive, Toxic (2)Extremely RareSOH128Ammo for the "Longshot" sniper rifle. Halves the rifle's default range, and removes the Accurate quality.
Manticore Missile---4d10+12X12--Blast (15+1d10), Concussive (5)4000kgRareSOH129Ammo for the Manticore Rocket Battery.
Storm Eagle Rocket---6d10X4--Blast (10), Concussive (6)4500kgVery RareSOH129Ammo for the Manticore Rocket Battery. Also hits another 1d5 locations within 2d10m of the main projectile.
Sky Eagle Rocket---4d10+12X12--Proven (4)4000kgVery RareSOH129Ammo for the Manticore Rocket Battery. Removes the Indirect quality and takes a -30 penalty to hit ground targets.
Heavy Frag ShellLau/Mor--3d10X5--Blast (8), Concussive (3)3kgCommonSOH129Heavy Mortar only.
Heavy Minefield ShellLau/Mor--2d10X1--Blast (1)3kgRareSOH129Heavy Mortar only. Deploys a minefield 1d10m in diameter, which can be triggered a total of 10 times. Targets unaware of the minefield can't Dodge.
Infernus Mortar ShellLau/Mor--2d10+4E2--Blast (8), Flame3kgRareSOH129Heavy Mortar only.
Siege ShellLau/Mor--2d10+6X10--Blast (3), Concussive (2)3kgVery RareSOH129Heavy Mortar only. Gains +2d10 damage and +10 Pen against structures.
Dark Heresy 2E
BlindThrownSBx3S/-/--0--Smoke (2)0.5kgScarceDH2157Creates a cloud of chaff and general EM disruption that blocks sight and sensors.
ChokeThrownSBx3S/-/-*0--Blast (3)0.5kgScarceDH2157Anyone in the area must make a Toughness test or take 1 Fatigue; failure by 4+ degrees also inflicts 1d10 Toughness damage. The gas lasts for up to 2d5 rounds.
FragThrownSBx3S/-/-2d10X0--Blast (3)0.5kgCommonDH2157-
HallucinogenThrownSBx3S/-/--0--Blast (6), Hallucinogenic (2)0.5kgScarceDH2157-
HaywireThrownSBx3S/-/--0--Haywire (2)0.5kgVery RareDH2157-
KrakThrownSBx3S/-/-2d10+4X6--Concussive (0), Vengeful (9)*0.5kgRareDH2157The Vengeful quality only applies to vehicles.
Photon FlashThrownSBx3S/-/--0--Blast (6)0.5kgRareDH2158Anyone in the blast radius must make a +10 Agility test or be blinded for [Degrees of Failure] rounds.
SmokeThrownSBx3S/-/--0--Smoke (4)0.5kgCommonDH2158-
StunThrownSBx3S/-/--0--Blast (3), Concussive (2)0.5kgCommonDH2158-
WebThrownSBx3S/-/--0--Blast (3), Snare (2)0.5kgRareDH2158The webbing dissolves in 1d5 hours.
Frag Missile---2d10+2X2--Blast (5)1kgAverageDH2158-
Krak Missile---3d10+8X8--Concussive (3), Proven (2), Vengeful (9)*1kgScarceDH2158The Vengeful quality only applies to vehicles.
Fire BombThrownSBx3S/-/-1d10+2E0--Blast (2), Flame0.5kgPlentifulDH2157Requires a Half Action to ready before throwing. Not compatible with launchers.
Melta Bomb---6d10E12--Blast (2), Flame, Melta12kgVery RareDH2157Must be placed.
Psychotroke GrenadeThrownSBx3S/-/-----Blast (3), Hallucinogenic (4)1kgRareEWI44Bypasses sealed armor. Targets add 1 to the Hallucinogen roll for each Degree of Failure on their Toughness test.
Psyk-Out GrenadeThrownSBx3S/-/-1d10X0--Blast (3), Smoke (3)1kgExtremely RareEWI44Prevents the usage of psychic powers, and may temporarily reduce targets' Psy Rating.
Rad GrenadeThrownSBx3S/-/-1d10E0--Blast (2)1kgVery RareEWI44Targets hit must pass a -20 Toughness test or take 2d10 Toughness Damage.
Spore BombThrownSBx3S/-/-----Blast (5)2kgVery RareEWI45Targets are exposed to mind-mould (DH2 403).
Tears of the EmperorThrownSBx3S/-/-1d10X0--Blast (2), Sanctified-Near UniqueEWI45Psykers hit by this weapon must roll for Perils of the Warp. Daemons gain Warp Instability (or take -20 on Warp Instability tests if they already had it).
Whitefire GrenadeThrownSBx3S/-/-1d10+4X3--Blast (3), Corrosive, Flame, Smoke (5), Toxic (2)1kgExtremely RareEWI45Anyone who starts their turn in range of the Smoke quality takes 1d10I damage (Corrosive, Toxic (2)) and must test for suffocation.
Abyssal ChargeThrownSBx3S/-/-1d10+4X41-Blast (3), Crippling (2), Tainted0.5kgExtremely RareEBY40-
Argent GlobeThrownSBx3S/-/-2d10X21-Blast (3), Crippling (3), Sanctified0.5kgExtremely RareEBY40The Crippling quality only applies to Daemonic targets.
“Ironfaith” Incense GrenadeThrownSBx3S/-/-1d10X01-Smoke (3), Daemonbane, Sanctified0.5kgRareEBY41Deals additional damage to corrupted/Daemonic targets.
Psyk-Out GrenadeThrownSBx3S/-/-1d10X01-Blast (3), Smoke (3)1kgExtremely RareEBY41Prevents the usage of psychic powers, and may temporarily reduce targets' Psy Rating.
Exotic
Dark Heresy
Needle PistolPistol30S/-/-1d10R06FullAccurate, Toxic1.5kg1250Very RareDH138-
Needle RifleBasic180S/-/-1d10R062FullAccurate, Toxic2kg1000Very RareDH138-
Web PistolPistol30S/-/--01FullSnare3.5kg1200RareDH138-
WebberBasic50S/-/--01FullBlast (5), Snare8kg1800RareDH138-
Fedrid Rasor DiskThrown10S/-/-1d10R+SB11-Primitive0.5kg50AverageIHB93Must be retrieved.
Volonx ThunderclapThrown9S/-/-1d5+3X01-Blast (2), Inaccurate, Primitive, Unstable1kg45Very RareIHB94If thrown and misses, it come back to user. Must pass an Agility test; failure by more than 3 degrees means explosive mishap (see DH 137).
Heavy Webber, Aegis-RedbackHeavy80S/-/--043FullBlast (6), Snare17kg2000RareIHB110-
Needler, Belasco GalvianPistol30S/3/-1d10-1R07FullToxic1kg950Very RareIHB110Add 300 thrones to mount on forearm with palm trigger, gains Compact property.
0.5 I Hypo Pistol, Artifico-BiologisPistol20S/-/-1d5+2R232Full-1kg1000ScarceIHB110Never deals more than 1 damage. -20 Toughness test or fall comatose for 1d10x3 minutes. If failed by 3 or more degrees, duration is 1d5 hours.
"Widower" Dart Caster, CadencePistol35S/-/-1d10+3R41FullAccurate2kg1000RareIHB111Subsonic and has no flash, can have explosive or poisoned darts, has expandable frame-stock, below.
With frame-stockBasic150S/-/-1d10+3R41FullAccurate4.5kg1000RareIHB111As above.
Graviton GunBasic30S/-/-*-32FullBlast (5)5kg3500Very RareIHB132Target must make a -30 Toughness test or fall Prone and take 1d5I (Primitive) to the Body. Target is immobilized for 2d5 rounds - Opposed Strength test vs. Strength 60 (Unnatural x2) to act. May damage environment.
Rad-CleanserHeavy30S/-/-2d10+2E720-Blast (2), Recharge, Toxic26kg7000Very RareIHB133The Toxic quality represents the massive radiation poisoning. May not be reloaded in combat.
Shock Blaster Pistol, Aegis AnbaricPistol20S/2/-1d10+2E47FullShocking3kg650RareIHB133Uses standard las pistol packs.
Shuriken PistolPistol20S/3/51d10+2R4402FullReliable1.2kg4500Very RareDDG73-
Shuriken CatapultBasic60S/3/101d10+4R61002FullReliable2.5kg6000Very RareDDG73-
Hrud FusilBasic100S/-/-2d10E533FullInaccurate, Overheats, Warp Weapon4kg12000Very RareDDG73-
Necrotic SceptreBasic100S/-/-2d10+8E6--Disintegrate, Recharge5kg-DDG78Also a melee weapon (see Melee tab).
Eldar Shuriken PistolPistol20S/3/51d10+2R4402FullReliable1.2kg5000Very RareCAN85-
Eldar Avenger Shuriken CatapultBasic80S/3/101d10+4R61002FullReliable, Tearing2.5kg9500Very RareCAN85-
Eldar Ranger Long RifleBasic200S/-/-1d10+3E240FullAccurate, Reliable2kg8500Very RareCAN85When using the Aim action, the Penetration of the next shot is doubled. If a Full Action, tripled.
Enoulian Shard PistolPistol20S/-/-1d10+1R020FullTearing1kg2000Very RareCAN87Uses ammunition crystals that are interchangeable with other Enoulian Weapons.
Enoulian Shard RifleBasic70S/3/-1d10+2R0402FullTearing2kg5500Very RareCAN87Uses ammunition crystals that are interchangeable with other Enoulian Weapons.
Ork SluggaPistol20S/3/-1d10+4I018FullInaccurate, Unreliable2kg100Scarce*CAN102Common if by black market.
Ork ShootaBasic60S/3/101d10+4I030FullInaccurate, Unreliable4kg200Scarce*CAN102Common if by black market.
Ork SnazzgunBasic100S/2/-2d10I or E1d10202FullInaccurate, Overheats, Unreliable7kg1500Rare*CAN102Scarce if by black market. If used with bionics or targeting devices, loses Inaccurate instead of gaining bonuses.
Callophean Psy-EngineBasic100-*0--Special15kg41000Very RareRHB189This weapon uses the brains of psykers as a weapon. See text for details.
Morgauth Burn CasterBasic20S/3/-1d10+4E9123FullUnstable4kg2750Very Rare*RHB200Requires special ammo. Scarce on Calixis' Trailing border.
Xenarch Death-ArcBasic100S/3/61d10+3E0100FullInaccurate, Shocking10kg2750Very RareRHB200Additional hits combine into a single damage roll.
Conversion BeamerHeavy100S/-/-**42Full-85kgUniqueDEM66Damage varies by range.
Empyrian Brain MinesExoticSBx3S/-/-*01--1kg500Very RareDEM67A single-use disruption device. See text for details.
Tyranicus Heavy WebberHeavy75S/-/-*012FullBlast (4), Snare12kg2500RareDEM68Uses special webs with mono-filament wires. See text for details.
Digi-LasPistol3S/-/-2d5+5E51*-0.1kgExtremely RareASC138A small, ring-shaped weapon that can be worn over a finger. Takes 1d5 hours to reload.
Digital ExplosiveThrownSBx3-3d10X5--Blast (3)0.1kgExtremely RareASC138A small, ring-shaped weapon that can be worn over a finger.
Purgatus CrossbowBasic50S/-/-1d10+5I252FullReliable, Sanctified6.5kgVery RareASC140Removing stake without proper care takes Full action and deals 1d5+1 unavoidable damage. Daemonic creatures must make Instability tests at -10 every round; increase psy thresholds by 20.
Executor Pistol (Bolt)Pistol30S/2/-2d10+4X516FullTearing5.5kgNear UniqueASC138-
NeedlePistol30S/2/-1d10+5R316FullToxic5.5kgNear UniqueASC138-
Exitus PistolPistol30S/3/-2d10+2I95FullAccurate5kgNear UniqueASC139-
Exitus RifleBasic200S/-/-2d10+2I910FullAccurate9kgNear UniqueASC139-
Lathe-LaspistolPistol40S/2/-1d10+5E2--Integrated, Tearing2kg150Very RareTLW59-
Lathe-LasrifleBasic100S/2/-1d10+5E2--Integrated, Tearing4.5kg200Very RareTLW59-
Lathe-LasblasterBasic80S/-/41d10+5E8--Integrated, Tearing6kg950Extremely RareTLW60Replaces an entire hand and forearm; is installed like a bionic.
Phased Plasma RifleBasic100S/2/42d10E6--Integrated12kg1200Very RareTLW60-
Catalytic Mass DriverBasic120S/-/51d10R12--Integrated7kg600Very RareTLW60Can run out of ammo after hours of fighting.
Heavy Catalytic Mass DriverHeavy150S/-/101d10+4R12--Integrated16kg2800Very RareTLW60Can run out of ammo after hours of fighting.
Graviton Pulse LauncherHeavy20S/-/-*---Blast (6), Inaccurate, Integrated24kg4700Extremely RareTLW62Creates a field of gravitic force. See text for details.
Reclamator RifleBasic35S/-/-3d10R*18*Shocking, Toxic, Special8kg-TLW70Ignores armor and leaves all unliving matter intact; only destroys organic matter. Reacts bady to non-standard gravity.
Rapier Laser Destroyer, Het-PatternHeavy200S/-/-6d10+12E14152FullReliable, Proven(4)100kg15000Very RareTLW63Weapon emplacement. See rules (TLW 62) for details.
Tarantula, Hadd-PatternHeavy******Twin-Linked+*1,100+*Very RareTLW63Weapon emplacement. See rules (TLW 62) for details. Comes equipped with a weapon from the list below.
Heavy Bolters-120-/-/102d10X52002FullTearing80kg4000-TLW63-
Lascannons-300S/-/-5d10+10E10202Full-110kg10000-TLW63-
Multi-Lasers-250-/-/103d10+3E42003Full-100kg4000-TLW63-
Plasma Cannons-120S/-/-2d10+10E8505FullOverheats, Maximal, Recharge, Unreliable76kg17000-TLW63-
Multi-Meltas-60S/-/-4d10+12E12102FullBlast (1)110kg17000-TLW63-
Archaeotech LasblasterBasic80S/-/41d10+6E8--Integrated, Tearing-TLW67-
Micro-FlamerPistol10S/-/-1d10+4E282FullFlame, Reliable-TLW67Unclear if it is Exotic or not.
Micro-PlasmaPistol30S/2/-1d10+6E6123FullOverheats, Maximal, Reliable-TLW67Unclear if it is Exotic or not.
Aurora Cannon, Nuada PatternHeavy450S/-/-8d10+10E1242FullAccurate, Integrated, Reliable-TLW93Unclear if it is Exotic or not.
Taranis Siege BatteryHeavy250S/3/-5d10+8X8122FullBlast (2), Integrated, Reliable-TLW93-
Warp-Infused Panoptic Automata PistolPistol35S/2/-1d10+3I0--Reliable, Warp Weapon-TLW100-
Bio-Solvent jetBasic15S/-/-1d10+4E282FullFlame, Toxic-TLW119Only harms flesh; does not set things on fire.
Techxorcism RifleBasic80S/-/41d10+4E440FullHaywire(1), Shocking15kg3500Very RareTLD8Living targets take a -20 penalty to resist the Shocking Quality. Can be linked to a backpack ammo supply (2x clip size and reload time).
Techxorcism CannonHeavy120S/-/-2d10+6E6202FullBlast (4), Haywire(4), Shocking40kg5800Very RareTLD8Living targets take a -20 penalty to resist the Shocking Quality. Can be linked to a backpack ammo supply (2x clip size and reload time).
Mole MortarHeavy50-200S/-/-**1Full*, Indirect60kg8000Very RareTLD8Fires torpedoes through solid ground.
Thudd GunHeavy50-500-/-/41d10+8X4202FullBlast (3), Indirect130kg12000Very RareTLD8Uses 4 separate clips with 5 shots each.
Stasis Grenade, Belecane PatternThrownSBx3S/-/-**--Indirect, Special0.5kg8000Very RareTLD9See text for special rules.
Stasis Mine, Belecane Pattern---**--Indirect, Special20kg19000Very RareTLD9See text for special rules.
Harpoon NeedlerPistol30S/2/-1d10+2R36FullReliable, Toxic-TLD13-
Rogue Trader
Crux Beam GunBasic80S/3/-2d10+5E6254FullScatter4kgNear UniqueRT127-
DartcasterPistol30S/-/-1d10R01FullToxic2.5kgRareRT127Can coat darts to act as poison, hallucinogens, holy ammunition, and others.
Digi-LaserPistol3S/-/-1d10+3E71FullReliable0.5kgExtremely RareRT127A ring with a weapon. A single one can be worn per finger, and may be fired even if holding something.
Digi-MeltaPistol3S/-/-2d10+4E121Full-0.5kgExtremely RareRT127A ring with a weapon. A single one can be worn per finger, and may be fired even if holding something.
Digi-NeedlerPistol3S/-/-1d10R01FullToxic0.5kgExtremely RareRT127A ring with a weapon. A single one can be worn per finger, and may be fired even if holding something.
Digi-FlamerPistol3S/-/-1d10+4E21FullFlame0.5kgExtremely RareRT127A ring with a weapon. A single one can be worn per finger, and may be fired even if holding something.
Graviton GunBasic30S/-/-*-32FullBlast (5)5kgNear UniqueRT128Creates a field of gravitic force. See text for details.
Kroot RifleBasic110S/2/-1d10+5E162Full-6kgExtremely RareRT128Doubles as a melee weapon (below).
MeleeMelee--1d10R0--Balanced6kgExtremely RareRT128-
Needle PistolPistol30S/-/-1d10R06FullAccurate, Toxic1.5kgVery RareRT138-
Needle RifleBasic180S/-/-1d10R062FullAccurate, Toxic2kgVery RareRT138-
Ork ShootaBasic30S/3/101d10+4I030FullInaccurate, Unreliable4kgScarceRT128May be used as a club.
Ork SluggaPistol60S/3/-1d10+4I018FullInaccurate, Unreliable2kgScarceRT128May be used as a club.
Shuriken CatapultBasic60S/3/101d10+4R61002FullReliable2.5kgVery RareRT128-
Shuriken PistolPistol30S/3/51d10+4R4402FullReliable1.2kgVery RareRT128-
Meritech Scatter-CannonPistol15S/-/-2d10+4X463FullBlast (1)0.5kgUniqueITS117-
Razorweb LauncherBasic10S/-/-2d10+4R51FullBlast (1), Inaccurate, Tearing3kgExtremely RareITS118-
Rocketfire GunBasic80S/-/-1d10+5I46FullTearing4kgVery RareITS118-
"Screamer" Sonic Rifle, Demerite-PatternBasic30S/2/-1d10+3X28FullShocking, Tearing3.5kgRareITS118-
Web PistolPistol30S/-/--01FullSnare3.5kgRareITS117-
Web GunBasic50S/-/--01FullBlast (2), Snare6kgRareITS117-
Heavy WebberHeavy70S/-/--03FullBlast (5), Snare14kgRareITS117-
Assault GauntletPistol20S/-/81d10+4I2244Full-3kgVery RareITS118May be used as a melee weapon for 1d10I damage.
Entropic AcceleratorBasic40S/-/-3d10+4E31-Recharge, Toxic5kgNear UniqueITS118-
Lightning CannonBasic60S/-/-2d5+4E42FullOverheats, Shocking0.5kgNear UniqueITS119Gains +2 damage and Pen per half turn aiming, up to a maximum of +4.
Quill BlasterBasic50S/-/61d10R2502FullOverheats, Tearing5kgNear UniqueITS119-
Argonite WhistlerPistol40S/-/-3d10E682FullRecharge2kgNear UniqueITS119-
Dragon's Breath FlamerBasic30S/-/-2d10+2E320FullFlame4kgUniqueITS119-
Eldar BlasterBasic30S/-/-2d10+5E824Full-1.2kgUniqueITS119-
Eldar DeathspinnerBasic40S/-/-4d10+5R2302FullBlast (2), Reliable, Tearing4kgUniqueITS119-
Eldar LasblasterBasic120S/3/61d10+4E490FullReliable3.5kgNear UniqueITS119-
Eldar SunrifleBasic90S/4/81d10+6E460FullReliable, Storm4kgUniqueITS119-
Pulse PistolPistol40S/2/-2d10+2E416HalfGyro-Stabilised3kgVery RareITS120-
Pulse RifleBasic150S/2/42d10+3E436HalfGyro-Stabilised8kgVery RareITS120-
Pulse CarbineBasic60S/-/32d10+2E424FullGyro-Stabilised6kgVery RareITS120Includes attached Mezoa-Pattern grenade launcher.
Larn CuttersBasic20S/-/-4d10+6E843FullTearing10kgNear UniqueITS120-
Splinter PistolPistol50S/3/-1d10+2R31202FullToxic1kgExtremely RareITS121Counts as a mono-knife in close combat.
Splinter RifleBasic80S/3/51d10+2R32002FullToxic2.5kgExtremely RareITS121Counts as a mono-spear in close combat.
Xenos Flechette BlasterBasic20S/-/-3d10R2402FullTearing, Blast (2)2kgVery RareITS121-
Big ShootaBasic80S/3/101d10+6I140FullInaccurate, Unreliable6kgRare/AverageITS142-
BurnaBasic15S/-/-1d10+5E382FullFlame, Inaccurate, Unreliable8kgVery Rare/ScarceITS142Also functions as a blowtorch (see below).
Reconfigured*Melee--1d10+5E4--Power Field, Unwieldy8kgVery Rare/ScarceITS142Requires two hands.
DeffgunHeavy90S/4/81d10+10I2502FullInaccurate, Storm, Unreliable, Unwieldy45kgExtremely Rare/RareITS142-
Rokkit LauncherBasic120S/-/-3d10+5X61HalfInaccurate, Unreliable15kgVery Rare/ScarceITS142-
Bomb SquigThrown3d10S/-/-4d10+5X0--Accurate, Blast (1d5)5kgExtremely Rare/RareITS143May be fitted with different explosives. May use wrangling instead of thrown weapons training. If too short a distance to target, explodes before reaching.
Sploding SquigThrownSBx3S/-/-2d10R0--Blast (2)1kgExtremely Rare/RareITS143Can be fed metal (Wrangling test) to gain +3 Pen.
StikkbombThrownSBx3S/-/-2d10+5X2--Blast (1)1kgScarce/CommonITS143May be used as a club, counting as truncheon. Explodes on a 91 or higher.
StinkbombThrownSBx3S/-/-*0--Smoke1.5kgRare/AverageITS143Anyone in 10m must take -20 Toughness test or be overwhelmed by stench for 1d5 rounds. Respirators and sealed armor get +20 to test. Even on success, all tests are at -10 for same duration. Orks and things that can't smell are unaffected.
Hunting RifleBasic150S/-/-1d10+5E38FullAccurate4kgExtremely RareITS146-
KrootbowBasic40S/4/81d10+3R3202FullTearing, Toxic6kgNear UniqueITS146-
Firepike, EldarBasic60S/-/-2d10+10E13204FullReliable6kgUniqueHAC52-
Foul SceptreBasic70S/-/-2d10+5E10--Recharge, Shocking, Toxic4kgNear UniqueHAC54May compound the user's insanity if they already have some problems.
Fusion Gun, EldarBasic20S/-/-2d10+6E13102FullReliable3kgNear UniqueHAC53-
Hawk's Talon, Eldar Basic100S/3/102d10+2E460FullReliable4kgUniqueHAC53Often has a small power-blade of some design mounted on it.
MeleeMelee--1d10+3E7--Power Field, Unbalanced4kgUniqueHAC53-
Kustom Blasta, OrkBasic90S/-/-2d10+8E874FullInaccurate, Overheats, Unreliable, Unstable15kgVery RareHAC54Includes a single Ork Upgrade by default.
Lightburner, StryxisBasic80S/-/-1d10+4E26FullOverheats6kgRareHAC54Deals +2 Damage and Pen, up to +10 of each, for each round it's fired on the same target without interruption.
Ripper Ray, SlaugthPistol20S/-/-1d10+6X415FullReliable, Tearing1kgRareHAC54-
Shardcaster, EgarianBasic40S/3/-1d10+4R4606FullScatter, Tearing5kgVery RareHAC52-
Shredder, Dark EldarBasic60S/-/-3d10+5R2122FullBlast (4), Reliable, Tearing2kgNear UniqueHAC53Can be used in one hand without penalty.
Shuriken Cannon, EldarHeavy110-/-/62d10+6R32003FullReliable25kgExtremely RareHAC53Mounted on a platform. Wielder gains the Auto-Stabilised trait. May use specialist Shuriken ammo.
Spinneret Rifle, Eldar Basic60S/-/-1d10+1R101HalfAccurate, Tearing4kgUniqueHAC53-
Splinter Cannon, Dark EldarHeavy110-/-/101d10+5R43003FullToxic10kgNear UniqueHAC53Wielder gains the Auto-Stabilised trait.
Terrorfex, Dark EldarBasic40S/-/---1Full-2kgNear UniqueHAC54If within 5m of the firing weapon, you must pass a Fear (2) test.
Shard CarbineBasic60S/3/101d10+2R3802FullToxic-TKB93-
Splinter PistolPistol25S/3/-1d10+2R31202FullToxic-TKB93-
Reaper LauncherHeavy275 -/-/62d10+2X7602FullAccurate, Reliable-TKB49-
Shuriken PistolPistol30S/3/51d10+2R4402Full--TKB49-
Fusion GunBasic20S/-/-2d10+9E136FullReliable-TKB50-
Prism RifleBasic30S/-/-2d10+4E1260FullReliable-TKB52Multiple prism rifles can join their fire into one blast (+30m range and +1d5+3 damage per extra rifle).
Mandiblasters?3S/-/-1d10+3E220FullReliable-TKB53Can be used as a Free Action; counts as a pistol in close combat.
LasblasterBasic100S/2/41d10+3E460FullReliable-TKB54-
Swooping Hawk Grenade Pack?*S/-/-1d10+5X4102FullBlast (3), Reliable-TKB54Grants one free attack per turn against one target under the pilot's flight path.
Death SpinnerBasic30S/3/-2d10+8R020FullBlast (1), Reliable-TKB55-
WraithcannonBasic50S/-/-**-*--TKB56See description for damage. Only works when attached to a Wraithguard.
Shuriken CatapultBasic60S/3/101d10+4R61002Full--TKB57-
Eldar FlamerBasic25S/-/-1d10+4E?102Full--TKB57-
Bright LanceHeavy120S/-/-4d10+10E13352Full--TKB57-
Eldar Missile LauncherHeavy280S/-/-1d10+6E652FullBlast (3)-TKB57-
Scatter LaserHeavy100-/-/121d10+7E21202Full--TKB57-
Shuriken CannonHeavy120S/-/101d10+7R6602Full--TKB57-
Star CannonHeavy120S/3/-1d10+6E12-2Full--TKB57-
Avenger Shuriken CatapultBasic80S/3/101d10+4R430FullReliable, Tearing-TKB59-
The Wailing Doom?20S/-/-5d10+8R13----TKB63Probably only usable by the Avatar.
Big ShootaBasic80S/3/101d10+6I140FullInaccurate, Unreliable6kgRareTKB68-
DeffgunHeavy90S/4/81d10+10I2502FullInaccurate, Unreliable, Unwieldy, Storm45kgExtremely RareTKB68-
Grot BlastaBasic30S/-/-1d10+3I052FullInaccurate, Unreliable7kgCommonTKB68-
Rokkit LaunchaBasic120S/-/-3d10+5X61HalfInaccurate, Unreliable15kgVery RareTKB68-
ScorchaBasic20S/-/-1d10+4E26FullFlame, Unreliable8kgRareTKB69-
MeleeMelee--1d10+5E5--Unwieldy8kgRareTKB69-
Shokk Attack GunHeavy200S/-/-3d10X1d1082FullBlast (3), Inaccurate, Overheats, Unreliable, Unstable40kgNear UniqueTKB69If triples are rolled for damage, roll on the Shokk Attack Misfire Chart. Needs Snotlings for Ammo and a Runtherd.
SnazzgunBasic100S/2/-2d10I or E1d10202FullInaccurate, Overheats, Unreliable7kgRareTKB69-
SluggaPistol20S/3/-1d10+4I018FullInaccurate, Unreliable-TKB71-
ShootaBasic60S/3/101d10+4I030FullInaccurate, Unreliable-TKB71-
Kustom BlastaBasic100S/2/-2d10+5E610FullInaccurate, Scatter, Tearing-TKB76-
Rak’Gol Razor GunBasic40S/-/-1d10+5R010Full-4kgVery RareTKB88Targets that take 5 or more damage suffer from Blood Loss.
Howler RifleBasic30-/-/121d10+3I46002FullStorm35kgVery RareTKB88-
Rad-Beam CannonHeavy150S/-/-4d10+5E8102Full-90kgVery RareTKB88-
Light PistolPistol30S/-/-1d10+5E030FullAccurate, Reliable5kgNear Unique*TKB96-
Light RifleBasic90S/-/-1d10+6E315FullAccurate, Reliable5kgNear Unique*TKB96-
Lightburner CannonHeavy240S/-/-3d10+10E552FullAccurate, Overheats50kgNear Unique*TKB96Deals +2 Damage and Pen, up to +10 of each, for each round it's fired on the same target without interruption.
Aether RifleBasic90S/3/-1d10+2E*40Full-3kgUnique*TKB96Has no effect against the unliving and machines. Ignores armor and Toughness.
ShardcarbineBasic60S/3/51d10+2R32002FullStorm, Toxic3kgScarce*TSR109Counts as a mono-spear in close combat.
Splinter CannonHeavy110-/-/101d10+5R43003FullTearing, Toxic15kgRare*TSR109Can be fitted with suspensor pods, giving the wielder the Auto-Stabilised trait and increasing availability to Very Rare.
Splinter PistolPistol50S/3/-1d10+2R31202FullToxic1kgCommon*TSR109Counts as a mono-knife in close combat.
Splinter RifleBasic80S/3/51d10+2R32002FullToxic2.5kgAverage*TSR109Counts as a mono-spear in close combat.
Blast Pistol, DarklightPistol20S/-/-2d10+5X1663FullFelling(1), Proven(2)2kgRare*TSR110-
Blaster, DarklightBasic60S/-/-2d10+10X16183FullFelling(1), Proven(3)4kgRare*TSR110-
Dark Lance, DarklightHeavy140S/-/-2d10+16X16364FullFelling(1), Proven(4)16kgVery Rare*TSR110-
Disintegrator CannonHeavy140-/-/51d10+12E12304Full-30kgVery Rare*TSR110-
Heat LanceBasic50S/-/-1d10+15E15102FullAccurate6kgVery Rare*TSR110Doubles Penetration at Short range or closer.
HexrifleBasic180S/-/-1d10+1I21FullAccurate, Felling(2)5kgUnique*TSR110Can turn limbs or whole bodies into glass. See description for details.
Liquifier GunBasic20S/-/-2d10+2I*22FullFlame, Toxic4kgExtremely Rare*TSR111+2 Pen for every Degree of Failure to avoid the hit. Does 1d10I Damage with Toxic quality instead of Fire damage. If built into a Dark Eldar monstrosity, it has unlimited ammo but does 1d5I unavoidable damage to the user when fired.
Phantasm Grenade LauncherBasic30S/2/-**66FullBlast (10)4kgRare*TSR111Pass a Toughness test -10 or roll on the Shock Table (RT 294).
ShredderBasic60S/-/-2d10+5R2122FullBlast (3), Reliable, Tearing2kgRare*TSR111-
Stinger PistolPistol30S/-/-1d10+2R3182FullFelling(1), Toxic1kgExtremely Rare*TSR111-
Skyboard-mounted splinter podsHeavy50S/3/-1d10+2R3500-Storm, Toxic-TSR125-
Spirit SiphonBasic20-1d10+84--Temporal Leech, Spray-TSR127Probably only usable by the Cronos Engine.
Spirit VortexBasic30-1d10+64--Blast (5), Temporal Leech-TSR127Probably only usable by the Cronos Engine.
BloodstoneBasic10S/-/-1d10+3E7--Flame, Reliable3kgUniqueTDK13-
Arcane EyePistol50S/-/X1d10+6E---Accurate, Warp Weapon-TNP117Part of the Animus Speculum Helmet. Can only be used by Culexus Assassins. When fired on Fully Automatic, it fires a number of shots equal to the number of psykers nearby.
Dessicator FusilBasic40S/-/-1d10+6E28FullInaccurate6.5kgExtremely RareFAC85Targets must make a Toughness test at -5 per point of damage taken or take 5 Agility damage (+1 per Degree of Failure). On reaching 0 Agility, target dies horribly.
Conversion Beamer (Short-)Heavy150S/-/-1d10+6E462FullBlast (1), Recharge55kgNear UniqueFAC85-
Conversion Beamer (Medium)Heavy150S/-/-2d10+8E862FullBlast (2), Recharge55kgNear UniqueFAC85-
Conversion Beamer (Long+)Heavy150S/-/-3d10+10E1262FullBlast (3), Recharge55kgNear UniqueFAC85-
Neural ShredderBasic30S/-/----2FullScatter4kgExtremely RareFAC85Targets take 2d10 Intelligence damage (ignoring Armor/Toughness) and must make a Toughness test at -20 or be Stunned for 1 round. No effect on Daemonic, Machine, Strange Physiology, or The Stuff of Nightmares.
Ion RifleBasic110S/2/42d10+5E524FullOvercharge (6)12kgNear Unique*TCG28-
Kroot Hunting RifleBasic150S/-/-1d10+5E38FullAccurate4kgExtremely Rare*TCG28-
Longshot Pulse RifleBasic200S/2/-2d10+3E4122FullAccurate, Tearing8kgNear Unique*TCG28-
Pulse CarbineBasic60S/-/32d10+2E424FullGyro-Stabilised6kgVery Rare*TCG28Includes attached Mezoa-Pattern grenade launcher.
Pulse PistolPistol40S/2/-2d10+2E416HalfGyro-Stabilised3kgVery Rare*TCG28-
Pulse RifleBasic150S/2/42d10+3E436HalfGyro-Stabilised8kgVery Rare*TCG28-
Rail RifleBasic150S/-/-3d10+2I1212FullFelling, Proven (2)8kgNear Unique*TCG28-
Tau Photon GrenadeThrownSBx3mS/-/-----Blast (12)0.5kgRare*TCG28Anyone in the blast radius must make a Toughness test or be blinded for [Degrees of Failure + 1] rounds.
Airbursting Fragmentation ProjectorHeavy*60S/-/-2d10X3122FullBlast (4)20kgNear Unique*TCG37Ignores all AP from cover.
Burst CannonBasic*60-/3/62d10+3E4402Full-15kgVery Rare*TCG37-
Heavy Burst CannonHeavy*80-/6/122d10+7E61204FullTearing35kgVery Rare*TCG37Can't normally be mounted on anything smaller than the XV104 Riptide.
Cyclic Ion BlasterHeavy*50S/3/62d10+5E61002FullOvercharge (4)25kgNear Unique*TCG37-
Phased Ion GunHeavy*40S/4/81d10+9E41502FullOvercharge (6)35kgNear Unique*TCG37-
Ion AcceleratorHeavy*200S/3/63d10+5E10902FullOvercharge (8)45kgNear Unique*TCG37Can't be mounted on anything smaller than the XV104 Riptide.
Fusion BlasterBasic*20S/-/-2d10+8E1282Full-7.5kgVery Rare*TCG37-
Fusion CascadeHeavy*16-/3/61d10+12E12162Full-20kgNear Unique*TCG37-
High Yield Missile PodHeavy*200S/-/63d10+3X6722FullBlast (3)40kgNear Unique*TCG38-
Missile PodHeavy*200S/-/32d10+4X6362FullBlast (2)25kgExtremely Rare*TCG38-
Plasma RifleHeavy*90S/2/42d10+4E1016Full-15kgExtremely Rare*TCG38-
Heavy Rail RifleHeavy*300S/-/-4d10+8I12122FullFelling, Proven (3), Tearing60kgNear Unique*TCG38Typically mounted on the XV88 Broadside.
Smart Missile SystemHeavy*150S/-/62d10+4X4482Full-30kgVery Rare*TCG38Can be fired without line of sight to the target, using the wielder's Intelligence instead of Ballistic Skill to make the test.
Deathwatch
Astartes Conversion BeamerHeavy100S/-/-**42Full-85kg40Hero*DW152Only Tech-Marines may Req.
Astartes Digital FlamerPistol4S/-/-2d10+2E31*Flame0.1kg35FamedDW153The size of a ring. May be worn with armor. Reloading requires 1d5 hours and a Tech-Use test. Flames do 4 additional damage.
Astartes Digital LaserPistol4S/-/-1d10+4E71*Reliable0.1kg35FamedDW153The size of a ring. May be worn with armor. Reloading requires 1d5 hours and a Tech-Use test.
Astartes Digital MeltaPistol4S/-/-2d10+5E121*-0.1kg35FamedDW153The size of a ring. May be worn with armor. Reloading requires 1d5 hours and a Tech-Use test.
Astartes Sniper RifleBasic200S/-/-1d10R062FullAccurate, Felling (1), Toxic4kg20Ubiquitous*DW153-
Atomizer CannonHeavy50S/-/-4d10+4E8253FullBlast (5), Devastating (4), Volatile, Toxic80kg50FamedROB137This version of Toxic ignores normal immunities to it, such as those granted by the Tyranid trait.
Deathwatch Graviton CannonHeavy45S/-/-*-53FullBlast (5)65kg45DistinguishedROB137Creates a field of gravitic force. See text for details.
Mk.IX Ultra-Pattern Sharpshooter's RifleBasic250S/-/-1d10+2R05FullAccurate, Felling (1), Toxic4kg25Ubiquitous*ROB138Has a gene-lock, may not be used by anyone but the issuee. Has a telescopic sight built in, as well as a silencer.
Seismic Escalation DetonatorHeavy100S/-/-4d10+10I*-1 Hour3FullBlast (10)40kg40Ubiquitous*ROB138Deals damage every round. Every 10 rounds (1 minute), increase damage by 1d10. If approaching, must make a -30 Agility test or be knocked down and dealt half the current damage.
Techxorcism GunBasic80S/3/-1d10+4E430FullShocking, Special30RespectedROB138Whenever critical damage is taken, roll on the haywire table (DW 143) for all carried tech.
Astartes WebberBasic80S/-/---5FullBlast (5), Snare8kg10DistinguishedROB137Each failed test to break free imposes a cumulative -10 to further tests. Should this exceed -30, they're hopelessly trapped. Webbing breaks free after 1d5 hours.
Astartes PsilencerHeavy100 -/-/41d10+10E0--Sanctified60kgRank 7DEM132May only be fired by psykers. Fires two additional shots per point of Psy Rating.
Gatling PsilencerHeavy100 -/-/81d10+8E0--Sanctified, Storm240kgRank 8DEM134Functions as an Astartes Psilencer. Dreadknights only.
Tau Airbursting Fragmentation LauncherHeavy60S/-/-1d10+5X4--Arm Weapon Mounting, Blast (5), Devastating (2)-MOX5Designed to explode about 5m above the target. If it does, it ignores all AP from cover. No penalty for not having line of sight to the target.
Tau Broadside RailgunHeavy500S/-/-3d10+30I15--Mounted-MOX5-
Tau Ion CannonHeavy200S/-/33d10+10E9--Mounted-MOX5-
Kroot Bolt ThrowerHeavy150S/-/-2d10+10X220FullBlast (3), Mounted-MOX5-
Kroot BowBasic40S/4/81d10+3R3202FullTearing, Toxic-MOX5-
Kroot GunHeavy150S/2/-3d10+8I610Full--MOX5-
Kroot RifleBasic110S/2/-1d10+5E162Full--MOX5-
MeleeMelee--1d10R0--Balanced-MOX5-
Kroot Hunting RifleBasic150S/-/-1d10+5E38FullAccurate-MOX5-
Tau MarkerlightHeavy150S/-/-----Mounted-MOX5Used to aid others in targetting. See description for details.
Tau Rail RifleHeavy150S/-/-2d10+10I916FullDevastating (1), Overheats-MOX5-
Tau Seeker MissileHeavy500S/-/-3d10+10X8--Mounted-MOX5Can be fired without line of sight to the target.
Tau Smart Missile SystemHeavy90-/-/41d10+12X4--Arm Weapon Mounting-MOX5Can be fired without line of sight to the target.
Vespid Neutron BlasterBasic30S/-/-1d10+12E8--Toxic-MOX5Works only when wielded by a Vespid.
Tyranid Spike RifleBasic80S/-/-1d10+4R0--Tyranid Weapon-MOX28-
Tyranid Spine FistPistol25*1d10R4--Twin-Linked, Tyranid Weapon-MOX28Adds Strength Bonus to damage. Fire rate depends on wielder's talents - S/2/4 with Lightning Attack, S/2/- with Swift Attack, S/-/- with neither.
Tyranid StranglewebBasic30S/-/-1d10I0--Deadly Snare, Devastating (1), Tyranid Weapon-MOX29Uses the Flame quality, but does not set things on fire.
Tyranid Bio-Plasma?30S/-/-3d10+10E9--Blast (5), Tyranid Weapon-MOX31-
Tyranid Bio-Electric PulseBasic30-/-/122d10+2E4--Storm, Tyranid Weapon-MOX46Damage increases by 4 if fired by a Trygon Prime.
Loxatl Flechette Blaster?40S/3/-1d10+6R3302FullScatter, Tearing-MOX68The weapon is usually strapped to the breast and fired via MIU.
Integrated Plasma Cannon?80S/-/-3d10+5E12--Devastating (5), Reactive-MOX92Only usable in a Slinnar War Machine.
Blastmaster (Explosive Crescendo)Heavy250S/-/-3d10+10E8--Blast (5), Devastating (2)-MOX125-
Blastmaster (Hail of Noise)Basic150S/2/-1d10+12E6--Devastating (1), Storm-MOX125-
Doom SirenBasic30S/-/-1d10+12E9--Flame-MOX125Does not set targets on fire.
Sonic BlasterBasic100S/2/41d10+9E4----MOX125-
Abyssal StaffBasic35S/-/-*0--Flame-TOR122Does not set targets on fire. On hit, deals 1d10+3 Willpower damage and 1d5 Insanity Points (both reduced by target’s WP Bonus, min. 1).
Eldritch Lance (Ranged)Basic200S/-/-2d10+8E8--Accurate, Felling (1), Volatile-TOR123Also a melee weapon (see Melee tab).
Harp of DissonanceBasic700S/-/-2d10+3I0--Concussive, Special-TOR125Targets lose 1d10 AP from the location hit (before taking damage). Breaches sealed armor.
Voltaic Staff (Ranged)Basic30S/3/51d10+10E0--Haywire (1), Shocking-TOR124Necrons are not affected by the weapon’s Haywire Quality. Also a melee weapon (see Melee tab).
Black Crusade
Noise Marine Blast Master (Explosive Crescendo)Heavy250S/-/-3d10+10E8--Blast (4), Devastating (2)41kgNear UniqueBC160Must be plugged into power armor to function.
Hail of NoiseBasic150S/2/-1d10+12E6--Devastating (1), Storm41kgNear UniqueBC160-
Noise Marine Doom SirenBasic30S/-/-1d10+12E9--Spray18kgExtremely RareBC160Mounts on shoulders, allowing hands to be free. Must be plugged into power armor to function.
Noise Marine Sonic BlasterBasic100S/2/41d10+9E4---21kgExtremely RareBC160Counts as a Heavy weapon (including the need to be braced) when firing on Full Auto. Must be plugged into power armor to function.
Razor WebBasic50S/-/-1d10+2R362FullBlast (2), Crippling (3), Snare (1)12kgExtremely RareBC161-
Reaver Long RifleBasic150S/-/-1d10+4R24FullAccurate, Felling (3), Toxic (0)3kgScarceBC161-
Splinter RifleBasic100S/3/51d10+2R32002FullToxic (4)2.5kgExtremely RareBC161-
Spore CasterBasic10S/-/--012FullDevastating (5), Hallucinogenic (3), Spray5kgExtremely RareBC161-
Static RepeaterBasic80S/4/-1d10+1E04FullHaywire (1), Storm3kgNear UniqueBC161-
Warp-Render CannonHeavy100S/-/-3d10E084FullBlast (3), Recharge, Warp Weapon30kgNear UniqueBC161-
Q'Sal Crystal CasterPistol15S/-/-1d10+4E5-FullCrippling(6), Razor Sharp0.5kgRareTOF38If target suffers no damage from a hit, it must test as if hit by a Shocking weapon. Has an inbuilt silencer. Can be hidden in an object as a weapon upgrade.
Q'Sal Soul CannonHeavy75S/-/-2d10+10E010*Flame, Shocking, Warp Weapon45kgExtremely RareTOF38Can only be recharged by killing people or feeding the owner's essence to it. Original owner doesn't need to be braced to fire it.
Necron Gauntlet of FirePistol15S/-/-1d10+9E5--Flame, Spray3kgUniqueTOF119Can also be used in melee (see Melee tab).
Necron Gauss CannonHeavy100S/4/61d10+12E5--Gauss35kgNear UniqueTOF121-
Necron Heavy Gauss CannonHeavy200S/-/-4d10+10E10--Gauss, Proven(4)50kgNear UniqueTOF121-
Necron Particle BeamerHeavy70S/-/-3d10+8X5--Blast (4), Concussive(3), Reliable25kgUniqueTOF119-
Necron Particle CasterPistol30S/3/-2d10+5X4--Concussive(1), Reliable4kgUniqueTOF119-
Necron Rod of CovenantBasic15S/-/-1d10+12E10--Proven(5), Reliable6kgUniqueTOF119Can also be used in melee (see Melee tab).
Necron Rod of NightBasic50S/3/--0--Haywire(1)7kgUniqueTOF120Has a choice of additional effects. See description.
Necron Staff of LightBasic25S/4/-1d10+8E7---10kgUniqueTOF121Can also be used in melee (see Melee tab).
Necron Tachyon ArrowBasic300S/-/-10d10I201-Concussive(6), Proven(3)5kgUniqueTOF122-
Necron Tesla CarbineBasic75S/-/-2d10+3E3--Shocking20kgUniqueTOF122May hit additional targets; see description for details.
Necron Synaptic DisintegratorBasic120S/2/-1d10+6E4--Accurate, Shocking-TOF113Psykers who take damage from this weapon suffer -30 to Focus Power tests for one round. Any target taking damage to the head region must test Toughness (-20) or lose 1d10 Int permanently.
Boiler CannonHeavy20S/-/-3d10E0103FullPrimitive (7), Overheats, Spray, Toxic (3)30kgCommonTOB36Weight includes fuel supply.
Soulfire LanceBasic30S/-/-2d10+6I0--Felling (2), Spray, Warp Weapon4kgNear UniqueTOB42Daemon Weapon (WP 60 Bind 3 - Howling, Piercing).
Melee*Melee--1d10I2--Balanced4kgNear UniqueTOB42Daemon Weapon (WP 60 Bind 3 - Howling, Piercing).
Claw NetThrownSBx3m-1d501-Snare (2), Toxic (2)2kgScarceTOB79-
Kroot ShortbowBasic30S/-/-1d10R01HalfPrimitive (8), Toxic (2)1kgCommonTOB79-
Kroot FlintlockBasic30S/-/-1d10+3I012FullInaccurate, Primitive (8), Unreliable6kgRareTOB79-
Buggy BustaThrownSBx3mS/-/-2d10+2X81-Blast (1), Concussive (3), Devastating (1)1.5kgRareTOB83-
Buzza BombThrownSBx3mS/-/-1d10+5R01-Blast (4), Crippling (1), Devastating (1), Living Weapon, Primitive (7)1kgScarceTOB83-
Rokkit LaunchaHeavy100S/-/-3d10+3X622FullBlast (2), Concussive (2), Overheats30kgRareTOB83-
MP Ectoplasma CannonHeavy60S/-/-3d10+6E8124 FullBlast (2), Maximal, Overheats50kgExtremely RareTOE36Also Overheats when the wielder rolls doubles on his BS test. When it Overheats, wielder makes a WP test (-10) and takes 1d10 WP damage and 1 Corruption for every Degree of Failure.
Ghibelline Shrieking PistolPistol40S/-/-1d10+4E412FullConcussive (0), Overcharge8kgRareTOE36-
Ghibelline Howler RifleBasic90S/-/-2d10E436FullAccurate, Concussive (0), Overcharge16kgRareTOE36When using Overcharge, everyone within 10m must make a Toughness test (+10) or take 1 Fatigue per Degree of Failure. Sonic protection adds +10.
Ghibelline Hyperwave Clarion CannonHeavy40S/-/-6d10E6246 FullConcussive (1), Devastating (3), Melta, Overcharge, Overheats, Spray45kgVery RareTOE36Only does half damage to the wielder when it Overheats.
Devourer LashHeavy35S/-/-1d10I0--Accurate, Blast (3), Corrosive, Hallucinogenic (3), Haywire (3), Tearing-TOD54Daemon Engines only.
Dire HarpoonHeavy20S/-/-1d10+9I4--Concussive (2), Inaccurate-TOD52Daemon Engines only. Harpooned characters may be pulled closer with an opposed Strength test.
Flesh CageHeavy100S/-/-1d10+7X2--Blast (5), Inaccurate, Snare (4), Toxic (2)-TOD53Nurglite Daemon Engines only. Anyone hit by this weapon must make a WP test against Fear (3).
HelmawHeavy60S/-/32d10X6--Blast (3), Crippling (3), Flame, Recharge-TOD52Daemon Engines only.
Pit of DespairHeavy10S/-/-1d10E0--Spray-TOD53Nurglite Daemon Engines only. Creatures and objects smaller than the Daemon Engine risk being sucked towards it and consumed when hit by this weapon.
Ray of DecompositionHeavy80S/-/-2d10+8E8--Decay (7), Recharge-TOD53Daemon Engines only.
Star of ChaosHeavy20S/-/-2d10I4--Blast (6), Felling (4), Shocking-TOD52Daemon Engines only. Every heretic within the Daemon Engine’s Characteristic(?) in meters temporarily gains the Fearless talent. Also a Melee weapon (see Melee tab).
Warp AcceleratorHeavy20S/-/-6d10E0--Recharge, Shocking-TOD55Tzeentch Daemon Engines only. This weapon automatically hits 1d5 additional randomly chosen victims within range/line of sight.
Warpflame VentsHeavy5S/-/-1d10+9E4--Spray, Flame, Hallucinogenic (3)-TOD55Tzeentch Daemon Engines only. Anyone making a Charge attack against the Daemon Engine is automatically hit by this weapon.
Only War
Mole MortarHeavy50-200S/-/-2d10+2X21FullInaccurate, Indirect (2), Shocking, Blast (4)50kgExtremely RareOW184Fires torpedoes through solid ground. May not use unusual ammo.
Needle PistolPistol30S/-/-1d10R06FullAccurate, Toxic (5), Felling (1)1.5kgVery RareOW184-
Needle RifleBasic180S/-/-1d10R062FullAccurate, Toxic (5), Felling (1)2kgVery RareOW184-
Catalytic Mass DriverBasic120S/-/51d10R12--Integrated7kgExtremely RareSOH126-
Chem CannonVehicle40S/-/-2d10+5E950-Crippling (2), Felling (2), Spray, Toxic (4)600kgVery RareSOH126Creates a toxic cloud that damages and asphyxiates anyone near the center of the attack.
Lathe-LaspistolPistol40S/2/-1d10+5E2--Integrated, Tearing2kgVery RareSOH127-
Lathe-LasrifleBasic100S/2/-1d10+5E2--Integrated, Tearing4.5kgVery RareSOH127-
"Longshot" Sniper RifleBasic350S/-/-**1FullAccurate, *6kgExtremely RareSOH127Uses specialized ammunition (see the "Grenades & Explosives" section). As a Full Action, the stock can be removed (1/2 Range, loses Accurate, counts as a Pistol) or reattached.
Phased Plasma RifleBasic100S/2/42d10E6--Integrated12kgExtremely RareSOH127-
Pyrophoric VambracePistol15S/-/-2d10+2E4102FullCorrosive, Flame, Spray4kgVery RareSOH127Targets take an extra 1d10 Damage while on fire, but gain a +20 bonus to put out the flames.
Dark Heresy 2E
Grav PistolPistol15S/-/-1d10+3I66FullGraviton, Concussive (1)3kgNear UniqueDH2156-
Graviton GunBasic30S/3/-1d10+6I892FullGraviton, Concussive (2)6kgExtremely RareDH2156-
Needle PistolPistol30S/-/-1d10R06FullAccurate, Toxic (5), Felling (1)1.5kgVery RareDH2156Counts as having the Silencer upgrade.
Needle RifleBasic180S/-/-1d10R062FullAccurate, Toxic (5), Felling (1)2kgVery RareDH2156Counts as having the Silencer upgrade.
Web PistolPistol30S/-/--01FullSnare (0)3.5kgVery RareDH2156The webbing dissolves in 1d5 hours.
WebberBasic50S/-/--01FullSnare (1), Blast (5)8kgRareDH2156The webbing dissolves in 1d5 hours.
Purgatus CrossbowBasic50S/-/-1d10+5I052FullReliable16kgRareEWI44Can use any shotgun or crossbow ammo, as well as Purgatus Stakes.
CondemnorBasic100S/-/-1d10+4R212FullAccurate, Reliable8kgRareEWI42-
Digi-WeaponPistol3mS/-/-1d10+2E01-Reliable0.5kgNear UniqueEWO42Takes 1 hour to recharge and can't be modified. Other digi-weapon types may be available per GM discretion (changing Dam, Pen, and Special qualities to match).
Firesprite NeedlerPistol30m-/4/81d10+2R2162FullInaccurate, Toxic (2)1.5kgExtremely RareEWO43Includes Compact, Forearm Weapon Mounting, and Silencer upgrades.
Graviton GrenadeThrownSBx3S/-/-1d10+7I71-Blast (3), Concussive (3), Graviton1kgNear UniqueEWO43-
Integration CannonHeavy100mS/-/-4d10+4I863FullBlast (5), Concussive (0), Inaccurate65kgNear UniqueEWO43Creates a gravity field lasting 1d5 rounds. Anyone who starts their turn in the area must make a -20 Dodge (Strength) test or be Immobilized and take a hit from the weapon at a random location.
Quillgun (Ataractic ammo)Basic120mS/-/--03FullConcussive (5), Reliable6kgVery RareEWO43Includes built-in Silencer. Comes with 1 clip; reloads are Very Rare.
Quillgun (Venenum ammo)Basic120mS/-/-1d10+1I33FullReliable, Toxic (4)6kgVery RareEWO43Includes built-in Silencer. Comes with 1 clip; reloads are Scarce.
Eldar Plasma GrenadeThrownSBx3S/-/-1d10+8E81-Blast (4), Shocking0.5kgVery RareEWO45-
ShardcarbineBasic60mS/3/51d10+2R31502FullStorm, Toxic (1)3kgExtremely RareEWO45-
Shuriken PistolPistol30mS/3/-1d10+4R360FullRazor Sharp, Reliable1.2kgVery RareEWO45-
Shuriken CatapultBasic80mS/3/101d10+4R3120FullRazor Sharp, Reliable2.5kgExtremely RareEWO45-
Shuriken CannonHeavy60m-/-/101d10+6R42002FullRazor Sharp, Reliable18kgExtremely RareEWO45Wielder gains the Auto-Stabilised trait.
Splinter PistolPistol30mS/3/-1d10+2R31202FullToxic (1)1.5kgVery RareEWO46Counts as a mono-knife in close combat.
Splinter RifleBasic80mS/3/51d10+2R31802FullToxic (2)2kgExtremely RareEWO46Counts as a mono-spear in close combat.
Splinter CannonHeavy110m-/-/101d10+5R43003FullTearing, Toxic (4)5kgExtremely RareEWO46Wielder gains the Auto-Stabilised trait.
Burna (Ranged)Basic20mS/-/-1d10+4E26FullFlame, Spray, Unreliable*8kgVery RareEWO47Also a melee weapon (see Melee tab). Weight includes backpack fuel tank.
Rokkit LaunchaBasic150S/-/-2d10+5X61HalfBlast (2), Inaccurate, Unreliable*6kgVery RareEWO48-
ShootaBasic60mS/3/-1d10+4I030FullInaccurate, Unreliable*4kgRareEWO48-
Big ShootaBasic120m-/-/101d10+6I2602FullInaccurate, Unreliable*6kgVery RareEWO47-
SluggaPistol20mS/3/-1d10+4I018FullInaccurate, Unreliable*2kgRareEWO48-
StikkbombThrownSBx3S/-/-2d10+5X21-Blast (2), Unreliable*1kgRareEWO48Counts as a truncheon in melee. Rolling 3 or more Degrees of Failure on a WS test detonates the bomb.
Kroot Rifle (Pulse Round)Basic110mS/2/-1d10+5E162Full-6kgVery RareEWO49Counts as a mono-staff in close combat.
Kroot Rifle (Sniper Round)Basic110mS/-/-1d10+7R51HalfAccurate6kgVery RareEWO49Counts as a mono-staff in close combat.
Photon GrenadeThrown3xSBS/-/-----Blast (12)0.5kgVery RareEWO49Anyone in the blast radius must make a +0 Agility test or be blinded for [Degrees of Failure] rounds.
Pulse PistolPistol40mS/2/-2d10+2E416Half-3kgExtremely RareEWO49-
Pulse CarbineBasic60mS/-/32d10+2E424Full-6kgExtremely RareEWO49-
Pulse Carbine (Photon Grenade)-60mS/-/---1HalfBlast (12)0.5kgVery RareEWO49Anyone in the blast radius must make a +0 Agility test or be blinded for [Degrees of Failure] rounds.
Pulse RifleBasic150mS/2/42d10+3E436Half-8kgExtremely RareEWO49-
Ablative ProjectorBasic100mS/2/-1d10+8E5--Reliable, Vengeful (9)10kgExtremely RareEWO50-
Cascade LanceBasic15mS/-/-1d10+12E101HalfProven (5), Reliable6kgNear UniqueEWO50Also a melee weapon (see Melee tab).
Concussion BeamerPistol30mS/3/-2d10+5X4--Concussive (1), Reliable4kgNear UniqueEWO50-
Resonance ArcBasic75mS/-/-2d10+3E3--Shocking, Reliable20kgExtremely RareEWO50Automatically hits another random target within 5m on a damage roll of 9 or 10, or when the original target dies.
Akvran CutterThrown3xSBS/-/-2d10E61-Blast (3), Concussive (3), Proven (4)1kgExtremely RareEWO51-
Guldaniri Bile ProjectorBasic60S/-/-3d10E-103FullBlast (2), Corrosive, Toxic (2)11kgVery RareEWO51-
Havatian RingbladeThrown3xSBS/-/-1d10+6X61-Blast (2), Corrosive1kgExtremely RareEWO51Also a melee weapon (see Melee tab).
Kyaire Riveblade GrenadeThrown3xSB-1d10+6R10--Razor Sharp1kgVery RareEWO51-
Neural CatalyserPistol35mS/-/-2d10X*--Concussive (3), Overheats3kgExtremely RareEWO52This weapon's Damage ignores Armour, and is reduced by the target's Willpower bonus instead of Toughness. Targets damaged by this weapon also take 1d5 WP damage.
Xenarch Death-ArcBasic100mS/3/61d10+3E090FullInaccurate, Shocking10kgVery RareEWO52Only hits the target once. Increase damage by +1d10+3E for each additional "hit".
HellrifleBasic300mS/-/-1d10+4R4--Felling (2)10kgVery RareEBY40-
Silverseine LauncherHeavy60mS/-/-1d10I012FullBlast (4), Reliable, Sanctified, Snare (2)25kgVery RareEBY41Counts as Snare (4) against daemons, and forces targets to make a Warp Instability test at the start of each round.

Melee

NameClassRangeDamPenSpecialWtCostAvailabilitySrcPg.Notes
Melee Weapons
Weapons marked with * require two hands to use.
Primitive
Dark Heresy
AxeMelee-1d10+1I0Primitive, Unbalanced4kg20AverageDH138-
Brass KnucklesMelee-1d5-1I0Primitive.5kg5PlentifulDH138-
ClubMelee-1d10I0Primitive2kg5AbundantDH138-
Flail*Melee-1d10+2I0Primitive, Flexible4kg20ScarceDH138-
Great Weapon*Melee-2d10R2Primitive, Unwieldy7kg70ScarceDH138-
HammerMelee-1d10+1I0Primitive, Unbalanced4kg10CommonDH139-
ImprovisedMelee-1d10-2I0Primitive, Unbalanced***DH139-
KnifeMelee/Thr3m1d5R0Primitive.5kg5AbundantDH139-
Throwing Star/KnifeThrown5m1d5R0Primitive.5kg5PlentifulDH139-
ShieldMelee-1d5I0Primitive, Defensive3kg25AverageDH140+2 AP to body and wielding arm.
Spear*Melee/Thr10m1d10R0Primitive3kg15CommonDH140-
SwordMelee-1d10R0Primitive, Balanced3kg15CommonDH140-
Staff*Melee-1d10I0Primitive, Balanced3kg10PlentifulDH140-
Bastard SwordMelee-1d10+1R1Primitive5kg50AverageIHB96-
BucklerMelee-1d5-2I0Primitive, Balanced1kg30CommonIHB96-
CutlassMelee-1d10R0Primitive, Unbalanced3kg10CommonIHB96-
Long-Sabre, Fervious*Melee-1d10+2R2Primitive, Balanced3kg70Very RareIHB97-
Sepherin Mirror ShieldMelee-1d5-1I0Primitive, Defensive3kg60RareIHB97+8 AP (Primitive) to wielding arm and one other location, usually the body. Counts as non-Primitive against Las weapons.
Moon Blade, BalecarneMelee/Thr5m1d10R0Primitive, Fast, Unwieldy3kg25RareIHB97-
Punch DaggerMelee-1d5+1R2Primitive.5kg4PlentifulIHB98-
SabreMelee-1d10R0Primitive, Balanced2kg15CommonIHB98-
Scythe*Melee-1d10+2R0Primitive, Unwieldy5kg12UncommonIHB98-
Spetum*Melee-1d10R2Primitive, Unbalanced6kg45RareIHB98-
Steam Drill*Melee-2d10I3Primitive, Unbalanced, Unwieldy18kg100Very RareIHB98Anyone carrying the weapon takes -10 to Agility; -10 WS for each point of Strength Bonus below 4.
StilettoMelee-1d5-1R2Primitive, Fast.2kg25UncommonIHB99-
Tower Shield (metal)Melee-1d5+2I0Primitive, Defensive7kg60RareIHB99Imposes a -2 penalty to wielder's Agility bonus. +6 AP (Primitive) when used as cover.
Tower Shield (wood)Melee-1d5+1I0Primitive, Defensive5kg40UncommonIHB99Imposes a -2 penalty to wielder's Agility bonus. +8 AP (Primitive) when used as cover.
Bolo KnifeMelee-2d5R2-2kg50Rare*IHB123Common Availability on Malfi.
"Devil's Kiss" Landrian StilettoMelee-1d5R3Primitive, Fast.3kg55RareIHB123-
"Emperor's Whisper" Landrian BladeMelee/Thr5m1d5+1R2Balanced.5kg150Very RareIHB123-
"Punisher" Baton, Magistratum ChastisementMelee-1d10I0-3kg50AverageIHB123-
Render, LandrianMelee-1d5+1R0Primitive, Tearing1.2kg50RareIHB124-
"Sigilite" Knife, LandrianMelee-1d5R3Defensive.75kg85RareIHB124-
Armored GauntletMelee-1d5I0Primitive.5kg35CommonIHB162-
Boarding Pike*, Anoxis PatternMelee-1d10+3X2Primitive4kg30CommonIHB163Damage is only for initial strike. Counts as a Club after this.
Chimera Pistol SwordMelee-1d10+1R2Primitive3.5kg130ScarceIHB162Contains a single shot pistol with the same stats as an "Irontalon" Pistol.
Kraken Tooth DaggerMelee/Thr5m1d5+1R1Primitive.4kg200RareIHB162Sometimes counts as a charm.
Man-Catcher*Melee-1d10I0Primitive, Snare, Unwieldy8kg60ScarceIHB162-
Naval ShieldMelee-1d5+2I0Primitive, Defensive9kg75AverageIHB162+8 AP when used as cover. Can provide total concealment for user if desired.
Short SwordMelee-1d10-1R0Primitive1.5kg12CommonIHB163-
Combat KnifeMelee-1d5+3R0Primitive.8kg40AverageIHB180-
Guard ShieldMelee-1d5I0Primitive, Defensive3.5kg100ScarceIHB180+6 AP when used as cover. Can provide total concealment for user if desired.
Trophy KnifeMelee-1d5+1R1Primitive, Balanced.3kg700Very RareIHB180-
GarroteMelee-1d10R0Primitive, Flexible.5kg200ScarceRHB153See text for details.
Spindlethorn Sieve BladeMelee-1d10-1R0Primitive.5kg75ScarceRHB152May add a single dose of a substance that dispenses when it hits a target. It only successfully injects when damage is caused.
Baptismal MaceMelee-1d10+1I0Unbalanced, Toxic4.5kg500ScarceBOM115Some may replace Toxic with Fire, forcing hit targets to make an Agility test or be set on fire.
Daemon Pike*Melee-1d10R2Sanctified4kg1000RareBOM115-
Ecclesiarchy Corsesque*Melee-1d10R2Unbalanced, Sanctified6kg-*BOM116-
Mancatcher*Melee-1d10I0Unwieldy, Special4kg200RareBOM116If a target is hit, may make a -20 WS test to restrain.
Praesidium ProtectivaMelee-1d5+2I0Defensive14kg7500Very RareBOM117May parry ranged and melee attacks from the front or side it's on. Provides +8 AP against a successfully Parried ranged attack. Can only be used if wearing Power Armor.
ScoriadaMelee-0I0Primitive, Flexible1kg5ScarceBOM116If combined with the Flagellant talent, may make a -10 Toughness test to suffer no wounds.
Axe of Retribution*Melee-2d10R8Sanctified8kgNear UniqueHBR10Only available to Palatines.
Blade of Admonition*Melee-2d10R4Balanced, Sanctified6kgNear UniqueHBR10Only available to Palatines. May make a F. Lore (Psykers) test when viewing the reflection to know degree of corruption of the target. Grants Fear (1) against any character with 30+ Corruption.
Fire Lance*Melee-1d10R0Special4kg550RareHBR10Ignores 3 points of Toughness Bonus (after Unnatural). Doesn't cause bleeding. May fire once as a flamer, but no longer ignores Toughness and begins causing bleeding until refueled.
Flame Hammer*Melee-2d10I2Unwieldy, Special8kg800RareHBR10Ignores 3 points of Toughness Bonus (after Unnatural). Doesn't cause bleeding. May fire once as a flamer, but no longer ignores Toughness and begins causing bleeding until refueled.
Blackwing HalberdMelee-1d10+3R4Balanced5kg500RareDEM69-
Great Hammer*Melee-1d10+4R2Unwieldy8kg70CommonDEM69Grants +10 to WS to Stun opponents.
Daggered VambracersMelee-1d10R0Unwieldy1kg100CommonDEM69Doesn't takes up your hands, and may still use a ranged weapon with the wielding arm.
Quicksilver BladeMelee-1d10+2R0Balanced2kg1000RareDEM69Attempts to Parry suffer a -10.
Reliquary BladeMelee-1d10+2R3Balanced, Sanctified3kg3000Very RareDEM69Always Best Craftsmanship. Included in profile.
Sacred IncenseMelee-1d10+2I0Flexible, Sanctified5kg3000Very RareDEM69Imposes a -10 to the WS of any daemons within 10m, as well as a -10 to Warp Instability tests.
Truename StaffMelee-1d10I0Balanced, Sanctified4kg2000Very RareDEM70Best Craftsmanship, included in profile.
CoshMelee-1d10-1I0Primitive1kg15CommonBOJ61If enemy is caught unawares (Surprised), replace the Wounds that would've been inflicted with Fatigue. Reduce as normal for armor and Toughness.
Enforcer Riot ShieldMelee-1d10I0Primitive, Defensive1.5kg40ScarceBOJ66Attaches to the wrist, leaving the hand free. +3 AP against Primitive attacks to the attached arm and body, but only +1 AP against all other attacks.
Lockshield, Synford-PatternMelee-1d10I0Defensive4kg90RareBOJ66+4 AP to body and wielding arm, and an additional location depending on circumstances. See description for complete usage.
ShivMelee-1d5-1R0Primitive, Unbalanced.5kg-PlentifulBOJ61-
Side-Handle BatonMelee-1d10I0-2.5kg30AverageBOJ61Gain a +5 to WS when used to Parry.
Damaskin KinebladesMelee*1d5R2-.5kgVery RareASC142Psykers use WP Bonus instead of Strength Bonus for damage and range. See text for details.
Venator BladeMelee/Thr3m1d5+3R4Razor Sharp0.5kg2500Very RareTLW64Always Best quality; gives a total of +15 to WS tests; cannot be destroyed by power fields.
Sicarius BladeMelee-1d5+5R2Razor Sharp, Toxic-TLW87-
Inertial HammerMelee-1d10+5I2Proven(?), Unbalanced-TLW103-
Inertial LanceMelee-1d10+5I4Proven(?), Unwieldy-TLW103-
ShortswordMelee-1d5+2R1Balanced-TLW103-
Ceremonial SwordMelee-1d10+1R0Balanced, Mono-TLW112-
Rogue Trader
Great Weapon*Melee-2d10R0Primitive, Unwieldy7kgScarceRT132-
GroxwhipMelee3m1d10+3R0Primitive, Flexible, Tearing4kgScarceRT132-
ImprovisedMelee-1d10-2I0Primitive, Unbalanced**RT132Unless otherwise noted, the butt of a weapon counts as an Improvised weapon.
KnifeMelee/Thr5m1d5R0Primitive1kgAbundantRT132-
Kraken Tooth DaggerMelee/Thr5m1d5+1R1Primitive.4kgExtremely RareRT132Sometimes counts as a charm.
ShieldMelee-1d5I0Primitive, Defensive3kgCommonRT133+2 AP to body and wielding arm. Attacks made with this suffer a -20 to hit instead of the normal penalty from Defensive.
Spear*Melee-1d10R0Primitive3kgCommonRT133-
Staff*Melee-1d10I0Primitive, Balanced3kgPlentifulRT133-
SwordMelee-1d10R0Primitive, Balanced3kgCommonRT133-
TruncheonMelee-1d10I0Primitive2kgPlentifulRT133-
WarhammerMelee-1d10+2I1Primitive4.5kgScarceRT133-
Combat ShieldMelee-1d5I0Primitive, Defensive1kgCommonITS121+3 AP to body and wielding arm. Better models are two steps rarer, but lose Primitive.
FalchionMelee-1d5+3R0Primitive, Defensive2kgAverageITS121-
Lacusta Hammer*Melee-1d10+2I0Primitive5kgAverageITS121+2 Damage if wielding while mounted.
Weighted Memory-WireMelee2m1d5-1I0Primitive1kgRareITS122-
Parrying DaggerMelee-1d5R0Primitive, Defensive.5kgAverageITS122Adds an additional +5 to WS when Parrying.
Swordstick CaneMelee-1d10R0Primitive, Balanced2kgScarceITS122-
Soul Blade*Melee-2d10R2Primitive, Unbalanced, Sanctified5.5kgNear UniqueFAC89Adds damage equal to wielder's Corruption Point total divided by 10 (rounded up).
Flail of Chastisement*Melee5m2d10+3R0Primitive, Flexible, Sanctified, Snare, Tearing4kgExtremely RareFAC89If the wielder misses a target with more Degrees of Failure than his WS bonus, he hits himself with that many Degrees of Success.
Ntharian Falx*Melee-1d10+4R2*Primitive, Tearing, Unbalanced6.5kgRareFAC89Increases Pen by the number of Degrees of Success on the attack.
Apsis ShieldMelee-1d5+2I0Primitive, Defensive4kgScarceFAC89+3 AP to body and wielding arm. +20 to Strength tests for Knock-Down actions.
Almace's Last Conquest*Melee-2d10+5R7Tearing, Unbalanced16kgUniqueFAC103Wielder gains special effects when spending a Fate point.
Deathwatch
Astartes Combat KnifeMelee-1d10+2R2-2kg3Ubiquitous*DW156Req only for additional beyond Standard Issue.
Ceremonial SwordMelee-1d10+3R2Balanced5kg3*DW170Chapter Trapping for Dark Angels, Req only for additional beyond Standard Issue.
Sacris Claymore*Melee-2d10+2R2Unbalanced10kg3*DW170Chapter Trapping for Storm Wardens, Req only for additional beyond Standard Issue.
Astartes Combat ShieldMelee-1d5+1I0Balanced3kg20DistinguishedDW166Acts as Force Field (rating 25) on arm.
Astartes Storm ShieldMelee-1d10I0Defensive10kg35DistinguishedDW166Acts as Force Field (rating 55) on arm and body. Additional -10 if used to hit, makes Guarded Attack only a Half Action.
Sword of the Remorseless CrusaderMelee-1d10+8R6Sanctified--*DW167Part of Armor of the Remorseless Crusader.
Primitive WeaponsMelee-1d10I0Primitive--Ubiquitous*DW156Any Primitive weapon falls under this category.
Improvised WeaponsMelee-1d10-2I0Primitive, Unbalanced***DW156-
Duty's EndMelee-1d10I0Defensive12kg60HeroROB157Imperial Fists Relic. Acts as Force Field (rating 60, overload 1-5) on arm and body.
The Corroded FalchionMelee-1d10+5R3Balanced, Devastating (1), Toxic8kg30HeroROB159Deathwatch Relic. Every time it strikes, roll a d10; on a 1, it shatters.
Remembrance ShieldMelee-1d5+1I0Balanced3kg30FamedROB160Deathwatch Relic. Acts as Force Field (rating 30) on arm. All members of the Kill-Team suffer -30 Fellowship when dealing with Craftworld Eldar. Eldar of all types receive +10 when targeting the bearer, and will do anything to retrieve it.
Salvation of CorreusMelee-1d10+3R2Devastating (2)2kg40HeroROB161Deathwatch Relic.
Cruciform of the Crusade*Melee-2d10+5I0Concussive, Unwieldy30kg30Respected1ST98Deathwatch Relic. Counts as a Thunder Hammer, without the Power Field and Pen. Reduces cost of Squad Mode abilities by 1 (minimum 1).
Duelling TulwarMelee-1d10+2R0Primitive, Balanced2kg5*1ST99White Scars Chapter Trapping. Req only for additional beyond Standard Issue. Lets you make a standard attack in combination with defensive stance.
Tau Staff of Office*Melee-1d10I0Balanced-MOX11-
Tau Honour Blade*Melee-1d10R2Balanced-MOX11-
Kroot-Crafted Hunting KnifeMelee-1d10R2Balanced-MOX15-
Eternal Vigilance*Melee-2d10+5R3Proven (3), Razor Sharp12kg40FamedHTC127Knights of Blood Relic. Immune to Power Fields.
Primarch’s EdgeMelee-1d10+2R3Sanctified3kg40HeroHTC130Mortifactors Relic. +20 to Fellowship tests against Ultramarines and their successors.
Black CrusadeKnown as "Primary" weapons.
Armored GauntletMelee-1d5+1I0Primitive (6)1kgAverageBC168-
AxeMelee-1d10+1R0Unwieldy4kgAverageBC168-
Great Weapon*Melee-2d10I/R0Unbalanced7kgScarceBC168-
HammerMelee-1d10+1I0Primitive (9), Unbalanced4kgCommonBC168-
ImprovisedMelee-1d10I0Primitive (7), Unbalanced*PlentifulBC168-
KnifeMelee/Thr3m1d5R0-1kgPlentifulBC168-
Legion Combat KnifeMelee-1d10R2-2kgVery RareBC168-
Scythe*Melee-1d10+4R3Unbalanced, Felling (1)6kgCommonBC168-
ShieldMelee-1d10I0Primitive (6), Defensive3kgCommonBC168-
SpearMelee-1d10R0Primitive (8)3kgCommonBC168-
Staff*Melee-1d10I0Primitive (7), Balanced3kgPlentifulBC168-
SwordMelee-1d10R0Balanced3kgCommonBC168-
GoreseekerMelee-1d10+6R4Unbalanced4kgUnique*BC202Daemon Weapon (WP 40 Bind 2 - Blood Tracker, Null).
Nach’ra’ael the HungeringMelee-2d10+7R7Balanced, Felling (4), Tearing, Warp Weapon3kgUnique*BC202Daemon Weapon (WP 75 Bind 4 - Accursed, Impossibly Sharp, Vicious).
Ritual SwordMelee-1d10R0--TOF102Functions as a Psy-Focus.
Rune ShieldMelee-1d10I0Defensive, Tainted, Tearing7kgNear Unique TOB37+1 AP to body and wielding arm, plus additional AP equal to the wielder's Corruption bonus.
Rune SwordMelee-1d10R2Balanced, Tainted, Tearing3kgNear UniqueTOB37-
Berzerker Glaive*Melee-1d10+6R6Devastating (2), Unbalanced8kgNear UniqueTOB40Daemon Weapon (WP 40 Bind 1 - Bloodlust, Impervious, Thirsting). -10 to WP tests against entering Frenzy (-30 if wielder has the Talent). Requires Mark of Khorne.
BloodfeederMelee-2d10R4Balanced, Felling (4)4kgNear UniqueTOB40Daemon Weapon (WP 75 Bind 5 - Accursed, Rampage). Loses Binding Strength and gains Attributes with each kill; Mastery test to reset.
DreadaxeMelee-1d10+3R-Sanctified, Unbalanced5kgNear UniqueTOB40Daemon Weapon (WP 30 Bind 1 - Howling, Impossibly Sharp). Unaligned only.
Firestorm BladeMelee-1d10+8E4Balanced, Flame, Proven (3)7kgNear UniqueTOB40Daemon Weapon (WP 70 Bind 4 - Howling, Piercing, Rampage). Also a ranged weapon (see Ranged tab). Requires Mark of Khorne.
ForgewhipMelee4m1d10+8R12Flame, Flexible6kgNear UniqueTOB41Daemon Weapon (WP 68 Bind 4 - Bloodlust, Blood Tracker). Khornate only.
GorewhipMelee2m1d10+3R3Crippling (4), Felling (2), Flexible5kgNear UniqueTOB41Daemon Weapon (WP 44 Bind 2 - Spiteful, Wounding). Khornate only.
Great Axe of Khorne*Melee-3d10 R-Devastating (2), Proven (4), Unbalanced8kgNear UniqueTOB41Daemon Weapon (WP 88 Bind 5 - Fuelled by Slaughter, Impossibly Sharp, Skulltaker). Grants Frenzy and Lightning Attack. One-handed with Strength Bonus >=10. Requires Mark of Khorne.
Soulfire Lance*Melee-1d10I2Balanced4kgNear UniqueTOB42Daemon Weapon (WP 60 Bind 3 - Howling, Piercing). Also a ranged weapon (see Ranged tab).
Runewrought AxeMelee/Thr8m2d100Devastating (4), Tainted16kgUniqueBNC16-
Shard of Twisted AmbitionMelee-1d5+16Crippling (6), Tainted3kgUniqueBNC16-
Only WarKnown as "Low-Tech" weapons.
Great Weapon*Melee-2d10R0Ogryn-Proof, Unbalanced7kgScarceOW187-
GroxwhipMelee3m1d10+3R0Primitive (6), Flexible, Tearing4kgScarceOW187-
Hunting LanceMelee-2d10+3X7Concussive (3)4kgScarceOW187Single-use. Can be requisitioned with alternate tips (see below).
ImprovisedMelee-1d10-2I0Primitive (7), Ogryn-Proof, Unbalanced--OW187-
KnifeMelee/Thr5m1d5R0-1kgPlentifulOW187-
ShieldMelee-1d5I0Primitive (6), Defensive3kgCommonOW187+2 AP to body and wielding arm. Attacks made with this suffer a -20 to hit instead of the normal penalty from Defensive.
Spear*Melee-1d10R0Primitive (8)3kgCommonOW187-
Staff*Melee-1d10I0Primitive (7), Balanced3kgPlentifulOW187-
SwordMelee-1d10R0Balanced3kgCommonOW187-
TruncheonMelee-1d10I0Primitive (7), Ogryn-Proof2kgPlentifulOW187-
Warhammer*Melee-1d10+2I1Primitive (8), Ogryn-Proof4.5kgScarceOW187-
AxeMelee-1d10+1R0Unbalanced4kgCommonHOE119-
Cavalry SpearMelee-1d10R0Proven (2), Unbalanced7kgScarceHOE119Gains Proven (4) when used in a Crushing Charge (HOE 132).
WarknifeMelee-1d5+3R0-2kgAverageHOE119-
Flail*Melee-1d10I+10Primitive (7), Flexible, Ogryn-Proof8.5kgScarceHOE119-
Inferno TipMelee-2d10+4E5Flame4kgScarceHOE119-
Krak TipMelee-2d10+5X8Concussive (3), Proven (2), Unbalanced5kgRareHOE119-
Melta TipMelee-2d10+10E24Inaccurate, Unwieldy8kgVery RareHOE120Applies a -10 penalty to WS.
Plasma TipMelee-3d10+3E8Overheats, Unwieldy6kgExtremely RareHOE120-
Poison TipMelee-1d10+6R4Razor Sharp, Toxic (3)4kgRareHOE120-
Shock TipMelee-1d10+2I2Shocking, Recharge4kgScarceHOE120Can be used repeatedly, and counts as a Cavalry Spear while recharging. Also requires Weapon Training (Shock).
Mace-FistMelee-1d10+4R1Concussive (2), Ogryn-Proof, Inaccurate16kgAverageSOH128-
Venator BladeMelee/Thr6m1d5+2R2Balanced, Felling (2), Razor Sharp0.5kgExtremely RareSOH128Can't be destroyed by Power Fields.
Dark Heresy 2EKnown as "Low-Tech" weapons.
Great Weapon*Melee-2d10R0Unbalanced7kgScarceDH2160-
Hunting LanceMelee-2d10+3X7Concussive (3)4kgScarceDH2160Single-use. Counts as a Staff after the explosive goes off.
ImprovisedMelee-1d10-2I0Primitive (7), Unbalanced--DH2160-
KnifeMelee/Thr5m1d5R0-1kgPlentifulDH2160-
ShieldMelee-1d5I0Defensive3kgCommonDH2160+2 AP to body and wielding arm. Attacks made with this suffer a -20 to hit instead of the normal penalty from Defensive.
Spear*Melee-1d10R0Primitive (8)3kgCommonDH2160-
Staff*Melee-1d10I0Primitive (7), Balanced3kgPlentifulDH2160-
SwordMelee-1d10R0Balanced3kgCommonDH2160-
TruncheonMelee-1d10I0Primitive (7)2kgPlentifulDH2160-
Warhammer*Melee-1d10+3I1Primitive (8), Concussive (1)4.5kgScarceDH2160-
WhipMelee3m1d10R0Primitive (6), Flexible2kgAverageDH2160-
Brazier of Holy FireMelee-1d10+5E3Flame, Unbalanced6kgVery RareEWI45All allies in line of sight gain +10 to WP tests. Can be used as a one-shot heavy flamer, but after firing it loses the Flame quality until refueled. May require Weapon Training (Flame).
Fire GauntletsMelee-1d10I2Flame, Unbalanced1kgVery RareEWI46A matched pair of gauntlets. The wearer can ignite them as a Free Action to gain a +20 bonus to Intimidate for the rest of the encounter (or 2d10 minutes). May require Weapon Training (Flame).
Axe of Retribution*Melee-2d10R6Felling (2), Sanctified8kgNear UniqueEWI45-
Flail of ChastisementMelee-1d10+3R2Primitive (8), Flexible, Snare (0), Crippling (2)3kgVery RareEWI45The Crippling quality only applies to targets currently affected by Snare.
Man-Catcher*Melee2m1d10I0Snare (4), Unwieldy8kgScarceEWI46The wielder must spend a Half Action to maintain Snare. Best-quality versions add Shocking.
Praesidium ProtectivaMelee-1d10I0Defensive14kgVery Rare*EWI46+4 AP to body and wielding arm, and counts as a Force Field (rating 35).
Rune Weapon (Sword)Melee-1d10R0Balanced, Tainted, Tearing, Vengeful (8)3kgNear UniqueEBY43Can't be destroyed by Power Fields, and causes 1d5 Corruption when triggering Righteous Fury. See text for details on other Rune Weapon types.
Stealth ClawMelee-1d10+4R4Felling (2), Razor Sharp, Sanctified1.5kgVery RareEBY43Includes the Compact upgrade. When used in an All-Out Attack, add +[Psy Rating] to Damage.
Wailing Trident*Melee/Thr6m1d10+8R4Balanced, Crippling (3), Felling (3), Sanctified9kgVery RareEBY43The Crippling quality only applies to Daemonic targets.
Chain
Dark Heresy
ChainswordMelee-1d10+2R2Tearing, Balanced6kg275RareDH140-
Chain AxeMelee-1d10+4R2Tearing13kg450Very RareDH140-
Chain KnifeMelee-1d5+3R2Tearing2.5kg80ScarceIHB123-
Eviscerator*Melee-1d10+10R5Tearing, Unwieldy, Special12kg750ScarceIHB187On a roll of 96-100 while attacking, the user must succeed on an Agility test or be struck by the weapon.
Eviscerator*Melee-1d10+10R5Tearing, Unwieldy, Special12kg750ScarceBOM116On a roll of 96-100 while attacking, the user must succeed on an Agility test or be struck by the weapon.
Rogue Trader
Chainsword (Hecate-Pattern)Melee-1d10+2R2Tearing, Balanced6kgAverageRT129-
Chain AxeMelee-1d10+4R2Tearing13kgAverageRT129-
Crimson CrownThrownSBx41d10+2R2Tearing.5kgVery RareITS122-
Double-Edged "Mercy" Chainsword, Locke-PatternMelee-1d10+5R2Tearing12kgAverageITS122-
Drusian "Crusader" ChainswordMelee-1d10+2R2Tearing, Balanced7kgAverageITS122-
Chainsword, EldarMelee-1d10+4R3Tearing, Balanced3kgNear UniqueHAC55-
Chainsword, Hydraphur-PatternMelee-1d10+3R2Tearing9kgScarceHAC55A chain-cutlass.
ChainfistMelee-2d10R12Tearing, Unbalanced15kgVery RareFAC89Wielders with a Strength bonus less than 5 take -10 to WS tests.
Eviscerator*Melee-2d10+3R5Tearing, Unwieldy12kgVery RareFAC89+3 Damage on Righteous Fury.
Deathwatch
Astartes ChainswordMelee-1d10+3R4Tearing, Balanced10kg5Ubiquitous*DW153-
WitchbaneMelee-1d10+5R4Tearing, Balanced8kg10FamedROB156Black Templar Relic. Grants +5 to any Willpower tests to resist the effects of psychic powers.
Jaw of BloodcharnMelee-1d10+3R4Tearing, Balanced10kg30FamedROB158Ultramarine Relic. Grants +15 to Command and +10 to resist Cohesion Damage.
The Krixian Chainglaive*Melee-1d10+8R4Tearing18kg35FamedROB159Deathwatch Relic.
CorruptisMelee-1d10+4R-Warp Weapon-MOX108-
Berzerker AxeMelee-1d10+4R4Tearing-MOX126-
Memor Nihilis*Melee-2d10+5R5Tearing, Unwieldy22kg35HeroHTC130Flesh Tearers Relic. Counts as Master-Crafted. +10 to Willpower tests (increases to +20 if failure would add Insanity Points).
Scipio’s RegretMelee-1d10+5R5Tearing, Balanced, Razor Sharp5kg30HeroHTC132Angels Vermillion Relic. Counts as Master-Crafted. +20 to Fellowship tests to impress/awe viewers.
Black Crusade
Arm-Mounted Chainblade, Xerxes-PatternMelee-1d10+2R3Tearing5kgRareBC162Attached to the forearm, keeping your hands free.
Chain DaggerMelee-1d10+1R2Tearing2kgRareBC162-
Chain Greatsword*, Phobos-PatternMelee-2d10+2R3Tearing, Unbalanced16kgScarceBC162-
Chain AxeMelee-1d10+4R2Tearing13kgAverageBC162-
ChainswordMelee-1d10+2R2Tearing, Balanced6kgAverageBC162-
Chain Halberd*Melee-1d10+3R3Tearing8kgRareBC162-
Legion Chain AxeMelee-1d10+5R3Tearing14kgExtremely RareBC162-
Legion ChainswordMelee-1d10+3R3Tearing, Balanced10kgExtremely RareBC162-
An’garrachMelee-1d10+5R6Tearing, Balanced10kgUnique*BC202Daemon Weapon (WP 28 Bind 3 - Degeneration).
Chain Hammer*Melee-2d10+6R4Tearing, Concussive (2), Unwieldy20kgVery RareTOB37Requires a Strength bonus of 4.
Chain Spear*Melee-1d10+3R3Tearing7kgScarceTOB37-
Castir Greataxe*Melee-2d10+5R3Tearing, Felling (2), Unwieldy18kgVery Rare TOB37Requires a Strength bonus of 4.
Ironfang ChainswordMelee-1d10+3R3Tearing, Concussive (0), Unbalanced12kgExtremely RareTOB37Weight includes power supply.
Only War
ChainswordMelee-1d10+2R2Tearing, Balanced6kgAverageOW185-
Eviscerator*Melee-2d10R9Tearing, Razor Sharp, Unwieldy15kgVery RareOW185+1 to Righteous Fury critical rolls.
ChainaxeMelee-1d10+3R2Tearing, Unbalanced11kgRareHOE116+2 Pen and gains Unwieldy(?) when wielded with two hands.
Chainflail*Melee-1d10+4R2Tearing, Flexible, Unwieldy14kgVery RareHOE116Triggers Righteous Fury on 9-10. If the wielder misses a target with more Degrees of Failure than his WS bonus, he hits himself.
Chain Glaive*Melee-1d10+3R2Tearing, Razor Sharp, Unbalanced12kgVery RareHOE116-
Chain KnifeMelee-1d10+1R2Tearing4kgRareHOE116-
"Puritan's Wrath" Chainaxe*Melee-1d10+4R5Tearing, Sanctified, Unbalanced12kgExtremely RareSOH128Gains Felling (4) against heretics and Chaos.
Grimtoof's BaneMelee-1d10+4R0Tearing, Felling (4)4kgNear UniqueSAS15-
Dark Heresy 2E
Chainaxe*Melee-1d10+4R2Tearing13kgScarceDH2158-
ChainbladeMelee-1d10+1R1Tearing2kgScarceDH2158-
ChainswordMelee-1d10+2R2Tearing, Balanced6kgAverageDH2158-
Eviscerator*Melee-2d10R9Tearing, Razor Sharp, Unwieldy15kgVery RareDH2159+1 to Righteous Fury critical rolls.
Power
Dark Heresy
Power BladeMelee-1d10+3E6Power Field1.5kg1750Very RareDH140-
Power SwordMelee-1d10+5E6Power Field, Balanced3.5kg2500Very RareDH140-
"Serpentine" Power Blade, Khayer-AddinMelee-1d10+2E6Power Field, Fast1.5kg2500Very RareIHB124-
Energy Blade, Sollex-AegisMelee-1d10+6E7Power Field, Balanced1kg5000Very RareIHB135No Strength bonus to damage. 2 DoS on a Parry destroys opponent's weapon; with 5 DoF on attack or Parry, wielder hits himself. Consumes plasma pistol ammo (one pack for 10 rounds).
Omnisian AxeMelee-2d10+5E6Power Field, Unwieldy7kg-*IHB136+10 to interactions with machine cult followers; only given to the most worthy Tech-Priests. Counts as a combi-tool.
Power FistMelee-2d10E8Power Field, Unwieldy12kg3100Very RareIHB180Increase Unnatural Strength multiplier by 1.
Power Longsword*, Waller Pattern Mk VIMelee-1d10+6E6Power Field4.5kg3500Very RareIHB180-
Witch LanceMelee/Thr10m1d10+4E6Power Field, Special5kg2800Very RareIHB188Righteous Fury deals 2d10E holy damage and sets the victim on fire.
Null RodMelee-1d10+4I6Power Field3kg9000Very RareBOM69Imposes powerful penalties on psykers and psychic powers.
Thunder Hammer*Melee-2d10+4E10Power Field, Unwieldy18kg5000Very RareBOM70Increase Unnatural Strength multiplier by 1.
Power Maul, Agni-Pattern, Low PowerMelee-1d10I0Shocking.75kg1500RareBOJ61May switch power settings once per turn as a Free Action.
High PowerMelee-1d10+4E4Power Field.75kg1500RareBOJ61-
Power Maul, Cyclopea-PatternMelee-2d10I5Power Field, Unwieldy, Shocking8.5kg4000RareBOJ61Only has one power setting: Maximal. When an Arbitrator strikes a target with this weapon, they gain Fear (1) against the target's allies for the remainder of the encounter.
Power Maul, Lathe-Pattern, Low PowerMelee-1d10-1I0Shocking.5kg2100Very RareBOJ61Grants an additional +5 to parry. May switch power settings once per turn as a Free Action.
High PowerMelee-1d10+5I5Power Field.5kg2100Very RareBOJ61-
Power Ram, Bakka-PatternMelee-2d10I6Power Field, Unwieldy25kg1250RareBOJ61All WS tests made to use this as a weapon suffer a -20 penalty. Does double damage against structures. Should allow entry to most normal buildings.
Arbites Power Maul, Ultima-Pattern (Low)Melee-1d10I0Shocking3kgRareASC141-
High PowerMelee-1d10+5I5Power Field3kgRareASC141-
DaemonhammerMelee-2d10+1I8Power Field, Sanctified, Unwieldy5kgExtremely RareASC141Increase Unnatural Strength multiplier by 1. Always Best Craftsmanship (Damage accounted for in profile). See text for details.
Power StakeMelee-1d10+6E5Power Field, Unbalanced, Sanctified1kgVery RareASC142Has special effects against psykers. See text for details. Listed version is a non-unique model.
Power LanceMelee/Thr10m1d10+6E6Power Field-TLW100-
Power KnifeMelee-1d10+2E5Power Field, Balanced-TLW106-
Skirian Ice-AxeMelee-2d5+5E8Power Field, Unwieldy-TLD13-
Rogue Trader
Omnissian Axe (Sollex-Pattern)Melee-2d10+4E6Power Field, Unbalanced8kgExtremely RareRT130Counts as a combi-tool.
Power Axe (Mezoa-Pattern)Melee-1d10+7E7Power Field, Unbalanced6kgVery RareRT130-
Power Fist (Mezoa-Pattern)Melee-2d10E9Power Field, Unwieldy13kgVery RareRT130Increase Unnatural Strength multiplier by 1.
Power Maul (High)Melee-1d10+5E4Power Field, Shocking3.5kgVery RareRT130-
(Low)Melee-1d10+1E2Shocking3.5kgVery RareRT130-
Power Sword (Mordian-Pattern)Melee-1d10+5E5Power Field, Balanced3kgVery RareRT130Grants an additional +5 to parry.
Burning Blade, Loi-PatternMelee-1d10+5E4Power Field, Balanced3kgExtremely RareITS124Targets hit must pass an Agility test or be set on fire.
Power Axe*, Loi-PatternMelee-1d10+7E9Power Field, Unbalanced9kgExtremely RareITS124-
Power DiscusThrownSBx41d10+4E5Power Field.2kgExtremely RareITS124-
Thunder Hammer*, Mezoa-PatternMelee-2d10+4E10Power Field, Unwieldy, Shocking15kgVery RareITS124Increase Unnatural Strength multiplier by 1.
Cognatine HammerMelee-1d10+8E5Power Field, Unwieldy14kgVery RareFAC89+2 Damage if wielded two-handed.
Lightning ClawsMelee-1d10+8E8Power Field, Tearing12kgExtremely RareFAC89Counts as having the Unwieldy quality unless the wielder has two Lightning Claws and a Strength bonus of 4 or higher. +10 to Intimidate.
Witch LanceMelee/Thr10m1d10+4E6Power Field, Cleansing Fire, Sanctified5kgVery RareFAC89Against psykers and daemons, inflicts Righteous Fury on 9 or 10.
Praesidium ProtectivaMelee-1d10E0Power Field, Defensive, Sanctified7kgUniqueFAC89Wielders with Pure Faith gain +30 to resist psychic powers, and a Force Field (rating 50) against attacks by daemons.
Storm ShieldMelee-1d10+1E0Power Field, Defensive, Shocking10kgExtremely RareFAC89Also provides a Force Field (rating 55).
Piety's ChargeMelee-2d10+10E9Power Field, Unwieldy20kgUniqueFAC103Targets hit must make a Strength test or be knocked Prone. Grants +10 to Interaction tests with the faithful, and +20 to Interaction tests with the Order of the Hammer.
DeathwatchFist weapons impose -20 to all tasks involving manual dexterity and make it impossible to wield a ranged weapon in that hand.
Astartes ChainfistMelee-2d10E10Power Field, Tearing48kg40FamedDW154Increase Unnatural Strength multiplier by 1. Requires Terminator Armour.
Astartes Lightning ClawMelee-1d10+6E8Power Field, Special, Tearing30kg30 or 45DistinguishedDW154+1 Damage per Degree of Success (+2 when equipped with a pair).
Astartes Power AxeMelee-1d10+8E6Power Field, Unbalanced10kg20RespectedDW155-
Astartes Power FistMelee-2d10E9Power Field, Unwieldy25kg30DistinguishedDW155Increase Unnatural Strength multiplier by 1.
Astartes Power SwordMelee-1d10+6E6Power Field, Balanced5kg20RespectedDW155-
Astartes Thunder HammerMelee-2d10+5E8Power Field, Concussive, Unwieldy18kg30DistinguishedDW155Increase Unnatural Strength multiplier by 1.
Omnissian Axe (Astartes-Pattern)Melee-2d10+6E6Power Field, Unbalanced14kg30DistinguishedDW155Techmarines only. Counts as a combi-tool.
Frost BladeMelee-1d10+11E9Power Field, Balanced, Tearing10kg60HeroDW168Chapter Relic of the Space Wolves. Does +3 Critical Damage.
Deathwatch Relic Blade*Melee-2d10+7E9Power Field, Special25kg50HeroDW169Deathwatch Relic. Automatically destroys weapons without Power Field if parried. Cannot be parried effectively. 25% chance to destroy any other weapon except other Relic Blades.
Breaching AugerMelee-4d10+3E7Power Field, Tearing, Unwieldy25kg18Ubiquitous*ROB139May be attached to Tech-Marine servo-harness.
Bulkhead Shears*Melee-4d10+5R6Tearing, Unwieldy10kg17Ubiquitous*ROB139May be attached to Tech-Marine servo-harness.
Crozius ArcanumMelee-1d10+7E7Power Field, Balanced10kg*ROB140Only given to Chaplains. If user has Hatred for a particular foe, they may not use Defensive Stance against them.
Astartes Executioner Axe*Melee-2d10+8E6Power Field, Unwieldy, Felling (1)22kg25FamedROB139Always Master-Crafted (included in cost).
Fist of DragosMelee-2d10+4E9Power Field, Unwieldy, Overheats25kg35FamedROB159Deathwatch Relic.
Astartes Power Claymore*Melee-2d10+6E6Power Field, Unwieldy, Devastating (1)18kg15DistinguishedROB139-
Astartes Power FalchionMelee-1d10+4E5Power Field, Razor Sharp7kg25DistinguishedROB139-
Astartes Power Spear*Melee-1d10+6E7Power Field8kg15DistinguishedROB139-
SkyboltMelee-1d10+4E8Power Field, Felling (2)15kg50HeroROB157Storm Wardens Relic. Grants +15 Fellowship when interacting with other Storm Wardens.
Teeth of the BlizzardMelee-1d10+12E9Power Field, Balanced, Tearing10kg75HeroROB157Space Wolves Relic. Grants +10 WS and +5 critical damage.
Energised TalonMelee-2d10+5E?Power Field, Unwieldy-MOX86-
The Dragon’s Fang*Melee-2d10+8E10Power Field, Felling (2)18kg45HeroTAA59Deathwatch Relic.
BloodfistMelee-2d10+10E6Power Field, Tearing---1ST42Furioso Dreadnought weapon.
Blood TalonMelee-2d10+5E6Power Field, Tearing, Devastating (2)---1ST42Furioso Dreadnought weapon. Always mounted in pairs. +2 Damage per Degree of Success.
Artificer Omnissian AxeMelee-1d10+9E7Power Field, Unbalanced10kg25Distinguished1ST98Deathwatch only. Counts as Master-Crafted. +10 Fellowship when dealing with the Mechanicus, and counts as a combi-tool.
Chogoris Lightning BladeMelee-1d10+7E10Power Field, Balanced3kg20Famed1ST98White Scars Relic.
Glaive Encarmine*Melee-2d10+2E6Power Field, Balanced7kg25Famed1ST99Blood Angels only.
Honor BladesMelee-1d10+5E6Power Field, Balanced8kg20Respected1ST99Ultramarines only. A pair of blades that, when used together, grants the Wall of Steel talent and an additional +20 to Parry.
The Needle of TruthMelee-1d10+7E6Power Field, Balanced5kg30Distinguished1ST99Dark Angels Relic. Daemons and followers of the Dark Gods suffer -20 if they have line of sight to this weapon.
Power LanceMelee-1d10+6E7Power Field9kg10*1ST99White Scars only. May strike enemies up to 2 meters away and still not count as engaged. When making a mounted charge, add +[Strength bonus] to damage.
The Righteous FistMelee-2d10E9Power Field, Unwieldy35kg35Famed1ST99Deathwatch Relic. Uses normal power fist rules. +8 Damage when attacking targets of Hulking size or larger.
The Shadow in the SkyMelee-1d10+5E6Power Field, Balanced6kg20Respected1ST100Raven Guard Relic. User gains the Precise Blow talent and an additional +10 to Parry.
Shard of BekrinMelee-1d10+4E5Power Field, Unwieldy4kg20Distinguished1ST100Deathwatch Relic. Gains Felling (2) when used against Tyranids, as well as +10 Fellowship when around other Astartes.
The Black Sword (1h)Melee-1d10+6E6Power Field, Balanced7kg35HeroHTC125Black Templars Relic. Master-Crafted.
The Black Sword (2h)*Melee-2d10+6E6Power Field, Balanced7kg35HeroHTC125Black Templars Relic. Master-Crafted.
Chimeric TalonsMelee-1d10+8E9Power Field, Proven (4)60kg80HeroHTC126Astral Claws Relic. Master-Crafted Astartes Lightning Claws. Enemy force fields have -10 to their Field Rating and +5 to Overload.
The Everburning BrandMelee-1d10+9E7Power Field, Volatile4kg45FamedHTC127Fire Hawks Relic. Righteous Fury on 8-10, but if any RF dice roll a 10 the sword breaks after the attack. Master-Crafted.
Gauntlet of SabatineMelee-2d10+2E9Power Field, Sanctified, Unwieldy25kg65HeroHTC128White Consuls Relic. Master-Crafted Astartes Power Fist. +2 Damage against mutants.
The Hand of RetributionMelee-2d10+2E9Power Field20kg65HeroHTC128Crimson Fists Relic. Master-Crafted Astartes Power Fist. No extra penalty to manual dexterity.
Lorgar’s BaneMelee-1d10+10E8Felling (1), Sanctified, Unbalanced10kg40HeroHTC129Black Consuls Relic. Grants Fear (3) against Word Bearers, Fear (2) against other CSM, and doubles effects of Word Bearers' Hatred talents. Master-Crafted.
Red DawnMelee-1d10+10E10Power Field, Tearing, Unbalanced, Volatile10kg60HeroHTC131Angels Encarmine Relic. Righteous Fury causes a bright flash (as the grenade). Master-Crafted.
Redemption’s LamentMelee-1d10+8E6Balanced, Felling (1), Sanctified5kg45FamedHTC131Angels of Absolution Relic. +1 to all Insanity Points gained. Master-Crafted.
RemembranceMelee-2d10+7E10Power Field, Devastating (2), Concussive, Tearing, Unwieldy20kg70HeroHTC132Angels Vermillion Relic. Master-Crafted Astartes Thunder Hammer.
The Scyphus Vitae*Melee-1d10+13E8Power Field, Devastating (1), Unwieldy18kg50FamedHTC133Blood Drinkers Relic. Can drink target's blood when dealing damage. Master-Crafted.
Tears of the ScorpionMelee-1d10+7E8Power Field, Balanced30kg70HeroHTC135Red Scorpions Relic. 75% chance to destroy parried weapons, ignoring Power Fields. Master-Crafted.
Victory’s PriceMelee-1d10+8E7Power Field, Devastating (2), Felling (2), Tearing7kg70HeroHTC136Lamenters Relic. +2 to all critical damage taken. Master-Crafted.
Unmaker’s TouchMelee-2d10+2R10Power Field, Tearing, Unwieldy48kg80FamedHTC135Minotaurs Relic. Master-Crafted Astartes Chainfist. +5 Damage and Pen against vehicles, objects, and Machines.
Weight of DutyMelee-1d10+10E5Power Field, Concussive, Tearing, Unbalanced7kg45FamedHTC136Hammers of Dorn Relic. Ignores auditory protection. Master-Crafted.
Bladed SkullMelee-1d10+8E6Power Field10kg20RespectedTOR35Dead Cabal Relic. Targets lose 1 AP from the location hit. Necron and Machine targets add +1d10 damage to any hit that penetrates their armor.
Hammer of BalthazarMelee-2d10+7E9Power Field, Concussive, Unwieldy19kg65HeroTEC33Astartes Thunder Hammer. Offensive Heroic Legacy wielders add +[WP Bonus] to damage and Pen, and can make a WP test to add further damage.
Broken Spear*Melee/ThrSBx31d10+8E7Power Field8kg65HeroTEC40Astartes Power Spear. Wielder ignores targets' Incorporeal benefits, damaged targets lose Incorporeal/Phase for [WP Bonus] rounds, Offensive Heroic Legacy bonuses.
Crozius of NolascoMelee-1d10+9E7Power Field, Balanced, Concussive12kg55HeroTEC41Blood Angels Relic. Master-Crafted Crozius Arcanum. Gains extra qualities based on wielder's level of Black Rage.
Orphaned BladeMelee-1d10+7E7Power Field, Balanced, Special4kg65HeroTEC50Targets take -40 to Parry. Offensive Heroic Legacy wielders add an extra hit if the target doesn't Parry (or fails to).
Nazartheth’s TalonMelee-1d10+7E6Power Field2kg35FamedTEC57Can be mounted on a boltgun. Offensive Heroic Legacy wielders cause Righteous Fury on 9 and 10.
Wrath of KatoMelee-1d10+15E8Power Field, Balanced, Special22kg60HeroTEC64Heroic Legacy wielders add Volatile and negates Guarded Attack penalties. Gains Overheats if Storm of Vass isn't nearby (see text, and Ranged tab).
Black Crusade
Fallen Magos Power Axe*Melee-2d10+4E6Power Field, Unbalanced9kgExtremely RareBC162May be used to corrupt Imperial Machine Spirits with a -30 Tech-Use test, which renders them damaged and unusable except by other corrupt Tech-Priests. Counts as a combi-tool.
Legion ChainfistMelee-2d10E10Power Field, Tearing, Unwieldy48kgExtremely RareBC163Add double the user's unmodified Strength bonus to damage. May only be used in Terminator Armor.
Legion Power AxeMelee-1d10+8E7Power Field, Unbalanced10kgExtremely RareBC163-
Legion Power FistMelee-2d10E9Power Field, Unwieldy25kgExtremely RareBC163Add double the user's Strength bonus to damage.
Legion Power SwordMelee-1d10+6E6Power Field, Balanced5kgExtremely RareBC165-
Lightning ClawMelee-1d10+6E8Power Field, Proven (4), Special30kgExtremely RareBC163+1 Damage per Degree of Success (+2 when equipped with a pair).
Power AxeMelee-1d10+7E6Power Field, Unbalanced8kgExtremely RareBC163-
Power BladeMelee-1d10+3E5Power Field3kgVery RareBC163-
Power FistMelee-2d10E8Power Field, Unwieldy13kgVery RareBC163Add double the user's unmodified Strength bonus to damage.
Power MaceMelee-1d10+6E4Power Field8kgExtremely RareBC163Gains Concussive (0) when wielded with two hands.
Power Scythe*Melee-1d10+7E7Power Field, Unbalanced9kgVery RareBC165-
Power SwordMelee-1d10+5E5Power Field, Balanced3kgVery RareBC165-
Bonecrusher Mace*Melee2m1d10+12I4Power Field, Concussive (2), Unwieldy16kgExtremely RareTOB37The wielder can make an All-Out Attack against everyone within 2m (with a +10 to WS instead of +30). One-handed with Terminator armor.
Accursed CroziusMelee-2d10+6E7Power Field, Balanced, Concussive (0)*, Felling (4)16kgNear UniqueTOE37Wielder gains Hatred against melee opponents, and enemies can't use Defensive Stance. Requires two hands for Concussive. May be acquired as a Daemon Weapon (WP 50 Bind 2 - Accursed, Commanding Presence, Impervious).
Thunder Hammer (human)Melee-2d10+8E8Power Field, Concussive (2), Unwieldy16kgExtremely RareTOE38-
Thunder Hammer (Legion)Melee-2d10+9E9Power Field, Concussive (3), Unwieldy18kgNear UniqueTOE38-
Only War
Power FistMelee-2d10E9Power Field, Unwieldy13kgVery RareOW186Add double the user's Strength bonus to damage.
Power SwordMelee-1d10+5E5Power Field, Balanced3kgVery RareOW186-
Power AxeMelee-1d10+7E7Power Field, Unbalanced6kgVery RareOW186-
Power Maul (High)Melee-1d10+5E4Power Field, Shocking3.5kgVery RareOW186Gains Concussive (0) when wielded with two hands.
(Low)Melee-1d10+1E2Shocking3.5kgVery RareOW186Gains Concussive (0) when wielded with two hands.
Omnissian Axe*Melee-1d10+4E6Power Field, Unbalanced8kgExtremely RareOW186Counts as a combi-tool.
Cavalry SabreMelee-1d10+6E4Power Field, Razor Sharp4kgVery RareHOE117-
Power Flail*Melee-1d10+8E3Flexible, Power Field, Unwieldy7kgExtremely RareHOE117-
Power SpearMelee-1d10+4E8Power Field, Proven (2)7kgExtremely RareHOE117-
Dark Heresy 2E
Omnissian Axe*Melee-2d10+4E6Power Field, Unbalanced8kgExtremely RareDH2161Counts as a combi-tool.
Power FistMelee-2d10E9Power Field, Unwieldy13kgVery RareDH2161Add double the user's Strength bonus to damage.
Power SwordMelee-1d10+5E5Power Field, Balanced3kgVery RareDH2161-
Power Axe*Melee-1d10+7E7Power Field, Unbalanced6kgVery RareDH2161-
Power Maul (High)Melee-1d10+5E4Power Field, Shocking3.5kgVery RareDH2161Gains Concussive (0) when wielded with two hands.
(Low)Melee-1d10+1E2Shocking3.5kgVery RareDH2161Gains Concussive (0) when wielded with two hands.
Power StakeMelee-1d10+7E5Power Field, Sanctified, Unbalanced1kgVery RareEWI46Deals an extra 1d10 damage per point of target's Psy Rating. Owning a Power Stake grants a +10 bonus on Interaction tests with the Ordo Hereticus.
Desoleum Power BladeMelee-1d10+3E5Power Field2kgVery RareEWO42Includes the Compact upgrade.
Ebenus HammerMelee-2d10+6E10Power Field, Daemonbane, Unwieldy16kgNear UniqueEBY42Add double the user's Strength bonus to damage. Counts as a null rod and grants the Deny the Witch talent.
Ordo Malleus Power Glaive*Melee3m1d10+8E5Power Field, Balanced, Sanctified, Proven (4)4.5kgExtremely RareEBY43The wielder gains an additional +10 to Parry tests.
Power ShieldMelee-1d10E1Power Field, Defensive6kgVery RareEBY43+4 AP to body and wielding arm.
Thunder HammerMelee-2d10+4*E10Power Field, Concussive (2), Unwieldy16kgVery RareEBY43Add double the user's Strength bonus to damage. +2 Damage when used as a two-handed weapon.
Shock
Dark Heresy
Shock MaulMelee-1d10I0Shocking2.5kg150ScarceDH141-
Electro-FlailMelee-1d10+2I0Shocking, Flexible4.5kg375RareDH141-
Neural WhipMelee3m1d10+1E0Shocking, Flexible4kg500RareIHB162-
Officer's CutlassMelee-1d10R0Shocking3kg200ScarceIHB162Comes in non-shock varieties as well.
Shock-Staff*Melee-1d5+1I2Shocking2kg100AverageIHB163-
Shock GauntletsMelee-1d5E0Shocking1kg100ScarceRHB153See text for various rules regarding qualities and functionality.
Concussion MaceMelee-1d10+3I4Unwieldy, Volatile, Blast (1)15kg200ScarceBOM69Has 1.5m of reach. On a critical failure, causes damage to the user.
Shock StaffMelee-1d10I0Shocking4kg250ScarceBOM70Indistinguishable from a regular staff when deactivated.
ElectropickMelee-1d10+4E6Power Field, Unwieldy, Unstable, Overheats3kg800Very RareBOJ62-
Extendable Shock Baton, Orthlack "Grudge"-PatternMelee-1d10-1I0Shocking1.5kg200ScarceBOJ62May shock up to 5 times before being recharged.
Hredian Shock-StaffMelee-1d10I0Shocking, Balanced4kg325RareBOJ62-
ShockerMelee-1d5-2E0Shocking.75kg90ScarceBOJ62A space stun gun.
Suppression Shield, Hydraphur-PatternMelee-1d10I0Shocking, Defensive, Recharge5kgRareASC142+4 AP to body and wielding arm.
Rogue Trader
Officer's CutlassMelee-1d10R0Shocking3kgScarceRT132-
Shock GloveMelee-1d10I0Shocking1.5kgRareRT132-
Shock-StaffMelee-1d5+3I0Shocking2kgRareRT132-
Shock KnucklesMelee-1d10I0Shocking1kgScarceITS122-
Neural WhipMelee3m1d10+1R0Shocking, Flexible4kgRareITS122-
Shock StarsThrownSBx31d10I0Shocking.2kgRareITS123-
Suppression Shield, Tarsus-PatternMelee-1d10E0Shocking, Defensive, Recharge5kgRareITS123+4 AP to body and wielding arm. While recharging, loses Shocking and gains Primitive. May brace a Basic weapon to fire with one hand.
ShocknetThrown5m--Shocking, Snare1kgAverageHAC57The Shocking quality takes effect even without damage.
StunsphereThrownSBx31d10I0Shocking.2kgRareHAC56Easily reusable if collected and recharged. The Shocking quality takes effect even without damage.
Axe of Retribution*Melee-2d10R6Shocking, Tearing, Unbalanced10kgExtremely RareFAC89-
Electro-FlailMelee-1d10+3I1Shocking, Flexible6kgRareFAC89If the wielder misses a target with more Degrees of Failure than his WS bonus, he hits himself with that many Degrees of Success.
Deathwatch
Ceremonial MaulMelee-1d10I4Shocking-MOX81-
Black Crusade
Shock MaulMelee-1d10I0Shocking3kgScarceBC167-
Electro-Flail*Melee-1d10+2I0Shocking, Flexible5kgRareBC167-
Neural WhipMelee3m1d10+1R0Shocking, Flexible4kgRareBC167-
Only War
Command BatonMelee-1d10+1E0Shocking4kgVery RareHOE118-
Shock GloveMelee-1d10I0Shocking1kgExtremely RareHOE118-
Suppression ShieldMelee-1d10I0Shocking, Defensive, Recharge7kgExtremely RareHOE118+4 AP to body and wielding arm, or +2 AP if unpowered/Recharging. Good/Best versions allow wielding a Basic weapon in the other hand without penalties.
Dark Heresy 2E
Shock MaulMelee-1d10+3I0Shocking2.5kgScarceDH2161-
Shock WhipMelee3m1d10+1I0Shocking, Flexible3kgRareDH2161-
Electro-FlailMelee-1d10+2R0Flexible, Shocking4.5kgRareEWI45-
Exotic
Dark Heresy
Chain-Sticks, FerviousMelee-1d10+1I0Fast, Primitive, Toxic1kg30ScarceIHB96-
Double Flail, Penolpass*Melee-1d10I0Flexible, Primitive4kg28ScarceIHB96-
Lightning Chain, Acreage*Melee-1d10+1I0Flexible, Primitive, Shocking4kg100Very RareIHB97-
Lightning Gauntlet, AcreageMelee-1d10I0Primitive, Shocking2kg80ScarceIHB97-
BreacherMelee-1d10+5R4Special, Tearing, Unwieldy18kg750ScarceIHB135Righteous Fury is 2d10; -10 to WS for each point of Strength bonus below 5.
VivisectorMelee-1d5+5R0Tearing, Unwieldy1.5kg650RareIHB136+10 to Interrogation/Intimidate, +10 Medicae to repair servitors and perform autopsies. +500 thrones to add injector rig (gains Toxic).
Bulkhead CuttersMelee-1d10+3R6Tearing, Unwieldy6kg75AverageIHB162-
Glass KnifeMelee-1d5+2R4Toxic (1d10)1.5kg450RareDDG74-
Necrotic SceptreMelee-1d10+15E4Disintegrate5kg-DDG78Also a ranged weapon (see Ranged tab).
Ork ChoppaMelee-1d10+1R2Tearing, Unbalanced5kg600ScarceCAN102Represents any standard Ork melee weapon. Common if by black market.
Enoulian Whisper LineMelee1m1d10+1R4Flexible, Tearing.5kg4500Very RareCAN86Needs heavy gloves to use, like a lasso or garrote.
Apostatic MatrixMelee-1d10I0Balanced, Shocking4kg30000Very RareRHB190A heretekal device. See text for details.
Empyric Conduit BladeMelee-1d10R2Balanced3kg45000Very RareRHB191A heretekal blade. Requires generators. See text for details.
Aether LanceMelee-2d5E0Unwieldy3.5kg50000Very RareRHB200No Strength bonus to damage. Has other special effects; see text for details.
Draethri Pain GauntletMelee-1d10+2R0Shocking3kg1500Very RareRHB201A useful interrogation device. See text for details.
Scythian Fury TalonMelee-1d5+3R3Toxic1kg1000Very RareRHB201Can be loaded with up to 5 doses of any drugs. Each hit dispenses a single drug.
Neuro-GauntletMelee-1d10R8Tearing, Toxic2.5kgExtremely RareASC142A gauntlet weapon often used by Eversor Assassins. See description for details.
Coil-WhipMelee-1d10+5E4Flexible, Shocking, Integrated3kg600Very RareTLW62-
Lathes Arc-WelderMelee-1d10+5E10Unwieldy, Integrated2kg1700Very RareTLW62Can cut through 40 cm of adamantium; attempts to Parry it gain -20. No Strength bonus to damage.
Percussion Mallet (Navitus)Melee/Thr6m1d10+2E5Unwieldy4kg3000RareTLW63Increase Unnatural Strength multiplier by 1.
Omnissian RodMelee-1d10+10E7Balanced, Flexible, Power Field9kgTech-Priest onlyTLW64Aids in interactions with the Imperium as well as the AdMech; can be used as a Phased Plasma Rifle.
Power Glove (Midath)Melee-2d10E7Power Field, Special3kg-TLW69Gives -10 to attack but +10 to parry; each round the user must test Toughness +10 or suffer 1d10 Toxic damage.
Powered GauntletMelee-1d10+2E6Power Field, Unwieldy-TLW67Unclear if it is Exotic or not.
Electro-ClawMelee-2d10+5E2Shocking-TLW67Might not to add Strength bonus to damage; unclear if it is Exotic or not.
Medicae ToolsMelee-1d10R2Toxic-TLW67-
Ceremonial Glaive Mechanicus*Melee-1d10+8E8Power Field, Integrated-TLW83-
Disruption MaulMelee-1d10+4E8Integrated, Power Field, Haywire (Contact)-TLW93Unclear if it is Exotic or not.
Siege HammerMelee-2d10+7I10Proven(3), Unbalanced, Unwieldy-TLW93Unclear if it is Exotic or not.
Tainted Omnissian AxeMelee-2d10+5E0Power Field, Unwieldy, Warp Weapon-TLW100Unclear if it is Exotic or not.
Sunder ShieldMelee-1d5+6I2Defensive, Power Field-TLW100Unclear if it is Exotic or not.
Impact ShieldMelee-1d5I0Defensive, Power Field-TLW103Unclear if it is Exotic or not.
Fieldwork ArmaturesMelee-1d5+4R1Tearing-TLW103-
Rogue Trader
Fractal BladeMelee-1d10+1R7Power Field, Balanced1kgExtremely RareRT130Must be used frequently to stay sharp.
Ghost SwordMelee-1d10+3E6Power Field, Balanced1kgExtremely RareRT130Grants an additional +5 to parry.
Harlequin's KissMelee-1d10+8R10Tearing1kgExtremely RareRT131No Strength bonus to damage.
Ork ChoppaMelee-1d10+1R2Unbalanced8kgScarceRT132-
AgonizerMelee-1d10+3E6Tearing, Shocking8kgVery RareITS124-
Egerian Shard GlaiveMelee-1d10+4R2Tearing, Toxic4kgExtremely RareITS125-
Eldar PowerswordMelee-1d10+4E8Power Field, Balanced2kgNear UniqueITS124Grants an additional +10 to parry.
Forearm PowerbladeMelee-1d10+1E4Power Field, Balanced, Defensive1.5kgVery RareITS125-
Galthite LaceratorMelee-1d10+6R6Tearing1kgNear UniqueITS125-
Inertial Hammer*Melee-1d10+7I3Unwieldy4kgNear UniqueITS125When making an All-Out Attack, add 1d10+3 damage.
Macro Hammer*Melee-1d10+7E10Power Field8kgExtremely RareITS125-
Null Rod, Gryphonne-PatternMelee-1d10+5E4Power Field3kgNear UniqueITS125All psykers within 10m take -30 to all tests to use psychic powers. Wielder gains +30 to resist powers that would affect him.
Soft SwordMelee-1d10R2Balanced1.5kgRareITS125Can be disguised as clothing.
Big Choppa*Melee-2d10R2Tearing, Unbalanced10kgRare/AverageITS144-
Grabba StickMelee2m1d5I0Snare5kgRare/AverageITS144-
GrotwhipMelee3m1d10+3R0Flexible, Tearing, Primitive5kgRare/AverageITS144-
Power KlawMelee-2d10E10Power Field, Tearing, Unwieldy17kgNear Unique/Very RareITS144Increase Unnatural Strength multiplier by 1.
Biting Blade, EldarMelee-1d10+6R2Tearing, Unbalanced7kgUniqueHAC55+2 damage per two Degrees of Success on a hit.
Mirrorswords, EldarMelee-1d10+5E8Balanced, Power Field2kgUniqueHAC55When wielded by a character with an Agility bonus of 5 or more, reduce the dual-wielding penalty by 10 (up to +0). When used as a pair, grants an additional +10 to parry (+20 net). Usually acquired in pairs.
Scissorhand, Dark EldarMelee-3d5R2Tearing.5kgNear UniqueHAC56If injured, must pass a Toughness test at -5 per point of damage suffered. Failure causes Stunning and Fatigue.
Twinblade, NadueshiMelee-1d10+6R0Balanced, Tearing5kgRareHAC56-
Aetherlash, StryxisMelee3m2d5R*Flexible, Warp Weapon*1kgNear UniqueHAC56No effect on Daemonic or Machine(5+) targets. Ignores Toughness, but does not add Strength bonus. Dissipates for 1d10 days on contact with wards/psychic barriers/untouchables/etc.
Curseblade, StryxisMelee-1d10-1R2Balanced2kgExtremely RareHAC56Anyone injured by the blade must pass a Willpower test or suffer 1d5 Insanity per Degree of Failure and 1 Fatigue.
Warblade, Zaythan*Melee-2d10+6E6Power Field, Tearing, Unbalanced9kgVery RareHAC56-
Xenos Blade, SslythMelee-1d10R2Tearing, Toxic-TKB93-
Punch Claw, SslythMelee-1d10R1--TKB93-
Xenos Fighting KnifeMelee-1d5+1R2--TKB49-
Banshee Power SwordMelee-1d10+6E6Power Field, Balanced-TKB51-
Scorpion ChainswordMelee-1d10+3R3Tearing, Balanced-TKB53-
WraithswordMelee-2d10+6E10Power Field, Balanced-TKB57Probably too big for humanoids.
DireswordMelee-1d10E6Balanced-TKB59Always Best Quality; target must pass a Willpower test or suffer additional 2d10 wounds ignoring Armor and Toughness; ignores the effects of enemy power fields.
Xeno-crafted chainswordMelee-1d10+2R2Tearing-TKB61-
The Wailing DoomMelee-3d10+2R9Power Field-TKB63Probably only usable by the Avatar.
Big Choppa*Melee-2d10R2Tearing, Unbalanced10kgRareTKB69-
Grot ProdMelee-1d5+3I0Shocking2kgRareTKB70-
Power KlawMelee-2d10E10Power Field, Tearing, Unwieldy17kgNear UniqueTKB70Increase Unnatural Strength multiplier by 1.
Tankhammer*Melee-2d10+3X7Unbalanced, Blast (1d5-3)10kgRareTKB70Single-use.
ChoppaMelee-1d10+3R2Unbalanced-TKB71-
Dok's ToolsMelee-1d10I2Tearing-TKB75-
Urty SyringeMelee-1d10-4R3Tearing, Toxic-TKB75-
Power HammaMelee-1d10+2I6Power Field, Unwieldy-TKB76-
Rak’Gol Rad Axe*Melee-1d10+8E7Power Field, Toxic, Unbalanced15kgVery RareTKB88-
Rak’Gol IntimidatorMelee-1d10+4E2Shocking5kgExtremely RareTKB88-
Implanted Mono-bladesMelee-1d10R4Tearing-TKB90-
Aether BladeExotic-1d5+2E*Warp Weapon*3kgNear Unique*TKB96No effect on Daemonic or Machine(5+) targets. Ignores Toughness, but does not add Strength bonus. Dissipates for 1d10 days on contact with wards/psychic barriers/untouchables/etc. Can't Parry or be Parried.
Aether Lance*Exotic-2d5E*Unwieldy, Warp Weapon*5kgNear Unique*TKB96No effect on Daemonic or Machine(5+) targets. Ignores Toughness, but does not add Strength bonus. Dissipates for 1d10 days on contact with wards/psychic barriers/untouchables/etc. Can't Parry and imposes -10 to enemies' Parry attempts.
Aether WhipExotic4m1d10+4E*Flexible, Warp Weapon*2.5kgUnique*TKB96No effect on Daemonic or Machine(5+) targets. Ignores Toughness, but does not add Strength bonus. Dissipates for 1d10 days on contact with wards/psychic barriers/untouchables/etc. Can't Parry or be Parried.
TruncheonMelee-1d10I0--TKB97-
Parrying DaggerMelee-1d5R?Defensive-TKB97-
Agoniser LashMelee3m1d10+3E6Flexible, Power Field, Tearing, Shocking2kgRare*TSR112Best craftsmanship versions also deal 1d5 permanent Perception damage when doing critical damage.
Agoniser TalonMelee-1d10+4E7Power Field, Tearing, Shocking2kgRare*TSR112Best craftsmanship versions also deal 1d5 permanent Perception damage when doing critical damage.
Electrocorrosive WhipMelee3m1d10+4R8Flexible, Shocking2kgRare*TSR112Any creature damaged by this weapon also takes 1d10 Strength damage.
Flesh GauntletMelee-1d10+3R2Toxic, Unbalanced5kgExtremely Rare*TSR112Does 2d10+5R instead of 1d10I for its Toxic damage. Loses Toxic after a successful hit until recalibrated as a Half Action (+10 Chem-Use or Tech-Use test).
HellglaiveMelee-1d10+5R3Razor Sharp4kgScarce*TSR113Counts as two separate weapons if used two-handed. Gives +10 to Pilot (Personal) if riding a skyboard.
Husk BladeMelee-1d10+3R7Balanced, Felling(1), Power Field3kgUnique*TSR113Living targets damaged by this weapon also take 2d10+5 Toughness damage. Living targets that take critical damage are vaporized.
Hydra GauntletsMelee-1d10+2R2Tearing1.5kgVery RareTSR113When using a pair of Hydra Gauntlets for an All-Out attack, the user may spend his Reaction to make an additional attack with each gauntlet for each 3 Degrees of Success on the original WS test.
ImpalerMelee-1d10+3R3Razor Sharp2kgRare*TSR113Counts as a mono-spear if you don't have the Exotic Weapon Training.
Mindphase GauntletMelee-1d10I0-4kgVery Rare*TSR113Targets hit must make a Strength test and a Willpower test or be Stunned for 1 Round and take Fatigue equal to their combined Degrees of Failure.
RazorflailMelee3m1d10+2R3Flexible, Razor Sharp3kgRare*TSR113-
Reaver's FangMelee-2d5R2Felling(1), Tearing, Toxic1kgExtremely Rare*TSR113Can be loaded with 3 toxins instead of one.
ShardnetMelee/Thr5m2d5R1Flexible, Snare, Crippling (1d5), Shocking3kgRare*TSR114The Crippling effect works only as long as the victim is Snared. Victims trying to escape may trigger Shocking.
VenombladeMelee-1d10+4R2Balanced, Felling(1), Toxic2kgExtremely Rare*TSR114-
Wych KnifeMelee-1d10R3Razor Sharp0.5kgScarce*TSR114Counts as a mono-knife if you don't have the Exotic Weapon Training.
CleaverMelee-2d10+2R2Unbalanced-TSR127Probably too big for humanoids.
Spirit ProbesMelee-1d104Shocking, Temporal Leech-TSR127Probably only usable by the Cronos Engine.
Bonding Knife, TauMelee-1d5R-Primitive-TSR128-
Klaive*Melee-1d10+8E8Power Field9kgNear UniqueTDK13-
DemiklaiveMelee-1d10+4E8Power Field9kgUniqueTDK13Two Demiklaives can be linked to form a double weapon.
Linked Demiklaives*Melee-1d10+12E8Power Field, Unwieldy18kgUniqueTDK13-
Singing SpearMelee/ThrPRx2m1d10+5R5Power Field, Witch-Edge3kgNear UniqueTNP123The user can recall the spear to his hand as a Free Action once per round. See description for details.
Void SabreMelee-1d10+8R2Balanced, Tearing2kgExtremely RareTNP123When scoring Righteous Fury, add 8 to Pen for this attack.
WitchbladeMelee-1d10+5R0Power Field, Witch-Edge, Balanced1.5kgNear UniqueTNP123-
Copper Channelling RodMelee-1d10+2I0Primitive5kgScarceTNP131Counts as a Psy Focus. Once per encounter, the user may make a -30 Willpower test to choose his result on the 'Eadbang table. Failure adds +10 to the roll.
Tusk SquigknifeMelee-1d5+1R2Primitive, Tearing2kgRareTNP131Counts as a Psy Focus. +5 to Opposed WP tests against a psykers.
"Stabby Crystal"Melee-1d10+4R4Force-TNP132-
Implanted Yu'Vath CrystalbladesMelee-1d10+2R4Force-TNP133-
ThornMelee-2d10+2R3Tearing-TNP139Ignores psychic protections, ends any sustained powers of a hit psyker, deals more damage for each slain psyker.
PlagueswordMelee-1d10+51Toxic-TNP141-
Melta-Drill*Melee-2d10+10E13Unwieldy15kgExtremely RareSOI94Applies a -20 penalty to WS.
Brazier of Holy FireMelee-1d10+5I0Cleansing Fire, Sanctified, Unbalanced6kgVery RareFAC89-
Scythian Venom TalonMelee-1d5+5R3Toxic1kgExtremely RareFAC89-
Corruptors' KrisMelee-1d5+4R2Tearing, Unbalanced2.5kgVery RareFAC89-
Flying ClawMelee/Thr4m1d10+3R2Flexible, Primitive, Snare, Tearing1.5kgRareFAC89-
Fusion BladeMelee*-2d10+8E12Unstable10kgUnique*TCG38Also a fusion blaster (see Ranged tab). If the wielder fails a WS test with more than [WS bonus] degrees of failure, it stops working until repaired.
Onager GauntletMelee*-3d10+10E10Power Field, Unwieldy, Shocking20kgUnique*TCG38This weapon can't be used to make a Swift Attack or Lightning Attack.
Deathwatch
Improvised ReductorMelee-1d10+2R10--MOX86-
Plasma ScytheMelee-1d10+6E7Defensive, Felling, Power Field-MOX92Only usable in a Slinnar War Machine.
Axe of KhorneMelee-3d10R10Felling(2), Devastating(3), Razor Sharp, Unbalanced-MOX101Tool of the Bloodthirster. Probably unusable by mortals.
Whip of KhorneMelee10m1d10R8Snare, Tearing-MOX101Tool of the Bloodthirster. Probably unusable by mortals.
PlaguebladeMelee-2d10+1R6Felling(2), Toxic-MOX103Tool of the Great Unclean One. Probably unusable by mortals.
EtherbladeMelee-2d10R8Unwieldy, Warp Weapon-MOX105Tool of the Keeper of Secrets. Probably unusable by mortals.
Staff of TzeentchMelee-2d10-4I*Tearing, Warp Weapon-MOX107Tool of the Lord of Change. Probably unusable by mortals.
HellbladeMelee-1d10+4R*Balanced, Warp Weapon-MOX109-
PlagueswordMelee-1d10+51Felling(1), Toxic-MOX112-
Plague KnifeMelee-1d10R2Toxic-MOX126-
AeonstaveMelee-1d10+4I0--TOR123Targets hit take a 50% penalty to WS, BS, Ag, Per, and movement (and lose a Half Action per round) for 1d5 rounds. +10 to hit the target.
Eldritch Lance (melee)Melee-1d10+4E6Felling (1), Power Field-TOR123Also a ranged weapon (see Ranged tab).
Voltaic Staff (melee)Melee-1d10+5E0Haywire (1), Shocking-TOR124Necrons are not affected by the weapon’s Haywire Quality. Also a ranged weapon (see Ranged tab).
Black Crusade
Axon RazorMelee-1d5R4Crippling (5), Razor Sharp1kgNear UniqueBC165Causes no actual damage except to determine the effects of Crippling.
Bone Maul*Melee-2d10I2Unbalanced, Tainted7kgNear UniqueBC165-
Fang DaggerMelee-1d10R2Warp Weapon2kgNear UniqueBC165Inflicts 1 Corruption point on the target and wielder each time it achieves Zealous Hatred.
Flensing BladeMelee-1d10+5R3Razor Sharp, Balanced2kgExtremely RareBC166-
Frozen ShardMelee-1d10+6R8Balanced, Felling (3)2kgExtremely RareBC166-
HellbladeMelee-1d10+6R10Balanced, Power Field, Special3kgUniqueBC166+2 Damage per enemy killed in the current encounter. User must pass a -30 WP test to drop or sheathe this weapon.
Plague SwordMelee-1d10+3R4Balanced, Toxic (2), Special2kgExtremely RareBC166The Toxic quality on this weapon also deals 1d5 Toughness damage.
Q'sal Glass DaggerMelee-1d10+2R6Toxic (1)1kgExtremely RareBC166-
Searing BladeMelee-1d10+6R7Balanced3kgNear UniqueBC167-
Velklir RapierMelee-1d10+7R7Balanced, Flexible, Razor Sharp, Special1kgUniqueBC166After killing an opponent, the user must pass a Toughness test or suffer one level of Fatigue.
LascutterMelee-4d10+10E10Special4kgScarceBC186Only usable on stationary targets. Clip 5, Rld 2Full.
Bedlam Staff*Melee-1d10+4I4Balanced, Concussive(2), Flame, Proven(3)4kgNear UniqueTOF38Daemon Weapon (WP 40 Bind 2 - Illusory, Warp Flame). Also counts as a Psy Focus. Tzeentch-aligned only.
Castir Lightning KhopeshMelee-1d10+4E4Balanced, Flexible, Power Field2kgVery RareTOF39Can still Parry despite being Flexible.
Polix Heavy KhopeshMelee-1d10+8E8Balanced, Concussive(1)*, Power Field6kgVery RareTOF39Requires two hands for Concussive. May parry the Castir Lightning Khopesh without penalty, but loses Concussive.
Pandemonium Stave*Melee-2d10+8I8Balanced, Felling(4)6kgNear UniqueTOF39Daemon Weapon (WP 80 Bind 4 - Accursed, Howling, Living Magic, Sorcerous Force). Also counts as a Psy Focus. Requires Mark of Tzeentch.
Warp StaffMelee-1d10I0Balanced3kgExtremely RareTOF39Can prevent Psychic Phenomena. See description for details.
ShimmerbladeMelee-1d10+5E6Balanced, Crippling, Force Weapon, Razor Sharp, Tearing-TOF106-
Necron Fabricator ClawsMelee-2d10R4Tearing-TOF111-
Necron Whip CoilsMelee-1d10-2I0Flexible, Primitive(8), Snare(2)-TOF112-
Necron Dispersion ShieldMelee-1d10+25I0Defensive20kgUniqueTOF121Generates a Force Field (rating 65). Ranged attacks stopped by the shield may be redirected; see text for details.
Necron Gauntlet of FireMelee-1d10+6E5Flame, Tearing3kgUniqueTOF119All WS tests with this weapon are one step easier. Can also be used as a ranged weapon (see Ranged tab).
Necron Hyperphase SwordMelee-1d10+17E6Balanced, Power Field10kgUniqueTOF119-
Necron Rod of CovenantMelee-1d10+17E8Concussive(1), Power Field6kgUniqueTOF119-
Necron Staff of LightMelee-1d10+2I1Balanced, Shocking10kgUniqueTOF121-
Necron Void BladeMelee-1d10+11R5Crippling(5), Felling(2)15kgUniqueTOF121-
Necron WarscytheMelee-2d10+17E9Felling(3), Power Field, Unbalanced12kgUniqueTOF121-
Necron VoidstaveMelee-1d10+10E5Balanced, Power Field-TOF118All psykers within 15m reduce their Psy Rating by 1. Gains the Hallucinogenic (2) quality against psykers.
BladehandsMelee-1d10R0Primitive (7), Tearing3kgVery RareTOB38-
Kursian Heavy ShieldMelee-1d10I0Primitive (6), Unwieldy12kgVery RareTOB38+3 AP to body and wielding arm. Wielder can take a Half Action to include legs and head for one round.
Kursian TridentMelee3m1d10+1R1Primitive (8), Balanced7kgVery RareTOB38Best Quality adds Shocking.
SlivernetMelee6m1d5R0Crippling (2), Flexible, Inaccurate, Snare (3), Unwieldy4kgRareTOB38Snare only applies when thrown.
Sickle SwordMelee-1d10R2Balanced2kgExtremely RareTOB38Grants an additional +10 to Parry and allows a free Disarm attempt with 3 Degrees of Success. Best Quality adds Tainted.
Lance GoadMelee3m1d10+2R1Primitive (7), Shocking, Unbalanced4kgCommonTOB39-
Pit NetMelee3m1d5R0Flexible, Snare (2)3kgCommonTOB39Snare only applies when thrown.
Wailing AxeMelee-1d10+2R0Primitive (8), Unwieldy3kgCommonTOB39Wielder can spend a Half Action to gain Fear (+1), add twice his base Strength bonus to damage, and impose -10 to targets' Parry attempts.
Firestorm BladeMelee-1d10+8E4Balanced, Flame, Proven (3)7kgNear UniqueTOB40Daemon Weapon (WP 70 Bind 4 - Howling, Piercing, Rampage). Requires Mark of Khorne. Also a ranged weapon (see Ranged tab).
Soulfire LanceMelee-1d10I2Balanced4kgNear UniqueTOB42Daemon Weapon (WP 60 Bind 3 - Howling, Piercing). Also a ranged weapon (see Ranged tab).
Hook StaffMelee-1d10+10Primitive (8), Toxic (2)3.5kgCommonTOB79-
Berin ChoppaMelee-1d10+1R2Tearing, Unwieldy5kgCommonTOB79-
Snappa GunMelee3m1d10+6R0Living Weapon, Tearing7.5kgScarceTOB79-
Aethéme BladeMelee-1d5R1Special1kgRareTOE37Can store 2 toxins (3 doses each) and apply them as a Free Action. +10 to any Rites or Rituals that involve sacrifice.
Whispering BladeMelee-1d10+9E5Balanced, Razor Sharp, Tearing8kgUniqueTOE37Daemon Weapon (WP 66 Bind 2 - Bloodlust, Entrancing Aura, Glittering, Vicious). Slaaneshi/Unaligned characters must make a WP test (-60) to resist taking the weapon, or to discard it.
Lash of TormentMelee6m1d10+6R4Concussive (2), Flexible, Gyro-Stabilised, Snare (2), Tearing7kgNear UniqueTOE38Daemon Weapon (WP 69 Bind 3 - Howling, Lashing, Shrieking). Slaaneshi only.
Membrane DaggerMelee-1d10R4Crippling (3), Razor Sharp1kgVery RareTOE38Wounded targets have a 10% chance of Blood Loss until treated. -20 Medicae to treat any wound caused by the dagger.
Needle of DesireMelee-2d10R0Crippling (6), Toxic (3), Unwieldy4kgNear UniqueTOE38Daemon Weapon (WP 62 Bind 2 - Envenomed, Piercing, Void Chill, Wounding). Embedded in wielder's arm, very difficult to remove, cannot be Parried or Disarmed. Requires Mark of Slaanesh.
Aethéme BladeMelee-1d5R1Special1kgRareTOE37Can store 2 toxins (3 doses each) and apply them as a Free Action. +10 to any Rites or Rituals that involve sacrifice.
Father of BladesMelee-2d10+3R4Toxic (7), Unbalanced7kgNear UniqueTOD37Daemon Weapon (WP 77 Bind 4 - Bile-Quenched, Pestilent Stench, Plague Carrier). If the wielder scores 5+ Degrees of Success on a Parry, attacker hits himself. Nurgle only.
Manreaper*Melee-2d10+7R7Felling (5), Power Field, Toxic (2), Unbalanced8kgNear UniqueTOD37Daemon Weapon (WP 57 Bind 3 - Accursed, Herald of Decay). On a Charge or All-Out Attack, hit another target for each 2 extra Degrees of Success. Gains Force if Best Quality. Nurgle only.
Pandemic Staff (melee)*Melee-1d10+3I0Balanced, Decay (4), Toxic (3)4kgNear UniqueTOD38Daemon Weapon (WP 34 Bind 2 - Stream of Corruption). Nurgle only.
Pandemic Staff (ranged)*Basic30m2d10+3I0Corrosive, Spray, Toxic (3), Recharge4kgNear UniqueTOD38Daemon Weapon (WP 34 Bind 2 - Stream of Corruption). Nurgle only.
Plague KnifeMelee-1d10R2Felling (4), Toxic (3)2kgExtremely RareTOD38Legion weapon.
Pestilent FlailMelee5m2d10+6E4Concussive (1), Flexible, Unwieldy6kgExtremely RareTOD38+10 Dodge for 1 round after attacking with this weapon. Wielders not aligned to Nurgle take 1 damage (ignoring armor/Toughness) when they attack.
Butcher ScythesMelee-1d10+9R6Razor Sharp, Crippling (4)-TOD52Khornate Daemon Engines only. When the Daemon Engine charges, anything within 3m of its path is automatically hit by this weapon.
HarvesterMelee-4d10R0Devastating (4), Flexible, Inaccurate, Unwieldy-TOD52Khornate Daemon Engines only. Whenever a living creature is killed with this weapon, the Daemon Engine gains the Regeneration (8) trait until the end of its next Turn.
HelramMelee-3d10+10I4Concussive (4), Devastating (2), Unwieldy-TOD52Daemon Engines only. This weapon can only be used when making a Charge attack.
Slaughterer LimbMelee-1d10R3Defensive, Flexible, Razor Sharp-TOD52Daemon Engines only. The Daemon Engine may attack with this weapon as a Reaction once per round.
Star of ChaosMelee-2d10I4Felling (4), Power Field, Shocking, Unwieldy-TOD52Daemon Engines only. Every heretic within the Daemon Engine’s Characteristic(?) in meters temporarily gains the Fearless talent. Also a ranged weapon (see Ranged tab).
Dark Heresy 2E
Silver ShieldMelee-1d5+1I1Defensive5kgExtremely RareEWO43Add +4 AP to body and wielding arm (increases to +8 against Energy attacks).
GhostbladeMelee-1d10+5E6Felling (4), Razor Sharp, Overheats6kgExtremely RareEWO43After Overheating, counts as a regular sword until repaired. Weight includes backpack power supply.
Graviton Hammer*Melee-2d10+5I7Graviton, Concussive (3)8kgNear UniqueEWO43-
AgoniserMelee3m1d10+3E6Power Field, Flexible, Tearing, Shocking2kgExtremely RareEWO45Best craftsmanship versions also deal 1d5 permanent Perception damage when doing critical damage.
Eldar Power SwordMelee-1d10+5E4Power Field, Balanced1kgExtremely RareEWO45-
Harlequin’s KissMelee-1d10+8R10Tearing, Felling (4)1kgExtremely RareEWO45No Strength bonus to damage.
ChoppaMelee-1d10+1R2Unbalanced1kgRareEWO48Counts as two-handed for non-Orks with a Strength bonus <= 3.
Big Choppa*Melee-2d10R2Tearing, Unbalanced, *10kgExtremely RareEWO47May also have the Power Field and Overheats qualities.
Burna*Melee-1d10+5E5Power Field, Unwieldy8kgVery RareEWO47Also a ranged weapon (see Ranged tab).
Molecular BladeMelee-1d10R5Corrosive, Razor Sharp, Tearing15kgNear UniqueEWO50-
Cascade Lance*Melee-1d10+6E8Concussive (1), Power Field6kgNear UniqueEWO50Also a ranged weapon (see Ranged tab).
Havatian RingbladeMelee-1d10+4R3Razor Sharp1kgExtremely RareEWO51Also a grenade (see Ranged tab).
TalonbladeMelee-1d10+3R4Razor Sharp, Tearing1kgVery RareEWO52-
Force
Dark Heresy
Force AxeMelee-1d10+3R2Unbalanced, Special4.5kg4000Very RareIHB187Uses outdated Force weapon rules. See text for details.
Force Staff*Melee-1d10I0Balanced, Special3kg3500Very RareIHB187Uses outdated Force weapon rules. See text for details.
Force SwordMelee-1d10+1R2Balanced, Special3.5kg3500Very RareIHB187Uses outdated Force weapon rules. See text for details.
Rogue Trader
Force Axe, NadueshMelee-1d10+4R3Force, Unbalanced8kgNear UniqueITS126Profile adjusted for Best Craftsmanship.
Force Staff*, NadueshMelee-1d10+1I2Force2kgNear UniqueITS126Profile adjusted for Best Craftsmanship. Counts as a Psy-Focus.
Force Sword, NadueshMelee-1d10+2R2Force, Balanced5kgNear UniqueITS126Profile adjusted for Best Craftsmanship.
Deathwatch
Astartes Force Staff*Melee-1d10+1I0Balanced, Special5kg25RespectedDW155Counts as an exceptional Psy-Focus (+15 to Invocation).
Astartes Force SwordMelee-1d10+2R2Balanced, Special5kg25RespectedDW156-
Nemesis Force SwordMelee-1d10+2E2Power Field, Sanctified, Balanced6kgRank 1DEM131+10 to user's Field Rating if using a field.
Nemesis Force HalberdMelee-1d10+3E2Power Field, Sanctified9kgRank 3DEM131May be used two-handed, which grants the Tearing quality.
Nemesis Daemon HammerMelee-2d10+5E8Power Field, Sanctified, Unwieldy20kgRank 5DEM131-
Nemesis FalchionsMelee-1d10+1E2Power Field, Sanctified5kg/eaRank 6DEM131Used in pairs. Attempts to Dodge or Parry these attacks suffer -10.
Nemesis Warding StaveMelee-1d10+1I0Power Field, Sanctified, Defensive5kgRank 6DEM131Grants an additional +20 to Dodge or Parry when making a Guarded Attack. Additionally, add your Psy Rating to your armor against melee attacks, and ignore the Warp Weapon effect.
Nemesis GreatswordMelee-2d10+5E6Power Field, Sanctified, Balanced1500kgRank 8DEM131Used in Dreadknight suits.
Nemesis DoomfistMelee-2d10+5E6Power Field, Sanctified, Unwieldy1500kgRank 8DEM131Used in Dreadknight suits. Increase Unnatural Strength multiplier by 1.
Dreadnought Force HalberdMelee-2d10+2E4Balanced, Special---1ST42Furioso Dreadnought weapon. Only functions for Librarian Dreadnoughts.
Rune StaffMelee-1d10+1I0Balanced5kg25Distinguished1ST100Space Wolves only. Counts as a Force Staff, but lets the user trigger a power as a Free Action instead of dealing additional damage.
Lucian’s RodMelee-1d10+3I0Balanced5kg65HeroHTC129Blood Ravens Relic. +20 to activate Force, requires Psy Rating 5 to use. Counts as Master-Crafted.
Serpent Staff of SabaziusMelee-1d10+13I0Balanced, Special5kg55FamedTEC48Automatically returns to its owner in 1 hour (+10 WP test to do it instantly). Defensive Heroic Legacy wielders add Toxic to damaging psychic powers (see text).
Black Crusade
Force RodMelee-1d5I0Force1kgNear UniqueBC167-
Force Scythe*Melee-1d10+4R3Force, Unbalanced10kgNear UniqueBC167-
Force Staff*Melee-1d10I0Force, Balanced4kgNear UniqueBC167May act as a Psy-Focus when held in one hand.
Force SwordMelee-1d10+2R2Force, Balanced8kgNear UniqueBC167-
Staff of Change*Melee-1d10+5I5Force, Warp Weapon4kgUniqueBC167Zealous Hatred inflicts one random mutation on the target. Wielders who fail to activate the Force quality gain 1 Corruption Point.
Only War
Force SwordMelee-1d10+1R2Force, Balanced5kgNear UniqueOW186-
Force Staff*Melee-1d10I2Force2kgExtremely RareOW186-
Force AxeMelee-1d10+3R2Force, Unbalanced6.5kgNear UniqueHOE117-
Force DaggerMelee-1d5+2R2Force1.5kgExtremely RareHOE117-
Dark Heresy 2E
Force SwordMelee-1d10+1R2Force, Balanced5kgNear UniqueDH2160-
Force Staff*Melee-1d10I2Force2kgExtremely RareDH2160-
Force Hammer*Melee-2d10R0Force, Unbalanced10kgExtremely RareEBY42Can be wielded in one hand by users with Strength Bonus >= 5.
Animus HammerMelee-2d10+10E4Force, Power Field, Daemonbane, Unwieldy8kgNear UniqueEBY42Add double the user's Strength bonus to damage. Counts as a psy focus and increases the wielder's existing psy rating by +1.
Sanctus Hammer*Melee-2d10+6E4Force, Power Field, Daemonbane, Balanced, Concussive (4)6kgNear UniqueEBY43Add double the user's Strength bonus to damage. Includes the Exterminator upgrade loaded with Incinerator ammo.
Tempus HammerMelee-2d10+4E6Force, Power Field, Daemonbane, Unwieldy14kgNear UniqueEBY43Add double the user's Strength bonus to damage. May be used to drain actions from nearby enemies; see text for details.
Nemesis Daemon HammerMelee-2d10+1E8Force, Power Field, Daemonbane, Unwieldy, Concussive (X)*10kgNear UniqueEBY43Add double the user's Strength bonus to damage. The Concussive quality equals the wielder's psy rating, and only applies when used as a two-handed weapon.

DW Optional

NameClassRangeRoFDamPenClipRldSpecialWtCostAvailabilityNotes
Ranged WeaponsFrom Deathwatch Errata v1.1.
Las
Deathwatch
Astartes LascannonHeavy300mS/-/-5d10+10E1062FullProven (3)75kg30Respected
LasgunBasic100mS/3/-1d10+3E060FullReliable4kg--
LaspistolPistol30mS/-/-1d10+3E030FullReliable1.5kg--
SP
Deathwatch
Astartes Assault CannonMounted150m -/-/102d10+12I62003FullDevastating (1), Tearing80kg30Famed
Astartes ShotgunBasic30mS/2/-1d10+9I418FullScatter, Reliable12kg5-
AutogunBasic100mS/3/-1d10+3I0302Full3.5kg--
AutopistolPistol30mS/2/-1d10+3I018Full2.5kg--
Rites of Battle
Astartes Assault ShotgunBasic30mS/3/51d10+10I420FullScatter, Reliable10kg7-
Bolt
Deathwatch
Astartes Bolt PistolPistol30mS/2/-1d10+9X414FullTearing5.5kg5-Only for additional Bolt Pistols. Starting one is free.
Astartes Bolter, Godwyn-PatternBasic100mS/3/-1d10+9X428FullTearing18kg5-
Astartes Boltgun, Stalker-PatternBasic200mS/-/-1d10+9X424FullTearing17kg15RespectedAwareness tests to hear at -30 and can only be attempted at half normal distance. See Stalker Rounds.
Astartes Combi-WeaponBasic100mS/4/-1d10+9X428FullTearing25kg15RespectedFor primary Bolter. Secondary is S/-/- and Clip 1; all other stats come from the original weapon.
Astartes Heavy BolterHeavy150m-/-/61d10+12X560FullTearing68kg20-
Astartes Storm BolterBasic100mS/4/-1d10+9X4602FullTearing, Storm26kg20Respected
Skapulan BolterBasic120mS/2/42d10+9X728FullAccurate, Tearing, Special16kg75HeroDeathwatch Relic. Integrated Fire Selector, Targeter, and Master-Craft Combat Knife Melee Attachment. Any roll of 96-100 grants a reroll.
Rites of Battle
Bolter, Hesh-PatternBasic50mS/3/-1d10+9X428FullTearing, Accurate, Reliable15kg**May not be requisitioned. Counts as Master-Crafted, which has already been accounted for.
Furious VengeanceBasic100mS/2/42d10+5X828FullTearing, Felling (1)18kg25HeroDark Angels Relic.
Guardian Bolt PistolPistol30mS/2/-1d10+9X414FullTearing, Accurate, Reliable5.5kg*DistinguishedMay only be gifted, not requisitioned.
Octavio's BurdenBasic100mS/2/42d10+5X528FullTearing18kg25DistinguishedBlood Angels Relic. If it has slain a foe in the past 12 hours, grant +10 WP to resist Bloodlust Curse. Should it be triggered, gain +15 BS for the encounter. If it has not, the bearer suffers -10 to WP, and -5 to all Fellowship tests. If Red Thirst is triggered, receive +10 WS and -10 BS.
Redemption of St. SulechHeavy160m -/-/122d10+12X660FullTearing68kg40FamedDeathwatch Relic. Wielder may not be squad leader. The squad leader suffers a -10 to prevent Cohesion.
Urion's DoomBasic120mS/2/42d10+5X5602FullTearing, Storm26kg35FamedUltramarines Relic. Grants +15 BS against Tyranids.
Melta
Deathwatch
Astartes Infernus PistolPistol10mS/-/-2d10+12E124FullMelta5kg35Famed
Astartes Meltagun, Vulkan-PatternBasic20mS/-/-2d10+14E1262FullMelta14kg20Respected
Astartes Multi-Melta, Maxima-PatternHeavy60mS/-/-2d10+16E12122FullMelta, Blast (1)72kg35Respected
Rites of Battle
Conflagration Infernus PistolPistol10mS/-/-2d10+14E142FullMelta5kg35Distinguished
Conflagration MeltagunBasic20mS/-/-2d10+14E1442FullMelta14kg35Distinguished
Firestorm Multi-MeltaHeavy100mS/2/-2d10+20E1462FullMelta, Blast (2), Recharge, Volatile70kg65Distinguished
Plasma
Deathwatch
Astartes Plasma CannonHeavy150mS/-/-2d10+12E10165FullBlast (3), Volatile70kg30Distinguished
MaximalHeavy160mS/-/-3d10+12E123/each5FullOverheats, Volatile, Blast (5), Recharge70kg30Distinguished
Astartes Plasma Gun, Ragefire-PatternBasic100mS/2/-1d10+12E10244FullVolatile27kg20Respected
MaximalBasic110mS/2/-2d10+12E123/each4FullOverheats, Volatile, Recharge27kg20Respected
Astartes Plasma PistolPistol30mS/2/-1d10+10E8123FullVolatile6kg25Respected
MaximalPistol40mS/2/-2d10+10E103/each3FullOverheats, Volatile, Recharge6kg25Respected
DeathroarPistol40mS/-/-2d10+13E10103FullBlast (1), Felling (1), Volatile7kg70HeroChapter Relic of the Dark Angels.
MaximalPistol50mS/-/-3d10+13E123/each3FullBlast (3), Felling (1), Volatile, Recharge7kg70HeroChapter Relic of the Dark Angels.
Rites of Battle
Barrage Plasma GunBasic120mS/3/51d10+9E10304FullOverheats, Volatile30kg28Distinguished
Barrage Plasma PistolPistol40mS/3/-1d10+8E893FullOverheats, Volatile7kg32Famed
Plasma Gun 438Basic120mS/2/-1d10+12E9404FullVolatile30kg25Distinguished-20 Fellowship and -1 Cohesion when dealing with other Space Marines.
Flame
DeathwatchFlames from an Astartes Flamer do 4 additional damage.
Astartes FlamerBasic20mS/-/-1d10+9E462FullFlame15kg10-
Astartes Hand FlamerPistol10mS/-/-1d10+7E442FullFlame6kg10-
Astartes Heavy FlamerHeavy30mS/-/-1d10+12E6102FullFlame65kg15-
Rites of Battle
Balefire GunBasic20mS/-/-1d10+9E462FullFlame, Toxic7kg16Respected
Immolation RifleBasic25mS/-/-1d10+12E25FullFlame5kg15-Has no effect on inorganic targets.
Triflame VambraceBasic30mS/-/-2d10+4E5123FullFlame13kg45FamedDeathwatch Relic. Choose one: -20 to put out the flames, 60-degree arc and +1d5 Mag damage to Hordes, or single-target (may still ignite target).
Launchers
Deathwatch
Astartes Cyclone LauncherMounted300mS/2/-**123Full*95kg25Famed
Astartes Missile Launcher, Soundstrike-PatternHeavy250mS/-/-**8Full*50kg10-
Aux Grenade Launcher-45mS/-/-**42Full*+3kg15Respected
Rites of Battle
Armorsbane Missile LauncherHeavy200mS/-/-**12Full*12kg15-Has a built-in red dot laser sight and preysense scope. Grants an additional +20 when targeting ground forces.
*Depends on explosive loaded
Grenades & Explosives
Deathwatch
Astartes Blind GrenadeThrownSBx3S/-/-Special0Smoke0.8kg10-
Astartes Frag GrenadeThrownSBx3S/-/-2d10+2X0Blast (4)0.8kg1-Req cost only for 'excessive' amounts.
Astartes Frag Missile---2d10X4Blast (5), Devastating (1)2kg5-Req cost only for 'excessive' amounts.
Astartes Incendiary GrenadeThrownSBx3S/-/-1d10+4E0Blast (3)1kg15-Must make Agility test or be lit on fire. Area remains on fire for 1d5 rounds.
Astartes Incendiary Missile---1d10+3E0Blast (5)2kg15-Must make Agility test or be lit on fire. Area remains on fire for 1d5 rounds.
Astartes Krak GrenadeThrownSBx3S/-/-3d10+4X60.8kg1-Req cost only for 'excessive' amounts.
Astartes Krak Missile---3d10+10X8Blast (1)2kg5-Req cost only for 'excessive' amounts.
Astartes Nova GrenadeThrownSBx3S/-/-1d10E0Blast (3).8kg15-Anyone in the blast radius must make a -30 Toughness test or be blinded for 1d10 Rounds. Photo-visors and the like reduce it to -10. Within 20m, acts like normal flash grenade.
Astartes Plasma GrenadeThrownSBx3S/-/-1d10+12E8Blast (1), Special, Volatile2kg20DistinguishedContinues doing damage in Blast Radius for 1d5 Rounds.
Astartes Plasma Missile---2d10+12E12Blast (3), Special, Volatile3kg25DistinguishedAs Plasma Grenade. If it hits a vehicle with 4 or more DoS, the Blast radius becomes centralized with the vehicle instead of the impact location.
Astartes Stasis GrenadeThrownSBx3S/-/-Special01kg--May not be Req'd, only issued. Radius of 2 meters, holds target in stasis for 1d5 Rounds (secret).
Astartes Stun GrenadeThrownSBx3S/-/-Special0Blast (5)0.8kg10-Toughness test or become stunned for 1d10 rounds, photo-visors and sealed armor add +20 to the test, input filters grant immunity.
EMP GrenadeThrownSBx3S/-/-Special0Haywire (3).5kg30Respected
Photon FlashThrownSBx3S/-/-Special0.5kg5-Anyone within 15m of a photon flash must make a Toughness test or be blinded for 1d5 rounds. Good eye protection grants immunity.
Vortex GrenadeThrownSBx3S/-/-Special01kg--May not be Req'd, only issued. Anything within 3m that fails to Dodge the rift is lost to the Warp forever. Has a 50% chance each round of reappearing 2d10m away; otherwise, it disappears forever.
Rites of Battle
Astartes Anti-Plant GrenadeThrownSBx3S/-/-3d10E0Blast (3).5kg18-Only affects plant life.
Astartes Anti-Plant Missile---5d10E0Blast (5)1kg25-Only affects plant life.
Concussion GrenadeThrownSBx3S/-/-4d10I3Blast (3), Concussive.5kg18-
Concussion Missile---6d10I5Blast (5), Concussive1kg20-
Cryo GrenadeThrownSBx3S/-/-Special3Blast (3).5kg18-Immediately deals 4d10+6E to everything in blast zone. Any enemy that suffers damage must take a -40 Toughness test to resist the pain. Those who pass carry on and receive no further damage. Those who fail take 2d10 Toughness damage per round for 1d5 rounds. Targets reduced to 0 Toughness are frozen solid.
Inhalation GrenadeThrownSBx3S/-/-Special0Blast (5)2kg*-Can be filled with hazardous chemicals. Targets gain a +10 bonus to resist the effects.
Leaper MinePlaced2mS/-/-3d10+9I3Blast (10)2kg5-Leaps up 2 meters when any living thing approaches within 5m.
Melta BombPlaced5mS/-/-5d10+7E12Blast (5)4kg12-If on the other side of a surface being demolished, take half the damage.
Monoball GrenadeThrownSBx3S/-/-4d10+8R8Blast (3), Tearing.5kg50Distinguished
Exotic
Deathwatch
Astartes Conversion BeamerHeavy100mS/-/-**42Full85kg40HeroOnly Tech-Marines may Req.
Astartes Digital FlamerPistol4mS/-/-2d10+2E31*Flame.1kg35FamedThe size of a ring. May be worn with armor. Reloading requires 1d5 hours and a Tech-Use test. Flames do 4 additional damage.
Astartes Digital LaserPistol4mS/-/-1d10+4E71*Reliable.1kg35FamedThe size of a ring. May be worn with armor. Reloading requires 1d5 hours and a Tech-Use test.
Astartes Digital MeltaPistol4mS/-/-2d10+5E121*.1kg35FamedThe size of a ring. May be worn with armor. Reloading requires 1d5 hours and a Tech-Use test.
Astartes Sniper RifleBasic200mS/-/-1d10R062FullAccurate, Felling (1), Toxic4kg20-
Rites of Battle
Atomizer CannonHeavy50mS/-/-2d10+14E8253FullBlast (5), Devastating (4), Volatile80kg50Famed
Astartes Graviton CannonHeavy45mS/-/-*-53FullBlast (5)65kg45DistinguishedCreates a field of gravitic force. See text for details.
Mk.IX Ultra-Pattern Sharpshooter's RifleBasic250mS/-/-1d10+4R25FullAccurate, Felling (1), Toxic4kg25-Has a gene-lock, may not be used by anyone but the issuee. Has a telescopic sight built in, as well as a silencer.
Seismic Escalation DetonatorHeavy100mS/-/-3d10+14I*-1 Hour3FullBlast (10)40kg40-Deals damage every round. Every 10 rounds (1 minute), increase damage by 1d10. If approaching, must make a -30 Agility test or be knocked down and dealt half the current damage.
Techxorcism GunBasic80mS/3/-1d10+4E430FullShocking, Special30RespectedWhenever critical damage is taken, roll on the haywire table (DW 143) for all carried tech.
Astartes WebberBasic80mS/-/---5FullBlast (5), Snare8kg10DistinguishedEach failed test to break free imposes a cumulative -10 to further tests. Should this exceed -30, they're hopelessly trapped. Webbing breaks free after 1d5 hours.
Melee Weapons
Weapons marked with * require two hands to use.
Primitive
Deathwatch
Astartes Combat KnifeMelee1d10R22kg3-Req only for additional beyond Standard Issue.
Ceremonial SwordMelee1d10+3R2Balanced5kg3-Chapter Trapping for Dark Angels, Req only for additional beyond Standard Issue.
Sacris Claymore*Melee2d10+2R2Unbalanced10kg3-Chapter Trapping for Storm Wardens, Req only for additional beyond Standard Issue.
Combat ShieldMelee1d5+1I0Balanced3kg20DistinguishedActs as Force Field (rating 25) on arm.
Storm ShieldMelee1d10I0Defensive10kg35DistinguishedActs as Force Field (rating 55) on arm and body. Additional -10 if used to hit, makes Guarded Attack only a Half Action.
Sword of the Remorseless CrusaderMelee1d10+8R6Sanctified---Part of Armor of the Remorseless Crusader.
Rites of Battle
Duty's EndMelee1d10I0Defensive12kg60HeroImperial Fists Relic. Acts as Force Field (rating 60, overload 1-5) on arm and body.
The Corroded FalchionMelee1d10+5R3Balanced, Devastating (1), Toxic8kg30HeroDeathwatch Relic. Every time it strikes, roll a d10; on a 1, it shatters.
Remembrance ShieldMelee1d5+1I0Balanced3kg30FamedDeathwatch Relic. Acts as Force Field (rating 30) on arm. All members of the Kill-Team suffer -30 Fellowship when dealing with Craftworld Eldar. Eldar of all types receive +10 when targeting the bearer, and will do anything to retrieve it.
Salvation of CorreusMelee1d10+3R2Devastating (2)2kg40HeroDeathwatch Relic.
Chain
Deathwatch
Astartes ChainswordMelee1d10+3R3Tearing, Balanced10kg5--
Rites of Battle
WitchbaneMelee1d10+5R4Tearing, Balanced8kg10FamedBlack Templar Relic. Grants +5 to any Willpower tests to resist the effects of psychic powers.
Jaw of BloodcharnMelee1d10+3R4Tearing, Balanced10kg30FamedUltramarine Relic. Grants +15 to Command and +10 to resist Cohesion Damage.
The Krixian Chainglaive*Melee1d10+8R4Tearing18kg35FamedDeathwatch Relic.
Power
DeathwatchFist weapons impose -20 to all tasks involving manual dexterity and make it impossible to wield a ranged weapon in that hand.
Astartes ChainfistMelee2d10E10Power Field, Tearing, Unwieldy48kg40FamedIncrease Unnatural Strength multiplier by 1. Requires Terminator Armour.
Astartes Lightning ClawMelee1d10+6E8Power Field, Proven (4), Special30kg30 or 45DistinguishedAdd +1 Damage per Degree of Success (+2 when equipped with a pair).
Astartes Power AxeMelee1d10+8E7Power Field, Unbalanced10kg20Respected-
Astartes Power FistMelee2d10E9Power Field, Unwieldy25kg30DistinguishedIncrease Unnatural Strength multiplier by 1.
Astartes Power SwordMelee1d10+6E6Power Field, Balanced5kg20Respected-
Astartes Thunder HammerMelee2d10+5E9Power Field, Concussive, Unwieldy18kg30DistinguishedIncrease Unnatural Strength multiplier by 1.
Omnissian Axe (Astartes-Pattern)Melee2d10+5E6Power Field, Unbalanced14kg30DistinguishedTechmarines only. Counts as a combi-tool.
Frost BladeMelee1d10+11E9Power Field, Balanced, Tearing10kg60HeroChapter Relic of the Space Wolves. Does +3 Critical Damage.
Deathwatch Relic Blade*Melee2d10+7E9Power Field, Special25kg50HeroDeathwatch Relic. Automatically destroys weapons without Power Field if parried. Cannot be parried effectively. 25% chance to destroy any other weapon except other Relic Blades.
Rites of Battle
Breaching AugerMelee2d10+11R7Tearing, Unwieldy, Power Field25kg18-May be attached to Tech-Marine servo-harness.
Bulkhead Shears*Melee2d10+13R6Tearing, Unwieldy10kg17-May be attached to Tech-Marine servo-harness.
Crozius ArcanumMelee1d10+7E7Power Field, Balanced10kg-Only given to Chaplains. If user has Hatred for a particular foe, they may not use Defensive Stance against them.
Astartes Executioner Axe*Melee1d10+13E8Power Field, Unwieldy, Felling (1)22kg25FamedAlways Master-Crafted (included in cost).
Fist of DragosMelee2d10+4E9Power Field, Unwieldy, Overheats25kg35FamedDeathwatch Relic.
Astartes Power Claymore*Melee1d10+11E8Power Field, Unwieldy, Devastating (1)18kg15Distinguished-
Astartes Power FalchionMelee1d10+4E6Power Field, Razor Sharp7kg25Distinguished-
Astartes Power Spear*Melee1d10+6E7Power Field8kg15Distinguished-
SkyboltMelee1d10+4E8Power Field, Felling (2)15kg50HeroStorm Wardens Relic. Grants +15 Fellowship when interacting with other Storm Wardens.
Teeth of the BlizzardMelee1d10+12E9Power Field, Balanced, Tearing10kg75HeroSpace Wolves Relic. Grants +10 WS and +5 critical damage.
Force
Deathwatch
Astartes Force Staff*Melee1d10+1I0Force, Balanced, Special5kg25RespectedCounts as an exceptional Psy-Focus (+15 to Invocation).
Astartes Force SwordMelee1d10+2R2Force, Balanced, Special5kg25Respected-

Upgrades & Ammo

NameDescriptionWtCostAvailabilitySrcPg.Used For
Weapon Upgrades & Ammo
Upgrades
Dark Heresy
CompactHalves weight, range, and clip size. -1 damage, -20 on skill tests to find the weapon.x1/2kg50AverageDH141Pistol/Basic (Las, SP, Bolt, Plasma, or Flame).
ExterminatorOne-shot flamer. Weapon loses the Balanced quality.+1kg35CommonDH141Any weapon that does at least 1d10 damage, but no Pistol or Flexible.
Extra GripOne hand without -20 penalty, range halved (use two-handed for full range).x1/3kg25PlentifulDH141Basic.
Fire SelectorThe wielder can choose between three different ammunition types at the beginning of each turn.+0.5kg25ScarceDH142Pistol/Basic (SP or Bolt).
Melee AttachmentCounts as Spear in melee.+2kg25PlentifulDH142Basic.
MonoNo longer Primitive, +2 Penetration. Power weapons are only affected with field off.-40ScarceDH142Melee (Primitive).
Red-Dot Laser SightSight. +10 to BS when fired on single shot.+0.5kg50ScarceDH142Pistol/Basic (Las, SP, Bolt, Plasma, or Primitive).
SilencerAwareness tests to hear this weapon take a -20 penalty and can only be attempted at half the normal distance.+0.5kg10PlentifulDH142Autoguns, hand cannons, hunting rifles, stub automatics, and stub revolvers.
Telescopic SightSight. Ignore penalties for long and extreme range with a Full Action Aim.+1kg35AverageDH142Basic (Las, SP, Bolt, Plasma, or Primitive).
Lathe BladeLoses Primitive, +2 Damage, +3 Pen, immune to Power Field, AP 25 if attacked, Best Quality (+10 WS).2500Very RareIHB147Melee (bladed, not Mono or Power).
Auxiliary Grenade LauncherBasic, 45m, S/-/-, Clip 1, Rld Full. Can fire either this or the main weapon in a turn, but not both.+2.5kg250RareIHB174Basic.
Duplus Ammo ClipsHalves reload time.10ScarceIHB178Pistol, Basic, Las or SP w/ removable mag.
Forearm Weapon MountingCan use pistol while keeping hands free. Reduces range by 30%.+1kg300ScarceIHB178Pistol (Las, SP, Bolt, Melta, or Primitive).
TargeterGrants a +10 on all BS tests made with weapon.+1.5kg2250RareIHB179Ranged (Las, SP, Bolt, or Heavy).
Tripod and BipodUsed to brace anywhere. A bipod has a 90' arc and a Half Action brace, while a tripod has a 180' arc and a Full Action brace.+2kg25AverageIHB179Basic/Heavy.
Sanctified WeaponAdds the Sanctified quality.500Very RareIHB190Melee (Chain/Primitive, Good Craftsmanship).
Combi-WeaponCombine two Basic weapons, secondary weapon ammo halved, cost doubled. Superseded in Ascension and later books.(X+Y)*2*RHB153*
SarissaA large spike. When mounted, acts as an Axe in close combat.+2kg50RareBOM120Basic (Bolt).
Combi-WeaponCombine any two Basic or any two Pistol weapons. For specific directions, see text.***ASC139Any two Ranged (Pistol/Basic).
Spoor TargeterSight. Prevents firing on an ally. No penalty for firing into melee.Very RareASC146Ranged (single-target - no Flame, Blast, etc).
Integrated Weapon (Chain)Gains Razor Sharp quality.+0.5kg200Extremely RareTLW58Melee (Chain).
Integrated Weapon (Shock)Tests to resist the Shocking quality of this weapon gain an additional -30.+0.5kg200Extremely RareTLW58Melee (Shock).
Integrated Weapon (Power)+2 Damage and Penetration.+0.5kg200Extremely RareTLW58Melee (Power).
Integrated Weapon (SP/Launcher)Gain Reliable and Storm qualities, and gives the wearer 1 Fatigue instead of jamming.+0.5kg200Extremely RareTLW58Ranged (SP or Launcher).
Integrated Weapon (Las)Gains unlimited ammunition and gives the wearer 1 Fatigue instead of jamming.+0.5kg200Extremely RareTLW58Las.
Integrated Weapon (Plasma)Doubles clip size and loses the Recharge quality. Still Overheats, and gives the wearer 1 Fatigue instead of jamming.+0.5kg200Extremely RareTLW58Plasma.
Integrated Weapon (Melta)Doubles clip size and gives the wearer 1 Fatigue instead of jamming.+0.5kg200Extremely RareTLW58Melta.
Rogue Trader
CompactHalves weight, range, and clip size. -1 damage, -20 on skill tests to find the weapon.x1/2kgAverageRT133Pistol/Basic (Las, SP, Bolt, Plasma, or Flame).
Fire SelectorThe wielder can choose between three different ammunition types at the beginning of each turn.+1kgScarceRT133Pistol/Basic (SP or Bolt).
Forearm Weapon MountingCan use pistol while keeping hands free. Reduces range by 30%.+1kgScarceRT133Pistol (Las, SP, Bolt, Melta, or Primitive).
Melee AttachmentCounts as Spear in melee.+2kgPlentifulRT133Basic.
MonoNo longer Primitive, +2 Penetration. Power weapons are only affected with field off.-ScarceRT134Melee (Primitive).
Motion Predictor+10 to BS when firing on Semi-Auto or Full Auto.+0.5kgVery RareRT134Ranged (non-Primitive, auto).
Omni-ScopeSight. Combines Preysense, Red-Dot, and Telescopic scopes.+2kgNear UniqueRT134Basic (Las, SP, Bolt, Plasma, or Primitive).
Photo SightSight. No penalties due to darkness.+0.5kgVery RareRT134Basic (Las, SP, Bolt, Plasma, or Primitive).
Preysense SightSight. No penalties due to darkness, +20 to visual Perception tests in the dark.+0.5kgVery RareRT134Basic (Las, SP, Bolt, Plasma, or Primitive).
Red-Dot Laser SightSight. +10 to BS when fired on single shot.+0.5kgScarceRT134Pistol/Basic (Las, SP, Bolt, Plasma, or Primitive).
SilencerAwareness tests to hear this weapon take a -20 penalty and can only be attempted at half the normal distance.+0.5kgPlentifulRT134Autoguns, hand cannons, long-las, needle pistols, needle rifles, stub automatics, and stub revolvers.
SuspensorsHalves weight, user always counts as Braced, can fire Semi-Auto or Full-Auto as a Half Action.x1/2kgExtremely RareRT134Heavy.
Telescopic SightSight. Ignore penalties for long and extreme range with a Full Action Aim.+1kgAverageRT134Basic (Las, SP, Bolt, Plasma, or Primitive).
Vox-OperatedFire, operate shot selector, switch firing modes by voice command.+0.5kgRareRT135Ranged (non-Primitive) or Grenade.
Calamity VentWhen weapon Overheats, roll 1d10. 4+: overheat nullified. 3 or lower: wielder is hit in the Body with full Damage and Pen. Don't lose a round to cooling..5kgVery RareITS127Overheats.
Exterminator CartridgeFired with Half Action, counts as hand flamer.1kgCommonITS127Pistol/Basic.
Tox DispenserFree action to gain Toxic for one round. May use up to ten times before refilling..75kgRareITS127Melee (Primitive or Chain).
Bigga Barrel+10m to weapon range.+2.5kgCommonITS144Ork Ranged.
Bigga KlipDoubles clip size.x1.5kgAbundantITS144Ork Ranged.
Kombi-ShootaMakes twin-linked or combi-weapons.*Very RareITS144Ork Ranged.
Kustom JobGrants Customised quality.-Very RareITS144Ork Ranged.
LoudenerInflicts -10 to all Pinning tests.+2kgAverageITS145Ork (auto).
More Shooty+1 Damage and Pen.+3kgCommonITS145Ork Basic/Heavy.
Red LightFunctions as Red-Dot Laser Sight.+1kgRareITS145Ork Ranged.
Sparky KnobzGrants Shocking quality.+2kgScarceITS145Ork Melee.
Spiky BitzMakes Ork ranged weapons count as unbalanced swords in close combat. Ork melee weapons gain +1 damage.+4kgAbundantITS145Ork.
Counterfeit Xenos WeaponCreates a poor copy of a xenos weapon, imposing a number of penalties.*HAC57Xenos (Very Rare availability or higher).
Loyalty Spirit (Vox)Locks a device to its owner using their voice. May be bypassed with a Tech-Use -10 or Security -20 test.ScarceHAC57Any non-Primitive ranged weapon of your species.
Loyalty Spirit (Dermprint)Locks a device to its owner using their fingerprint or appropriate skin sample. May be bypassed with a Tech-Use -20 or Security -30 test.RareHAC57Any non-Primitive ranged weapon of your species.
Loyalty Spirit (Genelock)Locks a device to its owner using their genes. May be bypassed with a Tech-Use -40 or Security -50 test.Extremely RareHAC57Any non-Primitive ranged weapon of your species.
Loyalty Spirit (Arcane)Locks a device to its owner using their very soul or other seemingly impossible method. May not be bypassed.UniqueHAC57Any non-Primitive ranged weapon of your species.
Maglev Impeller+10m to range and +1 Damage. Reloading requires that a charge pack be replaced as well, adding a Full Action to reload.+2kgVery RareHAC57Ranged (SP).
Micro1/4 weight and range, -2 Damage. Basic weapons become Pistols, and tests to find any of these weapons suffer a -30. Ammunition becomes two steps harder to find.x1/4kgExtremely RareHAC58Pistol/Basic (Las, SP, Bolt, Plasma, or Flame).
Mono-SightSight. Allows the user to see and aim from the weapon's perspective. Requires a Half Action Aim to use.+1kgScarceHAC58Basic (Las, SP, Bolt, Plasma, or Primitive).
Pistol GripWielder can halve the weapon's Range to negate the -20 penalty for firing with one hand.+0.5kgScarceHAC58Pistol/Basic (Las, SP, Bolt, Plasma, or Flame).
Pyre-Lance Nozzle+10m to range but halves the clip size.+0.5kgRareHAC58Melta.
RangefinderSight. Can hit targets at up to 5x the listed range with no penalty. Requires a Full Action Aim.+1.5kgRareHAC58Basic (Las, SP, Bolt, Plasma, or Primitive).
Stabiliser HarnessGrants the operator the Bulging Biceps talent, regardless of prerequisites. Suffer a -10 to all movement-related tests when worn.+6kgScarceHAC58Heavy.
Starflare VentsReduce the weapon range to a quarter, and its RoF to S/-/- if it wasn't already. Clip size is halved. Gain the Flame quality.+0.5kgVery RareHAC58Plasma.
Whisper-Bolt DischargerMakes a las-beam harder to see and hear. Perception-based tests to notice suffer a -20 and can only be attempted at half normal range. Reduce damage by 1.+0.5kgRareHAC60Pistol/Basic (Las).
BlastaNo longer fires bullets, but blasts of energy. Pen becomes 1d10 (rolled each shot), and the damage becomes E, but gains Overheats.-HAC59Ranged (Impact damage).
Ekstra BarrulzAdds another barrel. Weapon gains Storm and Inaccurate. If it already had the latter, suffer a -5 on all tests to fire.-HAC59Ranged (full auto).
Ekstra RippyIncreases damage by 1 and gains Tearing. If it already had Tearing, increase damage by 3 instead. Becomes Unwieldy. If already Unwieldy, suffer a -5 on all tests to hit.-HAC59Melee.
Ekstra KaboomUses explosive ammo. Damage becomes X and gains Tearing.-HAC59Ranged.
More DakkaAdd an extra DoS to all successful BS tests on Semi- and Full-Auto. Uses twice as much ammo without altering the RoF.-HAC59Ranged (auto).
Skatta KannonFires shards of hot metal and shrapnel instead of bullets. Halve range, but damage becomes R and gains Tearing and Scatter.-HAC59Ranged (Impact damage).
Zappy GubbinzMelee: gains Power Field, +2 Damage and Pen. Ranged: +1d10 Damage (type becomes E), but gains Overheats and Unstable.-HAC59Any.
Adamantine Hilt GuardAdds two Degrees of Success to successful Disarm tests and +2 AP to the Arm location.1kgRareFAC91Melee.
Blessed EdgeGrants Sanctified quality.-Very RareFAC91Melee.
Consecrated Filter CanisterGrants the Cleansing Fire and Sanctified qualities for 1d5 rounds. Must be replaced afterwards.1kgRareFAC91Flamers.
Discharge PackGrants the Shocking quality for 1d5 rounds. Must be replaced or recharged (e.g., by Luminen Charge) afterwards.1kgScarceFAC91Melee.
PsyocculumWhen fired at psykers or daemons, wielder ignores vision-obscuring effects and adds +10 to BS tests.1.5kgExtremely RareFAC91Ranged.
Pulse Accelerator+50% Range.0.5kgNear Unique*TCG27Pulse weaponry.
Deathwatch
Arm Weapon MountingMounts weapon on fore-arm or shoulder. Reduces range by 30%.+1.5kg10DistinguishedDW156Pistol (Las, SP, Bolt, or Melta) or Auxiliary Grenade Launcher.
Auxiliary Grenade LauncherBasic, 45m, S/-/-, Clip 4, Rld 2Full. Can fire either this or the main weapon in a turn, but not both.+3kg15RespectedDW152Basic.
Astartes Melee AttachmentCounts as Combat Knife or Chainsword (without Balanced) in close combat.+2/+8kg7 or 9Ubiquitous*DW156Basic.
Deathwatch SuspensorCounts as having Auto-Stabilised.x1/2kg25RespectedDW156Heavy.
Fire SelectorThe wielder can choose between three different ammunition types at the beginning of each turn.+1kg2Ubiquitous*DW157Pistol/Basic (SP or Bolt).
Dipole Mag-lockGrants Quick Draw for upgraded weapon. If talent is already possessed, may ready as a Parry.5Ubiquitous*DW157Ranged (Pistol/Basic) or Melee (1-handed).
Motion PredictorSight. +10 to BS when firing on Semi-Auto or Full Auto.+0.5kg20RespectedDW157Ranged (non-Primitive, auto).
Preysense SightSight. No penalties due to darkness, +20 to visual Perception tests in the dark.+0.5kg10Ubiquitous*DW157Basic (Las, SP, Bolt, or Plasma).
Red-Dot Laser SightSight. +10 to BS when fired on single shot.+0.5kg10Ubiquitous*DW157Pistol/Basic (Las, SP, Bolt, or Plasma).
SilencerAwareness tests to hear this weapon take a -20 penalty and can only be attempted at half the normal distance.+0.5kg3Ubiquitous*DW157Autoguns, autopistols, and Needle Sniper Rifle.
Telescopic SightSight. Ignore penalties for long and extreme range with a Full Action Aim.+1kg6Ubiquitous*DW157Basic (Las, SP, Bolt, or Plasma).
TripodA 180 degree weapon mount.3Ubiquitous*ROB144Heavy.
Vox-OperatedFire, operate shot selector, switch firing modes by voice command.5DistinguishedROB144Ranged (non-Primitive) or Grenade.
Promethean's BlessingsSalamanders Relic. Adds the Flame quality.10Ubiquitous*1ST103Melee (Chain or Power).
Recoil BafflingIron Hands only. Allows a user to move up to their Agility bonus in meters when firing on Semi- or Full-Auto with no penalty.10Ubiquitous*1ST103Ranged (auto).
Suppression StabiliserDeathwatch only. When determining hit locations for Multiple Hits, may choose to hit a location twice before moving on to the next one.10Ubiquitous*1ST103Any Boltgun or Heavy Bolter.
Weapon CharmDark Angels only. Makes a weapon only ever jam on a roll of 100 and gains the Accurate quality.20Distinguished1ST103Ranged.
Black Crusade UpgradesMost upgrades decrease Availability by one step, up to Unique. If purchasing for an existing weapon, use weapon's current Availability.
Belt FeedAdds 2 to the full auto rate of fire (if it has one), increases Clip to 100 unless it is already larger, becomes Unreliable.*BC169Ranged (SP or Bolt).
Censer AttachmentEmits puffs of smoke or vapor. Effect varies with the gas.*BC169Melee (2-handed).
Duellist's GripAdds +5 to Parry tests made with the weapon.*BC169Melee (Balanced).
Extended MagazineIncreases Clip by 25%, rounding up.*BC169Pistol/Basic.
Fire SelectorThe wielder can choose between three different ammunition types at the beginning of each turn.*BC169Any (clip size 2+, multiple ammo types).
Mag-Lock Holster/ScabbardMay ready a weapon with this upgrade as a Free Action.*BC169Ranged (Pistol, Basic, or Thrown) or Melee.
Melee AttachmentCounts as Spear in melee.*BC169Basic.
MonoNo longer Primitive, +2 Penetration. Power weapons are only affected with field off.*BC170Melee.
Photo SightSight. No penalties due to darkness.*BC170Ranged.
Pistol GripWielder can halve the weapon's Range to negate the -20 penalty for firing with one hand.*BC170Basic*.
Recoil BafflingThe weapon jams on 96-100 (instead of 94-100) when firing in full automatic.*BC170Any (full auto).
Red-Dot Laser SightSight. +10 to BS when fired on single shot. Opponents can make a Perception test (-20) to notice the dot ahead of time.*BC170Pistol/Basic.
SilencerAwareness tests to hear this weapon take a -20 penalty and can only be attempted at half the normal distance.*BC170Pistol/Basic.
Spread LimiterWhen determining hit location for semi-/full-auto fire, hit the same spot twice before moving on to the next. When combined with Scatter, suffer no penalties for Long-range fire, but gain no bonuses at any range.*BC170Any (auto or Scatter).
Storm Field+2 Damage and Pen. Automatically destroys any susceptible weapon in a parry. If a 91-00 is rolled, the wielder hits himself.*BC170Power.
SuspensorsHalves weight, user always counts as Braced.*BC170Heavy.
Telescopic SightSight. Ignore penalties for long and extreme range with a Full Action Aim.*BC170Ranged.
Venom DripGrants Toxic (0), though this may vary with the weapon.*BC170Melee (Primary/Chain, bladed).
Pain Vents Grants Fear based on fire rate. On a Jam, wielder must make a Perception test (-10) or be Stunned for 1d5 rounds.+4kgExtremely RareTOE39Ranged (non-Exotic).
Soul Sight Sight. Wielder can take a Full Action aim to negate vision penalties against any target with a soul.+1kgExtremely RareTOE39Ranged.
Black Crusade DowngradesWeapons acquired with a downgrade increase their Availability by one step (doesn't stack).
Ammo GluttonEvery shot fired consumes two units of ammo.*BC171Any.
Cursed MetalAfter any combat in which this weapon is used, the wielder must pass a Toughness test or take 1 point of unsoakable damage.*BC171Any.
Feral ManufacturePrimitive (7).*BC171Ranged.
Fiendish RecoilWhen firing on Full Auto, the wielder suffers an additional -10 to hit, or -20 if he moves in the same round.*BC171Any (full auto).
Homemade RoundsReduces damage by 1 and gains Unreliable, or loses Reliable instead if it has it. The proper ammo can be found as Special Ammunition with Average availability, which nullifies these penalties. *BC171Ranged (SP or Bolt).
Noxious DischargeEvery time this weapon is fired, it creates a cloud of smoke around the user that is 1 meter in diameter. It lasts until the end of his following turn.*BC171Ranged.
Overloaded FrameThis weapon needs to be braced before firing, though a tripod or bipod is not required.*BC171Basic.
ScavengedBecomes Unreliable and Unbalanced, regardless of base qualities. If a natural 100 is rolled to attack, the weapon falls apart.*BC171Any.
Single ShotThe weapon's rate of fire becomes S/-/-, and the clip size becomes 1. The weapon gains Reliable if it doesn't have it.*BC171Any (auto).
Slow RechargeAdds Recharge.*BC171Ranged (Las or Melta).
Only War
Auxiliary Grenade LauncherBasic, 45m, S/-/-, Clip 1, Rld Full. Can fire either this or the main weapon in a turn, but not both.+2.5kgRareOW188Basic (Las, SP, or Bolt).
CompactHalves weight, range, and clip size. -1 damage, -20 on skill tests to find the weapon.x1/2AverageOW188Pistol/Basic (Las, SP, Bolt, Plasma, or Flame).
ExterminatorOne-shot flamer.+1kgCommonOW188Any (non-Low-Tech).
Extra GripOne hand without -20 penalty, range halved.x1/3CommonOW188Basic.
Forearm Weapon MountingCan use pistol while keeping hands free. Reduces range by 1/3.+1kgScarceOW188Pistol (Las, SP, Bolt, Melta, or Low-Tech).
Melee AttachmentCounts as Spear in melee.+2kgPlentifulOW188Basic.
MonoNo longer Primitive, +2 Penetration. Power weapons are only affected with field off.-ScarceOW188Melee (Low-Tech).
Motion Predictor+10 to BS when firing on Semi-Auto or Full Auto.+0.5kgVery RareOW189Ranged (non-Low-Tech, auto).
Omni-ScopeSight. Combines Preysense, Red-Dot, and Telescopic scopes.+2kgNear UniqueOW189Basic (Las, SP, Bolt, Plasma, or Low-Tech).
Overcharge Pack+1 Damage, halves Clip size.+0.5kgCommonOW189Pistol/Basic (Las).
Photo SightSight. No penalties due to darkness.+0.5kgVery RareOW189Basic (Las, SP, Bolt, Plasma, or Low-Tech).
Preysense SightSight. No penalties due to darkness, +20 to visual Perception tests in the dark.+0.5kgVery RareOW189Basic (Las, SP, Bolt, Plasma, or Low-Tech).
Red-Dot Laser SightSight. +10 to BS when fired on single shot.+0.5kgScarceOW189Pistol/Basic (Las, SP, Bolt, Plasma, or Low-Tech).
SilencerAwareness tests to hear this weapon take a -20 penalty and can only be attempted at half the normal distance.+0.5kgPlentifulOW189Autoguns, autopistols, hand cannons, needle pistols, needle rifles, and stub automatics.
SuspensorsHalves weight, user always counts as Braced.x1/2Extremely RareOW189Heavy.
TargeterReduces all BS penalties by 10.+1.5kgRareOW189Ranged (Las, SP, Bolt, or Heavy).
Telescopic SightSight. Ignore penalties for long and extreme range with a Full Action Aim.+1kgAverageOW189Basic (Las, SP, Bolt, Plasma, or Low-Tech).
Tox DispenserFree action to gain Toxic (2) for one round. May use up to ten times before refilling.+0.75kgRareOW189Melee (Low-Tech or Chain).
Tripod and BipodUsed to brace anywhere. A bipod has a 90-degree arc, while a tripod has a 180-degree arc.+2kgAverageOW190Basic/Heavy.
Vox-OperatedFire, operate shot selector, switch firing modes by voice command.+0.5kgRareOW190Ranged (non-Low-Tech).
Auxiliary ShotgunAs a Shotgun (OW 177), but with Clip 1. Can fire either this or the main weapon in a turn, but not both.+2.0kgScarceHOE121Basic (Las, SP, or Bolt).
Chain AttachmentCounts as Chain Knife (HOE 116) in melee.+3kgScarceHOE121Basic.
Extended MagazineIncreases Clip by 50%.x1/4ScarceHOE121Autoguns, autopistols, shotguns, and stub automatics.
Grapnel MountingCounts as grapnel and line (OW 201).+2kgScarceHOE121Pistol/Basic.
Gun CarriageHalf Action to attach or remove. While attached, has a 45-degree fire arc and counts as Braced. Can be carried with a Full Move, but the carrier loses his Reaction.+25kgCommonHOE121Heavy (Las, SP, Bolt, Melta, or Launcher).
Gun ShieldGrants Cover (4 AP) to gunner and one other person. Requires Gun Carriage to be mobile.+15kgCommonHOE121Heavy (Las, SP, Bolt, Melta, or Launcher).
Spoor TargeterSight. Prevents firing on an ally. No penalty for firing into melee.+0.5kgVery RareHOE122Ranged (single-target - no Spray, Blast, etc).
Symbol of SanctityWielder can attempt to clear a Jam as a Free Action once per session.+0.2kgScarceHOE122Ranged.
Integrated Weapon (Chain)Gains Razor Sharp quality.+0.5kgExtremely RareSOH125Melee (Chain).
Integrated Weapon (Shock)Tests to resist the Shocking quality of this weapon gain an additional -30.+0.5kgExtremely RareSOH125Melee (Shock).
Integrated Weapon (Power)+2 Damage and Penetration.+0.5kgExtremely RareSOH125Melee (Power).
Integrated Weapon (Las)Gains unlimited ammunition and gives the wearer 1 Fatigue instead of jamming.+0.5kgExtremely RareSOH125Las.
Integrated Weapon (Plasma)Doubles clip size and loses the Recharge quality. Still Overheats, and gives the wearer 1 Fatigue instead of jamming.+0.5kgExtremely RareSOH125Plasma.
Integrated Weapon (Melta)Doubles clip size and gives the wearer 1 Fatigue instead of jamming.+0.5kgExtremely RareSOH125Melta.
Only War CustomizationsCan be applied to Standard Kit weapons with a +20 Trade (Armourer) test; severe failure causes damage. Limit 4 per weapon.
Custom Grip+5 to WS/BS for the owner, -5 to WS/BS for anyone else.Ubiquitous*OW190Any.
Deactivate Safety FeaturesCan Ready this weapon while Readying another item. If the user suffers 4+ DoF on a Movement test, bad things happen.Ubiquitous*OW190Any.
Fluid ActionAdds an extra Degree of Success when firing Semi-Auto, increases reload time by a Half Action.Ubiquitous*OW190Ranged (semi-auto).
Home Materials+5 to Fear tests.Ubiquitous*OW191Any.
Modified StockAdds +2 to WS/BS with a Half Action Aim, or +4 with a Full Action Aim.Ubiquitous*OW191Any.
Quick-ReleaseReload times longer than a Half Action are reduced by a Half Action.Ubiquitous*OW191Ranged.
Reduced WeightReduces weight by 20% (minimum -0.5kg). Shatters on a roll of 90-100 when used as a melee weapon.x4/5Ubiquitous*OW191Any.
ReinforcedIncreases weight by 20%. Ranged: +1 Damage when used as a Melee weapon. Melee: 60% of being destroyed by Power Fields.x1.2Ubiquitous*OW191Any.
Sacred Inscription+10 to Pinning tests.Ubiquitous*OW191Any.
Trigger Adjustment+1 Initiative in the first round of combat. -5 to BS for anyone other than the owner.Ubiquitous*OW191Ranged.
CarbineType becomes Basic, increases range by 50%.Ubiquitous*HOE122Pistol.
Sawn-OffReduce range and weight by 25%, add +2 Damage at Short Range or closer.Ubiquitous*HOE122Autoguns or shotguns.
Extended BarrelIncrease range and weight by 50%.Ubiquitous*HOE122Ranged (Las, SP, or Bolt).
Manual OperationFire mode becomes S/-/-, loses Unreliable or gains Reliable.Ubiquitous*HOE123Ranged (SP or Bolt, auto).
Dark Heresy 2ELimit of 4 modifications (including up to 1 Sight) per weapon.
Auxiliary Grenade LauncherSingle-use. Basic, 45m, S/-/-, Clip 1, Rld Full, Indirect. Can fire either this or the main weapon in a turn, but not both.+2.5kgRareDH2162Basic (Las, SP, or Bolt).
Backpack Ammo SupplyIncreases Clip to 5x its original size and requires 5 minutes to reload. Jams lose 1 clip worth of ammo and don't require reloading.+15kgScarceDH2162Ranged (Bolt, Flame, Las, Melta, Plasma, or SP).
CompactHalves weight, range, and clip size. -1 damage, -20 on skill tests to find the weapon. Removing this upgrade increases penalties.x1/2AverageDH2162Basic (Las, SP, Bolt, Plasma, or Flame) or Pistol (any).
Custom Grip+5 to WS/BS for the owner, -5 to WS/BS for anyone else.-RareDH2162Any.
Deactivated Safety FeaturesCan Ready this weapon while Readying another item. If the user suffers 4+ DoF on a Movement test, bad things happen.-RareDH2162Any.
Expanded MagazineIncreases Clip by 50%.+1kgScarceDH2163Ranged.
ExterminatorOne-shot flamer.+1kgCommonDH2163Any except Pistol or Thrown.
Fire SelectorThe wielder can choose between three different ammunition types at the beginning of each turn. Doesn't increase Clip size.+1kgRareDH2163Pistol/Basic (Bolt, Launcher, or SP).
Fluid ActionAdds an extra Degree of Success when firing Semi-Auto, increases reload time by a Half Action.-RareDH2163Ranged (semi-auto).
Forearm Weapon MountingCan use pistol while keeping hands free. Reduces range by 1/3.+1kgScarceDH2163Pistol (Las, SP, Bolt, Melta, or Low-Tech).
Melee AttachmentCounts as Spear in melee.+2kgPlentifulDH2163Basic.
Modified StockAdds +2 to WS/BS with a Half Action Aim, or +4 with a Full Action Aim.-ScarceDH2163Any.
MonoNo longer Primitive, +2 Penetration. Power weapons are only affected with field off.-ScarceDH2163Melee (Low-Tech or Power).
Motion Predictor+10 to BS when firing on Semi-Auto or Full Auto.+0.5kgVery RareDH2163Ranged (non-Low-Tech, auto).
Omni-ScopeSight. Combines Preysense, Red-Dot, and Telescopic scopes.+2kgNear UniqueDH2163Basic (Las, SP, Bolt, Plasma, or Low-Tech).
Photo SightSight. No penalties due to darkness.+0.5kgVery RareDH2163Basic (Las, SP, Bolt, Plasma, or Low-Tech).
Pistol GripOne hand without -20 penalty, range halved.-RareDH2164Basic.
Preysense SightSight. No penalties due to darkness, +20 to visual Perception tests in the dark.+0.5kgVery RareDH2164Basic (Las, SP, Bolt, Plasma, or Low-Tech).
Quick-ReleaseReload times longer than a Half Action are reduced by a Half Action.-RareDH2164Ranged.
Red-Dot Laser SightSight. +10 to BS when fired on single shot.+0.5kgScarceDH2164Pistol/Basic (Las, SP, Bolt, Plasma, or Low-Tech).
ReinforcedIncreases weight by 20%. Ranged: +1 Damage when used as a Melee weapon. Melee: 60% of being destroyed by Power Fields.x1.2ScarceDH2164Any.
Sacred Inscriptions+10 to Pinning tests.-ScarceDH2164Any.
SilencerAwareness tests to hear this weapon take a -20 penalty and can only be attempted at half the normal distance.+0.5kgPlentifulDH2164Pistol/Basic (SP).
SuspensorsHalves weight, user always counts as Braced.x1/2Extremely RareDH2164Heavy.
TargeterWhen making a BS test with a negative final modifier, reduce the penalty by 10.+1.5kgRareDH2165Ranged (Las, SP, Bolt, or Heavy).
Telescopic SightSight. Ignore penalties for long and extreme range with a Full Action Aim.+1kgAverageDH2165Basic (Las, SP, Bolt, Plasma, or Low-Tech).
Tox DispenserFree action to gain Toxic (2) for one round. May use up to ten times before refilling.+0.75kgRareDH2165Melee (Low-Tech or Chain).
Tripod/BipodUsed to brace anywhere. A bipod has a 90-degree arc, while a tripod has a 180-degree arc.+2kgAverageDH2165Basic/Heavy.
Vox-OperatedFire, operate shot selector, switch firing modes by voice command.+0.5kgRareDH2165Ranged (non-Low-Tech).
Truesilver GildingAdd +[Willpower Bonus * 5] on all Parry tests against Daemons.-Very RareEBY45Melee (Low-Tech).
Truesilver WeavingImposes a -[Willpower Bonus * 5] penalty on all Dodge tests made by Daemons.-Extremely RareEBY45Ammo (Launcher, Low-Tech, or SP).
Warpleech CanisterGains Crippling (2) against Daemons. Not compatible with the Silencer upgrade. Lasts for 40 rounds.1kgVery RareEBY45Ranged (SP).
SanctificationRemoves Tainted or gains Sanctified. Requires 40 Influence.-Very RareEBY47Any.
Purified ConstructionGains Daemonbane. Requires 60 Influence, costs 1d10 Influence, and takes several days/weeks to complete.-Near UniqueEBY47Any.
Ammo
Dark Heresy
Arrows/Quarrels-1/20CommonDH142Bows, crossbows, and hand bows.
Shot-1/20CommonDH142Flintlock pistols and muskets.
Bullets-1/20PlentifulDH143Autoguns, autopistols, hand cannons, heavy stubbers, hunting rifles, stub automatics, and stub revolvers.
Shells-1/20CommonDH143Shotguns.
Charge Pack (Pistol)-10/full clipCommonDH143Laspistols.
Charge Pack (Basic)-15/full clipCommonDH143Las carbines, lasguns, and long las.
Charge Pack (Heavy)-30/full clipRareDH143MP Lascannons.
Fuel (Pistol)-8/full clipScarceDH143Hand flamers.
Fuel (Basic)-10/full clipScarceDH143Flamers.
Bolt Shells-16/1RareDH143Bolt.
Melta Canister (Pistol)-20/full clipVery RareDH143Inferno pistols.
Melta Canister (Basic)-15/full clipRareDH143Meltaguns.
Overcharge Pack+1 Damage, halves clip size.15/1CommonDH142Pistol/Basic (Las).
Plasma Flask (Pistol)-24/full clipRareDH143Plasma pistols.
Plasma Flask (Basic)-18/full clipRareDH143Plasma guns.
Exotic-20/1Very RareDH143*
Dumdum+2 damage, double target's AP.5/6ScarceDH143Hand cannons, stub automatics, and stub revolvers.
Hot-Shot Charge Pack+1 damage, Pen 4, adds Tearing, loses Reliable, clip reduced to 1.15/1ScarceDH143Las carbines, lasguns, laspistols and long las.
Inferno ShellsTargets must pass an Agility test or be set on fire.18/1RareDH143Ranged (Bolt or shotgun).
Man-Stopper BulletsSet Penetration to 3.5/6ScarceDH143Autoguns, autopistols, hand cannons, stub automatics, and stub revolvers.
Spitfire Shells-5/3ScarceIHB109Volg "Spitfire" Bolt Pistol.
Injector Darts-8/1ScarceIHB110Artifico-Biologis, 0.5 I Hypo Pistol.
Razor Darts-15/1RareIHB111Cadence "Widower" Dart Caster Device.
Dueling Charge Packs-20/1RareIHB112Khayer-Addin Duelling Las.
Mariette Cylinders-100/cylinderRareIHB116Mariette Cylinder Pistol.
Hyper-Density PenetratorsReduce range by half, +2 pen, gains Tearing. If shot, +10 Toughness test or knocked down.100/1RareIHB147Bolt pistols and boltguns (damage is I), hand cannons, hunting rifles, and shotguns (lose Scatter).
Tempest Bolt ShellsDamage type becomes E, gains the Shocking quality.250/1Very RareIHB148Bolt.
Void RoundsWeapons gain the Reliable quality in the void if using these.8/1ScarceIHB165SP.
Blazer Shells, Ignitius Shotgun ShellsSingle shot only. Gives weapons the Flame and Primitive qualities, shortens range to 15 meters, and changes damage type to E.4/1CommonIHB164Shotguns.
Irontalon Frag Rounds-30/clipRareIHB161Cypra Mundi "Irontalon" Pistol.
Hellgun Capacitor-50/backpackRareIHB179Voss-Pattern Hellgun and Hellpistol.
Stake-BoltCan only be acquired through the Inquisition. Always count as Sanctified.50/1RareIHB187Catechist-Pattern Stake-Crossbow.
Blessed AmmunitionDeals Holy damage/gives the Sanctified attribute to the ammunition.50/1Very RareIHB190Ranged (SP, Bolt, or Flame).
Psycannon BoltsA multitude of effects, granting increase effectiveness against warp entities and warp users. See text for details.250/1Very RareIHB191Bolt.
Null-Field GeneratorGood for 1d10 discharges.1kg17,000/1Very RareRHB191Empyric Conduit Blade.
Burn Caster ChargesOnly available where the weapons can be found.10/1ScarceRHB200Morgauth Burn Caster.
Shuriken Core-500Very RareCAN85Eldar shuriken weapons.
Executioner Shotgun ShellsLoses Scatter, +4 damage, +1 Pen. Shots that miss at short or standard range may reroll, ignoring cover. Single shot only.Very RareASC147Shotguns.
Psycannon Bolts-Extremely RareASC139Malleus Psycannons.
Exitus RoundsAny attempt to Dodge is at -20. Can be programmed to self-destruct.Near UniqueASC147Exitus weapons.
Exitus Hellfire RoundsAdds 1d10 to damage and inflicts RF on 9 or 10. Gains Tearing.Near UniqueASC148Exitus weapons.
Exitus Shield-Breaker RoundsIgnores force fields and protective psychic powers, and nullifies them for 1 round on hit. Also bypasses TB increases from the Daemonic trait.UniqueASC148Exitus weapons.
Exitus Turbo-Penetrator RoundsInflicts +2d10 damage and adds 5 to Pen. Ignores increases to Toughness from Unnatural Toughness, but not Daemonic.UniqueASC148Exitus weapons.
Sting-Blunt MagazineA full magazine of specialized, circuit-printed rounds.50CommonDEM68Sting-Blunt.
Synapse Disruptor Pack-200Very RareDEM68Synapse Disruptor.
Cryptus Shotgun ShellsAdds Sanctified. Daemons or Warp creatures struck by these at Short range or less must pass a Toughness test or be blinded for 1d5 rounds.50/5RareDEM73Shotguns.
Psybolt AmmunitionIgnores protective benefits granted by psychic powers or Sorcery. Counts as Sanctified, and adds user's Psy Rating to damage dealt.100/eachVery RareDEM75Bolt.
Psyflame AmmunitionIgnores protective benefits granted by psychic powers or Sorcery. Counts as Sanctified, and targets suffer -5 per point of the user's Psy Rating to avoid it.100/full clipVery RareDEM75Flamers.
Soubirous Power PackAdds Sanctified. Any creature with Warp Instability must immediately test for it if they take damage. May not be recharged.150/full clipVery RareDEM76Las.
Purity Round (Primitive)Haywire (2).300Very RareTLW64Crossbows and handbows.
Purity Round (stub)Haywire (2).600Very RareTLW64Stub automatics and stub revolvers.
Techxorcism ammo-8Very RareTLD8Techxorcism Rifle and Cannon.
Rogue Trader
Arrows/Quarrels-CommonRT135Bows, crossbows, and hand bows.
Backpack Ammo PackCan hold: 80 shots Plasma/Melta/Hellgun, 300 Las, 200 SP/Bolt, 60 Flame. Ignore attached weapon's clip size.25kgRareRT135Any appropriate Pistol or Basic, plus Heavy Stubbers, Bolters, and Flamers.
Shot-CommonRT135Flintlock pistols and muskets.
Bullets-PlentifulRT135Autoguns, autopistols, hand cannons, heavy stubbers, hunting rifles, stub automatics, and stub revolvers.
Shells-CommonRT135Shotguns.
Charge Pack (Pistol)-CommonRT135Laspistols.
Charge Pack (Basic)-CommonRT135Las carbines, lasguns, and long las.
Charge Pack (Heavy)-RareRT135MP Lascannons.
Fuel (Pistol)-ScarceRT136Hand flamers.
Fuel (Basic)-ScarceRT136Flamers.
Fuel (Heavy)-ScarceRT136Heavy flamers.
Bolt Shells-RareRT136Bolt.
Melta Canister (Pistol)-Very RareRT136Inferno pistols.
Melta Canister (Basic)-Very RareRT136Meltaguns.
Melta Canister (Heavy)-Very RareRT136Multi-Meltas.
Plasma Flask (Pistol)-RareRT136Plasma pistols.
Plasma Flask (Basic)-RareRT136Plasma guns.
Plasma Flask (Heavy)-Very RareRT136Plasma cannons.
Exotic-Very RareRT136*
Amputator Shells+2 Damage.Extremely RareRT136Autoguns, autopistols, hand cannons, shotguns, stub automatics, and stub revolvers.
Bleeder Rounds+3 Damage vs. biological targets. Has no extra effect vs. Daemonic or Machine trait targets.RareRT136Autoguns, autopistols, hand cannons, stub automatics, and stub revolvers.
Dumdum BulletsAdds +2 Damage but doubles target's AP.ScarceRT136Hand cannons, stub automatics, and stub revolvers.
Expander Rounds+1 Damage and Penetration.ScarceRT136Autoguns, autopistols, stub automatics, and stub revolvers.
Explosive Arrows/Quarrels-10 penalty to BS, damage type becomes X, no longer Primitive.ScarceRT136Bows, crossbows, and hand bows.
Hot-Shot Charge Pack+1 damage, Pen 4, adds Tearing, loses Reliable, clip reduced to 1.ScarceRT136Las carbines, lasguns, laspistols and long las.
Inferno ShellsTargets must pass an Agility test or be set on fire.RareRT137Ranged (Bolt or shotgun).
Naval Pistol Frag Rounds-ScarceRT121Naval Pistol (Mars-Pattern).
Man-Stopper BulletsSet Penetration to 3.ScarceRT137Autoguns, autopistols, hand cannons, hunting rifles, stub automatics, and stub revolvers.
Overcharge Pack+1 Damage, halves clip size.CommonRT134Pistol/Basic (Las).
Tempest Bolt ShellsDamage type becomes E, gains the Shocking quality. +3 Damage against Machine targets.Near UniqueRT137Bolt.
Acid Shells2d10E Damage, Pen 0. Deals damage like Fire. Each hit reduces AP on that location by 1 until repaired.Very RareITS128Ranged (Bolt or shotgun).
Airtorch CanisterGain Scatter and Overheats, halve range. Extremely RareITS128Melta.
Microburst Flask-2 Damage, +2 Pen, +10m range, lose Maximal and Overheats. +1kg to weight. Extremely RareITS128Plasma guns.
Nephium Fuel TankAgility tests to avoid damage suffer -10, increase base damage by 2. Very RareITS128Flamers.
Organgrinder RoundsTarget must take a Toughness test with -10 per point of damage taken. Failure causes 2d5R damage with no reduction.Extremely RareITS128Bolt weapons, hand cannons, and heavy stubbers.
Snare ShellsDecrease base damage by 2, gain Snare. RareITS128Shotguns.
Toxic ShotGains Toxic. If weapon jams, user takes 1d5 damage, no reduction. ScarceITS128Ranged (SP or Flame).
Tracer Shells+5 BS when firing on Full Auto. After use, tests made to hit user in fog, mist, shadow, smoke, and darkness gain a +5.AverageITS129Ranged (SP or Bolt).
Void RoundsAllows a firearm to be operated normally in the void. Suffer -1 Damage while in atmosphere.RareITS129SP.
Bolt Shells, ModifiedWeapon does 1d10+5X, Pen 4, and gains Tearing. Increases range by 30m. Loses Reliable or gains Unreliable. Loses Scatter.RareHAC60Shotguns.
Flechette ShellsFires a number of mono-darts instead of pellets. Increase range by 10% and gain Pen 2.RareHAC60Shotguns.
Flechette Shells (Toxic)As Flechette Shells, but also with Toxic.Very RareHAC60Shotguns.
Fyceline-tipped RoundsAdds a small amount of explosive to bullets. Change damage to X. Pistol weapons have no further change, Basic increase damage by 1, and Heavy by 3. Very RareHAC60Autoguns, autopistols, hand cannons, heavy stubbers, naval pistols, stub automatics, and stub revolvers.
Gas RoundsSame effect as a grenade (Blind, Hallucinogen, Bloodfire, Choke, Stunner, Toxic, or Scare), but only for the target hit.As GrenadeHAC60Shotguns.
Micro-blast NeedlesExplosive needle rounds. Lose Toxic, but increase damage by 4, change type to X, and gain Tearing.Extremely RareHAC60Dartcasters, needle pistols, and needle rifles.
Incendiary RoundsChange damage type to E.RareHAC60Autoguns, autopistols, hand cannons, stub automatics, and stub revolvers.
Shrieker AmmunitionShot gains Toxic, but if the Toughness test is failed it deals 3d10X instead. RoF is halved except for single shot. UniqueHAC61Shuriken cannons.
Solid Slugs+1 Damage, +2 Pen, loses Scatter.CommonHAC61Shotguns.
Stun ShellsLose Scatter, gain Shocking.ScarceHAC61Shotguns.
Toxin-saturated PromethiumToxic.RareHAC61Flamers.
Blessed AmmunitionGains Sanctified.Extremely RareFAC92"Any ranged weapon that has ammunition that can be consecrated."
Capacitor RoundsGains Shocking, reduces damage by 4.RareFAC92Ranged (Bolt or shotgun).
Dragonfire BoltsGains Blast (2), reduces damage by 1. Targets must make an Agility test at +20 or catch fire.Very RareFAC92Bolt.
Hellfire BoltsGains Toxic, reduces Pen by 2.Extremely RareFAC92Bolt.
High Explosive RoundsChanges damage type to E, gains Blast (1), reduces Pen by 2.ScarceFAC92Autocannons.
Kraken RoundsIncrease Pen by +4, reduce damage by 1.Extremely RareFAC92Ranged (SP or Bolt).
Purgatus Stake-BoltsGains Sanctified. Psykers and warp entities must make a WP test or roll for Perils of the Warp.Extremely RareFAC92Crossbows.
Pyre RoundsGains Cleansing Fire and Sanctified. Psykers autofail WP tests to avoid catching fire, and take 1d10 E unavoidable damage when using powers.Near UniqueFAC92SP.
Vengeance RoundsGrants the Unstable and Overheats qualities. +3 Damage and Pen.Very RareFAC92Bolt.
Kroot Sniper RoundsChanges the weapon's profile (S/-/-, 1d10+7E, Pen 5, Clip 1; Accurate).0.1kgExtremely Rare*TCG27Kroot rifles.
DeathwatchSpecialist Ammo for Heavy Bolter requires +5 Req for a regular magazine, and +15 for a backpack ammo supply. Each requisition is one magazine.
Astartes Backpack Ammo SupplyProvides 100 Plasma/Melta/Las, 250 SP or Bolt, and 75 Flame. 40kgUbiquitous*DW159Automatically issued with Heavy weapons.
Dragonfire Shells-2 damage. Anyone within 2m of the target must make an Agility test or catch fire. May target an area (+20 to BS).28/clipRespectedDW159Bolt.
Hellfire RoundsIgnores Natural Armor, inflicts RF on 9 and 10. Gain Tearing. With Heavy Bolter, RoF changes to S/-/- and gains Blast (3). +1 Magnitude Damage against Hordes.25/clipUbiquitous*DW159Bolt.
Implosion ShellsIf damage is taken, suffer 1d5 points of temporary Agility Damage.27/clipRespectedDW159Bolt.
Kraken RoundsIncrease Pen to 8, increase range 50%.15/clipUbiquitous*DW159Bolt.
Metal Storm RoundsDecrease Damage and Pen by 2, but gain Blast (2).15/clipUbiquitous*DW159Bolt.
Stalker RoundsAwareness tests to hear suffer -30, and can only be attempted at half distance. -2 damage unless used in Stalker Pattern Boltgun. If used in a Stalker, shot is impossible to hear.5/clipUbiquitous*DW160Bolt.
Vengeance RoundsGain Felling (1) and increase Pen to 9. Detonate prematurely on roll of 91-100. Suffer explosive damage equal to weapon's damage at Pen 5 to an arm. Also causes a jam.25/clipFamedDW160Bolt.
Witch BoltsAny creatures with Psy Rating that take damage reduce Psy rating by 1 for 1d10 rounds. May not push. Triggers Warp Instability for targets that have it.12/clipDistinguishedDW160Bolt.
Breaching RoundsChanges the weapon's damage type to X and reduces its range by half.8/clipDistinguishedROB140Astartes shotguns.
Ignis RoundsChanges damage type to E. A target hit must pass an Agility test or be set on fire in addition to normal damage.10/clipFamedROB140Autoguns, autopistols, and Astartes shotguns.
Penetrator RoundsGains +5 to Pen and loses Scatter.6/clipDistinguishedROB140Autoguns, autopistols, and Astartes shotguns.
Razorweb AmmoA webber loaded with this inflicts an additional -20 to escape. Furthermore, each attempt deals 2d10R Pen 8.6/clipFamedROB140Webbers.
Shredder RoundsGains +1 Pen and Tearing.7/clipDistinguishedROB140Astartes shotguns.
Slug RoundsLose Scatter, gain Tearing and Felling (1).4/clipUbiquitous*ROB140Astartes shotguns.
Syrshin Singularity RoundsDead Cabal Relic. +4 Damage. Wielder can apply penalties to his target's Dodge and his own BS, or ignore cover with a Called Shot.10RespectedTOR37Bolt.
Black Crusade
Amputator ShellsAdds +2 damage, loses Scatter.ScarceBC172Hand cannons, shotguns, stub automatics, and stub revolvers.
Barbed RoundsGains Crippling (1).ScarceBC172SP.
Dumdum Bullets+2 Damage, -2 Pen (minimum 0). If Pen is already 0, only add 1 to damage.AverageBC172SP.
Explosive Arrows-10 penalty to BS, damage type becomes X, no longer Primitive.ScarceBC172Bows and crossbows.
Hellfire Bolt RoundsGains Toxic (3) and inflicts Zealous Hatred on 9 or 10. For Heavy Bolters, RoF becomes S/-/- and adds Blast (3). Adds +1 Mag damage to a Horde.Very RareBC172Bolt.
High-Grade PromethiumAdds 10m(?) to range.ScarceBC173Flamers.
Hot-Shot Charge Pack+3 damage, Pen 4, adds Tearing, loses Reliable, clip reduced to 1.AverageBC173Pistol/Basic (Las).
Inferno ShellsGains the Flame quality.ScarceBC173Pistol/Basic (SP).
Man-Stopper BulletsSet Penetration to 3.ScarceBC173Pistol/Basic (SP).
Metal Storm RoundsReduce damage and Pen by 2, gain Blast (2).Very RareBC173Bolt.
Purified PlasmaLoses the Overheats quality.Very RareBC173Plasma.
Stalker Bolt RoundsAwareness tests to hear suffer -30, and can only be attempted within 30m of the firer. -2 Damage.Very RareBC173Bolt.
Tox RoundsToxic (2).AverageBC173Pistol/Basic (SP).
Tzeentchian Inferno BoltsLoses Tearing and gains Blast (2). Gain Warp Weapon against living targets. Single shot only, must be Tzeentch-aligned.Extremely RareTOF40Bolt (Legion).
Q'Sal Crystal Caster Shells-Extremely RareTOF40Q'Sal Crystal Casters.
GlittershellsReduce damage to 1d10, add Hallucinogenic (2). Counts as Hallucinogenic (4) against psykers. Rare within Ragged Helix.Extremely Rare*TOE38Shotguns.
Scatterscream RoundsLoses Scatter, gains Blast (2) and Concussive (2).Very RareTOE39Shotguns.
Bloodrot RoundsChanges the bolter's profile (80m, S/-/-, 3d10X, Pen 6; Blast(5), Corrosive, Smoke(1), Toxic(3)). See Bloodrot Grenade for smoke effects.Extremely RareTOD38Heavy bolters.
Scourge Shells+2 Pen, loses Scatter, gains Razor Sharp. Can be loaded with diseases/toxins (+20 Medicae test).RareTOD39Shotguns.
Only War
Arrows/Quarrels-CommonOW192Bows, crossbows, and hand bows.
Shot-CommonOW192Flintlock pistols and muskets.
Bullets-PlentifulOW192Autoguns, autopistols, hand cannons, heavy stubbers, sniper rifles, stub automatics, and stub revolvers.
Cartridge-CommonOW192Shotguns.
Backpack Ammo PackCan hold: 80 shots Plasma/Melta/Las, 200 SP/Bolt, 60 Flame. Ignore attached weapon's clip size.25kgRareOW192Any.
Charge Cell-CommonOW192Laslocks.
Charge Pack (Pistol)-CommonOW192Pistol (Las).
Charge Pack (Basic)-CommonOW192Basic (Las).
Charge Pack (Heavy)-RareOW192Heavy (Las).
Fuel (Pistol)-ScarceOW193Hand flamers.
Fuel (Basic)-ScarceOW193Flamers.
Fuel (Heavy)-ScarceOW193Heavy flamers.
Bolt Shells-RareOW193Bolt.
Melta Canister (Pistol)-Very RareOW193Inferno pistols.
Melta Canister (Basic)-Very RareOW193Meltaguns.
Melta Canister (Heavy)-Very RareOW193Multi-meltas.
Plasma Flask (Pistol)-RareOW193Plasma pistols.
Plasma Flask (Basic)-RareOW193Plasma guns.
Plasma Flask (Heavy)-Very RareOW193Plasma cannons.
Exotic-Very RareOW193*
Artillery-Very RareOW193Artillery.
Amputator Shells+2 Damage.Extremely RareOW193Autoguns, autopistols, hand cannons, shotguns, sniper rifles, stub automatics, and stub revolvers.
Bleeder RoundsAdds +2 to all Damage the target takes in that combat. Has no extra effect vs. Daemonic or Machine trait targets.RareOW193Autoguns, autopistols, hand cannons, stub automatics, and stub revolvers.
Dumdum BulletsAdds +2 Damage but doubles target's AP.ScarceOW193Stub revolvers, stub automatics, sniper rifles, and hand cannons.
Expander Rounds+1 Damage and Penetration.ScarceOW193Autoguns, autopistols, sniper rifles, stub automatics, and stub revolvers.
Explosive Arrows/Quarrels-10 penalty to BS, damage type becomes X, no longer Primitive.ScarceOW193Bows, crossbows, and hand bows.
Hot-Shot Charge Pack+1 Damage, Pen 4, adds Tearing, loses Reliable, clip reduced to 1.ScarceOW194Las carbines, lasguns, laspistols and long las.
Inferno ShellsGains the Flame quality.RareOW194Ranged (Bolt or shotgun).
Man-Stopper BulletsIncrease Penetration by 3.ScarceOW194Autoguns, autopistols, hand cannons, sniper rifles, stub automatics, and stub revolvers.
Tempest Bolt ShellsDamage type becomes E, gains the Shocking quality. +3 Damage against Machine targets.Near UniqueOW194Bolt.
Anti-Tank ShellsPenetration 12. Can't be fired Indirectly.Extremely RareOW194Artillery.
High Explosive Shells3d10+10X, Pen 8, Blast (10), Concussive (3). Other Qualities from the weapon are unmodified.RareOW194Artillery.
Illumination ShellsLights up a 1km area for 10 minutes.Very RareOW194Artillery.
Infernus Shells2d10+10E, Pen 6. Gains the Flame quality and loses Concussive.Extremely RareOW194Artillery.
Smoke ShellsBlocks all forms of vision in a 10m radius for up to 10 rounds.RareOW194Artillery.
Envenomed AmmunitionGains Toxic (2).ScarceHOE123Ranged (Low-Tech).
Solid Slugs+1 Damage, +2 Pen, loses Scatter.CommonHOE123Shotguns.
Tracer RoundsWhen firing Full-Auto, multiply Degrees of Success by 1.5 (round up). Gains Flame at point-blank. +5 to Ranged Volley Orders.CommonHOE123SP.
Dark Heresy 2ESuccessful Acquisition tests for ammunition give (2+DoS) clips. Arrows/crossbow bolts come in "clips" of 6.
Standard AmmoDefault ammunition profile for any specific weapon. Availability is one step easier than the weapon.*DH2166*
Amputator Shells+2 Damage.Extremely RareDH2165Autoguns, autopistols, hand cannons, shotguns, sniper rifles, stub automatics, and stub revolvers.
Bleeder RoundsCauses Blood Loss for 1d5 rounds or until treated. Has no extra effect vs. Daemonic or Machine trait targets.RareDH2165Autoguns, autopistols, hand cannons, stub automatics, and stub revolvers.
Dumdum BulletsAdds +2 Damage but doubles target's AP.ScarceDH2165Stub revolvers, stub automatics, sniper rifles, and hand cannons.
Expander Rounds+1 Damage and Penetration.ScarceDH2165Autoguns, autopistols, sniper rifles, stub automatics, and stub revolvers.
Explosive Arrows/Quarrels-10 penalty to BS, damage type becomes X, loses Primitive, gains Blast (1).ScarceDH2166Bows and crossbows
Hot-Shot Charge Pack+1 Damage, Pen 4, adds Tearing, loses Reliable, clip reduced to 1.ScarceDH2166Las carbines, lasguns, laspistols and long las.
Inferno ShellsGains the Flame quality.RareDH2166Ranged (Bolt or shotgun).
Man-Stopper BulletsIncrease Penetration by 3.ScarceDH2166Autoguns, autopistols, hand cannons, sniper rifles, stub automatics, and stub revolvers.
Scrambler RoundsGains Hallucinogenic (2) and Recharge.RareDH2166Ranged (SP or Bolt).
Tempest Bolt ShellsDamage type becomes E, gains the Shocking quality. +3 Damage against Machine targets.Near UniqueDH2166Bolt.
Tox RoundsGains Toxic (1), -2 Dam.ScarceDH2166Ranged (SP or Bolt).
“Emperor’s Light” Thermal BoltsLoses Primitive and Accurate. Gains +1d10E Dam, Pen 6, Melta, and Inaccurate.RareEWI46Crossbows.
“Emperor’s Wrath” Shard BoltsCrippling (2).ScarceEWI47Crossbows.
“Heretic’s Match” Incendiary RoundsGains Flame and Unreliable, loses Blast.ScarceEWI47Bows, crossbows, and shotguns.
Purgatus StakesGains Sanctified. Psykers and warp entities must make a WP test or roll for Perils of the Warp.Extremely RareEWI47Purgatus Crossbow.
Purity BoltsHaywire (2).Very RareEWI47Crossbows.
Sanctified AmmunitionSanctified.RareEWI47Bows, crossbows, flame, or SP.
Silver StakesGains Sanctified. Psykers and warp entities take an additional 1d10 damage.Very RareEWI47Crossbows.
Theta-Pattern Concussion BoltsGains Blast (5) and Concussive (5). Anyone in Blast radius must make a -20 Strength test or be knocked Prone 1d5 meters away.Very RareEWI47Crossbows.
Theta-Pattern Shock BoltsGains Shocking. Targets that fail the Toughness test with 3+ Degrees of Failure are knocked Unconscious instead of Stunned.Very RareEWI47Crossbows.
Abyssal BoltsGains Crippling (2) and Tainted, loses Reliable and Sanctified.Very RareEBY44Crossbows, Bolt.
Nitidus RoundsStuns psykers (-10 Willpower test to avoid). Forces a Warp Instability test at a -10 penalty.Very RareEBY44Shotguns.
PsyboltsGains Daemonbane and Sanctified. Ignores psychic protection and adds +[Psy Rating] Damage.Extremely RareEBY44Bolt.
PsyflameGains Sanctified. Ignores psychic protection and imposes a -[Psy Rating * 5] penalty on Agility tests to avoid being hit.Very RareEBY44Ranged (Flame).

Armor

Armor TypeLocation(s) CoveredAPAgiWTCostAvailabilitySrcPg.Notes
Armor
Armors with AP >= 7 inflict a -30 penalty to Silent Move and Concealment
Primitive/Basic
Dark HeresyAP values are halved (round up) before non-Primitive weapon Penetration is applied.
Gang LeathersBody, Arms, Legs1-5kg25AverageDH144-
Heavy LeathersBody, Arms, Legs2-7kg100CommonDH144-
Quilted VestBody2-2kg10CommonDH144-
Beast FursBody2-10kg5AverageDH144-
Grox HidesBody3-14kg60CommonDH144-
Chain CoatBody, Arms, Legs3-18kg50AverageDH144-
Feudal PlateAll5-30kg120ScarceDH144-
Xeno HidesBody6-22kg5000Very RareDH144-
Banded Armor, FerviousBody, Arms, Legs3-12kg50RareIHB100-
Bone ArmorBody, Arms, Legs2-12kg20AverageIHB100-
BracersBody, Arms, Legs1-0.5kg10PlentifulIHB100-
Heavy Plate ArmorAll6-28kg300ScarceIHB100-
Scale Armor, MonrassBody, Arms, Legs3-15kg1000Very RareIHB101Grants a +10 to Agility tests to avoid catching fire.
Scrag FursBody2-7kg5CommonIHB101Wearing imposes a -10 to Fellowship tests.
Silkmail, AcreageBody, Arms, Legs3-5kg150RareIHB101-
Mirker's GreavesLegs4-8kg50AverageIHB125May kick with the same effect as if they were using knuckle dusters (Brass Knuckles)
Rogue TraderAP values are halved (round up) before non-Primitive weapon Penetration is applied.
Heavy Leathers/FursBody, Arms, Legs2-7kgCommonRT138-
Grox Hide/ChainmailBody, Arms, Legs3-15kgCommonRT138-
Feudal World PlateAll5-30kgScarceRT138-
Burnscour Beast HideBody6-20kgVery RareRT138-
Black Crusade
Underhive LeathersBody, Arms1-5kgCommonBC173-
Quilted VestBody2-2kgCommonBC173-
Beast FursBody2-10.2kgAverageBC173-
Chainmail CoatBody, Arms, Legs3-28kgAverageBC173-
Talax Hide ArmourAll6-6kgRare*TOB43+10 to resist Concussive. Extremely Rare outside of Talax.
Only War
Heavy LeathersBody, Arms1-5kgCommonOW195-
Chainmail SuitBody, Arms, Legs3-15kgCommonOW195-
Feudal World PlateAll5-30kgScarceOW195-
Death World Beast Hide VestBody6-20kgVery RareOW195-
Dark Heresy 2E
Heavy LeathersBody, Arms1-5kgCommonDH2168-
Imperial RobesBody, Arms, Legs1-4kgAverageDH2168-
Armoured BodygloveBody, Arms, Legs2-5kgRareDH2168-
Chainmail SuitBody, Arms, Legs33515kgCommonDH2168-
Feudal World PlateAll52530kgScarceDH2168-
Xenos Hide VestBody65020kgVery RareDH2168-
MouldsuitAll-4010kgRareEWI48Protects against mind-mould, as well as poisons and fire. May be damaged if worn in combat.
Praetor ArmourAll65016kgExtremely RareEWI49Includes respirator, comm-link, photo-visor, targeter, recoil gloves, and a magnetic holster. Wearers without the Adeptus Mechanicus background gain Enemy (Adeptus Mechanicus) while wearing it.
Obsidian PlateBody63535kgVery RareEBY46Wearer gains Resistance (Psychic Powers), or +10 to resist powers if he already has the talent. Counts as AP 18 against Psychic Bolts. Reduces psykers' Psy Rating by 3 (min. 1).
Flak
Dark HeresyAP 5 against indirect hits from Blast weapons.
Flak HelmetHead2-2kg25AverageDH144-
Flak GauntletsArms2-1kg50AverageDH144-
Light Flak CoatBody, Arms, Legs2-4kg80ScarceDH144-
Flak VestBody3-5kg50AverageDH144-
Flak JacketBody, Arms, Legs3-6kg100AverageDH144-
Flak CloakAll3-8kg80ScarceDH144-
Guard Flak ArmorAll4-11kg300ScarceDH144-
Flak GreatcoatBody, Arms4-9kg150AverageIHB181-
Rogue TraderAP 5 against indirect hits from Blast weapons.
Flak HelmetHead2-2kgAverageRT138-
Flak CloakBody, Arms, Legs3-8kgScarceRT138-
Flak CoatBody, Arms, Legs3-5kgAverageRT138-
Guard Flak ArmorAll4-11kgScarceRT138-
Black Crusade+1 AP against indirect hits from Blast weapons.
Flak HelmetHead2-2kgAverageBC173-
Flak GauntletsArms2-1kgAverageBC173-
Light Flak CoatBody, Arms, Legs2-4kgScarceBC173-
Flak VestBody3-5kgAverageBC173-
Flak JacketBody, Arms3-5kgAverageBC173-
Flak CloakBody, Arms, Legs3-8kgScarceBC173-
Guard Flak ArmorAll4-11kgScarceBC173-
Only War+1 AP against indirect hits from Blast weapons.
Flak HelmetHead2-2kgAverageOW195-
Flak GauntletsArms2-1kgAverageOW195-
Light Flak CloakBody, Arms, Legs2-4kgScarceOW195-
Flak VestBody3-5kgAverageOW195-
Flak CloakBody, Arms, Legs3-8kgScarceOW195-
Flak CoatBody, Arms3-5kgAverageOW195-
Imperial Guard Flak ArmourAll4-11kgScarceOW195-
Dark Heresy 2E+1 AP against indirect hits from Blast weapons.
Flak HelmetHead2-2kgAverageDH2168-
Flak GauntletsArms2-1kgAverageDH2168-
Light Flak CloakBody, Arms, Legs2554kgScarceDH2168-
Flak VestBody3605kgAverageDH2168-
Flak CloakBody, Arms, Legs3558kgScarceDH2168-
Flak CoatBody, Arms3605kgAverageDH2168-
Imperial Guard Flak ArmourAll45011kgScarceDH2168-
Mesh
Dark Heresy
Mesh CowlHead3-0.5kg100RareDH145-
Mesh GlovesArms3-0.5kg120RareDH145-
Xeno MeshBody, Arms, Legs4-2kg375RareDH145-
Mesh VestBody4-1kg150RareDH145-
Mesh Combat CloakAll4-1.5kg350Very RareDH145-
Rogue Trader
Mesh CowlHead3-0.5kgRareRT138-
Xeno MeshBody, Arms, Legs3-2kgRareRT138-
Mesh Combat CloakBody, Arms, Legs4-1.5kgVery RareRT138-
Mesh VestBody4-2kgRareRT138-
Black Crusade
Mesh CowlHead3-1kgRareBC174-
Mesh GlovesArms3-1kgRareBC174-
Mesh VestBody4-1kgRareBC174-
Mesh Combat CloakBody, Arms, Legs4-2kgVery RareBC174-
Dark Heresy 2E
Mesh VestBody4-2kgRareDH2168-
Mesh CloakBody, Arms, Legs4603kgVery RareDH2168-
Carapace
Dark Heresy
Carapace HelmHead4-2kg250RareDH145-
Carapace VambracesArms5-2kg300RareDH145-
Carapace GreavesLegs5-3kg375RareDH145-
Enforcer Light CarapaceBody, Arms, Legs5-15kg575RareDH145-
Carapace Chest PlateBody6-7kg600RareDH145-
Storm Trooper CarapaceAll6-17kg3750Very RareDH145-
Magistratum Combat Carapace, Hax-Orthlack Mk IIAll5-16kg1100RareIHB126Built-in respirator, comm-bead, and photo-visor.
Boarding ArmorHead, Body, (Arms, Legs)5(3)-17kg1225RareIHB164Built in void-suit and photo-visor.
Windrider Carapace Scale ArmorBody6-6kg800ScarceIHB181-
Cameleoline Combat ArmorAll5-17kg1000Very RareRHB154Gains the same effect as a Cameleoline Cloak, granting +20 to Concealment and counting as one Range bracket further if holding still.
Shock CarapaceBody, Arms, Legs6-19kg5000Very RareRHB154Any successful hits with conductive close combat weapons results in a Shocking hit on the offending arm.
Hospitaller CarapaceAll (Head)5(4)-20kg10000Very RareBOM117Grants +20 to resist toxins and diseases that do not penetrate the armor, and +10 to any Fear test involving smell. Helm has a built-in rebreather.
Sanctified CarapaceAll6-18kg6000Very RareBOM117Grants +10 to resist direct psychic attacks and manipulation. Provides full AP against Psychic and Warp Weapons. Punches with the gauntlets count as Sanctified. Imposes -10 to all WP tests made by supernatural entities within 20m.
Adeptus Arbites Carapace ArmorAll6-14kg3000Very RareBOJ64Has a built-in micro-bead and pair of recoil gloves, and makes the wearer immune to Photon Flash grenades. See text for further potential equipment mounts.
Gutterforged ArmorHead, Body, Arms5-41.5kg350ScarceBOJ65Suffer -15 to Agility when worn.
Judge ArmorAll6-16.5kg5500Very RareBOJ65Functions identically to Arbites Carapace. Additionally grants a +5 bonus to Interrogation and Intimidate against locals of the armor's planet of origin.
Verispex ArmorBody, Arms2-5.5kg500Very RareBOJ65Has a built-in auspex, chrono, combi-tool, and data-slate. Grants a +10 bonus to Awareness and Medicae to find information in the field.
Verispex HelmHead4-2.5kg750Very RareBOJ66Has built-in preysense goggles and photo-visor. Grants a +10 bonus to Search and Tracking tests.
"Kasrkin" Storm Trooper Carapace, Cadian-PatternAll6-15kgVery RareASC143Complex carapace armor. See description for details and extra equipment.
Judge's Carapace, Hydraphur-PatternAll5-15.5kgVery RareASC143Carapace armor common to judges. See description for details and extra equipment.
Crimson ArmourAll6-6kg12500Extremely RareTLW64+10 to Intimidate. Includes Good Quality photo-visor.
Rogue Trader
Carapace HelmHead4-2kgRareRT139-
Enforcer Light CarapaceAll5-15kgRareRT139-
Carapace Chest PlateBody6-7kgRareRT139-
Storm Trooper CarapaceAll6-15kgVery RareRT139-
Deathwatch
Astartes Scout ArmorBody, Arms6-30kg--DW163Concealment +10, does not inflict the normal penalty for Silent Move and Conceal based on AP.
Deathwatch Scout ArmorBody, Arms, (Legs)7(5)-30kg--ROB142Does not inflict the normal penalty for Silent Move and Concealment based on AP.
Body Glove: Grants +10 to any Toughness test to resist contact poisons, radiation, acids, or chemicals.
Anointment of Obfuscation: Anyone trying to detect a Space Marine wearing infiltrator armor using auto-senses, auspex, or augur arrays suffers a -10 to any Tech-Use or Scrutiny test.
Scout's Vox: Carries a long-range vox with a range of 35km. Can transmit voice and data.
Interlocutor Beacon: Carries an IFF beacon that doubles as a distress signal when needed.
Auto-Injector Cuff: +5 to all tests resisting the Toxic Quality or similar. Two doses of pain suppressant allow him to ignore the effects of critical damage for 1d10 rounds; if stunned, negate it in 1d5 rounds.
Shadow MantleBody, Arms, (Legs)7(5)-30kg40FamedHTC133Dark Hunters Relic. Master-Crafted Astartes Scout Armour. -20 to spot the wearer (-40 if standing still), includes auspex, halves enemy AP (before Pen) when Aiming.
Black Crusade
Carapace HelmHead4-2kgRareBC174-
Carapace VambracesArms5-2kgRareBC174-
Carapace GreavesLegs5-3kgRareBC174-
Light CarapaceBody, Arms, Legs5-15kgRareBC174-
Carapace Chest PlateBody6-7kgRareBC174-
Heavy CarapaceAll6-17kgVery RareBC174-
Harness of RageAll6-22kgExtremely RareTOB42Grants Regeneration based on damage dealt and allows Frenzying as a Free Action.
Only War
Carapace HelmHead4-2kgRareOW195-
Carapace GauntletsArms5-2kgRareOW195-
Carapace GreavesLegs5-3kgRareOW195-
Light CarapaceAll5-15kgRareOW195-
Carapace ChestplateBody6-7kgRareOW195-
Storm Trooper CarapaceAll6-15kgVery RareOW195-
Crimson ArmourAll6-6kgNear UniqueSOH130Unnatural Strength (+1), counts as sealed while wearing the helmet. Includes Good Quality photo-visor.
Sanctified VestmentsArms, Body, Legs5-12kgRare*SOH130-
Dark Heresy 2E
Carapace HelmHead4-2kgRareDH2168-
Carapace GauntletsArms5-2kgRareDH2168-
Carapace GreavesLegs5-3kgRareDH2168-
Enforcer Light CarapaceAll54515kgRareDH2168-
Carapace ChestplateBody6557kgRareDH2168-
Militarum Tempestus CarapaceAll64515kgVery RareDH2168-
Power ArmorMust be wearing Body, Arms, and Legs for Strength bonus to apply; helmet not necessary.
Dark Heresy
Light Power ArmorAll7-40kg8500Very RareDH145Strength +10
Power ArmorAll8-65kg15000Very RareDH145Strength +20, Hulking size
Dragon ScaleAll8-20kg7500Tech-Priest onlyIHB137Built in photo-visor and respirator, Str +10
Lidhl Light Power ArmorAll6-40kg8000Very RareIHB181-
Sororitas Powered ArmorAll7(8)-35kg20000Very RareBOM118Typically not issued with a helmet without proper rank. +10 Strength, grants the Auto-Stabilised trait. Helmet has a rebreather, comm-link, and integrated targeter (+5 BS). If critical damage to the body is suffered from behind, roll for effect (BOM 118).
Malleus Power ArmorAll9-180kg25000Near UniqueDEM71Best Quality, included in profile. See text for details.
Malleus Terminator ArmorAll12-400kgUniqueDEM71See text for details.
Power Armor, Ignatus-PatternAll8-65kgExtremely RareASC144Strength +20, Hulking size, +1 to movement rate; further information in description.
Cataphract ArmourAll12---TLW93Strength +30, -1 movement rate, Hulking size
Rogue Trader
Light Power ArmorAll7-40kgExtremely RareRT139Strength +10
Power ArmorAll8-65kgExtremely RareRT139Strength +20, Hulking size
"Ironclad" Heavy Power Armor, Delphis Mk IIAll9-150kgExtremely RareITS129Extensive changes and abilities. See description for full details.
"Prensio" Lifter Armor, Delphis Mk IIAll9-155kgExtremely RareSOI93Strength +20, Hulking size, Unnatural Strength (x2), various penalties
Resciscum Exploration SuitAll4-22kgRareSOI93Includes auspex, rebreather, vox, microbead, and 1-week power supply. -10 to Climb, Swim, and all WS/BS/Ag tests.
Engine ArmourAll6-45kgVery RareFAC94Strength +30, Hulking size, -20 to Agility and Perception tests.
Artificer ArmourAll10-70kgExtremely RareFAC94Strength +20, Hulking size, Sturdy. Includes auspex, photo-visor, recoil gloves, and a 24-hour power supply.
Artificer Armour (Consecrated)All10-75kgNear UniqueFAC94Strength +20, Hulking size, Sturdy. Includes auspex, photo-visor, recoil gloves, and a 24-hour power supply. +20 on opposed WP tests against psychic powers, unarmed attacks gain Sanctified.
XV25 Stealth BattlesuitAll8--Near Unique*TCG39Str 45, 2 HPs, Hulking. No Concealment penalty from Size, +2 Degrees of Success on successful Concealment, Dodge, Shadowing, and Stealth tests.
XV8 Crisis BattlesuitAll10--Near Unique*TCG40Str 55, 3 HPs, Enormous.
XV9 Hazard BattlesuitAll14--Near Unique*TCG40Str 65, 4 HPs, Enormous. Includes built-in photon casters (counts as Tau Photon Grenade). See text for operation.
XV8-05 “Enforcer” Crisis BattlesuitAll11--Unique*TCG41Str 60, 4 HPs, Enormous.
XV8-02 “Iridium” Crisis BattlesuitAll15--Unique*TCG41Str 55, 3 HPs, Enormous.
XV88 Broadside Battlesuit All15--Near Unique*TCG42Str 65, 3 HPs, Enormous. Lacks the Jet Pack primary system.
XV104 Riptide All14--Unique*TCG42Str 80, 3 HPs, Massive. The pilot can overload the reactor to improve the suit's abilities or gain a Force Field (rating varies).
Primary SystemsUnlike Support Systems and weapons, Primary Systems don't take up hard points and are hardwired into all battlesuits.
[Battlesuit]Once per round when the pilot would take Critical Damage, 80% chance of rolling on the armor's crit table (TCG 31) instead.
Blacksun Filtration SystemsContains built-in Blacksun Filter (see "Gear" tab).
Enhanced Motive SystemsThe pilot gains Auto-Stabilised, as well as the battlesuit's Strength and Size. If this system is disabled, the suit is immobilized.
Environmental SealThe armor is sealed and can maintain an adequate oxygen supply as long as it's powered.
Jet PackMake a +20 Pilot (Personal) test to fall safely or take a short jump; +0 to gain Flyer (12) for 1 minute.
Multi-TrackerThe pilot gains Two-Weapon Wielder (or, if he already has it, an additional +10 bonus to WS/BS while dual-wielding).
Support SystemsAcquired separately and installed on hard points. All Support Systems are Extremely Rare.
Advanced Targeting SystemThe pilot may make Called Shots as a Half Action.
Counterfire Defence SystemThe pilot may reroll failed BS tests while using Overwatch or Supporting Fire.
Drone Controller SystemContains built-in Drone Controller (see Gear tab).
Early Warning OverrideThe pilot may use Overwatch as a Reaction.
Positional Relay SystemContains built-in Positional Relay (see Gear tab).
Stimulant InjectorThe pilot may inject one drug per round; holds 6 doses. The default drug lets the user temporarily ignore one non-fatal Critical Effect.
Shield GeneratorCounts as a Force Field (rating 40).
Target Lock SystemContains built-in Target Lock (see Gear tab).
Vectored Retro-ThrustersThe pilot may Disengage as a Half Action.
Velocity TrackerIgnore BS penalties caused by the target’s movement.
Signature SystemsAcquired separately. All Signature Systems are Unique.
Command and Control NodeThe pilot may make a Tech-Use test to let allies within 20m reroll failed BS tests against [Perception bonus] targets for one round.
Failsafe DetonatorExplodes when the pilot dies (3d10+10E, Blast (20)). Living pilots can make a -20 Willpower test to set it off manually.
Multi-Spectrum Sensor SuiteThe pilot may make a Tech-Use test to let allies within 20m ignore [Per Bonus + Degrees of Success] APs from Cover.
Neuroweb System JammerThe pilot may make a -10 Tech-Use test to shut down [Degrees of Success + 1] powered devices. (Weapons gain Overheats instead.)
Repulsor Impact FieldAllows the pilot to damage and possibly knock back nearby enemies.
DeathwatchAll qualities for base power armor types (Mk I-VI, Mk VIII, Grey Knight) match the Mk VII profile unless specified otherwise. See text for full details.
Mk VII Power ArmorAll8(10)-180kg--DW1616-9 in Rites of Battle Standard Issue Armor table
Enhanced Strength: Grants +20 to Strength.
Auto-senses: Give Dark Sight, and Heightened Senses (Sight and Sound) that stacks with implants. Immune to photon flash and stun grenades. Called Shot only takes a Half Action. Only applies while wearing helmet.
Osmotic Gill Life Sustainer: With the helmet on, the armor is sealed and can maintain an adequate oxygen supply as long as it's powered.
Vox-Link: Serves as a standard vox-caster.
Bio-Monitor and Injectors: +10 to all tests resisting the Toxic Quality or similar. 6 doses of pain suppressant allow him to ignore the effects of critical damage for 1d10 rounds; if stunned, negate it in 1 round.
Magnetized Boots: Magboots in sole of boot. Can be switched on and off.
Nutrient Recycling: For every two weeks without a source of nourishment, make a Toughness test or suffer one level of Fatigue. Repeat every two weeks but one step harder each time until some sustenance is provided.
Recoil Suppression: Provides the ability to fire Basic weapons one-handed without penalty.
Giant Among Men: Increases size class to Hulking, increasing base move by 1. Black Carapace negates bonus to hit. Penalties to Concealment and Silent Move still apply.
Poor Manual Dexterity: -10 to any tests using equipment that is not sized for Astartes.
Astartes Artificer ArmorAll12-100kg60Hero*DW163May only be Requisitioned as Signature Gear. Techmarines may do this at Distinguished.
Astartes Terminator ArmorAll14-400kg100*FamedDW164Cost includes weaponry. The armor by itself costs 60 Requisition.
Armor of the Remorseless CrusaderAll12-110kg70HeroDW167Artificer Armor with Retractable Sword. Grants +20 to resist Psychic Effects, double AP against psychic or warp attacks that deal damage. Retain full AP against Warp Weapon. Chapter Relic of the Black Templars.
Mk I "Thunder" ArmorLegs, Head/Arms, Body4, 6, 8---*ROB149Enhanced Strength: +15 to +25; Manual Dex Mod: -15. Grants none of the other benefits of more advanced versions.
Mk II "Crusade" ArmorAll7(9)-280kg-*ROB149Enhanced Strength: +25; Auto-Senses: +5; Magnetized Boot Soles: Always On; Nutrient Recycling Time: 1 Week; Manual Dex Mod: -20.
Mk III "Iron" ArmorAll9(10)*-300kg-*ROB149Enhanced Strength: +25; Auto-Senses: +5; Pain Suppressant Doses: 8; Nutrient Recycling Time: 1 Week; Manual Dex Mod: -20. AP 6 (All) from behind.
Mk IV "Maximus" ArmorAll7(9)-220kg-*ROB150See Mk VII profile. 1 in Rites of Battle Standard Issue Armor Table
Mk V "Heresy" ArmorAll8(9)-200kg-*ROB150Auto-Senses: +5. 2 in Rites of Battle Standard Issue Armor Table
Mk VI "Corvus" ArmorAll8(9)-170kg-*ROB150Auto-Senses: +15. 3-5 in Rites of Battle Standard Issue Armor Table
Mk VIII "Errant" ArmorAll8(11)-190kg-*ROB151See Mk VII profile. 10 in Rites of Battle Standard Issue Armor Table.
Grey Knight Power ArmorAll8(10)-180kgRank 1DEM133Increase the threshold of hostile powers affecting the wearer by 5. Also includes wrist-mounted storm bolters (standard range).
Grey Knight Terminator ArmorAll14-400kgRank 3DEM134May equip any Grey Knight weapon.
Nemesis DreadknightAll15-2000kgRank 8DEM134A massive exoskeletal warsuit. See text for details.
The Armour of FaithAll12-100kg60HeroHTC125Black Templars Relic. Artificer Armour. Includes force field (rating 30, overload 1-5).
Descent into FlamesAll12-100kg70HeroHTC127Fire Lords Relic. Mk VI "Corvus" Armour. Grants immunity to fire attacks and being set on fire. Other heat-based attacks (e.g., melta/plasma) take -6 to Pen.
Fury UnrelentingArms12--30HeroHTC127Storm Wardens Relic. +3 Pen with wielded melee weapons, +5 Pen for unarmed attacks.
Pinions of AscaniusArms12--40HeroHTC130Eagle Warriors Relic. +1 AP to the Head. +10 WS with Balanced weapons.
Shadow MantleBody, Arms, (Legs)7(5)-30kg40FamedHTC133Dark Hunters Relic. Astartes Scout Armour.
Mantle of the Silver LionAll8(10)-125kg75HeroTEC34Mk IV "Maximus" armour. Grants immunity to Surprise, extra abilities for Defensive Heroic Legacy roles.
Defiled Mantle of the CrusaderAll8(10)-150kg45DistinguishedTEC65Mk II "Crusade" armour. Would provide extra benefits if purified.
Armour of Brother TitosAll12-170kg55HeroTEC97Mk V "Heresy" Armour. +30 Str, +20 Command, reroll failed Command tests, can use Command on up to [Fellowship bonus] squads/vehicles.
Crimson HelmHead12-5kg45FamedTEC98Includes auspex/scanner and Master-Crafted MIU, +20 on Perception or Tech-Use to diagnose technology malfunctions, AP 16 vs. energy.
Black CrusadeAll power armor may select three sub-systems and roll for one Customization. The Legion sub-system list is only available to Legion armor.
Light Power ArmorAll7-40kgVery RareBC175Strength +10, 24-hour power supply, -10 to fine manipulation. Comes with 3 General subsystems.
Power ArmorAll8-65kgExtremely RareBC175Strength +20, increases size by one step, 24-hour power supply, -10 to fine manipulation. Comes with 3 General subsystems.
Legion Power ArmorAll8-100kgExtremely RareBC175Strength +20, increases size by one step, 24-hour power supply, -10 to fine manipulation, requires modification to use non-Legion ranged weapons. Comes with 3 General or Legion subsystems.
Terminator ArmorAll14-400kgNear UniqueBC176As Power Armour, except as noted.
Strength +30.
Grants Auto-Stabilised and allows Heavy Weapons to be used one-handed.
Counts as equipped with an Auspex.
Functions as a Force Field (rating 35, never overloads).
May not run, suffers -20 to Agility, and cannot Dodge.
May only use the following weapons: Combi-Bolter (any combination), Chainfist, Lightning Claw, Power Axe, Power Fist, Power Mace, Power Scythe, Power Sword, Thunder Hammer, Reaper Autocannon, Heavy Flamer, Daemon Weapon, Force Weapon (any variant).
Legion Terminator ArmorAll14-450kgNear UniqueBC176As Terminator Armour, except as noted. Can include Legion subsystems.
Magma SuitAll9-90kgNear UniqueTOF40Comes with Osmotic Gill Life Sustainer, Vox Link, Sustainable Power Source, and Recoil Suppression sub-systems. Grants Resistance (Heat).
Mantle of HateAll8(10)-150kgNear UniqueTOB43Legion Power Armour. Wearer can test Willpower to penalize an enemy's WS and Evasion. See text for subsystems.
General Power Armor Sub-Systems
Auto-SensesGains Dark Sight and Heightened Senses (Sight, Sound) which stack with any existing Heightened Senses. Grants immunity to photon flash and stun grenades. May make Called Shots as a Half Action.
Osmotic Life Gill SustainerWith the helmet on, the armor is sealed and can maintain an adequate oxygen supply as long as it's powered.
Vox LinkMay be used to communicate, as well as transfer data from bio-monitors (if installed) to other vox-links.
Magnetised Boot SolesAllows the wearer to stick to metal. Reduce Agility by half when in use, but may otherwise move normally in low or zero-gravity areas.
Sustainable Power SourceAn everlasting power supply.
Legion Power Armor Sub-Systems
Enhanced Ceramite PlatingHas AP 10 on body instead of 8.
Bio-Monitor and Injectors+10 to all tests resisting the Toxic Quality or similar. 6 doses of pain suppressant allow him to ignore characteristic damage or penalties caused by critical damage for 1d10 rounds; if stunned, negate it in 1 round.
Nutrient RecyclingFor every two weeks without a source of nourishment, make a -10 Toughness test or suffer one level of Fatigue. Repeat every two weeks but one step harder each time until some sustenance is provided.
Recoil SuppressionProvides the ability to fire Basic weapons one-handed without penalty.
Power Armor Customization
1 - Scavenged Reconstruction+10 to Infamy, Intimidate and Command against any Space Marine. Legion only.
2 - Power Supply TamperingThe armor can power certain weapons indefinitely. Quick Draw doesn't apply to the weapon.
3 - HornsThe wearer's Charge attacks can't be Parried.
4 - SpikesUnarmed attackers take 1d5 Damage per Degree of Failure on their WS test.
5 - Careful MaintenanceChoose two additional sub-systems.
6 - Chain BandoliersMay destroy any melee weapon that hits the Body (as per Power Weapons).
7 - Chain Loinguard-2 to Critical Damage effects against the legs.
8 - Devotional IconographyHelps command Daemons and followers of one Chaos God, penalties against Opposed alignments.
9 - Remnants of MutationThe wearer's next mutation is determined by picking from a specific list instead of rolling.
10 - Black Legion Armour+1 AP for Unaligned wearers. Legion only.
Only War
Light Power ArmorAll7-40kgNear UniqueSOH130Unnatural Strength (+1), Unnatural Perception (+1), counts as sealed while wearing the helmet.
Power ArmorAll8-65kgNear Unique*SOH130Unnatural Strength (+2), Unnatural Perception (+2), increase Size by 1, counts as sealed while wearing the helmet. Runs out of power in 1d5 hours unless the wearer has Mechanicus Implants.
Dark Heresy 2E
Light Power ArmorAll74040kgVery RareDH2168Unnatural Strength (+1), increase Size by 1, counts as sealed while wearing the helmet. Runs out of power in 1d5 hours.
Adepta Sororitas Power ArmourAll75035kgExtremely Rare*EWI48Unnatural Strength (+1), wearer always counts as Braced.
Heavy Power ArmourAll83565kgExtremely RareEBY46Unnatural Strength (+1), Auto-Stabilised, increase Size by 1, counts as sealed while wearing the helmet. Runs out of power in 2d5 hours.
Force FieldsFor most fields, the AP column lists the field rating, which must be rolled under to negate an attack. For IHB fields, see text.
Dark Heresy
Amulet of WardingAll*-1kg30000Very RareIHB137Reduce damage taken by 3d10. May fail/overload when rolling double ones/tens; see text for details. Can be toggled as an action, lasts up to one hour. -20 to Concealment and Stealth.
Refractor FieldAll*-1.5kg20000Very RareIHB181See text for details.
Refractor Charge Cell----1000RareIHB181-
RosariusAll*-2kg25000RareIHB189See text for details.
Refraction BracerBody, Arms30-0.3kg5000RareDEM72-
Refraction Field, Brontian-PatternAll30-0.4kg15000Very RareDEM72The Ordo Malleus may purchase these at a discount of 25%.
Jokaerian FieldAll70-0.5kg50000Near UniqueDEM72Provides protection against Psychic Powers from more than 5 meters away. Daemons in this range suffer damage.
Refractor Field, Lathe-PatternAll30-0.5kgVery RareASC145Shine dimly, making them easily noticed at night.
Maccabien RosariusAll50-0.5kgExtremely RareASC145It converts some hits to visible light. Additionally, overload on a 20 or lower when wielded by the unfaithful.
Daemonsbane Icon of the JustAll55-0.5kgNear UniqueASC145Grants additional protection against Daemons.
Null-Blocker, Lathe-PatternAll60-0.5kgExtremely RareASC145Applies exclusively to psychic attacks.
Rogue Trader
Archeotech Mirror ShieldBody, Arms60-1.5kgNear UniqueITS130User may spend Reaction and make an Agility test to reflect Energy damage.
Conversion Field (Locke-Pattern)All50-1kgExtremely RareITS131If more than 12 damage is blocked at once, a flash of light is released equivalent to a photon flash grenade centered on the wearer. The wearer is unaffected by this.
Displacer Field (Mars-Pattern)All55-2kgNear UniqueITS131User scatters 2d10 meters from starting point. If all three dice come up the same value, gain 1 Corruption point and return 1d5 rounds later. If surprised, the player may not act the round they return.
Eldar ForceshieldAll75-0.2kgUniqueITS131-
Power Field, Personal (Ryza-Pattern)All80-50kgNear UniqueITS131Automatically encumbers user. Imposes a -20 penalty to stealth-related tests. Does not affect ranged attacks within 3m or melee attacks. Wears out in 1 hour.
Power Field, Vehicle/Emplacement (Ryza--Pattern)All80-500kgExtremely RareITS131-
Refractor Field (Mars-Pattern)All30-2kgVery RareITS131-
Salvation ShieldOne location70-0.05kgNear UniqueITS131Only lasts several minutes before needing to recharge several hours. Looks like jewelry.
Personal Forceshield, EldarAll55---TKB59-
Kustom Force FieldAll45---TKB76Works for everyone in a two-metre-radius
Shadow FieldAll80-0.5kgNear Unique*TSR115Overloads only on 81+.
Clone FieldAll*-0.5kgNear Unique*TSR115User gains an additional Dodge Reaction, doubles Degrees of Success on all Dodge tests, and may reroll one failed Dodge attempt per round.
Praesidium ProtectivaAll50-7kgUniqueFAC89Requires Pure Faith talent to function, and only protects against attacks by daemons. Also a melee weapon (see Melee tab).
Storm ShieldAll45-10kgExtremely RareFAC89Also a melee weapon (see Melee tab).
RosariusAll45-1kgVery RareFAC94+10 to Interaction skill tests with Imperial Creed followers.
The Halo of the DevotedAll65-0.5kgUniqueFAC104Overloads on 1. The wearer must spend a Fate point and pray for protection to activate the field (lasts 1d10+5 rounds).
Deathwatch
Astartes Combat ShieldBody, Arms25-3kg20DistinguishedDW166Also a melee weapon (see Melee tab).
Astartes Storm ShieldBody, Arms55-10kg35DistinguishedDW166Also a melee weapon (see Melee tab). Grants +4 AP to body and arm.
Iron HaloAll50-0.5kg40HeroDW167Always Master-Crafted.
Levin ShieldBody, Arms55-10kg50HeroDW168Storm Wardens Relic. Causes 1d10+4E each round to anyone in melee with the wielder, ignoring armor. If wielder successfully parries, attacker must make a -10 per DoS to hit Toughness test or be Stunned for 1 Round. +4 AP to Arm and Body. Makes Guarded Attack a Half Action.
Nemesis Force Sword*+10*-6kgRank 1DEM131+10 to user's Field Rating if using a field.
RosariusAll50--ChaplainsROB143-
Duty's EndBody, Arms60-12kg60HeroROB157Imperial Fists Relic. Overloads on 1-5. Astartes Storm Shield.
Remembrance ShieldArms30-3kg30FamedROB160Deathwatch Relic. Astartes Combat Shield. See text for details.
The Bastion UnwaveringBody, Arms60-15kg70HeroHTC125Angels of Redemption Relic. Astartes Storm Shield. Attackers take -10 to hit.
Entropic Field GeneratorAll40-5kg50FamedHTC127Knights of Blood Relic. -3 damage taken, unarmed attackers take 1d5 damage (ignoring Armor/Toughness) if they hit.
The Lost HaloAll55-3kg60HeroHTC129Howling Griffons Relic. Halves attackers' Pen.
Refuge in DefianceAll35-3kg50HeroHTC132Brazen Claws Relic. Astartes Combat Shield. Wearer gets +10 to hit attackers stopped by the field.
Valiant LegacyAll55-10kg70HeroHTC136Sons of Orar Relic. Astartes Storm Shield. Wearer can trigger a Demeanour 1 extra time per session.
Ixion’s Potentia CoilAll35--55HeroTEC42Never overloads. Only protects against energy attacks. Increases user's Strength and damage based on the number of attacks deflected. Offensive Heroic Legacy users can attack with it.
Mournful ClavisAll35-5kg40HeroTEC56Overloads on 1. Only works for Offensive Heroic Legacy wearers. Allows Parrying as with a Defensive Power weapon. +20 to Fellowship tests with Deathwatch.
Breacher’s BaneAll55-26kg65HeroTEC57Overloads on 1-5. Astartes Storm Shield. Allows Parrying ranged attacks. With a Defensive Heroic Legacy, grants immunity to Blast weapons.
Xenaxian Bone-CharmAll45-2kg50FamedTEC72Overloads on 1-5. With an Offensive Heroic Legacy, deflecting a daemon's melee attack may damage or banish it.
Black Crusade
Conversion FieldAll50-1kgExtremely RareBC178If more than 12 damage is blocked at once, a flash of light is released equivalent to a photon flash grenade centered on the wearer. The wearer is unaffected by this.
Displacer FieldAll55-1kgNear UniqueBC179User scatters 3d10 meters from starting point. If all three dice come up the same value, gain 1 Corruption point and return 1d5 rounds later. If surprised, the player may not act the round they return.
Power Field (Personal)All80-50kgNear UniqueBC179Imposes a -20 penalty to Stealth. Does not affect ranged attacks within 1m or melee attacks.
Power Field (Vehicle/Emplacement)All80-500kgVery RareBC179Imposes a -20 penalty to Stealth. Does not affect ranged attacks within 1m or melee attacks.
Refractor FieldAll30-2kgVery RareBC178Imposes a -10 penalty to Stealth in darkness or low light.
Prismatic AmuletAll60-3kgNear UniqueTOF40Requires Mark of Tzeentch. If it overloads, the attacker causing the Overload suffers 2d10E damage reduced only by his WP Bonus.
Shimmering RobesAllPRx9-1kgExtremely RareTOF40Overload rating is equal to the wearer's Psy Rating. If it overloads, the wearer must meditate for an hour to regain its properties again.
Crown of ProsperoAll30*-2kgNear UniqueTOF41Overloads on 1-5. Acts as a Psychic Hood and a Force Field. See description for details.
Necron Phase ShifterAll45--*TOF112Never overloads. User gains the Phase trait. If he rolls 3+ successes with a melee attack, the attack can not be parried and ignores armor.
Necron Dispersion ShieldAll65-20kgUniqueTOF121Also a melee weapon (see Melee tab). Ranged attacks stopped by the shield may be redirected; see text for details.
Necron Shadow AnkhAll50--*TOF121Protects only against psychic powers, creatures with the Daemonic or Warp Instability traits or weapons with the Warp Weapon trait. Gives -20 to Focus Power and Warp Instability tests.
Infernal StarAll50-1kgExtremely RareTOB44Overloads on 1-5.
Messian Sky-SplitterAll65-20kgExtremely RareTOB44Covers a 2m-radius area, grants Resistance (Heat) and immunity to Flash grenades. A typical power source lasts 10 hours and recharges in 5.
Only War
Refractor FieldAll30-2kgVery RareOW196Imposes a -10 penalty to Stealth.
Conversion FieldAll50-1kgExtremely RareOW196If more than 12 damage is blocked at once, a flash of light is released equivalent to a photon flash grenade centered on the wearer. The wearer is unaffected by this.
Displacer FieldAll55-2kgNear UniqueOW196User scatters 3d10 meters from starting point. If all three dice come up the same value, gain 1 Corruption point and return 1d5 rounds later. If surprised, the player may not act the round they return.
Power Field (Personal)All80-50kgNear UniqueOW196Imposes a -20 penalty to Stealth. Does not affect ranged attacks within 1m or melee attacks.
Power Field (Vehicle/Emplacement)All80-500kgVery RareOW196Imposes a -20 penalty to Stealth. Does not affect ranged attacks within 1m or melee attacks.
RosariusAll50-0.6kgVery Rare*SOH130Allies within 10m add +10 on Fear and Pinning tests.
Dark Heresy 2EField rolls are made before Evasion tests.
Refractor FieldAll30-2kgVery RareDH2169Imposes a -20 penalty to Stealth.
Conversion FieldAll50-1kgExtremely RareDH2169If more than 12 damage is blocked at once, a flash of light is released equivalent to a photon flash grenade centered on the wearer. The wearer is unaffected by this.
Displacer FieldAll55-2kgNear UniqueDH2169User scatters 3d10 meters from starting point. If all three dice come up the same value, gain 1 Corruption point and return 1d5 rounds later. If surprised, the player may not act the round they return.
Power Field (Personal)All80-50kgNear UniqueDH2169Imposes a -20 penalty to Stealth. Does not affect ranged attacks within 1m or melee attacks.
Power Field (Vehicle/Emplacement)All80-500kgVery RareDH2169Imposes a -20 penalty to Stealth. Does not affect ranged attacks within 1m or melee attacks.
Praesidium ProtectivaAll35-14kgVery Rare*EWI46Also a melee weapon (see Melee tab). +4 AP to body and wielding arm.
Field Wall Generator-65-18kgVery RareEWI48Creates a wall of force up to 1.5m high and 8m long between linked generators.
RosariusAll50-0.6kgExtremely Rare*EWI49Allies within line of sight gain +10 to Fear and Pinning tests until the wearer takes critical damage or dies.
Flare ShieldAll25*-3kgExtremely RareEWO43Counts as PR 50 against Blast and Spray attacks. When overloaded, the wearer takes 1d10E damage (bypassing Armour/Toughness).
Clone FieldAll*-0.5kgNear UniqueEWO45User gains an additional Dodge Reaction, doubles Degrees of Success on all Dodge tests, and may reroll one failed Dodge attempt per round.
ShimmershieldAll30-1kgNear UniqueEWO45Protects everyone within 5m. Does not affect ranged attacks inside the shield's radius or melee attacks.
Icon of the JustAll55-0.5kgExtremely RareEBY46Daemons take a -10 penalty on attack tests and Focus Power tests against the wearer.
Exotic
Dark Heresy
SynskinAll2-2kg2500Very RareDH147+10 to Concealment / Silent Move tests. Invisible to infra-red and Dark Sight.
Hardened Body GloveBody, Arms, Legs3-5kg300RareIHB125For 3x cost, gain sealable hood, gain stealth features, -20 to detect with auspexes, IR vision, and the like
Volcanis ShroudAll3-20kg350AverageIHB125AP doubled against fire, acids, and corrosives, -10 to all Agility tests, built-in rebreather and photo-visor.
Environmental Body GloveAll1-5kg625RareIHB150+1 AP, +10 survival tests, rebreather, comm-bead, photo-contacts.
Slither BootsLegs3-6kg500RareIHB151+10 to Agility tests to maintain footing in treacherous or slick conditions. 6 AP against corrosives.
Wind ArmorAll3-18kg2200RareIHB1513 hour rebreather, vox-system, photo-visor, immune to strong winds and storms
Mask BodygloveBody, Arms, Legs2-6kg650RareRHB154Grants a +20 to Concealment vs. infrared sensors of creatures with heat-based sight.
Blur SuitAll2-7kg750RareRHB154An imitation Eldar holofield. See text for details.
Mecronid ArmorAll7-2kg15000Very RareRHB201Parasitic armor. See text for details.
Holo-ArmourAll4-4kg**RHB202Eldar holo-armor. Cannot normally be purchased. See text for details.
Blessed Sackcloth TunicBody2-4kg500RareBOM117Provides full protection against psychic powers and Warp Weapon attacks. +10 to resist psychic attacks and manipulation. If worn under armor, must pass a Toughness test every hour after [Toughness Bonus] hours or suffer 1 Fatigue.
Sanctified Chain CoatBody, Arms4-15kg750RareBOM118Provides full protection against psychic powers and Warp Weapon attacks.
Shield RobesBody, Arms, Legs3-2kg5000Very RareBOM118-
Cloaks of St. AspiraAll3-4kgExtremely RareHBR10May only be acquired by a Palatine
Mantle of Ophelia*--4kgNear UniqueHBR10May only be acquired by a Palatine. Grants Unnatural Toughness (x2) to wearer, does not stack.
Iron CollarHead3-3kg20CommonDEM71Wearer takes -10 to Dodge tests, but reduces Critical Damage to the head by 2.
Shroud CloakAll3---DDG78+20 to Concealment tests and -30 to detect the wearer with scanners
Rogue Trader
Armored BodygloveBody, Arms, Legs3-5kgRareRT138Can be concealed
SynskinAll2-2kgExtremely RareRT141+10 to Concealment / Silent Move tests (unless wearing armor). Invisible to infra-red and Dark Sight (unless wearing power armor).
Eldar Raider ArmorAll5-4kgNear UniqueITS130Counts as always carrying a mono-knife in melee
Flexsteel SuitBody, Arms, Legs4-7kgVery RareITS130-
"Frost" Thermal ArmorAll3-12kgRareITS130Comes with a built-in rebreather.
Ard HatHead2-3kgScarce/CommonITS145-
Boss PoleHead--5kgVery Rare/RareITS145+10 to all Command tests when interacting with other Orks.
Eavy ArmorBody, Legs4-8kgVery Rare/RareITS145-
Iron GobHead2-5kgVery Rare/RareITS145Armor stacks with any other head armor. Gives +10 to Intimidate tests.
Squighide Coat and LeggingsBody, Arms, Legs3-4kgScarce/PlentifulITS145Counts as Primitive unless worn by an Ork.
Fetish Pouch--2kgExtremely Rare/RareITS146Serves no purpose, extremely personal to Kroot.
Kroot LeathersAll2-4kgVery Rare/RareITS146-
Totem--1kgNear Unique/Extremely RareITS146Grants Kroot user an additional Fate point that may only be spent, not burned.
Augmetic Engine-PlateAll7-20kgRareHAC61Heavy duty worksuit for use in engines, but makes good armor in a pinch. Has a number of special traits, see text for details.
Mesh-Weave ClothingBody, Arms, Legs3-1kgExtremely RareHAC62Nearly undetectable armor that looks like clothes. May incorporate xeno components.
Pressure CarapaceAll6-16kgVery RareHAC62Against any attack that would normally cause a puncture, roll a d10. On a 6+ it is safe. May function as a short-term void suit.
Voidsuit, Footfall-PatternAll2-10kgScarceHAC61A high quality, comfortable void suit. Has air for four hours, and some other tools. See text for details.
Xenos Chitin ArmorBody5-3kgNear UniqueHAC62Armor made from Tyranid plating, considered VERY heretical.
Stryxis Ghost-fieldAll3---TKB98Not affected by Penetration, except for blast, flame or aether weapons or psychic attacks.
Xeno Mesh Combat CloakAll4---TKB98-
Xenohide TunicBody3-1kgPlentiful*TSR114-
Xenohide CloakAll2-3kgCommon*TSR114-
Kabalite ArmourAll4-5kgAverage*TSR114Wearers unused to it must test Toughness or Willpower or gain a level of Fatigue when donning the armor.
WychsuitAll2-0.5kgCommon*TSR114-
Ghostplate ArmourAll6-2kgRare*TSR115Contains a built-in Force Field (rating 20, overloads on doubles).
Rough LeathersBody, Arms2---TSR128Slave armor.
Animus SpeculumHead5---TNP117Has inbuilt rebreather, Omni-scope, Psyocculum and Arcane Eye.
EtheriumBody, Arms, Legs5---TNP117Grants the wearer the Phase trait, but allows him to also pass through psychic barriers, holy wards and force fields. Anyone wishing to attack the wearer must pass a WP test first.
Eldar Rune ArmourAll6-6kgNear UniqueTNP124If the wearer is psychic, he may make a Focus Power test (Willpower) -30 to reduce damage by his Psy Rating + Degrees of Success.
Eldar Void ArmourAll4-12kgVery RareTNP124Has inbuilt long-range vox and auspex. Counts as sealed environment. Gives the Dark Sight trait. Gives Flyer (12) in zero G. Gives +10 to Pilot (Personal).
GhosthelmHead6-1kgUniqueTNP124The wearer may make a Willpower (-30) test to be unaffected by Psychic Phenomena or Perils of the Warp.
Mirror ArmourBody, Arms, Legs5-15kgVery RareFAC94Adds an extra +5 AP against energy attacks. -30 to Concealment and Silent Move.
Sabbat-Pattern HelmHead5-2.5kgExtremely RareFAC94Grants a +20 bonus to opposed WP tests against psychic powers. Includes a rebreather and a Good Craftsmanship photo-visor.
Combat ArmourAll6-12kgNear Unique*TCG27-
Recon ArmourAll4-3kgNear Unique*TCG27+10 to Concealment / Silent Move tests. Includes built-in microbead.
Black Crusade
Obsidian ArmorBody, Arms, Legs7-4kgUniqueBC177Negates the Force Quality.
Xenos HidesBody, Arms6-9.5kgRareBC177-
SynskinAll2-2kgVery RareBC181+10 to Stealth tests. Invisible to infra-red and Dark Sight.
Only War
SynskinAll2-2kgVery RareOW198+10 to Stealth tests. Invisible to infra-red and Dark Sight.
Armor Upgrades
Dark Heresy
Hexagramatic Wards**--2500Very RareIHB189Upgrades Carapace breastplate, full carapace armor, and power armor. See description for specific details.
Cameleoline Coating---1000Very RareRHB154Grants the effect of a Cameleoline Cloak.
Preysense Mask---500RareRHB154Adds the same effect as a Mask Bodyglove.
Blur---1000RareRHB156Adds the same effect as a Blur Suit.
Shock-Field---2000Very RareRHB156Adds the same effect as Shock Carapace.
Immateria Ward*-1kg17000Very RareRHB192Blocks up to 6 corruption points from exposure to warp material. Blocks up to 6 dmg by psyker, +6 AP vs. daemons force and warp energies
Ecclesiarchy Overlay--2kg1000RareBOM117+10 to Command and Fellowship tests when the character seeks to inspire, lead, and rally the faithful.
Arbites Riot ArmorAll1-4kg270Very RareBOJ65+1 AP against Impact damage. -10 Agility while worn.
Ballistic Cloth SurcoatHead, Arms1-1kg275RareBOJ65+1 AP, provided it's been tailor-made for the wearer.
Rogue Trader
Advanced Helmet Systems---Very RareRT138Adds various new systems to a helmet. See description for all the possible functions.
Egarian Geode MeshFlak, Mesh, Carapace*-3kgVery RareEOA23+2 AP against energy attacks.
Advanced MaterialsAny Primitive---Very RareHAC63Makes a Primitive suit of armor no longer Primitive.
Concealed WeaponCarapace, Power or All Loc's Armor---Rare*HAC63Select a Compact Pistol, any micro-weapon, or a melee weapon of knife size. It is hidden in the armor and takes a -30 to find. Availability is rare or the weapon plus one step, whichever is worse.
Deflective ConstructionAny non-Primitive*-1kgScarceHAC63+2 AP against X and R attacks.
Impact Gel CellsAny non-Primitive*-0.5kgRareHAC63+2 AP against I attacks.
Lathe-WroughtAny Carapace or Power armor*--Near UniqueHAC63Makes of Best Craftsmanship, with all that implies. Pen is halved against this armor, rounding up.
Lumen-HeraldryAny---ScarceHAC63+10 Intimidate and Command, -30 Concealment. Must be recharged every 5 days unless it already has a permanent power source.
Nightshroud LayerAny "All" armor but Power--2kgScarceHAC63+30 Concealment in the dark, even if you can't hide anywhere. Must pass a Toughness test every hour or suffer a level of Fatigue.
Power AssistedAny "All" armor but Power+Primitive--15kgVery RareHAC64+10 Strength, and armor counts as weightless while worn. Requires a backpack for power; civilian models last 1d5 hours.
Reflec CoatingAny*--RareHAC64+2 AP against Las weapon attacks.
Servo-ManipulatorsAny armor with fine manipulation penalty--1kgRareHAC64Remove any penalty to fine manipulation.
Tool MountAny--0.1kgCommonHAC64Allows any small tool, or compact or micro ranged weapon, to be mounted outside the armor.
Deathwatch
Diagnostor HelmetHead8-30kg15-DW165+10 to all Medicae tests while equipped, duplicates effects of Preysense.
Masking Screen*--0.5kg25DistinguishedDW165+30 to Concealment, Shadowing, and Silent Move. -10 to Perception tests. Varying attack penalties for enemies and wearer.
Helm of VarthionHead12-18kg70HeroDW168Chapter Relic of the Ultramarines. Provides +10 to all Attack rolls, and +3 to Penetration. Increases wearer's effective Rank by 1 for calculating Cohesion or for purposes of calculating abilities in Solo Mode.
Fenris-Pattern Wolf HelmHead8-4kgRespectedROB143May use Wolf Senses solo ability and helmet autosenses simultaneously.
Skull HelmHead9-4kgChaplainsROB143Grants +10 to all Intimidate tests.
Strikers of AlleroxHands--4kg30FamedROB157Imperial Fists Relic. Grants wearer +5 Strength. When fighting unarmed, or grappling, grants +15 instead.
Great Wolf PeltBody--2kg10Respected1ST100Space Wolves only. Counts as a Wolf Pelt, granting +10 to Fellowship with Space Marines, as well as +20 Loyalty with Fenrisian Wolf followers.
Salamanders' MantleBody--2kg20Respected1ST100Salamanders only. Counts as Adamantine Mantle. While wearing, user cannot be set on fire and never needs to take an Agility test to see if he is set on fire when hit by Flame weapons.
Mantle of the Fallen WolfBody--2kg20Distinguished1ST100Space Wolves Relic. Counts as a Wolf Pelt. In addition, when requisitioned, grants the Kill-Team 2d10 additional requisition as well as reducing the Renown requirements by 10 for all weapons, armor, and gear, excluding Relics and Chapter Specific gear.
Black CrusadeMost upgrades decrease Availability by one step, up to Unique. If purchasing for an existing armor, use its current availability.
AblativeFlak, Mesh, Carapace, or Power*-2kg*BC177Provides +5AP to a location, which reduces by 1 every time it's hit until it returns to normal.
CeramiteAny*-2kg*BC177+3 AP against heat-based attacks.
InsulatedAny--1kg*BC178Toughness tests due to heat are not required, within reason.
RefractoryMesh*-1kg*BC178+3 AP against las weapons.
SpikesFlak, Carapace, Power--1.5kg*BC178Any melee hits against a spiked part of the body result in the attacker suffering 1d5+1R which can be avoided by Parry or Dodge. In addition, if on arms, always count as wielding a knife in melee.
ThermalAny--1kg*BC178Toughness tests due to cold are not required, within reason.
Vac-SealedMesh, Carapace, or Power that covers all--2kg*BC178Counts as a void suit with a 6 hour air supply.
Khornate CrestPower or Terminator1-2kgExtremely RareTOB43+10 to Interaction tests with fellow Khornates, counts as Devotional Iconography.
Skinhidden PlateAny*-8kgExtremely RareTOB43Fuses armor to the wearer and grants immunity to Blood Loss. Adds +[Corruption Bonus] AP, with 1d5 permanent Fellowship loss per point.
Robes of TormentAny--6kgRareTOE39Slaaneshi only. Wearer takes +1 damage from the first wounding attack each round, but adds +10 to his next test.
Sonic ShriekerPower--1kgNear UniqueTOE39Immediately after rolling Initiative, everyone except the wearer must make a WP test (-20) or be Surprised.
Dark Heresy 2ELimit of 4 modifications per suit of armor.
Adamantine ChainguardAny--54kgVery RareEWI49May destroy attacker's melee weapon if the 1s digit of the attack roll is a 1.
Auto-SensesPower--2kgVery RareEWI49Adds +5 to BS and +10 to Awareness tests based on sight/hearing.
Brazier of Saint RobertoArmor, helmet, or backpack--10kgCommonEWI49Grants bonuses to interaction tests (and a penalty to Stealth) while lit. May ignite the wearer if knocked Prone.
Ceramite PlatingCarapace or Power--2kgRareEWI49+3 AP agains Flame, Melta, and other heat-based attacks.
Devotional IconographyAny--1kgCommonEWI49Grants +10 to Command tests when dealing with loyalists, and -10 to all Fellowship tests against others.
Hexagrammatic WardsCarapace or Power---Extremely RareEWI49Ignores Warp Weapon quality, provides double AP against psychic powers, and adds +20 on tests to resist psychic attacks.
Pentagramatic WardsAny---Extremely RareEBY44Inflicts damage on Daemonic enemies in melee. The wards are destroyed if the target passes a -20 Willpower test with 4+ Degrees of Success.
Sacred Incense BurnerAny--3kgRareEBY44Can be ignited as a Half Action to impose a -10 penalty on all WS and Warp Instability tests made by Daemons within 3m. Burns for 1 hour.
Truesilver FiligreeAny---Very RareEBY44Imposes a -[Willpower Bonus * 5] penalty on all WS tests made by Daemons within melee range.
Unguents of WardingAny*---CommonEBY45Adds a +5 bonus on fear tests caused by Daemons and on tests to resist psychic powers. One dose covers one hit location; multiple locations stack. Lasts up to 1 month.

Gear

NameWtCostAvailabilitySrcPg.Notes
Gear
Clothing & Personal Items
Dark Heresy
Backpack1kg10PlentifulDH146Holds up to 50kg of equipment.
Cameleoline Cloak0.5kg500RareDH146+20 to Concealment; when standing still, wearer counts as one Range bracket further away when targeted
Charm*AverageDH146Price depends on charm, could lead to lucky moments at GM discretion.
Chrono40AbundantDH147A watch that keeps time; standards vary based on world.
Clip/Drop Harness2kg25CommonDH147+30 to Climb tests to descend. You cannot fall due to failure when using one.
Clothing*AbundantDH147Shows stance and worth.
Explosive Collar1kg55RareDH147Two Full actions to fit on Helpless or Unconscious target; can explode remotely up to 1km, kills wearer, deals 1d10X Blast (3), removal without the trigger is -20 Tech-Use, 3 Degrees of Failure causes detonation.
Filtration Plugs15CommonDH147+20 to Toughness tests to resist gasses.
Infra-Red Goggles0.5kg275RareDH147No penalties due to darkness, +20 to visual Perception tests at night. Advanced can look like simple glasses
Photo-Visors/Contacts0.5kg100ScarceDH147Gain the Dark Sight trait. Good quality versions grant immunity to photon flash grenades.
Rebreather1kg50ScarceDH147Immune to gases and can breathe underwater. Canisters last an hour before being replaced, cost 25 thrones and are Scarce.
Recoil Glove0.5kg85RareDH147Can fire Basic weapons with one hand without penalty.
Respirator/Gas-Mask0.5kg25AverageDH147+30 to Toughness tests to resist gas, may reroll if failed.
Synskin2500Very RareDH147Provides 2 AP to all locations and grants +10 to Concealment / Silent Move tests. Invisible to infra-red and Dark Sight.
Void Suit8kg100PlentifulDH147Full suit with rebreather, can survive in vacuum.
Braid Cloak, Fedrid2kg80UncommonIHB102+10 on Concealment tests when in forest or jungle terrain, as well as +1 AP (Primitive) to the body.
Hunting Musk0.2kg20RareIHB103Imposes a -20 on Perception test to detect wearer by smell. It lasts 1d10 hours
Fedrid Soul Mask1kg200ScarceIHB104An ornate, ceremonial mask, generally worn on the back.
Volgite Gloom Eyes300Very RareIHB128Scarce on Volg, glow like a candle, counts as superior charm, +10 to avoid pinning
Ocular Catechizer250ScarceIHB127+10 to Literacy, Lore, and Search where close examination is needed, can record view onto data slate. Failure by 4 or more degrees inflicts 1 Fatigue.
Opus Machina0.5kg1500Tech-Priest onlyIHB148Need Common Lore (Machine Cult) skill, +10 to Fellowship when used on followers of the Machine Cult
Greater Icon of Passage0.5kg12000Tech-Priest onlyIHB148As above, but also a set of Multikeys, +10 security tests to disable alarms and communicate to machine spirits
Aerial Pinions**IHB152See below.
4 line10kg300ScarceIHB152Harness that allows traversing below ceilings at half their normal speed
6 line15kg500RareIHB152May make an Agility test to move normal speed
Redole Rebreather1kg250RareIHB153Helmet that draws oxygen from water to stay under indefinitely. Expires after 10 years, no protection from airborne toxins, must keep gills wet
Thermal Gloves1kg220ScarceIHB154Protect from cold, can use for +10 Tech-Use to power old data slates and such, can charge a lasgun charge pack for 1d5 shots by using all of its energy.
Jump Pack25kg2000RareIHB164A personal flight and anti-grav system. Requires Pilot (Jump Pack/Personal). See text for details.
Magboots2kg65AverageIHB164Allows user to walk normally in zero-g on a suitable surface, but reduces Agility bonus (and by effect, movement) by half, rounding up.
Heavy Duty Void Suit, Selenite Pattern20kg600AverageIHB165Heavy duty void suit. See text for details.
with Impellor5kg200ScarceIHB165An upgrade for the Heavy Duty Void Suit, allows it to move about in zero- or reduced-g environments. See text for details.
Backpack or Field Sack2kg5CommonIHB182Can hold anything and everything listed in the Infantry Gear section of IHB.
Dog Tags1PlentifulIHB182Dog tags, identifying troopers
Uniform3kg10CommonIHB183A uniform, often varies by regiment and expected conditions.
Icon of Holy Wrath10kgIssuedIHB194A holy symbol. See text for details.
Gil Filter0.5kg100ScarceRHB156Allow the user to breathe underwater. Requires constant immersion to prevent drying out.
Holo Visor0.5kg250RareRHB157A bulky visor, useful for viewing a red-dot laser sight without others seeing it (unless they too have one of these).
Spider Pads1kg150ScarceRHB158+30 to Climb, or a +10 when on scree, talus, or similar material
Xeno Art (Dubious)100ScarceDDG73Statuary, trinkets, jewellery, or similar objects. Probably fake.
Xeno Art (Provenanced)1000RareDDG73Statuary, trinkets, jewellery, or similar objects. Might even be real.
Xeno Art (Unique)5000Very RareDDG73Statuary, trinkets, jewellery, or similar objects. Genuine and potentially dangerous.
Crimson Bestiary275RareDDG73Gives Bonus to Forbidden Lore (Xeno) tests.
Nightweave Silk (Gown)1000RareDDG74Crystalline fabric that shimmers from within.
Nightweave Silk (Merchant's Bolt)5000Very RareDDG74Crystalline fabric that shimmers from within.
Zamarkand Rose (plant)15000Very RareDDG74Can produce a highly addictive drug.
Rogue Trader
Backpack1kgPlentifulRT139Holds up to 50kg of equipment.
Cameleoline Cloak0.5kgRareRT139+20 to Concealment; when standing still, wearer counts as one Range bracket further away when targeted
CharmAverageRT139Availability depends on charm, could lead to lucky moments at GM discretion.
ChronoAbundantRT139A watch that keeps time; standards vary based on world.
Clip/Drop Harness2kgCommonRT140+30 to Climb tests to descend. You cannot fall due to failure when using one.
Clothing and Adornment (Common)AbundantRT140Shows stance and worth.
Clothing and Adornment (Merchant)AverageRT140Shows stance and worth.
Clothing and Adornment (Noble)ScarceRT140Shows stance and worth.
Filtration PlugsCommonRT140+20 to Toughness tests to resist gasses.
Night Cloak2kgAverageRT140Absorbs light and emits no heat. Must make a Toughness test for every hour of wear or suffer Fatigue. +30 to Concealment in the dark.
Preysense Goggles0.5kgRareRT140No penalties due to darkness, +20 to visual Perception tests in the dark.
Photo-Visors/Contacts0.5kgScarceRT140Gain the Dark Sight trait. Good quality versions grant immunity to photon flash grenades.
Rebreather0.5kgRareRT140Immune to gases and can breathe underwater. Canisters last an hour before being replaced, and require a Full Action to do so.
Recoil Glove0.5kgRareRT140Can fire Basic weapons with one hand without penalty.
Respirator/Gas-Mask0.5kgAverageRT140+30 to Toughness tests to resist gas, may reroll if failed.
Shifting FabricVery RareRT141Colorful fabric, the pattern and colors on which change in reaction to ambient light.
Survival SuitPlentifulRT141+20 to Toughness tests against extreme environments.
SynskinExtremely RareRT141Provides 2 AP to all unarmored locations and grants +10 to Concealment / Silent Move tests (unless covered). Invisible to infra-red and Dark Sight (unless wearing power armor).
Void Suit8kgPlentifulRT141Full suit with rebreather, can survive in vacuum.
Heavy Duty Void Suit, Selenite Pattern25kgScarceRT141Heavy duty void suit. See text for details.
Blast Goggles0.5kgCommonITS133Standard eye protection.
"Rockhound" Voidware Suit, Lathe-Pattern30kgScarceITS133Contains enough air for 15 hours of operations, includes vox-link, suit-patch kit, helmet, photovisor, and clip harness with 10m of line. -5 to user's Agility. Gain Flyer (3) in low or zero gravity.
Slip Suit7.5kgVery RareITS133+10 to escape Grapple, and opponents take -10 to Grapple.
Targeting Monocle0.02kgVery RareITS133May be a kind of sight (details on pg 133). -30 Scrutiny to determine true purpose. Counts as weapon's sight.
Dominion Mask-TSR125User may reroll failed Intimidate and Wrangling tests.
Whisper Boots1.5kgRareFAC94Adds 2 Degrees of Success to successful Silent Move tests.
Scapular Incorruptus1.5kgVery RareFAC94Wearers with Pure Faith can spend a Fate point to pass a test against poison, disease, or radiation with 1d5 Degrees of Success.
Djesset Talisman0.1kgExtremely RareFAC94Acts as a psy-focus. Wearer counts as trained in Psyniscience.
Eos Star Amulet0.5kgExtremely RareFAC94Wearer can reroll one failed Interaction skill test per session.
Rosarius1kgVery RareFAC94Counts as a Force Field (rating 45). +10 to Interaction skill tests with Imperial Creed followers.
Deathwatch
Chalice of Vision5kg70HeroDW167Chapter Relic of the Blood Angels. Gain +10 to all WS, BS, and Skill Tests and Unnatural Perception for 1 Hour. See text for details.
Adamantine Mantle15kg50HeroDW168Deathwatch Relic. Negates two points of Pen from incoming attacks. +10 to opposed WS tests to Feint, and if Defensive Stance is taken, foes suffer an additional -10 to hit.
Devotion ChainBlack TemplarsDW169Chapter Trapping. +3 to WP tests to resist Fear effects and Cohesion Damage
TabardBlack TemplarsDW169Chapter Trapping. 3 Varieties. Ornamental: +2 to Fel tests. DW/Squad Heraldry: restores +1 Cohesion per Primary Obj. completed. Chapter Heraldry: +1 to Squad's effective rank for BT Solo Ability effectiveness, but -1 Base Cohesion.
Blood Drop PendantBlood AngelsDW169Chapter Trapping. May add +13 to tests when spending a Fate Point instead of +10.
Golden IconsBlood AngelsDW169Chapter Trapping. 3 Varieties. Icon of Inspiration: +3 to Command tests. Wings of Wrath: +1 Damage if making a Charge Attack. Purity Focus: reduces incoming Corruption Points by 1 (minimum 1).
RobeDark AngelsDW170Chapter Trapping. 3 Varieties. Scholar's Robe: +3 to one kind of S. Lore test. Robe of Secrets: +3 to one kind of F. Lore test. Seeker's Robe: +3 to all Scrutiny tests.
Wolf PeltSpace WolvesDW170Chapter Trapping. +2 to all Intimidate tests.
Runic TotemSpace WolvesDW170Chapter Trapping. 3 Varieties. Totem of the Bloodied Hunter: +1 to any RF Damage. Totem of the Sea Wolf: +3 to one kind of Drive or Pilot test. Totem of the Sun Wolf: +3 to all Awareness tests.
Tempest AmuletStorm WardensDW170Chapter Trapping. 3 Varieties. Amulet of Might: +2 Strength after all mods. Victory Scripture: +2 WS in single combat. Guardian Amulet: counts as a charm.
CingulumUltramarinesDW170Chapter Trapping. 3 Varieties. Adamantine Inlays: +3 to Parry tests. Honor Belis: +3 on first WS attack roll in combat. Marks of Leadership: +3 to any tests made to regain Cohesion or prevent its loss.
Heraldry ScrollUltramarinesDW170Chapter Trapping. Add +10 Kill Markers to any Assault Mission where it was displayed at least once in battle.
Astartes Harness8kg4-DW171+30 to Climb tests, will not fall if failed.
Astartes Jump Pack50kg15-DW171Requires Pilot (Personal). May double base movement with short jump in any direction, ignoring obstacles. May have Flyer (12) for up to one minute, but thrusters must then cool for another minute before doing so again.
Astartes Magboots5kg3-DW171Reduce Agility by half when in use. Allows normal movement in low/zero-g. Astartes Mk VII armor has this built in, but standalone versions are available.
Astartes Psychic Hood15kg25DistinguishedDW171See text for details.
Back Banner5kg15-DW171Regain additional point of Cohesion when Kill-Team Leader spends a Fate Point to restore a point of Cohesion.
Charm6-DW171Could lead to lucky moments at GM discretion.
Chrono1-DW172A watch.
Dilation Field1kg45FamedDW172Speeds up time. See text for details.
Helmet PicterRaven Guard1ST19Chapter Trapping. Allows the user to record and later review battle footage.
Sable HeraldryRaven Guard1ST19Chapter Trapping. Comes in 2 varieties.
Promethean SigilsSalamanders1ST26Chapter Trapping. Comes in 3 varieties.
Vigil BrazierSalamanders1ST26Chapter Trapping. Allows the owner to potentially gain greater renown.
Honor GiftWhite Scars1ST34Chapter Trapping. Comes in 3 varieties.
Chieftain Trophy RackWhite Scars1ST104Chapter Trapping. Counts as a Back Banner. May mount the remains of a chosen foe to inspire Fear (1) in such a foe's followers or members. May have to kill for these remains.
Icon of the Iron CageImperial Fists1ST104Chapter Trapping. May increase Strength, Toughness, and Willpower once per game for one turn by 10 points, with the corresponding increase of bonus.
Wolf Tooth NecklaceSpace Wolves1ST104Chapter Trapping. Grants the wearer the Frenzy talent.
Artificer Bionics40Famed1ST101Iron Hands only. An upgrade to Exceptional Craftsmanship bionics, increasing their bonus by +10. Marines with the Forge Master specialty may also take these.
Astartes Omni-Tool25-1ST101Deathwatch only. An upgraded combi-tool, granting +20 to Tech-Use instead of +10. May also restore 1d5 wounds on a servitor provided it has at least 1 left.
Blood Chalice25Famed1ST101Blood Angels Sanguinary Priests only. Fully heals the user, at the cost of a Fate point.
Blood of Heroes15-1ST101Blood Angels Relic. Adds 1d5 Cohesion to the group, and may enter Squad Mode as a Free Action once during a mission.
Death Mask20Respected1ST101Blood Angels only. Grants the user Fear (+1). Is worn over the power helmet but provides no additional protection.
Digital Housing35Famed1ST102Iron Hands only. Adds a digital weapon to a bionic arm.
Exsanguinator15-1ST102Blood Angels only. Counts as a Narthecium, as well as an Astartes Combat knife in combat. If the gene-seed of a fallen Blood Angel is harvested with it, they receive +5 Renown.
First Company Relic25Distinguished1ST102Ultramarines Relic. Bearer gains the Fearless talent. He and his comrades gain +20 to opposed tests against Tyranids. If the squad leader bears this, all Ultramarines in the squad gain Fearless.
The Glorious Standard40Hero1ST102Deathwatch Relic. Any Astartes that can see this banner may enter Squad Mode as a Free Action and adds +10 to all Willpower tests.
The Heart of Iron30Famed1ST102Iron Hands Relic. Wearer gains immunity to Fatigue and Regeneration (5). Suffer 1d10+5 temporary Toughness damage if worn for more than a single mission, with additional per each mission after.
Pain Glove15Respected1ST102Imperial Fists only. Can only be used post-mission, but must be requisitioned at the beginning of it. When buying off Insanity and Corruption with EXP, reduce insanity by an additional 1d5 and corruption by 1.
Promethean's Blessings10-1ST103Salamanders Relic. May be attached to Power or Chain Weapons to grant them the Flame quality.
The Magnir Runes25Distinguished1ST103Space Wolf Rune Priests only, Relic. May be used to scry the future pre-mission, granting one of three bonuses.
Standard of Fortitude40Famed1ST103Dark Angels only. Makes all marines who can see it immune to fear, as well as ignore Fatigue effects and further gain of it.
Totem of Subetai15-1ST103White Scars Stormseers only, Relic. May modify Perils of the Warp by up to 10 in any direction after the dice have been rolled.
Winged Jump Pack25Distinguished1ST104Blood Angels only. Functions identically to an Astartes Jump pack. Additionally, grants the user Fear (+1) and +10 to Command tests.
Wings of the Raven35Famed1ST104Raven Guard Relic. Operates identically to an Astartes Jump pack, except that it triples movement, and grants Flyer (18) when on full power, which can be used for up to 10 minutes before requiring a cooldown of equal length.
Argent Guide1kg25DistinguishedHTC125Silver Skulls Relic. Doubles the effect of successful Invocation tests, grants Psy Rating +1 for Augury (requires -10 Ciphers (Chapter Runes) test for non-psykers).
Diomedes’ Grace45kg35HeroHTC127Raptors Relic. Astartes Jump Pack. Never takes more than a -20 penalty from terrain or narrow spaces. +10 in jungle/forest.
Hawk Wings55kg60DistinguishedHTC128Hawk Lords Relic. Astartes Jump Pack. Includes ammo backpack and grants Auto-Stabilised.
Lion’s Mane2kg40HeroHTC129Disciples of Caliban Relic. Grants Hatred (Everyone) and immunity to Fear.
The Mask of the Watcher2kg40HeroHTC129Angels Sanguine Relic. Adds +1d5 Degrees of Success on Psyniscience, Scrutiny, and Search. May also cause visions.
Record of Oblivion2kg15DistinguishedHTC131Guardians of the Covenant Relic. Owner can reroll any failed Willpower test.
Reliquary of Spite7kg30FamedHTC132Sons of Medusa Relic. Owner adds +[WP Bonus * 2] to Toughness tests, and can spend a Fate point to ignore Stun, Fatigue, and most critical effects for 1d5 rounds.
Shroud of Yrnax5kg35HeroHTC133Doom Eagles Relic. Astartes Back Banner. Functions normally for any team member, squad leader can spend a Fate point to regain [WP Bonus] Cohesion.
Seal of Achilus15DistinguishedTOR36Dead Cabal Relic. 70% chance of gaining significant support from Achilus Crusade members.
Stone God of Rheelas15DistinguishedTOR36Dead Cabal Relic. Provides random benefits against Suhbekhar Necrons.
Black Crusade
Backpack1kgPlentifulBC179Holds up to 50kg of equipment. Good versions hold 60kg, Best hold 70kg.
Barbed Ring/Venom NailExtremely RareBC179A target scratched by one of these must pass a -30 Toughness test or take 2d10 wounds ignoring armor and Toughness. Varies by craftsmanship.
Cameleoline Cloak1kgRareBC179+20 to Stealth; when standing still, -30 to all BS tests against the wearer.
Clip/Drop Harness2kgCommonBC179+30 to Climb tests to descend. You cannot fall due to failure when using one. Holds 150kg, or 200kg if Good Craftsmanship.
Clothing*BC179Shows stance and worth.
Deadspace EarpieceVery RareBC180+20 to resist sonic effects and the Concussive quality.
Explosive Collar and Controller1kgRareBC180Two Full actions to fit on Helpless or Unconscious target; can explode remotely up to 1km, kills wearer, deals 1d10X Blast (3), removal without the trigger is -20 Tech-Use, 3 Degrees of Failure causes detonation.
Filtration PlugsCommonBC180+20 to Toughness tests to resist gasses. Good quality adds +30 instead, Poor clogs after 5 hours of use.
Photo-Visors/Contacts0.5kgScarceBC180Gain the Dark Sight trait. Good quality versions grant immunity to photon flash grenades.
Preysense Goggles0.5kgVery RareBC180No penalties due to darkness, +20 to visual Perception tests in the dark.
Rebreather1kgScarceBC180Immune to gases and can breathe underwater. Canisters last an hour before being replaced, and are Scarce. Varies by craftsmanship.
Recoil Glove0.5kgCommonBC180Can fire Basic weapons with one hand without penalty. Better models may allow even Legion weapons to be used by humans. See text for details.
Respirator/Gas-Mask0.5kgAverageBC180+30 to Toughness tests to resist gas, may reroll if failed. Varies by craftsmanship.
Survival Suit5kgVery RareBC181+20 to Toughness tests against extreme environments. Varies by craftsmanship
Synskin2kgVery RareBC181Provides 2 AP to all unarmored locations and grants +10 to Stealth tests. Invisible to infra-red and Dark Sight.
Trophy Rack2kgVery RareBC181Imposes a -5 penalty to WS tests made to attack the wearer. Provides +10 to Intimidate but -10 to Stealth to the wearer.
Void Suit8kgPlentifulBC181Full suit with rebreather, can survive in vacuum. Varies by craftsmanship.
Bloodskull PendantExtremely RareTOB44The wearer can release an explosion of energy in a 4m radius.
Collar of Khorne1kgExtremely RareTOB44Counts as a Null Rod and grants immunity to the Force quality.
Horn of Chaos4kgExtremely RareTOB44+20 to Command tests with Warp creatures, can be used as a Full Action to Fatigue nearby Sanctified enemies (-10 WP test to negate).
Icon of Endless War8kgNear UniqueTOB45Khornates in view of a carried Icon add +10 to WS and BS, and can Frenzy as a Free Action.
Skull Mask of Ang’grath2kgNear UniqueTOB45Requires Mark of Khorne. Wearer gains Battle Rage, Unnatural WS (4), and either Fear (2) or adds +1 to existing Fear rating.
Skull Totem5kgVery RareTOB45Khornates in view of a carried Totem add +10 WS when Charging and add their WP Bonus to their Charge speed.
Talisman of Burning BloodNear UniqueTOB45Requires Mark of Khorne. Wearer can make a WP (+10) test to grant melee bonuses to himself and allies for [WP Bonus] rounds.
Venic Noose0.5kgRare*TOB45When soaked in blood, adds +10 to a Summoning or Binding ritual. Very Rare outside of Talax.
Beguiling GemVery RareTOE39Melee opponents must make a WP test (-10) or lose their turn. Only works once per enemy per encounter.
Blasphemous Texts0.5kgScarceTOE39Gives a +20 bonus to various Interaction tests depending on text and use.
Icon of Silence6kgExtremely RareTOE40Slaaneshi only. When active, negates sound and halves Sonic damage within [WP Bonus x 10]m. Non-Slaaneshi characters may take penalties while deafened.
Nightmare Choir12kgNear UniqueTOE40Non-Slaaneshi within 6d10m must make a WP test (-20) or be Stunned for 1 round per Degree of Failure.
Pendant of SlaaneshExtremely RareTOE40When damaged, wearer gains +1d5 Agility for the rest of the encounter and takes 1d5 Fatigue afterwards. Requires heart transplant to remove.
Rapturous Standard4kgExtremely RareTOE40While raised, all Slaaneshi within sight can reroll failed WP tests and reduce damage taken by 1 (min. 1).
Ritual Kit2kgScarceTOE40+20 to Focus Power tests involving profane symbols, and +10 to any test for a Ritual.
Shrieking SoulNear UniqueTOE40Requires Mark of Slaanesh. Wearer ignores Fatigue, Stunning, most Critical effects, and penalties from being on fire (other than damage). Can use stored souls in a psychic attack.
Icon of Seeping Decay7kgVery RareTOD46Affects all characters within [WP bonus] meters. Nurgle-aligned: Agility bonus +1, -10 Toughness test to remove 1 Fatigue per round. Others: Agility bonus -1, Willpower test or take 1 Fatigue per round. Nurgle only.
Undead Heart1.5kgUniqueTOD46Grants Regeneration (1d5) and The Stuff of Nightmares. Implantation requires 3 hours and a -30 Medicae test. On failure, recipient permanently loses 1d5 Toughness.
Scroll of Unutterable Names0.9kgNear UniqueBNC16Counts as a Psy Focus, and adds the Tainted quality to the bearer's damaging psychic powers.
Only War
Chameleoline Cloak0.5kgRareOW197+20 to Stealth; when standing still, -30 to all BS tests against the wearer.
Clip/Drop Harness2kgCommonOW197+30 to Climb tests to descend. You cannot fall due to failure when using one. Holds 150kg, or 200kg if Good Craftsmanship.
Deadspace EarpieceVery RareOW197+20 to resist sonic effects and the Concussive quality.
Filtration PlugsCommonOW197+20 to Toughness tests to resist gasses. Good quality adds +30 instead, Poor clogs after 5 hours of use.
Photo-Visors/Contacts0.5kgScarceOW197Gain the Dark Sight trait. Good quality versions grant immunity to photon flash grenades.
Preysense Goggles0.5kgVery RareOW197No penalties due to darkness, +20 to visual Perception tests in the dark.
Rebreather1kgScarceOW197Immune to gases and can breathe underwater. Canisters last an hour before being replaced, and are Scarce. Varies by craftsmanship.
Recoil Glove0.5kgCommonOW198Can fire Basic weapons with one hand without penalty.
Respirator/Gas Mask0.5kgAverageOW198+30 to Toughness tests to resist gas, may reroll if failed. Varies by craftsmanship.
Survival SuitAverageOW198+20 to Toughness tests against extreme environments. Varies by craftsmanship
Synskin2kgVery RareOW198Provides 2 AP to all unarmored locations and grants +10 to Stealth tests. Invisible to infra-red and Dark Sight.
Void Suit8kgScarceOW198Full suit with re-breather, can survive in vacuum. Varies by craftsmanship.
Adeptus Astartes Bolt Casing0.1kgVery RareHOE124+5 to WP tests against Fear and Pinning.
Explosive Collar0.5kgScarceHOE124Can explode remotely up to 10km, killing the wearer and dealing 1d10 Explosive damage to anyone within 3m. Removal without the trigger requres a -20 Tech-Use test; 3 Degrees of Failure causes detonation.
Psychic Hood2kgExtremely RareHOE124Allows the wearer to nullify a psychic power in a certain range. See text for details.
Vid-Relay1kgAverageHOE124A live video camera, usually with vox. Common models have a range of 10km, Good can reach 50km, Best can reach orbit.
Dark Heresy 2E
Backpack2kgAbundantDH2170Increases carry limit by 30kg, and requires a Full Action to retrieve stored items. Only one Backpack/Combat Vest can be worn at a time.
Chameleoline Cloak0.5kgRareDH2170+20 to Stealth; when standing still, -30 to all BS tests against the wearer.
ChronoPlentifulDH2170A watch that keeps time; standards vary based on world.
Clothing2kgAbundantDH2170Shows stance and worth.
Combat Vest2kgScarceDH2170Increases carry limit by 15kg, and requires a Free Action to retrieve stored items. Only one Backpack/Combat Vest can be worn at a time.
Concealed Holster1kgAverageDH2170Conceals gun. Attempts to find the weapon take a -20 penalty, but the action time to Ready the weapon is increased by a Half Action.
Deadspace EarpieceVery RareDH2170+20 to resist sonic effects and the Concussive quality.
Explosive Collar3kgScarceDH2170Can explode remotely up to 1km, killing the wearer and dealing damage as a Frag Grenade to anyone nearby. Removal without the trigger requres a -20 Tech-Use test; 2 Degrees of Failure causes detonation.
Filtration PlugsCommonDH2171+20 to Toughness tests to resist gasses. Good quality adds +30 instead, Poor clogs after 5 hours of use.
Photo-Visors/Contacts0.5kgScarceDH2171Gain the Dark Sight trait. Good quality versions grant immunity to photon flash grenades.
Preysense Goggles0.5kgVery RareDH2171No penalties due to darkness, +20 to visual Perception tests in the dark.
Rebreather1kgScarceDH2171Immune to gases and can breathe underwater. Canisters last an hour before being replaced, and are Scarce. Varies by craftsmanship.
Recoil Glove0.5kgRareDH2171Can fire Basic weapons with one hand without penalty.
Respirator/Gas Mask0.5kgAverageDH2171+30 to Toughness tests to resist gas, may reroll if failed. Varies by craftsmanship.
Survival SuitAverageDH2172+20 to Toughness tests against extreme environments. Varies by craftsmanship
Synskin2kgVery RareDH2172Provides 2 AP to all unarmored locations and grants +10 to Stealth tests. Invisible to infra-red and Dark Sight.
Void Suit8kgScarceDH2172Full suit with re-breather, can survive in vacuum. Varies by craftsmanship.
Drugs & Consumables
In most cases, costs are per dose.
Dark Heresy
Amasec50ScarceDH148An alcoholic drink distilled from wine; varies from low-quality swill to booze fit for a king.
De-Tox65RareDH148Immediately removes all drug effects, stunned for [1d10-Toughness Bonus] rounds as you expel all you can inside you.
Frenzon95Very RareDH148Grants the Frenzy talent and immunity to Fear. Lasts 1d10 minutes.
Injector5AbundantDH148May be used to inject drugs as a Full Action.
Lho-Sticks10CommonDH148Space cigarettes.
Medikit2kg150CommonDH148+20 to Medicae tests, 6 doses of stimm and other supplies.
Obscura28RareDH148A recreational drug, often illegal. Enter a dreamlike state for 1d5 hours, after which you enter a deep depression for 1d10 hours unless another dose is taken.
Ration Packs10PlentifulDH149Food, varies from corpse-starch rations to the highest of fares.
Recaf5AbundantDH149A hot, stimulating beverage. Essentially coffee or tea.
Rotgut Booze10AbundantDH149General alcohol, usually not high quality.
Sacred Machine Oil150Very RareDH149Requires a Full Action to apply. Makes a gun immune to jamming for the duration of one magazine. If already jammed, it unjams but does not gain this immunity.
Slaught75ScarceDH149Increase Agility and Perception bonus by 3 for 2d10 minutes. Afterwards, test Toughness or take -20 to Agility and Perception tests for 1d5 hours. Also called onslaught.
Spook395RareDH149Randomly induces psychic ability, possibly causing Insanity.
Stimm20AverageDH149Lasts 3d10 rounds, ignore characteristic penalties from damage and cannot be Stunned. When it wears off, take a -20 penalty to Strength, Toughness and Agility tests for one hour.
Feral Healer's Kit2kg50AverageIHB103A kit containing primitive medicae supplies. Grants no bonus.
Feudal Healer's Kit3kg100ScarceIHB103A kit containing medieval medicae supplies. Grants no bonus.
Sleep Dust, Zillman's Domain0.5kg100RareIHB103User must make a -10 Toughness test or fall into a deep sleep 1d10 minutes later for 1d5-[Toughness bonus] hours.
Sour Mud, Endrite3kg45UncommonIHB104+10 to Medicae tests for disease and fevers. May make a Full Action to stop blood loss.
Syckle Oil, Tygress V0.5kg12ScarceIHB104Apply to bladed melee weapon or Primitive firearm. Reroll any failed test to prevent breaking or jamming, lasts 1d10+4 attacks or 12 hours, whichever comes first.
Belly-Churn1kg10AverageIHB105Cheese that curdled in an animal's stomach.
Spirit Tonic, Munsk0.1kg12CommonIHB105+10 bonus to Fear tests, as well as -10 to Intelligence tests. It lasts 1d5 hours, and is addictive.
Styger Milk, Fervious0.3kg75Very RareIHB105+20 to resist ingested toxins, and lasts 1d5 hours. Upon ingestion, must pass a Toughness test or lose one permanent point in Toughness.
Gorsk White Gyn5CommonIHB129Imposes a -20 penalty on Carouse tests to drink unmixed.
Quaddis Wine**IHB129See below.
Sorrowful Vintage250RareIHB129Imitation of the best wine in Calixis.
Golden Tokay1000Very RareIHB129The best wine in Calixis.
Kataline Malmsey10000Very RareIHB129The Holy Grail of wine.
Night Dust25Very RareIHB129A smokeable or powdered narcotic. See text for details.
Panimmune40AverageIHB130Medicinal compound that enhances resistance to toxins, contaminations, micro-parasites, and infection for some time, but may cause physiological damage. See text for details.
Slam100Very RareIHB130A combat drug. Grants Unnatural Strength (x2) and Unnatural Toughness (x2) for 1d5 rounds. Also permanently reduces Strength and Agility by 1d5.
Somna500ScarceIHB130-10 Medicae to use properly. 4 Degrees of Failure results in death, success means death-like trance for 1d10 days. Subject may be revived with stimm, but must test Toughness to survive it.
Verita500Very RareIHB130Strongly hallucinogenic; -10 to WP tests and -20 to Perception tests for 3d10 minutes. User must make a WP test afterwards or take 1d5 insanity (and a 20% chance of 1d5 corruption).
The Tears of the Dragon6000Very RareIHB148A meme-virus used to harden soldiers. User must make a -10 WP test; success grants the Fearless talent and -1d10 Fellowship, failure causes 1d10+10 Insanity.
Dryas200RareIHB154A drug useful for prolonging survival in low-water environments, but with penalties. See text for details.
Polygum75Very RareIHB154Multi-purpose space silly putty. See text for details.
Ration Grubs15AverageIHB155Disgusting, but useful rations. A single grub is good for a day.
Spectorin Coral Paste1kg225Very RareIHB155Useful on Spectoris to disguise equipment from the world-ocean, and doubles as a hull-sealant. Free and Abundant on Spectoris to the agri-workers.
Ploin Juice0.5kg25ScarceIHB165Popular space juice.
Civilian Relief Rations0.5kg2PlentifulIHB183A simple food bar that is barely sufficient for a day's nutrients.
Combat Ration Pack1kg2PlentifulIHB183Simple foodstuffs for troopers, containing water puri-tabs and various other nutritious items.
Daily Prayers1AverageIHB183Prayers written on edible, nutritious paper.
Emergency Rations1kg10AverageIHB183Long term food supplies, roughly equivalent to Civilian Relief Rations, but slightly better.
Long Duration Ration Pack1kg5CommonIHB183Similar to Combat Ration Packs, but longer lasting and more nutritious.
Cast Spray55ScarceIHB184A spray-on cast. Helps fight Blood Loss and infection, reducing the difficulty of Medicae tests for Blood Loss by one step.
Counterseptic Drugs25CommonIHB184An antiseptic drug. When taken, gives a +20 to any test made to resist disease or infection for up to 6 hours.
Ghostfire Extract300Very RareIHB184A combat drug. Grants the Fearless and Frenzy talents, Unnatural Agility (x2), and deals 1 point of unsoakable damage. Lasts 2d10 minutes.
Halo100CommonIHB184A combat drug. +10 to resist Fear and Pinning, but -10 to Perception. Lasts 1d10 hours.
Kick75AverageIHB184A combat drug. Removes Fatigue and grants immunity to it for 2d10 rounds. Once it wears off, take 1d5 Fatigue.
Rainbow75RareIHB184A dangerous but catch-all drug. Grants a reroll to resist disease or toxins, and automatically stops blood loss. Must pass a Toughness test or take 1d5 unsoakable wounds.
Synth-Skin50AverageIHB184Synthetic, spray-on skin. May use as a Full Action to stop blood loss automatically.
Toxin Wands0.2kg100ScarceIHB184May be used to determine if a victim is poisoned. See text for details.
Drusine Incense0.5kg100RareIHB193Holy incense. Grants immunity to Daemonic Presence for characters with less than 10 Corruption within 1.5 meters of the Thurible. Lasts 1d10+20 minutes.
Thurible5kg500RareIHB194A censer, required for burning Drusine Incense.
Torpor500Very RareIHB194A drug that causes fatigue, drains the user's will to act, and reduces Psy Rating.
Dreamjuice75ScarceDEM72+10 to Intelligence tests and -20 to WP tests for half an hour, then -10 to Perception.
Imperium's Fervour20ScarceDEM74A combat drug. May be injected, or taken as a pill, though this halves the duration. Grants resistance to fear and insanity, but worsens memory. See text for details.
Unguents of Warding50CommonDEM76Ointments that may be applied to armor in special rituals to grant spiritual strength. See text for details.
Clear110RareBOJ70A powerful supplement that helps prevent the user from becoming drunk or poisoned by some lesser substances. Side effects include intense migraines.
Eazille230Very RareBOJ70A drug that reduces the user's inhibitions and morality.
Holdfast165Very RareBOJ70Makes the user quite resistant to neurological drugs, but decreases their Willpower at the same time.
Hyperexia80ScarceBOJ70A drug that thickens the user's skin, literally, making them resistant to heat and cold. Must be taken incredibly often before the full effect is gained.
Karrikian Red-Eye185RareBOJ70A drug that increases the visible spectrum of the user to include some infrared, allowing them to see heat. Repeated use dulls vision.
Leatherwort115ScarceBOJ71A drug that is rubbed into the skin to make it tougher and numb. User gains +2 Armour (stacks with actual armour) and +10 to Toughness tests.
Sandstone95ScarceBOJ71A powerful drug that increases the user's resistance to pain, fear, and interrogation.
Scav-Glysten155RareBOJ71Drinking it helps reduce the user's scent, making it difficult to track them by it, by both animals and men.
Scraper-Ripper90ScarceBOJ71Grants +30 to all Agility tests for 1d5 hours, but the user must make a -20 WP test to avoid reacting violently if surprised.
Sisk-Ash80ScarceBOJ71A relaxant, often mixed with lhos.
Truth Revealed135RareBOJ71A truth serum, making the user highly susceptible to interrogation.
Zumthorian Greyve125RareBOJ71Puts the user in a fugue state, making them incredibly tough, but at the later expense of tiring them out completely.
Deluvial Tincture300RareDDG73+10 Agility/Perception and -5 WP/Intelligence for 1d5 hours, then take 1 Fatigue. Overdosing may cause permanent Agility and Intelligence loss.
Zamarkand Rose500Very RareDDG74A drug that invokes twisted hallucinations.
Core Gel500RareTLW65Lets the user interface with machines without having electoo or MIU implants.
Dark Mask450Very RareTLD11Powder that adds +60 on Concealment tests. Using Auspexes or similar scanners requires a -30 Tech-Use test to find the user.
Luma-Crete600Very RareTLD11Gives the Machine trait equal to TB/2 (rounded up), Resistance (Heat) and Resistance (Radiation) for 1d5 hours. Gain 1d5 levels of Fatigue afterwards.
Rogue Trader
AmasecScarceRT141An alcoholic drink distilled from wine; varies from low-quality swill to booze fit for a king.
De-ToxRareRT141Immediately removes all drug effects, stunned for [1d10-Toughness Bonus] rounds as you expel all you can inside you.
FrenzonVery RareRT141Grants the Frenzy talent and immunity to Fear. Lasts 1d10 minutes.
InjectorPlentifulRT141May be used to inject drugs as a Full Action.
Lho-SticksCommonRT142Space cigarettes.
Medikit2kgCommonRT142+20 to Medicae tests.
Medikit (Advanced)5kgRareRT142+20 to Medicae tests, allows Medicae use as a Basic Skill.
High ProvenderVery RareRT142High scale food.
ObscuraRareRT142A recreational drug, often illegal. Enter a dreamlike state for 1d5 hours, after which you enter a deep depression for 1d10 hours unless another dose is taken.
Ration PacksUbiquitousRT142Food, varies from corpse-starch rations to the highest of fares.
RecafAbundantRT142A hot, stimulating beverage. Essentially coffee or tea.
Sacred UnguentsVery RareRT142Requires a Full Action to apply. Makes a gun immune to jamming for the duration of one magazine. If already jammed, it unjams but does not gain this immunity.
SlaughtScarceRT142Increase Agility and Perception bonus by 3 for 2d10 minutes. Afterwards, test Toughness or take -20 to Agility and Perception tests for 1d5 hours. Also called onslaught.
StimmAverageRT143Lasts 3d10 rounds, ignore characteristic penalties from damage and cannot be Stunned. When it wears off, take a -20 penalty to Strength, Toughness and Agility tests for one hour.
Thosophit's PhiltreVery RareRT143Sophisticated liquor.
TranqAbundantRT143A low-quality booze known for its numbing, depressive effect.
Attention SpannerVery RareITS134If the user passes a -10 WP test, +30 to Intelligence tests for 3d10 Rounds. Failure causes a -20 to all tests for 3d10 rounds as you focus on something irrelevant, like the windows or an attractive shipmate.
BlushRareITS133Red space wine. Causes drinker to glow faintly when drunk.
Cold FireRareITS134Gain the Battle Rage talent for 3d10 rounds per dose.
Ploin JuiceUbiquitousITS134Requires -10 Carouse test to avoid extreme drunkenness (Fatigue)
RaenkaScarceITS134Space brandy.
SpurScarceITS134User is immune to Fatigue and Stunning for 2d10 minutes, then takes -20 to Toughness/Agility tests for the next hour and may be fatigued. If used 6 times in a week, -20 WP test or be addicted.
WideawakePlentifulITS134Nullifies one level of Fatigue for 1d5 hours. Additional doses only extend the effect's duration. After drug wears off, gain an additional level of Fatigue.
White VoidRareITS134Gain +20 WP for 1d10 minutes per dose. If used more than twice a week, take -20 WP test or become addicted, requiring daily use.
BarrageRareHAC66A combat drug. Grants Unnatural Perception (x2), Unnatural Strength (x2) and Unnatural Toughness (x2) for 1d5 rounds. Also permanently reduces Perception, Strength, and Toughness by 1 each round.
Burnscour RainVery RareHAC66A poison. May be applied to various weapons with great difficulty. Exposure calls for a Toughness test, failure of which causes considerable harm to your Strength and Toughness
GeistVery RareHAC66A psychoactive drug that increases the user's psychic ability, if they have any. Those without suffer Phenomena.
GlimmerRareHAC67An unusual narcotic that filters light in such a way as to induce a dreamlike state in its users. May be administered as an eyedrop for faster use, but this comes at the cost of eventual blindness.
HazeRareHAC67An inhalant that drives the user into an irritable delirium.
Silver AnathemaNear UniqueHAC67A rare mechanical poison that spontaneously creates metal thorns within the victim, injuring them directly and often internally.
Spinebark SapExtremely RareHAC67A contact poison that may be applied to weapons at potential risk to the user. It hardens and grows rapidly over a victim, reducing their Strength greatly.
Tox-Mister0.1kgScarceHAC67A device that sprays a poison up to one meter away. May be used in close combat as a regular attack that may not be Parried, only Dodged.
Accelerai0.1kgScarce*TSR116User gains an additional attack during the Multiple Attacks action, but gains Fatigue and possibly -5 Initiative for the next 1d5 days.
Corpse Obmulen0.1kgRare*TSR116User gains +20 Strength, but gains Fatigue and possibly 1d10 Strength damage for the next day.
Shudderstep0.1kgRare*TSR116User gains Unnatural Speed, but gains Fatigue and possibly passes out for 1d10+5 minutes.
Murder's Boon0.1kgScarce*TSR116User gains Proven(4) on all melee attacks, but gains Fatigue and possibly -20 to Fellowship, Intelligence and Willpower for 1d5 hours.
Eviscerine0.1kgScarce*TSR117User gains +20 Weapon Skill, but gains Fatigue and possibly loses his Reaction for 1d10 hours.
Soul Echo0.1kgExtremely Rare*TSR117User gains 1d10 Pain Tokens and 1d10 additional Corruption Points.
Essence of Perfect Vitriol0.1kgScarce*TSR117Toxin. Test Toughness or suffer 1d10 Strength Damage +1 per Degree of Failure. Originally made by the Stryxis.
Final Breath0.1kgRare*TSR117Toxin. Test Toughness or start suffocating.
Heartfire0.1kgVery Rare*TSR118Toxin. Test Toughness (-10) or suffer 1d10E damage to the body when exerting yourself or taking Impact or Explosive damage.
Liquid Agony0.1kgScarce*TSR118Toxin. Test Toughness or be stunned for 1 round per point of Perception Bonus.
Nightmare Philtre0.1kgVery Rare*TSR118Toxin. Test Toughness or count as having failed a fear test and roll on the Shock Table. Is ignored by fearless creatures and makes Orks angry.
Sanguine Exodus0.1kgRare*TSR118Toxin. Test Toughness or suffer from blood loss.
Vitae Rebellion0.1kgExtremely Rare*TSR118Toxin. Test Toughness or suffer 2d10X damage, which may be reduced by Toughness Bonus but not armor.
Aletheias Root0.5kgScarceFAC96Must pass a -20 Toughness test or take -20 to opposed Interaction tests for 1 minute (+1 per Degree of Failure).
Azure Cap1kgRareFAC96Potentially hallucinogenic. +20 to Strength tests and -10 to Perception tests for 1d5 hours, inflicts 1d5 Fatigue afterwards.
Deadfall0.5kgRareFAC96User appears dead for 3d10 hours, tests to detect life take a -30 penalty. Can be revived early with a -20 Medicae test.
Medicus Ministorum4kgVery RareFAC96Successful Medicae tests gain 2 Degrees of Success, failed tests remove up to 2 Degrees of Failure (but the test is still failed).
Rhodopis Juice0.5kgScarceFAC96Successful Fellowship and Intelligence tests gain 2 Degrees of Success for 1d5 hours. Afterwards, test Toughness or take a penalty to Perception and possibly WP for 1d5 hours.
Deathwatch
De-Tox10*DW172Immediately removes all drug effects and grants immunity to toxins, poison, gases, and other such effects for 1d10 rounds. Injected manually.
Deadlock (Toxin)10*DW172Take -10 Toughness test or suffer 1d10 temporary S Damage, plus further 1d10 per DoF. If 0 S is reached, target is paralyzed and unable to act. Wears off after 2d5-Tb minutes, minimum 1 minute.
Delay Agent (Toxin)6*DW172Delays the effect of any drug or toxin by 1d5 hours.
Genophage (Toxin)--DW172May not be requisitioned; must be made for a specific target. If the poisoned weapon penetrates that target's armor, the target takes unsoakable damage until it passes a Toughness test or dies. Counts as Toxic against anyone else.
Injector3*DW173May be used to inject drugs as a Full Action. Can be used against an unwilling target with a melee attack (0 Damage, 0 Pen).
Narthecium5kg10*DW173+20 to Medicae tests on Space Marines. Raises threshold of Lightly Wounded to 3 times patient's Toughness Bonus. Doubles amount healed by First-Aid. May hold ten doses of any one drug (must be acquired separately).
Pain Suppressant10*DW173Allows a character to ignore Critical Effects for 1d10 Rounds. May be used in Sacrament of Renewal to refill power armor injectors with +10 Tech-Use test.
Repair Cement0.5kg1*DW173Listed cost is only for "excessive" Requisitions. Used to restore integrity of Power Armor. Takes one round.
Resuscitex5*DW173Immediately wakes an unconscious character. If subject has Fatigue in excess of Toughness Bonus, it is immediately removed so that Fatigue is equal to Toughness Bonus.
Sacred Unguents20*DW173Requires a Full Action to apply. Makes a gun immune to jamming for the duration of one magazine. If already jammed, it unjams but does not gain this immunity.
Black Crusade
Alcohol*0.5kgAverageBC181Intoxicating drinks that grant a variety of effects and have some actual medicinal use. See text for details.
Blue Fire*Extremely RareBC181Allows the user to reroll Focus Power tests for 1d10 rounds and negates the benefit of using Fettered powers. -10 WP test when used or gain 1 Corruption (as a Failing).
D-Dust*UniqueBC182Also known as Daemon Dust. Grants various traits with a successful use. See text for details.
De-ToxRareBC182Immediately removes all drug effects, stunned for [1d10-Toughness Bonus] rounds as you expel all you can inside you.
Frenzon*Very RareBC182Grants the Frenzy and Fearless talents, and imposes a -10 penalty to Intelligence tests. Lasts 1d10 minutes.
Lho-Sticks*CommonBC182Space cigarettes.
Ligature OilsRareBC182Makes a weapon immune to jamming for one session. Takes a Full Action to apply.
Mortis*Very RareBC182Makes a user appear dead. See text for details.
Obscura*RareBC182A recreational drug, often illegal. Enter a dreamlike state for 1d5 hours, after which you enter a deep depression for 1d10 hours unless another dose is taken.
PlasVery RareBC183A substance that allows a user to change their appearance in a limited fashion. See text for details.
RecafAbundantBC183A hot, stimulating beverage. Essentially coffee or tea.
Res*Extremely RareBC183Passing a +30 WP test lets the user subtract 2d10 from all Phenomena and Perils rolls for [Degrees of Success]*10 minutes. Failure immediately causes Phenomena.
Rose*RareBC183User gains the Dark Sight trait and +20 to Perception, but may be overwhelmed by his new senses.
Scab*Extremely RareBC183Makes the user look sickly, but raises his Toughness bonus by 1 for an hour. Further usage deals 1d10+10 Agility damage.
SlaughtScarceBC183Increase Agility and Perception bonus by 3 for 2d10 minutes. Afterwards, test Toughness or take -20 to Agility and Perception tests for 1d5 hours. Also called onslaught.
Spur*AverageBC183User is immune to Fatigue and Stunning for 2d10 minutes, then takes -20 to Toughness/Agility tests for the next hour and may be fatigued. -10 to avoid addiction.
Stimm*AverageBC183Lasts 3d10 rounds, ignore characteristic penalties from damage and cannot be Stunned. When it wears off, take a -20 penalty to Strength, Toughness and Agility tests for one hour.
Necron Phylactery-TOF119Repairs Necrons, heals characters with Machine (3+), hurts everyone else.
Barkweed JuiceRare*TOE41Grants the user Lightning Reflexes, Rapid Reaction, Unnatural Agility (1) and Unnatural Willpower (1) for [Toughness bonus] rounds. Near Unique outside of Gates of Moment.
Barrage*RareTOE41Grants Unnatural Strength/Toughness (5) for [base Toughness Bonus] rounds.
Cursewine*0.5kgRareTOE41Grants a +30 bonus to perform a Curse. Highly poisonous [1d5E, Toxic(3), ignores armor].
Final KissExtremely RareTOE41Counts as high-quality alcohol. User can reroll failed Toughness tests for [Toughness Bonus / 2] hours.
Glimmerdust*Very RareTOE41Applies +10 to resist psychic powers and -30 to Perception tests for [WP Bonus] hours.
Manic*AverageTOE41Add +30 to WP tests and ignore Fatigue, Stunning, and Pinning for 3d10 minutes.
Satrophine*Very RareTOE41+30 to Agility, Perception, Strength, and Toughness tests for 1 hour. Addiction causes Corruption instead of Fatigue.
Spook*Very RareTOE42Randomly induces psychic ability, possibly causing Corruption.
Sweetmeats*0.5kgExtremely RareTOE42Grants Regeneration (4) for 1d10 rounds. No side effects.
Sweep*AverageTOE42Removes addiction to all substances except Sweep. Sweep addictions are twice as hard to remove.
Only War
AmasecScarceOW198An alcoholic drink distilled from wine; varies from low-quality swill to booze fit for a king.
De-ToxRareOW198Immediately removes all drug effects, stunned for [1d10-Toughness Bonus] rounds as you expel all you can inside you.
FrenzonVery RareOW198Grants the Frenzy talent and immunity to Fear. Lasts 1d10 minutes.
Lho-SticksCommonOW199Space cigarettes.
ObscuraRareOW199A recreational drug, often illegal. Enter a dreamlike state for 1d5 hours, after which you enter a deep depression for 1d10 hours unless another dose is taken.
RecafAbundantOW199A hot, stimulating beverage. Essentially coffee or tea.
Sacred UnguentsVery RareOW199Requires a Full Action to apply. Makes a gun immune to jamming for the duration of one magazine. If already jammed, it unjams but does not gain this immunity.
SlaughtScarceOW199Increase Agility and Perception bonus by 3 for 2d10 minutes. Afterwards, test Toughness or take -20 to Agility and Perception tests for 1d5 hours. Also called onslaught.
SpookRareOW199Randomly induces psychic ability, possibly causing Insanity.
StimmAverageOW200Lasts 3d10 rounds, ignore characteristic penalties from damage and cannot be Stunned. When it wears off, take a -20 penalty to Strength, Toughness and Agility tests for one hour.
TranqAbundantOW200A low-quality booze known for its numbing, depressive effect.
Dark Heresy 2EDrugs marked with * are addictive.
Amasec1kgAverageDH2172An alcoholic drink distilled from wine; varies from low-quality swill to booze fit for a king.
Desoleum FungusScarceDH2172Lasts 1d10 rounds, and inflicts 1 Fatigue. The user can invert the die result of one 1d100 roll while affected by the drug.
De-ToxRareDH2172Immediately removes all drug effects, stunned for [1d10-Toughness Bonus] rounds as you expel all you can inside you.
Frenzon*Very RareDH2173Grants the Frenzy talent, and the user immediately becomes Frenzied. Lasts 1d10 minutes.
Lho-SticksCommonDH2173Space cigarettes.
Obscura*RareDH2173A recreational drug, often illegal. Enter a dreamlike state for 1d5 hours, after which you enter a deep depression for 1d10 hours unless another dose is taken.
Ration Pack2kgPlentifulDH2173Eating a ration pack while resting for at least 2 hours allows the user to recover an extra point of Fatigue.
RecafAbundantDH2173Removes 1 Fatigue. Repeated doses have reduced effectiveness.
Sacred UnguentsVery RareDH2173Requires a Full Action to apply. Makes a gun immune to jamming for the duration of one magazine. If already jammed, it unjams but does not gain this immunity.
Slaught*ScarceDH2174Increase Agility and Perception bonus by 3 for 2d10 minutes. Afterwards, test Toughness or take -20 to Agility and Perception tests for 1d5 hours. Also called onslaught.
Spook*RareDH2174Randomly induces psychic ability, possibly causing Insanity.
Stimm*AverageDH2174Lasts 3d10 rounds, ignore characteristic penalties from damage and cannot be Stunned. When it wears off, take a -20 penalty to Strength, Toughness and Agility tests for one hour.
Tranq1kgAbundantDH2174A low-quality booze known for its numbing, depressive effect.
Snake*Very RareEBY87Grants Unnatural Agility (1) and Unnatural Perception (2) for 1d5+5 rounds. Inflicts 10 Willpower damage and 1 Corruption when the drug wears off.
Tools
Dark Heresy
Auspex/Scanner0.5kg145ScarceDH150+20 Awareness when in use. Can make a Tech-Use test to detect imperceptible things (gasses, biosigns radiation, etc). Range is 50m, walls 50cm thick and some materials can block it.
Auto Quill55ScarceDH150+10 to Trade (Copyist) tests.
Combi-Tool1kg200RareDH150+10 to Tech-Use tests.
Data-Slate0.5kg25CommonDH150A data storage and recording device. General term for anything from recorders to full fledged PDAs.
Demo Charge1kg250ScarceDH150An explosive charge. Does 3d10X+(2*kg). Blast radius is kg*5. Setting and defusing requires a Demolitions test (see DH 101).
Excruciator Kit1kg375Very RareDH150+20 to Interrogation tests.
Glow-Globe/Lamp Pack0.5kg15AbundantDH150Illuminates an area of a dozen or more meters, lasts 1d5 hours before needing recharge.
Grapnel2kg30CommonDH150Fires grappling hook with 100m wire line attached. Can be used as a one-shot crossbow in a pinch.
Lascutter4kg65AverageDH150Can cut or weld 10cm a turn, altering time for thickness. Too unwieldy to be used in combat.
Magnoculars0.5kg55AverageDH150Binoculars that may also have multiple other functions.
Manacles1kg35PlentifulDH151Handcuffs.
Micro-Bead20AverageDH151A short-ranged communication device. Useful up to 1km, but may be vastly reduced by various conditions, such as weather and walls.
Multikey150ScarceDH151+30 to Security tests when opening locks.
Pict Recorder1kg100AverageDH151A video recorder. May have holographic capabilities as well. Usually capable of playback, and often built into servitors and servo-skulls.
Psy-Focus100RareDH151+10 to Invocation tests for psykers.
Screamers2kg140ScarceDH151A proximity alarm. To activate, the GM rolls a secret Tech-Use test for the player. It has a Perception of 75 to detect sounds or motion. If it detects any motion, it emits a loud sound that can be heard up to 1km away in good conditions.
Stummers2kg25AverageDH151Nullifies sound in a small area. A character using one gains a +30 to Silent Move tests. Lasts about 20 minutes before requiring one hour recharge.
Vox-Caster4kg300ScarceDH151A radio device. Can be used to send signals as far as an orbiting ship. Using one requires a +10 Tech-Use test.
Writing Kit2kg20CommonDH151Contains papers, inks, and quills for writing.
Caltrop, Fervious0.1kg6RareIHB102Covers 2x2m, if victim has no AP on feet, hit by Toxic. Anyone walking takes difficult Agility test, success halves movement, fail quarters. Remains until medical treatment
Monrassan Capsican Trap3kg20UncommonIHB102Anyone stepping on one must pass a -10 Agility test, failure sets off trap. It does 1d10E to the leg. A second Agility test must be made if the first failed, failure means caught on fire.
Glo-slug of Dusk0.1kg8RareIHB103Lights an area of meters equal to the number of slugs put together
Kill Sticks, Volonx0.3kg1CommonIHB103When stepping into area, must pass an Agility test or take 1d10+2R.
Powder Bomb, Fervious1.5kg17UncommonIHB103Thrown weapon with range of 10m with the Smoke quality, those caught in the blast must test Toughness or gain one level of Fatigue. Lasts 2d10 rounds
Skeleton Key0.1kg24RareIHB103Can be used to open all doors in a town or castle of a Feudal world.
Skem Net, Volonx3kg85RareIHB103A net with Toxic and Snare traits, generally 6x6 meters. Any who comes in contact with exposed skin must resist the Toxic effect.
Smoke Flares, Fedrid0.4kg12ScarceIHB104Covers an area 40 meters in diameter in thick black smoke, clears in 1d5 to 2d10 minutes depending on environmental conditions.
Spark Rocks (2)1kg2CommonIHB104Start fires even when wet if brought together, packing together may cause sparks.
Spine Pick, Faldon Kise1kg25UncommonIHB104+10 to Climb tests, or may be used as an improvised weapon
Stink Bombs1kg6CommonIHB104Thrown weapon, 10m range, fills 8m diameter with gas, exposure takes Toughness test each round or gain one level of Fatigue
Axe-Rake4kg20AbundantIHB126+10 to Climb tests and forcing doors and locks. Melee weapon for 1d10+2I or R with Primitive and Unbalanced.
Cognomen*PlentifulIHB126Hiver ID card
Forgery Kit400ScarceIHB126+10 to Trade (Copyist) or Tech-Use to copy, forge, or fabricate (+20 when Good, +30 when Best Craftsmanship).
Heretic's Wake Deck10ScarceIHB127Heretical card game
Holo Wafer5ScarceIHB127Assassin "calling cards"
Mantle Shrine1kg30AbundantIHB127Portable shrine
Penthrift Dreadfuls1AverageIHB127Anti-Xenos propaganda
Salvation Auger**IHB127A pocket chrono-sized warning device that detects radiation, airborne toxins, and pollutants, amongst other dangers.
Basic20CommonIHB127Simply beeps when there is danger without identifying it.
Superior80AverageIHB127As above, but may also make a +10 Tech-Use test to identify the specific danger.
Vox-Phonograph20kg200AverageIHB128Plays a video or music cylinder. May double price to record and play from other sources
Cylinder1kg20CommonIHB128Contains video or sound.
Vox-Thief**IHB128Picks up, stores, and analyses vox and data transmission, -10 Tech-Use to use properly, more difficult tasks are harder
Short-Range0.5kg500RareIHB128Data-slate sized
Long-Range15kg3000RareIHB128Backpack sized
Ward Accessor25AverageIHB128Blank Security Card, still requires security code
Cogitator*AverageIHB146See below.
Emplaced100kg4000AverageIHB146Analyze and process vast data, +20 to tests. Failure leads to inaccuracies
Personal1.5kg750AverageIHB146+10 to tests involving analyzing data-slates.
Grey Device3kg500RareIHB146Heretical prognostication device. -30 on tests to locate one, almost impossible for Tech-Priests.
Holo-Projector40kg3000ScarceIHB147Projection device.
Isotropic Fuel Rods10kg5000AverageIHB147Concentrated power source that can last several weeks.
Calixis Survival Kit120AverageIHB152+10 to Survival tests. Only provides tools to survive, not the knowledge.
Beetle Tent**IHB152Armored tents with AP 8 (Primitive) and minor camouflage.
3 person5kg60CommonIHB152Holds 3 people.
6 person10kg100ScarceIHB152Holds 6 people.
Extra armor8kg80RareIHB152Increase AP to 12.
Camp Warders4kg310RareIHB152Warders are linked to a screamer device. When activated, the offending creature, if it has the Bestial trait, must make a -20 Willpower test or flee.
Poi-Savant300RareIHB153Make make a +20 Tech-Use test to determine if a substance is safe to eat.
Shade-Servitor3kg400RareIHB153Small devices that hover around waving fans about. May, at GM's discretion, help resist extreme heat.
Sky Eye4kg1500Very RareIHB153A recon device that is useful for scouting aerially.
Emergency Kit6kg300CommonIHB164Contains extensive emergency items, useful in a void ship. See text for details.
Melta Gel200RareIHB165A tube of melta gel that can cover a 5 meter straight line, or 1 square meter. Deals damage as a melta bomb over the course of a minute before going inert.
Navis Prima-Very RareIHB165Contains safe warp routes, varying from common charts to rare and lost routes.
The 9-70 Entrenching Tool2kg15AverageIHB182A shovel useful for filling sand bags. May be used as an improvised weapon.
Bedroll4kg8PlentifulIHB182A sleeping bag. Includes heavy blankets.
Compass/Orienting Device25ScarceIHB182Usually a magnetic compass.
Hostile Weather Gear2kg10CommonIHB182Contains helpful survival gear, varying based on deployment.
Infantryman's Uplifting Primer0.3kg5PlentifulIHB182Contains helpful tips, rules, and prayers for guardsmen.
Infantry Lamp Pack1kg10AverageIHB182A standard lamp pack. May be equipped to a bayonet lug or held in the hand. May operate for 1d5+5 hours.
Mess Kit0.5kg5PlentifulIHB182Contains collapsible utensils.
Personal Grooming Kit0.1kg2CommonIHB182Contains razors, anti-fungal powders, and various hygiene items.
Sandbags5kg4PlentifulIHB183Useful as cover or pillows.
Tent9kg40AverageIHB183Fits two and their gear. Generally waterproof, and occasionally sun-resistant.
Tool Kit1kg15CommonIHB183Contains various helpful tools.
Weapons/Gear Storage1kg5CommonIHB183Some method of carrying weapons and ammunition. Can hold up to 15kg of small items.
Weapon Maintenance Kit1kg20AverageIHB183Weapon maintenance equipment.
Whistle5PlentifulIHB183A whistle, varying from a simple tin device to the more advanced hiver ocarinas of Scintilla.
Null Box20kg25000Very RareIHB190A portable stasis field in a box.
Psy-JammerIHB190+20 to resist the effects of a Psychic Power and +10 to resist possession attacks. May not be used by psykers.
Amulet0.5kg7000Very RareIHB190A small amulet.
Implant12000Very RareIHB190A cranial implant.
Psy-Tracker1.5kg1000RareIHB191Devices used to track psychic and warp disturbances. See text for details.
The Calixian Black Grimoire1kg2500Very RareIHB192May only be acquired through the Ordos Xenos. +10 to Research involving Ciphers (Occult), Scholastic Lore (Legend), and Forbidden Lore (Cults, Daemonology, Warp, and/or Xenos).
Excruciator2kg10000RareIHB194An interrogation device. See text for details.
Intrusion Spirit0.5kg500Very RareRHB157A single use device that grants a +30 bonus to Security or Tech-Use to beat a lock or security system with a data port
Line Ascender1kg100ScarceRHB157A climbing assistant. It takes a Full Action to attach to a rope, and two hands to use. May move a character's Agility bonus as a Full Action. Disengaging it requires a Half Action.
Pict-Caster5kg400ScarceRHB157A television set.
Pict Fly1000RareRHB157A small, insect-like video recorder. Requires a pict-caster to view data. See text for details.
Privacy Field10kg1250RareRHB157A device that blocks recording, transmissions, and external viewing in a 5 meter radius.
Psy Dampers--RHB157A large machine that dampens psychic powers. See text for details.
Tracking Device0.5kg200ScarceRHB158A two-part device, the tracker and the marker. See text for details.
Vox Bug500RareRHB158Similar to a Pict Fly, but for sound. See text for details.
Vox Tracker6kg450ScarceRHB158A backpack sized device that can give the direction and distance of a vox signal. See text for details.
Murder Cogitator1.5kg9000RareRHB193A device that retrieves data, and then destroys the source. Requires a conduit cable to connect to something. See text for details.
Data-Conduit Cable, 5m1kg20ScarceRHB193A cable that can connect any two data ports. May be chained together to make longer cables.
Prognosticaon3kg5000RareRHB193A small, palm-sized device used to predict the future. Requires ritual activation. See text for details.
Fragment of the Tome of Ammicus Tole1kg8000Very RareRHB193Required to properly use a prognosticaon
Speculum Umbrae10kg60000Very RareRHB194A device used to call upon the dead. See text for details.
Q'Orl Mind Grub1kg**RHB202A pinky finger-sized larva that can mind control victims. See text for details. May not normally be acquired.
Chaplet Ecclesiasticus1kg1000IssuedBOM119If openly displayed, may reroll failed Charm tests against Ecclesiarchy Member of equal or lower status (GM's discretion)
Cilice*RareBOM119+10 to WP to resist Fear, Charm, Intimidate, or other kinds of social manipulation. If worn for [Toughness bonus * 2] hours, make a Toughness test or suffer one level of Fatigue.
Dialogous Staff4kgIssuedBOM119Fitted with a Laud hailer and audio recording device. Counts as a staff in combat. +10 to understand sounds at a distance.
Eikon*CommonBOM119Small portrait, usually of the Emperor.
Hospitaller Medicae Tools10kgIssuedBOM119Counts as a medi-kit with 2 doses of De-Tox and 2 doses of Stimm. May amputate and cauterize with a -10 Medicae test. If successful, the limb is removed and there are no other side effects. May, at GM's discretion, also restore 1d5 wounds.
Liber Heresius10kgIssuedBOM119+20 to Forbidden Lore (Cults, Heresy). Only issued to the most trusted of Witch Hunters.
Litanies of Faith10kg500UncommonBOM119A complete copy provides +20 on Research involving C. Lore (Ecclesiarchy) and S. Lore (Imperial Creed). Abridged editions only provide +10.
Pilgrim's Travel Staff3kg15CommonBOM120Simple staff, usually with a hook on the top for hanging symbology.
Psyocculum2kg3000Very RareBOM120A form of photo-visor. May visually detect psykers as if the user had Psyniscience +20. Requires a Full Action.
Reliquary1kg*CommonBOM120Some form of container for a relic or image.
Questing Pilgrim Badge*CommonBOM120Small badge for pilgrims representing a person or event.
Seraphim Jump Pack15kg5000Very RareBOM121Requires Pilot (Personal/Jump Pack) and Sororitas Power Armor. Allows a safe, guided fall from any height, and any number of short jumps (2x base move). Alternatively, may use at max thrust for up to a minute to gain Flyer (12).
Ring of Suffrage10RareBOM120Designed to cause minor discomfort when twisted. Counts as a charm.
Rule of Sororitas5kg100RareBOM120+10 to all C. Lore tests made on the subject of Ecclesiarchy, Heretics, Mutants, or the Adepta Sororitas.
Simulacrum Imperialis10kgIssuedBOM121If openly displayed, any characters in 20m that spend fate points recover them on an d10 8+. Characters with over 20 Corruption do not benefit.
Witch Cage15kg4000Very RareBOM121In appearance, a simple iron box that goes over the head. Reduces wearer's effective Psy Rating by 4, and takes -40 to Invocation tests. Wearer is considered Blind and Deaf.
Consecrated Scrolls1kg100ScarceDEM73Must be prepared specifically for the bearer. Grants a reroll on Psychic Phenomena before disintegrating.
Grimoire of True Names10kg5000Very RareDEM74Can be used to research Daemons. See text for details.
Litany Vox-Caster4kg100ScarceDEM75A vox-caster that transmits prayers, loudly, on three channels. Each grants a bonus. May be paired with micro-beads. See text for details.
Neural Scourge2kg1700RareDEM75A fancy gauntlet used to torture and interrogate. May cause accidental death. See text for details.
Psyocculum1.5kg1200RareDEM75A device used to visually locate psykers or warp-creatures in the area. See text for details.
Ulumeathi Plasma Siphon10kg8000Near UniqueDEM76Wildly disrupts plasma and plasma weapons within 10 meters of it. See text for details.
Gene Printer15kg1500RareBOJ67A device used to confirm if DNA matches a sample. May be used with a +20 Tech-Use test. Certain factors may complicate usage.
Lord Marshal Goreman's Carta Sanguine0.1kg100*Rare*BOJ67A bounty, offered by Lord Goreman himself.
Lock-Punch0.2kg300ScarceBOJ67May be used to devastate and disable doors and locks. Requires a Tech-Use test to activate successfully. See text for details.
Magnacles1.5kg120RareBOJ67Manacles with a powerful magnet attached to the end of them. Far better built than their non-magnetic counterparts.
Magnetic Harness10kg500ScarceBOJ68Grants the wearer the Quick Draw talent for any equipment fitted to the harness. If they already have Quick Draw, they may also stow as a Free Action.
Pinner5kg2000Near UniqueBOJ68Vastly increases the strength of nearby magnets.
Strait Cape5kg100ScarceBOJ68A space strait jacket, with additional features such as deafness and blindness.
Vertical Spindle Set20kg1500RareBOJ68A set of climbing gear specially designed to allow the wearer to climb along the outside walls of a hive city.
Vox-Pickup0.01kg100Very RareBOJ69A tiny, simple recorder that can either store or transmit what it hears.
Vox Privacy Field1kg500RareBOJ69A 3-meter diameter dome of privacy, blocking light and sound from escaping, granting those within complete privacy from any outside observer.
Wall Eater1kg500Very RareBOJ69A small insect capable of vomiting a powerful acid that can eat through nearly any non-biological substance. Does not come in any varieties other than Common.
Badge of OfficeNear UniqueASC145Represents a Throne Agent's authority by the Holy Ordos
Backpack Ammo/Power Pack15kgCommonASC145Worn like a backpack, can carry 25kg. Also has an ammo store of one of the following: 300 las shots (150 for hellguns/pistols); 80 plasma and melta charges; 200 bolt or SP rounds; or 60 shots of flame
Cerebral PlugCommonASC146Allows user to work with tech directly through his mind.
Grav-Chute20kgScarceASC146High-tech parachute. When using, roll a 1d10; on a 1, chute fails to deploy. Make a +10 Agility test to hit the backup. User falls 100m during this time. Minimum altitude of 50m required for effective use.
Sentinel Array12kgNear UniqueASC146Complex sensor array that requires a neural link. When activated, make a +10 WP test or take 1d5 Fatigue. Power lasts 1d10 hours, user gains +30 to Awareness, Unnatural Senses (50m), and can track targets through obstructions up to 100m.
Vindicare Spy Mask2kgNear UniqueASC147Vindicare face mask
Vindicare Stealth Suit5kgNear UniqueASC147Vindicare suit.
Warp Amulet7000Very RareDDG119Helps with sorcery and daemonic summoning.
Parasite Doll1000RareDDG119Allows curses and sorceries to be cast onto the victim from afar.
Malefic Codex (Lesser)5000RareDDG120+10 to Forbidden Lore (Daemonology or Warp). Inflicts 1 Corruption point when used.
Malefic Codex (Greater)10000Very RareDDG120As Lesser version, but also contains knowledge about cults and Arcana.
Scatter Caster10kg450RareTLW65Gives -50 to all tests to control servitors, servoskulls and the like; gives -10 to all tests for people with Mechanicus Implants.
Holo-Clone0.5kg-TLW69Creates a holocopy of the wearer, giving enemies -30 to attack rolls and parry attempts; can be ignored with a (-30) Perception test.
Vision Cowl3kg-TLW69Very advanced auspex; makes you aware of all creatures in a 50m radius, but gives you -10 WS and BS; other uses.
Chameleoline Grid-TLD10+50 to Concealment when hiding underneath. Cannot be repaired.
Voidbane Generator20kg-TLD11Deactivates a ship's Geller field about an hour after it enters the warp. Hard to detect.
Rogue Trader
Almanac Astrae Divinitus4kgExtremely RareRT143+10 to Navigation, Pilot, Scholastic Lore (Astromancy), or Trade (Astrographer) where info is directly relevant
Arms Coffer6kgAverageRT143A protective case for weapons and ammo. Holds up to 2 Basic weapons or 4 Pistols, plus up to 4 Basic weapon clips or 8 Pistol clips.
Auspex/Scanner0.5kgScarceRT143+20 Awareness when in use. Can make a Tech-Use test to detect imperceptible things (gasses, biosigns radiation, etc). Range is 50m, walls 50cm thick and some materials can block it.
Auto QuillScarceRT143+10 to Trade (Remembrancer) tests.
Calculance Array120kgScarceRT144A vast number crunching machine. +10 to all Commerce Skill tests when it is used.
Combi-Tool1kgRareRT144+10 to Tech-Use tests.
Data-Slate0.5kgCommonRT144A data storage and recording device. General term for anything from recorders to full fledged PDAs.
Demo Charge1kgScarceRT144An explosive charge. Does 3d10X+(2*kg). Blast radius is kg*5. Setting and defusing requires a Demolitions test (see RT 80).
Diagnostor4kgVery RareRT144+20 to Medicae or Perception tests to determine an ailment. Success indicates proper treatment.
Glow-Globe/Lamp Pack0.5kgAbundantRT144Illuminates an area of a dozen or more meters, lasts 1d5 hours before needing recharge.
Grapnel2kgAverageRT144Fires grappling hook with 100m wire line attached. Can be used as a one-shot crossbow in a pinch.
Grav Chute15kgRareRT144Slows falls, can hover for one minute, hour of use uses all the power
Data-Loom (Hadd-Pattern)13kgVery RareRT144+10 to Logic skill tests when used. May also reduce the time taken for research or investigations, provided that the investigator has the Tech-Use skill.
Jump Pack (Lathe-Pattern)25kgRareRT144A personal flight and anti-grav system. Requires Pilot (Personal). See text for details.
Lord-Captain's Baton1kgVery RareRT145A symbol of authority.
Magboots2kgRareRT145Allows user to walk normally in zero-g on a suitable surface, but reduces Agility bonus (and by effect, movement) by half, rounding up.
Magnoculars0.5kgAverageRT145Binoculars that may also have multiple other functions.
Manacles1kgPlentifulRT145Handcuffs.
Mefonte's Orthodoxy2kgScarceRT145+10 to Charm tests involving religious oratory or inspiration and an Imperial audience
Micro-BeadAverageRT145A short-ranged communication device. Useful up to 1km, but may be vastly reduced by various conditions, such as weather and walls.
MultikeyScarceRT145+30 to Security tests when opening locks.
Multicompass4kgNear UniqueRT146+10 to Survival and Navigation (Surface) tests.
Navis Prima1kgVery RareRT146Contains safe warp routes, varying from common charts to rare and lost routes. Good-Craftsmanship primas give +10 to Navigation (Stellar) and Navigation (Warp) tests. Best-Craftsmanship primas increase this bonus to +20.
Pict Recorder1kgCommonRT146A video recorder. May have holographic capabilities as well. Usually capable of playback, and often built into servitors and servo-skulls.
Psy-FocusRareRT146+10 to Invocation tests for psykers.
Renumeration Engine7kgVery RareRT146Useful for counting large quantities of currency or other papers. Any attempts to cheat it suffer a -30. Requires constant attendance.
Screamers1.5kgAverageRT146A proximity alarm. To activate, the GM rolls a secret Tech-Use test for the player. It has a Perception of 75 to detect sounds or motion. If it detects any motion, it emits a loud sound that can be heard up to 1km away in good conditions.
Shipboard Emergency Kit6kgCommonRT146Contains extensive emergency items, useful in a void ship. See text for details.
Stummers2kgAverageRT147Nullifies sound in a small area. A character using one gains a +30 to Silent Move tests. Lasts about 20 minutes before requiring one hour recharge.
Venom RingVery RareRT147Imposes a -20 to tests to detect user introducing poison into food or drink
Vox-CasterScarceRT147A radio device. Can be used to send signals as far as an orbiting ship. Using one requires a +10 Tech-Use test.
Aquila Magnificus125kgVery RareITS13510-meter-tall beacon that calls local Ministorum vessels to come and bring the planet into the fold. Common versions operate 5 years, Good and Best 2 and 3 times as long, respectively.
Bloodlock Bolt25kgExtremely RareITS135Complicated chest that uses a combination of the owner's blood with the right dosages of drugs to unlock. If the lock is blown open, stasis field collapses, destroying the contents.
Bomb Spray2kgVery RareITS135Spray on explosives. Does 1d5+3X per kilogram used and a blast radius of 2 meters per kg.
Concealed Holster2kgScarceITS135Conceals gun. Common and Good impose -20 to tests to discover, while Best also allows the weapon to be drawn as a Free Action.
Det-Cord, Det-Tape1kgCommonITS135Inflicts 1d5X per kg, with 5 meters blast per kg. Best does 1d5+1.
Disguise Kit5kgRareITS135+20 to use Disguise; Best grants +30 instead.
Emergency Hab10kgScarceITS135Tent for 3 people. Stiffens when exposed to water. Good and Best can hold 4 and 6 people, respectively.
Firewater1kgRareITS136Spontaneously ignites on contact with oxygen. Explodes for 1d10E per kg, blast radius of 2m per kg. Those caught in blast must make Agility test or catch fire. No changes in quality.
Flak Spray4kgVery RareITS135Makes any clothing act as guard flak for 3d10 rounds.
Flex Tent2kgScarceITS1362 person tent, erected with a small electrical charge. Good and Best hold 3 and 4, respectively.
Flip-Belt2kgExtremely RareITS136Grants Hover (6), and +20 on Agility tests. Requires Pilot (Personal) to use. All are good craftsmanship or better.
Glidewing25kgExtremely RareITS136Grant Flyer (12), but requires Pilot (Personal) and must launch from 15 meters or higher. Best grants +10 to use.
Gravity Generator500kgVery RareITS136Area of effect version of grav-plating. Turn an area into a certain value of gravity, usually Holy Terra standard.
Modular Hab Base, Jovian-PatternExtremely RareITS136A mobile pre-fabricated base.
Lingua-Vox Servitor2.5kgVery RareITS136Servo-Skull that translates. Counts as having all Speak Language skills as Basic Skills. Best quality can decipher Secret Tongues.
Long-Range Auspex, Locke Pattern175kgVery RareITS136Counts as a regular auspex except it can scan up to 5km and through 1m thick walls. Good craftsmanship has 10km range; Best grants +30 to Awareness tests.
Nephitic AcidVery RareITS137Grey-green paste that eats up to 5cm of 1 square meter of adamantium in a single round, deals 2d10+10E damage. Becomes inert after this. Must be contained in pure silicate glass.
Perimeter Defence System175kgVery RareITS137Creates a field that does 2d10+6E with Shocking to anyone who passes through it. Must have other pylons. Good and Best craftsmanship versions do an additional 1d10 damage.
Physik Kit2kgCommonITS137+10 to first-aid Medicae. Best grants +20.
Plaguewort VenomRareITS137Weapon coated with this gains Toxic for 1d5 rounds. In addition, if target fails Toughness test, suffers 1d10 Agility damage. No craftsmanship level.
Power Board15kgNear UniqueITS137Fancy hoverboard. Grants Flyer (15), requires Pilot (Personal)
Promethium1kgAbundantITS137Common fuel. Explosion does 1d10E per kg, with 4m blast per kg. Anyone caught in the blast must make an Agility test or catch fire.
Psycrystal0.3kgNear UniqueITS137Glows when psychic powers are used or someone is being targeted by psychic powers within 5 meters.
SkinplantScarceITS138Like an electoo, but just under the skin. Can be a chrono, lamplight, etc. Anything non-mechanical.
Stasis Pod, Locke-Pattern250kgExtremely RareITS137Will preserve one humanoid sized item as long as power is maintained.
Ryboth Travel Survival Kit15kgRareITS138+10 to Survival tests. Good and Best craftsmanship provide +20 instead.
Screaming Tourniquet2kgVery RareITS138High-Tech tourniquet. +10 to Medicae to stop blood loss. Good and Best grant +20 instead.
Strait-Cape4kgScarceITS138Strait Jacket. Can be used with thrown weapon but gives inaccurate and snare. -10 on all tests to escape.
Blacklight Projector12kgExtremely RareITS139Bathes area in human visible spectrum in complete blackness. -40 to all visual Perception tests in area.
Blurshield3kgNear UniqueITS138-20 to all WS and BS tests made to attack the wearer.
Caged Songbird0.5kgExtremely RareITS139Warns of Gellar Field Failure 1d10 rounds prior to it happening. May also warn of a Daemon in 10 meters, though this is up to the GM
Carnelian SievestoneExtremely RareITS139Filters a liquid into its purest form.
Chronal Energizer8kgUniqueITS139Speeds up time around itself. When used, user may take two Full Actions per round (including two attacks). During the subsequent round, he may take no actions and suffers 1 level of Fatigue. This does not stack with any powers.
Holo-Suit2kgExtremely RareITS140-20 to all WS and BS tests made to attack the wearer. If stationary, +30 to Concealment and an additional -20 to all incoming ranged attacks.
Stryxian Compact0.1kgExtremely RareITS140Contract in alien script signifying owner as a trusted trading partner of the Stryxis. +20 to all Interaction tests with Stryxis. Though technically for one specific human, the Stryxis do not care of the name, only that the contract be present.
Void Abacus65kgNear UniqueITS140Heavily proscribed by Navigator's Guilds. They will seek and sabotage any found, along with the owners and ships. Allows 5-10 day warp jumps without the aid of a navigator. Requires an Ordinary (+10) Navigation(Warp) test.
Teleportation Pack25kgUniqueITS140Allows user to move up to 4d10 meters. If 3 dice come up with the same number the user does not re-appear for 1d5 rounds and gains 1 Corruption point. If all 4 dice are the same, user suffers 1d5 insanity as well.
Aetherscrye Goggles1kgNear UniqueHAC64Goggles that allow the wearer to see souls. Can perceive living beings and warp entities through solid objects and other cover without difficulty, though you might not like what you see. See text for details.
Beast Cage (Average)50kgCommonHAC65A cage of various manufacture. Quality varies the design, from cheaply made bars to shock or stasis fields. Must be of an appropriate size or larger for the creature you intend to capture.
Beast Cage (Hulking)100kgScarceHAC65A cage of various manufacture. Quality varies the design, from cheaply made bars to shock or stasis fields. Must be of an appropriate size or larger for the creature you intend to capture.
Beast Cage (Enormous)200kgRareHAC65A cage of various manufacture. Quality varies the design, from cheaply made bars to shock or stasis fields. Must be of an appropriate size or larger for the creature you intend to capture.
Beast Cage (Massive)400kgRareHAC65A cage of various manufacture. Quality varies the design, from cheaply made bars to shock or stasis fields. Must be of an appropriate size or larger for the creature you intend to capture.
Eldar Grav-Platform20kgUniqueHAC65A gravity platform that may be fitted with a weapon of some kind. May move up to 6m as a Half Action using the control panel. Is an Average sized target with 15AP, though any damage immobilises it.
Elseways Charts1kgExtremely RareHAC65Used by Navigators to skip locating the Astronomicon. May be used with an appropriate F. Lore (Warp) test, though they make it more difficult to perceive dangers along the route.
Occlusive Vault15kgNear UniqueHAC66Hides its true contents behind a holo-blind and force barrier, giving the illusion of a different treasure.
Prognosticator150kgExtremely RareHAC66Any character may use such a device to make warp jumps as if they were a navigator, treating the skills as Untrained Basic skills. May result in insanity from glimpses of the Warp.
Voidbait (Augur)40kgRareHAC66A false signal, designed to lure unsuspecting travelers. This variety only works in real space.
Voidbait (Warp)75kgExtremely RareHAC66A false signal, designed to lure unsuspecting travelers. This variety projects a psychic signal visible to Navigators and astropaths.
Banshee Mask-TKB51Allows wearer to emit a piercing scream that slows and damages foe in close combat.
Personal Holo-Field-TKB52Makes it more difficult to attack and spot the wearer.
Swooping Hawk Wings-TKB54Allows unlimited jumps or 5 rounds of Flyer(12).
Warp Jump Generator-TKB55Personal short range teleporter that can be pushed for longer range or terrible doom.
Bomb Collar3kgExtremely Rare*TKB97Obedience devices for Stryxis slaves.
Claw Collar5kgExtremely Rare*TKB97Obedience devices for Stryxis slaves.
Personal Phase-Reality Shifter6kgUnique*TKB97Gives -30 to all Scrutiny or Augur tests trying to detect the wearer.
Soul Trap-TSR119Only usable by Dark Eldar. When killing a foe with Fate points, test Willpower to gain Unnatural Strength (2) or improve Unnatural Strength by 1.
SkyboardScarce*TSR125User gains Flyer (15) and +2 AP to all locations. Must make Pilot (Personal) tests instead of Acrobatics and Dodge. Comes with Splinter Pods.
Psyocculum-TNP117Built into the Culexus Assassin's Animus Speculum helmet. A Tech-Use test (+20) gives the wearer +15 on Search and Scrutiny to locate obfuscated psykers or objects.
Runes of Warding0.5kgExtremely RareTNP124Enemy psykers nearby must add +10 to any rolls on the Psychic Phenomena or Perils of the Warp tables.
Runes of Witnessing0.5kgExtremely RareTNP124Once per round, the user may adjust his roll on the Psychic Phenomena or Perils of the Warp table by a number up to his PER bonus.
Spirit Stones1kgNear UniqueTNP124Once per combat, the wearer may use one of his Psychic Techniques as a Free Action.
Collar of Khorne-TNP139Psykers halve their Psy Rating when affecting the wearer. Damage caused by Psy powers or weapons with the Force quality does not ignore the wearer's Daemonic Toughness.
Melta-Drill15kgExtremely RareSOI95Cuts through most materials at 1m per second. Users with a Strength Bonus less than 5 take 1 Fatigue per minute. Usable as a melee weapon (see Weapons tab).
Planetary Codex4kgRareSOI95A Tech-Use test (-40) provides useful information on a planet - maps, local species, history, et cetera. Users with Forbidden Lore (Archeotech) take the test at -10 instead.
Light-Bringer Torch6kgRareSOI95Stays lit for months, +5 to Command and Intimidate tests, can be used as a weapon (Pistol; 6m; S/-/-; 1d10+6 E; Pen 2; Flame; Clip 1; Rld 2Full).
Mezoa-pattern Extendable Rod5kgScarceSOI9530cm rod that can expand to 4m and support 150kg. Each Craftsmanship step adds +1m and +25kg.
Portable Gravity Adjustment Panels50kgAverageSOI95Alters gravity in a 1x1x10 metre area to anywhere between 0.1*g and 10*g. Can be remotely activated.
Tenvis-Pattern Hydromotion Boots4kgVery RareSOI95Supports up to 250kg on water, imposes -10 to Silent Move and Shadowing on land. Trying to Charge or Run requires an Agility test. Some versions come with heat/cold/chemical resistance.
Grapplewhip3kgRareSOI95A WS test wraps the end around an object within 5m. Usable as an Exotic weapon (Melee; 5m; 1d10+2 R; Pen 0; Flexible, Snare).
Exploration Mechadendrite6kgRareSOI95+5 to Awareness and Search, +10 to Chem-Use and Trade (Chymist). Includes auspex, chrono, glow-lamp, and compass. Can fire collected samples (see text).
Joint Reconfiguration Augmentations2kgVery RareSOI95+20 to Contortionist, +5 to Dodge, halves time for Squeeze Through tests. -1d5 to Strength and Toughness.
Synford Rapid Deployment Shelter200kgScarceSOI95Protects from atmosphere, temperature, and radiation. Provides 15 AP cover, which can be temporarily doubled with Tech-Use. Self-assembles in 30 minutes, minus [5 + 5 per Degree of Success] with assistance and a Tech-Use test.
Ashen Skull1kgExtremely RareFAC97Owner gains +10 to opposed WP tests against psychic powers and daemonic influence. Success may grant knowledge of the attacker.
Auto-Ledger90kgRareFAC97Rolls for Misfortune are reduced by 5.
Book of Saint Lucius1.5kgAverageFAC97Owner can take 2 Full Actions and a +10 Fellowship test to grant nearby allies +20 versus fear and pinning. If the reader is interrupted, the bonus becomes a -20 penalty.
Bypass Spike0.5kgRareFAC97Tech-Use tests for Security Systems gain a +20 bonus and are accelerated by 1 minute per Degree of Success (minimum 10 seconds).
Catechism of Saint Drusus1kgScarceFAC97+10 to Command tests. Owner can make a Scholastic Lore (Military Tactics) test at -10 to let allies Delay as a Free Action.
Chirurgeon's Tools5kgRareFAC97Reroll a failed surgical Medicae test or Interrogation test once per session.
Confessions of Kobras Aquairre1kgVery RareFAC97+20 to Common Lore (Koronus Expanse), Forbidden Lore (Xenos), and Scholastic Lore (Legend). If caught with the book, gain Enemy (Inquisition).
Decryption Cogitator200kgRareFAC97Ciphers, Literacy, Scholastic Lore (Cryptology), Secret Tongue, Speak Language, and Trade (Cryptographer) count as Basic Skills. Owner can substitute Tech-Use for any of the above, but it takes twice as long.
Digesta Emporia Calixia1.5kgAverageFAC97+10 to Commerce. May spend a Fate point to automatically pass a Scrutiny test on a financial negotiation with 1d5 Degrees of Success.
Drusine Incense0.5kgRareFAC97Nearby characters with Pure Faith reduce Fear rating of daemons and psykers to 1. Negates Incorporeal and Phase traits. Burns for 1d10+20 minutes.
The Emperor's Tarot0.5kgVery RareFAC97Once per session, a psyker can make a Trade (Soothsayer) test to grant one character a temporary Fate point.
Excruciator2kgVery RareFAC97+20 to Interrogation, +30 to Intimidate, and imposes -20 on Deceive tests by the victim.
Krytron-plasma Detonator0.5kgRareFAC97+20 to Demolition tests to Place Explosives. May spend a Fate point to cancel an accidental detonation.
Laud Hailer4kgRareFAC97Wearer gains Fear (1) for 1d5 rounds. May cause temporary deafness.
Liber Heresius1.5kgExtremely RareFAC97+30 to Forbidden Lore (Daemonology, Heresy, Psykers, and The Warp). User gains 1 Corruption point if he fails the test by more Degrees of Failure than his WP Bonus.
Maxims of Marquette1kgScarceFAC97+10 to Barter and Charm with Imperial Creed followers.
Notarikon of the Seven1kgRareFAC97+30 to Scholastic Lore (Legend, Numerology, Occult) and Trade (Soothsayer). User gains 1 Insanity point if he fails the test by more Degrees of Failure than his WP Bonus.
Saboteur's Supplies4kgRareFAC97+20 to Security tests, imposes a -20 penalty to hear the attempt.
Shock Collar1.5kgScarceFAC97+20 to Wrangling. If the test is failed by at least 4 Degrees of Failure, creature becomes Frenzied and attacks (Wrangling -30 to stop it).
Thorian Missal1kgAverageFAC97+20 to Common Lore (Ecclesiarchy, Imperial Creed) and Scholastic Lore (Imperial Creed).
Ulumeathi Plasma Syphon2.5kgExtremely RareFAC97Anyone firing a plasma weapon within 30m takes -30 to BS. If he fails with more Degrees of Failure than his BS bonus, the weapon jams/Overheats.
Van Heuring's Compendium2kgScarceFAC97+10 to Common Lore (Koronus Expanse) and Evaluate.
Void Coffer1000kgExtremely RareFAC97Very hard to break into. Tech-Use (-60) to disable the shield, then Security (-30) to open the lock.
The Banner of Wrath12kgUniqueFAC104When wielded, allies within 30m automatically confirm Righteous Fury. May test Command (-10) once per combat to let allies move or charge as a Free Action.
Almace's Tactica1kgUniqueFAC104+20 to Scholastic Lore (Heraldry, Imperial Creed, Judgement, Legend, Philosophy, and Tactica Imperialis). May spend a Fate point to automatically pass a minor repair test with 1d5 Degrees of Success.
The Halo of the Devoted0.5kgUniqueFAC104If the wearer spends a Fate point and prays for protection, he is protected by a Best Craftsmanship Force Field (rating 65) for 1d10+5 rounds.
Vial of Aleynikov's Bane0.5kgNear UniqueFAC104Owners with Pure Faith gain a bonus temporary Fate point.
The Folio Languor4kgUniqueFAC104+10 to Medicae and an additional +20 to diagnose and treat diseases.
Aleynikov's Star Chart1kgUniqueFAC104+30 to Navigation (Warp) tests.
Blacksun Filter0.5kgVery Rare*TCG26Gain the Dark Sight trait and immunity to photon flash grenades.
Drone Controller0.5kgVery Rare*TCG26Allows the user to passively (or directly) command drones within 50m.
Gravity Wave Projector4kgNear Unique*TCG26Wielder may make a Tech-Use test to slow or knock down nearby enemies.
Markerlight0.5kgExtremely Rare*TCG27Wielder may make a +20 BS test as a Full Action to grant everyone the effects of a Full Action Aim against the target for 1 round.
Positional Relay4.5kgNear Unique*TCG27A radio device. Can be used to send signals as far as 10km. Imposes a -30 penalty on attempts to jam or crack the signal.
Target Lock0.5kgExtremely Rare*TCG27The user can take Reactions without disrupting his Aim.
Deathwatch
Astartes Cluster Mine4kg5-DW173Land mines deployed in clusters. See description for usage.
Astartes Signum5kg35DistinguishedDW173Receive +5 to all BS tests while in Squad Mode with Marine carrying Signum. Equipped character may spend a Full Action to make a Tech-Use test. Success increases bonus to +10 until end of next round. Doesn't stack.
Astartes Signum Link0.5kg20-DW173Join with marine carrying Signum in Squad Mode to gain the effect of Ganging Up, regardless of ranged or melee combat, gaining effect for both BS and WS.
Astartes Targeter4kg25DistinguishedDW174Combines effects of RDLS and Telescopic sight to any ranged weapon wielded by user. -10 to target's Dodge tests.
Auspex/Scanner0.5kg12-DW174+20 Awareness when in use. Can make a Tech-Use test to detect imperceptible things (gasses, biosigns radiation, etc). Range is 50m, walls 50cm thick and some materials can block it.
Cartograph0.5kg5-DW174+10 to all Navigation (Surface) tests if connected to some form of data. May contain maps and 3d projectors.
Codex Astartes0.5kg--DW174The Codex Astartes, Pocket Edition.
Combi-Tool1kg15-DW174+10 to Tech-Use tests.
Data-Slate0.5kg5-DW174A data storage and recording device. General term for anything from recorders to full fledged PDAs.
Demolition Charge1kg10-DW175An explosive charge. Does 3d10X+(2*kg). Blast radius is kg*3. Setting and defusing requires a Demolitions test (see DW 97).
Elucidator1kg25-DW175Translates languages based on Low Gothic. May make -20 Logic test to translate alien languages.
Lamp/Glow-Globe0.5kg1-DW175Provides light for dozens of meters. Lasts 1d5 hours.
Locus Seeker30-DW175See text for details.
Magnoculars0.5kg3-DW175Binoculars that may also have multiple other functions.
Melta Bomb12kg25-DW175Must be planted to be effective. Sticks to metallic surfaces with magnets. Does 6d10E Pen 12 to anything within 2 meters of it. Anything that survives must make an Agility test or be set on fire.
Multikey15-DW175+30 to Security tests when opening locks.
Pict Recorder1kg5-DW175A video recorder. May have holographic capabilities as well. Usually capable of playback, and often built into servitors and servo-skulls.
Psy-Focus15-DW175+10 to Invocation tests for psykers.
Reductor4kg8-DW175Reduces time to remove Progenoids gland to 1 Round per gland (2 for full recovery). May be used in melee with 1d10+2R Pen 10, don't add S Bonus.
Restraints4kg10-DW176Used to restrain targets. Strong enough to hold even an Ork.
Screamers1.5kg5-DW176A proximity alarm. To activate, the GM rolls a secret Tech-Use test for the player. It has a Perception of 75 to detect sounds or motion. If it detects any motion, it emits a loud sound that can be heard up to 1km away in good conditions.
Stummers2kg5-DW176Nullifies sound in a small area. A character using one gains a +30 to Silent Move tests. Lasts about 20 minutes before requiring one hour recharge.
Teleport Homer10-DW176Allow a teleportarium to focus in on an individual and his squad.
Vox-Caster0.5kg10-DW176A radio device. Can be used to send signals as far as an orbiting ship. Using one through interference requires a Tech-Use test (difficulty varies).
Astartes Combat Webbing3-ROB144A load bearing web vest. See text for a list of suggested attachments.
Astartes Grapnel3-ROB144Fires a hooked or magnetic grapnel from a bolt pistol. It is connected to the launcher with a thin but strong 100m wire. May climb manually, or using an inbuilt motor. May be used as a weapon with 1d10+2R Pen 2.
Astartes Grav-Chute5-ROB144May be utilized by Space Marine Scouts if a more subtle entry is needed. Allows a safe fall from any height.
Auto-Sense Goggles10-ROB144Combines the effects of a photo-visor, preysense, has a pict-corder, 5x optical zoom, 5x micro-magnification, and color filters. Also has a laser range-finder, which grants +20 to allied artillery BS tests.
Camo-Cloak20-ROB145+20 to all Concealment tests. When stationary, count as one range bracket further.
Cameleoline Tarpaulin5-ROB145A 5x5 meter sheet of cameleoline. May be hooked together to hide anything. +30 to Concealment tests.
ClavisDW KeepersROB145Special vambrace worn by Deathwatch Keepers. Allows wearer to bypass any lock or automated defense system. If a roll is still required, it grants +30. Medicae tests receive a +10 due to inbuilt life support monitoring.
Diagnosticator25Distinguished*ROB145Techmarines only. A handheld cogitator device. +20 to all Tech-Use tests to diagnose or repair malfunctioning equipment.
Infiltriol Enamel10DistinguishedROB145Tyranid pheromones from Hive Fleet Dagon, designed to make lesser tyranids ignore the user. See text for details.
Grav-Flares7-ROB146Small flares that hover at high altitude and illuminate an area 10km in diameter for 2d10 minutes. They come in red, white, green, gold, and blue.
Luminator Signal Flare Capsules5-ROB146A small beacon that can either provide steady illumination or flash rapidly.
Siege Auspex13-ROB146A powerful auspex that can scan through materials to find weak points. Generally only scans through 20m of solid material.
Stalker Flares8-ROB146Invisible markers, only viewable through preysense and photo-sights, or through auto-senses.
Vivisection Cage35Distinguished*ROB146Techmarines and Apothecaries only. A clawed arm mount. +10 to Medicae, Interrogation, and Intimidate tests. May be used as a weapon that deals 1d5+5R with Tearing and Toxic.
Chain of Zeal3kg20DistinguishedROB156Black Templar Relic. Must requisition with a 20 req or less weapon. +10 to Fear and Pinning tests, and +1 to effective rank for BT Solo Ability.
Wings of Saronath45kg45HeroROB157Blood Angel Relic. Functions as jump pack, except it triples move rate. Grant +20 to Command and Fellowship in dealings with Blood Angels.
Blacksnow Charm0.1kg10DistinguishedROB157Space Wolf Relic. +5 Strength when fighting Orks, counts as a charm.
Augury Malifica1kg20HeroROB159Deathwatch Relic. Acts like a regular auspex, but grants +30 to Awareness tests to detect Daemons, but only +5 to detect others. Further abilities at GM's discretion.
The Plecian Tome5kg30HeroROB160Deathwatch Relic. May only be requisitioned by Techmarines. +10 to F. Lore (Adeptus Mechanicus), and +2d10 to Tech-Use (roll each time).
Brotherhood Banner-DEM135A sacred banner. Grants rerolls for failed WS tests to any Grey Knight in 20m. Must forgo a Nemesis Force weapon and carry this in two hands.
Personal Teleporter-DEM135A personal teleporter. May only be used with power armor and requires Pilot (Personal). Doubles base movement, even charges, and may be used to teleport even further distances.
Teleportation Net-MOX86Teleports the wearer to a pre-set homing beacon.
Correction of Flesh6kg35FamedHTC126Red Scorpions Relic. Narthecium. +30 to Medicae when treating Space Marines or humans, user can reroll failed Medicae tests, +1 wound healed with First Aid.
Libris Anomalus2kg20DistinguishedHTC128Novamarines Relic. Adds +1d5 Degrees of Success to Forbidden Lore (Xenos) tests, may reduce obscurity penalties.
Orphean Key2kg45FamedHTC130Praetors of Orpheus Relic. Works as combi-tool (+20 to Tech-Use), auspex, and multikey. Can make Common Lore (Tech) and Forbidden Lore (Archaeotech) tests with an Int of 50.
Ran-Thawll’s Gaze1kg30FamedHTC131Mentors Relic. Auspex. 1km range, penetrates blocking materials, can scan for unusual readings without a Tech-Use test.
Sulla’s Unkindness5kg50HeroHTC133Knights of the Raven Relic. Astartes Signum. Squad Mode members count as having signum links. Grants team-based bonuses to Magnitude damage.
Tulius’ Insight6kg35HeroHTC135Genesis Chapter Relic. +20 to Common Lore (War), Scholastic Lore (Codex Astartes), and Tactics (Any) for 1 mission. If referenced specifically, add an extra +10 (and +1 Degree of Success).
Ixion’s Potentia Coil55HeroTEC42Counts as a Force Field (rating 35, never overloads) against energy attacks. Increases user's Strength and damage based on the number of attacks deflected. Offensive Heroic Legacy users can attack with it.
Lightning Heart4kg45HeroTEC42When broken, deals [WP Bonus]d10 damage to everything within 50m (ignoring armor and force fields). Daemons and similar may take extra damage.
Frostheart’s Brass Tears50HeroTEC50Counts as a Charm. Defensive Heroic Legacy users can ignore all damage and effects of one attack per session.
Death Oath of the Fifteen1kg45FamedTEC55Keepers only. No Cohesion changes when squad members leave or return to the Heroic Legacy. Can use Maneuvers with non-Legacy members.
Borro’s Final Sacrifice6kg40DistinguishedTEC56Recovering a gene-seed grants squad members a temporary Fate point. Defensive Heroic Legacy users add +20 on WP tests to ignore Cohesion loss from fear.
Codex of Peratos4kg50FamedTEC63+2 to max Cohesion. Squad Leader Heroic Legacy users gain the Reinforce manoeuvre.
Wings of Tyrannus50kg45FamedTEC63Astartes Jump Pack. When Charging, attacks gain Concussive. Offensive Heroic Legacy users also gain Fear (rating = Degrees of Success on Pilot test).
Blood of Decatru45FamedTEC71Reduce Corruption gains by 1. Defensive Heroic Legacy users add Sanctified and Volatile to attacks against Chaos.
Crystal Stack Treatise ZX-1296kg40DistinguishedTEC71Techmarines only. Enemy xenos' weapons become Unreliable. Defensive Heroic Legacy users can protect an ally from xenos weapons by spending Fate.
Protean Laurel1kg45FamedTEC72At the end of a mission, reduce Insanity by Renown earned. Defensive Heroic Legacy users can subtract their WP Bonus from Insanity gained once per session.
Keys of the Castellan40DistinguishedTEC72Grants Hatred (CSM) and +20 to Forbidden Lore (Traitor Legions). Offensive Heroic Legacy users can subtract their WP Bonus from Corruption gained once per session.
Council of the Under-spire Aerie35DistinguishedTEC98Associated with a characteristic; allows owner to auto-pass one test on that Characteristic per session (see text).
Black Crusade
Auspex/Scanner1kgScarceBC184+20 Awareness when in use. Can make a Tech-Use test to detect imperceptible things (gasses, biosigns radiation, etc). Range is 50m, walls 50cm thick and some materials can block it. Good quality adds +30, Poor quality only penetrates 20cm of material.
Cartograph1kgRareBC184A data-slate with a map. Varies by craftsmanship.
ChronoAverageBC184A watch.
Combi-Tool1kgRareBC184+10 to Tech-Use tests.
Comm Leach1kgVery RareBC184A tool to intercept transmissions. Better crafted versions may store signals.
Data-Slate0.5kgCommonBC184A data storage and recording device. General term for anything from recorders to full fledged PDAs.
Demo Charge1kgRareBC184An explosive charge. Does 3d10X+(1d10*kg). Blast radius is kg*5. Setting and defusing requires a Demolitions test (see BC 112).
Demolition Kit8kgVery RareBC184A kit that contains numerous explosive supplies, equipment, and tools. See text for details.
Disguise Kit1kgRareBC184Allows for the creation of disguises.
Eclipse Pulsator3kgVery RareBC185A device that can nullify fields. See text for details.
Forgery Kit1kgVery RareBC185Allows for the creation of more effective forgeries.
Glow-Globe/Lamp Pack0.5kgAbundantBC185Illuminates an area of a dozen or more meters, lasts 1d5 hours before needing recharge.
Graffitio Paints1kgPlentifulBC?Presumably cans of spray paint. Unlisted in item descriptions.
Grapnel & Line2kgAverageBC185Fires grappling hook with 100m wire line attached. Can be used as a one-shot crossbow in a pinch. A Common set holds 150kg, Good/Best hold 200kg.
Injector0.5kgAverageBC185Holds a single dose of a drug, which may be administered as a Half Action.
Lascutter4kgScarceBC185Can cut or weld 10cm a turn, altering time for thickness. May be used as a melee weapon against stationary targets [4d10+10E, Pen 10, Clip 5, Rld 2Full].
Laud Hailer2kgRareBC185A megaphone.
Magnoculars0.5kgAverageBC185Binoculars that may also have multiple other functions.
Medi-Kit2kgCommonBC185+20 to Medicae.
Medi-Kit, Advanced5kgRareBC185+20 to Medicae, and allows untrained use.
Micro-BeadAverageBC185A short-ranged communication device. Useful up to 1km, but may be vastly reduced by various conditions, such as weather and walls.
MultikeyScarceBC185+20 to Security tests when opening locks.
Null Rod1kgNear UniqueBC185Nullifies psychic powers and protects the wielder at the same time. May be used as a melee weapon. See text for details.
Pict Recorder1kgAverageBC186A video recorder. May have holographic capabilities as well. Usually capable of playback, and often built into servitors and servo-skulls.
Promethium1kgAverageBC186Common fuel. Explosion does 1d10E per kg, with 4m blast per kg. Anyone caught in the blast must make an Agility test or catch fire.
Psy-FocusAverageBC186+10 to Focus Power tests for psykers.
Rendering Apothecarium20kgExtremely RareBC186A kit that helps gain the various fluids and excretions from a corpse for rituals. See text for details.
Scrap Code Generator3kgExtremely RareBC186A highly powerful disruptor of machine spirits, makes them more easily accessible. See text for details.
Screamers2kgScarceBC186A proximity alarm. To activate, the GM rolls a secret Tech-Use test for the player. It has a Perception of 75 to detect sounds or motion. If it detects any motion, it emits a loud sound that can be heard up to 1km away in good conditions.
Signal Jammer2kgRareBC186A device that jams communication signals. Basic models are obvious; more advanced ones can work undetected.
Static Generator3kgVery RareBC187Jams all frequencies within 30 meters. Very obvious.
Stummers2kgAverageBC187Nullifies sound in a small area. A character using one gains a +30 to Stealth tests. Lasts about 20 minutes before requiring one hour recharge.
Torture Tools2kgRareBC187+20 to Interrogation tests.
Unholy Icon0.5kgExtremely RareBC187+20 to Charm tests with fellow heretics. Invokes Frenzy and Hatred in Imperial citizens automatically.
Vox-Caster4kgScarceBC187A radio device. Can be used to send signals as far 100km (for Common models).
Combat Webbing/Harness1kgScarceBC187A vest or rig designed to be worn over clothing that holds a multitude of combat equipment.
Grav Chute15kgRareBC187High-tech parachute. See text for details.
Helmet Augmentations1kgRareBC187Upgrades to helmets, varies by craftsmanship. See text for details.
Jump Pack25kgRareBC187A personal flight and anti-grav system. Requires Operate (Aeronautica). See text for details.
Melta Bomb12kgVery RareBC187Must be planted to be effective. Sticks to metallic surfaces with magnets. Does 6d10E Pen 12 to anything within 2m of it. Anything that survives must make an Agility test or be set on fire.
Psychic Hood2kgExtremely RareBC188Allows the wearer to nullify a psychic power in a certain range. See text for details.
Castirian Soul Cage55kgNear UniqueTOF41Can trap a daemon for later use.
Crown of Prospero2kgNear UniqueTOF41Acts as a Psychic Hood and a Force Field. See description for details.
GlimmerstoneExtremely RareTOF41Availability changes to Rare in Velklir. Stones that create a dust cloud which impairs the use of Psy powers.
Golden Eye of TzeentchExtremely RareTOF41User may make a WP test to gain +10 per Degree of Success to any Evasion or Opposed Stealth test for this round.
Q'Sal Crystal Spire18kgVery RareTOF41Weakens the barrier between realspace and the warp, making psy powers and rituals easier but also more dangerous.
Talisman of TzeentchVery RareTOF42Weakens psykers not dedicated to Tzeentch.
Tarnor Mimic-Mask0.5kgRareTOF42Can give a psyker +20 to Charm, Deceive and Intimidate or can give the wearer Fear (1) for a few minutes.
Vortex PendantExtremely RareTOF42Can stop an enemy psyker from using some of his powers for the rest of the encounter.
Necron Fabricator Array*TOF111+20 to Tech-Use. May heal a nearby Necron.
Necron Gloom Prism*TOF111Gives all Focus Power and Warp Instability tests within 50m a -30 penalty.
Necron Nebuloscope*TOF116Targeter that reduces the difficulty of all BS tests by 2 steps
Necron Shadowloom*TOF116Creates an area of darkness around the wearer and halves the effectiveness of all laser weapons.
Necron Gravity Displacement Pack*TOF117Acts like a Jump Pack, but can fly indefinitely.
Necron Aetheroscope*TOF118Grants the Psyniscience skill, but all difficulties are raised by one step.
Necron Mindshackle Scarabs*TOF119insectoid machines that bury into a targets brain and may control it
Necron Resurrection Orb*TOF119All Necrons within 100m reroll failed Toughness tests and treat Regeneration rolls as Easy (+20).
Necron Tesseract Labyrinth*TOF122Can be used to pull others into a small prison dimension.
Necron Veil of Darkness*TOF122Short ranged teleport, not based on the Warp.
Only War
Accordion Wire0.5kgCommonOW200Anyone trying to cross a wire barrier must make a -20 Acrobatics test or take 1d5R damage (+1 per Degree of Failure).
Auspex/Scanner0.5kgScarceOW200+20 Awareness when in use. Can make a Tech-Use test to detect imperceptible things (gasses, biosigns radiation, etc). Range is 50m, walls 50cm thick and some materials can block it. Good quality adds +30, Poor quality only penetrates 20cm of material.
Auto QuillScarceOW200+10 to Trade (any) tests.
Calixian Infantryman’s PCTDPlentifulOW200It's a pen.
Combi-Tool1kgRareOW200+10 to Tech-Use tests.
Data-Slate0.5kgCommonOW200A data storage and recording device. General term for anything from recorders to full fledged PDAs.
Demolition Charge1kgScarceOW201An explosive charge. Does 3d10X+(2*kg). Blast radius is kg*5. Setting and defusing requires a Tech-Use test (see OW 133).
Diagnostor4kgRareOW201+20 to Medicae or Perception tests to determine an ailment. Success indicates proper treatment.
Field Suture0.5kgAverageOW201+30 to Medicae tests to stop Blood Loss.
Glow-Globe/Lamp Pack0.5kgAbundantOW201Illuminates an area of a dozen or more meters, lasts 1d5 hours before needing recharge.
Grapnel & Line2kgCommonOW201Fires grappling hook with 100m wire line attached. Can be used as a one-shot crossbow in a pinch. A Common set holds 150kg, Good/Best hold 200kg.
Grav Chute15kgRareOW201High-tech parachute. See text for details.
Injector0.5kgCommonOW201Holds a single dose of a drug, which may be administered as a Half Action.
Lascutter4kgAverageOW201Can cut or weld 10cm a turn, altering time for thickness. May be used as a weapon against stationary targets [Heavy, 2m, 2d10+16E, Pen 10, Clip 5, Rld 2Full].
Laud Hailer4kgScarceOW201A megaphone.
Magboots2kgRareOW202Allows user to walk normally in zero-g on a suitable surface, but reduces Agility bonus (and by effect, movement) by 2.
Magnoculars0.5kgAverageOW202Binoculars that may also have multiple other functions.
Manacles1kgPlentifulOW202Handcuffs.
Mantrap2kgPlentifulOW202A bear trap. Deals 1d10R damage when stepped on, -10 Strength test to escape.
Medi-Kit2kgCommonOW202+20 to Medicae.
Medi-Kit (advanced)5kgRareOW202+20 to Medicae, and allows untrained use.
Melta Bomb12kgVery RareOW202Must be planted to be effective. Sticks to metallic surfaces with magnets. Does 6d10E Pen 12 to anything within 2m of it. Anything that survives must make an Agility test or be set on fire.
Micro-BeadAverageOW202A short-ranged communication device. Useful up to 1km, but may be vastly reduced by various conditions, such as weather and walls.
Multicompass4kgNear UniqueOW202+20 to Survival and Navigation (Surface) tests.
MultikeyScarceOW202+30 to Security tests when opening locks.
Munitorum Manual0.5kgPlentifulOW202A manual detailing common Imperial weapons and gear. Must be carried at all times.
Pict Recorder1kgAverageOW202A video recorder. May have holographic capabilities as well. Usually capable of playback, and often built into servitors and servo-skulls.
Psy-FocusAverageOW203+10 to Focus Power tests for psykers.
Screamers2kgScarceOW203A proximity alarm. To activate, the GM rolls a secret Tech-Use test for the player. It has a Perception of 75 to detect sounds or motion. If it detects any motion, it emits a loud sound that can be heard up to 1km away in good conditions.
Signal Jammer2kgRareOW203A device that jams communication signals. Basic models are obvious; more advanced ones can work undetected.
Static Generator3kgVery RareOW203Jams all frequencies within 30 meters. Very obvious.
Stummer2kgAverageOW203Nullifies sound in a small area. A character using one gains a +30 to Stealth tests. Lasts about 20 minutes before requiring one hour recharge.
Targeter, Hand-Held0.5kgScarceOW203+20 BS to an ally's next Indirect attack.
Uplifting PrimerPlentifulOW203A manual detailing Imperial Guard procedures, equipment, organization, enemies, et cetera. Must be carried at all times.
Vox-Caster4kgScarceOW203A radio device. Can be used to send signals as far 100km (for Common models).
9-70 Entrenching Tool2kgPlentifulHOE125A folding spade. When used in melee, counts as a warknife (HOE 119) with Primitive (8) and Unwieldy.
Drop Canister25kgRareHOE125Can be used to airdrop a Heavy weapon (or similar amount of equipment) onto a battlefield.
Narthecium3kgRareHOE125Counts as a Good-quality Medi-Kit, may administer a drug as part of a Medicae test, can be used as a chain knife (HOE 116) in melee.
Snare Mines1kgAverageHOE125Sets off an attached grenade/explosive when someone gets too close. +20 Tech-Use to place, proximity and delay can be set (1-3 meters, 0-5 rounds).
Dark Heresy 2E
Auspex/Scanner0.5kgScarceDH2175+20 Awareness when in use. Can make a Tech-Use test to detect imperceptible things (gasses, biosigns radiation, etc). Range is 50m, walls 50cm thick and some materials can block it. Good quality adds +30, Poor quality only penetrates 20cm of material.
Auto QuillScarceDH2175+10 to Trade (any) tests.
Clip/Drop Harness2kgCommonDH2175+30 to Climb tests to descend. You cannot fall due to failure when using one. Holds 150kg, or 200kg if Good Craftsmanship.
Combi-Tool1kgRareDH2175+10 to Tech-Use tests.
Comm Leech1kgVery RareDH2175A tool to intercept transmissions. If the Tech-Use test is failed by more than [Int bonus] degrees, all targets become aware that someone is trying to intercept the signal.
Data-Slate0.5kgCommonDH2175A data storage and recording device. General term for anything from recorders to full fledged PDAs.
Demolition Kit4kgVery RareDH2175Contains demolition charges, det-cord, and detonators. Individual components can be replaced without Requisition if supplies are available.
Diagnostor4kgRareDH2175+20 to Medicae or Perception tests to determine an ailment. Success indicates proper treatment.
Disguise Kit2kgVery RareDH2175Allows for the creation of disguises. Individual components can be replaced without Requisition if supplies are available.
Excruciator Kit2kgVery RareDH2176+20 to Interrogation tests.
Field Suture0.5kgAverageDH2176+30 to Medicae tests to stop Blood Loss.
Glow-Globe/Stablight0.5kgAbundantDH2176Illuminates an area of a dozen or more meters, lasts 1d5 hours before needing recharge.
Grapnel & Line2kgCommonDH2176Fires grappling hook with 100m wire line attached. The line can be retracted by powered winch at about 5m/round. A Common set holds 150kg, Good/Best hold 200kg.
Grav Chute15kgRareDH2176High-tech parachute. See text for details.
Hand-Held Targeter0.5kgScarceDH2176+20 BS to an ally's next Indirect attack.
Inhaler/Injector0.5kgCommonDH2176Holds a single dose of a drug, which may be administered as a Half Action.
Lascutter4kgAverageDH2176Can cut or weld 10cm a turn, altering time for thickness. May be used as a weapon against stationary targets [Heavy, 2m, 2d10+10E, Pen 12, Clip 5, Rld 2Full].
Laud Hailer4kgScarceDH2176A megaphone.
Magboots2kgRareDH2176Allows user to walk normally in zero-g on a suitable surface, but reduces Agility bonus (and by effect, movement) by 2.
Magnoculars0.5kgAverageDH2176Binoculars that may also have multiple other functions.
Manacles1kgPlentifulDH2176Handcuffs. Bound characters take a -40 penalty to WS/BS tests.
Medi-Kit2kgCommonDH2176+10 to Medicae.
Medi-Kit (advanced)3kgRareDH2176+20 to Medicae, and allows untrained use.
Micro-BeadAverageDH2177A short-ranged communication device. Useful up to 1km, but may be vastly reduced by various conditions, such as weather and walls.
Monotask Servo-Skull2kgRareDH2177Can function as an auspex, glow-globe, laud hailer, medi-kit, or combi-tool. See description for details.
Multicompass4kgNear UniqueDH2177+20 to Survival and Navigation (Surface) tests.
MultikeyScarceDH2177+30 to Security tests when opening locks.
Null Rod1kgNear UniqueDH2177Nullifies psychic powers and protects the wielder at the same time. May be used as a melee weapon. See text for details.
Pict Recorder1kgAverageDH2177A video recorder. May have holographic capabilities as well. Usually capable of playback, and often built into servitors and servo-skulls.
Psy-FocusAverageDH2177+10 to Focus Power tests for psykers.
Regicide Set1kgPlentifulDH2177A chess set. May grant Fellowship test bonuses after a game.
Screamer2kgScarceDH2177A proximity alarm. To activate, the GM rolls a secret Tech-Use test for the player. It has a Perception of 75 to detect sounds or motion. If it detects any motion, it emits a loud sound that can be heard up to 1km away in good conditions.
Signal Jammer2kgRareDH2178A device that jams communication signals. Basic models are obvious; more advanced ones can work undetected.
Static Generator3kgVery RareDH2178Jams all frequencies within 30 meters. Very obvious.
Stummer2kgAverageDH2178Nullifies sound in a small area. A character using one gains a +30 to Stealth tests. Lasts about 20 minutes before requiring one hour recharge.
Vox-Caster4kgScarceDH2178A radio device. Can be used to send signals as far 100km (for Common models).
Writing Kit2kgPlentifulDH2178Contains papers, inks, and quills for writing.
Adaptive Logis-Engine4kgExtremely RareEWO42Allows a xenos lock or cogitator to be manipulated like a regular human device. Requires a -20 Security (Int) test to function.
Holo-Spectus6kgVery RareEWO43Fires a recording device into the air, granting visibility over several kilometers for up to 5 hours and adding a +20 bonus to Navigate (Surface), Survival (Tracking), and Scrutiny tests.
Stasis Cage6kgExtremely RareEWO44Holds a Size 7 or smaller creature in stasis. Lasts up to 5 hours unless connected to a power source.
Banishing Rod8kgVery RareEBY47Prevents psykers within 5m from Pushing powers, reduces Phenomena rolls by -20 (min. 1), slows daemons. Each rod adds +5 to Daemonic Mastery tests when performing an exorcism.
Consecrated Scrolls1kgScarceEBY47Can be burned as a Free Action when making a Focus Power test to allow one reroll on the Psychic Phenomena table.
Empyrean Brain Mine1kgVery RareEBY47Attempts to paralyze the victim for 3 rounds. Must be attached via Grapple.
Psyocculum1.5kgRareEBY47Illuminates psykers and daemons, but

Cybernetics

NameCostAvailabilitySrcPg.Notes
Cybernetics
Many cybernetics have different effects at different Craftsmanship levels; see text for details. Additionally, cybernetics increase the user's Toughness Bonus by +2 for that location. This is added after Unnatural Toughness, and is only counted once per location.
Maximum Mechadendrites = user's Toughess bonus.
Dark Heresy
Bionic Arm1000ScarceDH153A replacement arm, which more or less duplicates the function of the original. Varies by craftsmanship.
Bionic Locomotion1500ScarceDH154Replaces a leg/both legs/hips/etc. and more or less duplicates the function of the original. Varies by craftsmanship.
Bionic Respiratory System800RareDH154+20 to Toughness tests made to resist airborne toxins and gas weapons. Varies by craftsmanship.
Augur Array1000RareDH154Acts as standard auspex, the use of which requires a Half Action to concentrate.
Ballistic Mechadendrite600Tech-Priest onlyDH154Counts as a laspistol with Compact upgrade. May fire as a reaction, treating it as the off-hand weapon sans the off-hand penalty. Requires Mechadendrite Use (Gun).
Cortex Implants5000Very RareDH155Restores paralyzed and brain damaged people to functional standards. Reduces WS, BS, Ag, Int, and Fel by 1d10 each. Also gain 1d10 Insanity points.
Cybernetic Senses2250RareDH155Duplicates normal senses. Varies by craftsmanship.
Manipulator Mechadendrite500Tech-Priest onlyDH155+20 to Strength tests. Equipped with grippers that may be used as a Primitive Weapon for 1d5+2I Damage. Requires Mechadendrite Use (Manipulator).
Medicae Mechadendrite500Tech-Priest onlyDH156+10 to Medicae and Interrogation, can act as injector, half action to stop blood loss, eases amputation, chain-scalpel does 1d5R. Requires Mechadendrite Use (Medicae).
Mind Impulse Unit (MIU)1750RareDH156Used to interface with compatible devices. +10 Tech-Use, Pilot, or Drive tests when linked. Varies by craftsmanship.
Optical Mechadendrite400Tech-Priest onlyDH156+10 to all Perception tests. Can be used to see the microscopic to telescopic, see normally in darkness, +20 to vision based tests at night. May be equipped with a light. Requires Mechadendrite Use (Optical).
Utility Mechadendrite500Tech-Priest onlyDH156+10 to Tech-Use tests. Can blast smoke every 15 minutes to penalize WS tests. Includes a knife with Defensive and the Mono upgrade. Requires Mechadendrite Use (Utility).
Chem Implants**IHB138Prices do not include cost of drugs.
Chem Glands5000Very RareIHB138Choose up to three chemicals when implanted, Toughness test and Half Action to excrete chem, failure adds Fatigue, 4 degrees means 1d10 Toughness damage.
Injector Rig750ScarceIHB138Holds up to 10 doses of 4 chems, Half Action to inject and instantly takes effect, manual or remote trigger, critical hit poisons user, 2d10 damage (ignoring AP).
Concealed Weapon Bionic**IHB138Conceal pistol or short single-handed melee, if overheats or catastrophic jam, arm disabled. Prices do not include cost of weapon and bionic arm.
Poor150ScarceIHB138Gains Unreliable, can't be disarmed, requires detailed inspection or auspex scan to locate.
Common300ScarceIHB138As poor, but not Unreliable.
Good750RareIHB138Weapon is Best Craftsmanship.
Hermetic Infusion*Tech-Priest onlyIHB138Requires the Autosanguine talent, replaces human blood, can't treat blood loss or severe injuries with transfusion or regular Medicae treatment; need own care or Magos Biologis.
Common3000Tech-Priest onlyIHB138+10 to resist toxins, disease, and radioactive substances, gain Die Hard talent.
Good17000Tech-Priest onlyIHB138As Common, but +20 and grants the Regeneration trait.
Mining Helot Augmetics2000ScarceIHB139Extra limb with breacher, +10 Strength and Toughness, -10 Agility, 1d10 insanity.
The Rite of Setesh100000Very RareIHB140Gain Machine (4) trait, without mind side effects, gain regeneration, halves WS, BS, and AG, 2d10 insanity, +5 to critical effects.
Vehicle Interface Circuits2000RareIHB140+10 to pilot vehicles with interface, Perception test to determine state of vehicle.
Malygrisian Bioforging20000Very RareRHB192Extensive mutational bioforging. See text for details.
Nephium200ScarceRHB192A month's worth of Nephium, required to maintain condition after bioforging.
Transgenic Grafting20000Very RareRHB203Surgery to attach Xeno organs to a human. See text for details.
Translator Implant**RHB206An implant for translating various tongues. Standard Gothic translators cost 500 and are Rare. For proscribed tongues, 1000-3000 thrones and Very Rare.
Constructor Interface1000RareBOJ77Used to control grapplehawks and cybermastiffs.
Karrikian Lock-Arm1200RareBOJ77A powerfully augmented arm meant to restrain Ogryns, it makes the user a formidable grappler.
Landrian Revealer950Very RareBOJ77An augment for the user's eyes that allows them to see scent.
Malfian Demaguise1100Very RareBOJ78An augment that allows the user to change their facial structure, painfully.
Plasma Cutter MechadendriteTech-Priest onlyASC148Can cut through a meter of 20cm thick adamantine plating every minute; can function as a Ryza-Pattern Plasma Pistol without Maximal. May operate for 20 minutes for cutting or fire 40 shots before refueling. Needs proper talent.
Servo-ArmTech-Priest onlyASC148Has Strength of 65 with Unnatural Strength (x2). May anchor self as a Free Action, or attack (2d10+12I, Pen 2, -10 WS) as a Half Action or Reaction. Needs proper talent.
Jump Pack (Alatus)3000Tech-Priest onlyTLW65Doubles user's movement value or gives Flyer (12) for up to one minute; gives Fear (1); add +10 to all Parry tests. Requires Pilot (Alatus Jump Pack) and Mechanicus Implants.
Enhanced Potentia Coil6000Tech-Priest onlyTLW66Multiple uses. See description for details.
Lathes Mechadendrite Stabilisers300Tech-Priest onlyTLW66User gains Sturdy and counts as Braced when remaining stationary; ignores movement modifiers in High, Low or Zero Gravity; gains bonus to climb tests.
Servo-Harness (Perinetus)1500Tech-Priest onlyTLW66Has several inbuilt tools and weapons as well as manoeuvring thrusters to move around in low and zero G.
Servo Claw600Tech-Priest onlyTLW67Combat mechadendrite with 1d10+10R, Pen 4 and Tearing. Can be used to grip and lift with Strength 50 and Unnatural Strength (x2).
Psybernetics--TLW70Heavily forbidden; user gains Insanity, Corruption, a Psy Rating and several Psy Powers.
Cranial Armour600RareTLD10+1 AP to the head (stacks with armor). Poor quality reduces Fellowship by 1d10, while Good quality adds +2 AP instead of 1.
Synthmuscle Graft2000Very RareTLD11Adds +1 to Strength bonus. Good quality gives Unnatural Strength (x2) instead, but -10 on Agility tests.
Rogue Trader
Bionic Arm/LegScarceRT148A replacement limb, which more or less duplicates the function of the original. Varies by craftsmanship.
Bionic LocomotionScarceRT148Replaces a leg/both legs/hips/etc. and more or less duplicates the function of the original. Varies by craftsmanship.
Bionic Respiratory SystemRareRT148+20 to Toughness tests made to resist airborne toxins and gas weapons. Varies by craftsmanship.
Augur ArrayRareRT148Acts as standard auspex, the use of which requires a Half Action to concentrate.
Augmented SensesRareRT148Grants the Heightened Senses talent for any one sense.
Baleful EyeNear UniqueRT148Counts as a hellpistol (Range 10m, Clip -). Can be fired when hands are full.
Ballistic MechadendriteVery RareRT148Counts as a laspistol with Compact upgrade. May fire as a Reaction off your turn or Half Action on, but only once per round. Requires Mechadendrite Use (Weapon). Mechanicus only.
Bionic HeartRareRT149+1 AP to the body (stacks with armor) and grants the Sprint talent.
Calculus Logi UpgradeVery RareRT149+10 to Literacy, Logic, or Scholastic Lore tests.
Cortex ImplantsVery RareRT149Restores paralyzed and brain damaged people to functional standards. Reduces WS, BS, Ag, Int, and Fel by 1d10 each. Also gain 1d10 Insanity points.
Cranial ArmorScarceRT149+1 AP to the head (stacks with armor).
Cybernetic SensesRareRT149Duplicates normal senses. Varies by craftsmanship.
Locator MatrixRareRT150Automatically know magnetic north, present location, velocity, altitude, time of day and other information. However, it requires a map to be truly effective.
Manipulator MechadendriteVery RareRT150+20 to Strength tests. Equipped with grippers that may be used as a Primitive Weapon for 1d5+2I Damage. Requires Mechadendrite Use (Utility). Mechanicus only.
Medicae MechadendriteVery RareRT150+10 to Medicae and Interrogation, can act as injector, half action to stop blood loss, eases amputation, chain-scalpel does 1d5R. Requires Mechadendrite Use (Utility). Mechanicus only.
Memorance ImplantRareRT150+10 to Trade (Remembrancer) tests, or other tests in social situations where recorded info provides value. Also grants the Total Recall talent.
Mind Impulse Unit (MIU)RareRT150Used to interface with compatible devices. +10 Tech-Use, Pilot, or Drive tests when linked. Varies by craftsmanship.
MIU Weapon InterfaceRareRT151Can mentally operate a single weapon, usually attached to the shoulder, and fire the connected weapon as a Free Action (with the Attack subtype - see RT 237).
Optical MechadendriteVery RareRT151+10 to all Perception tests. Can be used to see the microscopic to telescopic, see normally in darkness, +20 to vision based tests at night. May be equipped with a light. Requires Mechadendrite Use (Utility). Mechanicus only.
Respiratory Filter ImplantRareRT151Allows the user to ignore toxic gases or atmospheric contaminants.
Scribe-tinesScarceRT151+10 to Investigation skill tests.
Subskin ArmorVery RareRT151+2 AP to body, arms, and legs (stacks with armor).
Synthetic Muscle GraftsRareRT151Adds +1 to Strength bonus. Good quality gives Unnatural Strength (x2) instead, but -10 on Agility tests.
Utility MechadendriteVery RareRT151+10 to Tech-Use tests. Can blast smoke every 15 minutes to penalize WS tests. Includes a knife with Defensive and the Mono upgrade. Requires Mechadendrite Use (Utility).
VoidskinScarceRT152Can resist damage due to void for 1d10+3 rounds past the normal duration.
Volitor ImplantRareRT152May hide certain info in artificial memory or prevent a certain task. Attempts to force info or task can knock out or kill user.
Vox ImplantScarceRT152Built in microbead, often hardwired to particular vox frequencies.
Blackbone BracingVery RareITS141Grants the Bulging Biceps and Iron Jaw talents, and adds +2 Damage to unarmed attacks.
Gastral BionicsScarceITS141Ignores effects of poisoned food. Best quality can eat anything organic with no ill effects, though taste is still an issue.
Internal BladeVery RareITS141Hidden blade. Good quality has Toxic, Best quality gains +2 Damage / Pen and the Power Field quality.
Internal Power CellVery RareITS141Generates power. Can charge a Basic las weapon charge pack after one full day.
Pain WardRareITS141Allows user to ignore involuntary actions caused by pain such as fire, stun, and critical damage.
Vitae SupplementRareITS141Acts as emergency life support. Grants Autosanguine. At GM's discretion, may give 50% chance to not die of blood loss or normally fatal wounds. Common lasts 4 hours, Good and Best double and triple this, respectively.
Aetheric Wave-sparsVery RareHAC68When a character with this implant Pushes a power, receive +1 to the total PR. Better or worse models decrease or increase the Phenomena roll, respectively.
Interkeratic ImplantsScarceHAC69An implant that goes directly on to the eye in one way or another. It grants the user Dark Sight and makes them immune to Photon Flash grenades.
Servo-limbScarceHAC68A bionic arm with a heavy tool of some sort instead of a hand. Can be used to attack (usually 1d10+4I or R, Pen 2, Tearing, Unbalanced).
Thief's LightScarceHAC68This is a skinplant light, often in the hand. It runs off the body's heat and is quite reliable.
Twitch-maskVery RareHAC69A relatively safe but rare implant designed to alter the user's facial features. +10 to Disguise tests for the basic model.
Weapon BracingRareHAC68Can be used to brace a weapon better against your arm with magnets and clamps. After being clamped, may be fired one-handed without penalty and gains +20 to WS to resist being disarmed.
Excruciator ImplantUnique*TKB97Obedience devices for Stryxis slaves.
Deathwatch
Astartes Servo-Arm30-DW177Has Strength of 75 with Unnatural Strength (x2). May anchor self as a Free Action. May be used as a weapon with a WS test, dealing 2d10+14I Pen 10. Exceptional has 85 Strength, and grants +10 to Grapple tests.
Astartes Servo-Harness50FamedDW177A backpack with numerous mechadendrite tools. See text for details.
Augur Array15-DW177Acts as standard auspex, the use of which requires a Half Action to concentrate.
Bionic Arm15-DW177A replacement arm, which more or less duplicates the function of the original. Varies by craftsmanship.
Bionic Heart15-DW177Adds +1 TB to the body. Exceptional quality grants the Sprint talent.
Bionic Locomotion (Legs, etc.)15-DW178Replaces a leg/both legs/hips/etc. and more or less duplicates the function of the original. Varies by craftsmanship.
Bionic Respiratory System10-DW178+20 to Toughness tests made to resist airborne toxins and gas weapons. Varies by craftsmanship.
Cybernetic Senses15-DW178Duplicates normal senses. Varies by craftsmanship.
Mind Impulse Unit (MIU)15-DW178Used to interface with compatible devices. +10 Tech-Use, Pilot, or Drive tests when linked. Varies by craftsmanship.
Bionic Hand10DistinguishedROB146Duplicates regular hand. Exceptional versions grant +10 to fine manipulation.
Black Crusade
Ballistic MechadendriteVery RareBC190Can attach any Pistol with the Compact upgrade (see "Upgrades & Ammo" tab). May be fired as a reaction. Requires Mechadendrite Use (Weapon).
Bionic ArmScarceBC189A replacement arm, which more or less duplicates the function of the original. Varies by craftsmanship.
Bionic Legs/LocomotionScarceBC189Replaces a leg/both legs/hips/etc. and more or less duplicates the function of the original. Varies by craftsmanship.
Bionic Respiratory SystemRareBC189+20 to Toughness tests made to resist airborne toxins and gas weapons. Varies by craftsmanship.
Black Blood (Autosanguine)Very RareBC190Always considered Lightly Wounded, and remove two points of damage per day.
Blade-TinesRareBC190Long blades that extend from your fingers. +5 to Medicae and Interrogation, can be used in melee (1d5+2R, Pen 2). Varies by craftsmanship.
Cerebral ImplantsVery RareBC190Used to restore brain damaged individuals. Varying effects based on craftsmanship.
Chem InjectorRareBC190A mounted injector system. Each injector holds one dose, and may be activated by force of will. See text for details.
Cranial ArmorScarceBC190+1 AP to the head (stacks with armor). Poor versions reduce Intelligence by 1, Good versions add +2 AP instead and reduce "Head" crit results by 1.
Cybernetic SensesRareBC190Duplicates normal senses. Varies by craftsmanship.
Embedded AuspexRareBC191Acts as standard auspex, the use of which requires a Half Action to concentrate. Varies by craftsmanship.
Ferric Lure ImplantsVery RareBC191Requires Mechanicus Implants. Allows the summoning of light metallic objects; see text for details.
Flesh ReplenishmentExtremely RareBC191Allows the user to absorb energy by touch, either reducing Fatigue or charging the Internal Reservoir cybernetic.
Interface PortRareBC191+10 to Common Lore, Inquiry, or Tech-Use when connected to a relevant device.
Internal ReservoirRareBC191No longer take Fatigue from using Luminen Capacitors, but each use drains reservoir by 50%. Takes one day of rest to recharge.
Luminen CapacitorVery RareBC191Allows the user to charge various devices or make attacks with Mechanicus Implants. See text for details.
Maglev CoilsVery RareBC192Allows the user to float. See text for details.
Manipulator MechadendriteVery RareBC192+20 to Strength tests. Equipped with grippers that may be used as a weapon for 1d10+2I Damage. Requires Mechadendrite Use (Utility).
Mechanicus AssimilationExtremely RareBC189Grants the Machine (+1) trait each time this is taken.
Medicae/Torture MechadendriteVery RareBC192+10 to Medicae and Interrogation, can act as injector, half action to stop blood loss, eases amputation, chain-scalpel does 1d5R. Requires Mechadendrite Use (Utility).
Mind Impulse Unit (MIU)RareBC193Used to interface with compatible devices. +10 Tech-Use, Pilot, or Drive tests when linked. Varies by craftsmanship.
Nerve Induction TinesRareBC193Grants a bonus to Charm or Interrogation against restrained subjects. See text for details.
Optical MechadendriteVery RareBC193+10 to all Perception tests. Can be used to see the microscopic to telescopic, see normally in darkness, +20 to vision based tests at night. May be equipped with a light. Requires Mechadendrite Use (Utility).
Pheromone GeneratorVery RareBC193Exudes chemicals that make a user more appealing. See text for details.
Respiratory ImplantRareBC193Duplicates the functions of a respirator.
Servo-ArmExtremely RareBC193Has Strength of 75 with Unnatural Strength (+7). May anchor self as a Free Action, or attack (2d10+14I, Pen 10) as a Half Action or Reaction. Needs proper talent. Varies by craftsmanship.
Skeletal PetrificationRareBC193A treatment that hardens the skeleton, making the user tougher.
SynthmuscleRareBC193Grants Unnatural Strength (1). Best quality gives Unnatural Strength (4) instead, but -10 on Agility tests.
Tox NailsScarceBC?Unlisted in main descriptions. I would assume this functions similarly to Barbed Rings/Venom Nails under gear.
Utility MechadendriteVery RareBC193+10 to Tech-Use tests. Can blast smoke every 15 minutes to penalize WS tests. Includes a knife with Defensive and the Mono upgrade. Requires Mechadendrite Use (Utility).
Dendrite BladeRareTOD45Imposes a -10 penalty to enemies' WS (stacks up to -30). May counterattack (Melee, 1d10+4R, Pen 3; Flexible, Razor Sharp). Requires Mechadendrite Use (Weapon).
MechatendrilVery RareTOD45+5 to Crafting skill tests. Can be used as a weapon (Melee, 1d10+5I, Pen 0; Flexible). Requires Mechadendrite Use (Weapon/Utility).
Plague ClawExtremely RareTOD45+10 to Medicae (Diagnose and Chem-Use) tests. Can be loaded with disease/toxins and used as a weapon (Melee, 1d10+2I, Pen 2; Decay(3), Tearing). Nurgle only.
Only War
Augur ArrayRareOW205Acts as standard auspex, the use of which requires a Half Action to concentrate. Varies by craftsmanship.
AutosanguineVery RareOW205Always considered Lightly Wounded, and remove two points of damage per day.
Baleful EyeNear UniqueOW205Counts as a Hot-shot Laspistol (Range 10m, Clip -). Can be fired when hands are full.
Ballistic MechadendriteVery Rare*OW205Can attach any Pistol with the Compact upgrade. May be fired as a reaction. Requires Mechadendrite Use (Weapon). Mechanicus only.
Bionic ArmScarceOW204A replacement arm, which more or less duplicates the function of the original. Varies by craftsmanship.
Bionic LegsScarceOW205Replaces a leg/both legs/hips/etc. and more or less duplicates the function of the original. Varies by craftsmanship.
Bionic Respiratory SystemRareOW205+20 to Toughness tests made to resist airborne toxins and gas weapons. Varies by craftsmanship.
Bionic HeartVery RareOW205+1 AP to the body (stacks with armor) and grants the Sprint talent.
Calculus Logi UpgradeVery RareOW205+10 to Literacy, Logic, or Scholastic Lore tests.
Cerebral ImplantsVery RareOW206Used to restore brain damaged individuals. Varying effects based on craftsmanship.
Cranial ArmourScarceOW206+1 AP to the head (stacks with armor).
Cybernetic SensesRareOW206Duplicates normal senses. Varies by craftsmanship.
Ferric Lure ImplantsVery RareOW207Requires Mechanicus Implants. Allows the summoning of light metallic objects; see text for details.
Interface PortRareOW207+10 to Common Lore, Inquiry, or Tech-Use when connected to a relevant device.
Internal ReservoirRareOW207No longer take Fatigue from using Luminen Capacitors, but each use drains reservoir by 50%. Takes one day of rest to recharge.
Locator MatrixRareOW207Automatically know magnetic north, present location, velocity, altitude, time of day and other information. However, it requires a map to be truly effective.
Luminen CapacitorVery RareOW207Allows the user to charge various devices or make attacks with Mechanicus Implants. See text for details.
Maglev CoilsVery RareOW207Allows the user to float. See text for details.
Manipulator MechadendriteVery Rare*OW207+20 to Strength tests. Equipped with grippers that may be used as a weapon for 1d10+2I Damage. Requires Mechadendrite Use (Utility). Mechanicus only.
Medicae MechadendriteVery Rare*OW208+10 to Medicae and Interrogation, can act as injector, half action to stop blood loss, eases amputation, chain-scalpel does 1d5R. Requires Mechadendrite Use (Utility). Mechanicus only.
Memorance ImplantRareOW208+10 to Trade (Remembrancer) tests, or other tests in social situations where recorded info provides value. Also grants the Total Recall talent.
Mind Impulse Unit (MIU)RareOW208Used to interface with compatible devices. +10 Tech-Use, Pilot, or Drive tests when linked. Varies by craftsmanship.
MIU Weapon InterfaceRareOW208Can mentally operate a single weapon, usually attached to the shoulder, and fire the connected weapon as a Free Action (with the Attack subtype - see OW 242).
Optical MechadendriteVery Rare*OW208+10 to all Perception tests. Can be used to see the microscopic to telescopic, see normally in darkness, +20 to vision based tests at night. May be equipped with a light. Requires Mechadendrite Use (Utility). Mechanicus only.
Respiratory Filter ImplantRareOW209Allows the user to ignore toxic gases or atmospheric contaminants.
Subskin ArmourVery RareOW209+2 AP to body, arms, and legs (stacks with armor).
SynthmuscleRareOW209Grants Unnatural Strength (1). Best quality gives Unnatural Strength (4) instead, but -10 on Agility tests.
Utility MechadendriteVery Rare*OW209+10 to Tech-Use tests. Can blast smoke every 15 minutes to penalize WS tests. Includes a knife with Defensive and the Mono upgrade. Requires Mechadendrite Use (Utility).
Vocal ImplantScarceOW209Amplifies the user's voice so it can be heard on the battlefield.
Volitor ImplantRareOW209May hide certain info in artificial memory or prevent a certain task. Attempts to force info or task can knock out or kill user.
Inbuilt BladeScarceHOE126Counts as a Low-Tech melee weapon (1d10R, Balanced). Varies by craftsmanship.
Inbuilt Pistol*HOE126Can implant any Pistol with the Compact upgrade. Varies by craftsmanship.
Ocular SightExtremely RareHOE126When active, user gains Unnatural BS (1) (or 2, if Best quality) and a -20 penalty to Awareness. When inactive, counts as a cybernetic eye.
Servo-ArmVery RareHOE126Has Strength of 75 with Unnatural Strength (+7). May anchor self as a Free Action, or attack (2d10+14I, Pen 10, Unwieldy) as a Half Action or Reaction. Needs proper talent. Varies by craftsmanship.
Jump Pack (Alatus)Extremely RareSOH131Doubles user's movement value or gives Flyer (12) for up to one minute; gives Fear (1); add +10 to all Parry tests. Requires Operate (Aeronautica) and Mechanicus Implants.
Servo ClawVery RareSOH131Combat mechadendrite with 1d10+10I, Pen 4 and Tearing. Can be used to grip and lift with Strength 50 and Unnatural Strength (+5).
Dark Heresy 2E
Augur ArrayRareDH2181Acts as standard auspex, the use of which requires a Half Action to concentrate. Varies by craftsmanship.
AutosanguineVery Rare*DH2181Always considered Lightly Wounded, and remove two points of damage per day.
Baleful EyeNear UniqueDH2182Counts as a Hot-shot Laspistol (Range 10m, Clip -). Can be fired when hands are full.
Bionic ArmScarceDH2180A replacement arm, which more or less duplicates the function of the original. Varies by craftsmanship.
Bionic LegsScarceDH2181Replaces a leg/both legs/hips/etc. and more or less duplicates the function of the original. Varies by craftsmanship.
Bionic Respiratory SystemRareDH2181+20 to Toughness tests made to resist airborne toxins and gas weapons. Varies by craftsmanship.
Bionic HeartVery RareDH2181+1 AP to the body (stacks with armor) and grants the Sprint talent.
Bionic SensesRareDH2181Duplicates normal senses. Varies by craftsmanship.
Calculus Logi UpgradeVery RareDH2182+10 to Linguistics, Logic, and Scholastic Lore tests.
Cerebral ImplantsVery RareDH2182Used to restore brain damaged individuals. Varying effects based on craftsmanship.
Cranial ArmourScarceDH2182+1 AP to the head (stacks with armor).
Ferric Lure ImplantsVery Rare*DH2182Requires Mechanicus Implants. Allows the summoning of light metallic objects; see text for details.
Interface PortRareDH2182+10 to Common Lore, Inquiry, or Tech-Use when connected to a relevant device.
Internal ReservoirRare*DH2182No longer take Fatigue from using Luminen Capacitors, but each use drains reservoir by 50%. Takes one day of rest to recharge.
Locator MatrixRareDH2183Automatically know magnetic north, present location, velocity, altitude, time of day and other information. However, it requires a map to be truly effective.
Luminen CapacitorVery Rare*DH2183Allows the user to charge various devices or make attacks with Mechanicus Implants. See text for details.
Maglev CoilsVery Rare*DH2183Allows the user to float. See text for details.
Mechadendrite (Ballistic)Very Rare*DH2183Counts as a Laspistol with unlimited ammo. May be fired as a reaction. Requires Mechadendrite Use (Weapon). Mechanicus only.
Mechadendrite (Manipulator)Very Rare*DH2183+20 to Strength tests. Equipped with grippers that may be used as a weapon for 1d10+2I Damage. Requires Mechadendrite Use (Utility). Mechanicus only.
Mechadendrite (Medicae)Very Rare*DH2183+10 to Medicae and Interrogation, can act as injector, half action to stop blood loss, eases amputation, chain-scalpel does 1d5R. Requires Mechadendrite Use (Utility). Mechanicus only.
Mechadendrite (Optical)Very Rare*DH2183+10 to all visual Perception tests. Can be used to see the microscopic to telescopic, see normally in darkness, +20 to vision based tests at night. May be equipped with a light. Requires Mechadendrite Use (Utility). Mechanicus only.
Mechadendrite (Utility)Very Rare*DH2184+10 to Tech-Use tests. Can blast smoke every 15 minutes to penalize WS tests. Includes a knife with Defensive. Requires Mechadendrite Use (Utility).
Memorance ImplantRareDH2184+10 to Trade (Loremancer) tests, or other tests in social situations where recorded info provides value. Also grants the Total Recall talent.
Mind Impulse Unit (MIU)RareDH2184Used to interface with compatible devices. +10 Tech-Use, Pilot, or Drive tests when linked. Varies by craftsmanship.
MIU Weapon InterfaceRareDH2184Can mentally operate a single weapon, usually attached to the shoulder, and fire the connected weapon as a Free Action (with the Attack subtype - see DH2 218).
Respiratory Filter ImplantRareDH2185Adds a +20 bonus on tests to resist toxic gases or atmospheric contaminants.
Scribe-tinesRareDH2185+10 to all Lore skill tests.
Subskin ArmourVery RareDH2185+2 AP to body, arms, and legs (stacks with armor).
SynthmuscleRareDH2185Grants Unnatural Strength (1). Best quality gives Unnatural Strength (4) instead, but -10 on Agility tests.
Vocal ImplantScarceDH2185Amplifies the user's voice so it can be heard on the battlefield.
Volitor ImplantRareDH2185May hide certain info in artificial memory or prevent a certain task. Attempts to force info or task can knock out or kill user.

Templates

Templates
Random Artefacts (SOI 85)
After determining the base item (see text), roll again for the following as needed: Origin, special abilities, Quirks, and Craftsmanship.
Origins
1-3: Finely Wrought1 Quirk, automatically Best Craftsmanship. No other benefits.
4-6: Archeotech2 Quirks, +3 to Craftsmanship roll, requires Forbidden Lore (Archeotech) Test before attempting repairs.
1 - 2ImposingWeapon: +10 to Intimidate and Command. Users with Fear (X) increase X by 1.
Armour: +10 to Intimidate and Command, and grants the Air of Authority talent.
Gear/Tool: +20 to all Opposed Tests against an opponent that can see the item.
Ship Component: +10 to Intimidate and Command.
3 - 4CompactWeapon: 1/2 weight, -20 on Search Tests to find the weapon when concealed.
Armour: 1/2 weight, -10 on Awareness Tests to notice the armour (-20 if covered).
Gear/Tool: 1/2 weight, -30 on Search Tests to find the item when concealed.
Ship Component: Space requirement -4 (minimum 1 if Internal or 0 if External).
5SteadyMelee: If Balanced/Unbalanced/Unwieldy, +3 Pen; otherwise, gains Balanced.
Ranged: If Accurate/Flame/Scatter, gains Reliable and +2 Pen; otherwise, gains Accurate.
Armour: +10 to Climb and Acrobatics.
Gear/Tool: Reroll one failed Test per session.
Ship Component: +5 Morale and +5 on all Tests to use the Component.
6PotentWeapon: +4 Damage, Righteous Fury on 9-10.
Armour: +4 AP.
Gear/Tool: -5 on all Tests to use the item, +2 Degrees of Success if passed.
Ship Component: For weapons, +4 Damage; for Plasma Drives, +10 Power; otherwise, +3 Morale.
7Swirling EnergyWeapon: +2 Damage and Pen, damage type changes to Energy, and gains Shocking.
Armour: Reroll the first successful incoming attack with a -10 penalty.
Gear/Tool: +5 on all Tests to use the item, and never needs recharged.
Ship Component: When unpowered/damaged, keeps working for 1d10 minutes (unless destroyed).
8Incalculable PrecisionWeapon: +2 Degrees of Success on WS/BS tests. If Ranged, double range.
Armour: +10 Dodge, +1 AP.
Gear/Tool: +15 on all Tests to use the item.
Ship Component: -1 Size and Power Requirements (minimum 0), +1 Morale.
9IndestructibleWeapon: +2 Damage and Pen, can't be damaged/destroyed. If Ranged, never Jams.
Armour: Unaffected by Penetration.
Gear/Tool: Can't be disabled unless de-powered or shut down.
Ship Component: Shuts down for 1d5 rounds on a Critical Hit, but ignores the critical effect.
10Multiple BlessingsRoll twice on this table (reroll duplicates and 10s).
7-8: Xenotech1 Quirk, requires Forbidden Lore (Xenos) Test before attempting repairs.
1 - 2RamshackleMelee: +4 Damage, 2x weight, loses Balanced, Power Field becomes Unstable or Shocking, gains an extra Quirk.
Ranged: +2 Damage, 2x weight, gains an extra Quirk. Damage type I changes to E. Loses Accurate, or gains Inaccurate and Unreliable.
Armour: 2x weight, +3 AP, -30 on all Agility tests. Power Armour: Strength Bonus +2.
Gear/Tool: Also a melee weapon (1d10I or R; Pen 0; Unwieldy).
Ship Component: +2 Power and Space requirements (+3 Space if it generates power), ignores the first Critical per session, -1 Morale.
3 - 4Peerless EleganceMelee: +2 Damage and Pen, 1/2 weight, improves balance (Unwieldy -> Unbalanced -> normal -> +5 Parry).
Ranged: +2 Damage, clip size x4, gains Reliable. If damage type is I, change to R.
Armour: 1/2 weight and +1 AP. Power Armour: no Strength bonus, power requirements, or stealth penalties.
Gear/Tool: If the item provides a bonus to Skill Tests, +5 to that bonus.
Ship Component: -2 Power Requirement and -1 Space (minimum 0), -1 Morale. If it generates Power, add 1d5 Damage to one attack per session.
5 - 6Innovative DesignMelee: -1 Damage, 1/2 weight.
Ranged: +3 Damage and Pen, damage type becomes E, 2x range, comes with omni-scope.
Armour: +1 AP. If it covers the Head, it has a photo-visor. If Power Armour, it comes with a Jump Pack.
Gear/Tool: 1/2 weight. If it gives a skill bonus, add +5 to it.
Ship Component: -1 Space, can be removed quickly.
7 - 8Remnant of the EndlessMelee: +2 Pen, damage type becomes E, gains Power Field, ignores Fields with 3+ Degrees of Success.
Ranged: Damage type becomes E, never runs out of ammo, ignores armor on Righteous Fury.
Armour: When hit in melee, attacker takes 1d5+2 E with Shocking (Agility Test negates).
Gear/Tool: Can't be depowered, highly resilient.
Ship Component: -3 Morale, no Power Requirements (or generates 5 additional Power).
9 - 10Death-Dream’s FragmentMelee: +2 Damage, +2 Psy Rating when Pushing (maximum 10).
Ranged: Damage type becomes E, can only be reloaded by inflicting WP damage or Insanity (see text).
Armour: Wearer may take 1d5 Critical Damage as Insanity Points instead.
Gear/Tool: Intelligence Test (+10) to use the item, +10 to any existing bonuses if passed, 1 Insanity Point if failed.
Ship Component: -3 Morale, redirects Critical Effects to two other Components instead.
9-10: Cursed1 Quirk.
1 - 2BloodlustWeapon: +4 Damage and Pen, gains Tearing. When drawn, wielder is Frenzied until he kills something (if Ranged, can still fire with no BS penalty).
Armour: Wearer can take 1d5 damage to add twice that amount on his next attack.
Gear/Tool: +10 on all Tests with the item, but only if its user regularly douses it in blood.
Ship Component: -3 Power (minimum 0) or generates +3 Power, -1 Population and -3 Morale when it takes a Critical Hit. Weapons add +3 Damage.
3 - 4MindkillerWeapon: -20 to Parry attacks with this weapon, -5 Initiative for enemies that can see the weapon when combat begins.
Armour: Wearer briefly gains Fear (1) after a kill.
Gear/Tool: +10 to all Tests with the item, may stop working for 1d10 minutes on failure.
Ship Component: -3 Morale, -20 Command for boarders.
5 - 6Alluring Weapon: -10 to targets' Dodge and Parry.
Armour: +10 on all Interaction Skill Tests.
Gear/Tool: Counts as Best Quality, might be sold for more than its value.
Ship Component: +3 Morale while installed, -6 Morale if removed.
7 - 8Entropic Weapon: -1 Damage and Pen, -1 to target’s AP per hit until repaired.
Armour: -1 to melee attackers' Damage per hit until repaired.
Gear/Tool: +10 to Tests with the item, user may be Fatigued on failure.
Ship Component: Power requirement +3, ignores all Critical Effects below 6.
9 - 10DeceitfulMelee: -2 Damage. Also a ranged weapon (Pistol; 30m; S/-/-; 1d10+4 I; Pen 4; Clip 1; Reload Full; Toxic).
Ranged: -2 Damage. Also a melee weapon (1d10+4R; Pen 4; Toxic).
Armour: +5 Deceive, built-in melee weapon (1d10+4R; Pen 4; Toxic).
Gear/Tool: -20 to find the item, -20 Scrutiny to determine what it is.
Ship Component: Morale -1, appears to be a different component (chosen at random).
Quirks
1Surly+2 Initiative. On a roll of 96+ while using the item, it temporarily stops working.
2CruelOwner may reroll Damage once per session.
3Patient+1 Degree of Success when passed, -3 Initiative.
4Unpredictable+1 Degree of Success when passed, +2 Degrees of Failure when failed.
5Resplendent+5 Charm and Intimidate, +30 on Search Tests to find the item.
6Vanishing-10 on Search/Navigate tests to find the item.
7Trusty+10 to any Test with the item (once per session).
8ZealousBonuses/penalties limited to +30/-30.
9DoggedAlways returns to its owner.
10LuckyOwner gains one temporary Fate Point.
Craftsmanship
1 - 2Poor
3 - 7Common
8 - 9Good
10Best
Daemon Weapons (BC 194, TOE 57)
Loses Primitive and Sanctified
Adds daemon's WP Bonus to damage and Pen
Gains [daemon's WP Bonus - binding strength] random abilities; add daemon's Infamy to one roll
Infinite supply of basic ammunition
Natural armor (20), immune to Power Fields; Perils if destroyed
Opposed WP test (-5 per Binding Strength for the daemon) to wield
Forging the Weapon
ModifierBindingForbidden Lore (Warp or Daemonology) test starting at -60; modifiers stack up to +0/-120. Degrees of Success = Binding Strength.
-1/2 Daemon’s InfamyPower of the Daemon.
+5 per DoSWrought for Purpose: Degrees of Success on Tech-Use Test.
30Legacy of Slaughter: Killed 100,000 or more.
20Legacy of Slaughter: Killed 10,000 or more, but fewer than 100,000.
Legacy of Slaughter: Daemon has encountered the weapon before.
Legacy of Slaughter: History is sympathetic to daemon’s patron god.
Wrought for Purpose: Weapon is inscribed with the daemon’s True Name.
10Legacy of Slaughter: Killed 1,000 or more, but fewer than 10,000.
Wrought for Purpose: Weapon’s creation reflects the nature of the daemon’s patron god.
Weapon is a Primary Melee Weapon.
Weapon is Best Craftsmanship.
Legacy of Slaughter: Weapon was a holy relic of an enemy of Chaos and is being defiled.
Legacy of Slaughter: Weapon is a Legacy Weapon.
0Weapon is Good Craftsmanship.
-10Weapon is Common Craftsmanship.
-20Wrought for Purpose: Weapon’s creation reflects the nature of a god opposed to the daemon.
Legacy of Slaughter: History is sympathetic with a god opposed to the daemon.
-30Legacy of Slaughter: Weapon has never drawn blood.
Daemonic Mastery
ModifierMasteryOpposed Willpower test; modifiers stack up to +60/-60. This table also applies to summoning, rituals, et cetera.
+5 per Psy Rating*The character is a psyker.
30The character knows the daemon’s True Name.
The character has the Mark of the daemon’s patron god.
The character is a Dark Apostle of the daemon's alignment.
The character has Dark Patronage from a god or daemon of the daemon's aligment.
20“The Stars are Right” - auspicious circumstances.
The character has sworn allegiance to the daemon’s master or cause, or is Devoted to the daemon’s patron god.
*The character is a psyker with Psy Rating >= 7.
The veil between reality and the Warp has been greatly weakened.
Sacred Numbers are used correctly as part of the ritual (TOE 57).
10Ritual follows the “Rule of Sympathy.”
The daemon has been provided with a suitable sacrifice to partake of upon its arrival.
The character has an Aethéme Blade or Rituals Kit.
The character has an artefact connected to the daemon.
*The character is a psyker with a Psy Rating between 4 and 6.
The veil between reality and the Warp has been weakened.
The character knows part of the Daemon’s True Name.
0The character knows the daemon’s allegiance and kind.
-10The character knows little of what is being called up.
The veil between reality and the Warp is strong.
The ritual is being conducted on hallowed/sanctified ground, or powerful Imperial Cult believers are present.
-20The character has sworn allegiance to an unrelated master or cause, or is Devoted to an opposed god.
The ritual is taking place within an active Gellar Field.
The character only knows the steps to most of the ritual.
The ritual involves Sacred Numbers that are used incorrectly, or are associated with an opposed Chaos God.
-30The character knows nothing of what he is doing, or is unwilling.
The character recently summoned or commanded daemons of an opposing allegiance.
The character only knows part of the ritual, or some of the information he has about the ritual is inaccurate or just false.
The character is an amateur with no true appreciation for what it is they are attempting to do.
The character is a Dark Apostle of a different alignment.
The character has gained Dark Patronage from a Chaos God or Daemon aligned in opposition with the ritual that is to be attempted.
Abilities
Unaligned
01 - 20VoidchillOn a wounding hit, victim takes 1d10 Toughness damage.
21 - 40ViciousGains one of these three qualities, in order: Tearing, Razor Sharp, Proven (2).
41 - 60PiercingAdds the daemon's WP Bonus to all critical damage.
61 - 80WoundingCrippling (X), where X is the daemon's WP Bonus.
81 - 100Impossibly SharpWarp Weapon.
101 - 120ImperviousWielder has a Force Field (rating = daemon's WP). On doubles, roll for Phenomena.
121 - 140HowlingWielder gains Fear (+1) when he attacks.
141+Accursed+1d10 damage, Felling (4).
Khorne
01 - 20BloodlustWP test or enter Frenzy on drawing the weapon; test WP as a Full Action to sheathe it and end Frenzy.
21 - 40ThirstingOn a wounding hit, victim takes 1 Fatigue.
41 - 60Blood TrackerUnnatural Senses (X), where X is the daemon's Willpower.
61 - 80NullPsychic powers targeting the wielder take -20 on the Focus Power test.
81 - 100RampageWhen Charging, the wielder can hit everything within 1m of the target with no WS roll (can be Evaded normally). Only usable once per 2 rounds.
101 - 120SpitefulFelling (2).
121 - 140SkulltakerCalled shots to the head take a Half Action and have no penalty.
141+Fuelled By SlaughterWielder heals 1d10 Wounds on killing a living (non-Daemonic, non-Machine) creature.
Nurgle
01 - 20Bile-quenchedOn a wounding hit, victim loses a Half Action next turn. Ineffective vs. Daemonic, From Beyond, and Machine.
21 - 40EnfeeblingOn a wounding hit, victim takes 1d10 Strength damage (as if by disease).
41 - 60DegenerationOn a wounding hit, victim takes 1d10 Agility damage (as if by disease).
61 - 80Embodiment of DecayWithin [daemon's WP Bonus] in meters, -10 to all Toughness tests. Mundane plants, and creatures with TB <= 2 of Puny size or less, die in 1 round.
81 - 100Plague CarrierToxic (3), but failure deals 2d10 Toughness damage. The contagion spreads on contact with a victim for 7 rounds (+0 Toughness test to resist).
101 - 120Stream of CorruptionThe weapon gains a second attack mode (Basic, 30m, 2d10+[daemon's WP Bonus] I; Felling (2), Spray, Stream(?), Toxic (3), Warp Weapon.
121 - 140Pestilent StenchAll non-Nurglites within [daemon's WP Bonus] in meters take -10 to all WS, BS, Ag, Int, and Per tests.
141+Herald of DecayThis weapon and all Explosive or Rending attacks within [daemon's WP Bonus] in meters gain Toxic (1) and Felling (1).
Slaanesh
01 - 20EnvenomedToxic (X), where X is half the daemon's WP Bonus rounded up.
21 - 40LashingMelee: Flexible, gains a range of [daemon's WP Bonus] meters. Ranged: Gyro-Stabilised.
41 - 60ShriekingConcussive (2).
61 - 80SwiftnessWielder gains Unnatural Agility (X), where X is half the daemon's WP Bonus rounded up.
81 - 100Soporific MuskAll non-Slaaneshi within [daemon's WP Bonus] in meters take a -20 penalty to Perception and Agility.
101 - 120GlitteringAttempts to Evade the weapon's attack take a -10 penalty.
121 - 140Entrancing AuraMelee: Wielder can Feint as a Free Action once per turn. Ranged: Nothing. Sucks to be you.
141+Commanding PresenceWielder gains Unnatural Fellowship (X), where X is half the daemon's WP Bonus rounded up.
Tzeentch
01 - 20MutatingOn a wounding hit, the victim must make a Toughness test or gain a random mutation (BC 291).
21 - 40SpellboundThe wielder can cast one psychic power (Unfettered only) using the daemon's WP and Psy Rating. The Focus Power test takes a penalty of -(XP cost - 100)/10.
41 - 60Mind EaterInstead of resolving damage normally, the roll is evenly split between Intelligence and Perception damage.
61 - 80Warp FlameFlame. Melee: Proven (3). Ranged: Reliable, Warp Weapon.
81 - 100IllusoryAttempts to Evade the weapon's attack take a -10 penalty. Appears non-daemonic unless the viewer makes a -20 Awareness test.
101 - 120Living MagicWielder gains a bonus of [daemon's WP Bonus]x2 to Focus Power tests.
121 - 140Sorcerous ForceOn a wounding hit, the daemon may make an Opposed WP test against the victim. Each Degree of Success adds 1d10 Energy damage.
141+FateweaverWielder gains 2 Infamy Points.
Rune Weapons (TOB 39)
Daemon makes a WP test to escape when given an opportunity
Heretics can release it by making a WP test with the same modifiers
60% chance of destroying the weapon on success (80% if released intentionally)
Gains Tainted, Tearing, immunity to Power Fields
Loses Primitive
WP Test Modifiers
20Former owner's Inf bonus >= 6
10Former owner's Inf bonus >= 4
-10xPer point of binding strength
Legacy Weapons (TOB 50)
Elevated to Legacy status by making an Infamy test (basically Acquisition but with no quantity modifier)
-10 to elevation Infamy test (doesn't stack): Blast, Concussive, Felling, Force, Maximal, Melta, Power Field, Spray, Storm, Warp Weapon, or Heavy
+[Inf bonus/2] to Damage and Pen
Loses Primitive
10% chance of being destroyed by a Power Field
Craftsmanship improves by one step
Choose (or roll for) a result on the History table
Choose a Pattern table and gain one random ability from it every 20 Corruption Points
History
1Legacy of SlaughterMelee: +20 to the next melee attack after a kill, WS tests to Stun are Very Hard (-30).
Ranged: +20 to the next ranged attack after a kill, non-lethal ammo always adds Unreliable.
2Legacy of Hate+2 damage vs. targets affected by Hatred.
3Legacy of RageMelee: +10 WS, -10 to Int and Per tests, Frenzy as a Free Action.
Ranged: +1 to highest RoF (S/-/- becomes S/2/-), WP test to not use the highest fire rate.
4Legacy of BetrayalMelee: +1d5 damage vs. Unaware/Surprised targets, hits a random engaged ally on 00.
Ranged: +1d5 damage vs. Unaware/Surprised targets, hits a random ally within 3m on 00.
5Legacy of PainGains Crippling (1), or Shocking if it already has that.
6Legacy of Conquest: +1 Infamy for completing a Compact without using any other weapon of the same type.
7Legacy of PlagueTargets wounded take 1d5-2 Str, T, and Ag damage (Toughness test to avoid).
8Legacy of Blood+1 damage, +5 to resist psychic powers.
9Legacy of Excess+1 DoS to [WS/BS] tests and +5 to any other Characteristic. Failing a test with that Characteristic by 4+ degrees adds +1 Corruption Point.
10Legacy of ChangeMelee: +2d5 WS for the session. If doubles, add to BS instead.
Ranged: +2d5 BS for the session. If doubles, add to WS instead.
Pattern
Bellicose
1 - 2BloodlustMelee: +20 WS when Charging.
Ranged: +20 BS against uninjured targets.
3 - 4RaggedGains Tearing, or Proven (Inf Bonus/2) if it already has that.
5 - 6ShatteringMelee: Gains Power Field.
Ranged: Gains Razor Sharp.
7OverwhelmingGains Concussive (Inf Bonus/2).
8Overkill+[1/2 Inf Bonus] damage, can spend Infamy to double that for one fight.
9SlayerCan spend Infamy to add Felling (Inf Bonus) for one fight.
10Mangler+1 to Zealous Hatred roll, can spend Infamy to roll 1d10-2 for the result instead.
Vigilant
1 - 2RegroupOn hit, can spend a Reaction to reroll Initiative for the next round.
3 - 4Standing FirmMelee: +20 WS and +1 Damage when Delaying to attack a Charging enemy.
Ranged: +10 BS when not moving towards target.
5 - 6IndefatigableReroll Evasion tests while using Guarded Attack or Defensive Stance.
7Pendulum+[modifier on attacker’s roll to hit] to one Evasion per round.
8DefenderMelee: Lose Unwieldy/Unbalanced, or reroll one failed Parry per round.
Ranged: -10 BS to hit the wielder for one round after he fires.
9Shield of HateWielder can spend a Reaction to add +[Inf Bonus/2] armour to the weapon arm(s) and Body.
10Deathtrap+[Inf Bonus*2] damage with Delayed attacks.
Artful
1 - 2Subtle-30 on tests to locate the weapon.
3 - 4DistractingMelee: Can Feint using Charm or Intelligence.
Ranged: On hit, everyone gains +10 BS vs. that target for one round.
5 - 6Better Part of ValourMelee: Make an Opposed Charm or Infamy test vs. enemy’s Perception to Disengage as a Half Action.
Ranged: Can make a Half Move as a Free Action after failing to kill/incapacitate target.
7Spirit-BoundMelee: Ignores the Daemonic trait. Psykers can make an Opposed Willpower Test to add damage (as with a Force Weapon).
Ranged: Ignores the Daemonic trait. +[Psy Rating] damage (requires Focus Power test).
8FastMelee: Gains Flexible.
Ranged: -20 to target's Dodge attempt.
9Precise+[Degrees of Success/2] damage on Aimed Standard Attacks.
10Backstabber+1d10 damage vs. Unaware/Surprised targets.
Merciless
1 - 2TerrorizerWielder gains Fear(+1) after killing an enemy.
3 - 4Transcendent SchadenfreudeWhen the Heretic makes an enemy spend Infamy/Fate to survive, he gains a bonus Infamy Point for that session.
5 - 6RipperTargets damaged must pass a Toughness test at -[Inf Bonus*2] or suffer from Blood Loss.
7MassacreGains Devastating (Inf Bonus/2).
8ChastenerOn each hit, +3 to hit that target for the rest of the encounter.
9ViciousGains Crippling (Inf Bonus/2).
10TormenterThe weapon causes Zealous Hatred on a roll of a 1 or 0.
Versatile
1 - 2InstinctiveWielder gains Rapid Reaction and Quick Draw, +10 to attack and Evasion during a Surprise Round.
3 - 4Unholy Union+5 WS/BS.
5 - 6UnassailableReroll Evasion tests while using Guarded Attack or Defensive Stance.
7Quick End+3 damage with the first successful attack per combat.
8AdaptableMelee: +1 damage when engaged with multiple enemies, +10 WS when outnumbered 2 to 1, -10 to hit the wielder when outnumbered 3+ to 1.
Ranged: +10 BS and +1 Degree of Success to BS tests when outnumbered.
9Without Warning+[Inf Bonus/2] to Initiative.
10OpportunisticCan reroll Zealous Hatred. Non-damaging hits do 1d5-2 damage instead.
Equipment Patterns (HOE 127)
Choose item type and roll for number and specifics of changes
At GM's discretion, some (or all) of the rolls may be chosen instead
Gear (positive)
1Wide Distribution+10 on Logistics tests to acquire this item.
2Light ConstructionReduce weight by 1kg (minimum 0.5kg).
3Durable50% chance of surviving when it should be destroyed.
4Elegant DesignGood Craftsmanship versions of this item count as Best.
5ValuableCan be traded for +20 to the former owner's next Commerce test.
6Superior Pattern+20 on Logistics tests to acquire with Good/Best Craftsmanship.
7Devotional EngravingsReroll one Fear/Pinning test per session.
8Badge of Status+5 to Charm/Command while visible.
9Intimidating+5 to Intimidate while visible.
10Redoubtable+10 to one test with the item per session. (Reroll if not applicable.)
Gear (negative)
1Fixed Pattern-10 on Logistics tests to acquire with Good/Best Craftsmanship.
2Unnecessary FeaturesIncrease weight by 2kg.
3Forgotten Construction-30 on any tests to repair the item.
4Corrupted PatternCommon Craftsmanship versions of this item count as Poor.
5Capricious10% chance of a -10 penalty to any test with the item. (Reroll if not applicable.)
Ranged Weapon (positive)
1Longbarrel+10m to Range.
2High Impact+2 Damage when Aiming.
3Venerable DesignProven (2). If it already has Proven (X), increase X by 1.
4Lightweight MaterialReduce weight by 2kg (minimum 0.5kg). Basic: reduce one-handed penalty to -10. Pistol: can be drawn as a Free Action.
5Exceptional Pattern+20 on Logistics tests to acquire with Good/Best Craftsmanship.
6Rapid Clip EjectionReduce the Reload of the weapon by one Full Action (to a minimum of one Half Action).
7PiercingFelling (+2) within Short Range.
8Crippling MunitionsCrippling (2). If it already has Crippling (X), increase X by 1.
9Brutal ConstructionOgryn-Proof. Also useful for bludgeoning foes (Melee; 1d10I; Ogryn-Proof, Primitive (8)).
10Incredibly LethalLoses Inaccurate, or gains Accurate, or gains Proven (2).
Ranged Weapon (negative)
1Inefficient Barrel-2 Damage beyond Short Range.
2Heating IssuesGains Overheats, or loses Reliable Quality if it has it.
3ErraticUnreliable.
4BulkyIncrease weight by 2kg. If the weapon is a Pistol, it becomes Basic.
5Rare Model-20 on Logistics tests to acquire outside of its place of manufacture.
6Small ClipDecrease Clip Size by 5 (minimum 1).
7Corrupted PatternCommon Craftsmanship versions of this item count as Poor.
8Diffuse Spread-4 Penetration beyond Short Range.
9Recharge CycleGains Recharge, or loses Reliable.
10DelicateWhen Jammed, 10% chance of needing repairs before it works again.
Melee Weapon (positive)
1FinetunedImproves balance (Unwieldy -> Unbalanced -> normal -> Balanced).
2SerratedWith 3+ Degrees of Success on an attack, the weapon gains Tearing (or +1 Damage if it already has Tearing).
3Venerable DesignProven (2). If it already has Proven (X), increase X by 1.
4Lightweight MaterialReduce weight by 2kg (minimum 0.5kg). Two-handed: becomes one-handed. One-handed: can be drawn as a Free Action.
5Exceptional Pattern+20 on Logistics tests to acquire with Good/Best Craftsmanship.
6ShearingRazor Sharp. If it already has Razor Sharp (or Penetration 0), +2 Penetration.
7Symbols of Duty+5 to Fear/Pinning tests.
8EnvenomedToxic (1). If it already has Toxic (X), increase X by 1.
9Incredibly DenseGains Ogryn-Proof and immunity to destruction by Power Fields.
10Precisely WeightedCan be thrown (Range 10m, all other statistics as normal).
Melee Weapon (negative)
1Poor GripFlies 1d5 meters in a random direction when the wielder fails a WS test with more Degrees of Failure than his WS Bonus.
2Sub-Optimal-2 Damage.
3CrudePrimitive (9). If it already has Primitive (X), reduce X by 1.
4LeadenIncrease weight by 2kg. If the wielder fails a WS test with more Degrees of Failure than his WS Bonus, it gets stuck (Strength test to dislodge it).
5Rare Model-20 on Logistics tests to acquire outside of its place of manufacture.
6Shallow Cuts-1 to Critical Damage rolls (including Righteous Fury).
7Corrupted PatternCommon Craftsmanship versions of this item count as Poor.
8ImpreciseGains Inaccurate, or Unwieldy.
9AwkwardWorsens balance (Balanced -> normal -> Unbalanced -> Unwieldy).
10Brittle10% chance to shatter when the wielder fails a WS test with more Degrees of Failure than his WS Bonus.
Jokaero Weapon Mods (EWO 52)
Counts as an Extremely Rare acquisition, requires 50 Renown
Roll up to 4 times on the Modifications table and apply all results
Inapplicable/duplicate results can be rerolled or discarded
No weapon can be modified more than once
Modifications
01-17Aesthetic AlterationDiscard all other results and reduce Subtlety by 1d5.
18-20AccurateSee Keywords tab.
20-22BalancedSee Keywords tab.
23-25CompactHalves weight, range, and clip size. -1 damage, -20 on skill tests to find the weapon. Removing this upgrade increases penalties.
26-28Custom Grip+5 to WS/BS for the owner, -5 to WS/BS for anyone else.
29-31Deactivated Safety FeaturesCan Ready this weapon while Readying another item. If the user suffers 4+ DoF on a Movement test, bad things happen.
32-34Fire SelectorThe wielder can choose between three different ammunition types at the beginning of each turn. Doesn't increase Clip size.
35-37Fluid ActionAdds an extra Degree of Success when firing Semi-Auto, increases reload time by a Half Action.
38-40Forearm Weapon MountCan use pistol while keeping hands free. Reduces range by 1/3.
41-43SilencerAwareness tests to hear this weapon take a -20 penalty and can only be attempted at half the normal distance.
44-46Melee AttachmentCounts as Spear in melee.
47-49Modified StockAdds +2 to WS/BS with a Half Action Aim, or +4 with a Full Action Aim.
50-52MonoNo longer Primitive, +2 Penetration. Power weapons are only affected with field off.
53-55Motion Predictor+10 to BS when firing on Semi-Auto or Full Auto.
56-58Pistol GripOne hand without -20 penalty, range halved.
59-61Proven (3)See Keywords tab.
62-64Quick ReleaseReload times longer than a Half Action are reduced by a Half Action.
65-67Razor SharpSee Keywords tab.
68-70ReinforcedIncreases weight by 20%. Ranged: +1 Damage when used as a Melee weapon. Melee: 60% of being destroyed by Power Fields.
71-73ReliableSee Keywords tab.
74-76Good CraftsmanshipSee Keywords tab.
77-79StormSee Keywords tab.
80-82SuspensorsHalves weight, user always counts as Braced.
83-85TargeterWhen making a BS test with a negative final modifier, reduce the penalty by 10.
86-88Tox DispenserFree action to gain Toxic (2) for one round. May use up to ten times before refilling.
89-91Twin-LinkedSee Keywords tab.
92-94Vengeful (9)See Keywords tab.
95-97Vox-OperatedFire, operate shot selector, switch firing modes by voice command.
98-100Best CraftsmanshipSee Keywords tab.
Daemon Weapons (EBY 50)
Loses Primitive and Sanctified
Adds daemon's WP Bonus to damage and Pen
Bypasses enemies' Daemonic (X) trait
Gains [daemon's WP Bonus - binding strength] random abilities; add daemon's Infamy to one roll
Infinite supply of basic ammunition
Natural armor (20), immune to Power Fields; Perils if destroyed
Opposed -10 WP test (-5 per Binding Strength for the daemon) to wield
Forging the Weapon
ModifierBindingForbidden Lore (Warp or Daemonology) test starting at -60; modifiers stack up to +0/-120. Degrees of Success = Binding Strength.
30Legacy of Slaughter: Killed 100,000 or more.
30Daemon's True Name is known.
20Legacy of Slaughter: Killed 10,000 or more, but fewer than 100,000.
Wrought for Purpose.
10Legacy of Slaughter: Killed 1,000 or more, but fewer than 10,000.
Weapon is a Low-Tech Melee Weapon.
Weapon is Best Craftsmanship.
0Weapon is Good Craftsmanship.
-10Weapon is Common Craftsmanship.
-20Weapon’s creation/history reflects the nature of a god opposed to the daemon.
-30Weapon has never taken a life.
Abilities
General
1VoidchillVictim takes 1d10 Toughness damage when hit.
2HowlingWielder gains Fear (+1) while the weapon is drawn.
3WoundingCrippling (X), where X is the daemon's WP Bonus.
4ViciousGains Tearing, or Razor Sharp if it already had Tearing.
5Accursed+1d10 damage, Felling (4).
Khorne
1BloodlustWP test or enter Frenzy on drawing the weapon.
2ThirstingVictim takes 1 Fatigue when hit.
3NullPsychic powers targeting the wielder take -20 on the Focus Power test.
4Fury+10 to all attack tests.
5SkulltakerCalled shots to the head take a Half Action and have no penalty. Gains Vengeful (8) when making a called shot.
Nurgle
1Bile-quenchedOn a wounding hit, victim loses a Half Action next turn. Ineffective vs. Daemonic, From Beyond, and Machine.
2EnfeeblingOn a wounding hit, victim takes 1d10 Strength damage.
3Plague CarrierToxic (0), but failure deals 2d10I damage. Contagion spreads on contact for 7 rounds (+0 Toughness test to resist), wielder is immune.
4Stream of CorruptionThe weapon gains a second attack mode (Basic, 30m, 2d10+[daemon's WP Bonus] I; Felling (2), Corrosive, Spray, Toxic (3).
5Pestilent StenchAll non-Nurglites within [daemon's WP Bonus] in meters take -10 to all WS, BS, Ag, Int, and Per tests. Wielder is immune.
Slaanesh
1EnvenomedToxic (X), where X is half the daemon's WP Bonus.
2LashingMelee: Flexible, gains a range of [daemon's WP Bonus] meters. Ranged: Snare (X), where X is half the daemon's WP Bonus rounded up.
3SwiftnessWielder gains Unnatural Agility (X), where X is half the daemon's WP Bonus rounded up.
4Soporific MuskEveryone within [daemon's WP Bonus] in meters takes a -20 penalty to Perception and Agility tests. Wielder is immune.
5Entrancing AuraMelee: Wielder can Feint as a Free Action once per turn. Ranged: Targets take -10 on Dodge tests.
Tzeentch
1IllusoryAttempts to Evade the weapon's attack take a -10 penalty. Appears non-daemonic unless the viewer makes a -20 Awareness test.
2Mind EaterDeals half the rolled damage (rounded up) to the target's Intelligence and Perception.
3SpellboundThe wielder can cast one psychic power using the daemon's characteristics. The Focus Power test takes a penalty of -(XP cost - 100)/10.
4Warp FlameFlame, Warp Weapon.
5Sorcerous ForceCounts as a Force weapon, but uses the daemon's WP and Psy Rating.
PersonalityOptional.
1VulgarAll Subtlety losses are increased by +1d5.
2JealousLoses all daemonic properties until end of encounter if the wielder attacks with another weapon.
3PridefulCan't Parry attacks.
4VindictiveDeals 1R damage to the wielder (ignoring Armour/Toughness) on any failed attack roll.
5OverbearingAll Insanity gains are increased by +1.

Goods & Services

TypeCostAvailabilitySrcPg.Notes
Goods and Services
In most cases, these are costs per week in the case of individual hires, or per night, meal, or trip in other cases.
Accommodations
Low Grade (hab sleeper capsule, Grox pen, bilge berth)5PlentifulDH152
Mid grade (down cell, single room, mid cabin)20CommonDH152
High grade (grand hall, high berth quarters)100ScarceDH152
Low Grade (hab capsule, grox barn, taproom hammock)AbundantDH2179
Mid Grade (basic hab room, main cabin, mid-hive hostelry)AverageDH2179
High Grade (grand hall lodgings, high berth billet, spire suite)RareDH2179
Provisions
Low Grade (vermin meat, silt ale, hydro-fungus)1PlentifulDH152
Mid Grade (proto paste, side of Grox, round of amasec)5CommonDH152
High Grade (roasted vex worm, liquid of amberic)40ScarceDH152
Low Grade (stickrats, fungus loaf, void sweat ale)AbundantDH2179
Mid Grade (vatmeal cakes, grox stew, bowl of recaf)AverageDH2179
High Grade (jellied heffen tongue, vintage amasec)RareDH2179
Transportation
Low Grade (dust dog, sub-level conveyer, silt barge)5PlentifulDH152
Mid Grade (light civ ground vehicle, atmospheric flight)20CommonDH152
High Grade (low orbit flight, sedan chair)150ScarceDH152
Low Grade (Rickshaw, dust sailer, hab conveyer)AbundantDH2179
Mid Grade (autocarriage, short-range cutter, intra-hive tramway)AverageDH2179
High Grade (orbital shuttle, dedicated autocarriage, furnished palanquin)RareDH2179
Inter-Stellar Transportation (cost per person per trip)
Tramp freighter2000AverageIHB159
Void jumper2800ScarceIHB159
Passenger ship2200ScarceIHB159
Orbital shuttle350AverageIHB159
Pilgrim ship850RareIHB159
Bulk transport7500Very RareIHB159
System ship2500AverageIHB159
Bulk transportAbundantDH2179
Passenger shipPlentifulDH2179
Pilgrim shipCommonDH2179
System ship (intra-system only)AverageDH2179
Tramp freighterAverageDH2179
Void jumper (nearby systems only)ScarceDH2179
Berthing
Low Grade (unpowered decks, cargo holds, bilge berths)5PlentifulIHB159
Mid Grade (basic quarters, passenger cabins, small staterooms)20CommonIHB159
High Grade (gilded villas, noble born suites, star lane lodges)100ScarceIHB159
Shipboard Meals
Low Grade (fungus bread, condensation water, void sweat)1PlentifulIHB159
Mid Grade (vat meal cakes, Grox hash, Josian Ale)5CommonIHB159
High Grade (fresh fruit, jellied Grox tongue, amasec)40ScarceIHB159
Medicae Care
Poor (feral shaman)50AverageDH152Int 30, Medicae Trained
Average (trained medic)75ScarceDH152Int 40, Medicae Trained
Good (trained doctor, med-servitor)150RareDH152Int 50, Medicae +10
Excellent (skilled physician)500Very RareDH152Int 60, Medicae +20, Master Chirurgeon talent
Poor (underhive bonecutter)AverageDH2179Int 30, Medicae +0 (rank 1)
Standard (factory medic)ScarceDH2179Int 40, Medicae +0 (rank 1)
Good (trained medicae, med-servitor)RareDH2179Int 50, Medicae +10 (rank 2)
Excellent (spire medicae)Very RareDH2179Int 60, Medicae +20 (rank 3)
Feral and Feudal World Specific
Feral50ScarceIHB106Int 40, Medicae Trained, uses unpleasant herbs
Feudal75ScarceIHB106Int 40, Medicae Trained, uses leeches
Parasite Removal20AverageIHB106Removes parasites
Hive World Specific
Resusatrix Chamber7500RareIHB131Halves time to heal, prevents infection, +20 to diagnose a patient, +10 to Toughness tests vs. poison and disease, serious injuries still need special attention. Requires both Medicae and Tech-Use to operate. Weighs 200kg.
Single use of chamber200RareIHB131
Other
Feral and Feudal World Specific
Guard75AverageIHB106Fights for you
Guide15ScarceIHB106Grants a +20 to navigation and survival tests
Porter10PlentifulIHB106Carries your things
Trophy Maker50ScarceIHB106Prepares and preserves trophies
Hive World Specific
Luminum Tats10-100AverageIHB131Light up tattoos, often looking like wires.
*per weekAverageIHB131
IHB Material CostsAvailability estimated.
Stone10/blockCommonIHB247Rockcrete, granite, common stone
Exotic Stone50/blockRareIHB247Marble, slate, veined ouslite
Basic Metals30/plate/beamCommonIHB247Iron, steel, crude armor, building structure
Average Metals50/plate/beamAverageIHB247Plasteel, basic alloys, building structure
Exotic Metals100/plate/beamRareIHB247Adamantine, crysteel, complex alloys
Composites75/plateScarceIHB247Ceramite, composite armor
Simple Components20/itemCommonIHB247Gears, simple mechanisms
Average Components50/itemAverageIHB247Weapon parts, vehicle parts
Complex Components75/itemScarceIHB247Auspex parts, explosive collars
Exotic Components150/itemRareIHB247Cogitator parts, photo-goggles
Wood5/sheet/plankCommonIHB247Barrels, planking, mining supports
Exotic Wood15/sheet/plankRareIHB247Nalwood, steelbark
Simple Bio Components250/organismScarceIHB247Basic tissue, muscle
Complex Bio Components1000+/organismRareIHB247Complex tissues, nerves, brain
Ecclesiarchal ServicesClerics may carry out the task with a Common Lore (Imperial Creed) test and the material cost expenditure.
Baptism150/10Rare/+30BOM126Reduces next Corruption gain by 1
Blessing a Melee Weapon100/20Rare/+0BOM126Does Holy damage next encounter it's used in.
Blessing a Ranged Weapon100/20Rare/+0BOM126In the next encounter it's used, ignore the first jam and give the character +10 to his BS against Daemons or Psykers
Blessing an Individual75/10Scarce/+0BOM126Add +10 to your next Fear test.
Blessing an Undertaking500/100Very Rare/-20BOM126All characters may ignore the first level of Fatigue they gain while on the Blessed Undertaking
Confession75/10Scarce/+30BOM126Reduce next Insanity gain by 1
Sanctifying a Weapon500/500Very Rare/-30BOM126Gives a melee weapon of good or better quality the Sanctified quality. Can do the same for Bolt, Flame and SP ammo. May only be undertaken by a Rank 6+ Cleric.
Assets
Imperial Navy Assets
Aquila Lander10-ROB214Requisitioned the services of an unarmed Aquila Lander
Close Air Support20RespectedROB215Requisitioned an airstrike via Thunderbolt. May be configured for Dog-Fight or Strafing run. They arrive 1d10 rounds after call, with 1d5+1 Thunderbolts.
High Altitude Bombing Run30RespectedROB215Requisitioned a Marauder Bomber carpet bombing. Levels approximately a 5km area, destroying most civilian structures, and dealing 6d10E damage to anyone there. Important NPCs and unique enemies should be largely unaffected. Takes about an hour.
Lance Strike80DistinguishedROB215Requisitioned a single lance strike from orbit. Destroys everything within 500 km of impact, and severely damages everything within 1km.
Naval Tactical Liaison20DistinguishedROB216Requisitioned a tactical liaison from a ship in orbit. They provide tactical advice. They have all tactics skills trained and an Int of 50.
Orbital Insertion/Extraction15-ROB216Requisitioned a Heavy Lander of some sort. May be inserted within a few hundred meters of a chosen LZ, and extracted at will. In rare cases, teleport may be used.
Orbital Surveillance15-ROB216Requisitioned a surveillance vessel. May request surveillance at any time. Ship makes a Perception test with a base of 50.
Torpedo Strike50DistinguishedROB216Requisitioned a single naval torpedo strike. More accurate than a lance, it takes 1d5+2 rounds to arrive. Anything within 500 meters of impact takes a krak missile hit; anything up to 1000 meters more takes a frag missile hit.
Void Rapid Relocation50DistinguishedROB216Requisitioned a system transport. As long as surface-to-orbit transport is available, may go anywhere in system. Vessel cannot provide any support, surveillance, or weapons.
Vox Transmission Net15-ROB216Requisitioned a ship's vox. May relay messages to any other Imperial units on the surface of a planet instantaneously.
Imperial Guard Assets
Close Artillery Support40-ROB217Requisitioned Guard artillery support of some kind. Can, at GM's discretion, be used as often as you like.
Commissar Cohort30DistinguishedROB217Requisitioned a Cohort of Commissars. May attach them to any allied Guard formation for command bonuses.
Heavy Weapons Company40-ROB218Requisitioned a company of heavy weapons. Must select type at requisition time. They accompany the kill-team.
Imperial Guard Armor Support60DistinguishedROB218Requisitioned support from a column of tanks. 1d5+1 tanks arrive an hour after the request is sent.
Imperial Guard Armored Transport30-ROB218Requisitioned transport such as a Chimera.
Imperial Guard Sappers30RespectedROB218Requisitioned a group of guard sappers. Once during the mission, they may utterly annihilate a single target, fortification, or structure.
Imperial Guard Scout Section20RespectedROB218Requisitioned a group of guard scouts. Pick a Primary or Secondary objective to be scouted, and roll for result.
Reserve Company15-ROB219Requisitioned a company of guardsmen. Counts as a 50 magnitude horde of guardsmen.
Sanctioned Psykers20RespectedROB219Requisitioned a cabal of sanctioned psykers.
Superheavy Armor Support80FamedROB219Requisitioned a super-heavy tank of some sort, such as a baneblade or storm blade. Functions like armor support.
Inquisitorial Assets
Anything and EverythingVariesVariesROB219Requisitioning just about anything.
Arcane Weaponry15RespectedROB219Requisition a special piece of equipment from the Inquisition. Remove one detrimental quality or add one positive quality to any one weapon for the duration of the mission.
Effective Interrogation10-ROB220Requisitioned an interrogator or other such specialist to interrogate a prisoner.
Eyes and Ears20-ROB220Requisitioned the skill of the Inquisition, gaining a +10 to a relevant lore test, and requiring 10 fewer Kill markers for a certain objective.
Inquisitorial Involvement40DistinguishedROB220Requisitioned the use of an Inquisitor and potentially their retinue for the duration of a mission. Their loyalties are not guaranteed.
"In the Name of the God-Emperor..."50FamedROB220Requisitioned a single, overriding command of a particular individual, that will be completed if its within their power.
Mind Cleansing20RespectedROB220Requisitioned a mind cleansing, for themselves, allies, or others.
Primaris Psyker40RespectedROB221Requisitioned a Primaris Psyker. Counts as a sanctioned psyker requisition (i.e. guard assets), but better.
Sequestered Temple Assassin80FamedROB221Requisitioned the use a Temple Assassin. The kill-team designates a target, who is removed before the mission begins at GM's discretion.
Throne Agent Cell60-ROB221Requisitioned the use of a team of throne agents. They go in themselves and help in the completion of a particular objective.
Adeptus Astartes
Assault Strike Force50-ROB222Requisitioned a five-man squad of assault marines.
Astartes Armor Support60DistinguishedROB222Requisitioned a platoon of Predator Tanks. Operates in the same manner as Guard armor, but faster.
Astartes Armored Transport40-ROB222Requisitioned an armored transport, such as a Rhino. May be allowed to gain a Land Raider.
Astartes Siege Breakers40RespectedROB223Requisitioned a team of siege specialists. Operates like Guard Sappers, but faster.
Death From Above25?-ROB223Requisitioned drop pods and pick-up. Operates like Orbital Insertion/Extraction. NOTE: Requisition cost is estimated, typo in the book.
Lore of the Librarium30DistinguishedROB223Requisitioned intelligence on an objective from the Librarium for the upcoming mission.
Sniper Scouts40RespectedROB223Requisitioned a squad of scout marines. Acts like guard scouts. May be used once per mission to provide sniper support.
Tactical Fire Support50-ROB223Requisitioned the fire support of a five-man squad of tactical marines armed with bolters.
Thunderhawk Gunship80FamedROB224Requisitioned the use of a Thunderhawk for the duration of the mission, including insertion and extraction.
Whirlwind Barrage50RespectedROB224Requisitioned the use of a Whirlwind tank. Acts like guard close-artillery support, but better.

Servitors & Familiars

NameCostAvailabilitySrcPg.
Servitors and Familiars
Forge World Specific
Servitors
Janus Simulacra20000Very RareIHB141
Praetorian Battle-Servitor35,000+weaponsMagos onlyIHB141
Familiars
Guardian Servo-Skull**IHB144
Combat1750RareIHB144
Gun2,000+weaponRareIHB144
Monotask Servo-skull**IHB145
Augur1500RareIHB145
Courier1800RareIHB145
Illuminator950ScarceIHB145
Loud Hailer1000ScarceIHB145
Medicae2500RareIHB145
Utility1,00ScarceIHB145
Upgrades
Cyber-Creature Upgrade+3,000ScarceIHB145
Additional Implantsas per human x2as per humanIHB145
Per Machine(+1)500-IHB145
Fearless250-IHB145
Cortex (Skill implant)1000Very RareIHB145
Cortex (Talent implant)500ScarceIHB145
Psyber-Creature Upgrade+5,000RareIHB145
Psyber-Lure (implant)1000RareIHB145
Holy Ordos Specific
Cherubim3000RareIHB192
Blood of Martyrs
Arco-Flagellant25000Very RareBOM122Belligerent Combat Cyborg
Calligraphus Servitor2500RareBOM123Copies and takes down dictations.
Ministorum Choir Drone1000RareBOM123Plays music, a single note, an instrument, waves flags, and is generally noisy and eye-catching.
Penitent Engine40000Issued OnlyBOM124Giant combat walkers
Self-Flagellants3000Very RareBOM124A variety of Cherubim. Constantly whips, bothers, and frustrates their target. Another variety is a kind of harness that accomplishes the same thing. This may acts as a cilice.
Book of Judgement
Grapplehawk, Subrique-Pattern5000Very RareBOJ73A fast, hawk-shaped crimestopper.
"Bullpup" Cyber-Mastiff, Subrique-Pattern12500Very RareBOJ73A massive, powerful robotic dog, capable of shrugging off small arms fire before attack with its chain-teeth.
"Bloodhound" Cyber-Mastiff, Subrique-Pattern5000RareBOJ74A powerful sniffer, able to track down nearly anything it gets the scent of. Generally a variant of smaller cyber-mastiffs.
Eliminator-Mastiff, Malfi-Pattern7500Very RareBOJ74A mastiff designed not to capture, but kill. It's quite good at it.
Bomb Disposal Servitor, Contego-Pattern2000RareBOJ75A remote controlled servitor for bomb disposal techs.
Suppressor Servitor, Sibellus-Pattern6000RareBOJ75A brutish servitor designed to break up riots.
Servo-Hunter750ScarceBOJ76A servo-skull designed to find things, usually people.
Harrier-Skull500ScarceBOJ76A servo-skull designed to trick grapplehawks into following it, evading for as long as possible. Often called grapplemice.
The Lathe Worlds
Combat Servitor (Spatha Pattern)25000Extremely RareTLW67Originally a utility servitor, converted for combat.
Medicae Servitor (Remidium-Pattern)4500ScarceTLW67Common Medicae servitor.
Security Servitor (Velox-Pattern)18000RareTLW68Extremely good at defending his preprogrammed area; confused and aggressive when in unknown territory.
C.A.T. Unit3000RareTLW68Small infiltration and mapping drone.
Rogue Trader
Servitor (Labor, Simple Monotask)ScarceRT146Profile on page 374.
Servitor (Combat)RareRT146Profile on page 374.
Servitor (Complex Multitask)RareRT146Profile on page 374.
Servo-skullScarceRT147Profile on page 375.
GrapplehawkVery RareRT144Profile on page 375.
The Navis Primer
Vaporian GlasshawkExtremely RareTNP112
Tusk-Born Wyrd SquigRare*TNP112
Deathwatch
Servitor (Battle)20DistinguishedDW178Profile on page 376.
Servitor (Monotask)15DistinguishedDW178Profile on page 376.
Servo-Skull15DistinguishedDW178Profile on page 376.
Rites of Battle
Psyber-raven15DistinguishedROB146Profile on page 147.
Skull of Brantor35DistinguishedROB161Uses servo-skull profile (DW 376), but with numerous improvements. See text for details.

Vehicle Key

Vehicle Key
Refer to the vehicle's sourcebook and corresponding core rulebook for full rules.
For reference, one AU (Aerial Unit) is equal to 100 meters. If a conversion is needed, simply divide it by 100 and round up to the next whole number.
It is advised that you read the full description of the source material of any interesting item for a better understanding of what it is. This document is only a quick reference.
Keyword Reference
AmphibiousThis vehicle functions on water as if it were open ground.
Anti-Air (Rudimentary)Halve the standard penalties for attacking aircraft.
Anti-Air (Advanced)Ignore the standard penalties for attacking aircraft.
Anti-Grav EnginesThe vehicle may count as a Skimmer (and follows all the rules for a Skimmer) for up to 10 minutes before it must return to counting as a Flyer. It may do this once every hour.
AquaticOnly functions in water.
Attack BikeThe Bike can be upgraded to an Attack Bike. This allows the bike to carry one passenger, and give the bike a passenger-operated Astartes Heavy Bolter or Astartes Multi-Melta with a facing to the front and right. The bike's size increases one step, its Maneuverability decreases to +12, and it requires Respected Renown.
BladevanesWhen attempting a Ram Action against a creature, the vehicle deals 1d10+5R Damage, Pen 4, or 2d10+5R Damage if travelling at least twice its tactical speed. It may continue to move, after hitting. The pilot may choose to take an additional -20 penalty on the Drive (Skimmers) test to choose the location struck.
BikeBikes are always considered Open-Topped, and anyone within melee range can attack the rider without a Called Shot. Bikes can use the Hit & Run action (OW 273) but they can't make Ram attacks.
BomberThis vehicle's payload is anti-ship weapons, and may only be used to target ships or similarly large emplacements. If used on a vehicle or individual, it is likely they would be utterly annihilated.
Bred for WarThe mount automatically passes all Willpower tests caused by the Bestial trait.
Bullet SprayThe driver of this vehicle gains the Auto-Stabilised trait for firing this vehicle's weapons. If this vehicle is moved in the same turn that it fired, it does not gain the usual bonus to hit for full-auto fire.
Breaching Vehicle (X) {Y}This vehicle is designed to forcibly board enemy starships. It takes X full rounds to burn through the hull. If Y is present, the pilot must test to attach to the side of a vessel with a +Y Pilot (Spacecraft) test.
Ceramite ArmorThis vehicle is equipped with heat-resistant ceramite armor for atmospheric re-entry. Any melta weapon count their Penetration as 0 against this vehicle.
Chariot of IrePassengers may make melee attacks against targets adjacent to the vehicle. If the vehicle takes a Movement Action, this can be performed as a Charge (gaining the effect of the Berserk Charge talent and Brutal Charge trait) against any targets within reach of the vehicle's path.
Combat WalkerA walker always has a Basic Melee Attack (representing the ability to charge, batter, and smash targets): Melee, 1d10I+SB, Pen 0, Unwieldy
Command and ControlThe special feature of this vehicle allows a character using it to use his Command skill to affect a number of squads, units, or other teams equal to his Fellowship bonus. This effect combines with Fellowship-based Talents such as Iron Discipline, Master Orator, and the like. Any character using this equipment also gains a +10 bonus to Command Skill tests.
Daemon EngineThis vehicle either removes 1 Critical Damage or repairs 1d5 Structural Integrity each round, and has a Force Field (Protection Rating 30, never overloads) that can be bypassed by Sanctified/Force attacks or damaging psychic powers.
DaemonicThe vehicle functions as a Daemon Weapon; see the Templates tab for special quality descriptions. The daemon can be subdued with the Ritual of Breaking (TOF 66).
Daemonic PossessionThe vehicle may fire all of its weapons as part of the same Half Action each turn, and may do so even if in melee (though it must do so at different targets than those it is engaged with). If in melee, it may spend an additional Half Action to make one attack. The vehicle counts as having the Lightning Attack Talent. None can ride within the vehicle. Finally, ignore Jarring Blow and Staggered Critical Hits, as well as any that may specifically target a pilot.
Daemonic Possession*This vehicle has no crew, ignores any effects that would damage crew members, and can use all of its weapons in a single attack as if each weapon had its own gunner.
Damage ControlAny Righteous Fury result against this vehicle may be rerolled, but the reroll is final. Extinguishing vehicle fires is a Free Action.
Decoy LaunchersSophisticated electronic decoys combined with flares and chaff launchers make this vehicle harder to target. At any point during the pilot's turn, he may activate the decoy launchers as a Free Action. Until the beginning of his next turn, any shooting receives no bonus due to size to hit. May be used three times before needing replacement.
Dirge CasterAll followers of Chaos within 100 meters gain the Fearless Talent.
DreadnoughtUses special rules detailed in the appropriate section. Page 180 for Adeptus Astartes Dreadnoughts, and page 190 for Chaos Space Marine Dreadnoughts.
Drone RacksThe vehicle does not need to land in order to deploy its drones. It has three drone racks, with a total of 14 drones it may deploy (see DW 367 for Tau gun drones).
DronesCarries two Gun Drones (DW 367) attached to the front. They may fire their weapons using their normal BS in addition to the vehicle's weapons.
Dreadclaw AssaultDreadclaws are somewhat unique amongst vehicles, in that once they "land," they do not move under their own power. Must be launched from a starship with drop pod bays and travel directly downward towards the target planet until they hit the ground. Cannot maneuver, though provided that they are 500km above the ground, may change in flight location to any within 25km of original target. All shooting at the pod suffers a -30 while in flight. When landing, pick your destination then scatter 2d10 meters. Once landed, the Dreadclaw may take off and operate as a skimmer, even exiting the atmosphere to return to space. It may behave like an Assault Boat in the void.
Drop Pod AssaultDrop pods are somewhat unique amongst vehicles, in that once they "land," they do not move under their own power. Must be launched from a starship with drop pod bays and travel directly downward towards the target planet until they hit the ground. Cannot maneuver, though provided that they are 500km above the ground, may change in flight location to any within 25km of original target. All shooting at the pod suffers a -30 while in flight. When landing, pick your destination then scatter 2d10 meters.
EnclosedCrew members and passengers can't make attacks with their personal weapons (unless the vehicle has firing slits) and can't be targeted by typical attacks.
Enhanced Auspex ArraysThis vehicle has powerful auspex arrays to aid in combat. The crew of this vehicle suffers no penalties for darkness, foul weather, or other effects that would normally obscure vision. In addition, they gain a +20 to all Awareness tests, and may make Awareness tests at ranges of up to 5km (at GM's discretion, may be farther for a particularly large target).
Enhanced Motive Systems This vehicle can move double its Tactical Speed as a Half Action, or triple that as a Full Action. The Floor It action covers at least triple the vehicle's Tactical Speed and requires an Operate test at +10 rather than -10. If the vehicle also has Ponderous, the two traits cancel out and the vehicle uses the normal rules for movement.
Environmentally SealedProtects passengers from toxic gas and other environmental effects. If the seal is breached by Critical Damage, the vehicle must be repaired for the seal to function again.
Escape PodIf the vehicle is destroyed, the pilots may eject. The pod scatters like a missed grenade a total of 2d10 meters from the point at which the vehicle was destroyed, or the wreckage at GM's discretion. The Pilot and Co-pilot are equipped with a micro-bead and a pulse pistol (or other appropriate side-arm for non-Tau escape pods). See ROB 197 for Tau pilot profile.
ExposedEnemies may target the crew and passengers of the vehicle by using a Called Shot Attack Action. If someone makes a Full Automatic Attack Action against the vehicle, every third hit is resolved against the rider (or passengers, if any) instead of the vehicle.
Extremely VolatileDoubles the chance of exploding when the vehicle catches fire, and may ignite anyone caught in its blast radius (-10 Agility test to avoid).
Feral Machine SpiritAll shooting against this vehicle suffers a -10 penalty as long as it is mobile. This does not stack with Dreadclaw Assault or Drop Pod Assault.
FlickerfieldThe vehicle’s size does not grant attackers any bonus to hit, nor does it impose any penalties upon the pilot’s attempts to Dodge. No attacker may gain a bonus to hit from aiming at a vehicle with a flickerfield.
Frag Assault LaunchersThis vehicle is armed with Frag Assault Launchers, single-shot scatter grenades employed to cover the vehicle's final assault (Facing Front, Range 10m, 2d10X, Pen 0, Clip 1). Frag launchers may be fired as a Free Action, and fire in a 45 degree cone from the vehicle, hitting everything within range. When they fire, they force automatic Pinning tests from all eligible targets within range.
FlyerThis aircraft uses aerodynamic principles to stay aloft. When airborne, it must move at least half its cruising speed at all times lest it crash to the ground. If it ever becomes completely immobilized due to damage, count the vehicle as destroyed instead as it crashes to the ground.
Flyer [DH2]The vehicle must move at least its Tactical Speed each turn, or else lose altitude and risk crashing (DH2 256). When the vehicle is at Low or Hovering altitude, attacks against it take an additional -20 penalty; at higher altitudes, the vehicle can't be attacked at all (except by specialized anti-air weapons).
Gang WheelsThe Hectin Autocarriage can be acquired as Open-Topped instead of Enclosed, which increases Carrying Capacity to 8 and allows the addition of a Pintle mount (compatible with any Basic weapon).
Ground VehicleThis vehicle follows all rules for ground vehicles.
HolofieldAll shooting attacks against a moving vehicle with this special rule suffer a -20 to hit.
ImmobileImmobile vehicles are incapable of moving under their own power, and usually aren't susceptible to Critical Damage results against their Motive Systems.
Improved Command and ControlThe special feature of this vehicle allows a character using it to use his Command skill to affect a number of squads, units, or other teams equal to his Fellowship bonus. This effect combines with Fellowship-based Talents such as Iron Discipline, Master Orator, and the like. Any character using this equipment also gains a +20 to Command Skill tests and may reroll any failed Command Skill tests.
Improvised WeaponsWhen used against Average sized targets or smaller, all of the vehicle's weapons suffer a -30 to hit. All weapons may be used by any crew.
Inferno Gun - Titanic Flame WeaponWhen firing, pick any point within the weapon's range as the point of origin. The spray extends 40 meters past that point, following normal Flame rules.
InsanityThe mind of the pilot is twisted and warped. If not engaged in melee, at the beginning of each turn, the pilot must make a Willpower test. If successful, fight as normal. If failed by three degrees or less, do not move, but fire all weapons at the closest enemy target, gaining a +10 to all Ballistic Skill tests. If there are no enemy targets, fire at the nearest friendly target. If there are no targets in range, spitefully destroy vegetation and buildings. If failed by three or more degrees, it is caught in bloodlust and madness. It may not fire any weapon. Instead, double move rate and make 1d5+2 melee attacks in close combat, instead of its normal amount.
Integral WeaponThis vehicle's guns always count as Braced, can be fired as a Half Action, and can be used untrained with no penalties.
Jamming BeaconAuspexes, locator beacons, teleport homers, and similar wargear does not function within 15 meters of this vehicle. The etheric interference caused by a Jamming Beacon also interferes with other forms of teleportation, such as daemonic summoning.
Kustom BitzPick one: Armor Plates (Facing Any, +3 AP to assigned facing); Red Paint Job (At the start of each Round, roll 1d10, adding the result to the vehicle's tactical movement).
LegionCan only be operated by Chaos Space Marines.
Life Support (Hephaestus)A fully outfitted vehicles contains enough air, fuel, water, and provisions for a full complement of crew and passengers to survive in relative comfort for a month in hostile environments.
Life Support (Venator)When operating in a toxic or extreme environment, the exposed sections of the vehicle can be sealed with thick transparent plates to protect the passengers. This feature does not negate Open-Topped.
Linked Pilot-Operated WeaponryWeapons classified as pilot-operated may all be fired as one standard action at targets within 1 AU (100m) of each other.
LivingThe vehicle is also a creature, which may affect certain Critical Damage results. Riders must be at least one size smaller than the vehicle unless otherwise specified. All tests to control the vehicle use the Survival skill (DH2 116) instead of Operate. See text for full creature stats.
Living MetalHalve all Critical Hit rolls against the vehicle (round up). The vehicle repairs one point of Critical Damage per round, negating the critical effect inflicted by that damage.
Long Range Augur ArrayThese sophisticated augurs provide a detailed view of the land below, granting the operators +20 to all Awareness and Scrutiny tests, and allowing scans in the same manner as an Auspex up to 50km away.
Mastery of GravityAt any time, the vehicle may operate as a skimmer rather than a flyer.
More DakkaInstead of firing its weapons separately, the operator may fire all of the same type simultaneously, combining their damage.
MountA personal-scale vehicle, usually only slightly larger than its rider. See text (TOB 47 / TOE 44) for full rules.
Open-ToppedPassengers/crew can make attacks with personal weapons, and can be attacked with the Called Shot action. Blast and Spray attacks aimed at the vehicle also affect everyone inside.
Orbital DeploymentThe pilot chooses a location on the battlefield, and the vehicle lands 2d10 metres away from that point in a random direction. Anyone attempting to attack the vehicle while it deploys takes a -30 penalty to hit. The vehicle can move during the next round (if capable), but passengers must wait a full round after landing before firing any weapons or leaving the vehicle.
(Co-)Pilot-Operated Linked WeaponryAll weapons classified as "(Co-)Pilot-Operated" may all be fired by the pilot as one shooting action, at targets no more than one AU apart. Roll for hits and damage separately with each weapon.
PonderousThis vehicle can't take the Floor It action and must take a Full Action to move its listed Tactical Speed. If the vehicle also has Enhanced Motive Systems, the two traits cancel out and the vehicle uses the normal rules for movement.
Power of the Machine SpiritThe vehicle is equipped with a complex core-cogitator that is blessed with an unusually cunning Machine Spirit. When firing the vehicle's weapons, the vehicle commander may fire one additional weapon system. That weapon's firing is directed by the pilot character, but uses the Machine Spirit's BS of 50. The attack does not benefit from any Talents or other attributes the pilot possesses (in effect, it is being fired by the Machine Spirit).
Power OverloadIf four or more results of 90-100 are rolled when firing the vehicle's weapons, the vehicle automatically generates one roll on the vehicle critical hit chart against itself, unmodified by the Reinforced Hull rule.
Precarious MountEvery third shot from Fully Automatic fire hits a passenger instead of the vehicle. Passengers may test Acrobatics to dismount as a Free Action.
Predator AuspexSophisticated onboard radar, sonar, and thermal augur arrays, combined with sensitive chem-sniffers, allow a crew to track prey with unerring accuracy over vast distances. The Predator Auspex counts as an Auspex with a range of 500 meters that also grants a +20 to Tracking tests made to search for, track, and identify prey.
Quantum ShieldingProvides an additional 10 AP to the vehicle and all crew/passengers. The field dissipates if the vehicle takes a Critical Hit or Righteous Fury.
RamshackleRighteous Fury rolls against this vehicle use 1d10 rather than 1d5, and the vehicle suffers twice the rolled damage when it uses the Ram action against a solid target. The vehicle grants a +20 bonus on tests to Repair it, takes half as long as usual to repair, and always counts as Lightly Damaged (unless it's taken Critical Damage).
ReinforcedReduce all damage to the vehicle by 1. Mounts used by Chaos Space Marines must be Reinforced.
Reinforced ArmourHalve all Critical Damage results (round up). Doesn't apply to Righteous Fury.
Reinforced HullWhen a vehicles with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality does not affect rolls on the Critical Hit charge generated by Righteous Fury.
ReliableAny Tech-Use test made to repair or restore this vehicle receives a +20 bonus.
Rugged+20 to all Repair tests.
SentryThe vehicle's weapons can be configured to attack on their own, and can be set to either Point Defence mode (counts as an Overwatch action with a 90-degree arc) or Sentry mode (the vehicle rolls Initiative and can attack at up to 1/2 its weapon's range during its turn). See text for details on changing modes and target selection.
Sidecar (X)Increase the vehicle's Structural Integrity by X (already included in stats) and apply a -10 penalty to all riding tests. Passengers act immediately after the rider's Initiative.
Siege ShieldDrive tests for Difficult Terrain gain a +10 bonus, and any failed Drive tests for Difficult Terrain may be rerolled.
SkimmerThis vehicle hovers over the battlefield, allowing it to ignore terrain that might otherwise hamper movement. If it ever becomes completely immobilized due to damage, count the vehicle as destroyed instead as it crashes into the ground.
Skimmer [OW]Skimmers move similarly to a creature with the Hoverer trait, but they ignore Difficult Terrain and can also fly at Low Altitude (OW 38, DH2 249). They also gain a +10 bonus on Manoeuvrability tests, may Crash if immobilized or when failing a Ram attack (OW 280. DH2 256), and may turn freely when moving at any speed. Melee attacks against a skimmer take a -10 penalty to hit.
SpacecraftThis vehicle may exit the atmosphere. While in the atmosphere it may operate as a skimmer or flyer at the pilot's choice. It gains all the benefits and drawbacks of skimmers and flyers.
Speed BoosterThe driver may take a Half Action to change the vehicle’s Cruising Speed / Tactical Speed / Manoeuvrability to 120kph / 15m / -20 for the next six rounds. Requires 1 hour to recharge after use.
Stealth Field GeneratorThe vehicle has a Stealth Field. It operates in two modes: Active or Passive. It may be changed as a Free Action from one turn to the next. In Passive Mode, all tests of any sort to detect and any BS tests to hit suffer a -10 (senses other than sight are unaffected). In Active Mode, any sort of test to detect the vehicle and all WS and BS tests suffer a -30 (this applies to all senses, including augmented ones). Anyone attempting to locate the vehicle may attempt an Awareness test using the above mods. Passing this by one or more degrees will alert the character that his sensors are being interfered with, but not its effects.
Super-HeavyThis vehicle ignores all penalties for difficult terrain and gains the Ponderous trait. A Walker with this trait can choose to walk over anything less than 5 metres high, or it can just ignore any obstacles weaker than itself and smash through them unhindered.
Super-Heavy WalkerWalkers are able to ignore penalties for moving through difficult terrain, and negotiate obstacles such as rock slides, tank traps, fallen trees, and shattered buildings without penalty. This walker is particularly large and powerful. It is 14 meters tall and can walk over obstacles 5 meters high, or simply bulldoze through walls, forests, or medium-sized buildings without suffering negative effects.
Supremely ManeuverableWhen increasing the distance of a turn in space, the Piloting test is always +0, no matter how extreme the turn. In addition, may turn after moving 3 AU's rather than 4.
Targeter ArrayThe driver of this vehicle gains the Auto-Stabilised trait for firing this vehicle's weapons.
Targeting ArrayThe vehicle is equipped with a sophisticated guidance system that give the pilot +20 BS when firing the vehicle's weaponry.
Terrain Master+10 on all movement tests incurred due to rough terrain.
Titanic Critical HitsThis vehicle is so large as to require its own Critical Hit Chart. Warhound Titans have theirs on page 188 of Rites of Battle.
Tracked VehicleTracked Vehicles take a -10 penalty to all Manoeuvrability tests, but gain a +10 bonus to all tests involving Difficult Terrain. All Tactical Speed penalties caused by Critical Damage to the Motive Systems are halved (round down), but repairing the damaged Motive Systems takes twice as long as normal.
UnrulyWhenever this mount takes damage, it attempts to throw its rider off. If successful, it may either attack the rider or try to escape.
Vector Thrust EnginesThe aircraft may count as a Skimmer (and follows all the rules for a Skimmer) for up to 2 minutes before it must return to counting as a Flyer. It may do this once every hour.
Void ShieldsVoid shields are near impenetrable barriers. They count as a barrier with 25 AP that surrounds the vehicle in all directions at a 5 meter distance. To disable a void shield, attacks must deal 20 damage past 25 AP (this damage is cumulative, but penetration has no effect on a void shield). Attacks from within the 5 meter projection distance ignore the void shield and directly affect the vehicle. Once a shield is brought down, it may be restored with a successful -10 Tech-Use test. A success means it will be restored in 1d5+5 rounds, -1 round per Degree of Success, to a minimum of 1 Round.
Vulcan Mega-Bolter - Area SaturationWhen used in this manner, designate a 20x20 meter area. Make one Ballistic Skill test against each target in this area - any success means a target takes one hit, which can be Dodged as normal.
WalkerWalkers are able to ignore penalties for moving through difficult terrain, and negotiate obstacles such as rock slides, tank traps, fallen trees, and shattered buildings without penalty.
Walker [OW]Walkers ignore most types of Difficult Terrain, may turn freely when moving at any speed, and can turn to face a melee opponent at the end of its turn as a Free Action. Walkers can't Ram targets, but they can make a Charge attack instead.
Wheeled VehicleWheeled Vehicles gain a +10 bonus to all Manoeuvrability tests, but take a -20 penalty to all tests involving Difficult Terrain. If the vehicle takes Critical Damage to the Motive Systems, any kind of movement requires an Operate test and all Manoeuvrability tests take a -10 penalty. Fortunately, repairing the damaged Motive Systems only takes half as long as normal.
Go to tabs below for specific sections
vvvvvvvvv

Vehicles

NamePg.Tactical SpeedCruise SpeedMan.StructureSizeFrontSideRearCrewCarrying CapacityAvailabilitySpecial Rules
Weapon NameRangeDamagePenRoFClipRldFacingSpecialNotes
Vehicles
Spacecraft
RT - Into the Storm
Aquila Lander18024m/12 AUs2,200kph/7VUs1025Enormous212120Pilot10 people or equivalent cargoScarceSpacecraft
1 Autocannon300m (3 AUs)4d10+5I4S/2/5602FullFrontPilot-Operated
Arvus Lighter18020m/10 AUs1,600kph/5VUs-1530Enormous242222Pilot, Co-Pilot12 people or equivalent cargoAverageSpacecraft
Calixis-Pattern Fury Interceptor18130m/20 AUs2,500kph/10VUs535Massive363630Pilot, Co-Pilot, Forward Gunner/Crew Chief, Tech-Priest EnginseerNoneExtremely RareSpacecraft, Pilot-Operated Weaponry, Reinforced Hull
1 Twin-Linked Long Barrelled Lascannon600m (6 AUs)5d10+10E10S/-/-250Front/SidesTwin-LinkedForward Gunner-Operated
2 Lascannon Banks600m (6 AUs)5d10+10E10S/-/5250FrontInaccuratePilot-Operated. Effectively 5 lascannons in a row linked for rapid fire.
12 Void-Capable Missiles75km (750 AUs)3d10+20X15S/-/-1FrontCo-Pilot-Operated. May fire two per turn, at up to two targets.
Drop Pod182100 AUs2,500kph030Enormous242424None10 people in power armor or drop cocoonsExtremely RareDrop Pod Assault
Storm Bolter90m1d10+5X4 -/-/6120FullAllStorm, TearingMachine Spirit Operated (BS40); May only be fired after landing
Gun-cutter18325m/14 AUs2,000kph/5VUs045Massive403530Pilot, Co-Pilot (optional), Tech-Priest Enginseer, 2 GunnersQuarters for 6, max 30 or eq. cargoVery RareSpacecraft, Pilot-Operated Weaponry, Reinforced Hull
2 Long-Barrelled Autocannons450m (5 AUs)4d10+5I4S/2/55002FullFrontPilot-Operated
2 Twin-Linked Heavy Bolters120m (2 AUs)2d10X5 -/-/104003FullFront/Left, Front/RightTwin-LinkedGunner-Operated
Halo Barge18320m/9 AUs1,400kph/4VUs-2040Massive282424Pilot, Co-Pilot40 people+40 M. tonnes of cargoScarceSpacecraft
RT - Battlefleet Koronus
Calixis-Pattern Starhawk Bomber14015m/10 AUs1,800kph/6VUs-1045Massive353530Pilot, Co-Pilot, 5 Gunners, Bombardier, Tech-Priest EnginseerForward rack of 10 anti-ship missiles, rear bays with 40 plasma bombsExtremely RareSpacecraft, Bomber, Reinforced Hull
Twin-Linked Lascannon600m5d10+10E10S/-/-200-FrontTwin-LinkedForward Gunner-Operated
2 Twin-Linked Long-Barrelled Multi-Laser Turrets500m3d10+3E4 -/-/10--AllTwin-LinkedEach Gunner-Operated
2 Wing-Mounted Twin-Linked Heavy Bolter Turrets120m2d10+2X5 -/-/101000-Front+L/R+RearTearing, Twin-LinkedEach Remote Gunner-Operated
Darkstar Fighter (Kaelor-Origin)14330m/24 AUs2,750kph/12VUs1525Enormous343426Eldar Pilot and Systems OperatorNone-Spacecraft, Pilot-Operated Linked Weaponry, Supremely Maneuverable, Holofield, Reinforced Hull
2 Bright Lances600m2d10+10E30S/-/---FrontAccuratePilot-Operated
2 Star Cannons400m3d10+10E10S/-/4--FrontAccuratePilot-Operated
Eagle Bomber (Kaelor-Origin)14420m/19 AUs2,000kph/9VUs1030Massive363630Eldar pilot, co-pilot/gunner, and Bombardier50 self-propelled sonic charges-Spacecraft, Co-pilot Operated Linked Weaponry, Holofield, Reinforced Hull
3 Star Cannon Clusters400m3d10+10E10S/-/6--Front+L/R, RearAccurate, Twin-LinkedCo-Pilot Operated
Fighta-Bomma14420 AUs2,200kph/8VUs525Enormous252525Ork Pilot, 2-4 Grot Riggers, 1-2 Grot GunnersAssorted bomms, rokkitts, and Grot-Guided ordinanceExtremely Rare if allied with Ork FreebooterzSpacecraft, More Dakka, Bomber
4 Big Shootas400m1d10+6I4S/3/101000-FrontInaccurate, UnreliablePilot-Operated
Bigga Big Shoota Turret400m2d10+10I5S/3/101000-Sides/RearInaccurate, Unreliable, Twin-LinkedGrot-Operated
Iniquity-Pattern Doomfire Bomber14218m/12AUs2,200kph/7VUs-540Massive323230Pilot, Co-Pilot, 3 Gun Slaves, Heretek30 melta-missiles or 25 troops/equivalent cargoExtremely Rare if allied with Chaos ReaversSpacecraft, Bomber
Forward Long-Barrelled Lascannon900m5d10+10E10S/-/-200-FrontAccurateCo-Pilot Operated
3 Heavy Autocannon Turrets450m4d10+11I4S/2/52002FullFront+L/R, RearEach Gun-Slave-Operated
Iniquity-Pattern Dreadclaw Drop Pod14215m/15AUs2,500kph/11VUs-530Enormous303030Self-Aware Machine Spirit10 individuals with power armor or 20 withoutExtremely Rare if allied with Chaos ReaversDreadclaw Assault, Feral Machine Spirit, Breaching Vehicle (2)
Iniquity-Pattern Swiftdeath Fighter14130m/25AUs2,750kph/11VUs1530Enormous343228Pilot, Co-PilotNoneExtremely Rare if allied with Chaos ReaversSpacecraft, Pilot-Operated Linked Weaponry
3 Forward Focused Plasma Cannons500m3d10+15E15S/2/-50-FrontUnreliablePilot-Operated
6 Hunter-Killer Missiles50000m4d10+10X8S/-/-1-FrontAccurateCo-Pilot OperatedMay fire up to two per turn at separate targets.
Lathe-Pattern Shark Assault Boat14028m/18 AUs2,400kph/10VUs-1050Massive454530Pilot, Co-Pilot, Gunner/Crew Chief, Tech-Priest Enginseer50 soldiersVery RareSpacecraft, Breaching Vehicle (4) [0], Reinforced Hull
Twin-Linked Las-Breacher220m3d10+10E15S/-/-10-FrontInaccurate, Twin-LinkedCo-Pilot Operated
AP Autocannon300m4d10+5I8S/2/52002FullAllGunner-Operated
Ork Assault Craft14428m/18 AUs2,400kph/10VUs-1050Massive504525Ork Pilot, 4 Grot Gunners, 2-4 Grot Riggers50 Boyz-Spacecraft, Breaching Vehicle (4) [0], Reinforced Hull
4 Bigga Big Shoota Turrets400m2d10+10I5S/3/101000-AllInaccurate, Unreliable, Twin-LinkedGrot-Operated
Rak'Gol Bloodfury Assault Craft14318m/18AUs2,200kph/9VUs-540Massive403025Unknown number of Xenos20 heavily-armed xenos-Spacecraft, Breaching Vehicle (5) [0], Reinforced Hull
Radcannon150m3d10+10E10S/-/-1002FullFrontUnreliable
2 Flechette Cannons300m3d10+10R3S/4/-5002FullFront+L/R+RearGains +10 to hit vehicles, adds 10 damage at close range
DW - Rites of Battle (Imperial)
Drop Pod170200 AUs12,000kph030Enormous242424None10 Space Marines in power armorInitiateDrop Pod Assault
Storm Bolter100m2d10+5X5S/2/41002FullAllStorm, TearingMachine Spirit Operated (BS40); May only be fired after landing
Thunderhawk Gunship18330m/30 AUs1,750kph2090Massive373725Pilot, Co-Pilot, Gunner, Navigator30 Marines or eq. cargoFamedSpacecraft, Ceramite Armor, Reinforced Hull
Double Lascannon300m6d10+10E10S/-/-402FullFrontMay be operated by Pilot, Co-Pilot, Gunner, or Machine Spirit (BS40); if using Machine Spirit, Co-Pilot designates and rolls
Turbo-Laser750m4d10+30E20S/-/-5FrontBlast (8), Felling (2)Gunner-Operated
6 Hellstrike Missiles1000m4d10+6X10S/-/-1FrontBlast (1)Co-Pilot-Operated
2 Pairs of Twin-Linked Heavy Bolters150m2d10+10X6 -/-/102002FullFront/Left, Front/RightTearing, Twin-LinkedTwo separate weapon systems. Roll separately for each pair.
Storm Raven Gunship18330m/30 AUs3,000kph3535Enormous373737Pilot12 Marines (6 w/ Jump Pack), 1 Dreadnought or 12 tonnes of cargo by grappleDistinguishedSpacecraft, Ceramite Armor, Power of the Machine Spirit, Reinforced Hull
Twin-Linked Assault Cannon150m3d10+6I6 -/-/103003FullFrontTearing, Twin-Linked
Twin-Linked Heavy Bolter150m2d10+10X6 -/-/10400FrontTearing, Twin-Linked
4 Bloodstrike Missiles750m4d10+6X14S/-/-1Front
DW - Rites of Battle (Chaos)
Dreadclaw Drop Pod (Pre-Landing)189200 AUs12,000kph030Enormous242424None10 Space Marines in power armorDrop Pod Assault
Dreadclaw Drop Pod (Post-Landing)18920m150kph030Enormous242424None10 Space Marines in power armorSkimmer
DW - Rites of Battle (Tau)
Barracuda Fighter19230m/17 AUs1,400kph1030Enormous252520Air Caste PilotNoneSpacecraft
Ion Cannon500m4d10+5E7 -/3/-200FrontPilot-Operated
Twin-Linked Missile Pod200m3d10+10X6 -/2/-20FrontTwin-LinkedPilot-Operated
2 Burst Cannons60m2d10+2E4 -/-/10500Front/Left, Front/RightDrone-Operated (BS27)
Orca Dropship19430m/15 AUs1,400kph1080Enormous252520Air Caste Pilot, 2 Fire Caste Operators24 Fire Warriors, 8 Gun Drones, 1 Ethereal or eq. cargoSpacecraft
Turret-Mounted Missile Pod200m3d10+10X6 -/2/-20FrontPilot-Operated
Twin-Linked Long-Barrelled Burst Cannon120m2d10+2E4 -/-/10500AllTwin-LinkedPilot-Operated
Tiger Shark Fighter-Bomber19730m/14 AUs1,400kph1075Enormous252520Air Caste Pilot, Air Caste Co-Pilot14 Gun Drones or eq. cargoSpacecraft, Drone Racks, Escape Pod
Twin-Linked Ion Cannon500m4d10+5E7 -/3/-200FrontTwin-LinkedPilot-Operated
Twin-Linked Missile Pod200m3d10+10X6 -/2/-20FrontTwin-LinkedPilot-Operated
2 Burst Cannons60m2d10+2E4 -/-/10500Front/Left, Front/RightDrone-Operated (BS27-51)
Flyers
RT - Into the Storm
Chiropteran Scout18230m/16 AUs1,200kph1020Enormous202020Pilot, Co-Pilot (doubles as Augur-Op)NoneVery RareFlyer, Vectored Thrust Engines, Long Range Augur Array
RT - The Soul Reaver
Razorwing Jetfighter14040m/20AUs1750kph4025Enormous202020PilotNoneNear UniqueFlyer, Mastery of Gravity, Linked Pilot-Operated Weaponry
Splinter Rifles80m1d10+2R3S/3/55002FullFrontToxic, Twin-LinkedPilot-Operated
2 Dark Lances160m3d10+10X20S/-/-503FullFrontFelling, Proven(4)Pilot-Operated
Monoscythe Missiles250m3d10+5R4S/-/-1-FrontBlast (8)Pilot-OperatedCan not hit anything above or below the target. Always hits the Body location, unless user scores 2+ successes; then it hits the head.
Necrotoxin Missiles250m2d10R4S/-/-1-FrontBlast (8), Felling(1), Tearing, ToxicPilot-Operated
Shatterfield Missiles250m3d10I0S/-/-1-FrontBlast (8)Pilot-OperatedAll targets must test Toughness before rolling for damage. If they fail, they count as frozen for 1d5 Rounds and count their TB as 0 against Impact Damage.
DW - Rites of Battle (Chaos)
Chaos Harbinger Heavy Bomber18930m/13 AUs1,000kph0120Massive454530Pilot, 3 Gunners, BombardierNoneFlyer, Vectored Thrust Engines
3 Twin-Linked Autocannons300m4d10+5I4S/2/5200Front, Left, RightTwin-LinkedGunner-Operated
Bomb Rack, Bays30m3d10+10X6S/3/-100DownBlast (15)Bombardier-Operated
Chaos Hell Blade Fighter19030m/25 AUs2,000kph1520Enormous202020PilotNoneFlyer, Vectored Thrust Engines
2 Twin-Linked Autocannons300m4d10+5I4S/2/5200FrontTwin-LinkedPilot-Operated
Chaos Hell Talon Fighter-Bomber19030m/18 AUs1,700kph1040Enormous252520Pilot, Gunner, CommanderNoneFlyer, Vectored Thrust Engines
Autocannon300m4d10+5I4S/2/5200FrontGunner-Operated
Twin-Linked Lascannon300m6d10+10E10S/-/-30FrontTwin-LinkedGunner-Operated
Bomb Rack, Mount30m3d10+10X6S/-/-1DownBlast (15)Commander-Operated
DW - Rites of Battle (Tau)
Remora Stealth Drone Fighter19530m/25 AUs1,800kph3020Hulking252520Drone IntelligenceNoneFlyer, Anti-Grav Engines, Stealth Field Generator
Twin-Linked Long-Barrelled Burst Cannon120m2d10+2E4 -/-/10500FrontTwin-LinkedDrone-Operated (BS25)
2 Seeker Missiles, Marker25000m4d10+6X8S/-/-1FrontBlast (1)This version MUST have a target markerlighted before firing.
Networked Markerlight200m--S/-/-UnlmtdFrontSpecialDrone-Operated. Grants +10 to all BS tests to hit marked target (stacks with multiple markerlights), and gives seeker missiles an effective BS of 80.
OW - Final Testament
Ork Bommer144*2,300kph1525Enormous252525Ork FlyboyNone-Bommers are typically used for strafing runs, which means it can only be attacked (-20 penalty for anti-air weaponry, -50 for any other weapon) and/or attack targets every other round. The Bommer is considered destroyed if it takes any Critical Damage .
2 Fixed Supa Shootas120m2d10+5I2-/-/10500FrontInaccurate, Twin-Linked
*2 Turret-Mounted Big Shootas120m2d10+5I2-/-/10500AllInaccurate, Twin-LinkedThe Bommer may also have any of the following weapons, which can be manned by Grots.
*Rokkits300m3d10+8X7S/2/-*AllBlast (2), Concussive (3)
*2 Boom Bombs*3d10+5X3S/2/-2DownBlast (8), Concussive (2), Indirect
*2 Burna Bombs*2d10+7X6S/-/-2DownBlast (6), Flame, Indirect
OW - No Surrender
Heldrake14025m200kph1030Massive353018Daemonic Essence and Bound PilotNone-Daemon Engine, Daemonic Possession, Enhanced Motive Systems. See text for movement rules.
Claws-2d10+12R3---MeleeRazor Sharp
*Baleflamer50m2d10+15E8S/-/---AllFlame, Spray, Warp WeaponChoose one. Damage from the Flame quality is resisted by WP instead of Toughness, and the victim takes a -10 penalty on his WP test to act normally.
*Hades Autocannon200m3d10+10I6-/-/10--AllProven (2)Choose one.
Newly-Created Heldrake14020m160kph2030Enormous252214Daemonic EssenceNone-Daemon Engine, Daemonic Possession, Enhanced Motive Systems. See text for movement rules.
Claws-2d10+10R2-MeleeRazor Sharp
*Lesser Baleflamer30m1d10+12E6S/-/---AllFlame, Spray, Warp WeaponChoose one. Damage from the Flame quality is resisted by WP instead of Toughness, and the victim takes a -10 penalty on his WP test to act normally.
*Reaper Autocannon300m3d10+8I6S/4/---AllReliable, Twin-LinkedChoose one.
DH2 - Enemies Without
Aquila Lander541200m2200kph1025Immense242420Pilot10 passengersVery RareFlyer, Skimmer, Enclosed, Environmentally Sealed, Spacecraft*. Immune to the Melta special weapon quality.
*Hull-mounted Autocannon300m3d10+8I6S/3/-482FullFrontReliableChoose one.
*Hull-mounted Heavy Bolter150m1d10+8X5-/-/61202FullFrontTearingChoose one.
*Hull-mounted Multi-Laser150m2d10+10E2-/-/51002FullFrontReliableChoose one.
Arvus Lighter551000m1600kph-1525Massive222020Pilot10 passengers+cargo or 20 passengersRareFlyer, Enclosed, Environmentally Sealed, Rugged, Spacecraft*. Immune to the Melta special weapon quality.
Skimmers
RT - Into the Storm
Land Speeder18430m275kph1018Hulking151515Pilot, Co-PilotNone, or up to 5 or eq. cargoRareSkimmer, Open-Topped
None; may be modified to carry 1 Co-Pilot operated weapon weighing up to 40kg.
Venator Pattern Air Yacht18630m120kph-1025Massive152015Pilot, Co-Pilot, Tracker, 2 Gunners3 passengers, 6 beasts of Average sizeRareSkimmer, Open-Topped, Predator Auspex, Life Support (Venator)
Harpoon Gun120m1d10+5R8S/-/-12FullFrontSnare, TearingGunner-Operated
Net Launcher90m-0S/-/-12FullFront or RearSnare, FlexibleTracker-Operated
Tranq Gun130m*2S/-/-1FullFront or RearAccurateGunner-Operated. Functions like a dose of Tranq.
RT - The Soul Reaver
Raider13835m350kph2520Enormous181515Pilot, Gunner10Extremely RareSkimmer, Open-Topped, Precarious Mount
Dark Lance160m3d10+10X20S/-/-503FullFrontFelling, Proven(4)Gunner-Operated
Disintegrator Cannon150m1d10+12E12-/-/51503FullFrontGunner-Operated
Ravager13935m350kph2520Enormous242115Pilot, 3 GunnersNoneExtremely RareSkimmer, Open-Topped
Dark Lance160m3d10+10X20S/-/-503FullFrontFelling, Proven(4)Gunner-Operated
Disintegrator Cannon150m1d10+12E12-/-/51503FullFrontGunner-Operated
Venom13940m380kph3518Hulking181512Pilot5Very RareSkimmer, Open-Topped, Flickerfield, Precarious Mount
Splinter Rifles80m1d10+2R3S/3/55002FullFrontToxic, Twin-LinkedPilot-Operated
Splinter Cannon110m1d10+5R4-/-/103003FullFrontTearing, ToxicPassenger-Operated
Reaver Jetbike13950m400kph308Hulking151210PilotNoneRareSkimmer, Exposed, Bladevanes
Splinter Rifle80m1d10+2R3S/3/55002FullFrontToxicPilot-Operated
DW - Rites of Battle (Imperial)
Land Speeder17430m275kph2020Hulking181818Driver, GunnerNoneRespectedSkimmer, Open-Topped
Heavy Bolter150m2d10+10X6 -/-/101002FullFront/RightTearingGunner-Operated
Land Speeder Tornado17430m275kph2020Hulking181818Driver, GunnerNoneRespectedSkimmer, Open-Topped
Heavy Bolter150m2d10+10X6 -/-/101002FullFront/RightTearingGunner-Operated
Assault Cannon150m3d10+6I6 -/-/103003FullFrontTearingDriver-Operated
Land Speeder Tempest17530m275kph2030Hulking302121DriverNoneRespectedSkimmer
Assault Cannon150m3d10+6I6 -/-/103003FullFrontTearingDriver-Operated
Missile Launcher250m**S/-/-UnlmtdFront*Driver-Operated. May fire any missiles in Deathwatch.
Land Speeder Storm17530m275kph2020Hulking181818Driver, Gunner5 Scouts or 4 MarinesInitiateSkimmer, Open-Topped, Jamming Beacon
*Heavy Bolter150m2d10+10X6 -/-/101002FullFront/RightTearingChoose one. Gunner-Operated.
*Cerberus Launcher30m** -/3/-UnlmtdFrontSpecialChoose one. Driver-Operated; may fire Frag, Blind, or Stun grenades.
DW - Rites of Battle (Tau)
Devilfish Troop Carrier19310m50kph(75 max)1725Enormous282320Fire Caste Driver12 Fire Warriors or other Tau, 2 Drones on racksSkimmer, Decoy Launchers, Drones
Burst Cannon60m2d10+2E4 -/-/102000FrontDriver-Operated
Hammerhead Gunship19410m50kph(75 max)1735Enormous403224Fire Caste DriverNoneSkimmer, Reinforced Hull, Targeting Array
2 Burst Cannons60m2d10+2E4 -/-/10500FrontDriver-Operated
Turret-Mounted Railgun, AP500m3d10+30I15S/-/-305FullAllSame weapon as Railgun, Submunition
Turret-Mounted Railgun, Submunition500m2d10+5I5S/-/-305FullAllBlast (6)Same weapon as Railgun, AP
Piranha Scout Skimmer19518m120kph(160 max)2520Hulking221818Fire Caste Driver, Gunner2 Drones on external racksSkimmer, Open-Topped
Burst Cannon60m2d10+2E4 -/-/10500FrontDriver-Operated
2-4 Seeker Missiles2000m3d10+6X10S/-/-1FrontGunner-Operated. Grants +20 to all BS tests to fire; this version can be fired without a markerlight.
Sky Ray Missile Defense Gunship19610m50kph(75 max)1735Enormous403224Fire Caste Driver, GunnerNoneSkimmer, Reinforced Hull
2 Burst Cannons60m2d10+2E4 -/-/10500FrontDriver-Operated
2 Networked Markerlights200m--S/-/-UnlmtdFrontSpecialGunner-Operated. Grants +10 to all BS tests to hit marked target (stacks with multiple markerlights), and gives seeker missiles an effective BS of 80.
6 Turret-Mounted Seeker Missiles, Marker25000m4d10+6X8S/-/-1FrontBlast (1)This version MUST have a target markerlighted before firing.
Tetra Scout Speeder19630m275kph2020Enormous181818Pilot, Pathfinder Co-PilotNoneSkimmer, Open-Topped
Networked Markerlight200m--S/-/-UnlmtdFrontSpecialCo-Pilot-Operated. Grants +10 to all BS tests to hit marked target (stacks with multiple markerlights), and gives seeker missiles an effective BS of 80.
Twin-Linked Pulse Rifle150m2d10+2E4S/2/4100FullFrontGyro-StabilisedPilot-Operated
DW - The Outer Reach
Annihilation Barge13712m65kph2030Enormous282828Two operatorsNone-Skimmer, Open-Topped, Living Metal, Quantum Shielding
Twin-Linked Tesla Destructor100m3d10+5E2S/3/6--Front/SidesShocking, Twin-LinkedMay hit additional targets; see text for details.
*Tesla Cannon90m2d10+5E2S/3/---Front/SidesShockingChoose one.
*Gauss Cannon100m1d10+12E5S/4/6--Front/SidesGaussChoose one.
Catacomb Command Barge13825m245kph2530Enormous282828Two operatorsOne Necron Lord or Overlord-Skimmer, Open-Topped, Chariot of Ire, Living Metal, Quantum Shielding. A Necron may take any amount of damage as a Free Action to restore twice that amount of Structural Integrity to the vehicle.
*Tesla Cannon90m2d10+5E2S/3/---Front/SidesShockingChoose one.
*Gauss Cannon100m1d10+12E5S/4/6--Front/SidesGaussChoose one.
Doomsday Ark1398m50kph2035Enormous303030One operatorNone-Skimmer, Open-Topped, Living Metal, Quantum Shielding
Doomsday Cannon (stationary)300m6d10+8E12S/-/---FrontBlast (8), Concussive
Doomsday Cannon (moving)150m3d10+7E5S/-/---FrontBlast (5)Use this profile if the Doomsday Ark uses a Movement action in the turn it fires.
2 Gauss Flayer Arrays100m1d10+8E5S/4/8--Left/RightGauss, Storm
Ghost Ark14010m55kph2030Enormous282828Necron DriverTen Necrons-Skimmer, Open-Topped, Living Metal, Quantum Shielding, Repair Barge. The vehicle can be commanded to collect and repair fallen Necrons within 10m; see text for details.
2 arrays of 5 Gauss Flayers100m1d10+8E5S/4/8--Left/RightGauss, Storm
OW - Enemies of the Imperium
Ravager9321m130kph1536Enormous272720Pilot and 3 GunnersNone-Skimmer, Open-Topped, Enhanced Motive Systems. Anyone trying to make a ranged attack against a Ravager takes a -20 penalty.
*Sponson-Mounted Dark Lance200m4d10+7E5S/-/---Front/SidesLanceChoose 3 weapons in any combination.
*Sponson-Mounted Disintegrator200m2d10+6E9-/-/10--Front/Sides-Choose 3 weapons in any combination.
Tantalus9320m80kph1540Massive303020Pilot16 Dark Eldar-Skimmer, Open-Topped, Enhanced Motive Systems, Orbital Deployment. Anyone trying to make a ranged attack against a Tantalus takes a -20 penalty.
2 Fixed Pulse-Disintegrators200m2d10+6E9-/-/10--FrontStorm
Scythevanes-2d10+9E*9-MeleeUnwieldyUsed for Hit & Run attacks. No bonus damage due to Strength.
DH2 - Dark Heresy 2E
Hectin Autocarriage (Dawn variant)19015m70kph 1020Enormous15108Driver5UniqueSkimmer, Enclosed, Rugged, Gang Wheels
Ground Vehicles
RT - Into the Storm
Hephaestus Ore Seeker1845m40kph-3065Massive4550453 Drivers, Foreman, 6 Enginseers, 20 Miners20 additional crew, 750 tonnes of processed ore, 1 hangar capable of holding 1 Massive or 2 Hulking vehicles.Near UniqueGround Vehicle, Life Support (Hephaestus), Improvised Weapons, Reinforced Hull
Heavy Mining DrillMelee5d10R15---FrontTearing, Unwieldy
Mining Laser100m4d10+5E10S/-/-UnlmtdFrontInaccurate, Overheats, Recharge
Digging ArmsMelee2d10+10I4---FrontUnwieldy
Rhino APC18515m70kph025Enormous242420Driver, Gunner10 soldiers with gearRareGround Vehicle, Reinforced Hull, Reliable
Pintle-Mounted Storm Bolter90m1d10+5X4 -/-/6120FullAllStorm, TearingGunner-Operated
Scout Bike18518m90kph810Hulking161212Driver, GunnerPersonal gear in saddlebagsVery RareGround Vehicle, Open-Topped, Targeter Array
*Twin-Linked Boltguns90m1d10+5X4S/2/4483FullFrontTwin-LinkedChoose one. Driver-Operated.
*Automatic Grenade Launcher60m**S/2/-122FullFrontInaccurateChoose one. Driver-Operated.
Warbike18618m85kph108Hulking171210DriverNoneScarceGround Vehicle, Open-Topped, Kustom Bitz, Bullet Spray
Dakkagun75m1d10+6I2 -/-/71003FullFrontDriver-Operated
DW - Rites of Battle (Imperial)
Land Raider17215m70kph045Enormous505050Driver, Commander12 Space Marines or eq. cargoDistinguishedGround Vehicle, Power of the Machine Spirit, Command and Control, Reinforced Hull
Turret-Mounted Twin-Linked Heavy Bolter150m2d10+10X6 -/-/10400Front/SidesTearing, Twin-Linked
2 Sponson-Mounted Twin-Linked Lascannons300m6d10+10E10S/-/-30Front/SidesTwin-Linked
Land Raider Crusader17215m70kph045Enormous505050Driver, Commander16 Space Marines or eq. cargoDistinguishedGround Vehicle, Power of the Machine Spirit, Command and Control, Reinforced Hull
Turret-Mounted Twin-Linked Assault Cannon150m3d10+6I6 -/-/103003FullFront/SidesTearing, Twin-Linked
2 Sponson-Mounted Hurricane Bolters50m2d10+5X4 -/6/123003FullFront/SidesTearing, Twin-Linked
Frag Assault Launchers50m2d10X0 -/3/-UnlmtdFrontBlast (5)
Land Raider Helios17315m70kph045Enormous505050Driver, Commander6 Space Marines or eq. cargoDistinguishedGround Vehicle, Power of the Machine Spirit, Command and Control, Reinforced Hull
*Whirlwind (Castellan)300m2d10+5E4S/-/-102FullAllBlast (10), TearingChoose one. May set targets on fire like a Flame weapon.
*Whirlwind (Hyperios)500m4d10+15X8S/-/-102FullAllChoose one. +20 to all BS tests against airborne targets.
*Whirlwind (Vengeance)300m3d10+5X6S/-/-102FullAllBlast (10)Choose one.
2 Sponson-Mounted Twin-Linked Lascannons300m6d10+10E10S/-/-30Front/SidesTwin-Linked
Land Raider Prometheus17315m70kph045Enormous505050Driver, Commander12 Space Marines or eq. cargoDistinguishedGround Vehicle, Power of the Machine Spirit, Improved Command and Control, Reinforced Hull
2 Sponson-Mounted Twin-Linked Heavy Bolters150m2d10+10X6 -/-/10400Front/SidesTearing, Twin-Linked
Land Raider Redeemer17415m70kph045Enormous505050Driver, Commander16 Space Marines or eq. cargoDistinguishedGround Vehicle, Power of the Machine Spirit, Command and Control, Reinforced Hull
Turret-Mounted Twin-Linked Assault Cannon150m3d10+6I6 -/-/103003FullFront/SidesTearing, Twin-Linked
2 Sponson-Mounted Flamestorm Cannons40m3d10+6E9S/-/-2003FullFront/SidesFlame
Land Raider Terminus Ultra17415m70kph045Enormous505050Driver, CommanderNoneDistinguishedGround Vehicle, Power of the Machine Spirit, Command and Control, Reinforced Hull, Power Overload
3 Twin-Linked Lascannons300m6d10+10E10S/-/-30Front, Front/SidesTwin-Linked
2 Lascannons300m6d10+10E10S/-/-30Left/Right
Space Marine Bike17620m110kph1515Hulking181414DriverPersonal Gear onlyInitiateGround Vehicle, Exposed, Attack Bike
Twin-Linked Bolter100m2d10+5X5S/2/440FullFrontTearing, Twin-LinkedDriver-Operated
Predator Destructor17715m70kph045Enormous423120Driver, GunnerNoneDistinguishedGround Vehicle, Reinforced Hull
Turret-Mounted Autocannon300m4d10+5I4S/2/5200All
*2 Sponson-Mounted Heavy Bolters150m2d10+10X6 -/-/104002FullFront/SidesTearingChoose one.
*2 Sponson-Mounted Lascannons300m6d10+10E10S/-/-30Front/SidesChoose one.
Predator Annihilator17715m70kph045Enormous423120Driver, GunnerNoneDistinguishedGround Vehicle, Reinforced Hull
Turret-Mounted Twin-Linked Lascannon300m6d10+10E10S/-/-30AllTwin-Linked
2 Sponson-Mounted Heavy Bolters150m2d10+10X6 -/-/104002FullFront/SidesTearingChoose one.
2 Sponson-Mounted Lascannons300m6d10+10E10S/-/-30Front/SidesChoose one.
Rhino APC17815m70kph025Enormous313120Driver10 Space Marines with wargearRespectedGround Vehicle, Reinforced Hull, Reliable
Pintle-Mounted Storm Bolter100m2d10+5X5S/2/41002FullAllStorm, Tearing
Razorback APC17915m70kph025Enormous313120Driver6 Space Marines with wargearRespectedGround Vehicle, Reinforced Hull, Reliable
*Twin-Linked Lascannon300m6d10+10E10S/-/-404FullAllTwin-LinkedChoose one. Driver-Operated.
*Twin-Linked Heavy Bolter150m2d10+10X6 -/-/102002FullAllTearing, Twin-LinkedChoose one. Driver-Operated.
Damocles Command Rhino17915m70kph025Enormous313120Driver2 Marine Commanders or eq. cargoDistinguishedGround Vehicle, Reinforced Hull, Reliable, Improved Command and Control
Pintle-Mounted Storm Bolter100m2d10+5X5S/2/41002FullAllStorm, Tearing
Vindicator18415m70kph045Enormous423120Driver, GunnerNoneDistinguishedGround Vehicle, Reinforced Hull, Siege Shield
Demolisher Cannon50m4d10+20X10S/-/-200FrontBlast (10)Gunner-Operated
Whirlwind (Vengeance)18415m70kph025Enormous313120Driver, GunnerNoneDistinguishedGround Vehicle, Reinforced Hull
Turret-Mounted Whirlwind (Vengeance)300m3d10+5X6S/-/-102FullAllBlast (10)
Whirlwind (Castellan)18415m70kph025Enormous313120Driver, GunnerNoneDistinguishedGround Vehicle, Reinforced Hull
Turret-Mounted Whirlwind (Castellan)300m2d10+5E4S/-/-102FullAllBlast (10), TearingMay set targets on fire like a Flame weapon.
Whirlwind (Hyperios)18415m70kph025Enormous313120Driver, GunnerNoneDistinguishedGround Vehicle, Reinforced Hull
Turret-Mounted Whirlwind (Hyperios)500m4d10+15X8S/-/-102FullAll+20 to all BS tests against airborne targets.
DW - Rites of Battle (Chaos)
Land Raider18915m70kph045Enormous505050Driver, Commander12 Space Marines or eq. cargo-Ground Vehicle, Power of the Machine Spirit, Command and Control, Reinforced Hull
Turret-Mounted Twin-Linked Heavy Bolter150m2d10+10X6 -/-/10400Front/SidesTearing, Twin-Linked
2 Sponson-Mounted Twin-Linked Lascannons300m6d10+10E10S/-/-30Front/SidesTwin-Linked
Predator Destructor18915m70kph045Enormous423120Driver, GunnerNone-Ground Vehicle, Reinforced Hull
Turret-Mounted Autocannon300m4d10+5I4S/2/5200All
*2 Sponson-Mounted Heavy Bolters150m2d10+10X6 -/-/104002FullFront/SidesTearingChoose one.
*2 Sponson-Mounted Lascannons300m6d10+10E10S/-/-30Front/SidesChoose one.
Predator Annihilator18915m70kph045Enormous423120Driver, GunnerNone-Ground Vehicle, Reinforced Hull
Turret-Mounted Twin-Linked Lascannon300m6d10+10E10S/-/-30AllTwin-Linked
*2 Sponson-Mounted Heavy Bolters150m2d10+10X6 -/-/104002FullFront/SidesTearingChoose one.
*2 Sponson-Mounted Lascannons300m6d10+10E10S/-/-30Front/SidesChoose one.
Rhino APC18915m70kph025Enormous313120Driver10 Space Marines with wargear-Ground Vehicle, Reinforced Hull, Reliable
Pintle-Mounted Twin-Linked Bolter100m2d10+5X5S/2/440FullFrontTearing, Twin-LinkedDriver-Operated
Space Marine Bike18920m110kph1515Hulking181414DriverPersonal Gear only-Ground Vehicle, Exposed, Attack Bike
Twin-Linked Bolter100m2d10+5X5S/2/440FullFrontTearing, Twin-LinkedDriver-Operated
OW - Only War
Leman Russ Battle Tank21512m35kph-1055Massive403220Commander, Driver, Gunner, Loader/Gunner, 2 additional Gunners (optional)None-Tracked Vehicle, Enclosed, Reinforced Armour, Rugged
Turret-mounted Battle Cannon750m3d10+10X8S/-/-123FullAllBlast (10), Concussive (3), Reliable
*Hull-mounted Heavy Bolter150m1d10+8X5-/-/660FullFrontTearingChoose one weapon from each mount location.
*Hull-mounted Lascannon300m5d10+10E10S/-/-302FullFrontProven (3)
*Hull-mounted Heavy Flamer30m1d10+5E4S/-/-202FullFrontFlame, Spray
*2 Sponson-mounted Heavy Bolters150m1d10+8X5-/-/660FullLeft/RightTearing
*2 Sponson-mounted Heavy Flamers30m1d10+5E4S/-/-202FullLeft/RightFlame, Spray
*2 Sponson-mounted Plasma Cannons120m2d10+10E8S/-/-325FullLeft/RightBlast (1), Maximal, Overheats
*Pintle-mounted Heavy Stubber100m1d10+4I3-/-/8802FullAll-
*Pintle-mounted Storm Bolter90m1d10+5X4S/2/460FullAllStorm, Tearing
Leman Russ Demolisher21610m28kph-1560Massive403522Commander, Driver, Gunner, Loader/Gunner, 2 additional Gunners (optional)None-Tracked Vehicle, Enclosed, Reinforced Armour, Ponderous
Turret-mounted Demolisher Cannon50m4d10+20X10S/-/-2FullAllBlast (10), Concussive (3)
*Hull-mounted Heavy Bolter150m1d10+8X5-/-/660FullFrontTearingChoose one weapon from each mount location.
*Hull-mounted Lascannon300m5d10+10E10S/-/-302FullFrontProven (3)
*Hull-mounted Heavy Flamer30m1d10+5E4S/-/-202FullFrontFlame, Spray
*2 Sponson-mounted Heavy Bolters150m1d10+8X5-/-/660FullLeft/RightTearing
*2 Sponson-mounted Heavy Flamers30m1d10+5E4S/-/-202FullLeft/RightFlame, Spray
*2 Sponson-mounted Plasma Cannons120m2d10+10E8S/-/-325FullLeft/RightBlast (1), Maximal, Overheats
*2 Sponson-mounted Multi-meltas60m2d10+16E12S/-/-24FullLeft/RightBlast (1), Melta
*Pintle-mounted Heavy Stubber100m1d10+4I3-/-/8802FullAll-
*Pintle-mounted Storm Bolter90m1d10+5X4S/2/460FullAllStorm, Tearing
Leman Russ Vanquisher21612m35kph-1055Massive403220Commander, Driver, Gunner, Loader/Gunner, 2 additional Gunners (optional)None-Tracked Vehicle, Enclosed, Command and Control, Reinforced Armour
Turret-mounted Vanquisher Cannon900m3d10+5X16S/-/-62FullAllAccurate
*Hull-mounted Heavy Bolter150m1d10+8X5-/-/660FullFrontTearingChoose one weapon from each mount location.
*Hull-mounted Lascannon300m5d10+10E10S/-/-302FullFrontProven (3)
*Hull-mounted Heavy Flamer30m1d10+5E4S/-/-202FullFrontFlame, Spray
*2 Sponson-mounted Heavy Bolters150m1d10+8X5-/-/660FullLeft/RightTearing
*2 Sponson-mounted Heavy Flamers30m1d10+5E4S/-/-202FullLeft/RightFlame, Spray
*2 Sponson-mounted Plasma Cannons120m2d10+10E8S/-/-325FullLeft/RightBlast (1), Maximal, Overheats
*Pintle-mounted Heavy Stubber100m1d10+4I3-/-/8802FullAll-
*Pintle-mounted Storm Bolter90m1d10+5X4S/2/460FullAllStorm, Tearing
Co-Axial Storm Bolter90m1d10+5X4S/2/460FullAllStorm, TearingIncluded in Gryphonne-pattern and Stygies-pattern Vanquishers.
Chimera Armoured Transport21715m70kph035Massive302216Commander, Driver, Gunner12 Imperial Guardsmen plus wargear-Tracked Vehicle, Enclosed, Amphibious, Rugged. Usually has 3 firing ports per side, and may have the Command and Control Trait.
*Turret-mounted Multi-laser150m2d10+10E2-/-/51002FullAllReliableChoose one weapon from each mount location.
*Turret-mounted Heavy Bolter150m1d10+8X5-/-/660FullAllTearing
*Turret-mounted Heavy Flamer30m1d10+5E4S/-/-202FullAllFlame, Spray
*Turret-mounted Autocannon300m3d10+8I6S/3/-402FullAllReliable
*Hull-mounted Heavy Bolter150m1d10+8X5-/-/660FullFrontTearing
*Hull-mounted Heavy Flamer30m1d10+5E4S/-/-202FullFrontFlame, Spray
*Pintle-mounted Heavy Stubber100m1d10+4I3-/-/8802FullAll-
*Pintle-mounted Storm Bolter90m1d10+5X4S/2/460FullAllStorm, Tearing
Basilisk21812m35kph-540Massive301816Commander, Driver, Gunner, LoaderNone-Tracked Vehicle. May be Open-Topped or Enclosed (depending on variant).
Earthshaker Cannon3,500m4d10+10X8S/-/-1FullAllBlast (20), Concussive (3), Indirect (5)The Indirect quality can be removed or re-added as a Full Action.
*Hull-mounted Heavy Bolter150m1d10+8X5-/-/660FullFrontTearingChoose one weapon from each mount location.
*Hull-mounted Heavy Flamer30m1d10+5E4S/-/-202FullFrontFlame, Spray
*Pintle-mounted Heavy Stubber100m1d10+4I3-/-/8802FullAll-
*Pintle-mounted Storm Bolter90m1d10+5X4S/2/460FullAllStorm, Tearing
Hellhound Flame Tank21818m70kph1030Massive302818Commander, Driver, GunnerNone-Tracked Vehicle, Enclosed, Enhanced Motive Systems, Extremely Volatile, Reinforced Armour. Loses the Extremely Volatile trait when the Inferno Cannon runs out of ammo.
Turret-Mounted Inferno Cannon50m2d10+15E8S/-/-100-AllFlame, Spray
*Hull-Mounted Heavy Bolter150m1d10+8X5-/-/660FullFrontTearing
*Hull-Mounted Heavy Flamer30m1d10+5E4S/-/-202FullFrontFlame, Spray
*Pintle-Mounted Heavy Stubber100m1d10+4I3-/-/8802FullAll-
*Pintle-Mounted Storm Bolter90m1d10+5X4S/2/460FullAllStorm, Tearing
Baneblade2198m25kph-30120Monumental453830Commander, Driver, 5 Gunners, 2 Loaders. May have a dedicated comms-operator and/or Enginseer.None-Tracked Vehicle, Enclosed, Command and Control, Damage Control, Ponderous, Reinforced Armour, Super-Heavy. See text for weapon details and optional traits.
Turret-Mounted Baneblade Cannon750m3d10+15X10S/-/-123FullAllBlast (12), Concussive (3), Reliable
Coaxial-Mounted M34 Autocannon300m3d10+8I6S/3/-202FullAllOgryn-Proof, Reliable
Hull-Mounted Demolisher Cannon50m4d10+20X10S/-/-2FullFrontBlast (10), Concussive (3)
Turret-Mounted Heavy Bolter150m1d10+8X5-/-/660FullAllTearing, Twin-Linked
2 Sponson-Mounted Heavy Bolters150m1d10+8X5-/-/660FullLeft/RightTearing, Twin-Linked
2 Turret-Mounted Lascannons300m5d10+10E10S/-/-302FullAllProven (3)
*Pintle-Mounted Heavy Stubber100m1d10+4I3-/-/8802FullAll-Choose one.
*Pintle-Mounted Storm Bolter90m1d10+5X4S/2/460FullAllStorm, TearingChoose one.
OW - Final Testament
Scutum-Pattern Bunker138---85Massive404032Watch Commander, 4 Soldiers15 soldiers-Immobile, Enclosed, Reinforced Armour
Pintle-Mounted Autocannon300m3d10+8I6S/3/-202FullFront/SidesOgryn-Proof, Reliable
Pintle-Mounted Heavy Bolter150m1d10+8X5-/-/660FullFront/SidesTearing
Customised Tauros Assault Vehicle13925m90kph2020Enormous201816Driver, Gunner3 passengers-Wheeled Vehicle, Open-Topped, Enhanced Motive Systems, Rugged. Ignores all critical effects to the Motive Systems until it takes 6 Critical Damage.
Turret-Mounted Heavy Bolter150m1d10+8X5-/-/660FullAllTearing
Synford-Pattern “Firebomb” Promethium Transport13916m70kph025Enormous252520Driver2 passengers inside; others can ride on the fuel tank's ladder-Wheeled Vehicle, Extremely Volatile, Rugged. The vehicle may explode violently (6d10E Pen 0; Blast (5), Concussive (3), Flame) if the Turret location takes at least 12 Explosive/Energy damage or catches fire.
OW - No Surrender
Devil Dog13418m70kph1030Massive302818Commander, Driver, GunnerNone-Tracked Vehicle, Enclosed, Enhanced Motive Systems, Reinforced Armour
Turret-Mounted Melta Cannon75m2d10+18E12S/-/-202FullAllBlast (6), MeltaChoose one weapon from each mount location.
*Hull-Mounted Multi-Melta60m2d10+16E12S/-/-12FullFrontBlast (1), Melta)
*Hull-Mounted Heavy Flamer30m1d10+5E4S/-/-202FullFrontFlame, Spray
*Pintle-Mounted Heavy Stubber100m1d10+4I3-/-/8802FullAll-
*Pintle-Mounted Storm Bolter90m1d10+5X4S/2/460FullAllStorm, Tearing.
Stormlord1359m30kph-30120Monumental453830Commander, Driver, 5 Gunners40 soldiers-Tracked Vehicle, Enclosed, Command and Control, Damage Control, Ponderous, Reinforced Armour, Super-Heavy
Hull-Mounted Vulcan Mega-Bolter500m3d10+5X6-/-/203000-FrontStorm, TearingThe driver can make a +10 Tech-Use test as a Full Action to add an additional 2 hits per Degree of Success.
Hull-Mounted Twin-Linked Heavy Bolters150m1d10+8X5-/-/6200FullFrontTearing, Twin-Linked
2 Turret-Mounted Lascannons300m5d10+10E10S/-/-802FullAllProven (3)
L/R Sponson-Mounted Heavy Flamers30m1d10+5E4S/-/-802FullFront/SidesFlame, Spray, Twin-Linked
L/R Passenger-Fired Heavy Stubbers100m1d10+4I3-/-/82002FullLeft/Right-
*Pintle-Mounted Heavy Stubber100m1d10+4I3-/-/8802FullAll-Choose one.
*Storm Bolter90m1d10+5X4S/2/460FullAllStorm, TearingChoose one.
OW - Shield of Humanity
Leman Russ Exterminator13414m40kph-1055Massive403220Commander, Driver, Gunner, Loader/Gunner, 2 additional Gunners (optional)None-Tracked Vehicle, Enclosed, Anti-Air (Rudimentary), Reinforced Armour, Rugged. Also available in Gryphonne IV pattern (42 Armour against turret hits, no penalties for firing while moving).
Turret-Mounted Exterminator Cannon500m3d10+8I6S/6/-1202FullAllReliable, Twin-Linked
*Hull-Mounted Heavy Bolter150m1d10+8X5-/-/660FullFrontTearingChoose one weapon from each mount location.
*Hull-Mounted Lascannon?5d10+10E10S/-/-302FullFrontProven (3)
*Hull-Mounted Heavy Flamer30m1d10+5E4S/-/-202FullFrontFlame, Spray
*2 Sponson-Mounted Heavy Bolters150m1d10+8X5-/- /660FullLeft/RightTearing
*2 Sponson-Mounted Heavy Flamers30m1d10+5E4S/-/-202FullLeft/RightFlame, Spray
*2 Sponson-Mounted Plasma Cannons120m2d10+10E8S/-/-325FullLeft/RightBlast (1), Maximal, Overheat
*Pintle-Mounted Heavy Stubber100m1d10+4I3-/-/8752FullAll-
*Pintle-Mounted Storm Bolter90m1d10+5X4S/2/460FullAllStorm, Tearing
Leman Russ Executioner13512m35kph-1055Massive403220Commander, Driver, Gunner, Loader/Gunner, 2 additional Gunners (optional)None-Tracked Vehicle, Enclosed, Extremely Volatile, Reinforced Armour
Turret-Mounted Plasma Destroyer180m2d10+12E9S/3/-505FullAllBlast (2), Maximal, Overheat
*Hull-Mounted Heavy Bolter150m1d10+8X5-/-/660FullFrontTearingChoose one weapon from each mount location.
*Hull-Mounted Lascannon300m5d10+10E10S/-/-302FullFrontProven (3)
*Hull-Mounted Heavy Flamer30m1d10+5E4S/-/-202FullFrontFlame, Spray
*Hull-Mounted Plasma Cannon120m2d10+10E8S/-/-325FullFrontBlast (1), Maximal, Overheat
*2 Sponson-Mounted Heavy Bolters150m1d10+8X5-/-/660FullLeft/RightTearing
*2 Sponson-Mounted Heavy Flamers30m1d10+5E4S/-/-202FullLeft/RightFlame, Spray
*2 Sponson-Mounted Plasma Cannons120m2d10+10E8S/-/-325FullLeft/RightBlast (1), Maximal, Overheat
*Pintle-Mounted Heavy Stubber100m1d10+4I3-/-/8752FullAll-
*Pintle-Mounted Storm Bolter90m1d10+5X4S/2/460FullAllStorm, Tearing
Hydra Flak Tank13615m50kph040Massive301816Commander, Driver, Comms-Operator, gunner, LoaderNone-Tracked Vehicle, Enclosed, Anti-Air (Advanced)
2 Turret-Mounted Hydra Autocannons1500m3d10+8I6S/-/62004FullAllReliable, Tearing, Twin-LinkedWhenever this weapon hits an aircraft, it gains the benefit of a Half Action Aim (+10 BS) as long as it continues firing at that target.
*Hull-Mounted Heavy Bolter150m1d10+8X5-/-/660FullFrontTearingChoose one weapon from each mount location.
*Hull-Mounted Heavy Flamer30m1d10+5E4S/-/-202FullFrontFlame, Spray
*Pintle-Mounted Heavy Stubber100m1d10+4I3-/-/8752FullAll-
*Pintle-Mounted Storm Bolter90m1d10+5X4S/2/460FullAllStorm, Tearing
Manticore Rocket Battery13716m60kph040Massive301816Commander, Driver, Gunner, LoaderNone-Tracked Vehicle, Enclosed. If armed with Sky Eagle Rockets, the vehicle also gains the Anti-Air (Advanced) trait.
Turret Mounted Multiple-Rocket Launcher4000m**S/2/44*AllIndirect (4), *All 4 rockets must be the same type. Loading or unloading the weapon requires a support vehicle and takes 3 minutes per rocket.
*Hull-Mounted Heavy Bolter150m1d10+8X5-/-/660FullFrontTearing
*Hull-Mounted Heavy Flamer30m1d10+5E4S/-/-202FullFrontFlame, Spray
*Pintle-Mounted Heavy Stubber100m1d10+4I3-/-/8752FullAll-
*Pintle-Mounted Storm Bolter90m1d10+5X4S/2/460FullAllStorm, Tearing
Griffon Heavy Mortar13715m70kph040Massive301816Commander, Driver, Gunner, LoaderNone-Tracked Vehicle, Open-Topped
Griffon Heavy Mortar300m**S/-/-1HalfAllIndirect (3), Reliable, *
*Hull-Mounted Heavy Bolter150m1d10+8X5-/-/660FullFrontTearingChoose one weapon from each mount location.
*Hull-Mounted Heavy Flamer30m1d10+5E4S/-/-202FullFrontFlame, Spray
*Pintle-Mounted Heavy Stubber100m1d10+4I3-/-/8752FullAll-
*Pintle-Mounted Storm Bolter90m1d10+5X4S/2/460FullAllStorm, Tearing
Hades Breaching Drill13810m25kph-1520Enormous301616DriverNone-Tracked Vehicle, Open-Topped, Burrower (6)*, Ponderous, Reinforced Armour
Fixed Rotary Power Cutters/Melta-CutterMelee3d10+20R16---FrontConcussive (2), Felling (4), Tearing, UnwieldyThis weapon is used as part of a Ram action, dealing the listed damage to its target and no damage to the equipped vehicle. Any target attacked from below is considered Surprised.
Bane Wolf Chem Tank13818m70kph1030Massive302818Commander, Driver, GunnerNone-Tracked Vehicle, Enclosed, Enhanced Motive Systems, Extremely Volatile, Reinforced Armour. If the vehicle explodes, it leaves behind a cloud of highly toxic gas instead of the standard burst of flame.
Turret-Mounted Chem Cannon40m2d10+5E9S/-/-100FullAllCrippling (2), Felling (2), Spray, Toxic (4)
*Hull-Mounted Heavy Bolter150m1d10+8X5-/-/660FullFrontTearingChoose one weapon from each mount location.
*Hull-Mounted Heavy Flamer30m1d10+5E4S/-/-202FullFrontFlame, Spray
*Pintle-Mounted Heavy Stubber100m1d10+4I3-/-/8752FullAll-
*Pintle-Mounted Storm Bolter90m1d10+5X4S/2/460FullAllStorm, Tearing
Salamander Reconnaissance Vehicle13920m100kph1035Massive301816Commander, Driver, Comms-Operator, GunnerNone-Tracked Vehicle, Open-Topped, Amphibious, Enhanced Motive Systems
Fixed Autocannon300m3d10+8I6S/3/-2002FullFrontOgryn-Proof, Reliable
*Hull-Mounted Heavy Bolter150m1d10+8X5-/-/660FullFrontTearingChoose one.
*Hull-Mounted Heavy Flamer30m1d10+5E4S/-/-202FullFrontFlame, SprayChoose one.
Salamander Command Vehicle14015m70kph035Massive301816Commander, Driver, Comms-Operator, GunnerNone-Tracked Vehicle, Open-Topped, Amphibious, Improved Command and Control. Comes with a surveyor (basically an Auspex, except as follows: +30 Awareness, +10 Tech-Use to detect special readings, 500m range, blocked by walls 1m thick).
*Fixed Heavy Bolter150m1d10+8X5-/-/660FullFrontTearingChoose one weapon from each mount location.
*Fixed Heavy Flamer30m1d10+5E4S/-/-202FullFrontFlame, Spray
*Hull-Mounted Heavy Bolter150m1d10+8X5-/-/660FullFrontTearing
*Hull-Mounted Heavy Flamer30m1d10+5E4S/-/-202FullFrontFlame, Spray
*Pintle-Mounted Heavy Stubber100m1d10+4I3-/-/8752FullAll-
*Pintle-Mounted Storm Bolter90m1d10+5X4S/2/460FullAllStorm, Tearing
Tauros Assault Vehicle14020m120kph1520Enormous161414Driver, GunnerNone-Wheeled Vehicle, Open-Topped, Enhanced Motive Systems, Rugged. Counts as a Tracked Vehicle for difficult terrain tests and Critical Damage penalties.
*Pintle-Mounted Heavy Flamer30m1d10+5E4S/-/-202FullAllFlame, SprayChoose one.
*Pintle-Mounted Tauros Grenade Launcher90m**S/2/-202FullAll*Choose one.
Tauros Venator14120m110kph1025Enormous181515Driver, GunnerNone-Wheeled Vehicle, Open-Topped, Enhanced Motive Systems, Rugged. Counts as a Tracked Vehicle for difficult terrain tests and Critical Damage penalties.
*Turret-Mounted Twin-Linked Multi-Lasers150m2d10+10E2-/-/54002FullAllReliable, Twin-LinkedChoose one.
*Turret-Mounted Twin-Linked Lascannons300m5d10+10E10S/-/-302FullAllProven (3)Choose one.
2 Fixed Hunter-Killer Missiles350m3d10+6X6S/-/-1-Front-
Atlas Recovery Vehicle14114m40kph-1035Massive281816Commander, Driver, OperatorNone-Tracked Vehicle, Enclosed, Rugged. The Atlas can be used to tow other vehicles at half its normal speed or lift a vehicle into position for repairs (reducing Repair difficulty by one step). See text for details.
*Hull-Mounted Heavy Bolter150m1d10+8X5-/-/660FullFrontTearingChoose one weapon from each mount location.
*Hull-Mounted Heavy Flamer30m1d10+5E4S/-/-202FullFrontFlame, Spray
*Pintle-Mounted Heavy Stubber100m1d10+4I3-/-/8752FullAll-
*Pintle-Mounted Storm Bolter90m1d10+5X4S/2/460FullAllStorm, Tearing
Centaur Carrier14220m110kph1025Enormous251612Driver, Gunner5 Imperial Guardsmen plus wargear-Tracked Vehicle, Open-Topped, Enhanced Motive Systems, Rugged
Pintle-Mounted Heavy Stubber100m1d10+4I3-/-/8752FullAll-
Fixed Modular Weapon Mount******Front*A passenger with a heavy stubber, heavy flamer or grenade launcher can attach it to this mount. Attached weapons always count as Braced.
Cyclops Demolition Vehicle14212m42kph-1010Average10108NoneNone-Tracked Vehicle, Enclosed, Extremely Volatile, Ponderous. The Cyclops is operated remotely from up to 200m away, and its operator must be trained in Tech-Use. The vehicle takes as much space in a transport as 5 Guardsmen.
Cyclops Demolition Charge-4d10+10X8---AllBlast (1d10+10), Concussive (5)The demolition charge automatically triggers if the Cyclops would explode (or if anyone hits the vehicle and triggers Righteous Fury).
Sabre Gun Platform143---14Hulking12108GunnerNone-Immobile, Anti-Air (Rudimentary), Open-Topped, Rugged. All weapon options are Turret-Mounted.
*Twin-Linked Heavy Bolter150m1d10+8X5-/-/6240FullAllTearing, Twin-LinkedChoose one.
*2 Twin-Linked Heavy Stubbers100m 1d10+4I3-/-/83002FullAllTwin-LinkedChoose one. Both stubbers must be aimed at the same target and fired with the same action.
*Twin-Linked Lascannon300m5d10+10E10S/-/-802FullAllProven (3), Twin-LinkedChoose one.
*Twin-Linked Autocannon300m3d10+8I6S/3/-1202FullAllOgryn-Proof, Reliable, Twin-LinkedChoose one.
Tarantula Sentry Gun (Metalica-Pattern)143---12Hulking121010Automated Logis Engine (BS 35, Agi 40, Per 35; Awareness (Per) +10)None-Immobile, Enclosed, Sentry. All weapon options are Turret-Mounted, and include a Preysense Sight and Targeter.
*Twin-Linked Heavy Bolter150m1d10+8X5-/-/6600FullAllTearing, Twin-LinkedChoose one.
*Twin-Linked Lascannon300m5d10+10E10S/-/-1002FullAllProven (3), Twin-LinkedChoose one.
Tarantula Sentry Gun (Hadd-Pattern)143---12Hulking121010NoneNone-Immobile, Enclosed. The Hadd-Pattern Tarantula (exclusive to the Calixis Sector) is operated remotely from up to 200m away, and its operator must be trained in Tech-Use. All weapon options are Turret-Mounted.
*Twin-Linked Heavy Bolter150m1d10+8X5-/-/6600FullAllTearing, Twin-LinkedChoose one.
*Twin-Linked Lascannon300m5d10+10E10S/-/-1002FullAllProven (3), Twin-LinkedChoose one.
*Twin-Linked Multi-Lasers150m1d10+10E2-/-/51202FullAllReliable, Twin-LinkedChoose one.
*Twin-Linked Plasma Cannons120m2d10+10E8S/-/-485FullAllBlast (1), Maximal, Overheat, Twin-LinkedChoose one.
*Twin-Linked Multi-Meltas60m2d10+16E12S/-/-24FullAllBlast (1), Melta, Twin-LinkedChoose one.
Shadowsword1448m25kph-30120Monumental484030Commander, Driver, 4 gunners. Often has a dedicated comms-operator and/or Enginseer.None-Tracked Vehicle, Enclosed, Command and Control, Damage Control, Ponderous, Reinforced Armour, Super-Heavy. See text for weapon details and optional traits.
Fixed Volcano Cannon3000m10d10+20E20S/-/---FrontBlast (8), Felling (6), Overheats, RechargeAny target of Size (5) or lower is instantly incinerated. The Shadowsword can't move in the same turn this weapon fires or while it recharges.
Fixed Heavy Bolter150m1d10+8X5-/-/660FullFrontTearing, Twin-Linked
2 Sponson-Mounted Heavy Bolters150m1d10+8X5-/-/660FullLeft/RightTearing, Twin-Linked
2 Turret-Mounted Lascannons300m5d10+10E10S/-/-302FullAllProven (3)
*Pintle-Mounted Heavy Stubber100m1d10+4I3-/-/8752FullAll-Choose one.
*Pintle-Mounted Storm Bolter90m1d10+5X4S/2/460FullAllStorm, TearingChoose one.
DH2 - Dark Heresy 2E
Hectin Autocarriage19015m70kph 1020Enormous15108Driver5 passengersRareWheeled Vehicle, Enclosed, Rugged, Gang Wheels
Veloxic Bike19035m90kph2010Hulking888Driver1 passengerAverageWheeled Vehicle, Bike. -10 Manoeuvrability with a passenger.
Veloxic Bike (armed)19035m90kph2010Hulking888Driver1 passengerScarceWheeled Vehicle, Bike. -10 Manoeuvrability with a passenger.
Autogun100m1d10+3I0S/3/-30FullFront-
Chimera Armoured Transport19115m70kph035Massive302216Commander (Turret), Driver, Gunner (Hull Weapon)12 passengersExtremely RareTracked Vehicle, Enclosed, Amphibious, Rugged. Usually has 3 firing ports per side, which can be replaced with mounted lasguns.
*Turret-mounted Multi-laser150m2d10+10E2-/-/51002FullAllReliableChoose one weapon from each mount location.
*Turret-mounted Heavy Bolter150m1d10+8X5-/-/660FullAllTearing
*Turret-mounted Heavy Flamer30m1d10+5E4S/-/-202FullAllFlame, Spray
*Turret-mounted Autocannon300m3d10+8I6S/3/-402FullAllReliable
*Hull-mounted Heavy Bolter150m1d10+8X5-/-/660FullFrontTearing
*Hull-mounted Heavy Flamer90m1d10+5E4S/-/-202FullFrontFlame, Spray
*Pintle-mounted Heavy Stubber100m1d10+4I3-/-/8802FullAll-
*Pintle-mounted Storm Bolter30m1d10+5X4S/2/460FullAllStorm, Tearing
*Side-mounted Lasgun100m1d10 + 3E0S/3/-60FullLeft/RightReliableOptional; replaces firing slits.
DH2 - Forgotten Gods
Taurox4615m70kph030Massive252014Commander (Turret), Driver, Gunner10 passengersExtremely RareTracked Vehicle, Enclosed, Rugged. Difficult terrain penalties are reduced by up to -15.
Twin-Linked Autocannon300m3d10+8I6S/3/-402FullFront*ReliableCan be mounted on the hull or turret.
*Pintle-mounted Storm Bolter90m1d10+5X4S/2/460FullAllStorm, TearingChoose one.
*Pintle-mounted Heavy Stubber100m1d10+4I3-/-/8802FullAll-Choose one.
DH2 - Enemies Within
Adepta Sororitas Immolator5015m70kph030Massive282618Crew: Driver, Gunner (Turret)6 passengersNear UniqueTracked Vehicle, Enclosed, Reinforced Armour, Rugged. Can be upgraded with Blessed Hull (protects against Warp-based attacks, Rare) and/or Laud Haler (allies within 30m can reroll failed WP tests, Rare).
*Turret-mounted Twin Heavy Flamer30m1d10+5E4S/-/-202FullAllTwin-Linked, Flame, SprayChoose one.
*Turret-mounted Twin Heavy Bolter150m1d10+8X5-/-/61202FullAllTwin-Linked, TearingChoose one.
*Turret-mounted Twin Multi-Melta60m2d10+16E12S/-/-242FullAllTwin-Linked, Blast (1), MeltaChoose one.
Pintle-mounted Storm Bolter90m1d10+5X4S/2/460FullAllStorm, Tearing
Adepta Sororitas Rhino5015m70kph030Massive252216Crew: Driver10 passengersExtremely RareTracked Vehicle, Enclosed, Reinforced Armour, Rugged. Can be upgraded with Blessed Hull (protects against Warp-based attacks, Rare) and/or Laud Haler (allies within 30m can reroll failed WP tests, Rare).
Pintle-mounted Storm Bolter90m1d10+5X4S/2/460FullAllStorm, Tearing
Repressor Armoured Transport5112m55kph-1032Massive282618Crew: Driver, Gunner (Turret)10 passengersVery RareTracked Vehicle, Enclosed, Reinforced Armour, Rugged. Includes built-in dozer blade, has 3 firing slits on each side, and can be upgraded with Blessed Hull/Laud Haler (see Immolator profile).
*Turret-mounted Storm Bolter90m1d10+5X4S/2/460FullFront/LeftStorm, TearingChoose this or Water Cannon+Riot Grenade Launcher.
*Turret-mounted Water Cannon50m2d10I0S/-/-202FullFront/LeftConcussive (3), Primitive (5), Reliable, SprayArbites only. Includes Riot Grenade Launcher.
*Turret-mounted Riot Grenade Launcher100m**S/3/-302FullFront/Left*Arbites only. Comes with 1 clip each of Choke, Stun, and Smoke grenades.
Pintle-mounted Storm Bolter90m1d10+5X4S/2/460FullAllStorm, Tearing
Pintle-mounted Heavy Flamer30m1d10+5E4S/-/-102FullAllFlame, SpraySororitas only. Replaces Storm Bolter.
Van Cleef’s Wader516m30kph-1015Massive888Crew: Driver6 passengersAverageWheeled Vehicle, Enclosed, Amphibious, Rugged. Add +30 on tests to extinguish fires.
2 Pintle-mounted Spore Flamers30m1d10+4E2S/-/-182FullLeft/RightFlame, Spray
DH2 - Enemies Without
Aelurus Heavy Trike5418m80kph012Enormous121210Driver2 passengersAverageWheeled Vehicle, Bike, Rugged. Passenger seats can be replaced with 200kg of cargo.
Pintle-mounted Twin Autoguns100m1d10+3I0S/3/101502FullAllTwin-LinkedOptional.
Wildcat Transport Buggy5715m120kph1515Enormous181515Driver, GunnerNoneRareWheeled Vehicle, Open-Topped, Enhanced Motive Systems, Speed Booster. May have Shielded Cargo option (-30 penalty on tests to scan cargo, Availability changes to Very Rare).
Hull-mounted Autogun100m1d10+3I0S/3/1060FullFront-
*Pintle-mounted Heavy Stubber100m1d10+4I3-/-/8802FullAll-Choose one.
*Pintle-mounted Flechette Cannon60m1d10+2R2S/2/-303FullAllCrippling (2), TearingChoose one.
Walkers
RT - Into the Storm
Sentinel Walker1858m45kph1016Hulking202020DriverNone/1 M. Tonne with LifterAverageWalker, Open-Topped
*Multi-Laser250m3d10+3E4 -/-/101003FullFrontChoose one. Driver-Operated.
*Autocannon300m4d10+5I4S/2/5602FullFrontChoose one. Driver-Operated.
*PowerlifterMelee2d10+10I2---FrontUnwieldyChoose one. Driver-Operated.
DW - Rites of Battle (Imperial)
Space Marine Dreadnought1807m10kph-35Enormous373720Space Marine HeroNoneFamedWalker, Dreadnought, Combat Walker, Reinforced Hull
*Dreadnought Close Combat WeaponMelee2d10+24E6--Front/SidesPower FieldChoose two. Damage includes Strength Bonus; comes with either Storm Bolter or Heavy Flamer (see below).
Storm Bolter100m2d10+5X5S/2/4200Front/SidesStorm, TearingCan be attached to Dreadnought Close Combat Weapon.
Heavy Flamer30m2d10+6E6S/-/-20Front/SidesFlameCan be attached to Dreadnought Close Combat Weapon.
*Twin-Linked Heavy Bolter150m2d10+10X6 -/-/10400Front/SidesTearing, Twin-LinkedChoose two.
*Twin-Linked Autocannon300m4d10+5I4S/2/5200Front/SidesTwin-LinkedChoose two.
*Twin-Linked Lascannon300m6d10+10E10S/-/-30Front/SidesTwin-LinkedChoose two.
*Plasma Cannon150m2d10+11E10S/-/-30Front/SidesBlast (1), Maximal*Choose two.
*Assault Cannon150m3d10+6I6 -/-/10400Front/SidesTearingChoose two.
*Missile Launcher250m**S/-/-UnlmtdFront/Sides*Choose two. May fire any missiles found in Deathwatch
*Multi-Melta60m4d10+6E13S/-/-30Front/SidesBlast (1)Choose two.
Ironclad Dreadnought1828m10kph-35Enormous433620Space Marine HeroNoneFamedWalker, Dreadnought, Combat Walker, Frag Assault Launchers, Reinforced Hull
Seismic HammerMelee2d10+25I5--Front/SidesUnwieldyDamage includes Strength Bonus. Does an additional 2d10 damage to structures; comes with either Heavy Flamer or Meltagun (see below).
Meltagun20m2d10+8E13S/-/-5Front/Sides-For Seismic Hammer
Dreadnought Close Combat WeaponMelee2d10+24E6--Front/SidesPower FieldIncludes Strength Bonus; comes with Storm Bolter or Heavy Flamer; Must choose between this, Dreadnought Close Combat Weapon, or Dreadnought Chainfist for right arm.
Dreadnought ChainfistMelee2d10+22R8--Front/SidesTearingIncludes Strength Bonus; comes with Storm Bolter or Heavy Flamer; Must choose between this, Dreadnought Close Combat Weapon, or Dreadnought Chainfist for right arm.
Storm Bolter100m2d10+5X5S/2/4200Front/SidesStorm, TearingFor Dreadnought Close Combat Weapon
Heavy Flamer30m2d10+6E6S/-/-20Front/SidesFlameFor Dreadnought Close Combat Weapon and/or Seismic Hammer
Hurricane Bolters50m2d10+5X4 -/6/12300Front/SidesTearing, Twin-LinkedMust choose between this, Dreadnought Close Combat Weapon, or Dreadnought Chainfist for right arm.
Warhound Titan18516m58kph0100Massive504545Princeps, 2 Moderati, 1 Tech-Priest, 6 monotask servitorsNone-Super-Heavy Walker, Enhanced Auspex Array, Reinforced Hull, Titanic Critical Hits, 2 Void Shields
Plasma Blastgun600m2d10+20E8S/2/-UnlmtdFront/SidesBlast (12), VolatilePart of Plasma Blastgun, Maximal; Must choose two of: Plasma Blastgun, Vulcan Mega-Bolter, Double-Barrelled Turbo-Laser Destructor, Inferno Gun
Plasma Blastgun, Maximal800m3d10+26E10S/-/-UnlmtdFront/SidesBlast (16), VolatilePart of Plasma Blastgun; Must choose two of: Plasma Blastgun, Vulcan Mega-Bolter, Double-Barrelled Turbo-Laser Destructor, Inferno Gun
Vulcan Mega-Bolter400m2d10+13X7 -/-/1514000Front/SidesInaccurate, Storm, Tearing, Area SaturationMust choose two of: Plasma Blastgun, Vulcan Mega-Bolter, Double-Barrelled Turbo-Laser Destructor, Inferno Gun
Double-Barrelled Turbo-Laser Destructor1000m4d10+30E20S/-/-UnlmtdFront/SidesBlast (8), Felling (2), Twin-LinkedMust choose two of: Plasma Blastgun, Vulcan Mega-Bolter, Double-Barrelled Turbo-Laser Destructor, Inferno Gun
Inferno Gun50m2d10+15E8S/-/-200Front/SidesFlame, Reliable, Titanic Flame WeaponMust choose two of: Plasma Blastgun, Vulcan Mega-Bolter, Double-Barrelled Turbo-Laser Destructor, Inferno Gun
DW - Rites of Battle (Chaos)
Chaos Warhound Titan18716m58kph090Massive504545DaemonicNoneSuper-Heavy Walker, Enhanced Auspex Array, Reinforced Hull, Titanic Critical Hits, 2 Void Shields, Ignores Criticals 1-4, Dirge Caster
Plasma Blastgun600m2d10+20E8S/2/-UnlmtdFront/SidesBlast (12), VolatilePart of Plasma Blastgun, Maximal; Must choose two of: Plasma Blastgun, Vulcan Mega-Bolter, Double-Barrelled Turbo-Laser Destructor, Inferno Gun
Plasma Blastgun, Maximal800m3d10+26E10S/-/-UnlmtdFront/SidesBlast (16), VolatilePart of Plasma Blastgun; Must choose two of: Plasma Blastgun, Vulcan Mega-Bolter, Double-Barrelled Turbo-Laser Destructor, Inferno Gun
Vulcan Mega-Bolter400m2d10+13X7 -/-/1514000Front/SidesInaccurate, Storm, Tearing, Area SaturationMust choose two of: Plasma Blastgun, Vulcan Mega-Bolter, Double-Barrelled Turbo-Laser Destructor, Inferno Gun
Double-Barrelled Turbo-Laser Destructor1000m4d10+30E20S/-/-UnlmtdFront/SidesBlast (8), Felling (2), Twin-LinkedMust choose two of: Plasma Blastgun, Vulcan Mega-Bolter, Double-Barrelled Turbo-Laser Destructor, Inferno Gun
Inferno Gun50m2d10+15E8S/-/-200Front/SidesFlame, Reliable, Titanic Flame WeaponMust choose two of: Plasma Blastgun, Vulcan Mega-Bolter, Double-Barrelled Turbo-Laser Destructor, Inferno Gun
Chaos Space Marine Dreadnought1907m10kph1035Enormous373720Insane Traitor MarineNoneWalker, Dreadnought, Combat Walker, Insanity, Reinforced Hull
Dreadnought Close Combat WeaponMelee2d10+24E6--Front/SidesPower FieldIncludes Strength Bonus; comes with Storm Bolter or Heavy Flamer. Must pick two weapons from this list.
Dreadnought ChainfistMelee2d10+22R8--Front/SidesTearingIncludes Strength Bonus; Must pick two weapons from this list.
Storm Bolter100m2d10+5X5S/2/4200Front/SidesStorm, TearingCan be attached to Dreadnought Close Combat Weapon.
Heavy Flamer30m2d10+6E6S/-/-20Front/SidesFlameCan be attached to Dreadnought Close Combat Weapon.
*Twin-Linked Heavy Bolter150m2d10+10X6 -/-/10400Front/SidesTearing, Twin-LinkedChoose two.
*Twin-Linked Autocannon300m4d10+5I4S/2/5200Front/SidesTwin-LinkedChoose two.
*Twin-Linked Lascannon300m6d10+10E10S/-/-30Front/SidesTwin-LinkedChoose two.
*Plasma Cannon150m2d10+11E10S/-/-30Front/SidesBlast (1), Maximal*Choose two.
*Missile Launcher250m**S/-/-UnlmtdFront/Sides*Choose two.
*Multi-Melta60m4d10+6E13S/-/-30Front/SidesBlast (1)Choose two.
Defiler1918m14kph-28Enormous313120Daemonic EssenceNoneWalker, Dreadnought, Daemonic Possession
2 Crushing ClawsMelee2d10+20R8--Front/SidesTearing, UnwieldyIncludes Strength Bonus
Reaper Autocannon300m4d10+5I4S/3/6500FrontTwin-Linked
Havoc Launcher100m2d10X2S/2/-8FrontBlast (4), Devastating (2)
Defiler Battle Cannon300m3d10+5X8S/-/-50FrontBlast (8), Devastating (4)
DW - First Founding
Furioso Dreadnought417m10kph-35Enormous433720Blood Angels Space Marine HeroNoneHeroWalker, Dreadnought, Combat Walker, Reinforced Hull. Loyal Space Marines within 50m gain +10 on tests to resist Fear, Pinning, and Cohesion damage.
BloodfistMelee2d10+10E6--Front/SidesPower Field, TearingMay be mounted on Magna-Grapple; see text for details. Comes with either Storm Bolter, Meltagun, or Heavy Flamer (see below).
Blood TalonMelee2d10+5E6--Front/SidesPower Field, Tearing, Devastating (2)Must be mounted in pairs. +2 Dam per DoS. One Blood Talon may be mounted on Magna-Grapple; see text for details. Comes with either Storm Bolter, Meltagun, or Heavy Flamer (see below).
Dreadnought Force HalberdMelee2d10+2R4--Front/SidesBalanced, SpecialOnly functions for Librarian Dreadnoughts. May be mounted on Magna-Grapple; see text for details.
Storm Bolter100m2d10+5X5S/2/4200Front/SidesStorm, TearingCan be attached to Bloodfist or Blood Talon.
Meltagun20m2d10+8E13S/-/-5Front/Sides-Can be attached to Bloodfist or Blood Talon.
Heavy Flamer30m2d10+6E6S/-/-20Front/SidesFlameCan be attached to Bloodfist or Blood Talon.
Frag Cannon20m3d10+5R4S/2/-40Front/SidesScatter, Blast (3), Razor-SharpMay replace a Bloodfist and its underslung weapon.
OW - Only War
Sentinel Scout Walker21910m45kph1020Enormous251515DriverNone-Walker, Open-Topped, Enhanced Motive Systems. May have Reinforced Armour and/or Enclosed instead of Enhanced Motive Systems. Rarely comes with Orbital Deployment.
*Multi-Laser150m2d10+10E2-/-/51002FullFrontReliableChoose one.
*Heavy Flamer30m1d10+5E4S/-/-202FullFrontFlame, SprayChoose one.
*Autocannon300m3d10+8I6S/3/-402FullFrontReliableChoose one.
*Lascannon300m5d10+10E10S/-/-302FullFrontProven (3)Choose one.
ChainbladeMelee2d10+4R4---MeleeTearingOptional; typically used for clearing forests.
OW - Enemies of the Imperium
Killa Kan5410m35kph108Hulking151515Hard-wired Grot pilotNone-Walker, Enclosed, Enhanced Motive Systems, Ramshackle. Usually armed with one melee weapon and one ranged weapon.
*Big Shoota120m2d10+5I2-/-/10120FullFrontInaccurate, UnreliableChoose two.
*Rokkit Launcha150m3d10+5X9S/-/-1HalfFrontInaccurate, UnreliableChoose two.
*Grotzooka50m2d10+5I2S/-/-252FullFrontInaccurate, Scatter, Tearing, UnreliableChoose two.
*Skorcha30m1d10+7E3S/-/---FrontFlame, Spray, UnreliableChoose two.
*Big Shears-2d10+6R6---MeleeRazor Sharp, UnbalancedChoose two.
*Buzz Saw-2d10+8R4---MeleeTearing, UnwieldyChoose two.
Deff Dread568m25kph1025Enormous303025Hard-wired Ork pilotNone-Walker, Enclosed, Ponderous, Ramshackle. Usually armed with two melee weapons and two ranged weapons.
*Big Shoota120m2d10+5I2-/-/10120FullFrontInaccurate, UnreliableChoose four.
*Rokkit Launcha150m3d10+6X9S/-/-1HalfFrontInaccurate, UnreliableChoose four.
*Kustom Mega-Blasta100m4d10+7E6S/2/-103FullFrontBlast (2), Inaccurate, Overheats, Shocking, UnreliableChoose four.
*Skorcha30m1d10+7E3S/-/---FrontFlame, Spray, UnreliableChoose four.
*Burna40m1d10+4E2S/-/---FrontFlame, Spray, UnreliableChoose four.
*Power Klaw-2d10+16R7---MeleePower Field, UnwieldyChoose four.
*Buzz Saw-2d10+12R3---MeleeTearing, UnwieldyChoose four.
Squiggoth Howdah59***25Enormous352510Driver10 Orks inside, 12 outside-Open-Topped, Ramshackle, Rugged. Howdahs designed for Gargantuan Squiggoths hold twice as many Orks.
Fixed Supa-Lobba30-200m4d10 X5S/-/-1FullFrontBlast (10), Concussive (6), Inaccurate, Indirect, Unreliable
4 Pintle-Mounted Big Shootas120m2d10+5I2-/-/10120Full2 Left, 2 RightInaccurate, Unreliable
*Hull-Mounted Kannon200m3d10+6X6S/-/-1FullLeft/RightBlast (4), Concussive (2), Inaccurate, UnreliableChoose up to two weapons.
*Hull-Mounted Kill Kannon100m3d10+8X8S/-/-1FullLeft/RightBlast (8), Concussive (3), Inaccurate, UnreliableChoose up to two weapons.
Hellbrute1177m20kph035Enormous373720Insane Chaos Space MarineNone-Walker, Enclosed, Reinforced Armour. The Space Marine inside is homicidally insane, and might attack allies if no enemies are in range.
Crushing Stomp-1d10+14I4---MeleeUnwieldy
*Hellbrute Power Scourge-2d10+22E6---MeleeFlexible, Power Field, UnbalancedChoose two.
*Hellbrute Power Fist-2d10+24R10---MeleePower Field, Tearing, UnwieldyChoose two.
*Hellbrute Thunder Hammer-2d10+24R10---MeleeConcussive (2), Power Field, UnwieldyChoose two.
*Twin-Linked Heavy Bolter150m1d10+12X5-/-/660FullFrontTearing, Twin-LinkedChoose two.
*Twin-Linked Autocannon300m3d10+8I6S/3/-202FullFrontReliable, Twin-LinkedChoose two.
*Twin-Linked Lascannon300m5d10+10E10S/-/-52FullFrontProven (3), Twin-LinkedChoose two.
*Plasma Cannon150m2d10+12E10S/-/-165FullFrontBlast (3), Maximal, OverheatsChoose two.
*Missile Launcher300m**S/-/-10FullFront-Choose two.
*Multi-Melta60m2d10+16E12S/-/-122FullFrontBlast (1), MeltaChoose two.
OW - No Surrender
Sentinel Powerlifter13410m45kph1020Enormous251515DriverNone-Walker, Open-Topped, Enhanced Motive Systems
Servo-Lifter Arm2d10+16I4MeleeUnwieldyAll attacks with the lifter arm take a -10 penalty. The arm can be used to Grapple as if it had 70 Strength and Unnatural Strength (4). After being Grappled for 1 round, the target becomes Helpless and automatically takes double the listed damage every subsequent round.
Defiler14110m15kph050Enormous302818Daemonic EssenceNone-Walker, Enclosed, Daemonic Possession. Defilers can make ranged attacks against non-adjacent targets even when in melee.
Crushing Claw-2d10+10R8---MeleeTearing, Unwieldy
Reaper Autocannon300m3d10+8I6S/3/---FrontTwin-Linked
Havoc Launcher100m2d10 X2S/2/-8-FrontBlast (4), Concussive (0)
Defiler Battle Cannon750m3d10+10X8S/-/- 40-FrontBlast (10),Concussive (3)
Newly-Created Defiler1418m12kph030Enormous252015Daemonic EssenceNone-Walker, Daemon Engine, Daemonic Possession. Defilers can make ranged attacks against non-adjacent targets even when in melee.
3 Crushing Claws-2d10+12R8---MeleeTearing, Unwieldy
Power Scourge-1d10+12E5---MeleeFlexible, Power Field, Unbalanced
*Hull-Mounted Defiler Autocannon200m3d10+8I6S/3/---FrontReliableChoose one.
*Heavy Flamer30m1d10+5E4S/-/---FrontFlame, SprayChoose one.
Forgefiend14212m50kph040Massive353018Daemonic EssenceNone-Walker, Daemon Engine, Daemonic Possession, Enhanced Motive Systems. See text for special rules.
Claws and Fangs-1d10+12R3---MeleeTearing, Natural Weapons
*2 Hades Autocannons200m3d8+10I6-/-/10--Front/SidesProven (2)Choose one.
*2 Ectoplasma Cannons80m3d10+8E8S/-/---Front/SidesBlast (4), Maximal, Overheat, Warp WeaponChoose one.
Newly-Created Forgefiend14310m40kph028Enormous262615Daemonic EssenceNone-Walker, Daemon Engine, Daemonic Possession, Enhanced Motive Systems
Claws and Fangs-1d10+12R3---MeleeTearing, Natural Weapons
*2 Reaper Autocannons300m3d10+8I6S/4/---Front/SidesReliable, Twin-LinkedChoose one.
*2 Assault Cannons150m2d10+10I6-/-/10--Front/SidesTearingChoose one.
*2 Ectoplasma Guns35m1d10+9E6S/3/---Front/SidesMaximal, Overheat, Warp WeaponChoose one.
Maulerfiend14316m80kph040Massive323220Daemonic EssenceNone-Walker, Daemon Engine, Daemonic Possession, Enhanced Motive Systems. See text for special rules.
Claws and Fangs-2d10+12R5---MeleeRazor Sharp, Tearing, Natural Weapons
*Magma Cutters-2d10+14E24---MeleeUnwieldyChoose one.
*Lasher Tendrils-1d10+12I0---MeleeFlexible, Snare (3)Choose one.
Newly-Created Maulerfiend14412m60kph1028Enormous262615Daemonic EssenceNone-Walker, Daemon Engine, Daemonic Possession, Enhanced Motive Systems
Claws and Fangs-2d10+10R4---MeleeRazor Sharp, Tearing, Natural Weapons
Soul Grinder14415m25kph050Enormous353222Daemonic EssenceNone-Walker, Enclosed, Daemonic Possession, Reinforced Armour
2 Crushing Claws-2d10+10R8---MeleeTearing, Unwieldy
Harvester75m1d10+6I4-/-/15--FrontStorm
Mawcannon20m2d10+10E6S/-/---FrontCorrosive, Spray
DH2 - Enemies Without
Sentinel Walker5610m45kph1020Enormous151515DriverNoneAverageWalker, Open-Topped, Enhanced Motive Systems. Also has an Enclosed variant (lose Open-Topped and Enhanced Motive Systems, increase Front armour to 25)
*Hull-mounted Powerlifter-2d10+8I4---FrontConcussive (2), Primitive (8), UnwieldyChoose one. Can carry up to 3,000kg, and lift up to 6,000kg. Raising/lowering the load requires a Full Action.
*Hull-mounted Autocannon300m3d10+8I6S/3/-302FullFrontReliableChoose one.
*Hull-mounted Heavy Flamer30m1d10+5E4S/-/-102FullFrontFlame, SprayChoose one.
*Hull-mounted Lascannon300m5d10+10E10S/-/-302FullFrontProven (3)Choose one.
*Hull-mounted Multilaser150m2d10+10E2-/-/51002FullFrontReliableChoose one.
Skerab Walker575m10kph-3045Titanic353535Drivers (3), Operators (10+), Enginseer, Tech-Adepts (3), attendant/servitors (10+)50 passengersCommonWalker, Damage Control. May be treated more like a building than a vehicle.
*Combine Harvester Array-8d10+8R6---MeleeInaccurate, Unwieldy, Felling (8), Razor SharpChoose one. Victims under the walker are automatically hit and can't Dodge.
*Digging Shear-6d10+4R12---MeleeInaccurate, Unwieldy, Concussive (6)Choose one. Victims under the walker are automatically hit and can't Dodge.
Mounts
BC - Tome of Blood
Legion Combat Bike4910/20/30/60m110kph-15Hulking141414RiderNoneExtremely RareMount, Integral Weapon, Legion, Reinforced. Deal an extra 1d10+4R Damage when using the Hit & Run action.
*Integral Twin-Linked Legion Bolter100m1d10+9X4S/3/-40FullFrontTearing, Twin-LinkedChoose one.
*Integral Legion Plasma Gun100m1d10+12E10S/2/-305FullFrontMaximal, OverheatsChoose one.
*Integral Legion Meltagun20m2d10+13E12S/-/-122FullFrontMeltaChoose one.
Furian Sea-Skimmer498/16/24/48m80kph-10Hulking777RiderNoneRareMount, Aquatic
Furian Sea-Skimmer (Oceanmaster)498/16/24/48m80kph-15Enormous7773 riders (or 2 riders and harpoon launcher)Cargo (unspecified)RareMount, Aquatic, Reinforced, Sidecar (5)
Pintle-Mounted Harpoon Launcher40m2d10I2S/-/-12FullAllConcussive (1), Primitive (8)
Goredriver4910/20/30/60m110kph-13Enormous121212RiderNoneExtremely RareMount, Daemonic (WP 38, Bind 1 - Bloodlust, Blood Tracker), Reinforced, Terrain Master, Unruly
Messian Outrider499/18/27/54m100kph-12Hulking999Rider and 1 passengerNoneRareMount, Integral Weapon, Sidecar (2). Attackers roll 1d10 against this vehicle for Zealous Hatred. Add +20 on all tests to repair it.
Integral Twin-Linked Autogun100m1d10+3I0S/3/101203FullFrontTwin-Linked
Pintle-Mounted Harvester Support Gun120m1d10+5R0-/-/62002FullAllCrippling (2), Primitive (8), TearingAttached to sidecar. Always considered Braced.
BC - Tome of Excess
Seeker Chariot8226/52/78/156m140kph-17Enormous6662 DaemonettesNoneUniqueMount, Terrain Master. The crew and mount can attack during a Hit & Run action, and the target may take extra damage. See text for details.
Hellflayer8326/52/78/156m140kph-17Enormous666Exalted Alluress and 2 DaemonettesNoneUniqueMount. Gains multiple benefits from Hit & Run actions; see text for details.
DH2 - Dark Heresy 2E
Glassteed1905m30kph2520Enormous888DriverNoneRareLiving, Walker, Open-Topped
Dagger TeethMelee1d10+4R1---Melee-Includes Strength bonus.

Vehicle Upgrades

NameDescriptionTypeDifficultySrcPg.Used For
Vehicle Upgrades
Ablative Armour+4 Armour (All), -5 to the vehicle's Tactical Speed/Cruising Speed, -10 Manoeuvrability. Any Critical Damage to a location with ablative armour irreparably destroys the armour on that location, but causes no Critical Effects.Standard-10SOH132Any.
Anti-Grenade MeshWhenever this vehicle is hit by a grenade, roll 1d10. 7+: the grenade scatters 1d5m away before exploding. 1: the Anti-Grenade Mesh is damaged by the explosion. Anyone trying to set placed explosives (e.g. melta bombs) on the vehicle takes a -20 penalty on any relevant tests.Standard10SOH132Any.
Artificer Hull+10 to Jink tests, -20 to Repair tests, and all incoming Critical Damage is reduced by 4. The vehicle takes no damage when it performs a Ram action.Integral-40SOH132Any.
Camo-NettingRequires no test to install, and imposes a -30 penalty on attempts to see the vehicle (as long as it isn't moving or firing). May be damaged if the vehicle catches fire.Standard+20*SOH132Any.
‘Dozer Blade+4 Armour (Front). Additionally a ‘dozer blade allows the vehicle to treat terrain with heavy rubble and other detritus as open ground as long as it moves no faster than its Tactical Speed each Turn.Standard-10SOH132Tracked.
Distributed Ammo StorageSubtract 10 from damage inflicted on crew due to Weapons Systems/Turret Critical Damage.Integral-30SOH132Enclosed.
Frag DefenderSingle-use. The commander/driver may use a Reaction to damage anyone within 5 metres of the vehicle (2d10E, Pen 0).Standard-10SOH133Enclosed.
Mine SweeperThe driver may make a +20 Perception test as a Reaction to avoid triggering a mine or similar explosive. If successful, he can immediately move the vehicle back by [5 + Degrees of Success] meters before resolving the effects of the explosion. Any Critical Damage to the Front of the vehicle damages the Mine Sweeper. This upgrade is mutually exclusive with the ‘Dozer Blade.Standard-10SOH133Tracked.
Rough Terrain ModificationsThe driver can reroll one failed Operate test per turn when navigating difficult terrain. Skimmers also gain +10 Manoeuvrability.Integral-20SOH133Any.
SearchlightAnyone in the vehicle can make a +0 Perception test as a Half Action to negate darkness-related attack penalties against the target and the equipped vehicle.Standard30SOH133Any.
Smoke LauncherSingle-use. The commander/driver may take a Half Action or Reaction to create a cloud of smoke in a 15-metre radius around the vehicle.Standard10SOH133Any.
Superior Plating+2 Armour (All), and the vehicle gains the Reinforced Armour trait. If the vehicle already had Reinforced Armour, divide Critical Damage by 4 instead (round up). Superior plating takes twice as long as normal to repair.Integral-30SOH133Any.
Track Guards+5 Armour against all damage to the Motive Systems. Any Critical Damage to the Motive Systems irreparably destroys the track guards.Standard0SOH133Tracked.
Red Paint Job Increase Tactical Speed by 3m and Cruising Speed by 15 kph.Standard-FTE144Ork.

Ship Key

Ships and Components
Contains all ship hulls and components from Rogue Trader. Using Rogue Trader Errata 1.4.
It is advised that you read the full description of the source material of any interesting item for a better understanding of what it is. This document is only a quick reference.
Keyword Reference
Additional Plasma Conduits (X)The vessel has many heavy plasma conduits. Increase power generated by X. However, with every Critical Hit suffered, there is a 25% chance of the Fire! Critical Hit as well.
Advanced Cogitator LinkageGain +5 to fire the ship's weaponry.
Ancient Grand CruiserMay not gain any components that increase armor.
Antiquated CommunicationsAll Command tests made on a vessel with this quality suffer a -5 penalty.
Battlecruiser/Grand CruiserMay mount "Cruiser Only" components.
Beam Dispersion EffectWhen firing at targets over 20 VU's away, decrease damage to 1d10.
BroadsideMust be equipped in a port or starboard slot.
Cargo Hauler/Galleon (X)Vessel designed for transporting goods. Hull comes pre-equipped with X Main Cargo Hold Component(s). Space has already been reduced to account for this, however, when the ship is constructed it must be able to provide Power for each Component.
Carrier (X)Comes pre-equipped with X number of Jovian-class Landing Bay Components, which occupy an equally distributed number of Port and Starboard weapon capacity slots. They may not be removed. Enough power must be supplied for them, but Space is already accounted for.
Core ArchitectureThis component is always revealed with Active Augury.
CrampedThe ship is very cramped, and there is little room for supplies. May only stock three months worth of supplies instead of six, before including any components that add to this.
CursedAll Navigation tests carried out by the Navigator suffer a -10.
Death from AboveMay only be mounted in Prow, Dorsal, or Keel slots. When in orbit, gain +20 to Intimidate ground targets. Gain 50 Achievement points if used in a Military Objective against the planet. When used as part of a planetary bombardment, double the affected area, add 20 to the damage done to large units, and 10 to individuals and vehicles.
DestructiveIf this weapon generates a Critical Hit, add 1 to the result.
Easy to Repair (X)When making Long-Term Repairs, increase the amount by X for a successful test.
Enhanced Magnetic CoilsTorpedoes launched from this tube gain +2 Speed for their first turn. They return to normal after this.
Energy FieldThe security hatches must be open during the Strategic Turn it is used. If this Component loses power while they are open, it becomes Depressurized as well.
ExternalComponent doesn't require any hull space. Can only be destroyed or damaged by a Critical Hit.
Fast ShipDue to the ship's carefully balanced nature, it cannot have Components that increase its Armor.
Fiery Temperament (X)Any plasma drive installed on a vessel with this trait increases its output by X.
Heavy WeaponMay only be mounted in a Prow Weapon Slot unless the ship is a Grand Cruiser or larger, in which case it may be mounted in a Dorsal Slot as well. In Prow slots, it may only fire forward.
Hybrid VesselMay be equipped with Transport or Cruiser Components. If a Component exists in both varieties, the Cruiser variant must be chosen.
Ionic BlastNever causes Critical Hits, nor do they deal damage to Hull Integrity. May only be combined in a salvo with weapons that share this quality.
InfernoWhenever this weapon inflicts a Critical Hit, it is automatically Fire! Critical.
Inherent Warship (X)This ship comes pre-equipped with certain components which may not be removed, specified in the parenthesis. Space will have been accounted for, but power must be supplied.
Jury-RiggedReduce the speed of Attack Craft exiting the bay by 2 on the turn they are launched. Any craft attempting to land in combat must make a test to land safely. Outside of combat, it simply takes half an hour per squadron.
Labor IntensiveWeapon may only be fired every other turn.
Overheating SystemsFor every five Degrees of Failure when firing, the vessel suffers a Critical Hit. If a specific Component is affected, it's automatically this Component.
Oversized MonstrosityThis vessel's conventional Speed may not be increased by any component. If it would be, simply ignore the effect.
Penetrator Rounds (X)Ignore X armor when calculating damage done in a salvo involving this weapon.
Plasma RefineryThis vessel comes pre-equipped with a unique component, the Plasma Refinery. The use of this component is detailed on page 30 of Battlefleet Koronus.
Powered by the StarsProvided a vessel equipped with a Plasma Refinery harvests from a star once a year, it gains +10 power.
Reliable Construction (X)If this component becomes damaged, depressurized, or suffers a Critical Hit (including a 4 or 6 result on the chart), roll 1d10. On X or greater, it is ignored.
RetrofitMay be used to replace a Main Cargo Hold on a transport. Only one may be used, and it does not take a Weapon Capacity slot.
Secondary Power GenetoriumThis vessel comes pre-equipped with a unique component, a Secondary Power Genetorium. Space has already been accounted for, and it provides +10 power to the primary reactor.
Self Propelled WarheadBefore firing this weapon, the option is available to increase Range by 2, but decrease damage to 1d10+1.
Short the FlowFor every five damage inflicted that exceeds the target's Void Shields, one randomly selected Component on the target ship becomes Unpowered. This ignores Armor.
Small WeaponMay be installed on Dorsal and Keel Weapon Slots on vessels of frigate sized or smaller.
Structural ImpactReduce Hull Integrity and Maneuverability permanently by 5.
Terminal Penetration (X)Reroll damage dice less than or equal to X. The reroll stands.
Torpedo Specialist {X}A Prow slot is occupied by a Voss-Pattern Torpedo Tube Component that may not be removed. Space is already taken into account, but power must be provided. If X is included, multiply the munitions storage by this value to determine maximum number of torpedoes.
VaporizationWhen this Weapon rolls a 1 or 2 on the Critical Hit Chart, it affects two components instead of one
VersatileGain +5 to the opposed Command test made to resolve boarding actions.
VolatileIf this Component is Damaged or Destroyed while Torpedoes are loaded in its tubes, there is a 10% chance of it exploding. If this occurs, the Component is automatically destroyed and the ship suffers 2d5 damage directly to Hull Integrity.
Craftsmanship, ComponentsSP ModifierMorale ModifierPower ModSpace Mod
Best2+1d51* or -1-1
Good, Choose either Power or Space111* or -1-1
Common0000
Poor-1-1d5-2* or 11
Craftsmanship, Lance and MacrobatterySP ModifierMorale ModifierStrength ModDamage ModCrit ModRange ModPower ModSpace Mod
Best, Choose Two2+1d511-111* or -1-1
Good, Choose One1101011* or -1-1
Common00000000
Poor, Choose Two-1-1d5-1-11-1-2* or 11
Go to tabs below for specific sections.
vvvvvvvvv

Complications

Complications
Based on Rogue Trader's tables 8-1 (RT 197) and 8-2 (RT 198), and the Background Packages from ITS 153-155.
Machine Spirit Oddities (RT 8-1)
RollResultDetails
1A Nose for TroubleAdd +5 to the ship's Detection, and reduce its Armor by 1. Occasionally, the crew may find themselves in fights they might have preferred to avoid.
2Blasphemous TendenciesAll Navigation tests made to pilot this vessel through the warp gain a +15 bonus. However, while aboard the ship, all crew suffer -5 to Willpower-based tests.
3Martial HubrisThe ship gains +5 to all Ballistic Skill tests to fire its weapons, but suffers -15 on any Pilot (Space Craft) tests made to escape combat.
4RebelliousDuring no more than one space combat per game session, the GM should randomly select one of the ship's Components that becomes unpowered until repaired. However, when the ship suffers a critical hit roll 1d10. On 8+, the effect is ignored.
5StoicWhenever the crew would gain PF from an Endeavor, reduce the amount gained by 1. However, whenever one of the ship's Components becomes damaged or unpowered, roll 1d10. On 7+, the ship shrugs off the damage and it is ignored.
6SkittishWhen in combat, reduce the ship's Speed by 1. Reduce the travel time for any long distance (interstellar) voyage by 1d5 weeks, to a minimum of 1.
7WrothfulDuring combat, the ship gains +1 Speed and +7 Maneuverability. Out of combat, the ship suffers -1 Speed and -5 Maneuverability and Detection.
8ResoluteThe ship suffers -1 Speed, but gains +3 Hull Points and grants a +10 bonus to all Repair tests.
9AdventurousWhen participating in an Endeavor the ship gains +10 Detection. When not, it suffers -10 Detection.
10Ancient and WiseThe ship suffers -4 Hull Integrity, but gains a +10 bonus to any Maneuver action it performs (including out of combat and ramming).
Past Histories (RT 8-2)
RollResultDetails
1Reliquary of MarsWhen constructing this vessel, players must select 1 Archeotech Component of their choice. However, any Tech-Use to repair the ship suffer a -20.
2HauntedReduce Morale permanently by 10. However, strange premonitions flicker on the augur arrays, granting a +6 to the ship's Detection. All non-crewmembers suffer -5 to Command tests involving boarding actions or hit and run actions against the haunted vessel.
3Emissary of the ImperatorAll Intimidate tests made by characters from this vessel gain +15 while other social skill tests suffer -5. These bonuses and penalties only apply if the character is known to be from the vessel. In addition, few will be able to see beyond the symbolism of the vessel.
4Wolf in Sheep's ClothingThe Captain selects 3 components. When scanned or subjected to anything but a thorough internal inspection, these components will not register on the scans, or appear to be a different Component of the same type. Suffer -2 Power to maintain this illusion. May have other secrets hidden aboard.
5Turbulent PastThe GM selects a social group. All ship's crew suffer a -20 to social skill tests when interacting with that group. The GM then selects a naturally opposed group to the first. All ship's crew gain +20 to social skills when interacting with THAT group.
6Death CultReduce Crew Population permanently by 8. However, reduce all Morale loss from any source by 2, due to the crew's unwwavering faith.
7Wrested from a Space HulkThe ship gains +1 Armor, Speed, and +3 Maneuverability. However, every time the crew suffers a Misfortune, the GM rolls twice and chooses the worse of the two.
8Temperamental Warp EngineWhenever the ship travels through the Immaterium, the GM should roll 1d10. On a 6 or less, the journey takes an additional 1d5 weeks. On 7+, the time is reduced by 1d5 weeks, potentially arriving before they left. Will occasionally end up somewhere that is not the intended destination.
9Finances in ArrearsWhenever the crew attempts to complete an Endeavor's Objective, they must accumulate an additional 50 Achievement Points to accomplish the Objective. However, the financier supports his investment by providing aid and information. All crew count their financier as a reliable contact. They may provide specific missions.
10XenophilousWhen constructing this vessel, players must select 1 Xenotech Component of their choice. However, any Tech-Use tests to repair the ship suffer a -30. Should the character attempting the repairs have Forbidden Lore (Xenos), the penalty is only -10.
Purchasable Background Packages
CostNameClassDetails
1Thulian Explorator VesselFrigates, Light Cruisers, CruisersAdd +10 to the ship's Detection and +50 to Exploration Achievement Points. Must be equipped with one Archeotech Component. Reduce Speed by 1 and Maneuverability by 5.
2Reaver of the Unbeholden ReachesTransports, Raiders, FrigatesRepairs 1d10+5 on long-term repairs instead of 1d5. All Silent Running maneuvers gain +10. Anyone from the vessel suffers a -10 to all Interaction tests with anyone who recognizes it as a pirate ship.
3Veteran of the Angevin CrusadeAllAll BS tests to fire weapons gain +10. Silent Running attempts suffer a -40. Gain +10 to Charm and Intimidate tests against targets who know and understand the ship's origin.
1-2Vessel of the FleetAllWhen purchasing, may spend 1 point and gain Enemy (Imperial Navy) or 2 for Good Reputation (Imperial Navy). Any Command test gains +10. If crippled, may make a Command test to ignore it the next turn.
3Planet-Bound for MillenniaAllDecrease Hull Integrity by 1d5-1 for sub-cruisers, and 1d5 for light cruisers on up. Begin play with a Modified Drive, and gain an additional Archeotech Component. Gain +10 Maneuverability within 5 VUs of a planet.

Hulls

NameClassSpaceSpeedDet.ArmorMan.HullDorsalProwPortStarKeelTurretSPSrcPg.Notes
Hulls
Transports
JerichoPilgrim Vessel453512-105001110120RT194Cargo Hauler (1)
VagabondMerchant Trader4041013-54011000120RT194Cargo Hauler (1)
LokiQ-Ship4541013-54011000121ITS151Cargo Hauler (1), Hidden Predator (Gain Wolf in Sheep's Clothing History automatically)
OrionStar Clipper40101012253510001125ITS151Cargo Hauler (1), Fast Ship
CarrackTransport3841015-54520000125BFK29Cargo Hauler (1)
GoliathFactory Ship403414-105010110125BFK29Cargo Hauler (2), Plasma Refinery, Powered by Stars
UniverseMass Conveyor942512-206510110145BFK30Cargo Hauler (4), Oversized Monstrosity, Secondary Power Genetorium
Raiders
HazerothPrivateer35101214233211000130RT194
HavocMerchant Raider4091016253011000135RT195
CobraDestroyer35101015303011000130ITS152
IconoclastDestroyer32101014252820000129BFK28Easy to Repair (2)
Meritech ShrikeRaider35102016253011000234BFK28Advanced Cogitator Linkage
ViperScout Sloop29112514302510000127BFK28
Frigates
SwordFrigate4081518203520000240RT195
TempestStrike Frigate4281219183620000140RT195
FirestormFrigate4071518203811000141ITS152
ClaymoreCorvette3881217183020000138BFK27
FalchionFrigate3481418173621(0)000142BFK26Torpedo Specialist (.5)
TurbulentHeavy Frigate4271520184020000142BFK27Antiquated Communications, Fiery Temperament (2)
Light Cruisers
DauntlessLight Cruiser6072019156001110155RT196
SecutorMonitor-Cruiser5851520126511110258ITS152May equip Void Shields that are 'Cruiser Only.'
LatheMonitor-Cruiser6051520126301110155ITS152
DefiantLight Cruiser55615201260011(0)1(0)0258BFK26Carrier (2)
EndeavourLight Cruiser5861520126002(1)110257BFK26Torpedo Specialist
Cruisers
LunarCruiser7551020107001220260RT196
TyrantCruiser7751020107001220261ITS153
AmbitionCruiser7551517126601220257BFK24
ConquestStar Galleon564101656500220152BFK23Galleon (2), Hybrid Vessel
DictatorCruiser6551820870012(1)2(1)0363BFK24Carrier (2)
Battlecruisers
ArmageddonBattlecruiser7351020107011220263BFK23Battlecruiser, Cramped
ChaliceBattlecruiser7561019107011220263BFK22Additional Plasma Conduits (4), Battlecruiser
MarsBattlecruiser5451020(24)107011(0)2(1)2(1)0271BFK22Battlecruiser, Carrier (2), Inherent Warship (Mars-Pattern Nova Cannon, Armored Prow)
OverlordBattlecruiser7851020107011220264BFK22Battlecruiser
Grand Cruisers
AvengerGrand Cruiser905102159000330370BFK20Grand Cruiser
ExorcistGrand Cruiser804920485003(2)3(2)0371BFK21Carrier (2), Grand Cruiser
RepulsiveGrand Cruiser905101988511220369BFK20Ancient Grand Cruiser, Cursed, Grand Cruiser

Essential

NameAppropriate HullsPowerSpaceSPAvailabilitySrcPg.Notes
Essential Components
Components marked with * generate power.
Plasma Drives
Lathe Pattern Class 1 DriveTransports40*121RareRT199
Jovian Pattern Class 1 DriveTransports35*80ScarceRT199
Jovian Pattern Class 2 DriveRaiders, Frigates45*100ScarceRT199
Jovian Pattern Class 3 DriveLight Cruisers60*120ScarceRT199
Jovian Pattern Class 4 DriveCruisers75*140ScarceRT199
Jovian Pattern "Warcruiser"Light Cruisers65*142Very RareITS156
Jovian Pattern "Warcruiser"Cruisers85*172Very RareITS156
Lathe Pattern 2a DriveTransports40*142Very RareITS156Increase Maneuver by +3, and Speed by 1
Lathe Pattern 2b "Escort" DriveRaiders, Frigates47*142Very RareITS156Increase Maneuver by +3, and Speed by 1
Jovian Pattern Class 8.1 DriveFrigates44*111RareBFK31Reliable Construction (4)
Jovian Pattern Class 8.2 DriveLight Cruisers59*131RareBFK31Reliable Construction (4)
Jovian Pattern Class 8.3 DriveCruisers74*151RareBFK31Reliable Construction (4)
Jovian Pattern Class 8.4 DriveGrand Cruisers93*201RareBFK31Reliable Construction (4)
Mezoa-Pattern Theta-7 DriveTransports44*181RareBFK31Increase Maneuver by +5, and Speed by 2; Additionally, if a "Thrusters Damaged" or "Engines Crippled" critical hit is received, the severity roll will always be 10.
Saturnine-Pattern Class 4A "Ultra"Battlecruisers90*140ScarceBFK31
Saturnine-Pattern Class 5 DriveGrand Cruisers95*180ScarceBFK31
Segrazian "Viperdrive" Pirate EngineRaider, Frigate45*162Very RareHAC69Increase Maneuver by +5, and Speed by 2; Additionally, if an "Engines Crippled" critical hit is received, always treat the engine as wrecked, as if 8-10 had been rolled.
Warp Engines
Strelov 1 Warp EngineTransports, Raiders, Frigates10100ScarceRT199Required to enter the Immaterium
Strelov 2 Warp EngineLight Cruisers, Cruisers12120ScarceRT199Required to enter the Immaterium
Markov 1 Warp EngineTransports, Raiders, Frigates12121RareITS156Required to enter the Immaterium. Reduces base travel time by 1d10 days per full week of travel.
Markov 2 Warp EngineLight Cruisers, Cruisers13131RareITS156Required to enter the Immaterium. Reduces base travel time by 1d5 days per full week of travel.
Miloslav H-616.b Warp EngineLight Cruisers, Cruisers10120ScarceBFK31Required to enter the Immaterium. Reduce duration of all warp passages by half. However, roll every 3 day for Warp Encounters instead of 5.
Miloslav G-616.b Warp EngineTransports, Raiders, Frigates8100ScarceBFK31Required to enter the Immaterium. Reduce duration of all warp passages by half. However, roll every 3 day for Warp Encounters instead of 5.
Albanov 1 Warp EngineTransports, Raiders, Frigates10111RareHAC69Required to enter the Immaterium. Double base travel time. Add +20 to any rolls made on the Warp Travel Encounters table. Add +10 to safely exit the warp.
Klenova Class M Warp EngineTransports, Raiders, Frigates10100ScarceHAC69Required to enter the Immaterium, but needs no Navigator. No Warp Assessment is made, roll for Encounters every day. May not be used with a Navigator or components that modify warp travel.
Gellar Fields
Gellar FieldAll Ships100ScarceRT199
Warpsbane HullAll Ships102Very RareRT199Any Navigation tests to pilot the ship through the warp gain a +10 bonus. When rolling on Warp Travel Encounters, the GM rolls twice and allows the Navigator to choose which result is applied.
Emergency FieldAll Ships200ScarceITS156If the ship unexpectedly drops into the warp, it activates automatically on a 3+.
Belecane-Pattern 90.r Gellar FieldAll Ships100ScarceBFK32Navigation (Warp) tests gain +10. However, subtract 20 from the Warp Encounters roll.
Mezoa Gellar Void IntegrantTransports, Raiders000ScarceHAC70Integrates the Gellar Field into the Void Shield. Suffer a -5 to the Warp Encounters roll. If the void shield suffers a critical hit, the gellar field is damaged as well.
Void Shields
Single Void Shield ArrayAll Ships510ScarceRT199Provides a single void shield.
Multiple Void Shield ArrayCruisers720ScarceRT200Provides two void shields.
Repulsor ShieldAll Ships620ScarceITS156Provides a single void shield. Ship does not suffer maneuver penalties when travelling through astral phenomena.
Repulsor Shield ArrayCruisers820ScarceITS157Provides two shields. Ship does not suffer maneuver penalties when travelling through astral phenomena.
Triple Void Shield ArrayGrand Cruisers930ScarceBFK32Provides three void shields.
Voss "Glimmer"-pattern ArrayAll Ships310ScarceBFK32Provides a single void shield. Whenever a hit is canceled, roll a d10. On 3 or lower, ignore the cancellation and calculate the his as if it wasn't ignored.
Voss "Glimmer"-pattern Multiple ArrayCruisers510ScarceBFK32Provides two void shields. Whenever a hit is canceled, roll a d10. On 3 or lower, ignore the cancellation and calculate the his as if it wasn't ignored.
Ship's Bridge
Combat BridgeTransports, Raiders, Frigates110ScarceRT200If bridge remains undamaged, all Tech-Use tests to repair the ship gain +10.
Combat BridgeLight Cruisers, Cruisers220ScarceRT200If bridge remains undamaged, all Tech-Use tests to repair the ship gain +10.
Command BridgeRaiders, Frigates211RareRT200If bridge remains undamaged, all Command tests made by the Captain gain +5, and all Ballistic Skill tests to fire ship guns gain +5. Unpowered on 3+ Crit.
Command BridgeLight Cruisers, Cruisers321RareRT200If bridge remains undamaged, all Command tests made by Captain gain +5, and all Ballistic Skill tests to fire ship guns gain +5. Unpowered on 3+ Crit.
Commerce BridgeTransports110ScarceRT200Gain 50 additional achievement points to Trade Objectives.
Armored Command BridgeRaiders, Frigates220ScarceRT200On any damage, remains unharmed on a 4+.
Armored Command BridgeLight Cruisers, Cruisers320ScarceRT200On any damage, remains unharmed on a 4+.
Ship Master's BridgeCruisers430ScarceRT200Piloting, Navigation gain +5. Ballistic Skill tests gain +10.
Exploration BridgeTransports, Raiders, Frigates411RareITS157Gain +5 detection with Active Augury. Gain 50 additional achievement points to Exploration Objectives.
Exploration BridgeLight Cruisers, Cruisers421RareITS157Gain +5 detection with Active Augury. Gain 50 additional achievement points to Exploration Objectives.
Fleet Flag BridgeBattlecruisers, Grand Cruisers441RareBFK32When undamaged, Commanding Officer on the bridge gain +10 to Command tests. Any Piloting and Navigation tests made by this ship or allies in 30 VUs gain +5.
Flight Command BridgeLight Cruisers, Cruisers220ScarceBFK32When undamaged, all Command tests dealing with Attack Craft gain +5, and tests to ready new squadrons automatically pass. All Trade objectives involving ground-to-orbit operations gain 25 Achievement Points
Invasion BridgeCruisers430ScarceBFK32All BS tests against ground based targets gain +10. Additionally, ground based forces in communication all count as having a Multicompass.
Smuggler's BridgeTransports110ScarceHAC70Gain 50 additional achievement points to Criminal Objectives.
Life Sustainers
M-1.r Life SustainerTransports, Raiders, Frigates310ScarceRT200Increases all Morale Loss by 1.
M-1.r Life SustainerLight Cruisers, Cruisers420ScarceRT200Increases all Morale Loss by 1.
Vitae Pattern Life SustainerTransports, Raiders, Frigates420ScarceRT200
Vitae Pattern Life SustainerLight Cruisers, Cruisers530ScarceRT200
Clemency-Pattern Life SustainerTransports, Raiders, Frigates440ScarceBFK32Increase Morale by 1. Reduce Crew Population and Morale losses due to Depressurization by 4, to a minimum of 0.
Clemency-Pattern Life SustainerLight Cruisers, Cruisers550ScarceBFK32Increase Morale by 1. Reduce Crew Population and Morale losses due to Depressurization by 4, to a minimum of 0.
Euphoric Life SustainerTransports, Raiders, Frigates421RareHAC70While the drugs are flowing, increase Morale by 10 but reduce Crew Rating by one step (e.g. 30 to 20). When disabled, decrease Morale by 10 for one day. If the victim of a Hit and Run attack, the attacker suffers a -10 to his Command test unless the boarders are equipped with an Air Filtration system.
Euphoric Life SustainerLight Cruisers, Cruisers531RareHAC70While the drugs are flowing, increase Morale by 10 but reduce Crew Rating by one step (e.g. 30 to 20). When disabled, decrease Morale by 10 for one day. If the victim of a Hit and Run attack, the attacker suffers a -10 to his Command test unless the boarders are equipped with an Air Filtration system.
Crew Quarters
Pressed-Crew QuartersTransports, Raiders, Frigates120ScarceRT200Decreases Maximum Morale by 2.
Pressed-Crew QuartersLight Cruisers, Cruisers230ScarceRT200Decreases Maximum Morale by 2.
Voidsman QuartersTransports, Raiders, Frigates130ScarceRT200
Voidsman QuartersLight Cruisers, Cruisers240ScarceRT200
Clan-Kin QuartersTransports, Raiders, Frigates141RareITS157Command tests to defend against boarders gain +5. Morale loss reduced by 1, minimum 1.
Clan-Kin QuartersLight Cruisers, Cruisers251RareITS157Command tests to defend against boarders gain +5. Morale loss reduced by 1, minimum 1.
Cold QuartersTransports, Raiders, Frigates341RareITS157Once per game session, captain may choose to reduce one source of crew loss to zero.
Cold QuartersLight Cruisers, Cruisers451RareITS157Once per game session, captain may choose to reduce one source of crew loss to zero.
Bilge Rat QuartersTransports, Raiders, Frigates120ScarceBFK33Reduce Maximum Morale by 3. Reduce all Crew Population losses due to depressurization by 2, to a minimum of 0.
Bilge Rat QuartersLight Cruisers, Cruisers230ScarceBFK33Reduce Maximum Morale by 3. Reduce all Crew Population losses due to depressurization by 2, to a minimum of 0.
Slave QuartersTransports, Raiders, Frigates110ScarceHAC71Permanently reduce Morale by 5.
Slave QuartersLight Cruisers, Cruisers120ScarceHAC71Permanently reduce Morale by 5.
Augur Arrays
M-100 Augur ArrayAll Ships300ScarceRT201External
M-201.b Augur ArrayAll Ships500ScarceRT201External. Provides +5 to ship's detection.
R-50 Auspex Multi-BandAll Ships400ScarceRT202External. Provides +5 to maneuver tests to avoid celestial phenomena, but takes -2 to detection. Earn an additional 50 achievement points for Exploration.
Deep Void Augur ArrayAll Ships701RareRT202External. Provides +10 to ship's detection.
BG-15 Assault ScannersAll Ships500ScarceBFK33External. All BS tests against planetary-based targets receive +5. Earn 50 Achievement Points when working towards a Military Objective
X-470 Ultimo ArrayAll Ships600ScarceBFK33External. Grants +10 to Detection, and +15 to detect Silent Running vessels when using Active Augury. Other vessels get +5 when shooting at this vessel.
W-240 Passive Detection ArraysAll Ships301RareHAC71External. When on Silent Running, this vessel may perform any Detection action without penalty.

Ship Weapons

NameAppropriate HullsPowerSpaceStrDamCritRangeSPAvailabilitySrcPg.Notes
Ship Weapons
Macrobatteries
Thunderstrike MacrocannonsAll Ships2231d10+1641ScarceRT202
Mars Pattern MacrocannonsAll Ships4231d10+2561ScarceRT202
Mars Pattern Macrocannon BroadsideLight Cruisers, Cruisers4561d10+2561ScarceRT202Broadside
Sunsear Laser BatteryAll Ships6441d10+2491ScarceRT202
Ryza Pattern Plasma BatteryAll Ships8441d10+4452RareRT203Vaporization
Shard Cannon BatteryAll Ships0341d10+2362Near UniqueRT208Xenotech. If this weapon is destroyed, the ship takes an additional 2d5 Hull Damage with no reduction.
Jovian Missile BatteryAll Ships3151d10+1661ScarceITS158Labor Intensive
Lathe Grav-culverin BroadsideLight Cruisers, Cruisers5541d10+3551ScarceITS158Broadside, Self Propelled Warhead
Mezoa MacrocannonsAll Ships4441d10+3551ScarceITS158
Pyros Melta-cannonsAll Ships4331d10+4442RareITS158Inferno
Staravar Laser MacrobatteryAll Ships4441d10+24122Extremely RareITS162Archeotech
Sunsear Las-BroadsideLight Cruisers, Cruisers9661d10+2491ScarceITS158Broadside
Eldar Starcannon Cluster BatteryAll Ships5341d10+246--LOE140Xeno-Tech. Eldar gain +10 to fire.
Stygies-Pattern Bombardment CannonsLight Cruisers, Cruisers5531d10+6243Very RareBFK34Destructive, Death from Above
Disruption MacrocannonsAll Ships4231d10+1-52RareBFK34Short the Flow, Ionic Blast
Disruption Macrocannon BroadsideLight Cruisers, Cruisers6561d10+1-52RareBFK34Broadside, Short the Flow, Ionic Blast
Hecutor-Pattern Plasma BatteryLight Cruisers, Cruisers8331d10+24112RareBFK34Vaporization
Hecutor-Pattern Plasma BroadsideBattlecruisers, Grand Cruisers12551d10+24112RareBFK34Broadside, Vaporization
Stygies-Pattern MacrocannonsAll Ships4331d10+2551ScarceBFK34Penetrator Rounds (3)
Grapple CannonRaiders22----1ScarceHAC71Doesn't function like a weapon, though it takes up a weapon slot. May fire at the beginning of a boarding action to make it easier to board and harder for your target to escape.
Dark CannonAll Ships3231d10+1663Near UniqueHAC74Xenotech. Targets hit suffer a -15 to BS tests in the next Strategic Round.
Energy Drain MatrixAll Ships314--42Near UniqueHAC74Xenotech. Targets hit reduce Speed by 1 or Maneuverability by 5 (attacker's choice) per hit. Remains in effect for 2 rounds.
Lances
Lance weapons on a vessel of Frigate or smaller may only be mounted on prow.
Starbreaker Lance WeaponAll Ships6411d10+2352RareRT203
Titanforge Lance WeaponLight Cruisers, Cruisers9411d10+4362RareRT203
Titanforge Lance BatteryLight Cruisers, Cruisers13621d10+4362RareRT203
Star-Flare LanceLight Cruisers, Cruisers12631d10+3373Extremely RareITS162Archeotech. Scores additional hit for every 2 DoS instead of 3.
Sunhammer LanceAll Ships9611d10+3392RareITS158
Sunhammer Lance BatteryLight Cruisers, Cruisers13621d10+3392RareITS158
Dragon's Breath Lance WeaponAll Ships13831d10+6333Very RareLOE139May only be mounted in Prow slots.
Godsbane LanceBattlecruisers, Grand Cruisers9411d10+23123Very RareBFK34Beam Dispersion Effect
Godsbane Lance BatteryBattlecruisers, Grand Cruisers13621d10+23123Very RareBFK34Beam Dispersion Effect
Las-BurnerAll Ships7321d5+1332RareBFK35Small Weapon, Versatile
Mezoa-Pattern Hybrid Lance WeaponAll Ships9411d10+5443Very RareBFK35
Mezoa-Pattern Hybrid Lance BatteryLight Cruisers, Cruisers13621d10+5443Very RareBFK35
Voidsunder Lance BatteryLight Cruisers, Cruisers15831d10+4363Very RareBFK35Heavy Weapon
Nova Cannons
Must be mounted in a Prow Slot. See BFK 16 for rules regarding Nova Cannons, including their Strength and Crit Ratings.
Mars-Pattern Nova CannonCruisers37*2d5+4*6 to 403Very RareBFK36Core Architecture
Ryza-Pattern Nova CannonCruisers47*2d5+5*6 to 364Extremely RareBFK37Core Architecture, Overheating Systems
Jovian-Pattern Nova CannonCruisers67*2d5+7*6 to 355Near UniqueBFK42Archeotech, Core Architecture, Volatile (5%), does 1d5 Morale damage on a hit.
Torpedoes
Must be mounted in a Prow or Keel slot unless otherwise noted. A * indicates that it depends on the torpedo loaded, or tube that it's loaded into. See text for critical hit rules.
Torpedo Tubes
Fortis-Pattern Torpedo TubesLight Cruisers, Cruisers286***3Very RareBFK3742+6 Capacity, Enhanced Magnetic Coils, Volatile
Gryphonne-Pattern Torpedo TubesRaiders, Frigates, Light Cruisers, Cruisers264***1ScarceBFK3724+4 Capacity, Volatile
Mars-Pattern Torpedo TubesLight Cruisers, Cruisers286***2RareBFK3742+6 Capacity, Volatile
Plasma Accelerated Torpedo TubesAll Ships244***2Extremely RareBFK4216+4 Capacity, Archeotech, Volatile (5%), +4 speed in the first turn, +10 to hit.
Voss-Pattern Torpedo TubesAll Ships152***1ScarceBFK3712+2 Capacity, Volatile
TorpedoesAll torpedoes move 10 VU per turn by default.
Boarding Torpedo--*2d10+11-60-Very RareBFK8Terminal Penetration (2). Hits that breach armor deal no hull damage, but activate a Hit and Run action.
Melta Torpedo--*2d10+159*60-Extremely RareBFK8Terminal Penetration (4). Automatically causes a Fire! Critical Hit when it deals damage (or is destroyed).
Plasma Torpedo--*2d10+1410*60-RareBFK8Terminal Penetration (3)
Virus Torpedo--*2d10+10-60-Near UniqueBFK8Terminal Penetration (1). Hits that breach armor deal no hull damage, but cause 3d10 Population and 2d10 Morale damage per hit each turn (-10 Command test to stop it).
Vortex Torpedo--*2d10+56*60-UniqueBFK8Terminal Penetration (5). Ignores armor, explodes violently when damaged.
Torpedo Guidance SystemsMust purchase one guidance system per torpedo.
Standard--------BFK9Torpedo Rating +20. Torpedoes come with this system automatically.
Guided-------RareBFK9Torpedo Rating +20. Can be guided manually with a Tech-Use+Detection test. Enemies may take control with a -40 Tech-Use test.
Seeking-------Extremely RareBFK9Torpedo Rating +30.
Short-Burn-------RareBFK9Torpedo Rating +15. Increases torpedo speed to 15VU/turn, but decreases max distance to 30VU.
Landing Bays
Must be mounted in a Port or Starboard Slot unless otherwise noted. May, at GM's discretion, come with one or more squadrons per point of Strength that must be designated at time of acquisition.
Hold Landing BayTransports1*-2---2RareBFK36Jury-Rigged, Retrofit, Structural Impact. The power cost replaces the power cost of the Main Cargo Hold, so you need only account for 1 power instead of 4.
Jovian-Pattern Escort BayLight Cruisers, Cruisers141---1ScarceBFK36
Jovian-Pattern Landing BayCruisers162---2RareBFK36
Lathe-Pattern Landing BayCruisers152---2RareBFK36Energy Field

Supplemental

NameAppropriate HullsPowerSpaceSPAvailabilitySrcPg.Notes
Supplemental Components
May take more than one of any component unless marked with a *.
Cargo Holds and Passenger Compartments
Cargo Hold and Lighter BayRaiders, Frigates, Light Cruisers, Cruisers121ScarceRT203Grants 50 Achievement Points toward Trade or Criminal objectives. Ship suffers -3 to maneuver.
Compartmentalized Cargo HoldRaiders, Frigates, Light Cruisers, Cruisers251ScarceRT203Grants 100 Achievement Points toward Trade objectives.
Main Cargo HoldTransports241ScarceRT203Grants 125 Achievement Points toward Trade objectives.
Luxury Passenger QuartersAll Ships211ScarceRT203Grants 100 Achievement Points toward Trade, Criminal, and Creed objectives. Suffer -3 to Max Morale.
BarracksAll Ships242RareRT203Grants 100 Achievement Points toward Military objectives. If carrying troops, gain +20 on Command tests involving boarding and Hit & Run Actions.
Shadowblind BaysAll Ships342RareITS159Grants 50 Achievement Points toward Trade objectives, and 75 towards Criminal objectives. To locate when engaged requires a -40 Scrutiny test.
Xenos HabitatsAll Ships211ScarceITS159All Charm and Inquiry tests made with Xenos aboard gain +10. All objectives involving non-hostile dealings with Xenos gain 50 Achievement Points. Decrease Max Morale by 2.
BrigAll Ships111ScarceBFK37Increase Morale by 1. Any Intimidate tests made as an Extended Action gain +5.
Ship's StoresLight Cruiser, Cruiser152RareBFK37May store replacement Components up to this Component's Space value. This occurs during Extended Repairs. In addition, repair 2 extra Hull Integrity during Extended Repairs.
Ship's StoresTransports, Grand Cruisers1102RareBFK37May store replacement Components up to this Component's Space value. This occurs during Extended Repairs. In addition, repair 2 extra Hull Integrity during Extended Repairs.
Evacuation Bay*Raiders, Frigates, Light Cruisers, Cruisers241ScarceHAC71Grants 75 Achievement Points toward Trade objectives. May freely evacuate and space the hold.
Augments and Enhancements
Augmented Retro-ThrustersRaiders, Frigates302RareRT203External. Grant +5 to Maneuverability.
Augmented Retro-ThrustersTransports, Light Cruisers402RareRT203External. Grant +5 to Maneuverability.
Augmented Retro-ThrustersCruisers502RareRT203External. Grant +5 to Maneuverability.
Reinforced Interior BulkheadsTransports, Raiders, Frigates022RareRT203+3 Hull Integrity.
Reinforced Interior BulkheadsLight Cruisers, Cruisers032RareRT203+3 Hull Integrity.
Armor Plating*Transports, Raiders, Frigates012RareRT204Increase Armor by 1, and decrease Maneuverability by 2.
Armor Plating*Light Cruisers, Cruisers022RareRT204Increase Armor by 1, and decrease Maneuverability by 2.
Armored Prow*Cruisers042RareRT204May no longer take Prow lanced or macrobatteries. Gains +4 armor on Fore arc. Does additional 1d10 damage when ramming.
Tenebro-Maze*Transports, Raiders, Frigates122RareRT205Gain +10 to all Command tests when defending against boarding and Hit & Run. Ship controller chooses component for Critical Hits.
Tenebro-Maze*Light Cruisers, Cruisers232RareRT205Gain +10 to all Command tests when defending against boarding and Hit & Run. Ship controller chooses component for Critical Hits.
Auxiliary Plasma BanksTransports, Raiders, Frigates-851ScarceITS159Generates power. If Component is damaged, inflict 1d5 damage directly to Integrity, and Plasma Drive is set on fire.
Auxiliary Plasma BanksLight Cruisers, Cruisers-1061ScarceITS159Generates power. If Component is damaged, inflict 1d5 damage directly to Integrity, and Plasma Drive is set on fire.
"Storm" Drop Pod Launch BaysAll Ships132RareITS159May gain 50 Achievement Points for Military Objectives. See text for details.
Empyrean Mantle*Transports, Raiders, Frigates302RareITS159External. Increase difficulty of detection by 2 steps if Silent Running. Gain 50 Achievement Points for Criminal Objectives.
Empyrean Mantle*Light Cruisers, Cruisers502RareITS159External. Increase difficulty of detection by 2 steps if Silent Running. Gain 50 Achievement Points for Criminal Objectives.
Reinforced Prow*Transports, Raiders, Frigates021ScarceITS159Gain 2 Armor on Fore Arc. Does 1d5 additional damage when ramming.
Reinforced Prow*Light Cruisers, Cruisers031ScarceITS159Gain 2 Armor on Fore Arc. Does 1d5 additional damage when ramming.
Excess Void ArmorTransports, Raiders, Frigates022RareLOE139Decrease Maneuverability by 3 and speed by 2. Increases armor by 3.
Excess Void ArmorLight Cruisers, Cruisers032RareLOE139Decrease Maneuverability by 3 and speed by 2. Increases armor by 3.
Gilded HullTransports, Raiders, Frigates012RareLOE139Decrease armor by 3. Any Fellowship tests made by captain in sight of ship gain +10.
Gilded HullLight Cruisers, Cruisers022RareLOE139Decrease armor by 3. Any Fellowship tests made by captain in sight of ship gain +10.
Defensive Countermeasures*All Ships112RareBFK38When deployed, for 1d5+1 turns, incoming BS tests take a -20, except for torpedoes which take a -30. Single use only, must be replenished via Upkeep outside of combat.
Flak Turrets*All Ships111ScarceBFK38Increase Turret Rating by 1 while active, but decrease Detection by -10.
Field BracingAll Ships1 to 312RareBFK38Increase Hull Integrity by double the supplied power. Power used may be adjusted.
Fire Suppression System*Transports, Raiders, Frigates112RareBFK38If Bridge is powered and undamaged, may activate in a single burning component with a -10 Tech-Use test. If successful, the fire is out. May only be used once per Strategic Turn.
Fire Suppression System*Light Cruisers, Cruisers222RareBFK38If Bridge is powered and undamaged, may activate in a single burning component with a -10 Tech-Use test. If successful, the fire is out. May only be used once per Strategic Turn.
Fire Suppression System*Grand Cruisers332RareBFK38If Bridge is powered and undamaged, may activate in a single burning component with a -10 Tech-Use test. If successful, the fire is out. May only be used once per Strategic Turn.
Lux NetAll Ships-1022RareBFK38Generates power. Only functional on stationary vessels inside a solar system. Takes 2 hours to deploy and 10 to retract. Counts as Exposed when deployed. Adds +1 DoS on each week's Tech-Use test for Extended Repairs.
Minelayer BayTransports, Light Cruisers, Cruisers141ScarceBFK38Carries enough mines for 3 deployments. +20 Tech-Use to deploy mines in a 4x4x4 area. See text for details.
Power Ram*Light Cruisers, Cruisers202RareBFK38External. +1d10 ramming damage.
Variable Figurehead*All Ships102RareHAC71External. May be used to change the bow figurehead. Comes pre-made with five different designs, usually Aquilas of some kind. May be modified later.
Additional Facilities
Extended Supply Vaults*All Ships142RareRT205Double time ship may remain at void without Crew or Morale loss. Get +1 HI when making extended repairs. Gain +1 to Max Morale.
Crew Reclamation Facility*All Ships111ScarceRT205Reduce all losses of Crew Population by 3, minimum 1. Increase all Morale losses by 1.
Munitorium*Transports, Raiders, Frigates232RareRT205Gain 25 Achievement Points for Military objectives. All Macrobattery gain +1 damage. If component is damaged, it explodes. Ship takes 2d5 Hull damage and GM's choice of component is set on fire.
Munitorium*Light Cruisers, Cruisers342RareRT205Gain 25 Achievement Points for Military objectives. All Macrobattery gain +1 damage. If component is damaged, it explodes. Ship takes 2d5 Hull damage and GM's choice of component is set on fire.
Temple-Shrine to the God-Emperor*All Ships111ScarceRT205Increase Max Morale by 3. Gain 100 Achievement Points for Creed objectives.
Librarium Vault*All Ships111ScarceRT205Any Investigation Skill Tests made aboard the ship gain +10.
Trophy Room*All Ships111ScarceRT206Gain 50 Achievement Points for Exploration, Trade, or Criminal objectives.
Observation Dome*All Ships011ScarceRT206Gain 50 Achievement Points for Exploration objectives. Increase Max Morale by 1.
Murder Servitors*All Ships112RareRT206Gain +20 to Hit and Run opposed Command test. Character conducting raid may pick Critical between 1 and 6 instead of rolling.
ArboretumTransports, Raiders, Frigates221ScarceITS160Double time ship may remain at void without Crew or Morale loss. Increase Max Population by 2.
ArboretumLight Cruisers, Cruisers231ScarceITS160Double time ship may remain at void without Crew or Morale loss. Increase Max Population by 2.
Asteroid Mining FacilityAll Ships6103Very RareITS160Allows for Endeavors to conduct mining operations in an asteroid field, and adds 200 Achievement Points for such objectives.
Astropathic Choir-ChambersAll Ships111ScarceITS160Gain +10 bonus to Astro-Telepathy Focus Power tests. Increase Astropath power ranges by 5 V.U.s while present.
Broadband Hymn-CastersAll Ships301ScarceITS161External. All other ships must make -10 Tech-Use to communicate while within 30 V.U.. When active, can gain +10 on all Intimidate tests with ships in 30 V.U.s.
Cloudmining Facility*Transports341ScarceBFK39May mine comets. Must first detect one. May add 1d5 morale, 50 Achievement Points, or used as its own Endeavor entirely.
Hydraphuran KL-247 Jamming System*All Ships401ScarceBFK39External. May not be Silent Running while active, but Focused Augury to scan it take -20.
Manufactorum*Light Cruisers, Cruisers212RareBFK39Small workshop. +10 to Extended Repair Tech-Use tests and to Acquisition tests to purchase repairs. +10 Achievement Points to Trade Endeavors.
Medicae DeckAll Ships211ScarceBFK39+20 to all Medicae tests on this deck. May treat triple the medic's Intelligence Bonus.
Melodium*All Ships111ScarceBFK39Increase Morale by 1 and gain +10 to all social tests.
Plasma Scoop*Raiders, Frigates233Very RareBFK39May not be equipped on Grand Cruisers or larger. May mine plasma from gas giants. +25 bonus Achievement Points on any Objective that involves transporting cargo.
Plasma Scoop*Light Cruisers, Cruisers343Very RareBFK39May not be equipped on Grand Cruisers or larger. May mine plasma from gas giants. +25 bonus Achievement Points on any Objective that involves transporting cargo.
Pilot's Chamber*All Ships111ScarceBFK40Grants +2 to the Craft Rating of all Attack Craft.
Salvage Systems*Transports, Light Cruisers, Cruisers533Very RareBFK40May salvage intact components with a successful test. Carrying vessel suffers a -5 to Maneuverability.
Small Craft Repair Dock*Light Cruisers, Cruisers221ScarceBFK40May make a -10 Tech-Use test to save attack craft.
Spacedock Piers*Transports with 50+ Space, Grand Cruisers7144Extremely RareBFK40When not moving, may allow four smaller vessels to dock. Grants 100 Achievement points to Trade objectives.
Auto Temple*All Ships110Average/ScarceHAC72Gain 150 Achievement Points for Creed objectives. Increases Morale by 2. May be dropped to a planet's surface and retrieved.
Laboratorium*All Ships213Very RareHAC72Grants a +20 to all tests to repair, analyse, and identify ancient or xenos artefacts, or to craft single items. Use GM's discretion.
Pharmacia*All Ships122RareHAC72May replicate drugs with with an S. Lore (Chymistry) test. Provides 50 Achievement Points to Trade and Criminal Endeavors where drugs and medicine would be useful
Sensorium*All Ships112RareHAC72An entertainment center. Increases Morale by 2, and grants a +10 to Charm and Commerce tests on the vessel if used.
XED1.11178e "Ubertas" Device*All Ships310UniqueFAC105Crew is immune to starvation/malnutrition, increases Morale by 5, gives +10 on tests to diagnose/contain illness.
The Grand Compendium*All Ships130UniqueFAC105User may spend an hour and a Fate point to temporarily treat all Common/Scholastic Lore skills as Basic. May allow elite advances.

Archeotech & Xenotech

NameAppropriate HullsPowerSpaceSPAvailabilitySrcPg.Notes
Special Components
Archeotech
Modified DriveAll Ships**3Extremely RareRT206Use regular drives as base, then add 1 to ship Speed and decrease Drive Space by 4.
Bridge of AntiquityTransports, Raiders, Frigates112Extremely RareRT207Add +10 to all Command and Social Skill Tests while on bridge. Increase Maneuverability by 5.
Bridge of AntiquityLight Cruisers, Cruisers212Extremely RareRT207Add +10 to all Command and Social Skill Tests while on bridge. Increase Maneuverability by 5.
Ancient Life SustainerTransports, Raiders, Frigates212Extremely RareRT206Increase Max Morale by 2. Reduce all Population losses from non-combat sources by 1.
Ancient Life SustainerLight Cruisers, Cruisers222Extremely RareRT206Increase Max Morale by 2. Reduce all Population losses from non-combat sources by 1.
Auto-Stabilised Logis-TargeterAll Ships502Extremely RareRT207External. Provides +5 to ship's detection. All BS tests to fire ship's weapons gain +5. May be used as Augur Array.
TeleportariumAll Ships111Extremely RareRT207See RT 207 for basic details and ITS 150 for specific usage guidelines.
Castellan ShieldAll Ships512Extremely RareITS161Counts as void shield. Once per Round, Enginseer Prime may make a -10 Tech-Use to double shield count for a single turn. Doesn't take extended action.
Castellan Shield ArrayCruisers722Extremely RareITS161Counts as 2 Void Shields. Once per Round, Enginseer Prime may make a -10 Tech-Use to double shield count for a single turn. Doesn't take extended action.
Cogitator InterlinkAll Ships112Extremely RareITS161Increase Crew Rating by 5.
Energistic Conversion MatrixAll Ships111Extremely RareITS161Allows power to be re-routed for more speed. See text for details.
Gyro-Stabilization MatrixAll Ships111Extremely RareITS162When performing Adjust Speed and Bearing, Come to New Heading, and Evasive Maneuvers, test only counts as +0.
Staravar Laser MacrobatteryAll Ships442Extremely RareITS162Acts as Macrobattery. Strength 2; Damage 1d10+2; Crit 4; Range 12.
Star-Flare LanceLight Cruisers, Cruisers1263Extremely RareITS162Acts as Lance. Scores additional hit for every 2 DoS instead of 3.
Cypra-Pattern Class 1 DriveTransports30*102Extremely RareBFK42Grants +15 to Silent Running, and imposes -15 to Detecting it.
Cypra-Pattern Class 2 DriveRaider, Frigates40*122Extremely RareBFK42Grants +15 to Silent Running, and imposes -15 to Detecting it.
Jovian-Pattern Nova CannonCruisers675Near UniqueBFK42Acts as Nova Cannon. Does 1d5 Morale damage. If it is damaged, it explodes, dealing 1d10 damage direct to Hull.
Plasma Accelerated Torpedo TubesAll Ships262Extremely RareBFK42Acts as Torpedo Tube. Adds 4 to initial launch speed. Torpedoes gain +10 to hit. Volatile but only at 5%.
Warp AntennaAll Ships102Extremely RareBFK42Navigators receive +20 to detect Astronomican. -10 to rolls on Warp Encounter table. External.
Warp SextantAll Ships412Extremely RareBFK42Navigator inside receives +20 to any Perception or Navigation (Warp) test to steer the vessel.
Emergency Energy Reserves*Transports, Raiders, Frigates212Extremely RareHAC73When Crippled, either Weapons or Speed (captain's choice) are unaffected by the usual penalties. 25% chance of exploding if damaged; if destroyed, ship suffers 1d5 Hull damage and a component (GM's choice) is set on fire.
Emergency Energy Reserves*Light Cruisers, Cruisers322Extremely RareHAC73When Crippled, either Weapons or Speed (captain's choice) are unaffected by the usual penalties. 25% chance of exploding if damaged; if destroyed, ship suffers 1d5 Hull damage and a component (GM's choice) is set on fire.
Graviton FlareRaider, Frigates203Extremely RareHAC73External. When triggered, all ships in a system suffer -30 to Detection for 2 turns. Requires 24 hours to recharge.
Null BayAll Ships121Extremely RareHAC73Reduce Morale by 3 while in use. May carry up to 100 psykers in solitary containment cells. When in a cell, Focus Power rolls suffer a -60. When working towards a related Criminal Objective gain an additional 50 points.
Suspension ChambersTransports, Raiders, Frigates212Extremely RareHAC73When active, reduce population by 50 and morale by 5. When deactivated, population is restored. It takes a day to reacclimate. When in use, double effective time at void without suffering Crew or Morale loss.
Suspension ChambersLight Cruisers, Cruisers323Extremely RareHAC73When active, reduce population by 50 and morale by 5. When deactivated, population is restored. It takes a day to reacclimate. When in use, double effective time at void without suffering Crew or Morale loss.
Witch Augur*All Ships102Extremely RareHAC73External. Navigator can make an Awareness test to predict when and where a starship will emerge from the warp.
Xenotech
Ghost FieldAll Ships843Near UniqueRT207When firing at a ship with this active, suffer -20 to BS, if a Lance, make it -30. Any Piloting tests for Hit & Run suffer a -30. Must have either this or Void Shield active. Choose at beginning of turn.
Shard Cannon BatteryAll Ships032Near UniqueRT208Macrobattery; Strength 4; Damage 1d10+2; Crit 3; Range 6. May never be unpowered. If destroyed, take 2d5 Hull damage.
RunecasterAll Ships012Near UniqueRT208Gain +20 to all Navigation tests. Journeys take half normal time in warp. May never become unpowered.
Micro Laser Defense GridAll Ships202Near UniqueRT208External. Increase Turret Rating by 2.
Gravity SailsTransports, Raiders, Frigates303Near UniqueRT208External. Gain 1 Speed and 5 Maneuverability.
Gravity SailsLight Cruisers, Cruisers503Near UniqueRT208External. Gain 1 Speed and 5 Maneuverability.
Eldar Aconite Solar SailsFrigate50*0--LOE140Generates power. May interrupt its Maneuver Action at any point to perform a Shooting Action. Once the Shooting Action is resolved, it must complete the remainder of its Maneuver Action. The limit of one Shooting Action per turn still applies.
Eldar Starcannon Cluster BatteryAll Ships53--LOE140Macrobattery; Strength 4; Damage 1d10+2; Crit 4; Range 6. Eldar gain +10 to shoot this.
Eldar Holo FieldAll Ships84--LOE140A kind of shield. See text for details.
Chameleon HullAll Ships102Near UniqueHAC74External. May make a -10 Tech-Use test to change the colors and markings on the hull. A -10 Tech-Use test can add patterns.
Dark CannonAll Ships323Near UniqueHAC74Macrobattery; Strength 3; Damage 1d10+1; Crit 6; Range 6. If hit, suffer a -15 to BS tests the next Strategic Round
Energy Drain MatrixAll Ships312Near UniqueHAC74If struck, reduce at the attacker's choice Speed by 1 or Maneuverability by 5 per hit. Remains in effect for 2 rounds. Causes no damage, ever.
Grav RepulsorsAll Ships1-303Near UniqueHAC74External. When installed, may be supplied with between 1 and 3 power. Reduces damage from a variety of sources by the amount of power supplied.
Mimic EngineTransports40*123Near UniqueHAC74Replaces the main drive. The Navigator may make a -10 Perception test to focus on the memory of a ship he's seen before. If successful, the ship immediately appears as the chosen vessel on sensors. Visual contact dispels this illusion.
Mimic EngineRaiders, Frigates45*103Near UniqueHAC74Replaces the main drive. The Navigator may make a -10 Perception test to focus on the memory of a ship he's seen before. If successful, the ship immediately appears as the chosen vessel on sensors. Visual contact dispels this illusion.
Mimic EngineLight Cruisers60*123Near UniqueHAC74Replaces the main drive. The Navigator may make a -10 Perception test to focus on the memory of a ship he's seen before. If successful, the ship immediately appears as the chosen vessel on sensors. Visual contact dispels this illusion.
Mimic EngineCruisers75*143Near UniqueHAC74Replaces the main drive. The Navigator may make a -10 Perception test to focus on the memory of a ship he's seen before. If successful, the ship immediately appears as the chosen vessel on sensors. Visual contact dispels this illusion.
Recovery ChambersAll Ships313Near UniqueHAC74May heal nearly any sapient life form when placed within it. Lightly damaged patients recover one wound per hour, while heavy or critically damaged patients recover one per day. After healing, for one session the patient has a 1-2 chance on a d10 of having their Fate points do nothing
ShadowfieldAll Ships844Near UniqueHAC75Grants a bonus to silent running and a penalty to be detected. BS tests and H&R attacks against it suffer as well. Must choose between this and Void shields at the beginning of combat.
Warp DisruptorAll Ships302Near UniqueHAC75When activated, the psyker-victim suffers 2d5 damage to the body reduced for Toughness, plus 1d5-1 Fatigue, followed by a -10 Focus Power test. Success penalizes all psychic communication in system for a time.
Warp Gate MapAll Ships215Near UniqueHAC75An overlay showing the location of warp gates in a system. The navigator may use this to transverse via gates for easier, but potentially inaccurate navigation.
Xenos LibrariumAll Ships113Near UniqueHAC75A collection of xenos books. At GM's discretion, may grant +10 to appropriate Forbidden Lore tests made aboard the vessel.

Ship Upgrades

NameNotesAvailability/SPSrcPg.
Ship Upgrades
Crew Quality
Incompetent CrewCrew Rating 20-5RT193
CompetentCrew Rating 30 (default)0RT193
Crack CrewCrew Rating 405RT193
Veteran CrewCrew Rating 5015RT193
EliteCrew Rating 60-RT193
General Upgrades
AtomicsA single volley of nuclear missiles, dealing 1d5+4 hits of 1d10+6 Damage as a combined salvo. Varies by quality, see text for details.Near UniqueITS163
Cherubim AerieMax Morale -1. Gain 1d10+10 Achievement Points per objective. Poor Quality: Max Morale -2. Good and Best Quality: 1d5+15 and 20 Achievement Points, respectively.ScarceITS163
Crew ImprovementsMax Morale +2. Poor Quality only adds 1. Good and Best add 3. Best also adds 5 to Crew Rating.AverageITS163
Ostentatious Displays of WealthGrants +10 to Social tests aboard vessel, adds 25 Achievement Points to Criminal and Trade objectives. Varies by craftsmanship.Very RareITS163
Servitor CrewMorale always counts as 100, Crew losses are halved, various penalties. See text for details.Very RareITS163
Star Chart CollectionReduce travel times by 1d5 days, minimum 1. Gain 25 Achievement Points for Exploration. Varies by craftsmanship.Extremely RareITS164
Storm Trooper DetachmentDouble Hull Integrity damage done on Hit and Run attacks. +1d5 damage to enemy crew with successful defense. Varies by craftsmanship.Extremely RareITS164
Turbo-Weapon BatteriesAllows Macrobattery to ignore penalties for firing at double normal range. Varies by craftsmanship.Very RareITS164
Vaulted CeilingsReduce available Space in exchange for permanent Morale bonuses.RareITS164
Arrester EnginesImproves ship's deceleration, granting a +10 to Adjust Speed (& Bearing) and Evasive maneuvers when they decelerate. May be damaged with a poor roll.RareHAC76
Distributed Cargo HoldSpreads a Cargo Hold component across a ship into other components, making it harder to find contraband or even detect. Repairs and Morale suffer, however.RareHAC76
DisciplinariumThe beatings will continue until Morale improves, or so owners of this upgrade would say. Increase Morale by two points at the loss of one point of Crew Population.ScarceHAC76
Mimic DriveNot to be confused with the Xenotech Drive. This alters the starship's drive output to appear larger, or different on sensors.Very RareHAC77
Overload Shield CapacitorsThese allow a starship's void shields to reactivate after an overload between salvos from a single starship. Can only happen once every 24 hours.Extremely RareHAC77
Resolution ArenaIncreases a starship's Morale permanently by 3 by establishing a fight club or gladiatorial arena.ScarceHAC77
Secondary ReactorsGrants the potential for increased speed, though reduces it shortly after due to the needed overdrive. Costs Space. See text for details.RareHAC77
Superior Damage ControlVastly increases a ship's repair abilities. Reduces population loss from damaged components, makes it easier to fight fires, and makes emergency repairs easier. Very RareHAC78
Targeting MatrixGrants a +5 to BS to fire the ship's macrocannons or lances. Torpedoes and other weapons systems gain no benefit from this.Extremely RareHAC78

Character Options

NameCareerRequirementsCost (XP)Pg.Description
Character Options
New Origins
Lost Dataslate Specific
Lathe-HaddAdept, Assassin, Guardsman, Scum, Techpriest4special Forge World origin for characters coming from Lathe-Hadd
Lathe-HeshAdept, Assassin, Guardsman, Scum, Techpriest4special Forge World origin for characters coming from Lathe-Hesh
Lathe-HetAdept, Assassin, Guardsman, Scum, Techpriest4special Forge World origin for characters coming from Lathe-Het
BelecaneAdept, Assassin, Guardsman, Scum, Techpriest4special Forge World origin for characters coming from Belecane
CyclopeaAdept, Assassin, Guardsman, Scum, Techpriest5special Forge World origin for characters coming from Cyclopea
Explorator FleetAdept, Assassin, Guardsman, Scum, Techpriest5special Forge World origin for characters coming from Explorator Fleets
IdumeaAdept, Assassin, Guardsman, Scum, Techpriest5special Forge World origin for characters coming from Idumea
Mechanicum Research StationAdept, Assassin, Guardsman, Scum, Techpriest5special Forge World origin for characters coming from Mechanicum Research Stations
Omnicron 71-DXAdept, Assassin, Guardsman, Scum, Techpriest6special Forge World origin for characters coming from Omnicron 71-DX
Opus MachariusAdept, Assassin, Guardsman, Scum, Techpriest6special Forge World origin for characters coming from Opus Macharius
PerinetusAdept, Assassin, Guardsman, Scum, Techpriest6special Forge World origin for characters coming from Perinetus
RybothAdept, Assassin, Guardsman, Scum, Techpriest6special Forge World origin for characters coming from Ryboth
SkorgulianAdept, Assassin, Guardsman, Scum, Techpriest6special Forge World origin for characters coming from Skorgulian
SynfordAdept, Assassin, Guardsman, Scum, Techpriest6special Forge World origin for characters coming from Synford
Synford IIAdept, Assassin, Guardsman, Scum, Techpriest6special Forge World origin for characters coming from Synford II
TuranshushAdept, Assassin, Guardsman, Scum, Techpriest7special Forge World origin for characters coming from Turanshush
Uziel/Heterodyne StationAdept, Assassin, Guardsman, Scum, Techpriest7special Forge World origin for characters coming from Uziel/Heterodyne Station
Navis Primer Specific
Bad MoonOrk53the character's clan
Blood AxeOrk53the character's clan
Death SkullOrk53the character's clan
Evil SunOrk53the character's clan
GoffOrk53the character's clan
SnakebiteOrk53the character's clan
New Career Paths
Soul Reaver Specific
Kabalite WarriorDark Eldar102
Dark Kin Specific
WychDark Eldar3
Navis Primer Specific
WeirdboyOrk60
Alternate Career Ranks
Lathes Specific
Acuitor Mech-AssassinTech-Priest; Rank 2+Logic30Mechanicum assassin posing as Tech-Priest.
Agent of the Lords DragonAdept, Arbitrator, Assassin, Tech-Priest; Rank 4+Cannot have Peer or Good Reputation (Ecclesiarchy).33Mechanicum equivalent to Inquisitorial Acolytes.
Calixian MalatekTech-Priest; Rank 6+at least one Forbidden Lore Skill36Radical Tech-Priest, but no Heretek.
Crimson GuardGuardsman; Rank 1Forge World origin39Elite skitarii; influences the whole career path.
Cult of the Pure FormCleric; Rank 2+/Adept, Arbitrator, Assassin, Guardsman, Imperial Psyker, Scum; Rank 4+Must take either Purity of Flesh or Gift of Purity when entering this Rank.41Abhors bionics and the Mechanicum.
Factor of the LathesTech-Priest; Rank 1+45Mechanicum diplomat.
LathesmasterScum; Rank 1Forge World origin47Natives of the Lathes, now valued workers of the Calixian Mechanicum; influences the whole career path.
Dark Kin Specific
Skyterrorany Dark Eldar 2+Agility 35, Pilot (any)8Elite Pilots
Fleshcrafter Discipleany Dark Eldar 4+Int 40, Medicae, Trade (Chymist)10Healers and scientists, in the loosest sense of the word.
Incubus Initiateany Dark Eldar 6+WS 45, WP 3512Disciplined elite warriors
Navis Primer Specific
Acolyte of AbraxasExplorator 3+WP 35, Forbidden Lore (Adeptus Mechanicus) +10, Forbidden Lore (Archaeotech) +10, may not be an Untouchable63Hereteks that integrate psy-active devices into tehir bodies to emulate psychic powers.
Awakened Psykerany Human, except Astropath and Navigator, 3+WP 35, may not be an Untouchable68Unsanctioned Psyker that came late into his powers.
Bonetraderany, except Astropath, Navigator and Weirdboy; 3+Int 35, WP 35, may not have a Psy Rating or the Untouchable trait70Illicit trader of psy-active xenos artifacts.
Colchite Servo-MasterAny 3+Int 35, WP 30, may not have the Untouchable trait72Controls servitors directly through his mind by incorporating Stryxis technology into his brain.
Defender of the Fourth CipherMissionary or Arch-Militant, 2+WP 3074Guardian of psykers, who also becomes their executioner if they go rogue.
Elutrian DevoteeNavigator 1+76Believes that Navigators are the Emperor's Chosen.
Psylakis WarderAny except Navigator, Astropath or Ork; 4+Ag 40, Per 35, may not have a Psy Rating or the Untouchable trait78Psy-linked bodyguards for Navigators or Astropaths
Witness of DuskAstropath 1+Int 4080Mysterious group of Astropath seers
New Talents
Lathes Specific
Cogs Within CogsAcuitor Mech-AssassinInt 3530User can give timed simple instructions to a machine.
Whisper of SamadhiAcuitor Mech-AssassinInt 35, Mimic, Deceive30030Befuddle other Tech-Priests.
All-seeing EyeAgent of the Lords DragonWP 40, Tech-Use20034Hard (-20) Tech-Use test to access the Praecursator surveillance grid.
Metal FatigueAgent of the Lords DragonInterrogation20034Opposed Tech-Use test to attack a prisoner's bionics. Successes deal 1 damage and -10 to resist Interrogation each to the victim.
The Power WithinCalixian MalatekArmour of Contempt, Forbidden Lore (Psykers) and/or Forbidden Lore (Warp)20038Resistance (Psychic Powers), all Fear tests caused by psychic powers are treated as one level less, once per session succeed automatically on a Forbidden Lore (Psykers) or Forbidden Lore (Warp) test.
The Power WithoutCalixian MalatekArmour of Contempt, Forbidden Lore (Archaeotech) and/or Forbidden Lore (Xenos)20038Can use all Xenos equipment with only -10 penalty, all Fear tests caused by Xenos are treated as one level less, once per session succeed automatically on a Forbidden Lore (Archaeotech) or Forbidden Lore (Xenos) test.
The Power BeyondCalixian MalatekArmour of Contempt, Forbidden Lore (Daemonology) and/or Scholastic Lore (Occult)20038Can use all daemonic or corrupted equipment with only -10 penalty, all Fear tests caused by Daemons are treated as one level less, once per session succeed automatically on a Forbidden Lore (Daemonology) or Scholastic Lore (Occult) test.
Gift of PurityCult of the Pure Formmay not have implantsFree43May never willingly accept implants; if forced, must remove them at the first opportunity and take the Purity of Flesh talent instead.
Purity of FleshCult of the Pure Formmust have implantsFree43All implants are removed, but for every two implants the character gains one Fate point.
Reformed SkinCult of the Pure Formmust have removed implantsFree43The character can replace a lost implant with a poor quality organ; if he gained any Fate points when removing that organ, they are lost again.
Rite of IgnitionLathesmaster10049Can use Str instead of Int for Tech-Use tests to activate machinery.
Strength of the LathesLathesmaster10049Can prevent gaining Fatigue by making a Toughness test (except against psychic powers); takes only half time to recover from Fatigue.
Luminen BarrierTech-Priest; Rank 6+Luminen Shield, Electoo Inductors, Potentia Coil40056Creates a barrier of energy similar to an energy shield.
Luminen FlareTech-Priest; Rank 5+Luminen Blast, Electoo Inductors, Potentia Coil30057Allows the character to make a ranged attack (1d10+[WP Bonus]E, Blast (WP Bonus)).
Luminen ShieldTech-Priest; Rank 4+Electoo Inductors, Potentia Coil20057Weaker version of the Luminen Barrier.
Luminen SurgeTech-Priest; Rank 4+Luminen Shock, Electoo Inductors, Potentia Coil20057Melee attack that deals 2d10+3E damage.
The Flesh is WeakTech-Priest; Rank 2,4,6 and 8100-30057Character gains the Machine trait with 1 AP for each time this talent was taken.
Lost Dataslate Specific
At One with the IceCryon Tech-Priest13Immune to any degree of cold. Must pass Toughness tests (-10) in nomal climates every other round or gain Fatigue.
Soul Reaver Specific
Agony from AfarDark Eldar, Deadeye Shot, Perception 45, Power Through Pain100Gain Pain Tokens through ranged attacks.
CrueltyDark Eldar, Pity the Weak, Weapon Skill 40100Attacks against Stunned or Prone enemies gain Proven(4).
Disciple of ShiameshChem-Use +20, Scholastic Lore (Chymistry) +20100May spend Fate points to succeed on Chem-Use tests. When wielding a Toxic weapon, add Intelligence Bonus to damage and gain Felling(1) or improve Felling by 1.
Kabalite Weapon TrainingKabalite Warrior101Proficient in all Kabalite weapons (all splinter weapons, Eldar plasma grenades and Primitive melee weapons).
Pity the WeakStrength 35, Willpower 35101+10 on Command, Commerce, Deception and Intimidate and -10 on Charm against those lower than yourself.
Siphon PainPower Through Pain, Corruption 10+101Add Corruption points Bonus to the range in which you gain Pain Tokens.
Surgical PrecisionMedicae, Intelligence 30101May test Intelligence to reduce Critical damage you inflict; dealing Fatigue instead. Gain +30 on Medicae to treat wounds you caused.
Tormentor's FuryDark Eldar, Power Through Pain101After gaining a Pain Token, spend a Fate point to gain Berserk Charge and Brutal Charge.
Tormentor's MajestyDark Eldar, Power Through Pain101After gaining three Pain Tokens, spend a Fate point to gain Fear (1) and +10 Bonus to all Intimidate and Command tests.
Tormentor's MightPower Through Pain101After gaining three Pain Tokens, spend a Fate point to gain Unnatural Strength (x2).
Tormentor's SupremacyPower Through Pain, Tormentor's Vigour101After gaining four Pain Tokens, spend a Fate point to gain Stuff of Nightmares.
Tormentor's VigourPower Through Pain101After spending a Fate point to regain lost wounds, gain 1d5 wounds each time you get a Pain Token.
Tormentor's WillPower Through Pain101After gaining two Pain Tokens, spend a Fate point to gain From Beyond.
TruebornDark Eldar101Only at Character creation. May purchase Fellowship characteristic advances at the lowest rate.
Dark Kin Specific
Passing SlashWS 35, Pilot (any)9When flying an open-topped vehicle, the character may make a Pilot/Drive test (depending on vehicle) to fly-by attack an opponent with a melee weapon.
Arterial StrikeWS 40, Passing Slash9The character may make Called Shots when using Passing Slash.
Tormentor's InspirationPower Through Pain, Surgical Precision11Whenever the Fleshcrafter gets a Pain Token, he gets +10 on his next INT-based test bevor the end of the next round. May spend a Fate Point to get Unnatural Intelligence (x2) after gaining 3 Pain Tokens.
Tormented PhysiqueDark Eldar, Corruption 30+11Character gains Natural Armour (2), the Toxic trait, becomes immune to diseases, poisons, toxins and combat drugs. Gains an additional Vile Pleasure (see TSR 99).
Master DuellistWS 40, Wall of Steel13After a successful parry, the character can make an opposed WS test. If he wins, the opponent gets -10 on all tests to attack or parry the character. If he wins by 4 degrees or more, he may disarm the opponent.
Murderous OnslaughtWS 45, Battle Rage, Blademaster, Frenzy13May enter Frenzy whenever making a charge action. May spend Pain Tokens to take actions normally not allowed while frenzied.
Navis Primer Specific
Annuva PowerOrk, Da Power of Waaagh!, Da Nekst Best Fing54May get his Psy Bonus from sentients other than Orks, can extend his beneficial powers to non-Orks.
Da Big ShoutOrk, Da Power of Waaagh!, Psy Rating 2, Willpower 3554The Weirdboy may send astrotelepathic messages; only one word per point of WP Bonus.
Da Nekst Best FingOrk, Mob Rule54May count non-Orks for his bonus to Willpower from the Mob Rule talent.
Da Power of Waaagh!Ork, Psy Rating54Basic Talent that describes how Orks use Psy Powers.
Dead 'ArdOrk, 'Ard, Toughness 5055May reroll failed Toughness tests to avoid dying from Critical Damage. Needs to test for Blood Loss less often.
Enemy55The normal Enemy talent, expanded to pick specific Ork factions.
Glowy BubbleOrk, Da Power of Waaagh!, WP 4055Instinctive psychic shield that gives cover with AP equal to the character's Psy Rating.
Glowy StickOrk, Da Power of Waaagh!, WS 45, WP 3555The Weirdboy's melee attacks gain the Force quality.
Good Reputation55The normal Good Reputation talent, expanded to pick specific Ork factions.
Lotsa Power!Ork, Da Power of Waaagh!, WP 4055Increases the range of Da Power of Waaagh! For determining the character's Psy bonus.
Make It Stop!Ork, Da Power of Waaagh!55The Weirdboy does not get a Psy bonus from others for several rounds.
MinderzOrk, Da Power of Waaagh!55The Weirdboy gains one Minder, who helps him in battle.
Oh Zog!Ork, Da Power of Waaagh!, Runtz55By spending a Fate point, the Weirdboy may ignore a roll on the 'Eadbang table and have one of his Runtz explode.
Peer56The normal Peer talent, expanded to pick specific Ork factions.
Rival56The normal Rival talent, expanded to pick specific Ork factions.
RuntzOrk56The character gains a number of Squigs, Gretchin and/or Snotlings as slaves.
Sparky SquigsOrk, Da Power of Waaagh!, Runtz56A swarm of glowing Squigs that gives the character's unarmed attacks the shocking quality. Can be absorbed to get +20 on the next Focus Power test.
Throo Da KosmosOrk, Da Power of Waaagh!, Psyniscience +1056Allows the Weirdboy to navigate a ship through the Warp.
Too 'Ard Ta CareOrk, 'Ard, Toughness 5056The character gains +20 to resist adverse conditions like heat, cold, vacuum or radiation.
WarpheadOrk, Da Power of Waaagh!, Psy Rating 4, 20+ Insanity56The Weirdboy's insanity gives him a greater control over his powers and +20 on Interaction tests with Madboys.
Xenos Weapon Proficiency (Ork)Ork56The Ork is proficient with shootas, sluggas, choppas, big choppas and all Primitive melee weapons.
Corrupted ChargeAcolyte of AbraxasInt 45, 2+ integrated psy-active artifacts67The Acolyte's Luminen Shock and Luminen Blast attacks gain the Force quality.
Unhallowed DiscoveryAcolyte of AbraxasInt 40, integrated psy-active artifact67The Acolyte gains Psy Rating 1 and one Psy Power given by the artifact.
Psychic AwakeningAwakened PsykerWP 3569The character gains Psy 1 and a psychic technique.
Profit by the witchBonetraderInt 3571When the character completes an endeavour involving psykers, he gains +1 PF.
Mindtrap MazeBonetraderWP 40, Int 4071The character may add twice his Intelligence bonus to any opposed WP tests caused by other's psychic powers. If he wins, he may inflict a level of Fatigue on the opposing psyker.
Secrets of the Seers123Allows the character to access the Witch-Edge quality of a weapon.
Edge of the Abyss
XXX
New Skills
Lathes Specific
Diplomacyany; Rank 3+Fel 40+20056
Diplomacy +10any; Rank 5+Fel 40+30056
Diplomacy +20any; Rank 6+Fel 40+30056
Logis ProphesyingTech-Priest; Rank 4+30056Know the most probable outcome of a future event.
Logis Prophesying +10Tech-Priest; Rank 7+30056
Soul Reaver Specific
Common Lore: Dark Eldar100
Forbidden Lore: Webway100
Navigation: Webway100
Speak Language: Dark Eldar100
Navis Primer Specific
Common Lore: Orks54
Speak Language: Orks54
Elite Advance Packages
Lathes Specific
Cistronany30052Implanted sleeper agent of the Lords Dragon.
Discordantanymay not have Psy Rating or cybernetics; can never gain psychic, faith or warp based powers30054Can disrupt machinery of all kind.
Navis Primer Specific
Hexicarany humanmust have a Psy Rating and the Soul Bound trait30083Psyker whose soul-bond has been shattered. Able to curse people.
Voidmad Prophetany15+ Insanity points, may not have the Untouchable trait50084Gains insight through madness.
Untouchableany human, except Navigatormay not have a Psy Rating500+84Suppresses the warp and its effects and denizens. Can only be taken at character creation.
Cog WhispereranyPer 30, WP 3030086Gains an uncanny familiarity with one piece of technology.
New Traits
Lathes Specific
Rigor MentisAgent of the Lords Dragon35Reroll interaction test to resist Interrogation, Charm, Deceive, etc.
Outside Looking InCalixian Malatek37Lower the starting disposition of traditional Mechanicus members by 2.
Heart of SteelCrimson Guard40Use Int instead of Fel to interact with other members of the Mechanicus.
Skin of IronCrimson Guard40At rank 1 and every two ranks thereafter the character gains a Common quality cybernetic or upgrades an existing one to Good quality.
Excommunicate MechanicumCult of the Pure Form44Mechanicum members always have the lowest possible disposition and all interaction tests with them start at -40.
Fabricated FleshFactor of the Lathes46A Hard (-20) Scrutiny or Tech-Use test is required to identify the character as a Tech-Priest. As long as his augmentations are not too obvious, he gains +5 to Fellowship tests against members of the Imperium.
Genetic PantropyLathesmaster49Can reroll all tests that result from extreme environments; can ignore slightly higher or lower gravity.
Labourer BuildLathesmaster49Lose the Fit For Purpose trait but gain +3 Str, +3 T and -5 Ag.
Navis Primer Specific
MastermindColchite Servo-Master72The character may control one Servitor per time this talent is taken, up to his Int Bonus.
Unfaltering RedemptionDefender of the Fourth CipherWP 3075When spending a Fate Point to reroll WS, BS or an opposed WP test against a psyker, the character may add [WP Bonus]x5 to the reroll.
Eternal VigilanceDefender of the Fourth CipherPer 35, Paranoia75Once per encounter, the character may make a Standard Attack against his chosen charge as a reaction.
MindlinkedPsylakis WarderAg 40, Per 3579The Warder and his linked charge may each add the other's WP and Per bonus to any opposed test against Psy powers they must make. Each knows roughly where the other is and what he feels.
AccursedHexicarmust have a Psy Rating83Can increase his Psy Rating by one, but suffers worse perils or phenomena. May shunt these to others by rolling Willpower.
Whispers UnheardVoidmad Prophet15+ Insanity points84May make an Int test to treat all Int-based skills as Basic skills. Adds half his Insanity points to Int tests, but gains more Insanity when doing so.
Untouchable (X)Untouchablemay not have a Psy Rating85Immunity against warp-based effects. Suppresses such effects in his vicinity.
Eldritch MasteryEldar Psyker121Allows the Eldar to use Psy powers.
Resonator ImplantsTechno-Shaman135Allows the Rak'Gol to use Psy powers.
Fate Specific
The Quick and the Deadany human (non-Space Marine) Heretic26Adds +2 to Initiative rolls.
New Navigator Houses
Navis Primer Specific
VisscherNavigatorMagisterial House14
OrtelliusNavigatorMagisterial House15
CassiniNavigatorNomadic House16
BrabazonNavigatorNomadic House17
MercatorNavigatorShrouded House18
MalaspinaNavigatorShrouded House18
TyphonNavigatorRenegade House19
DakkarNavigatorRenegade House20
New Navigator Powers
Navis Primer Specific
The Warp UnboundElutrian Devotee77The Navigator can open a psyker's mind to the warp, messing with his powers and damaging him.
Aether DoldrumsNavigator88The Navigator can find a small spot of calm within the warp, making it difficult for psykers and daemons to act.
Baleful WatcherNavigator88The Navigator learns about defenses and psychic powers of a foe.
Ebb and FlowNavigator88Slows enemies down.
Evil EyeNavigator89Curses one enemy with ill luck.
Eye of OblivionNavigator89The Navigator deals extra damage to his target and may bypass its defenses.
Inward ViewNavigator89Allows the Navigator to meditate to gain several bonuses.
Pass UnscathedNavigator90The Navigator may protect himself or others from the corruption of the warp.
Seek The PathNavigator90The Navigator uses his Warp Eye to become a better fighter.
Vision of HellNavigator90Gives the targets horrible visions of the Warp.
Warp VigilNavigator90Allows the Navigator to react to attacks before they happen.
Astropathic Dedications
Navis Primer Specific
Port Wander ChoirAstropath20022When sending a message, character may roll twice for Warp Effects and select the more favorable result.
Pit of Voices ChoirAstropath20023May encrypt messages without spending the usual 1d5 hours.
Explorator ChoirAstropath20023May add twice his INT bonus to tests to decipher astropathic messages.
Colony ChoirAstropath40024Gains the Survival Skill. Begins with training of the Divination Discipline in addition to the Telepathy discipline. Knows one additional Divination technique instead of two additional Telepathy techniques.
Astropathic RelayAstropath30024Gains the Jaded talent. May add twice his Perception bonus to the test for message coherency.
New Psychic Powers
Navis Primer Specific
Voidfrost Discipline
Ward The ChillBasic92Creates a livable environment in the void.
Embrace of Emptiness10093Can put a willing target into some form of cryo-sleep.
Quest For Warmth20093Can sense other active minds in the depth of space.
The Void's Touch20094Damages a target by freezing it.
Breathstealing BarrageThe Void's Touch30094Steals the life of a number of targets.
Black SleepEmbrace of Emptiness30095May show enemies their insignificance against the void, fatiguing them or even freezing them solid.
Void SubstantiationBlack Sleep40095The psyker embodies the void, needing neither air nor warmth and sapping the life from those around.
Freeze The SoulBreathstealing Barrage40095Can freeze a target and those around it solid.
Soul Ward Discipline
The Emperor's GuidanceBasic96The psyker bolsters his allies' WP and can possibly let them reroll Fear tests.
Know Thy Place10096Can terrify a single sentient target by showing it the God Emperor's scorn.
Heresy's Price10097Can distract an opponent with the Emperor's glory.
Bastion of the ImperiumHeresy's Price20097The psyker can protect another person from harm.
Chorus of the RighteousKnow Thy Place20097Can give a number of allies equal to his Psy Rating a bonus on WS and BS tests.
Strength of TruthChorus of the Righteous30097Can give a number of allies equal to his Psy Rating a bonus on Int and Per and allows the psyker to give Fate points to those allies.
Enduring FaithChorus of the Righteous30098May remove levels of Fatigue from his allies.
Reward of the RenegadeBastion of the Imperium30098The psyker may negate an attack upon an ally and possibly even deflect it back onto the attacker.
Glory of the JustStrength of Truth40098Can give a number of allies equal to his Psy Rating a bonus on Strength and Toughness and allows the psyker to restore Fate points for those allies. Very taxing.
Call of FaithEnduring Faith40098Can make allies immune to most critical damage effects, apart from death and loss of limb or eye.
Renegade Psyker Powers
Mental Force100100May move or attack an object or foe violently.
Defraud100100Gives a bonus on Interaction tests against a single target.
Mind's Shadow100101Gives a bonus to Concealment and Silent Move.
Alter MemoriesDefraud200101Allows the psyker to alter the memories of his target.
Aetheric AppendageMental Force200101Gives the psyker multiple invisible "arms".
Desperate Transmogrification200102May heal others, but also gives them corruption points.
Incite RageDefraud300102Can force others into a Frenzy.
Shifting Lines of FateDesperate Transmogrification300102The psyker can phase out of existence to avoid harm, but gains insanity.
Warp Lens300102The psyker may watch a distant area as if he was there.
Common ThoughtsAlter Memories400102The psyker may telepathically communicate with other species, ignoring language barriers.
Shielded by the WarpDesperate Transmogrification400103The psyker penalises all WS and BS tests against him by his Psy Rating. Everyone who fails to hit him gains Insanity.
SpiteshardsAetheric Appendage400103The psyker may shoot volleys of warp-spawned crystals at his enemies, corrupting them and himself.
Warp SpasmShielded by the Warp400103The psyker gains a bonus to his Strength and Toughness, but also gains Corruption points.
Weirdboy Waaagh! Discipline
Powa' BurstBasic104The weirdboy unleashes the Waaagh! and hopes for the best.
Frazzle100105A crackling bolt of energy.
Up an' at 'Em!100105The weirdboy and his allies may ignore Fatigue and gain a bonus on tests against Fear and Pinning.
Warpath200106The weirdboy and his allies gain a bonus on melee damage rolls and may reroll one failed WS test per round.
Dis iz Takin' Too Long!Up an' at 'Em!200106The weirdboy runs faster or accelerates his transport (including a voidship).
Smash da GitzWarpath200106The weirdboy gives several bonuses to the weapons of his allies and himself.
We'z Gotta Be LuckyUp an' at 'Em!, Smash da Gitz300106The weirdboy gains a number of rerolls for himself and his allies. This lasts until someone fails on a reroll.
ZzapFrazzle300106Projects a destructive beam of Waaagh! Energy.
Ere We GoDis iz Takin' Too Long!, Frazzle400107The weirdboy can teleport himself and a number of allies over a short distance.
Deff WaveWarpath, Zzap400107A cone-shaped blast of destructive energy.
Krump 'em AllSmash Da Gitz, Zzap400107Crushes all targets from above.
Ead to 'EadDis iz Takin' Too Long!, Smash da Gitz500107The weirdboy stuns one foe, dealing damage to him if he is a psyker. Allied orks may possibly make a charge action.
I'z Gunna Squig Ya!Dis iz Takin' Too Long!, Zzap500107Allows the weirdboy to deal damage to a target, possibly turning it into a squig.
Eldar Warlock Discipline
Destructor121Blasts an area with destructive psychic energy.
Embolden121The warlock gives a bonus to his allies' WP.
Conceal122Gives a penalty of 20+Psy Rating to any attack against the Warlock and his allies.
Enhance122Improves the warlock's allies' WS and Agility.
Executioner122The warlock conjures a psychic copy of himself to fight for him.
Eldar Farseer Discipline
Fortune126Enemies must reroll their first successful WS or BS test against the Farseer or his allies each turn.
Battle Fate126The Farseer and nearby allies gain a bonus of 10+Psy Rating to their WS.
Force of Asuryan126The Farseer and nearby allies gain an additional Half Action and Reaction each turn.
Crystal Seer127The Farseer may use additional Psy powers as Free Actions this turn, but gains Fatigue for each.
Eldritch Storm127Destructive Psy-storm that damages opponents and tosses them about.
Phoenix Spirit127Allows a freshly dead Eldar to act for a few more turns.
Temporal Exile127Can hurl a target out for time for a few turns.
Doom127All attacks auto-hit the target and it gains penalties to Dodge and Parry.
Eldar Void Dreamer Discipline
Empyrean Hunter128Allows the psyker to follow another vessel using the Tracking skill.
Shearing Light129Conjures a weapon that ignores all defenses based on psychic abilities or the Daemonic trait.
Soul Scry129The psyker and his allies gain bonuses to Interaction tests.
Spirit Shield129The psyker's allies may use his WP characteristic for tests against Fear and pinning or in Opposed WP tests.
Void Watcher129The psyker becomes aware of all objects around his voidship and even the intentions of any living beings there.
Withering Radiance129The psyker conjures a weapon that damages foes and ages them preternaturally.
Rak'Gol Techno-Shaman Powers
Seize the Machine134The Techno-Shaman may seize psychic control of mechanical or electronic weapon.
Telekinetic Sledge134Telekinetic attack that damages foes or hurls them about.
Distort Function134The Techno-Shaman may fuse two mechanical or electronic devices together to form an abominable killing machine.
Reap the Flesh134Psychic attack that rends enemies asunder.
Reweave135Merges a tech device into a willing body.
Open the Mind's Eye135Damages an opponents head, potentially killing him outright. Survivors suffer Insanity.
Flay Reality135Damages the realities of its victims, making them fall apart and suffer from Insanity.
Daemonic Techniques
Siren's WhisperDaemonic trait140Brings a mortal under the daemon's sway.
Call to EcstasyDaemonic trait140Overwhelms a target with Euphoria.
Realm of DecayDaemonic trait141The daemon produces a cloud of decay around him.
Breath of the PlaguelordDaemonic trait141Targets are infected with Nurgle's Rot. If they die, they rise as Plaguebearers.
Sorcerer's TributeDaemonic trait142Psychic attack that damages and corrupts the target, possibly turning it into a Chaos Spawn.
Fires of RevelationDaemonic trait142May change the victims belief system.
Fate Specific
Unaligned Powers
Blade of Baleful MightPsy 4, Infamy 30+30044Imbues the psyker's force weapon with additional qualities.
Butcher's Offering10045The psyker may gain a favour from the gods after slaying an enemy.
Echoes of MalicePsy 440045Enrages allies and disheartens enemies.
Harrier Imps10045Minor daemons pester the target from the warp. They can be driven off.
Hex of DecrepitudePsy 5, Cold Hearted40046Ages the target preternaturally.
Phantom ParryPsy 4, Warp Sense40046Allows the psyker to destabilise another psyker who is drawing on the warp.
Umbral HaloCorruption 30+20046The halo darkens the area around the psyker and gives him Fear (2).
Warp VortexPsy 220046Forms a spot of gravity that draws everything into it.
Nurgle PowersAll Opposed Focus Power tests here are tests to resist a poison or disease, so Talents like Resistance(poison) apply.
Acidium VitaePsy 4, Nurgle aligned30047The psyker's blood becomes damaging to his opponents.
Brain FeverNurgle aligned10047Makes it hard for the target to think.
Corpse BurstPsy 4, Nurgle aligned30047Detonates a corpse like a bomb.
Dirge of DecayDisturbing Voice, Psy 4, Nurgle aligned40047Infects wounds, dealing damage to everyone already wounded.
Tendrils of CorrosionTech-Use, Nurgle aligned30048Degrades weapons and other technology.
Vile Contagion [Corruption]Mark of Nurgle, Nurgle's Rot40048May spread Nurgle's Rot not only from himself but also from infected victims.
Ward of WormsPsy 5, Nurgle aligned, Infamy 40+50049The psyker may cover himself in worms that attack and devour his attackers. The worms may also animate a slain corpse for several rounds.
Slaanesh Powers
Cedron's TwinFel 40+, Slaanesh aligned25049Conjures an illusory doppelganger.
Celeritous SensePsy 4, Slaanesh aligned, Per 40+, Lightning Reflexes40050Heightens and quickens the psyker's senses immeasurably.
Pangs of MiseryPsy 4, Slaanesh aligned, Toughness 40+30050Can make the victim suffer over multiple rounds.
Serpent's WardPsy 5, Slaanesh aligned, Infamy 40+50050Gains a hypnotic gaze as well as the ability to shed his skin, leaving behind grapplers, shrapnel, burns and the like.
The six blades of ProsepheronSlaanesh aligned, Agility 50+, Lightning Attack, Two-Weapon Wielder40051The wielder makes two Lightning Attacks each round and gains a bonus to hit. Stops working when he doesn't make a Lightning Attack.
Unnatural Obsession [Corruption]Psy 3, Slaanesh aligned, Fel 40+30051The victim becomes fanatically devoted to the psyker.
Tzeentch Powers
Aether WormPsy 5, Tzeentch aligned, Mindscourge40052Psychic Worm that buries into the target. Makes the target more resilient against mind-affecting psy-powers and more adept at using psy-powers himself. But also makes the power more vulnerable against the Aether Worms master and unable to target him.
Befuddling CursePsy 3, Tzeentch aligned25052Lets the target hallucinate, even giving him mental disorders.
Blessing of MagnusThousand Sons SorcererPsy 4, Tzeentch aligned40052Gives various bonuses to the Sorcerer if he is Heavily Damaged.
Fate Loom [Corruption]Psy 6, Tzeentch aligned, Corruption 40+, Infamy 40+50053The psyker gains multiple bonuses but afterwards fate catches up with him.
Incendiary of TzeentchThousand Sons SorcererPsy 2, Tzeentch aligned30053Turns a normal projectile into something like a Tzeentchian Inferno Bolt, with the addition that it also psychically marks the target.
Labyrinthine ConundrumPsy 4, Tzeentch aligned, Int 50+, Logic30053Implants a riddle into the target's brain which wears down his Intelligence.
Mask of DeceitPsy 4, Tzeentch aligned, Fel 40+30054The psyker can change his appearance to that of someone else.
Storm of ChangePsy 5, Mark of Tzeentch, WP 50+50054Deals damage to everyone in the area and possibly mutates them.
Warp-Flame WardPsy 5, Tzeentch aligned, Infamy 40+50054The psyker is wreathed in flames, which burn any who attack him.
Exalted PowersThese powers are for Unaligned characters only.
Aegis of EuphedrosPsy 7, Infamy 70+, Forbidden Lore (Warp) +30, Scholastic Lore (Occult) +30, Child of the Warp100055The character becomes Incorporeal and his psychic powers are greatly amplified.
Mantle of the Daemon Prince [Corruption]Psy 6, Corruption 40+, Infamy 40+, Child of the Warp, Hatred (any)70055Temporarily transforms the psyker into a daemon prince.
Unbalanced MindPsy 5, Phantom Parry5556Takes control of another psyker's power, redirecting or cancelling it.
Wither HexPsy 6, WP 40+, Hatred (any), Hex of Decrepitude80056Unnaturally ages the target.
Biomancy Powers
Blood BoilPsy 330057Deals Fatigue and later lethal damage.
Cellular ControlPsy 4, Toughness 40+30057The psyker adapts to a variety of environments.
Chitin ShellPsy 2, Toughness 30+20057Adds armor points to different body locations.
Flesh MouldPsy 5, Toughness 50+40058The psyker gains one of several Traits or may take the shape of another.
Last BreathPsy 330058Drowns the victim.
Neural Storm25058The psyker releases a bolt of energy.
RegenerationPsy 5, Toughness 40+40058Allows the psyker to heal unnaturally fast.
Sharpened SensesPsy 3, Per 30+30059Sharpens one natural sense and gives Unnatural Senses (5).
Toxic SiphonPsy 220059Painfully expels poison from the target's body.
Unnatural HealingPsy 430059The psyker may heal others.
Pyromancy PowersMost Pyromancy powers require an already existing flame. See the various descriptions.
Manifest Flame10060Manifests a small flame to manipulate with other powers.
Fire BoltManifest Flame10060Hurls a bolt of fire from an open flame onto the target.
Fire BarrageFire Bolt25060Hurls multiple Fire Bolts at a target.
Fire StormFire Barrage50061Incinerates a whole area.
Flaming GauntletsManifest Flame20061Shrouds the psykers fists in flames, dealing additional damage.
IncinerateManifest Flame, One with the Flame75061Does not require an open flame. Immolates the target from within.
Molten ManPsy 6, 4+ other Pyromancy powers70062The psyker turns into an avatar of fire.
One with the Flame40062Allows the psyker to control a fire, spreading it out or shrinking it.
Edge of the Abyss
XXX
Archetypes
Fate Specific
Thousand Sons SorcererSpace Marine30powerful psykers
Alpha Legion Chaos Space MarineSpace Marine32infiltrators and schemers
Q'Sal Magister ImmaterialHuman34sorcerer-scientists
Idolitrex Magos of Forge PolixHuman36blasphemous researcher

Bestiary

NameTypeFactionPg.Description
Opponents, NPCs and Beasts
Imperium
Lathes Specific
Combat Servitor (Spatha Pattern)ConstructAdeptus Mechanicus67Originally a utility servitor, converted for combat.
Medicae Servitor (Remidium-Pattern)ConstructImperium, Adeptus Mechanicus67Common medicae servitor.
Security Servitor (Velox-Pattern)ConstructAdeptus Mechanicus68Extremely good at defending his preprogrammed area; confused and aggressive when in unknown territory.
C.A.T. UnitConstructImperium, Adeptus Mechanicus68Small infiltration and mapping drone.
Brazen Guard PraetoriiSentientAdeptus Mechanicus83Ceremonial guards and police force on Lathe-Het.
Officio Vigilis AgentSentientAdeptus Mechanicus84Secret service-like Crimson Guards on Lathe-Hesh.
Magos HiscereSentientAdeptus Mechanicus87Crimson Guard infiltrators on Lathe-Hadd.
MyrmidonSentientAdeptus Mechanicus93Absolute elite of the Mechanicus military.
Magos AethericSentientAdeptus Mechanicus97Researchers of grav forces and the Warp; some may be possessed.
Vigilies ServitorConstructAdeptus Mechanicus100Combat servitor equipped to destroy mechanical threats.
Fidelius KnightSentientAdeptus Mechanicus102Feudal tech-knight on Uziel.
SerfitorSentientAdeptus Mechanicus103Citizen on Uziel, temporarily transformed into a servitor.
Caste Necrosis Tech-PriestSentientAdeptus Mechanicus106Partly heretical Biologis Tech-Priest fascinated with death and resurrection.
Necrotic GholamConstructAdeptus Mechanicus106Fleshy undead servitor.
Caretaker GanashSentientAdeptus Mechanicus108Lord of the cemetery world Morio.
Divisio Perditus PrincepsSentientAdeptus Mechanicus112Titan chief pilot.
Legio Venator Redactus ModeratusSentientAdeptus Mechanicus112Titan assistant pilot.
RusteksSentientself, Adeptus Mechanicus116Descendants of Ryboth's worker population.
The TarnishedSentientself, Adeptus Mechanicus117Raiders on Ryboth.
Murder Servitor (Sheol Pattern)ConstructAdeptus Mechanicus119Deadly close combat servitors.
ArchividConstructAdeptus Mechanicus120Spider-like interrogation servitor on Sheol 17.
Excruciator ServitorConstructAdeptus Mechanicus120Aide to the Magos Interrogus on Sheol 17.
Fabricator Magus Lexel CantusSentientAdeptus Mechanicus122Captain of the ship Voca Consensio.
Service TenderSentientAdeptus Mechanicus142Huge exo-suit with operator bonded to it.
Ballis AleeneSentientNavigator House Aleene143Kidnapped Navigator.
Lost Dataslate Specific
Lathes PilotSentientAdeptus Mechanicus7native and specialised pilots of the Lathes system
Cryon Tech-PriestSentientAdeptus Mechanicus13Tech-Priests adapted to the inhuman cold on Skiri
Soul Reaver Specific
Tormented HumanSentientDark Eldar Slave129Arena fighters.
Domos Agnelain, Enslaved MagosSentientDark Eldar Slave129Magos of the Mechanicum, captured by the Dark Eldar.
Ludvos Tarn, Imperial FistsSentientDark Eldar Slave130Captured Space Marine.
Chrono-gladiatorSentient, ConstructDark Eldar Slave132Augmented human, needing to fight or die.
Navis Primer Specific
Inquisitor Havelock BlackheelSentientInquisition114monodominant witchhunter
Torch-wielding mobGroup/Sentientself115Well, a mob.
Culexus AssassinSentientInquisition116Untouchable psyker-hunter
Mark Specific
Thaddeus HakkSentientInquisition77deranged Inquisitor seeing patterns in history
Heretics and Criminals
Lathes Specific
Arch-HeretekSentientself119Perpetrators of the most dire tech-heresies.
Magus Acturan DinethSentientSteel Brotherhood141Master of the Steel Brotherhood.
Feral Cyber CherubsConstructSteel Brotherhood143Corrupted Cherubs.
Soul Reaver Specific
Captain Anja ShenSentientDark Eldar Slave129Captured pirate captain.
Neija TromeanSentientDark Eldar Slave131Captured, cursed warp-wyrd.
Navis Primer Specific
Wyrd GunslingerSentientself118Gunslinger with limited psychic potential.
Warp GuideSentientself118A psyker able to steer ships through the warp by making human sacrifices.
Mark Specific
Apostate CardinalSentientself, xenos or Chaos80spiritual leader that has turned away from the Imperial faith
Pontifex GuardSentientself, xenos or Chaos83devoted bodyguards of an Apostate Cardinal
Magos PhayzarusSentientself85heretical Magos harvesting Space Marines for their Progenoid Glands
Redemption Servitor (Samech Pattern)ConstructChaos90scavenging servitors that live on bio-mass
Kyrus the ChantleaderSentientChaos108Space Marine of the Word Bearers Legion. Leads vast daemonic armies in the Jericho Reach.
Chaos Space Marine SorcererSentientChaos113corrupt Psykers of the Chaos Legions
Khorne BerzerkerSentientKhorne115Chaos Space Marine shock troops
Noise MarineSentientSlaanesh117Chaos Space Marines of Slaanesh
ObliteratorSentientChaos119Chaos Space Marine cyborgs melded with their equipment
Plague MarineSentientNurgle121Chaos Space Marines of Nurgle
Possessed Chaos Space MarineDaemon, SentientChaos123Chaos Space Marines with a bound daemon inside
Fate Specific
Sorcerer-Technocrat of Q'SalSentientChaos80Leaders of society, sorcery and science on Q'Sal.
Death-MasqueConstructChaos90chaos spawn turned into servitors
AposticatorConstructChaos91abomination built out of mechadendrites and the heads of scheming Hereteks
Korvaskan MutantSentientChaos98Swift and agile mutant strain on dread Korvaska. Often lead by mutant psykers.
Proteyan Strain MutantSentientChaos99shapechanging cannibal mutants on dread Korvaska
Flaming Tomb RefugeeSentientChaos101human survivors on the Flaming Tomb which have no memories of their previous existence
Flaming Tomb pyromancerSentientChaos102psykers
Selukus the StyliteSentientTzeentch141potent sorcerer-technocrat from Q'Sal
Mutating TideSentientTzeentch142horde of mutating courtiers of Selukus
Kharulan the ArtifexSentientTzeentch142potent sorcerer-technocrat from Q'Sal
Lady NepythysSentientTzeentch142potent sorcerer-technocrat from Q'Sal
Sorcerer-Technocrat CourtierSentientTzeentch143denizen of the Sorcerer-Technocrats' courts
Sorcerer-Technocrat BodyguardSentientTzeentch143denizen of the Sorcerer-Technocrats' courts
Mortal Subject of SurgubSentientTzeentch143random NPCs
Frenzied Mob of SurgubSentientTzeentch143horde of civilians
Necrons
Fate Specific
Canoptek SpyderConstructNecrons111automated repair unit
Canoptek WraithConstructNecrons112guard and maintenance automatons
DeathmarkSentient, ConstructNecrons112snipers
DestroyerSentient, ConstructNecrons113deranged killers of all life
Necron LordSentient, ConstructNecrons113ruling elite
Destroyer LordSentient, ConstructNecrons113Necron Lord fallen in with the Destroyer Cult
LychguardSentient, ConstructNecrons114bodyguards and elite soldiers of the Necron Lords
Tomb BladeSentient, ConstructNecrons115jetbike/void fighter
Triarch PraetorianSentient, ConstructNecrons116elite soldiers not beholden to any Lord but to the Necrontyr overall
Aetehk the WatcherSentient, ConstructNecrons117Necron Lord active around the Screaming Vortex
Raunek Ka, the Holder of KeysSentient, ConstructNecrons118Cryptek, advisor to Aetehk the Watcher
Canoptek LocustsConstructNecrons118swarm of drones that can destabilise psykers
Wildlife
Bestiary Specific
Clawed FiendBeastDark Eldar, wild8Furious marauding beast.
Creeping StalkerBeastwild10Predator on Lucin's Breath.
KhymeraBeast, DaemonDark Eldar, wild12Warp predator made of nightmares.
Killian's BaneBeastwild14Monstrous wyrm on Burnscour.
MukaaliBeastwild18Beast of burden used on Naduesh.
RazorwingBeastDark Eldar, wild20Avian predators.
Sand TigerBeastwild22Predator on Vaporius.
TerroraxBeastwild28Fearsome predator on Burnscour.
ThornmawBeastwild30Weird spaceborne predator, possibly warp-related.
Lathes Specific
Void-FlukeBeastwild142Void-based parasite that feeds off metal.
Soul Reaver Specific
Ariadne HelspiderBeastwild133Giant, time-manipulating spider living in the webway.
Mark Specific
CrotalidBeastwild62Fearsome alligator-like creatures, able to traverse the warp.
DiablodonBeastwild64large saurian predator found in the Jericho Reach
Eldar
Bestiary Specific
Dark ReaperSentientCraftworld Eldar49long ranged aspect warrior
Fire DragonSentientCraftworld Eldar50short ranged anti-tank aspect warrior
Howling BansheeSentientCraftworld Eldar51female close combat aspect warrior
Shadow SpectreSentientCraftworld Eldar52ghostlike long ranged aspect warrior
Striking ScorpionSentientCraftworld Eldar53stealthy close combat aspect warrior
Swooping HawkSentientCraftworld Eldar54flying aspect warrior
Warp SpiderSentientCraftworld Eldar55teleporting aspect warrior
WraithguardConstructCraftworld Eldar56warrior construct
WraithlordConstructCraftworld Eldar57larger warrior construct
AutarchSentientCraftworld Eldar58apex warrior and general
Corsair/GuardianSentientEldar60standard soldier
Avatar of KhaineDaemonCraftworld Eldar62incarnation of the Eldar wargod
Soul Reaver Specific
Anguished EldarSentientDark Eldar slaves128blood-crazed killers for the arena
Relhadhar AntarielSentientDark Eldar slave131captured corsair captain
Navis Primer Specific
WarlockSentientCraftworld Eldar120warrior-psyker
FarseerSentientCraftworld Eldar125powerful psykers
Void DreamerSentientEldar Corsair128psykers and shipguides
Orks
Bestiary Specific
NobSentientOrk71brutish ork elites
KaptinSentientOrk72orkish leader
KommandoSentientOrk74infiltrator
Mad DokSentientOrk75"healer"
MekboySentientOrk76"scientist"
Speed FreekSentientOrk77manic pilots and drivers
Ork BoySentientOrk79standard soldier
GretchinSentientOrk81scrawny slaves and hangers-on
RuntherdSentientOrk81slavemaster
SquigBeastOrk82foul-tempered multi-purpose beast
SnotlingVerminOrk83grot-like pests
Navis Primer Specific
MinderzSentientOrk57bodyguards and wardens for Weirdboys
GretchinSentientOrk57scrawny slaves and hangers-on
SquigBeastOrk57foul-tempered multi-purpose beast
SnotlingVerminOrk57grot-like pests
Tusk-Born Wyrd SquigBeastOrk112psyber-familiar
WeirdboySentientOrk130psyker
WarpheadSentientOrk131powerful unhinged psyker
Gur'Kall the wandererSentientOrk132Warphead seeking a mysterious destiny
Mark Specific
Ork BoySentientOrk57standard soldier
MeganobSentientOrk57heavily armored leader
WarbossSentientOrk58Ork leader
Big Mek WurrzogSentientOrk59Big Mek fascinated with Tau technology
Rak'Gol
Bestiary Specific
AbominationSentientRak'Gol89leader
RenderSentientRak'Gol90heavily augmented shocktroops
Navis Primer Specific
Techno-ShamanSentientRak'Gol133machine-psyker
Dark Eldar
Bestiary Specific
Sslyth MercenarySentientown, Dark Eldar93mercenary
Clawed FiendBeastDark Eldar, wild8furious marauding beast
KhymeraBeast, DaemonDark Eldar, wild12warp predator made of nightmares
MedusaeSentientown, Dark Eldar16possibly sentient parasites feeding on emotions
RazorwingBeastDark Eldar, wild20avian predators
Ur-GhulBeast, SentientDark Eldar, wild34humanoid pack hunter with keen sense of smell
Soul Reaver Specific
Archon Salaine MornSentientDark Eldar119Archon of the Kabal of the Shadowed Thorns
Haemonculus DrecarusSentientDark Eldar120Leader of The Sutured Helix
Succubus AnyalraSentientDark Eldar121Leader of the Cult of the Withered Blade
Archon Zaergarn Kulundead Sentientself122Nominal Lord of the Nexus of Shadows. Revived by the Soul Reaver.
Kabalite WarriorSentientDark Eldar122rank and file soldier
Kabalite TruebornSentientDark Eldar123elite troops
ReaverSentientDark Eldar123jetbike riders
WychSentientDark Eldar124gladiatorial fighters
Hekatrix BloodbrideSentientDark Eldar124elite gladiators
Wych BeastmasterSentientDark Eldar125controls slaves and beasts
HellionSentientDark Eldar125skyboard-riding ganger
ScourgeSentientDark Eldar126Dark Eldar transformed into a harpy-like creature.
WrackSentientDark Eldar126Dark Eldar transformed into twisted abominations. Torturers and "scientists".
GrotesqueConstructDark Eldar127twisted and mutated combat monsters
Cronos Parasite EngineConstructDark Eldar127hovering, life-stealing monstrosity
Fleshwrought DrakeConstructDark Eldar133modified carnosaur
Murderfiend ServitorConstructDark Eldar135Dark Eldar turned into combat servitors
Tau/Kroot
Soul Reaver Specific
Brutalized Fire WarriorsSentientDark Eldar Slaves128fodder for the arenas
Nashrik HakhSentientDark Eldar Slaves131captured Kroot
Mark Specific
Broadside BattlesuitSentientTau6heavy fire support
Commander FlamewingSentientTau8Veteran against the Tyranids
EtherealSentientTau11Spiritual and political leader
DroneConstructTau11multi-purpose battlefield drones
Kroot CarnivoreSentientTau, Kroot15basic soldier
Kroot ShaperSentientTau, Kroot15spiritual leader, chieftain
KrootoxBeastTau, Kroot18genetic throwback, used as a living weapon platform
Kroot KnarlocBeastTau, Kroot20riding beast
Great KnarlocBeastTau, Kroot21huge beasts used as living engines of war
Kroot HoundBeastTau, Kroot23dog-like hunting beasts
Tau PathfinderSentientTau24scouts
Vespid StingwingSentientTau26insectoid xenos able to fly
Stryxis
Bestiary Specific
Stryxis NomadSentientStryxis97basic stryxis
Stryxis MasterSentientStryxis98leaders with different specializations (e.g. Raider, Vat, TechSight, Slave)
Vat-LabourerConstructStryxis100biologically grown slave
Yu'Vath
Bestiary Specific
Bone ConquerorConstructYu'Vath106Warp-powered guardian
CrystalwispConstructYu'Vath108stealer of memories
Fossil HorrorConstructYu'Vath110subterranean monster
SandslimeConstructYu'Vath112animated, intelligent and infectious quicksand
Daemons
Bestiary Specific
Beast of NurgleDaemonNurgle118Slug-like monster
Flesh Hound of KhorneDaemonKhorne119savage hunting dog
FuriesDaemonChaos120winged humanoid daemon
Screamer of TzeentchDaemonTzeentch121Ray-like flyer
Veiled DeceitDaemonChaos122terrible shadow
Navis Primer Specific
T'Zar the BrokerDaemonTzeentch136Information trader, Herald of Tzeentch
The LuminaryDaemonSlaanesh137Herald of Slaanesh
The CarrierDaemonNurgle138Daemon Prince
The HuntsmanDaemonKhorne139Herald of Khorne, hunts psykers
Huntsman's Flesh HoundDaemonKhorne139
PlaguebearerDaemonNurgle141Nurgle's rank and file
Xenos Specific
Irradial CogitatorConstruct, DaemonChaos88Daemonically possessed computer
Spire SlayerConstruct, DaemonChaos94Daemonically possessed robot, built in the shape of a gargoyle or statue.
BloodthirsterDaemonKhorne100Greater Daemon of Khorne
Great Unclean OneDaemonNurgle102Greater Daemon of Nurgle
Keeper of SecretsDaemonSlaanesh104Greater Daemon of Slaanesh
Lord of ChangeDaemonTzeentch106Greater Daemon of Tzeentch
BloodletterDaemonKhorne109Khorne's rank and file
DaemonetteDaemonSlaanesh110Slaanesh's rank and file
Pink HorrorDaemonTzeentch111Tzeentch's rank and file. Split into tow blue Horrors when slain.
PlaguebearerDaemonNurgle112Nurgle's rank and file
Fate Specific
Aether RayConstruct, DaemonChaos81ray-like daemon engine able to transport people on Q'Sal
MirrorfiendConstruct, DaemonChaos82beetle-like daemon engine on Q'Sal
The AuruntaurConstruct, DaemonChaos83legendary daemon engine almost as tall as a Reaver Titan on Q'Sal
HarrowhoundConstruct, DaemonChaos91dog-like daemon engines on The Hollows
The Burning MenDaemonChaos102humanoid figures made of the lava of The Flaming Tomb
Flamer of TzeentchDaemonTzeentch104flame-shooting daemons
Disc of TzeentchDaemonTzeentch104Floating disc crafted from a Screamer of Tzeentch to be used as a mount.
PhokulozortisDaemonTzeentch106Daemon Prince who enjoys to appear as a lower daemoic creature during a botched summoning
Tyranids
Mark Specific
CarnifexBeastTyranids30living siege engine
Dagon OverlordBeastTyranids33terrifying variant of the Swarm Tyrant
GargoyleBeastTyranids36flying assault creature
LictorBeastTyranids37specialised infiltrators and scouts
Purestrain GenestealerBeastTyranids39wide-spread vanguard organism
Genestealer BroodlordBeastTyranids40leader of a Genestealer brood
RavenerBeastTyranids41burrowing infiltrator
Ripper SwarmBeastTyranids43biomass gatherers
TrygonBeastTyranids45burrowing assault beast
Tyranid Warrior PrimeBeastTyranids47Tyranid Warrior pack leader
Tyrant GuardBeastTyranids49defense organisms for Swarm Tyrants
VenomthropeBeastTyranids51highly toxic creature
ZoanthropeBeastTyranids53Tyranid psyker
Others
Bestiary Specific
ShadowkithSentientown24mutant cannibals on Grace
Species X-10198.RKBeast, ex-Sentientown26Xenos spacefarers descended into savagery on Orn
UnquenchedBeast, Sentientown32fluid-seeking psyker-zombie on Vaporius
Lathes Specific
The tattered Magos?Sentient??100Magos on Lacuna that drifts between reality and the warp
ExpungedConstructwild116abandoned Servitors on Ryboth - some helpful, some not
Navis Primer Specific
Vaporian GlasshawkConstructowner112psyber-familiar of the Priest-Kings of Vaporius
Mark Specific
Bruul ParasiteParasiteself60Lives off the memories and instincts of its host. Might be sentient.
LacrymoleSentientself66human-sized shapeshifters
LoxatlSentientself, Chaos68aquatic lizard-like mercenaries
Slinnar War MachineConstructself92Ancient xenos suits of armor filled with plasma and the soul of a human being.
Fate Specific
HollowkyndConstructwild91rag-tag humanoid machines that can cause other machines to go haywire
Voidships
Bestiary Specific
Void KrakenBeastwild36starship sized space monster
Soul Reaver Specific
Torture classCruiserDark Eldar137heavier combat ship
Corsair classRaiderDark Eldar137lighter combat ship
Soul ReaverCruiserself138alien artifact-ship controlled by a dead and insane archon

Changelog

Changelog
1.12.0.0, 4/6/11Changelog finally begun! Battlefleet Koronus added in this version, as well as numerous typo fixes.
1.12.1.0, 4/7/11Updated the Voidsunder Lance Battery, Jovian-Pattern Nova Cannon, Plasma Accelerated Torpedo Tubes, Bombardment Cannons with their soon-to-be errata values, and added the Mezoa-Pattern Theta-7 Drive as per the forums, and a couple other fixes that FFG Devs have said will be in Errata. Will release a 1.12.2.0 when official Errata is out. Also added Torpedo Guidance Systems under the Ship Upgrades tab, as it would seem I forgot about them all together. At present there is some confusion about which Jovian-Pattern bays are added with the Carrier Trait, and I don't know either. For now, just ask your GM what to do.
1.12.1.1, 4/13/11Fixed a few typos and changes that I missed. Sorry! Also internal update, so this wasn't published.
1.12.2.1, 5/15/11Added the changes from the 1.1 errata for Deathwatch.
1.12.3.1, 5/15/11Added the optional weapon rules from Appendix 1 of the Deathwatch Errata 1.1 in the "DW Optional" tab.
1.12.3.2. 5/24/11Added page numbers for everything in a separate column, where applicable. Also fixed some mistakes! Also added a couple things, and general improvements.
3.10.0, 5/24/11Changed the way the version is counted. This is otherwise identical to 1.12.3.2 however. Internal update.
3.11.07xx, 07/xx/11Changed the way the version is counted slightly once more. Added Daemon Hunter equipment, as well as defining the abbreviations for books at the beginning of each section. Various other minor changes.
3.11.0724, 7/24/11Fixed the group expansion signs so that they line up properly with their corresponding row. Thanks to PullsyJr on FFG's forums! Internal update, unreleased. Additionally, determined that the Carrier trait is meant for Jovian-Pattern LANDING Bays.
3.11.08xx, 08/xx/11Various typo fixes. Special thanks to Zeal, Ira, and several others who I can't remember for pointing them out! Internal update, unreleased
4.11.0827, 08/27/11Added Black Crusade equipment. Special thanks to Anonymous for providing this information. Probably some typo fixes that I didn't keep track of too. Please note, much of the Black Crusade gear is subject to change, pending errata, particularly the weapons that are missing entries one way or another.
4.11.0829, 08/29/11Fixed the long-las entry for Black Crusade. Didn't release.
4.11.0929, 09/12/11A culmination of a bunch of random minor fixes that I didn’t keep a record of. Started storing it in my dropbox. E-mail me at unnownrelic@gmail.com and put "40kRP Armory" in the subject line, minus the quotes, if you want it to be shared with you. If that's not in the subject, I'll probably filter your message as spam. This will be the surest method to get the most recent version of the file; however, I'll still store it in my mediafire account for general sharing.
4.11.1109, 11/09/11A mess of tiny changes, all unrecorded. Still no BC errata unfortunately.
4.13.1205, 12/05/11Added equipment from the Book of Judgement as well as First Founding. Some other small changes. STILL no errata for Black Crusade, somehow.
4.14.0121, 1/21/12Added equipment and components from Hostile Acquisitions. Adds sub-groups in the starship components pages, since it was starting to get crowded. Still lacking BC errata, but it should be fine. Also, Null Bays lack an entry, so let me know if you see anything like that anywhere.
4.16.0821, 8/21/12Added weapons, armor and gear from Disciples of the Dark Gods to unnownrelic's armory. Minor typo fixes.
4.16.0824Minor corrections, thanks to Gavinfoxx, Kiton and Fgdsfg from the FFG Forums.
4.17.0925Added Ork, Rak'Gol and Stryxis equipment from The Koronus bestiary. Unsure about Eldar and Sslyth.
4.17.121202Added Equipment for all races from the NPC profiles in the Bestiary. Added a 'Bestiary' Tab that will be updated with all NPCs from all books over time.
4.17.121205Cleaned up some formatting issues
4.18.130108Added the "Character options" Tab, which will feature such things as Elite Advances, alternate career ranks, new feats and skills and the like.
Added lots and lots of info from The Lathe Worlds.
4.19.130116Added equipment, vehicles, Character options and NPCs from The Soul Reaver. Some typo fixes.
4.19.130304Added The Lost Dataslate and The Dark Kin web enhancements. No release.
4.20.130307Added The Navis Primer.
4.21.130312Added Mark of the Xenos. No release.
4.22.130322Added The Tome of Fate.
5.35.140316Added: Stars of Inequity, Edge of the Abyss, Faith and Coin; The Achilus Assault, Honour the Chapter, The Outer Reach, The Emperor's Chosen; Black Crusade errata, Tome of Blood, Tome of Excess; Only War, Hammer of the Emperor. Reworded a whole bunch of stuff for consistency/clarity.
5.38.140906Added Tau Character Guide, Tome of Decay, and Shield of Humanity. Created a "Templates" tab for randomly generated archeotech/xenotech loot, daemon weapons, et cetera. Still slowly going through and updating previous entries.
5.43.150418Added 59 new vehicle profiles from various books (The Outer Reach; Tome of Blood, Tome of Excess; Only War, Final Testament, Enemies of the Imperium, No Surrender, Shield of Humanity). I also included the adventure loot from Binding Contracts and Salvaging Solace, which means that all equipment/armory sections are now fully up to date with all 1E source material.
6.45.160417Added all equipment from the Dark Heresy 2E core book and Enemies Within, including the latest errata (version 1.2). Other additions: gear weights for Only War, Furioso Dreadnought vehicle profile and associated weapon entries, easily available gear is now marked as "Ubiquitous*" rather than "-", various wording improvements.
6.48.161023Added Enemies Without and Enemies Beyond, plus all DH2E vehicles. Other changes: corrections and sources for Craftsmanship, included some ranged daemon weapons on Melee tab, copied all items with a Field Rating to the "Force Fields" section, minor wording fixes.