Rogue Trader Combined Spreadsheet
Rogue Trader Combined Spreadsheet
TABLE 1
AVAILABILITY BY POPULATION
Availability <100 <1,000 <10,000 <100,000 100,000+
Ubiquitous +20% +30% Automatic Automatic Automatic
Abundant +10% +20% +30% Automatic Automatic
Plentiful - +10% +20% +30% Automatic
Common -10% - +10% +20% +30%
Average -20% -10% - +10% +20%
Scarce -30% -20% -10% - +10%
Rare -40% -30% -20% -10% -
Very Rare -50% -40% -30% -20% -10%
Extremely Rare -60% -50% -40% -30% -20%
Near Unique GM Discretion -60% -50% -40% -30%
Unique GM Discretion GM Discretion -60% -50% -40%
TABLE 2
TIME TAKEN (AVAILABILITY & POPULATION)
Availability <10,000 <100,000 <1,000,000 <10,000,000 10,000,000+
Ubiquitous One Day One Day One Day One Day One Day
Abundant 1d5 Days One Day One Day One Day One Day
Plentiful 1d10 Days 1d5 Days One Day One Day One Day
Common 1d10 Days 1d10 Days 1d5 Days One Day One Day
Average One Week 1d10 Days 1d10 Days 1d5 Days One Day
Scarce One Week One Week 1d10 Days 1d10 Days 1d5 Days
Rare 1d5 Weeks One Week One Week 1d10 Days 1d10 Days
Very Rare 1d10 Weeks 1d5 Weeks One Week One Week 1d10 Days
Extremely Rare 1d5 Months 1d10 Weeks 1d5 Weeks One Week One Week
Near Unique 1d10 Months 1d5 Months 1d10 Weeks 1d5 Weeks One Week
Unique One Year 1d10 Months 1d5 Months 1d10 Weeks 1d5 Weeks
TABLE 3
TIME TAKEN (CRAFTSMANSHIP)
Craftsmanship Time Taken
Poor x1/2
Common -
Good x2
Best x3
TABLE 4
ACQUISITION MODIFIERS
Availability Modifier
Ubiquitous +70%
Abundant +50%
Plentiful +30%
Common +20%
Average +10%
Scarce -
Rare -10%
Very Rare -20%
Extremely Rare -30%
Near Unique -50%
Unique -70%
Scale Modifier Ship Component Modifier
Negligible (1) +30% Structure (Holds, Observatories, Armour, Special Structures) -
Trivial (3-5) +20% Power (Warp Drive, Generatorium, Void Shields) -10%
Minor (10-30) +10% Etheric (Auspex, Vox-Networks, Communications) -20%
Standard (50-100) - War (Macrobatteries, Lances, Torpedoes) -30%
Major (500-1,000) -10%
Significant (2,000-5,000) -20%
Vast (10,000+) -30%
Craftsmanship Modifier
Poor +10%
Common -
Good -10%
Best -30%
Craftsmanship/Quality Name Special Book/Page
Craftsmanship
Weapon (Melee) (Poor) -10% Attack & Parry RT115
Weapon (Melee) (Good) +5% Attack RT115
Weapon (Melee) (Best) +10% Attack & +1 Damage RT115
Weapon (Ranged) (Poor) Unreliable, If already Unreliable then Jams on Miss RT115
Weapon (Ranged) (Good) Reliable RT115
Weapon (Ranged) (Best) Never Jams or Overheats RT115
Armour (Poor) -10% Agility RT137
Armour (Good) Against First Attack per Round, +1 AP RT137
Armour (Best) Half Weight, +1AP Always RT137
Ork Kraftsmanship (Poor) If Ork, No Penalty; Otherwise Ranged Jam, Melee Fall Apart; -0.5kg Weight ITS143
Ork Kraftsmanship (Good) +5% Weapon Skill & Ballistic Skill, +0.5kg Weight (Extra Flash) ITS143
+5% Weapon Skill & Ballistic Skill, +1 Damage, +1 Kustom Bit, +1kg Weight
Ork Kraftsmanship (Best) ITS143
(Flash Bitz & Gubbins)
Special Qualities
+10% Ballistic Skill on Aim; +1d10 Damage when firing S on Basic Weapon
Accurate RT115
with Aim; Maximum 2d10
Balanced +10% Weapon Skill to Parry RT115
Blast (X) X is Radius of Area Affect of Weapon RT115
Cleansing Fire Willpower or Catch on Fire; Cleansing Fire+Flame +1d10 Damage FAC80
Crippling (X) Suffer 1 Damage, Crippled; If more than Half Action, takes (X) R Damage TSR108
Gyro-Stabilised Never more than Long Range; Heavy Weapon -20% without Bracing ITS121
Power Field 75% Chance of Destroying Opponents Weapon when Parrying; Warp, RT116
Power & Natural Weapons immune
Primitive (Armour) Non Primitive Weapon Halves AP for Defence RT138
Primitive (Weapon) Non Primitive Armour doubles AP against this Weapon RT116
Proven (X) Treats any damage lower than (X) as (X) instead TSR108
Razor Sharp 2 DoS on attack, double Pen TSR108
Recharge Only Fire every other Round RT116
Reliable If Jams, 1d10, only on 10 has it Jammed RT116
Sanctified Ignore Daemonic Trait, Can destroy The Stuff of Nightmares FAC80
If Point Blank Range, every 2 DoS = 1 additional hit; AP Doubled at
Scatter Long/Extreme Range RT116
Storm Maximum Number of Hits = Double RoF, Doubles Ammunition used RT117
Toxic Toughness, -5% x Damage; Failure 1d10 I Damage, no reduction for RT117
Toughness or Armour
Twin-Linked +20% Attack, Doubles Ammunition used, 2 DoS Extra Hit; Reload Doubled RT117
Unstable On Hit, 1d10; 1 Half Damage, 2-9 Normal Damage, 10 Double Damage RT117
Boltgun (Archeotech) Basic 60/240/360/480m S/3/- 1d10+9 X 4 30 Full 10kg Near Unique Reliable, Tearing, -10% Ballistic Skill if Malignancies, SB6 or Heavy Weapon HA50
Boltgun (Footfall Pattern) Basic 40/160/240/320m S/3/- 1d10+4 X 2 18 Full 8kg Rare Tearing, Unreliable HA50
Boltgun (Locke Pattern) Basic 45/180/270/360m S/2/4 1d10+5 X 4 24 Full 7kg Very Rare Tearing RT122
Condemnor Boltgun Basic 45/180/270/360m S/2/4 1d10+5 X 4 24 2 Full 7.5kg Extremely Rare Tearing, Sanctified FAC82
Scourge Boltgun (Mars Pattern) Basic 45/180/270/360m S/2/4 1d10+5 X 4 24 Full 9kg Scarce Tearing, Reliable FAC82
Solo Boltgun (Perinetus Pattern) Basic 50/200/300/400m S/-/- 1d10+5 X 4 8 Full 7kg Very Rare Accruate, Tearing, Reliable ITS112
Storm Bolter (Mars Pattern) Basic 45/180/270/360m S/2/4 1d10+5 X 4 60 Full 9kg Extremely Rare Storm, Tearing RT122
Heavy Bolter (Solar Pattern) Heavy 60/240/360/480m -/-/10 2d10+2 X 5 60 Full 40kg Very Rare Tearing RT122
Melta Weapons
Inferno Pistol (Mars Pattern) Pistol 5/20/30/40m S/-/- 2d10+8 E 13 3 Full 2.5kg Very Rare - RT122
Beamer Meltagun (Zepherus Pattern) Basic 20/80/120/160m S/-/- 2d10+6 E 12 6 2 Full 9kg Very Rare - ITS114
Melta Cutter Basic 2.5/10/15/20m S/-/- 3d10+8 E 13 5 2 Full 8kg Rare Inaccurate, Scatter, -20% Ballistic Skill HA51
Meltagun (Mars Pattern) Basic 10/40/60/80m S/-/- 2d10+8 E 13 5 2 Full 7.5kg Rare - RT122
Meltagun (Mezoa Pattern) Basic 10/40/60/80m S/-/- 2d10+8 E 13 10 3 Full 8.5kg Rare - RT122
Mining Melta (Broad) Heavy 5/20/30/40m S/-/- 2d10+4 E 11 6 3 Full 36kg Rare Scatter FAC82
Mining Melta (Focused) Heavy 2.5/10/15/20m S/-/- 3d10+8 E 13 6 3 Full - - Overheat -
Multi-Melta (Mars Pattern) Heavy 30/120/180/240m S/-/- 4d10+5 E 13 10 2 Full 40kg Very Rare Blast (1) RT123
Thermal Lance (Mars Pattern) Heavy 5/20/30/40m S/-/- 2d10+10 E 12 2 2 Full 40kg Rare Accurate RT123
Plasma Weapons
Plasma Pistol (Ryza Pattern) Pistol 15/60/90/120m S/2/- 1d10+6 E 6 10 3 Full 4kg Very Rare Overheat, Maximal Setting (RT123) RT123
Wrath Plamsa Pistol (Ryza Pattern) Pistol 20/80/120/160m S/-/- 1d10+8 E 6 8 3 Full 5kg Extremely Rare Overheat, Accurate, Maximal Setting ITS114
Clovis Plasma Gun Basic 30/120/180/240m S/3/5 1d10+5 E 6 40 5 Full 20kg Extremely Rare Overheat, Maximal Setting ITS114
Plasma Gun (Asandre Pattern) Basic 45/180/270/360m S/2/- 1d10+7 E 6 40 5 Full 18kg Very Rare Overheat, Unstable FAC83
Plasma Gun (Mezoa Pattern) Basic 45/180/270/360m S/2/- 1d10+7 E 6 40 5 Full 18kg Very Rare Overheat, Maximal Setting RT123
Plasma Cannon (M31 Pattern) Heavy 75/300/450/600m S/-/- 2d10+10 E 8 20 5 Full 45kg Near Unique Blast (1), Overheat, Maximal Setting FAC83
Plasma Cannon (Ryza Pattern) Heavy 60/240/360/480m S/-/- 2d10+10 E 8 16 5 Full 40kg Very Rare Blast (1), Overheat, Unreliable, Maximal Setting RT123
Flame Weapons
Hand Flamer (Footfall Pattern) Pistol 10m Only S/-/- 1d10+4 E 2 2 2 Full 4kg Very Rare Flame, Toxic FAC84
Hand Flamer (Mezoa Pattern) Pistol 10m Only S/-/- 1d10+4 E 2 2 2 Full 3.5kg Rare Flame RT124
Assault Flamer (Salamander Pattern) Basic 10m Only S/-/- 1d10+4 E 1 12 3 Full 6kg Scarce Flame, 45 Degree Arc ITS114
Flamer (Flameburst Pattern) Basic 40m Only S/-/- 1d10+4 E 2 6 2 Full 7kg Rare Flame, Recharge, 1m wide Jet HA51
Flamer (Mezoa Pattern) Basic 20m Only S/-/- 1d10+4 E 2 6 2 Full 6kg Scarce Flame RT124
Incinerator Basic 20m Only S/-/- 1d10+8 E 4 6 2 Full 6kg Extremely Rare Cleansing Fire, Flame, Sanctified FAC84
Heavy Flamer Heavy 30m Only S/-/- 2d10+4 E 4 10 2 Full 20kg Rare Flame RT124
Primitive Weapons
Flintlock Pistol Pistol 7.5/30/45/60m S/-/- 1d10+2 I 0 1 3 Full 4kg Common Primiitive, Unreliable, Inaccurate RT124
Hand Bow Pistol 7.5/30/45/60m S/-/- 1d10 R 0 1 Full 1kg Rare Primitive RT124
Blowgun Basic 10/40/60/80m S/-/- 1d5 R 0 1 Half 0.5kg Average Accurate, Primitive, Toxic FAC84
Blunderbuss Basic 15/60/90/120m S/-/- 1d10+2 I 0 1 2 Full 4kg Plentiful Primitive, Unreliable, Inaccurate ITS114
Bow Basic 15/60/90/120m S/-/- 1d10 R 0 1 Half 2kg Common Primitive, Reliable RT124
Crossbow Basic 15/60/90/120m S/-/- 1d10 R 0 1 2 Full 3kg Common Primitive RT124
Musket Basic 15/60/90/120m S/-/- 1d10+2 I 0 1 5 Full 7kg Common Primiitive, Unreliable, Inaccurate RT124
Sling Basic 7.5/30/45/60m S/-/- 1d10-2+SB I 0 1 Full 0.5kg Plentiful Primitive, Can Sling Grenades (RT124) RT124
Bolas Thrown 5/20/30/40m S/-/- - 0 1 - 1.5kg Average Primitive, Snare, Inaccurate RT124
Falarica Thrown 5/20/30/40m S/-/- 1d10+1 R 1 1 - 2.5kg Scarce Primitive, Tearing, +20% Agility or on Fire FAC84
Hunting Quoit Thrown 5/20/30/40m S/-/- 1d10+SB R 0 1 - 0.5kg Common Primitive ITS115
Javelin Thrown 5/20/30/40m S/-/- 1d10+SB R 0 1 - 0.5kg Common Primitive ITS115
Spear-Thrower Thrown 10/40/60/80m S/-/- 1d10 R 2 1 Full 1.5kg Average Primitive FAC85
Launcher Weapons
Bola Launcher Basic 10/40/60/80m S/-/- 1d10 I 0 6 Full 8.75kg Scarce Primitive, Snare ITS115
Grenade Launcher (Mezoa Pattern) Basic 40/160/240/320m S/-/- Varies Var 1 Half 10kg Scarce Varies RT125
Grenade Launcher (Voss Pattern) Basic 30/120/180/240m S/-/- Varies Var 6 Full 12.5kg Scarce Varies, Inaccurate RT125
Auto-Launcher Heavy 7.5/30/45/60m S/-/- Varies Var 3 3 Full 30kg Very Rare Varies ITS115
Disposable Launcher Heavy 100/400/600/800m S/-/- 3d10+3 X 4 1 - 10kg Rare - ITS115
Electo-pult (Sollex Pattern) Heavy 250/1000/1500/2000m S/-/- 3d10+10 X 10 1 3 Full 38kg Extremely Rare Accurate, Blast (1), Overheats FAC85
Hunter-Killer Launcher Heavy 175/700/1050/1400m S/-/- 3d10+6 X 6 1 - 64kg Very Rare +20% BS to Fire ITS115
Missile Launcher (Locke Pattern) Heavy 125/500/750/1000m S/-/- Varies Var 1 Full 12kg Scarce Varies RT125
Missile Launcher (Retobi Pattern) Heavy 100/400/600/800m S/-/- Varies Var 5 2 Full 35kg Rare Varies RT125
Mole Mortar Heavy 50 - 200m S/-/- Varies Var 1 Full 50kg Extremely Rare Inaccurate, Shocking, Blast (4) ITS115
Mortar (Locke Pattern) Heavy 50 - 300m S/-/- Varies Var 6 2 Full 48kg Rare Inaccurate, Blast (5) ITS115
Mortar (Voss Pattern) Heavy 50 - 300m S/-/- Varies Var 1 Full 41kg Rare Inaccurate, Blast (5) ITS115
Weapons
Weapon Name Class Range (S/M/L/E) RoF Damage Pen Clip Reload Weight Availability Special Book/Page
Grenades & Missiles
Aetherflare Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- 1d10+6 E 0 - - 1kg Near Unique Blast (4), Ignores Armour, Toughness, Cover & Psychic Defences HA52
Anti-Plant Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- 3d10 E 0 - - 0.5kg Very Rare Blast (3), Only Affects Plants RT125
Blind Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- - 0 - - 0.5kg Rare Smoke RT125
Bloodfire Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- Special 0 - - 0.5kg Rare -10% Toughness or take 1d10+3 Damage (Toxic) ITS116
Choke Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- Special 0 - - 0.5kg Rare Toughness Test of 1 Fatigue per Degree Failure ITS116
Cyclonic Missile - - - 5d10+10 X 1 - - 1kg Near Unique Blast (15), -10% Agility or Catch Fire if Damaged FAC86
Eldar Plasma Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- 1d10+6 E 4 - - 0.5kg Common/Very Rare Blast (4), Shocking TSR109
Filament Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- 4d10+4 R 6 - - 0.5kg Extremely Rare Blast (1), Tearing RT125
Frag Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- 2d10 X 0 - - 0.5kg Common Blast (4) RT125
Frag Micro Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- 2d10 X 0 - - 0.5kg Extremely Rare Blast (2), Can throw multiple in one action HA51
Frag Missile/Round - - - 2d10 X 4 - - 1kg Average Blast (6) RT125
Geode Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- 2d10+3 R 4 - - 0.5kg Extremely Rare Blast (3) RT125
Hallucinogen Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- - 0 - - 0.5kg Rare -10% Toughness Test, 1d10 Rounds effect RT125
Haywire Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- Special 1 - - 0.5kg Near Unique Blast (2), All Electrical Devices cease working 1d5 Rounds ITS116
Howler Grenade Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- Special 0 - - 0.5kg Scarce Blast (3), Last 1d5 Rounds, Toughness or Stunned ITS116
Inferno Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- 1d10+3 E 6 - - 0.5kg Rare Blast (2), Flame ITS116
Kinetic Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- 1d10 X 0 - - 0.5kg Extremely Rare Blast (2), Strength or Agility Test or Prone ITS116
Krak Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- 2d10+4 X 6 - - 0.5kg Rare - RT125
Krak Micro Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- 2d10+2 X 5 - - 0.5kg Extremely Rare Can throw multiple in one action HA51
Krak Missile/Round - - - 3d10+10 X 10 - - 1kg Scarce Blast (1) RT125
Blast (1), -20% Tech-Use before firing (Half Action), +10% Ballistic Skill and
Life-Seeker Missile - - - 2d10+4 X 8 - - 1kg Very Rare FAC86
target must reroll successful Dodges that turn
Minefield Missile/Round - - - 2d10 X 1 - - 2kg Rare Blast (1), Cluster Munitions ITS116
Photon Flash Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- Special 0 - - 0.5kg Rare Blast (15), Toughness or Blinded 1d5 Rounds RT126
Plasma Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- 1d10+6 E 6 - - 4kg Very Rare Blast (1) RT126
Pysk-out Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- Special 0 - - 0.5kg Extremely Rare Blast (3), Stunned 1d5+3 Rounds if Psyker, 3d10 Damage if Daemon FAC85
Rad (Lathe Pattern) Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- 2d10 X 0 - - 1kg Rare Blast (3), Toxic, -5%xDamage Toughness or suffer 10 (+DoF x2) Toughness FAC86
Rad (Mezoa Pattern) Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- 1d10 E 0 - - 1kg Extremely Rare Blast (10), -20% Toughness 2d10 Toughness Damage HA51
Blast (10), -10% Toughness of Fear +10, Self Contained Environments
Scare Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- - 0 - - 1kg Scarce HA52
immune
Scatter Missile/Round - - - 2d10 X 0 - - 2kg Very Rare Blast (4) ITS116
Smoke Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- - 0 - - 0.5kg Common Smoke, Natural Vision Only RT126
Starflare Missile/Round - - - Special 0 - - 1kg Scarce Illuminates Area underneath Flare ITS116
Stun Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- - 0 - - 0.2kg Scarce Blast (3), Toughness Test or Stunned for 1d5 Rounds RT126
Stunner Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- Special 0 - - 0.5kg Rare Blast (10), +10% Toughness or stunned for degrees of failure rounds ITS117
Tanglefoot Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- Special 0 - - 0.5kg Extremely Rare Blast (2), Snare ITS117
Toxin Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- Special 0 - - 0.5kg Rare Blast (10), -10% Toughness or 2d10+4 Toxic Damage ITS117
Virus Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- 3d10 I 0 - - 0.5kg Extremely Rare Toxic, d5 metre spread, 1d10 rounds, Ignore Armour RT126
Vortex Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- Special 0 - - 1.5kg Near Unique Blast (3), -10% Agility or Sucked into Warp, 1 CP per non-Daemon FAC86
Web Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- - 0 - - 1kg Scarce Blast (4), Snare HA52
Web Missile - - - - 0 - - 2kg Rare Blast (6), Snare HA52
Exotic Weapons
Assault Gauntlet Pistol 10/40/60/80m S/-/8 1d10+4 I 2 24 4 Full 3kg Very Rare - ITS118
Dartcaster Pistol 15/60/90/120m S/-/- 1d10 R 0 1 Full 2.5kg Rare Toxic RT127
Digi-Flamer Pistol 1.5/6/9/12m S/-/- 1d10+4 E 2 1 Full 0.5kg Extremely Rare Flame RT127
Digi-Laser Pistol 1.5/6/9/12m S/-/- 1d10+3 E 7 1 Full 0.5kg Extremely Rare Reliable RT127
Digi-Melta Pistol 1.5/6/9/12m S/-/- 2d10+4 E 12 1 Full 0.5kg Extremely Rare - RT127
Digi-Needler Pistol 1.5/6/9/12m S/-/- 1d10 R 0 1 Full 0.5kg Extremely Rare Toxic RT127
Light-bringer Torch Pistol 3/12/18/24m S/-/- 1d10+6 E 2 1 2 Full 6kg Rare Flame SOI94
Meritech Cannon Pistol 7.5/30/45/60m S/-/- 2d10+4 X 4 6 3 Full 0.5kg Unique Blast (1) ITS117
Needle Pistol Pistol 15/60/90/120m S/-/- 1d10 R 0 6 Full 1.5kg Very Rare Accurate, Toxic RT128
Web Pistol Pistol 15/60/90/120m S/-/- - 0 1 Full 3.5kg Rare Snare ITS117
Crux Beam Gun Basic 40/160/240/320m S/3/- 2d10+5 E 6 25 4 Full 4kg Near Unique Scatter RT127
Dessicator Fusil Basic 20/80/120/160m S/-/- 1d10+6 E 2 8 Full 6.5kg Extremely Rare Inaccurate, -5%xDamage Agility or suffer 5 (+DoF) Agility FAC85
Entropic Accelerator Basic 20/80/120/160m S/-/- 3d10+4 E 3 1 - 5kg Near Unique Recharge, Toxic ITS118
Graviton Gun Basic 15/60/90/120m S/-/- Special 0 3 2 Full 5kg Near Unique Blast (5), RT128 RT128
Lightning Cannon Basic 30/120/180/240m S/-/- 2d5+4 E 4 2 Full 0.5kg Near Unique Overheats, Shocking, +2 DMG & PEN per Aim Action (Max +4) ITS119
Needle Rifle Basic 90/360/540/720m S/-/- 1d10 R 0 6 2 Full 1.5kg Very Rare Accurate, Toxic RT129
Neural Shredder Basic 15/60/90/120m S/-/- - - - 2 Full 4kg Extremely Rare Scatter, 2d10 Intelligence Damage, -20% Toughness or Stunned 1 Round FAC85
Quill Blaster Basic 25/100/150/200m S/-/6 1d10 R 2 50 2 Full 5kg Near Unique Tearing, Overheats ITS119
Razorweb Launcher Basic 5/20/30/40m S/-/- 2d10+4 R 5 1 Full 3kg Extremely Rare Blast (1), Tearing, Inaccurate ITS118
Rocketfire Gun Basic 40/160/240/320m S/-/- 1d10+5 I 4 6 Full 4kg Very Rare Tearing ITS118
Sonic Rifle Basic 15/60/90/120m S/2/- 1d10+3 X 2 8 Full 3.5kg Rare Tearing, Shocking ITS118
Web Gun Basic 25/100/150/200m S/-/- - 0 1 Full 6kg Rare Snare, Blast (2) ITS117
Conversion Beamer (Short Range) Heavy 75m S/-/- 1d10+6 E 4 6 2 Full 55kg Near Unique Blast (1), Recharge FAC85
Conversion Beamer (Medium Range) Heavy 76 - 449m S/-/- 2d10+8 E 8 - - - - Blast (2), Recharge FAC85
Conversion Beamer (Long Range & More) Heavy 450 - 600m S/-/- 3d10+10 E 12 - - - - Blast (3), Recharge FAC85
Heavy Webber Heavy 35/140/210/280m S/-/- - 0 3 Full 14kg Rare Snare, Blast (5) ITS117
Xenos Weapons
Argonite Whistler Pistol 20/80/120/160m S/-/- 3d10 E 6 8 2 Full 2kg Near Unique Recharge ITS119
Dark Eldar Darklight Blast Pistol Pistol 10/40/60/80m S/-/- 2d10+5 X 16 6 3 Full 2kg Unique Felling (1), Proven (2) TSR110
Dark Eldar Splinter Pistol Pistol 25/100/150/200m S/3/- 1d10+2 R 3 120 2 Full 1kg Extremely Rare Toxic ITS121
Dark Eldar Stinger Pistol Pistol 15/60/90/120m S/-/- 1d10+2 R 3 18 2 Full 1kg Unique Felling (1), Toxic TSR111
Eldar Shuriken Pistol Pistol 15/60/90/120m S/3/5 1d10+2 R 4 40 2 Full 1.2kg Very Rare Reliable RT129
Slaught Ripper Ray Pistol 10/40/60/80m S/-/- 1d10+6 X 4 15 Full 1kg Rare Reliable, Tearing HA54
Stryxis Light Pistol Pistol 15/60/90/120m S/-/- 1d10+5 E 0 30 Full 2kg Near Unique Reliable, Accurate KB96
Tau Pulse Pistol Pistol 20/80/120/160m S/2/- 2d10+2 E 4 16 Half 3kg Very Rare Gyro-Stabilised ITS120
Dark Eldar Darklight Blaster Basic 30/120/180/240m S/-/- 2d10+10 X 16 18 3 Full 4kg Unique Felling (1), Proven (3) TSR110
Dark Eldar Heat Lance Basic 25/100/150/200m S/-/- 1d10+15 E 15 10 2 Full 6kg Unique Accurate, Double Penetration at Short Range TSR110
Accurate, Felling (2), -20% Toughness or lose body part, 3 DoF = Dead,
Dark Eldar Hexrifle Basic 90/360/540/720m S/-/- 1d10+1 I 2 1 3 Full 5kg Unique TSR110
Unconscious 1d10+5 minutes if Fate Point Burnt
Dark Eldar Liquifier Basic 10/40/60/80m S/-/- 2d10+2 I 2xDoF 2 2 Full 4kg Unique Flame (1d10 I Toxic each round), Toxic TSR111
Dark Eldar Phantasm Grenade Launcher Basic 15/60/90/120m S/2/- - - 6 6 Full 4kg Unique -10% Toughness or Shock (+10 per DoF) TSR111
Dark Eldar Shard Combine Basic 30/120/180/240m S/3/5 1d10+2 R 3 200 2 Full 3kg Very Rare Storm, Toxic TSR109
Dark Eldar Shredder Basic 30/120/180/240m S/-/- 2d10+5 R 2 12 2 Full 2kg Near Unique Reliable, Blast (4), Tearing, 1 Handed No Penalty HA53
Dark Eldar Splinter Rifle Basic 40/160/240/320m S/3/5 1d10+2 R 3 200 2 Full 2.5kg Extremely Rare Toxic ITS121
Dark Eldar Terrorfex Basic 20/80/120/160m S/-/- - 0 1 Full 2kg Near Unique Blast (5), Test Fear (2) HA54
Dragon's Breath Basic 15/60/90/120m S/-/- 2d10+2 E 3 20 Full 4kg Unique Flame ITS119
Egarian Shardcaster Basic 20/80/120/160m S/3/- 1d10+4 R 4 60 6 Full 5kg Very Rare Scatter, Tearing HA52
Eldar Blaster Basic 15/60/90/120m S/-/- 2d10+5 E 8 24 Full 1.2kg Unique - ITS119
Eldar Deathspinner Basic 20/80/120/160m S/-/- 4d10+5 R 2 30 2 Full 4kg Unique Reliable, Blast (2), Tearing ITS119
Eldar Firepike Basic 30/120/180/240m S/-/- 2d10+10 E 13 20 4 Full 6kg Unique Reliable HA52
Eldar Fusion Gun Basic 10/40/60/80m S/-/- 2d10+6 E 13 10 2 Full 3kg Near Unique Reliable HA53
Eldar Hawk's Talon Basic 50/200/300/400m S/3/10 2d10+2 E 4 60 Full 4kg Unique Reliable HA53
Eldar Lasblaster Basic 60/240/360/480m S/3/6 1d10+4 E 4 90 Full 3.5kg Near Unique Reliable ITS119
Eldar Shuriken Catapult Basic 30/120/180/240m S/3/10 1d10+4 R 6 100 2 Full 2.5kg Very Rare Reliable RT129
Eldar Spinneret Rifle Basic 30/120/180/240m S/-/- 1d10+1 R 10 1 Half 4kg Unique Accurate, Tearing HA53
Eldar Sunrifle Basic 45/180/270/360m S/4/8 1d10+6 E 4 60 Full 4kg Unique Reliable, Storm ITS119
Foul Sceptre Basic 35/140/210/280m S/-/- 2d10+5 E 10 - - 4kg Near Unique Recharge, Shocking, Toxic HA54
Kroot Hunting Rifle Basic 75/300/450/600m S/-/- 1d10+5 E 3 8 Full 4kg Extremely Rare Accurate ITS146
Kroot Rifle Basic 55/220/330/440m S/2/- 1d10+5 E 1 6 2 Full 6kg Extremely Rare - RT128
Krootbow Basic 20/80/120/160m S/4/8 1d10+3 R 3 20 2 Full 6kg Extremely Rare Tearing, Toxic ITS146
Larn Cutters Basic 10/40/60/80m S/-/- 4d10+6 E 8 4 3 Full 10kg Near Unique Tearing ITS120
Rak'Gol Howler Rifle Basic 15/60/90/120m -/-/12 1d10+3 I 4 600 2 Full 35kg Very Rare Storm KB88
Rak'Gol Razor Gun Basic 20/80/120/160m S/-/- 1d10+5 R 0 10 Full 4kg Very Rare 5+ Damage (After AP+TB) = Blood Loss KB88
Stryxis Aether Rifle Basic 45/180/270/360m S/3/- 1d10+2 E 0 40 Full 5kg Near Unique No Toughness & Armour KB96
Stryxis Lightburner Basic 40/160/240/320m S/-/- 1d10+4 E 2 6 Full 6kg Rare Overheats, +2 DMG & PEN per additional hit on same target (+10 Max) HA54
Stryxis Light Rifle Basic 45/180/270/360m S/-/- 1d10+6 E 3 15 Full 5kg Near Unique Reliable, Accurate KB96
Tau Pulse Carbine Basic 30/120/180/240m S/-/3 2d10+2 E 4 24 Full 6kg Very Rare Gyro-Stabilised, Underslung Launcher ITS120
Tau Pulse Rifle Basic 75/300/450/600m S/2/4 2d10+3 E 4 36 Half 8kg Very Rare Gyro-Stabilised ITS120
Xenos Flechette Blaster Basic 10/40/60/80m S/-/- 3d10 R 2 40 2 Full 2kg Very Rare Tearing, Blast (2) ITS121
Dark Eldar Darklight Lance Heavy 70/280/420/560m S/-/- 2d10+16 X 16 36 4 Full 16kg Unique Felling (1), Proven (4) TSR110
Weapons
Weapon Name Class Range (S/M/L/E) RoF Damage Pen Clip Reload Weight Availability Special Book/Page
Dark Eldar Disintegrator Cannon Heavy 70/280/420/560m -/-/5 1d10+12 E 12 30 4 Full 30kg Unique - TSR110
Dark Eldar Splinter Cannon Heavy 55/220/330/440m -/-/10 1d10+5 R 4 300 3 Full 10kg Near Unique Toxic HA53
Eldar Shuriken Cannon Heavy 55/220/330/440m -/-/6 2d10+6 R 3 200 3 Full 25kg Extremely Rare Reliable HA53
Rak'Gol Rad-Beam Cannon Heavy 75/300/450/600m S/-/- 4d10+5 E 8 10 2 Full 90kg Very Rare - KB88
Accurate, Overheat,+2 DMG & PEN per additional hit on same target (+10
Stryxis Lightburner Cannon Heavy 40/160/240/320m S/-/- 3d10+10 E 5 5 2 Full 50kg Near Unique HA54
Max)
MELEE & THROWN WEAPONS
Chain Weapons
Chain Axe Melee - - 1d10+4+SB R 2 - - 13kg Average Tearing RT129
Chainfist Melee - - 2d10+SB R 12 - - 15kg Very Rare Tearing, Unbalanced, -10% Weapon Skill unless SB5 FAC88
Chainsword (Hecate Pattern) Melee - - 1d10+2+SB R 2 - - 6kg Average Tearing, Balanced RT129
Chainsword (Hydraphur Pattern) Melee - - 1d10+3+SB R 2 - - 9kg Scarce Tearing HA55
Crimson Crown Thrown SBx2/SBx8/SBx12/SBx16 - 1d10+2+SB R 2 - - 0.5kg Very Rare Tearing ITS122
Double-Edged Chainsword Melee - - 1d10+5+SB R 2 - - 12kg Average Tearing ITS122
Drusian Chainsword Melee - - 1d10+3+SB R 2 - - 7kg Scarce Tearing, Balanced ITS122
Eldar Chainsword Melee - - 1d10+4+SB R 3 - - 3kg Near Unique Balanced, Tearing HA55
Eviscerator Melee - - 2d10+3+SB R 5 - - 12kg Very Rare Tearing, Unwieldy, 2 Handed FAC88
Shock Weapons
Axe of Retribution Melee - - 2d10+SB R 6 - - 10kg Extremely Rare Shocking, Tearing, Unbalanced, 2 Handed FAC90
Electro-Flail Melee 4m - 1d10+3+SB I 1 - - 6kg Rare Flexible, Shocking, Could hit yourself FAC90
Neural Whip Melee 3m - 1d10+1+SB R 0 - - 4kg Rare Flexible, Shocking ITS122
Officers Cutlass Melee - - 1d10+SB R 0 - - 3kg Scarce Shocking RT132
Shock Glove Melee - - 1d10+SB I 0 - - 1.5kg Rare Shocking RT132
Shock Knuckles Melee - - 1d10+SB I 0 - - 1kg Scarce Shocking ITS122
Shock Net Thrown 2.5/10/15/20m - - 0 - - 1kg Very Rare Shocking, Snare HA57
Shock Staff Melee - - 1d5+3+SB I 0 - - 2kg Rare Shocking RT132
Shock Stars Thrown SBx1.5/SBx6/SBx9/SBx12 - 1d10+SB I 0 - - 0.2kg Rare Shocking ITS123
Stunsphere Thrown SBx1.5/SBx6/SBx9/SBx12 - 1d10+SB I 0 - - - Rare Shocking, No need to cause Damage HA56
Suppression Shield (Tarsus Pattern) Melee - - 1d10+SB E 0 - - 5kg Rare Defensive, Recharge, Shocking, 4AP Arm & Body ITS123
Power Weapons
Burning Blade (Loi Pattern) Melee - - 1d10+5+SB E 4 - - 3kg Extremely Rare Power Field, Balanced, AG Test or Catch Fire ITS124
Cognatine Hammer Melee - - 1d10+8+SB E 5 - - 14kg Very Rare Power Field, Unwieldy, +2 Damage 2 Handed FAC88
Lightning Claws Melee - - 1d10+8+SB E 8 - - 12kg Extremely Rare Power Field, Tearing, If not Pair & SB4 Unwieldy, +10% Intimidate FAC88
Omnissian Axe (Sollex Pattern) Melee - - 2d10+4+SB E 6 - - 8kg Extremely Rare Power Field, Unbalanced, Combi Tool RT130
Power Axe (Loi Pattern) Melee - - 1d10+7+SB E 9 - - 9kg Extremely Rare Power Field, Unbalanced, 2 Handed ITS124
Power Axe (Mezoa Pattern) Melee - - 1d10+7+SB E 7 - - 6kg Very Rare Power Field, Unbalanced RT130
Power Discuss Thrown SBx2/SBx8/SBx12/SBx16 - 1d10+4+SB E 5 - - 0.2kg Extremely Rare Power Field ITS124
Power Fist (Mezoa Pattern) Melee - - 2d10+(SBx2) E 0 - - 13kg Very Rare Power Field, Unwieldy RT130
Power Maul (High) Melee - - 1d10+5+SB E 4 - - 3.5kg Very Rare Power Field, Shocking RT130
Power Maul (Low) Melee - - 1d10+1+SB E 2 - - - - Shocking -
Power Sword (Mordian Pattern) Melee - - 1d10+5+SB E 5 - - 3kg Very Rare Power Field, Balanced +5% RT130
Defensive, Power Field, Sanctified; Pure Faith Talent +30% Resist Psychic
Praesidium Protectiva Melee - - 1d10+SB E 0 - - 7kg Unique FAC89
Techniques, Force Field 50 against Daemons
Storm Shield Melee - - 1d10+1+SB E 0 - - 10kg Extremely Rare Defensive, Power Field, Sanctified, Force Field 55 FAC89
Thunder Hammer (Mezoa Pattern) Melee - - 2d10+4+SB E 10 - - 15kg Very Rare Power Field, Unwieldy, Shocking ITS124
Cleansing Fire, Power Field, Sanctified, Righteous Fury against
Witch Lance Melee/Thrown 5/20/30/40m - 1d10+4+SB E 6 - - 5kg Very Rare Psykers/Daemons 9 or 10 FAC88
Force Weapons
Force Axe (Naduesh Pattern) Melee - - 1d10+3+SB R 3 - - 8kg Near Unique Force, Unbalanced, ITS126 ITS126
Force Staff (Naduesh Pattern) Melee - - 1d10+SB I 2 - - 2kg Near Unique Force, Psy Focus ITS126
Force Sword (Naduest Pattern) Melee - - 1d10+1+SB R 2 - - 5kg Near Unique Force, Balanced ITS126
Exotic/Xenos Weapons
Agonizer Melee - - 1d10+3+SB E 6 - - 8kg Very Rare Tearing, Shocking ITS124
Brazier of Holy Fire Melee - - 1d10+5+SB I 0 - - 6kg Very Rare Cleansing Fire, Sanctified, Unbalanced FAC90
Corruptors' Kris Melee - - 1d5+4+SB R 2 - - 2.5kg Very Rare Tearing, Unbalanced FAC91
Flexible, Power Field, Tearing, Shocking; Best Quality -1d5 Perception
Dark Eldar Agoniser Lash Melee 3m - 1d10+3+SB E 6 - - 2kg Unique TSR112
(Permanent) on Critical
Power Field, Tearing, Shocking; Best Quality -1d5 Perception (Permanent)
Dark Eldar Agoniser Talon Melee - - 1d10+4+SB E 7 - - 2kg Unique TSR112
on Critical
Dark Eldar Electrocorrosive Whip Melee 3m - 1d10+4+SB R 8 - - 2kg Unique Flexible, Shocking, -1d10 Strength on Damage TSR112
Dark Eldar Flesh Gauntlet Melee - - 1d10+3+SB R 2 - - 5kg Unique Toxic (2d10+5 R), Unbalanced, One Use Only TSR112
Dark Eldar Hellglaive Melee - - 1d10+5+SB R 3 - - 4kg Near Unique Razor Sharp, 2 Handed (2 Weapons) TSR113
Balanced, Felling (1), Power Field, +2d10+5 Toughness on Damage, Any
Dark Eldar Husk Blade Melee - - 1d10+3+SB R 7 - - 3kg Unique TSR113
Critical = Death
Tearing, On All Out Attack spend Reaction to make additional attack per 3
Dark Eldar Hydra Gauntlets Melee - - 1d10+2+SB R 2 - - 1.5kg Unique TSR113
DoS on Weapon Skill
Dark Eldar Impaler Melee - - 1d10+3+SB R 3 - - 2kg Unique Razor Sharp, Mono Spear unless Weapon Training Talent TSR113
Strength & Willpower when struck, Stunned 1 Round, DoF Fatigue (add
Dark Eldar Mindphase Gauntlet Melee - - 1d10+SB I 0 - - 4kg Unique TSR113
together)
Dark Eldar Razorflail Melee 3m - 1d10+2+SB R 3 - - 3kg Unique Flexible, Razor Sharp TSR113
Dark Eldar Reaver's Fang Melee - - 2d5+SB R 2 - - 1kg Unique Felling (1), Tearing, Toxic, Holds Three Toxins TSR114
Dark Eldar Scissorhand Melee - - 3d5+SB R 2 - - 0.5kg Near Unique Tearing, Toughness (-5%xDMG); Stunned 1 Round, 1 Fatigue per DoF HA56
Dark Eldar Shardnet Melee 5m - 2d5+SB R 1 - - 3kg Unique Crippling (1d5), Flexible, Snare, Shocking; Crippling only whilst Snared TSR114
Dark Eldar Venomblade Melee - - 1d10+4+SB R 2 - - 2kg Unique Balanced, Felling (1), Toxic TSR114
Dark Eldar Wych Knife Melee - - 1d10+SB R 3 - - 0.5kg Near Unique Razor Sharp, Mono Knife unless Weapon Training Talent TSR114
Egerian Shard Glaive Melee - - 1d10+4+SB R 2 - - 4kg Extremely Rare Tearing, Toxic ITS125
Eldar Biting Blade Melee - - 1d10+6+SB R 2 - - 7kg Unique Tearing, Unbalanced, +2 DMG per 2 DoS Weapon Skill HA55
Eldar Mirrorswords (2) Melee - - 1d10+5+SB E 8 - - 2kg Unique Balanced +10%, Power Field, AGB5 +10% Dual Wielding HA55
Eldar Powersword Melee - - 1d10+4+SB E 8 - - 2kg Near Unique Power Field, Balanced +10 ITS124
Eldar Singing Spear Melee/Thrown PRx1/PRx4/PRx6/PRx8 - 1d10+5+SB R 5 - - 3kg Near Unique Power Field, Witch-Edge, Can Call Back after Throwing (PRx5) TNP123
Eldar Void Sabre Melee - - 1d10+8+SB R 2 - - 2kg Extremely Rare Balanced, Tearing, Righteous Fury = Pen 8 TNP123
Eldar Witchblade Melee - - 1d10+5+SB R 0 - - 1.5kg Near Unique Power Field, Balanced, Witch Edge TNP123
Flying Claw Melee/Thrown 5/20/30/40m - 1d10+3+SB R 2 - - 1.5kg Rare Flexible, Primitive, Snare, Tearing FAC91
Forearm Powerblade Melee - - 1d10+1+SB E 4 - - 1.5kg Very Rare Power Field, Balanced, Defensive ITS125
Fractal Blade Melee - - 1d10+1+SB R 7 - - 1kg Extremely Rare Power Field, Balanced RT130
Galthite Lacerator Melee - - 1d10+6+SB R 6 - - 1kg Near Unique Tearing ITS125
Ghost Sword Melee - - 1d10+3+SB E 6 - - 1kg Extremely Rare Power Field, Balanced +5% RT130
Grapplewhip Melee - - 1d10+2+SB R 0 - - 3kg Rare Flexible, Snare, If used Untrained, Miss = Hit yourself SOI95
Harlequin's Kiss Melee - 1d10+8 R 10 - - 1kg Extremely Rare Tearing RT131
Inertial Hammer Melee - - 1d10+7+SB I 3 - - 4kg Near Unique Unwieldy, 2 Handed, +1d10+3 on All Out Attack ITS125
Macro Hammer Melee - - 1d10+7+SB E 10 - - 8kg Extremely Rare Power Field, 2 Handed ITS125
Melta Drill Melee - - 2d10+10+SB E 13 - - 15kg Extremely Rare Unwieldy, -20% Weapon Skill, No Multiple Attacks SOI94
Nadueshi Twinblade Melee - - 1d10+6+SB R 0 - - 5kg Rare Balanced, Tearing HA56
Null Rod (Gryphonne Pattern) Melee - - 1d10+5+SB E 4 - - 3kg Near Unique Power Field, -30% Psychic Tests w/ 10m, +30% resist Psychic ITS125
Rak'Gol Intimidator Melee - - 1d10+4+SB E 2 - - 5kg Extremely Rare Shocking KB88
Rak'Gol Rad Axe Melee - - 1d10+8+SB E 7 - - 15kg Very Rare Power Field, Toxic, Unbalanced KB88
Scythian Venom Talon Melee - - 1d5+5+SB R 3 - - 1kg Extremely Rare Toxic FAC90
Soft Sword Melee - - 1d10+SB R 2 - - 1.5kg Rare Balanced ITS125
Stryxis Aether Blade Melee - - 1d5+2 E 0 - - 3kg Near Unique No Toughness & Armour, No Parry KB96
Stryxis Aether Lance Melee - - 2d5 R 0 - - 5kg Near Unique Unwieldy, No Toughness or Armour, -10% Parry KB96
Stryxis Aether Lash Melee 3m - 2d5 R 0 - - 1kg Near Unique Flexible, No Toughness & Armour HA56
Syrixis Aether Whip Melee 4m - 1d10+4 E 0 - - 2.5kg Unique Flexible, No Toughness & Armour KB96
Stryxis Curseblade Melee - - 1d10-1+SB R 2 - - 2kg Extremely Rare Balanced, Willpower; 1 Fatigue, 1d5 IP per DoF HA56
Zaythan Warblade Melee - - 2d10+6+SB E 6 - - 9kg Very Rare Power Field, Tearing, Unbalanced, 2 Handed HA56
Primitive Weapons
Apsis Shield Melee - - 1d5+2+SB I 0 - - 4kg Scarce Defensive, Primitive, +3AP Body & Arm, +20% Resist Knockdown FAC87
Combat Shield Melee - - 1d5+SB I 0 - - 1kg Common Defensive, Primitive, 3AP Body & Arm ITS 121
Falchion Melee - - 1d5+3+SB R 0 - - 2kg Average Primitive ITS121
Flail of Chastisement Melee 5m - 2d10+3+SB R 0 - - 4kg Extremely Rare Flexible, Primitive, Sanctified, Snare, Tearing, 2 Handed Could hit yourself FAC87
Great Weapon Melee - - 2d10+SB R 0 - - 7kg Scarce Primitive, Unbalanced, 2 Handed RT132
Groxwhip Melee 3m - 1d10+3+SB R 0 - - 4kg Scarce Flexible, Tearing, Primitive RT132
Improvised Melee - - 1d10-2+SB I 0 - - - - Primitive, Unbalanced RT132
Knife Melee/Thrown 2.5/10/15/20m - 1d5+SB R 0 - - 1kg Abundant Primitive RT132
Kraken Tooth Dagger Melee/Thrown 2.5/10/15/20m - 1d5+1+SB R 1 - - 0.4kg Extremely Rare Primitive RT132
Lacusta Hammer Melee - - 1d10+2+SB I 0 - - 5kg Average Primitive, 2 Handed, +2 DMG when mounted ITS121
Memory Wire Melee 2m - 1d5-1+SB I 0 - - 1kg Rare Primitive ITS122
Weapons
Weapon Name Class Range (S/M/L/E) RoF Damage Pen Clip Reload Weight Availability Special Book/Page
Ntharian Falx Melee - - 1d10+4+SB R 2 - - 6.5kg Rare Primitive, Tearing, Unbalanced, 2 Handed, + PEN DoS Weapon Skill FAC87
Blast Goggles 0.5kg Common Ignore threats to vision from damage, Ignore Photon Flash Grenades ITS133
Cameleoline Cloak 0.5kg Rare +20% Concealment, 1 Range Further Away if Stationary RT139
Chrono - Abundant Tells the Time RT139
Clip/Drop Harness 2kg Common +30% Climb Tests, Cannot Fall RT140
Clothing & Adornment (Common) - Abundant - RT140
Clothing & Adornment (Merchant) - Average - RT140
Clothing & Adornment (Noble Lord) - Very Rare - RT140
Clothing & Adornment (Noble) - Scarce - RT140
Djesset Talisman - Extremely Rare Psy-Focus, Trained Psyniscience FAC95
Eldar Grav-Platform 20kg Unique Heavy Weapon always counts as Braced, even when moved HA65
Skip Astronomicon on -10% Forbidden Lore (Warp), +15% Navigation Warp
Elseways Charts 1kg Extremely Rare per DoS; Wap Encounters -20; Poor Quality -20% FL (Warp), Good Quality HA65
FL (Warp), Best Quality +10% FL (Warp)
Eos Star Amulet 0.5kg Extremely Rare Re-roll 1 failed Interaction Skill per session FAC95
Filtration Plugs - Common +20% Toughness to resist gas RT140
Night Cloak 2kg Average +30% Concealment in dark even if no terrain, Toughness Test each hour or RT140
1 Fatigue
Occlusive Vault 15kg Near Unique -40% Search; Best Quality -50% Search; Poor Quality -30% Search HA66
Photo Visor/Contacts 0.5kg Scarce Dark Sight Trait, Good Quality immune to Photon Flash Grenades RT140
Preysense Goggles 0.5kg Rare +20% Perception Tests at Night. No Penalties for Darkness RT140
Prognosticator 150kg Extremely Rare Psyniscience & Navigation (Warp) untrained; Willpower or 1d5 IP HA66
Rebreather 1kg Scarce Immune to Gas Effects/Suffocation, Lasts an Hour, Full Action to Change RT140
Recoil Gloves 0.5kg Rare Use Basic Weapons/Pistol 2 Handed Weapons in One Hand without -20% RT140
BS Penalty
Respirator 0.5kg Average +30% Toughness to resist gas, Re-roll failed results once RT140
Rosarius 1kg Very Rare Forcefield 45, +10% Interaction Skills with Imperial Creed FAC95
Runes of Warding 0.5kg Extremely Rare Enemy Psykers within Psykers (PB)m, +10% Rolls made on Psychic TNP124
Phenomena/Perils of Warp
Once per Round, Reduce or Increase by PB Psychic Phenomena/Perils of
Runes of Witnessing 0.5kg Extremely Rare Warp TNP124
Sacapular Incorruptus 1.5kg Very Rare Pure Faith Talent; Spend FP pass to resist effects of poison, disease or FAC95
radiation, 1d5 DoS
Shifting Fabric - Very Rare - RT141
Slip Suit 7.5kg Very Rare +10% to break free of Grapple, -10% for opponent Grappling ITS133
Spirit Stone 1kg Near Unique Once per Combat Encounter, Psychic Technique as Free Action TNP124
Survival Suit - Plentiful +20% Toughness to resist extreme environments RT141
+2 AP to all locations (doesn't stack), +10% Concealment & Silent Move,
Synskin 2kg Extremely Rare RT141
Immune to Preysense & Dark Sight
Motion Predictor, Photo Sight, Preysense Sight or Telescopic Sight (Chosen
Targeting Monocle - Very Rare when bought), -30% Scrutiny Test to realise this is anything but a normal ITS133
Monocle
Void Suit 8kg Plentiful Allows survivability in Vacuum, Rebreather lasts an hour RT141
Allows survivability in Vacuum, Rebreather lasts 15 hours, Vox-link,
Void Suit (Lathe Pattern) 30kg Scarce Grapnel, Photo Visor, -5% Agility whilst worn, Flyer 3 in Zero/Low Gravity ITS133
Environments
Voidbait (Augur) 40kg Rare -20% Tech-Use for 5VU's; Scrutiny (-10% DoS) to determine false HA66
Voidbait (Warp) 75kg Extremely Rare -40% Tech-Use for 10VU's; Scrutiny (-10% DoS) to determine false HA66
Whisper Boots 1.5kg Rare +2 DoS Silent Move FAC95
Drugs & Consumables
+20% Trade (Chymist), then Chem-Use; -20% Toughness or -20% to
Alethias Root (Drug) - Scarce FAC96
Opposed Interaction for 1 minute (+DoF)
Amasec - Scarce Popular Alcoholic Drink distilled from Wine RT141
-10% Willpower to focus on desired topic, if successful then +30%
Attention Spanner (Drug) - Very Rare ITS134
Intelligence for 3d10 rounds, otherwise -20%
Gear
Gear Name Weight Availability Special Book/Page
-10% Toughness, Hallucinate 1d10 Rounds; +20% Strength, -10%
Azure Cap (Drug) - Rare FAC96
Perception 1d5 hours; 1d5 Fatigue
Unnatural Perception, Strength & Toughness x2 1d5 Rounds; 1 point
Barrage (Drug) - Rare HA66
permanent loss each time
Blush - Rare Popular Noble Drink, the more you drink, the redder you get ITS133
Burnscour Rain (Poison) - Very Rare -10% Toughness; -1d5 Strength & Toughness (-1d5 x DoF); -10% Chem-Use HA66
to use or exposed
Cold Fire (Drug) - Rare Gain Battle Rage talent for 3d10 Rounds ITS134
-20% Toughness, 3d10 hours death like state; -30% to find signs of life;
Deadfall (Drug) - Rare FAC96
-20% Medicae to stop early
De-tox (Drug) - Rare Immediately ends effects of drugs, toxins or gases RT141
Frenzon (Drug) - Very Rare Frenzy Talent, Immunity to Fear, Lasts for 1d10 Minutes RT141
Geist (Drug) - Very Rare Without Psychic Power, immediate Phenomena; With Psychic Power +2 HA66
Psy Rating 1d5+1 Minutes; No Fettered Power; +10 Phenomena
Glimmer - Rare -1d10 Perception & Willpower for 1 Hour, Toughness or fall asleep HA67
Haze (Drug) - Rare -1d5 Intelligence, Perception & Willpower; Irritable to bright light and loud HA67
noises for 1d5 hours
High Provender - Very Rare Wonderful Food (ie not the shit people normally eat in 40k) RT142
Injector - Plentiful Holds single dose of Drug, Full Action to administer RT141
Lho-sticks - Common Cigarettes RT142
Medicus Ministorum 4kg Very Rare 2 DoS or 2 DoF Medicae; FAC96
Medikit 2kg Common +20 to Medicae Skill Tests RT142
Medikit (Advanced) 5kg Rare +20 to Medicae Skill Tests, Treat Medicae as Basic Skill RT142
Obscura (Drug) - Rare Enter Dreamlike state for 1d5 hours, then depression for 1d10 hours RT142
Ploin Juice - Ubiquitous -10% Carouse to avoid level of Fatigue per drink ITS134
Rhodopis Juice (Drug) - Scarce 2 DoS Fellowship & Intelligence 1d5 hours; Toughness -20% Perception FAC96
1d5 hours
Sacred Unguents - Very Rare Applied to a weapon (Full Action) makes weapon immune to jamming for RT142
it's clip size
Silver Anathema (Poison) - Near Unique -20% Toughness; 3d10 Wounds, no reduction Toughness or Armour HA67
Increases AG & PER Bonus by 3 for 2d10 minutes, Test Toughness or take
Slaught (Drug) - Scarce -20% AG and PER for 1d5 hours RT142
Spinebark Sap (Poison) - Extremely Rare -20% Toughness; -1d10 Strength (-1d10 x DoF); -10% Chem-Use to use or HA67
exposed
Thosophist's Philtre - Very Rare Very expensive and rare drink RT143
Delivers poison/drug in liquid spray form; Weapon Skill Test in Combat;
Tox-Mister - Scarce Cannot be Parried HA67
Tranq - Abundant Numbs the Body and Mind… filthy aftertaste RT143
+20% Willpower for 1d10 minutes; Use more than 2 times per week, -20%
White Void (Drug) - Rare ITS134
Willpower or become addicted
Ignore 1 Level of Fatigue for 1d5 hours; When it wears off, suffer 1 Level of
Wideawake (Drug) - Plentiful ITS134
Fatigue
Tools
+10% Navigation, Pilot, Scholastic Lore (Astromancy) or Trade
Almanac Astrae Divinitus 4kg Extremely Rare (Astrographer) Tests RT143
Aquila Magnificus 25kg Very Rare 10 meters tall, broadcasts location, lights day and night, Church Thing ITS135
Auspex/Scanner 0.5kg Scarce +20% Awareness Tests, make Tech Use Test to notice things not visible by RT143
human eye, 50m Range
Auto-Ledger 90kg Rare -5 Misfortune Roll FAC97
Auto-Quill - Scarce +10% Trade (Rememberancer) Tests RT143
Gear
Gear Name Weight Availability Special Book/Page
Part Statis Pod, Part DNA Blood Scanner, need to have the same
Bloodlock Bolt 125kg Extremely Rare ITS135
combination in your blood to unlock
1d5+3 X Damage per kilogram of Bomb Spray Used, Blast Radius 2 meters
Bomb Spray - Very Rare ITS135
per kilogram; Only works when dry
+10% Fellowship, 2 Full, +20% resist Fear & Pinning; If interrupted, -20%
Book of Saint Lucius 1.5kg Average FAC97
instead
Bypass Spike 0.5kg Rare +20% Tech Use on Security Systems, -1 Minute DoS time taken FAC97
Calculance Array 120kg Scarce +10% Commerce Tests RT144
+10% Command; -10% SL(Military Tactics), Allies within 20m, Delay Action
Catechism of Saint Drusus 1kg Scarce FAC98
as Free
Chirurgeon's Tools 5kg Rare Re-roll 1 failed Medicae involving surgery or Interrogation per game FAC98
session
Combi-Tool 1kg Rare +10% Tech-Use Tests RT144
Only used with Compact Pistols, -20% Tests to search for the weapon; Best
Concealed Holster 2kg Scarce Quality Free Action to draw ITS135
Confessions of Kobras Aquairre 1kg Very Rare +20% CL (Koronous Expanse), FL (Xenos), SL (Legend); Enemy (Inquisition) FAC98
if found
Data Slate 0.5kg Common Hold information RT144
Ciphers, Literacy, SL (Cryptology), Secret Tongue, Speak Language & Trade
Decryption Cogitator 200kg Rare (Cryptographer) as Basic Skills FAC98
Demolition Charge 1kg Scarce 3d10 X Damage (+2 per extra kilogram used), radius is 5m per Kilogram, RT144
Demolitions skill used
Det-cord, Det-tape 1kg Common 1d5 X Damage per kilogram used; Blast Radius 5 meters per kilogram ITS135
Emergency Hab 10kg Scarce Add Water to create tent for 3 people; Good 4 people; Best 6 people ITS135
Excruciator 2kg Very Rare +20% Interrogation, +30% Intimidate; -20% Deceive FAC99
1d10 E Damage per kilogram, Blast Radius 2 meters per kilogram; Agility
Firewater 1kg Rare ITS136
Test or catch on fire
Flak Spray 4kg Very Rare Makes any clothing act as Guard Flak Armour for 3d10 Rounds ITS135
Flex Tent 2kg Scarce Add electricity to create tent for 2 people; Good 3 people; Best 4 people ITS136
Gain Hover (6) and +20% Agility, requires Pilot (Personal); At least Good
Flip-Belt 2kg Extremely Rare Craftsmanship ITS136
Glidewing 25kg Extremely Rare Gain Flyer (12), requires Pilot (Personal), Must launch from at least 15 ITS136
meters up
Glow Globe/Lamp Pack 0.5kg Abundant Illuminates 12 meter circle, power pack lasts 1d5 hours RT144
Grapnel 2kg Average 100m wire length, can be used as a single shot crossbow RT144
Grapplehawk - Very Rare Cyber Familiar (RT374) RT144
Grapplewhip 3kg Rare Weapon Skill, success grabs a protruding object within 5m SOI95
Safe, Guided fall from any height, can hover in place for 1 minute, 1 hour
Grav Chute 15kg Rare RT144
power supply
Gravity Generator 500kg Very Rare Used to negate the low or high gravity penalties/bonuses from an area on ITS136
a planet
Barracks for 40 people, Commissary, Medicar Facilities, C&C Hub, Two
Hab Base (Jovian Pattern) N/A Extremely Rare Storage Sheds, Small Genatorum, Landing Pad ITS136
Safe, Guided fall from any height, Flyer 12 for 1 minute at a time, 1 hour
Jump Pack (Lathe Pattern) 25kg Rare power supply, Pilot (Personal) to use RT144
Krytron Plasma Detonator 0.5kg Rare +20% Demolitions to Place Explosives; Spend 1 FP to avoid blowing self up FAC99
Half Action; Fear (1) Trait 1d5 Rounds; +20% Toughness or Deafened 1d5
Laud Hailer 4kg Rare FAC99
Rounds
Liber Heresius 1.5kg Extremely Rare +30% FL (Daemonology, Heresy, Psykers, The Warp); Willpower or 1 CP FAC100
Light-Bringer Torch 6kg Rare +5% Intimidate & Command when lit, burn for months without refuelling SOI94
If active, all Speak Language skills as Basic; Best Quality can decipher
Lingua-Vox Servitor 2.5kg Very Rare ITS136
Secret Tongues
Long Range Auspex (Locke Pattern) 175kg Very Rare Same as Auspex, but range of 5km; Good Quality 10km; Best Quality +30% ITS136
Gear
Gear Name Weight Availability Special Book/Page
30cm Longm extends out to 4m on activation; Maximum load capacity of
Long-Distance Extendable Retraction Rod 5kg Scare SOI95
150kg; Good 2m 175kg; Best 3m 200kg
Lord-Captain's Baton 1kg Very Rare Insignia of Rank, can also be programmed with ships codes RT145
Reduce AB (and movement) by Half, otherwise normal movement in
Magboots 2kg Rare RT145
low/zero gravity environments
Magnoculars 0.5kg Average Binoculars… pretty much RT145
Manacles 1kg Plentiful Hard to escape restraints RT145
Maxims of Marquette 1kg Scarce +10% Barter & Charm with Imperial Creed FAC100
Mefonte's Orthodoxy 2kg Scarce +10% Charm tests involving religious themes RT145
6d10 E Damage, Penetration 12, 2 meter blast radius, AG test to avoid
Melta-Bomb 12kg Very Rare RT145
being on fire
Melta-Drill 15kg Extremely Rare 1m per second cutting, 10cm to 1m diameter; SB5+ (after modification) or SOI94
1 Fatigue/round
Micro-bead - Average Range of circa 1km, bluetooth enabled! RT145
Multicompass 4kg Near Unique +10% Navigation (Land) and Survival Tests RT146
Multikey - Scarce +30% Security Test when opening locks RT145
Navis Prima 1kg Very Rare Warp Routes and other Space Stuff, Good Quality +10% to Navigation RT146
(Stellar & Warp) tests, Best +20%
2d10+10 E Damage per dose; 1 Square Meter (5cm thick) Adamantium per
Nephitic Acid - Very Rare dose ITS137
Notarikon of the Seven 1kg Rare +30% SL (Legend, Numerology, Occult) & Trade (Soothsayer); Willpower or FAC100
1 IP
With power, between Pylons, 2d10+6 E Damage Shocking; Good & Best
Perimeter System 175kg/Pylon Very Rare ITS137
add 1d10 Damage
Physik Kit 2kg Common +10% Medicae for First Aid Tests; Best Quality +20% ITS137
Pict Recorder 1kg Common Video Camera RT146
Weapons coated gain Toxic for 1d5 Rounds; 1d10 Agility damage on failed
Plaguewort Venom - Rare Toughness ITS137
-40% Tech Use to access data (lots of data!); -10% Tech Use if also access
Planetary Codex 4kg Rare to Forbidden Lore (Archeotech); Covers single planet SOI94
Renumeration Engine 7kg Very Rare -30% Sleight of Hand to cheat when Renumeration Engine is active RT146
Saboteur's Supplies 4kg Rare +20% Security, -20% Awareness; Picking Locks only FAC100
Alarm heard within 1km, Perception 75% detecting sound or movement
Screamer 1.5kg Average RT146
once set
Screaming Torniquet 2kg Very Rare +10% Medicae Tests to stop blood loss; Good & Best Quality +20% ITS138
Servitor (Combat) - Rare Servitor (RT374) RT146
Servitor (Complex Multitask) - Rare Servitor (RT374) RT146
Servitor (Labor, Simple Monotask) - Scarce Servitor (RT374) RT146
Servo-Skull - Scarce Floating Skull Servitor (RT374) RT147
Shipboard Emergency Kit 20kg Common Lots of useful stuff, see RT146 RT146
Shock Collar 1.5kg Scarce +20% Wrangling; 4 DoF enter Frenzy until -30% Wrangling FAC100
Skinplant - Scarce More sophisticated version of the Electoo; Can hold data and information ITS138
Stasis Pod (Locke Pattern) 250kg Extremely Rare 1 Humanoid Sized Item in stasis forever if given power ITS137
Strait-Cape 4kg Scarce -10% Tests to escape; Thrown Weapon Innacurate and Snare ITS138
+30% Silent Move Tests when active, lasts for 20 minuters, replacement
Stummer 2kg Average RT147
power pack 1 hour
The Emperor's Tarot 0.5kg Very Rare Trade (Soothsayer), 3d10 minutes, 1 Temporary FP; Once per game FAC99
session
Thorian Missal 1kg Average +20% CL (Ecclesiarchy, Imperial Creed) & SL (Imperial Creed) FAC101
Travel Survival Kit (Ryboth Pattern) 15kg Rare +10% Survival Tests; Good & Best Quality +20% ITS138
Firing Plasma Weapon within 30m, -30% Ballistic Skill; Potential for
Ulumeathi Plasma Syphon 2.5kg Extremely Rare FAC101
Jamming/Overheat
Van Heuring's Compendium 2kg Scarce +10% CL (Koronus Expanse) FAC101
Gear
Gear Name Weight Availability Special Book/Page
Holds one application of drug/toxin, -20% Tests to notice the introduction
Venom Ring - Very Rare RT147
into food/drink
Void Coffer 1000kg Extremely Rare -60% Tech-Use to disable void shield, -30% Security to open physical lock FAC101
Vox Caster - Scarce Sends signals over great distances, usual use is at +10% Tech-Use RT147
Archeotech & Xenos Tech
Blacklight Projector 12kg Extremely Rare -40% Perception Tests involving vision when affected ITS139
Blurshield 3kg Near Unique -20% Ballistic & Weapon Skill to attached the wearer when activated ITS139
Caged Songbird 0.5kg Extremely Rare 1d10 Rounds worth of warning before a Gellar Field failure ITS139
Carnelian Sievestone Varies Extremely Rare Takes the impurities out of a liquid when used to filter it ITS139
Chronal Energizer 8kg Unique Take 2 Full Actions in a single round (including 2 combat actions) for one ITS139
round; subsequent round, no action & 1 Fatigue
-20% Ballistic & Weapon Skill to target; +30% Concealment when
Holo-Suit 2kg Extremely Rare stationary, -20% Ballistic Skill with Ranged ITS140
Stryxian Compact - Extremely Rare +20% Interaction Skill Tests with Stryxian Race ITS140
Void Abacus 65kg Near Unique Navigation (Warp) Test to Warp Jump 5 to 10 days without a Navigator ITS140
Movement of 4d10 meters; 3 Dice the same, 1d5 rounds & 1 Corruption
Teleportation Pack 25kg Unique Point; 4 Dice the same, add 1d5 Insanity ITS140
Cybernetics
Cybernetic Name Availability Location Poor Common Good/Best Book/Page
Aetheric Wave-Spars Very Rare Spine (External) +1 Psy Rating, +10 Psychic Phenomena +1 Psy Rating +1 Psy Rating, -10 Psychic Phenomena HA68
+20% Awareness Tests, make Tech Use Test to +20% Awareness Tests, make Tech Use Test to +20% Awareness Tests, make Tech Use Test to
Auger Arrays Rare Internal notice things not visible by human eye, 20m notice things not visible by human eye, 50m RT148
notice things not visible by human eye, 50m Range
Range, Only one detection ability Range, Re-roll Perception
Augmented/Cybernetic Sense Rare Internal -20% Tests using the Sense Use Senses as Normal Heightened Sense, +20% Tests to Resist Attacks RT150
Baleful Eye Near Unique Eye (Internal) Hellpistol in Eye, Range 10m, -10% Ballistic Skill Hellpistol in Eye, Range 10m Hellpistol in Eye, Range 10m, +10% Ballistic Skill RT148
Balistic Mechadendrite Very Rare Shoulder (External) Not Applicable Not Applicable Use Reaction/Half Action to Fire Pistol Weapon RT148
Bionic Arm Scarce Arm (External) 1/2 Agility with Fine Dexterity, -10% Weapon Skill Means you have an Arm! +10% Agility with Fine Dexterity, +10% Strength RT148
& Ballistic Skill
Bionic Heart Rare Heart (Internal) Not Applicable +1 AP to Body, Sprint Talent +1 AP to Body, Sprint Talent RT149
Bionic Locomotion Scarce Leg (External) 1/2 Movement Rate, Agility or Fall over at end of Means you have a Leg! Sprint Talent, +20% Jump RT148
Run
+20% Toughness resist Airborne Toxins/Gas
+20% Toughness resist Airborne Toxins/Gas +20% Toughness resist Airborne Toxins/Gas
Bionic Respiratory System Rare Lungs (Internal) Weapons; -20% Silent Move, -10% Strenuous RT148
Physical Activity Weapons Weapons, Full Life Support System
Blackbone Bracing Very Rare Bones (Internal) Not Applicable Bulging Biceps & Iron Jaw Talents, +2 Damage for Bulging Biceps & Iron Jaw Talents, +2 Damage for ITS141
Unarmed Attacks Unarmed Attacks
Calculus Logi Very Rare Brain (Internal) Not Applicable +10% Literacy, Logic & Scholastic Lore +10% Literacy, Logic & Scholastic Lore RT149
-1d10% Weapon Skill, Ballistic Skill, Agility, Unnatural Intelligence (x2), Cogitator System,
Cortex Implant Very Rare Brain (Internal) Not Applicable RT149
Intelligence & Fellowship; +1d10 IP +1d10 IP
Cranial Armour Scarce Head (Internal) Not Applicable +1 AP to Head +1 AP to Head RT149
Stores Samples; +5% Awareness & Search, +10%
Exploration Mechadendrite Rare Shoulder (External) Not Applicable Not Applicable SOI96
Chem-Use & Trade (Chymist)
Ignore Effects of Ingested Toxic Foodstuffs or Ignore Effects of Ingested Toxic Foodstuffs or
Gastral Bionics Scarce Stomach (Internal) Not Applicable ITS141
Poisons Poisons, Can eat anything Organic to live
Interkeratic Implants Scarce Eye (Internal) Not Applicable Dark Sight, Immune to Photo-Flash Dark Sight, Immune to Photo-Flash HA69
Power Knife (with Upgrades if Required), Toxic,
Internal Blade Very Rare Forearm (Internal) Not Applicable Mono-Knife (with Upgrades if required), Toxic ITS141
Power Field, +2 Damage & Penetration
Ammo Charge Pack for Lasgun/Hellgun; Full day to Ammo Charge Pack for Lasgun/Hellgun; Full day to
Internal Power Cell Very Rare Internal Not Applicable ITS141
Recharge Recharge
+20% Contortionist, 1/2 time for Squeeze Through, +20% Contortionist, 1/2 time for Squeeze Through,
Joint Reconfiguration Augmentics Very Rare Internal Not Applicable +5% Dodge; -1d5 Strength & Toughness +5% Dodge; -1d5 Strength & Toughness RT150
permanently permanently
Locator Matrix Rare Internal Not Applicable Know exactly where you are on a Planet Know exactly where you are on a Planet RT150
1.5m Range; +20% Strength; Tether as Free Action;
Manipulator Mechadendrite Very Rare Shoulder (External) Not Applicable Not Applicable RT150
1d5+2 I Damage, Primitive
+10% Medicae, 6 Injector Pistons, Staunch Blood
Medicae Mechadendrite Very Rare Shoulder (External) Not Applicable Not Applicable RT150
Loss Half Action, +10% Interrogation
Memorance Implant Rare Internal Not Applicable +10% Trade (Remembrancer), Total Recall Talent +10% Trade (Remembrancer), Total Recall Talent RT150
MIU Weapon Interface Rare Shoulder (External) Not Applicable Fire Additional Ranged Weapon as Free Action Fire Additional Ranged Weapon as Free Action RT151
Ignores Stun Effects, Involuntary Actions from Ignores Stun Effects, Involuntary Actions from
Pain Ward Rare Internal Not Applicable ITS141
Critical Damage, Being on Fire, Drowning etc Critical Damage, Being on Fire, Drowning etc
Respiratory Filter Implant Rare Lungs (Internal) Not Applicable Ignore Inhaled Toxic Gases or Atmospheric Ignore Inhaled Toxic Gases or Atmospheric RT151
Contaminants Contaminants
Scribe-Tines Scarce Hand (External) Not Applicable +10% Investigation Skills +10% Investigation Skills RT151
Servo-Limb Scarce Arm (External) Not Applicable No Fine Manipulation; 1d10+4 I or R Damage, Pen No Fine Manipulation; 1d10+4 I or R Damage, Pen HA68
2, Tearing & Unwieldy 2, Tearing & Unwieldy
Subskin Armour Very Rare Internal Not Applicable +2 AP to Arms, Legs & Body +2 AP to Arms, Legs & Body RT151
Synthetic Muscle Grafts Rare Internal Not Applicable +1 SB Unnatural Strength (x2), -10% Agility RT151
Thief's Light Scarce Hand (External) Not Applicable Illuminates objects within a few centimetres Illuminates objects within a few centimetres HA68
Twitch-Mask Very Rare Face (External) +10% Disguise, 1 Level of Fatigue each use +10% Disguise +20% Disguise HA69
Utility Mechadendrite Very Rare Shoulder (External) Not Applicable Not Applicable +10% Tech-Use, 6 Injector Pistons RT152
AutoSanguine Talent, 50% chance of not dying AutoSanguine Talent, 50% chance of not dying
Vitae Supplement Rare Chest (Internal) Not Applicable ITS141
from Blood Loss, Lasts 4 Hours from Blood Loss, Lasts 8 Hours
Voidskin Scarce Skin (Internal) Not Applicable 1d10+3 Additional Rounds of Void Exposure 1d10+3 Additional Rounds of Void Exposure RT152
Brain shuts down if forced to counter a certain Brain shuts down if forced to counter a certain
Volitor Implant Rare Brain (Internal) Not Applicable RT152
compulsion compulsion
Vox Implant Scarce Internal Not Applicable Built in Micro-Bead Built in Micro-Bead RT152
Use weapon in one hand with no Penalty, +20% Use weapon in one hand with no Penalty, +20%
Weapon Bracing Rare Arm (External) Not Applicable HA68
Weapon Skill to avoid being Disarmed Weapon Skill to avoid being Disarmed
Starship Hulls
STARSHIPS
Fluff Text Game Text
Book/Page
Hull Type Class Class Type Length Width Mass Crew Acceleration Speed Detection Manoeuvrability Hull Integrity Armour Turret Rating Space Ship Points Weapon Capacity Special
Battlecruiser Armageddon Ship of the Line 5.00km 0.80km 30.0 MTonnes 98,500 2.5 Gravities 5 +10 +10 70 20 2 73 63 1 Prow, 2 Port, 2 Starboard, 1 Dorsal Can use "Cruiser Only" Components; Only Stock 3 Months Supplies BK23
Chalice Strike Cruiser 5.10km 0.80km 29.0 MTonnes 98,200 3.4 Gravities 6 +10 +10 70 19 2 75 63 1 Prow, 2 Port, 2 Starboard, 1 Dorsal Can use "Cruiser Only" Components; Additional Plasma Conduits BK22
Can use "Cruiser Only" Components; 2 Jovian Landing Launch Bays (1
Mars Ship of the Line 5.40km 0.85km 33.0 MTonnes 107,000 2.3 Gravities 5 +10 +10 70 20 2 54 71 1 Prow, 2 Port, 2 Starboard, 1 Dorsal BK22
Power Each); Nova Cannon (3 Power), Armoured Prow
Overlord Ship of the Line 5.30km 0.85km 31.0 MTonnes 100,000 2.4 Gravities 5 +10 +10 70 20 2 78 64 1 Prow, 2 Port, 2 Starboard, 1 Dorsal Can use "Cruiser Only" Components BK22
Cruiser Ambition Exclusive 4.90km 2.00km 25.0 MTonnes 89,000 3.0 Gravities 5 +15 +12 66 17 2 75 57 1 Prow, 2 Port, 2 Starboard - BK24
Main Cargo Hold x2 (4 Power); Can use "Transport" & "Cruiser"
Conquest Star Galleon 5.10km 0.70km 30.0 MTonnes 65,000 2.1 Gravities 4 +10 +5 65 16 1 56 52 2 Port, 2 Starboard BK24
Components
Dictator Carrier 5.10km 0.80km 29.0 MTonnes 85,000 2.5 Gravities 5 +18 +8 70 20 3 65 63 1 Prow, 2 Port, 2 Starboard 2 Jovian Launch Bays (1 Power Each) BK25
Lunar Ship of the Line 5.00km 0.80km 28.0 MTonnes 95,000 2.5 Gravities 5 +10 +10 70 20 2 75 60 1 Prow, 2 Port, 2 Starboard - RT196
Tyrant Artillery Cruiser 5.00km 0.80km 27.2 MTonnes 90,000 2.4 Gravities 5 +10 +10 70 20 2 77 61 1 Prow, 2 Port, 2 Starboard - ITS153
Frigate Claymore Corvette 1.40km 0.30km 5.9 MTonnes 21,000 4.6 Gravities 8 +12 +18 30 17 1 38 38 2 Dorsal - BK27
Falchion Torpedo Boat 2.20km 0.30km 6.5 MTonnes 27,000 4.6 Gravities 8 +14 +17 36 18 1 34 42 1 Prow, 2 Dorsal Voss Pattern Torpedo (1 Power) BK27
Firestorm Ship of the Line 1.80km 0.30km 6.0 MTonnes 25,000 4.4 Gravities 7 +15 +20 38 18 1 40 41 1 Dorsal, 1 Prow - ITS152
Sword Escort Frigate 1.60km 0.30km 6.0 MTonnes 26,000 4.5 Gravities 8 +15 +20 35 18 2 40 40 2 Dorsal - RT195
Tempest Strike Frigate 1.50km 0.40km 6.1 MTonnes 30,500 4.7 Gravities 8 +12 +18 36 19 1 42 40 2 Dorsal - RT195
Turbulent Heavy Frigate 1.95km 0.30km 7.5 MTonnes 25,000 4.3 Gravities 7 +15 +18 40 20 1 42 42 2 Dorsal +2 Power Generated; -5% Command BK27
Grand Cruiser Avenger Ship of the Line 7.50km 1.80km 40.0 MTonnes 141,000 2.2 Gravities 5 +10 +5 90 21 3 90 70 3 Port, 3 Starboard Can use "Cruiser Only" Components BK20
Can use "Cruiser Only" Components; 2 Jovian Landing Launch Bays (1
Exorcist Carrier 7.30km 1.10km 37.0 MTonnes 112,000 2.0 Gravities 4 +9 +4 85 20 3 80 71 3 Port, 3 Starboard Power Each) BK21
Light Cruiser Dauntless Scouting Cruiser 4.50km 0.50km 20.0 MTonnes 65,000 4.3 Gravities 7 +20 +15 60 19 1 60 55 1 Prow, 1 Port, 1 Starboard - RT196
Defiant Carrier 3.80km 0.50km 22.0 MTonnes 61,500 3.8 Gravities 6 +15 +12 60 20 2 55 58 1 Port, 1 Starboard, 1 Prow 2 Jovian Escort Launch Bays (1 Power Each) BK26
Endeavour Torpedo Boat 3.80km 0.50km 22.0 MTonnes 67,500 3.9 Gravities 6 +15 +12 60 20 2 58 57 1 Port, 1 Starboard, 2 Prow Voss Pattern Torpedo (1 Power) BK26
Lathe Monitor Cruiser 4.20km 0.50km 20.9 MTonnes 35,000 6.0 Gravities 5 +15 +12 63 20 1 60 55 1 Prow, 1 Port, 1 Starboard 25k Servitors; 60k Crew Total ITS152
Secutor Monitor Cruiser 4.30km 0.50km 24.0 MTonnes 50,000 3.9 Gravities 5 +15 +12 65 20 2 58 58 1 Dorsal, 1 Prow, 1 Port, 1 Starboard Can use "Cruiser Only" Void Shield Components ITS152
Raider Cobra Destroyer 1.50km 0.30km 5.7 MTonnes 15,000 7.6 Gravities 10 +10 +30 30 15 1 35 30 1 Dorsal, 1 Prow - ITS152
Havoc Merchant Raider 1.60km 0.40km 6.0 MTonnes 24,000 5.0 Gravities 9 +10 +25 30 16 1 40 35 1 Dorsal, 1 Prow - RT195
Hazeroth Privateer 1.50km 0.25km 5.0 MTonnes 22,000 5.6 Gravities 10 +12 +23 32 14 1 35 30 1 Dorsal, 1 Prow - RT195
Iconoclast Destroyer 1.30km 0.40km 6.1 MTonnes 16,500 7.2 Gravities 10 +10 +25 28 14 1 32 29 2 Dorsal +2 Hull Integrity per Repair BK28
Shrike Meritech 2.00km 0.25km 4.5 MTonnes 15,000 5.9 Gravities 10 +20 +25 30 16 2 35 34 1 Dorsal, 1 Prow +5% Ballistic Skill BK28
Viper Scout Sloop 0.95km 0.25km 4.9 MTonnes 7,500 6.0 Gravities 11 +25 +30 25 14 1 29 27 1 Dorsal - BK28
Transport Carrack Star Galleon 2.10km 0.40km 8.5 MTonnes 19,500 2.3 Gravities 4 +10 -5 45 15 1 38 25 2 Dorsal Main Cargo Hold (2 Power) BK29
Goliath Factory Ship 4.90km 0.90km 16.0 MTonnes 41,000 1.5 Gravities 3 +4 -10 50 14 1 40 25 1 Dorsal, 1 Port, 1 Starboard Main Cargo Hold x2 (4 Power); Plasma Refinery; +10 Power BK30
Jericho Pilgrim Vessel 2.25km 0.30km 9.0 MTonnes 20,000 1.6 Gravities 3 +5 -10 50 12 1 45 20 1 Prow, 1 Port, 1 Starboard Main Cargo Hold (2 Power) RT194
Loki Q-Ship 2.00km 0.40km 8.0 MTonnes 18,000 3.0 Gravities 4 +10 -5 40 13 1 45 21 1 Dorsal, 1 Prow Main Cargo Hold (2 Power) ITS151
Orion Star Clipper 3.00km 0.40km 8.0 MTonnes 14,000 5.4 Gravities 10 +10 +25 35 12 1 40 25 1 Dorsal, 1 Keel Main Cargo Hold (2 Power), No additional Armour ITS151
Universe Mass Conveyor 12.00km 1.30km 60.0 MTonnes 60,000 0.5 Gravities 2 +5 -20 65 12 1 94 45 1 Dorsal, 1 Port, 1 Starboard No Additional Speed; +10 Power; Main Cargo Hold x4 (8 Power) BK30
Vagabond Merchant Trader 2.00km 0.40km 8.0 MTonnes 18,000 2.1 Gravities 4 +10 -5 40 13 1 40 20 1 Dorsal, 1 Prow Main Cargo Hold (2 Power) RT194
Starship Components
Type Name Hull Types Power Space Ship Points Strength Damage Crit Rating Range Availability Special Book/Page
Essential Components
Plasma Drive Jovian Pattern Class 1 Drive Transports 35 Generated 8 - - - - - Scarce - RT199
Lathe Pattern Class 1 Drive Transports 40 Generated 12 +1 - - - - Rare - RT199
Jovian Pattern Class 2 Drive Raiders, Frigates 45 Generated 10 - - - - - Scarce - RT199
Jovian Pattern Class 3 Drive Light Cruisers 60 Generated 12 - - - - - Scarce - RT199
Jovian Pattern Class 4 Drive Cruisers 75 Generated 14 - - - - - Scarce - RT199
+2 Speed, +5 Manoeuvrability; If Engines Crippled, then Engines
Segrazian "Viperdrive" Pirate Engine Raider, Frigates 45 Generated 16 +2 - - - - Very Rare HA69
Wrecked (8-10 on Critical Hits Table)
Jovian Pattern Class 4.5 Drive Light Cruisers 65 Generated 14 +2 - - - - Very Rare - ITS156
Jovian Pattern Class 4.5 Drive Cruisers 85 Generated 17 +2 - - - - Very Rare - ITS156
Lathe Pattern Class 2a Drive Transports 40 Generated 14 +2 - - - - Very Rare +1 Speed, +3 Manoeuvrability ITS156
Lathe Pattern Class 2b Drive Raiders, Frigates 47 Generated 14 +2 - - - - Very Rare +1 Speed, +3 Manoeuvrability ITS156
If Component becomes Damaged, Depressurised or Critical Hit, 1d10, 4+
Jovian Pattern Class 8.1 Drive Frigates 44 Generated 11 +1 - - - - Rare BK31
Ignore Effect
Jovian Pattern Class 8.2 Drive Light Cruisers 59 Generated 13 +1 - - - - Rare If Component becomes Damaged, Depressurised or Critical Hit, 1d10, 4+ BK31
Ignore Effect
If Component becomes Damaged, Depressurised or Critical Hit, 1d10, 4+
Jovian Pattern Class 8.3 Drive Cruisers 74 Generated 15 +1 - - - - Rare BK31
Ignore Effect
If Component becomes Damaged, Depressurised or Critical Hit, 1d10, 4+
Jovian Pattern Class 8.4 Drive Grand Cruisers 93 Generated 20 +1 - - - - Rare BK31
Ignore Effect
Saturine Pattern Class 4A Drive Battlecruisers 90 Generated 14 - - - - - Scarce - BK31
Saturine Pattern Class 5A Drive Grand Cruisers 95 Generated 18 - - - - - Scarce - BK31
+2 Speed, +5 Manoeuvrability; Critical Hits severity always 10 on
Mezoa Pattern Theta 7 Drive Transports 44 Generated 18 +1 - - - - Rare Thrusters Damaged/Engines Crippled BK31
Warp Drive Strelov 1 Warp Engine Transports, Raiders, Frigates 10 10 - - - - - Scarce - RT199
Strelov 2 Warp Engine Light Cruisers, Cruisers 12 12 - - - - - Scarce - RT199
Double Base Time for Warp Journey; +20 to Warp Travel Encounters;
Albanov 1 Warp Engine Transports, Raiders, Frigates 10 11 +1 - - - - Rare HA69
+10% to Fix Exit Point
Daily Test on Warp Travel Encounters; Not Compatible with Navigators
Klenova Class M Warp Engine Transports, Raiders, Frigates 10 10 - - - - - Scarce or other Components that affect Warp Travel HA69
Reduce Base Time for Warp Journey; -1d10 Days per Week of Travel;
Markov 1 Warp Engine Transports, Raiders, Frigates 12 12 +1 - - - - Rare Less than 1 Week, no effect ITS156
Reduce Base Time for Warp Journey; -1d5 Days per Week of Travel; Less
Markov 2 Warp Engine Light Cruisers 13 13 +1 - - - - Rare ITS156
than 1 Week, no effect
Miroslav H-616.b Warp Engine Transports, Raiders, Frigates 8 10 - - - - - Scarce Reduce Base Time for Warp Journey; x1/2; Roll Warp Travel Encounters BK32
every 3 Days
Reduce Base Time for Warp Journey; x1/2; Roll Warp Travel Encounters
Miroslav G-616.b Warp Engine Light Cruisers, Cruisers 10 12 - - - - - Scarce BK32
every 3 Days
Gellar Field Standard Gellar Field All Ships 1 - - - - - - Scarce - RT199
+10% Navigation (Warp); Roll Twice on Warp Travel Encounters, Pick
Warpsbane Hull All Ships 1 - +2 - - - - Very Rare RT199
One
-5 to Warp Travel Encounters; If Void Shield Damaged, then Gellar Field
Mezoa Geller Void Integrant Transports, Raiders - - - - - - - Scarce Damaged as well HA70
Emergency Field All Ships 2 - - - - - - Scarce If unexpectedly enter Warp; 1d10, 3+ Gellar Field Activates ITS156
Belecane Pattern 90.r Gellar Field All Ships 1 - - - - - - Scarce +10% Navigation (Warp); -20 to Warp Travel Encounters BK32
Void Shields Single Void Shield Array (1) All Ships 5 1 - - - - - Scarce - RT199
Double Void Shield Array (2) Cruisers 7 2 - - - - - Scarce - RT200
Repulsor Shield (1) All Ships 6 1 - - - - - Scarce No Penalties to Manoeuvre Actions in Small Particles ITS156
Repulsor Shield Array (2) Cruisers 8 2 - - - - - Scarce No Penalties to Manoeuvre Actions in Small Particles ITS157
Triple Void Shield Array (3) Grand Cruisers 9 3 - - - - - Scarce - BK32
Voss Pattern Void Shield Array (1) All Ships 3 1 - - - - - Scarce When Hit roll D10, 3 or lower, do not cancel the hit BK32
Voss Pattern Double Void Shield Array (1) Cruisers 5 1 - - - - - Scarce When Hit roll D10, 3 or lower, do not cancel the hit BK32
Ships Bridge Combat Bridge Transports, Raiders, Frigates 1 1 - - - - - Scarce +10% Tech-Use to Repair RT200
Combat Bridge Light Cruisers, Cruisers 2 2 - - - - - Scarce +10% Tech-Use to Repair RT200
+5% Command, +5% Ballistic Skill Tests to fire Weapons; On Critical Hit
Command Bridge Raiders, Frigates 2 1 +1 - - - - Rare RT200
3+ on 1d10 becomes unpowered
+5% Command, +5% Ballistic Skill Tests to fire Weapons; On Critical Hit
Command Bridge Light Cruisers, Cruisers 3 2 +1 - - - - Rare RT200
3+ on 1d10 becomes unpowered
Commerce Bridge Transports 1 1 - - - - - Scarce Extra Stuff whilst doing Trade Objectives RT200
Armoured Command Bridge Raiders, Frigates 2 2 - - - - - Scarce On Critical Hit +4 on 1d10 Component is Unharmed RT200
Armoured Command Bridge Light Cruisers, Cruisers 3 2 - - - - - Scarce On Critical Hit +4 on 1d10 Component is Unharmed RT200
Ship Master's Bridge Cruisers 4 3 - - - - - Scarce +5% Piloting, +5% Navigation; +10% Ballistic Skill to fire Weapons RT200
Smugglers Bridge Transports 1 1 - - - - - Scarce Extra Stuff whilst doing Criminal Objectives HA70
+5 Detection, Active Augury; Extra Stuff whilst doing Exploration
Exploration Bridge Transports, Raiders, Frigates 4 1 +1 - - - - Rare ITS157
Objectives
Starship Components
Type Name Hull Types Power Space Ship Points Strength Damage Crit Rating Range Availability Special Book/Page
+5 Detection, Active Augury; Extra Stuff whilst doing Exploration
Exploration Bridge Light Cruisers, Cruisers 4 2 +1 - - - - Rare ITS157
Objectives
Fleet Flag Bridge Battlecruisers, Grand Cruisers 4 4 +1 - - - - Rare +10% Command; +5% Piloting & Navigation within 30VU's BK32
Crew Quarters Pressed-Crew Quarters Transports, Raiders, Frigates 1 2 - - - - - Scarce Decrease Morale Permanently by 2 RT200
Pressed-Crew Quarters Light Cruisers, Cruisers 2 3 - - - - - Scarce Decrease Morale Permanently by 2 RT200
Voidsmen Quarters Transports, Raiders, Frigates 1 3 - - - - - Scarce - RT200
Voidsmen Quarters Light Cruisers, Cruisers 2 4 - - - - - Scarce - RT200
Slave Quarters Transports, Raiders, Frigates 1 1 - - - - - Scarce Decrease Morale Permanently by 5 HA72
Slave Quarters Light Cruisers, Cruisers 1 2 - - - - - Scarce Decrease Morale Permanently by 5 HA72
+5% Command, Defend against Boarding and Hit & Run Actions; Reduce
Clan-Kin Quarters Transports, Raiders, Frigates 1 4 +1 - - - - Rare Morale Losses by 1 (1 Minimum) ITS157
+5% Command, Defend against Boarding and Hit & Run Actions; Reduce
Clan-Kin Quarters Light Cruisers, Cruisers 2 5 +1 - - - - Rare ITS157
Morale Losses by 1 (1 Minimum)
Cold Quarters Transports, Raiders, Frigates 3 4 +1 - - - - Rare Once per Game Session, Reduce one Source of Crew Population loss to 0 ITS157
Cold Quarters Light Cruisers, Cruisers 4 5 +1 - - - - Rare Once per Game Session, Reduce one Source of Crew Population loss to 0 ITS157
Bilge-Rat Quarters Light Cruisers, Cruisers 2 3 - - - - - Scarce Decrease Morale Permanently by 3; Reduce Crew Population Loss from BK33
depressuration by 2 (Minimum 0)
Augur Arrays M-100 Auger Array All Ships 3 - - - - - - Scarce External Component RT201
M-201.b Auger Array All Ships 5 - - - - - - Scarce External Component, +5 Detection RT201
Deep Void Auger Array All Ships 7 - +1 - - - - Rare External Component, +10 Detection RT202
External Component; When Silent Running, may perform any Detection
W-240 Passive Detection Arrays All Ships 3 - +1 - - - - Rare HA72
actions without penalty
+5% Ballistic Skill against Planetary Targets; Extra Stuff whilst doing
BG-15 Assault Scanners All Ships 5 - - - - - - Scarce BK33
Military Objectives; External Component
X-470 Ultimo Array All Ships 6 - - - - - - Scarce +10 Detection, +15 Detection of Ships on Silent Running; +5% Ballistic BK33
Skill to hit Vessel; External Component
Supplemental Components
Macrobatteries Thunderstrike Macrocannons All Ships 2 2 1 3 1d10+1 6 2/4/8 Scarce - RT202
Mars Pattern Macrocannons All Ships 4 2 1 3 1d10+2 5 3/6/12 Scarce - RT202
Mars Pattern Macrocannon Broadside Light Cruisers, Cruisers 4 5 1 6 1d10+2 5 3/6/12 Scarce Port or Starboard Weapon Capacity Only RT202
Sunsear Laser Battery All Ships 6 4 1 4 1d10+2 4 4.5/9/18 Scarce - RT202
Ryza Pattern Plasma Battery All Ships 8 4 2 4 1d10+4 4 2.5/5/10 Rare On 1 & 2 on Critical Hit Chart, effects 2 Components rather than 1 RT203
Grapple Cannon Raiders 2 2 1 - - - - Scarce -10% Ballistic Skill rather than Pilot to make a Boarding Action; -40% HA71
Pilot Test for victim to escape
Jovian Missile Battery All Ships 3 1 1 5 1d10+1 6 3/6/12 Scarce Only Fire every other Turn ITS158
Port or Starboard Weapon Capacity Only, Can increase range by 2VU's
Lathe Grav-culverin Broadside Light Cruisers, Cruisers 5 5 1 6 1d10+3 6 2.5/5/10 Scarce ITS158
(Damage 1d10+1)
Starship Components
Type Name Hull Types Power Space Ship Points Strength Damage Crit Rating Range Availability Special Book/Page
Mezoa Macrocannons All Ships 4 4 1 4 1d10+3 5 2.5/5/10 Scarce - ITS158
Pyros Melta-cannons All Ships 4 3 2 3 1d10+4 4 2/4/8 Rare Whenever Critical Hit, automatically Fire! ITS158
Sunsear Las-Broadside Light Cruisers, Cruisers 9 6 1 6 1d10+2 4 4.5/9/18 Scarce Port or Starboard Weapon Capacity Only ITS158
+1 to any Critical; Prow, Dorsal or Keel Weapon Capacity Only; +20%
Stygies Pattern Bombardment Cannons Light Cruisers, Cruisers 5 5 3 3 1d10+6 2 2/4/8 Very Rare Intimidate against Planetary based Characters BK34
For every 5 Damage that exceeds Void Shields, one random Component
Disruption Macrocannons All Ships 4 2 2 3 1d10+1 - 2.5/5/10 Rare becomes Unpowered, unaffected by Armour; No Hull Integrity Damage BK34
or Critical Hits
For every 5 Damage that exceeds Void Shields, one random Component
Disruption Macrocannons Broadside Light Cruisers, Cruisers 6 5 2 6 1d10+1 - 2.5/5/10 Rare becomes Unpowered, unaffected by Armour; No Hull Integrity Damage BK34
or Critical Hits; Port or Starboard Weapon Capacity Only
Hecutor Pattern Plasma Battery Light Cruisers, Cruisers 8 3 2 3 1d10+2 4 5.5/11/22 Rare On 1 & 2 on Critical Hit Chart, effects 2 Components rather than 1 BK34
Hecutor Pattern Plasma Broadside Battlecruisers, Grand Cruisers 12 5 2 5 1d10+2 4 5.5/11/22 Rare On 1 & 2 on Critical Hit Chart, effects 2 Components rather than 1; Port BK34
or Starboard Weapon Capacity Only
Stygies Pattern Macrocannons All Ships 4 3 1 3 1d10+2 5 2.5/5/10 Scarce Reduce Armour by 3 when calculating Damage BK34
Lances Starbreaker Lance Weapon All Ships 6 4 2 1 1d10+2 3 2.5/5/10 Rare - RT203
Ignore Armour Titanforge Lance Weapon All Ships 9 4 2 1 1d10+4 3 3/6/12 Rare - RT203
Titanforge Lance Battery Light Cruisers, Cruisers 13 6 2 2 1d10+4 3 3/6/12 Rare - RT203
Sunhammer Lance All Ships 9 4 2 1 1d10+3 3 4.5/9/18 Rare - ITS158
Sunhammer Lance Battery Light Cruisers, Cruisers 13 6 2 2 1d10+3 3 4.5/9/18 Rare - ITS158
Godsbane Lance Battlecruisers, Grand Cruisers 9 4 3 1 1d10+2 3 6/12/24 Very Rare Target over 20 VU Away, only 1d10 Damage BK34
Godsbane Lance Battery Battlecruisers, Grand Cruisers 13 6 3 2 1d10+2 3 6/12/24 Very Rare Target over 20 VU Away, only 1d10 Damage BK34
Dorsal or Keel Weapon Capacity in Frigate size or smaller; +5%
Las-Burner All Ships 7 3 2 2 1d5+1 3 1.5/3/6 Rare Command for Boarding Actions BK35
Nova Cannons Mars Pattern Nova Cannon Cruisers 3 7 3 Special 2d5+4 Special 6-40 Very Rare Prow Weapon Capacity Only; Always revealed by Successful Augury BK37
Ryza Pattern Nova Cannon Cruisers 4 7 4 Special 2d5+5 Special 6-36 Extremely Rare Prow Weapon Capacity Only; Always revealed by Successful Augury; BK37
Ballistic Skill 5 DoF causes 1 Critical Hit
+2VU Speed to Torpedo during first turn; If Damaged/Destroyed whilst
Torpedo Tubes Fortis Pattern Torpedo Tubes Light Cruisers, Cruisers 2 8 3 6 Special Special Special Very Rare Torpedoes loaded, 10% Component Destroyed, 2d5 Hull Integrity BK37
Damage; 42 Torpedoes (6 Extra in Tubes)
Mars Pattern Torpedo Tubes Light Cruisers, Cruisers 2 8 2 6 Special Special Special Rare If Damaged/Destroyed whilst Torpedoes loaded, 10% Component BK37
Destroyed, 2d5 Hull Integrity Damage; 42 Torpedoes (6 Extra in Tubes)
Cargo Hold/Passenger Cargo Hold & Lighter Bay Raider, Frigates, Light Cruisers, Cruisers 1 2 1 - - - - Scarce -3 Manoeuvrability, Extra Stuff whilst doing Trade/Criminal Objectives RT203
Compartmentalised Cargo Hold Raider, Frigates, Light Cruisers, Cruisers 2 5 1 - - - - Scarce Extra Stuff whilst doing Trade Objectives (x2) RT203
Main Cargo Hold Transports 2 4 1 - - - - Scarce Extra Stuff whilst doing Trade Objectives (x2.5) RT203
Luxury Passenger Quarters All Ships 2 1 1 - - - - Scarce Extra Stuff whilst doing Trade/Criminal/Creed Objectives (x2) RT203
Extra Stuff whilst doing Military Objectives (x2), Can station Troops,
Barracks All Ships 2 4 2 - - - - Rare +20% Command for Boarding/Hit & Run Actions if Troops RT203
Extra Stuff whilst doing Trade Objectives (x1.5); Free Action to Eject all
Evacuation Bay Raider, Frigates, Light Cruisers, Cruisers 2 4 1 - - - - Scarce Cargo and Cleanse the Hold HA71
Extra Stuff whilst doing Trade Objectives, Extra Stuff whilst doing
Shadowblind Bays All Ships 3 4 2 - - - - Rare ITS159
Criminal Objectives (x1.5); -40% Scrutiny to Locate Bays
Starship Components
Type Name Hull Types Power Space Ship Points Strength Damage Crit Rating Range Availability Special Book/Page
+10% Charm & Inquiry with Xenos; Decrease Morale Permanently by 2;
Xenos Habitats All Ships 2 1 1 - - - - Scarce ITS159
Extra Stuff whilst doing Non-Hostile Alien Objectives
When Silent Running Tests to Detect, -20%; Extra Stuff whilst doing
Empyrean Mantle Transports, Raiders, Frigates 3 - 2 - - - - Rare ITS159
Criminal Objectives; External Component
When Silent Running Tests to Detect, -20%; Extra Stuff whilst doing
Empyrean Mantle Light Cruisers, Cruisers 5 - 2 - - - - Rare Criminal Objectives; External Component ITS159
Reinforced Prow Transports, Raiders, Frigates - 2 1 - - - - Scarce +2 Armour in Fore Arc; +1d5 Damage whilst Ramming ITS159
Reinforced Prow Light Cruisers, Cruisers - 3 1 - - - - Scarce +2 Armour in Fore Arc; +1d5 Damage whilst Ramming ITS159
-20% Ballistic Skill to attack ship for 1d5+1 Strategic Round; -30%
Defensive Countermeasures All Ships 1 1 2 - - - - Rare BK38
Ballistic Skill for Torpedoes; Must be replaced with upkeep test after use
Flak Turrets All Ships 1 1 1 - - - - Scarce +1 Turret Rating when active; -10 Detection when active BK38
Field Bracing All Ships 1-3 1 2 - - - - Rare Hull Integrity increased by x2 Power Supplied (max +6) BK38
If Bridge is powered and undamaged, extinguish one fire in a
Fire Suppression System Transports, Raiders, Frigates 1 1 2 - - - - Rare BK38
Component -10% Tech-Use; Once per Strategic Turn
If Bridge is powered and undamaged, extinguish one fire in a
Fire Suppression System Light Cruisers, Cruisers 2 2 2 - - - - Rare BK38
Component -10% Tech-Use; Once per Strategic Turn
If Bridge is powered and undamaged, extinguish one fire in a
Fire Suppression System Grand Cruisers 3 3 2 - - - - Rare Component -10% Tech-Use; Once per Strategic Turn BK38
Minelayer Bay Transports, Light Cruisers, Cruisers 1 4 1 - - - - Scarce Enough Mines for 3 Deployments; +20% Tech-Use deploys mines in a BK38
spread of 4VU's; see BK39
Power Ram Light Cruisers, Cruisers 2 - 2 - - - - Rare +1d10 Damage with Ramming; External Component BK38
Crew Reclamation Facility All Ships 1 1 1 - - - - Scarce Reduce Crew Losses by 3 (Minimum 1); Increase Morale Losses by 1 RT205
Auto Temple All Ships 1 1 1 - - - - Scarce Increase Morale Permanently by 2; Extra Stuff whilst doing Creed HA72
Objectives (x3)
+20% on Tests to identify, analyse and repair artefacts of Ancient/Xenos
Laboratorium All Ships 2 1 3 - - - - Very Rare HA72
origin
Synthesise's Drugs, adequate dosage for the entire crew each day; Extra
Phamacia All Ships 1 2 2 - - - - Rare HA72
Stuff whilst doing Trade/Criminal Objectives
Sensorium All Ships 1 1 2 - - - - Rare Increase Morale Permanently by 2; +10% Charm & Commerce HA72
conducted on the vessel
Increase Crew Population Permanently by 2; x2 Time Ship can remain in
Arboretum Transports, Raiders, Frigates 2 2 1 - - - - Scarce ITS160
Void without Crew/Morale Loss
Increase Crew Population Permanently by 2; x2 Time Ship can remain in
Arboretum Light Cruisers, Cruisers 2 3 1 - - - - Scarce ITS160
Void without Crew/Morale Loss
Asteroid Mining Facility All Ships 6 10 3 - - - - Very Rare Extra Stuff whilst doing Trade Objectives (x4) if Asteroid Mining is ITS160
undertaken
+10% Focus Power Test for Astro-Telepathy; Increase Psychic Powers by
Astropathic Choir-Chambers All Ships 1 1 1 - - - - Scarce ITS160
5VU's
-10% Tech-Use for other ships to use Vox; +10% Intimidate against Ships
Broadband Hymn-Casters All Ships 3 - 1 - - - - Scarce ITS161
within 30 VU's; External Component
Scrutiny + Detection to locate Comet; Mining takes 1d10+5 days; Then,
Cloudmining Facility Transports 3 4 1 - - - - Scarce either restore 1d5 Morale & Extend Supplies for 1 Month; Extra Stuff at BK39
the end of a Mission
Hydraphuran Jamming System All Ships 4 - 1 - - - - Scarce No Silent Running; -20% Focussed Augury Tests against Vessel BK39
+10% Tech Use for Extended Repairs; +10 Acquisition if Buying Hull
Manufactorum Light Cruisers, Cruisers 2 1 2 - - - - Rare Integrity; Extra Stuff whilst doing Trade Objectives (x0.5) BK39
Medicae Deck All Ships 2 1 1 - - - - Scarce +20% Medicae; IBx3 patients treatable BK39
Melodium All Ships 1 1 1 - - - - Scarce Increase Morale Permanently by 1; +10% Social Tests BK39
Cannot be installed on Grand Cruisers; Pilot (Spacecraft) +
Plasma Scoop Raiders, Frigates 2 3 3 - - - - Very Rare Manoeuvrability; Success = extra month of supplies, 1d5 Hull Integrity BK40
Damage per DoF
Spacedock Piers Transports (+50), Grand Cruisers 7 14 4 - - - - Extremely Rare 4 Smaller Vessels can dock; +10 Acquisition for Repairs; No Broadside BK40
Weapons; Extra Stuff whilst doing Trade Objective (x2)
Archeotech Components
Plasma Drive Modified Jovian Pattern Class 1 Drive Transports 35 Generated 4 3 - - - - Very Rare +1 Speed RT206
Modified Lathe Pattern Class 1 Drive Transports 40 Generated 8 3 - - - - Very Rare +1 Speed RT206
Modified Jovian Pattern Class 2 Drive Raiders, Frigates 45 Generated 6 3 - - - - Very Rare +1 Speed RT206
Modified Jovian Pattern Class 3 Drive Light Cruisers 60 Generated 8 3 - - - - Very Rare +1 Speed RT206
Modified Jovian Pattern Class 4 Drive Cruisers 75 Generated 10 3 - - - - Very Rare +1 Speed RT206
Cybra Pattern Class 1 Drive Transports 30 Generated 10 2 Extremely Rare +15 Silent Running; -15 to Detect Vessel BK42
Cybra Pattern Class 2 Drive Raiders, Frigates 40 Generated 12 2 Extremely Rare +15 Silent Running; -15 to Detect Vessel BK42
Void Shields Castellan Shield (1) All Ships 5 1 2 - - - - Extremely Rare -10% Tech-Use, Double Void Shields for Strategic Turn ITS161
Castellan Shield Array (2) Cruisers 7 2 2 - - - - Extremely Rare -10% Tech-Use, Double Void Shields for Strategic Turn ITS161
Ships Bridge Bridge of Antiquity Transports, Raiders, Frigates 1 1 2 - - - - Extremely Rare +10% Command & Social Skills; +5 Manoeuvrability RT207
Bridge of Antiquity Light Cruisers, Cruisers 2 1 2 - - - - Extremely Rare +10% Command & Social Skills; +5 Manoeuvrability RT207
Increase Morale Permanently by 2; Reduce All Losses to Crew
Life Sustainers Ancient Life Sustainer Transports, Raiders, Frigates 2 1 2 - - - - Extremely Rare RT206
Population (from non-combat sources) by 1
Increase Morale Permanently by 2; Reduce All Losses to Crew
Ancient Life Sustainer Light Cruisers, Cruisers 2 2 2 - - - - Extremely Rare RT206
Population (from non-combat sources) by 1
Macrobatteries Staravar Laser Macrobattery All Ships 4 4 2 4 1d10+2 4 6/12/24 Extremely Rare - ITS162
Lances Star-Flare Lance Light Cruisers, Cruisers 12 6 3 3 1d10+3 3 3.5/7/14 Very Rare Additional Hit every 2 DoS ITS162
Nova Cannons Jovian Pattern Nova Cannon Cruisers 6 7 5 Special 2d5+7 Special 6-35 Near Unique On hit, 1d5 Morale Damage; Always revealed by Successful Augury; If BK42
ever Damaged, actually Destroyed, 1d10 Hull Integrity Damage
Starship Components
Type Name Hull Types Power Space Ship Points Strength Damage Crit Rating Range Availability Special Book/Page
+4VU Speed to Torpedo during first turn; +10% Ballistic Skill; If
Torpedo Tubes Plasma Accelerated Torpedo Tubes All Ships 2 4 2 4 Special Special Special Extremely Rare Damaged/Destroyed whilst Torpedoes loaded, 5% Component BK42
Destroyed, 2d5 Hull Integrity Damage; 16 Torpedoes (4 Extra in Tubes)
Augments & Enhancements Auto-stabilised Logis-targeter All Ships 5 - 2 - - - - Extremely Rare External Component; +5 Detection; +5% Ballistic Skill RT207
When Crippled, Weapon Components or Speed unaffected; If Damaged
Emergency Energy Reserves Transports, Raiders, Frigates 2 1 2 - - - - Extremely Rare 25% of Explosion, 1d5 Hull Integrity Damage, Another Component set HA73
on Fire
Energistic Conversion Matrix All Ships 1 1 1 - - - - Extremely Rare Decrease Power to increase Speed; Frigates/Raiders 3f1; Light Cruisers ITS161
4f1; Transports/Cruisers 5f1; Maximum +5 Speed
Adjust Speed & Bearing, Come to New Heading & Evasive Manoeuvres
Gyro-Stabilisation Matrix All Ships 1 1 1 - - - - Extremely Rare ITS162
only Challenging
+20% Locate Astronomican; -10 Warp Travel Encounter; External
Warp Antenna All Ships 1 - 2 - - - - Extremely Rare BK42
Component
Warp Sextant All Ships 4 1 2 - - - - Extremely Rare +20% Perception & Navigation (Warp) in Warp BK42
Additional Facilities Teleportarium All Ships 1 1 1 - - - - Extremely Rare Hit & Run without Piloting Test; +20% Hit & Run Action RT207
Holds up to 100 Psykers; Extra Stuff whilst doing Criminal Objectives; -3
Null Bay All Ships 1 2 1 - - - - Extremely Rare Morale when bay is in use HA73
-50 Crew, -5 Morale when active; x2 Time Ship can remain in Void
Suspension Chambers Transports, Raiders, Frigates 2 1 2 - - - - Extremely Rare without Crew/Morale Loss HA73
-50 Crew, -5 Morale when active; x2 Time Ship can remain in Void
Suspension Chambers Light Cruisers, Cruisers 3 2 3 - - - - Extremely Rare HA73
without Crew/Morale Loss
Awareness by Navigator, Sense where objects will exit from the Warp;
Witch Augur All Ships 1 - 2 - - - - Extremely Rare External Component HA73
Xeno-Tech Components
Plasma Drive Mimic Engine Transports 40 Generated 12 3 - - - - Near Unique -20 Perception, Appear on Sensors as different type of Vessel HA74
Mimic Engine Raiders, Frigates 45 Generated 10 3 - - - - Near Unique -20 Perception, Appear on Sensors as different type of Vessel HA74
Mimic Engine Light Cruisers 60 Generated 12 3 - - - - Near Unique -20 Perception, Appear on Sensors as different type of Vessel HA74
Mimic Engine Cruisers 75 Generated 14 3 - - - - Near Unique -20 Perception, Appear on Sensors as different type of Vessel HA74
-20% Ballistic Skill to Target Ship; -30% Ballistic for Lance Weapons and
Void Shields Ghost Field All Ships 8 4 3 - - - - Near Unique RT207
Hit & Run Actions; Cannot work at the same time as Void Shields
Warp Gate Map All Ships 2 1 5 - - - - Near Unique Navigation (Warp) to Locate; -20% Navigation (Warp) to Traverse; On HA74
Failure, vessel went somewhere else
Xenos Librarium All Ships 1 1 3 - - - - Near Unique +10% Forbidden Lore HA74
Starship Upgrades
Upgrade Name Availability Poor Common Good Best Book/Page
On Adjust Speed, Adjust Speed & Bearing or On Adjust Speed, Adjust Speed & Bearing or On Adjust Speed, Adjust Speed & Bearing or On Adjust Speed, Adjust Speed & Bearing or
Arrester Engines Rare Evasive Manoeuvre Action, if Decelerating, +10% Evasive Manoeuvre Action, if Decelerating, +10% Evasive Manoeuvre Action, if Decelerating, +15% Evasive Manoeuvre Action, if Decelerating, +15% HA76
Pilot; 2 DoF, -1 Speed Pilot; 3 DoF, -1 Speed Pilot; 3 DoF, -1 Speed Pilot; 4 DoF, -1 Speed
Atomics Near Unique 1d5+2 Hits, 1d10+6 Damage; Salvo Rules 1d5+4 Hits, 1d10+6 Damage; Salvo Rules 1d5+5 Hits, 1d10+6 Damage; Salvo Rules 10 Hits, 1d10+6 Damage; Salvo Rules ITS163
Cherubin Aerie Scarce Decrease Morale Permanently by 2; Extra Stuff Decrease Morale Permanently by 1; Extra Stuff Decrease Morale Permanently by 1; Extra Stuff Decrease Morale Permanently by 1; Extra Stuff ITS163
from completing Objectives (x0.25) from completing Objectives (x0.25) from completing Objectives (x0.35) from completing Objectives (x0.5)
Crew Improvements Average Increase Morale Permanently by 1 Increase Morale Permanently by 2 Increase Morale Permanently by 3 Increase Morale Permanently by 3, Crew Rating by ITS163
5
Disciplinarium Scarce Not Applicable Once per day, reduce Crew Population by 1 to Once per day, reduce Crew Population by 1 to Once per day, reduce Crew Population by 1 to HA76
Increase Morale by 2 Increase Morale by 2; +5% Command Increase Morale by 3; +5% Command
Only identified on 4 DoS, cannot be targeted by Only identified on 4 DoS, cannot be targeted by Only identified on 4 DoS, cannot be targeted by Only identified on 4 DoS, cannot be targeted by
Critical Hit; Extra Stuff whilst doing Criminal Critical Hit; Extra Stuff whilst doing Criminal Critical Hit; Extra Stuff whilst doing Criminal Critical Hit; Extra Stuff whilst doing Criminal
Distributed Cargo Hold Rare HA76
Objective; Decrease Morale Permanently by 2; Objective; Decrease Morale Permanently by 2; Objective; Decrease Morale Permanently by 2; -5% Objective (x1.5); Decrease Morale Permanently by
-15% Repair -10% Repair Repair 2; -5% Repair
+10% Social Skills aboard Vessel; Extra Stuff whilst +15% Social Skills aboard Vessel; Extra Stuff whilst +20% Social Skills aboard Vessel; Extra Stuff whilst
Ostentatious Displays of Wealth Very Rare -10% Social Skills aboard Vessel ITS163
doing Trade/Criminal Objectives (x0.5) doing Trade/Criminal Objectives (x0.5) doing Trade/Criminal Objectives (x0.5)
Once per day/combat encounter, void shields are Once per day/combat encounter, void shields are
Once per day/combat encounter, void shields are Three times per day/combat encounter, void
Overload Shield Capacitors Extremely Rare refreshed after being overloaded; Strength refreshed after being overloaded; Increase Void HA77
refreshed after being overloaded shields are refreshed after being overloaded
reduced by 1 Shields permanently by 1
Resolution Arena Scarce Increase Morale Permanently by 2 Increase Morale Permanently by 3 Increase Morale Permanently by 3; +10% Increase Morale Permanently by 5; +10% HA77
Commerce on Vessel Commerce on Vessel
-10% Tech-Use, +2 Speed; -1 Speed following 2 -10% Tech-Use, +3 Speed; -1 Speed following 2
-20% Tech-Use, +2 Speed; -1 Speed following turn; -10% Tech-Use, +2 Speed; -1 Speed following turn;
turns; If Failed, no +2 Speed, -1 Speed instantly; turns; If Failed, no +3 Speed, -1 Speed instantly;
Secondary Reactors Rare If Failed, no +2 Speed, -1 Speed instantly; Reduces If Failed, no +2 Speed, -1 Speed instantly; Reduces HA78
Reduces Space by 1 (Raiders & Frigates), 2 Reduces Space by 1 (Raiders & Frigates), 2
Space by 1 (Raiders & Frigates), 2 (Transports), 3 Space by 1 (Raiders & Frigates), 2 (Transports), 3
(Transports), 3 (Light Cruisers & Cruisers), 4 (Transports), 3 (Light Cruisers & Cruisers), 4
(Light Cruisers & Cruisers), 4 (Anything Else) (Light Cruisers & Cruisers), 4 (Anything Else)
(Anything Else) (Anything Else)
Replaces Crew with Servitors; -10% Ballistic Skill & Replaces Crew with Servitors; -10% Ballistic Skill & Replaces Crew with Servitors; -10% Ballistic Skill & Replaces Crew with Servitors; -10% Ballistic Skill &
Command; Only replenished by Forge/Hive Command; Only replenished by Forge/Hive Command; Only replenished by Forge/Hive Command; Only replenished by Forge/Hive
Servitor Crew Very Rare ITS164
Worlds; Morale always 100, Crew Population Worlds; Morale always 100, Crew Population Worlds; Morale always 100, Crew Population Worlds; Morale always 100, Crew Population
losses 1/2; Skill of 20 losses 1/2; Skill of 30 losses 1/2; Skill of 35 losses 1/2; Skill of 40
On Hit and Run Action, double Hull Integrity On Hit and Run Action, double Hull Integrity On Hit and Run Action, double Hull Integrity
Storm Trooper Detachment Extremely Rare Not Applicable Damage; 1d5 Additional Crew Population Damage Damage; 1d5 Additional Crew Population Damage Damage; 1d5 Additional Crew Population Damage ITS164
defending Boarding Action defending Boarding Action; +5% Command defending Boarding Action; +10% Command
+5% Ballistic Skill when firing single Macrocannon +5% Ballistic Skill when firing Macrocannons & +10% Ballistic Skill when firing Macrocannons & +10% Ballistic Skill when firing Macrocannons &
Targeting Matrix Extremely Rare HA78
or Lance Lances Lances Lances; Increase Range by 1
Ignore Penalties for one Macrobattery firing at
Ignore Penalties for one Macrobattery firing at Ignore Penalties for one Macrobattery firing at Ignore Penalties for one Macrobattery firing at
Turbo-Weapon Batteries Very Rare Double Range; Increase Range by 1; +5% Ballistic ITS164
Double Range; Decrease Range by 1 Double Range Double Range; Increase Range by 1
Skill
Reduces Space by 2 (Raiders), 3 (Frigates & Reduces Space by 1 (Raiders), 2 (Frigates & Reduces Space by 1 (Raiders), 2 (Frigates & Reduces Space by 1 (Raiders), 2 (Frigates &
Vaulted Ceilings Rare Transports), 4 (Light Cruisers), 5 (Anything Else); Transports), 3 (Light Cruisers), 4 (Anything Else); Transports), 3 (Light Cruisers), 4 (Anything Else); Transports), 3 (Light Cruisers), 4 (Anything Else); ITS164
Increase Morale Permanently by 5 Increase Morale Permanently by 5 Increase Morale Permanently by 7 Increase Morale Permanently by 10
Torpedoes & Attack Craft
Type Name Craft Rating Speed Squadron Damage Crit Rating Range Availability Special Book/Page
Torpedo Plasma - 10 - 2d10+14 10 60 Rare Terminal Penetration (3) BK8
Terminal Penetration (2); Always considered Guided; Inflicts Hit & Run
Boarding - 10 - 2d10+11 - 60 Very Rare BK8
Action if exceed Armour
Melta - 10 - 2d10+15 9 60 Extremely Rare Terminal Penetration (4) BK8
Terminal Penetration (1); Inflicts 3d10 Crew Population & 2d10 Morale
Virus - 10 - 2d10+10 - 60 Near Unique if exceed Armour; -10% Command to isolate crew; If failed, same BK8
damage each turn
Terminal Penetration (5); Inflicts 1d5 Morale per Hit; Ignore Armour
Vortex - 10 - 2d10+5 6 60 Unique BK9
when calculating damage
Tech-Use+Detection to change direction by 45 degrees, Slow Movement
Guidance System Guided - - - - - - Rare 1VU per DoS; +20 Torpedo Rating BK9
Brace Heavy Weapon Half Miscellaneous -30% Ballistic Skill with Heavy Weapon if not Braced; Once braced, cannot RT238
move without losing benefit; 45 Degree (or more) Firing Arc
Called Shot Full Attack, Concentration, Melee or Ranged -20% Weapon Skill or Ballistic Skill; If hit, hit place of your choice, rather than RT238
random roll
Charge Full Attack, Melee, Movement At least 4 Metres away, within Charge Move; Last 4 Metres must be in straight RT238
line; +10% Weapon Skill; May Grapple instead; AGBx3
Defensive Stance Full Concentration, Melee Additional Reaction; -20% Weapon Skill to attack Target; No Attacks from RT238
Target
Delay Half Miscellaneous Delay position in Initiative order for one round only. Choose when to act RT238
Disengage Full Movement Half Move action out of Melee combat; Opponent gains no free attacks RT238
Dodge Melee & Ranged Attacks; One Reaction per Round; Against SA & FA,
Dodge Reaction Movement each DoS dodges one hit; For AoE, AGB must be higher than Blast (X) to Dodge RT239
3/45/180/270/360m
Range - - Point Blank (+30%)/Short (+10%)/Normal/Long (-10%)/ Extreme (-30%) RT249
Move at Half or Full Speed; At end of Move, can turn 90 Degrees (Transport,
Standard Move Move Manoeuvre RT213
Frigate & Raider) or 45 Degrees (All Other Hull Types); Default Move
Adjust Bearing Move Manoeuvre Pilot (Spacecraft) + Manoeuvrability; Turn 1+DoS VU's less than Standard RT214
Move
Adjust Speed Move Manoeuvre Pilot (Spacecraft) + Manoeuvrability; Increase or Decrease Speed 1+DoS RT214
(minimum 0)
Adjust Speed & Bearing Move Manoeuvre -20% Pilot (Spacecraft) + Manoeuvrability; Perform both Adjust Bearing & RT214
Adjust Speed at same time
Come about to New Heading Move Manoeuvre -10% Pilot (Spacecraft) + Manoeuvrability; If successful, Turn when moved Half RT214
Speed, Turn again at End of Move; -20% Ballistic Skill
Disengage Move Manoeuvre Cannot be performed if Craft within 8VU's; Opposed Pilot (Spacecraft) + RT215
Manoeuvrability vs Detection + Scrutiny within 20VU's
-10% Pilot (Spacecraft) + Manoeuvrability; -10% (-10%xDoS) to shooting
Evasive Manoeuvres Move Manoeuvre RT215
against Craft; Ballistic Skill takes same Penalty
Aid the Machine Spirit Extended Technological +5 Manoeuvrability or Detection, +5 x 2DoS RT216
Disinformation Extended Social -10% Deceive or Blather; +1d5 Morale + 1d5 x DoS for Combat RT216
-10% Tech-Use; If successful, repair one Unpowered, Damaged or
Emergency Repairs Extended Technological RT216
Depressurised Component; Time taken 1d5-DoS Turns
Flank Speed Extended Manoeuvre Tech-Use; +1VU Speed +1VU x DoS; 2 DoF = Engine Crippled Critical Hit RT217
Talk to other Ships within Range; Can be performed by Characters who have
Hail the Enemy Extended Social RT217
participated in Manoeuvre or Shooting
Pilot (Spacecraft), -10% per Turret Rating; 5VU's range; Failed = Return to Ship,
Hit & Run Extended Attack 4DoS Fail = Stranded/Dead; If Successful, Command Test; If Successful, 1d5 RT218
Critical Hit x 2, DoS Hull Integrity Damage
Air of Authority Talent needed; Willpower; If successful Reduce Morale
Hold Fast! Extended Social RT218
Damage by 1, +DoS (minimum 1). Only during Current Turn
-10% Tech-Use; If successful, targetted ship cannot use Social Sub Type
Jam Communications Extended Technological RT218
Actions; 10 VU +DoS Range
Scrutiny + Detection; If successful, +5% Ballistic Skill for one Weapon
Lock on Target Extended Technological RT218
Component, +5 x 2DoS
Command; If successful +10% Command (+5% x DoS) against Boarding Actions
Prepare to Repel Borders! Extended Social RT218
as long as maintained. Sustained Action
Intimidate or Charm; If successful, +5% Ballistic Skill for one Weapon
Put your Backs into it! Extended Social Component or Emergency Repairs or Firefighting Attempt; +1 additional action RT218
per 3DoS
-10% Medicae; If successful Reduce Crew Population Damage by 1, +DoS
Triage Extended Medical RT218
(minimum 1). Only during Current Turn
Undetectable (except with Augury); All Manoeuvre Tests -10%; +10% Pilot
Silent Running Extended Manoeuvre (Spacecraft) + Manoeuvrability to do Standard Move; Failure on anything, ship RT218
has been detected
-10% Command; If Successful, Fire removed; Can choose to Vent into Void,
Firefighting Extended Internal RT223
Fire removed
Ballistic Skill; Add/subtract any modifiers; One (or More) people to fire the
Fire Weapons Shooting Attack Weapon Components; Vessel decides which order Weapons Fire RT220
Compel Power required; -40% Psyniscience Focus Power, Choose one Weapon
Control the Weak Mind Extended Astropathic on another Vessel within 1 (+DoS) VU, that weapon must fire at a target of the TNP99
Astropath's choice; 1d5-1 Fatigue to Astropath
Ill-Omens Extended Astropathic Terrify Power required; -40% Willpower Focus Power, response to Boarding TNP99
Action; 1d5 (+DoS) Morale Damage; 1d5-1 Fatigue to Astropath
Inspire Power required; Psyniscience Focus Power, +10% x DoS to either Pilot
Inspiring Presence Extended Astropathic ITS201
(Spacecraft) or Command during Hit & Run Action
Combat Actions
Action Length Sub-Type Description Book/Page
Delude Power required; -30% Willpower, choose one Vessel within 10VU's;
Mask of the Void Extended Astropathic -5% Ballistic Skill (-5% x DoS) to target Astropaths Vessel; 1d5-1 Fatigue to TNP99
Astropath
Quell Flames Extended Astropathic Telekenisis Discipline required; -30% Willpower Focus Power; 1 (+3DoS) Fire TNP99
extinguished; 1d5-1 Fatigue to Astropath
Taking the Shot Extended Astropathic Divination Discipline required; -30% Psyniscience Focus Power, +10% Shooting ITS201
Action during entire Combat
Telepathic Jamming Extended Astropathic Psyniscience Focus Power; 1VU (+DoS) radius Area; Opposed Willpower to ITS200
send/receive Astro-Telepathic Signals
The Ties that Bind Extended Astropathic Mind Link Power required; Willpower Focus Power; If successful, +5% to all ITS200
players for next Strategic Round
Unnatural Resolve Extended Astropathic Inspire Power required; -30% Willpower Focus Power, +1d5 (+DoS) Morale TNP99
restored; Once per Game Session; 1d5-1 Fatigue to Astropath
Reaction to Enemy Shooting; -30% Navigation (Warp); If successful,
Emergency Jump Extended Navigator immediately translates into Warp until next Turn, turn up in same position; If TNP91
failed, Inaccurate Re-entry & Potential (9) Warp Incursion
Relentless Pursuit Extended Navigator -10% Navigation (Stellar); Every DoS reduces DoS needed to catch in Stern ITS201
Chase
Scanning the Aether Extended Navigator -10% Psyniscience; Active Augury with PBx3 VU's range; If Vessel's Augury is TNP91
damaged/destroyed, operational until next Turn
Tactical Positioning Extended Navigator -10% Psyniscience Test; Adds 1 DoS to successful Ballistic Skill or 1 DoS to ITS201
successful Evasive Manoeuvres
-10% Navigation (Stellar); Every 2DoS reduces DoS needed to escape in Stern
Tactical Retreat Extended Navigator ITS201
Chase
-20% Psyniscience; Choose Vessel within PBx3 VU's range; Vessel suffers -10
Warp Interference Extended Navigator TNP91
Detection for 1 (+DoS) Round(s)
Spaceship Combat Circumstances
3/6/12
Range - Attack RT220
Short (+10%), Normal, Long (-10%)
On reaching 0 Hull Integrity, -10 Manoeuvrability & Detection, Reduce Speed
Crippled - Internal RT221
by Half, Reduce Weapon Strength by Half
Intact Component - Internal Everything is Fine RT222
Damaged Component - Internal Cannot be Used, can be Repaired RT222
Destroyed Component - Internal Cannot be Used, cannot be Repaired RT223
Unpowered Component - Internal Cannot be Used, can be Repaired RT223
Depressurised Component - Internal 1d10 Crew Population & 1d5 Morale Damage; Can be Used RT223
1d5 Crew Population & 1d10 Morale Damage; 1d5 Crew Population & 2d10
Fire! In Component - Internal RT223
Morale if Vented
Hull Integrity Damage - Internal 1 Crew Population & Morale Damage per Hull Integrity Damage RT221
Psychic Disciplines
Technique Name Technique Tree Focus Time Sustain Range Prerequisite XP Value Focus Characteristic Description Book/Page
TELEPATHY DISCIPLINE
Send thoughts into minds around Psyker; -20% Penalty to understand
Thought Sending Basic Free Action Yes 10m x PR - - - RT162
Telepathy is no shared Language
Personal Create Beacon in the Warp; Navigators perceive at Light Years x PR, -10%
Beacon Communication Full Action Yes - 200 Willpower Psyniscience; -30% Navigation (Warp) to use instead of Astronomican; ITS193
5km x PR Sense Cannot be used Fettered Strength
Create Fettered Strength telepathic connection up to WB; Must be willing
Mind Link Communication Full Action Yes 1km x PR - 200 Willpower connections, does not require LoS RT163
Mind's Eye Extend mind over distance to contact and identify other Sentient Minds
Mind Scan Communication Full Action Yes 250m x PR 300 Willpower within Range; 1 DoS = Crude Impression; 2 DoS = Clear Impression; 3 DoS = RT164
Mind Probe May attempt Telepathic Communication; 4 DoS = Carry out Mind Probe
Personal
Mental Alacrity Domination Half Action No 1m x PR Inspire 200 Willpower Bonus to Perception = PR + WB; Can affect one ally or Psyker ITS194
Target struck Deaf, Blind & unable to Scent & Taste; Lasts for additional 1d5
Sensory Deprivation Domination Half Action Yes 10m x PR Compel 200 Opposed Willpower rounds; Can affect one sense for WB targets RT167
Read someones Aura, +1 DoS per round maintained on the same person;
Aura Reading Basic Full Action Yes Personal - - Psyniscience Success = Superficial, 1 DoS = Deeper Insight (+10% Fellowship), 2 DoS = RT168
Determine Insanity, 3 DoS = Determine Corruption/Fakeness
Foreshadow Emperor's Tarot Half Action No Personal - 100 Willpower +PRx5% to one Skill until next Turn RT169
Tracks down single object/person within range of Power; Success = Rough
Psycholocation Emperor's Tarot Half Action Yes 1km x PR - 100 Psyniscience Direction, 2 DoS = Specific Direction, Roughly how Far; 4 DoS = Specific RT170
Direction, Exactly how Far
Answer a specific question, concentrate for 30minutes; More info per 2 DoS;
Augury Emperor's Tarot Half Action Yes 1m Foreshadow 200 Psyniscience +10 Psychic Phenomena; Success = Opposition, 2 DoS = Fears, 4 DoS = Hopes, RT168
6 DoS = Outcome
Give another Psyker half of Psykers effective Psy Rating; 1/2 of any damage
Auto-Séance Emperor's Tarot 2 Full Actions Yes Special Psychometry 200 Psyniscience suffered as a result of using the power, can be reassigned to the Psyker ITS194
Just like Augury, but takes only 1 minute of concentration; Slight differences
Divining the Future Emperor's Tarot Full Action Yes Personal Augury 200 Psyniscience to what DoS get you. See Book RT169
PRx5% Weapon Skill & Ballistic Skill, -PRx5% Ballistic Skill against Psyker
In Harm's Way Emperor's Tarot Free Action No Personal - 200 Willpower (Maximum 20%) RT169
+10% Weapon Skill & Ballistic Skill, -20% Ballistic Skill against Psyker; Shout
Walking the Path Emperor's Tarot Free Action Yes 1m x PR Divining the Future 200 Psyniscience warning to Allies within range, -5% Ballistic Skill against them; Cannot be RT170
used at Fettered Strength
+PRx5% Weapon Skill & Ballistic Skill, -PRx5% Weapon Skill & Ballistic Skill
Blessed by the Emperor Emperor's Tarot Free Action Yes 5m x PR Divining the Future 300 Awareness against Psyker; Half Action to Shout warning to Allies within range, -1/2 RT169
(Personal) Ballistic Skill against them; Cannot be used at Fettered Strength
Re-roll single test within PR rounds; Only use once per 24 hours; Cannot be
The Action Again Emperor's Tarot Free Action No Personal Divining the Future 300 Psyniscience used Fettered Strength ITS195
TELEKINESIS DISCIPLINE
Weight Limit 10kg x PR, moves slowly, cannot be used on living beings;
Weight Limit 5kg x PR, Range 5m xPR, Ballistic Skill, 1d10+(1x5kg) I Damage;
Mind over Matter Basic Half Action Yes 5m x PR - - Willpower/Opposed Willpower Opposed Willpower against Strength, knocks target to ground, pushes them RT171
away PR metres
Personal -10% Weapon Skill, -20% Ballistic Skill to attack anyone within the mist; Lasts
Psycho-Kinetic Mist Telekinetic Force Half Action No 1m x PR Radius - 200 Willpower DoS Rounds ITS196
Levitation Telekinetic Force Half Action Yes Personal Precision Telekinesis 400 Opposed Willpower Levitate up to PR metres in Height; Can be used to lift, using WB & IB instead ITS195
THEOSOPHAMY DISCIPLINE
Personal Narrows down Warp Breach(es); 1 DoS = Breach Exists; 2 DoS = Direction
Detect Warp Breach Basic Full Action Yes - - Psyniscience (Front/Back); 3 Dos = Pinpoint direction; Must be used within 1d5 minutes; ITS197
1km x PR Radius +1 DoS per minute
Fear (1) against Mutants/Navigators; -20% Willpower if within 10m of Psyker,
Rebuke the Mutant Warp Manipulation Half Action Yes 10m x PR - 200 Psyniscience 1d10 R Damage, not reduced by Armour or Toughness ITS198
Personal Willpower to attack Psyker or approach within 3m; Warp Weapon do not
Sanctuary Warp Manipulation Half/Full Action Yes 3/5m Radius Soul of Adamantium 300 Psyniscience ignore Armour and deal 1/2 Damage; 5m Radius on Full Action ITS198
Soul of Adamantium
Warp Weapon Warp Manipulation Full Action Yes Personal Sanctuary 300 Willpower Affects one weapon held by Psyker, Warp Weapon ITS199
VOIDFROST DISCIPLINE
Create a bubble of Warmth and Air for PR Hours; Each DoS adds another
Ward the Chill Basic Full Action Yes 10m x PR - - Psyniscience TNP92
person in the bubble
Searches for active minds in the Void; -20% to resist invasive Psychic
Techniques whilst active; Success = Direction & Approximate Distance; 2 DoS
Quest for Warmth Cryokinesis Half Action No 2VU x PR - 200 Psyniscience = Rough number of living minds, reasonable margin or error; 3 DoS = Identify TNP93
species, even if unfamiliar
10m x PR Living Creatures; 1 Fatigue (+3DoS); Psyker gains 1 Fatigue for each resist; If
Black Sleep Cryokinesis Full Action No Embrace of Emptiness 300 Opposed Willpower targets passed unconscious, Frozen Solid; If Frozen Solid, no effect of TNP95
1m x PR Radius breathing & vacuum, but 0 TB against I Damage
Bastion of the Imperium Divine Grace Half Action Yes Touch Heresy's Price 200 Willpower Target other than Psyker; -PR Damage reduction; Lasts for 1(+DoS) attacks TNP97
Target other than Psyker; DoS Fatigue removed; Can affect PR/2 allies at a
Enduring Faith Divine Grace Full Action No Touch Chorus of the Righteous 300 Willpower time TNP98
Attack against ally with beneficial Psychic Power; Stop all damage from one
Reward of the Renegade Divine Grace Reaction Yes 5m x PR Bastion of the Imperium 300 Opposed Willpower hit with Reaction; 2 DoS = Same Damage (E), Pen 0 TNP98
Warp Lull for 2+DoS Rounds; Toughness for Navigator Same as Novice, but Psykers don't add Psy Rating to
Personal
Aether Doldrums Half Action No -10% Willpower each round or 1 Fatigue; Psykers suffer -10% Focus Focus Power, Daemons take 1d5+PB E Damage, ignores Same as Adept, but lasts 4 Rounds +(2xDoS) TNP88
5m x PB Radius Power, Daemons Toughness or 1 Round Stunned everything
Same as Novice, but learns of Invisible protection and Same as Adept, but learn all Psychic
Baleful Watcher Half Action No Line of Sight Perception Learns targets AP on each location, total TB and PR Defensive Psychic Powers Techniques/Navigator Powers TNP88
Corrupting the Flesh 1d5 CP on Target; Protection against Warp counts; Fail Same as Adept, but Malignancy Test instead; Fail = 1d10
Half Action No 100m Opposed Willpower Same as Novice, but 1d10 CP; Fail = 1d5 IP ITS189
(Navigator Gaze) = 1 IP IP
Warp becomes churned and cloudy, -10% Pilot Same as Novice, but WB x2 VU's; Fail Pilot = 1d5 Hull
Disrupting the Empyrean Half Action No WB x VU's -20% Willpower (Spacecraft) to enter/exit warp; Fail Pilot = 1 Hull Integrity Damage Same as Adept, but 1d5 + DoS Hull Integrity Damage ITS189
Integrity Damage
Ebb and Flow Half Action Yes Line of Sight Opposed Willpower Target may not perform Reactions; +10% Dodge/Parry Same as Novice, but WB metres Radius; +20% Same as Adept, but Stunned for first round TNP88
against Target; Half Action each turn to maintain Dodge/Parry against Target
Evil Eye Half Action No WB metres Opposed Willpower Weapons the Target uses become Unreliable, -10% Same as Novice, but -10% Interaction; Psyker Powers Same as Adept, but Perils of the Warp TNP89
penalty on all tests; Lasts 1d5+DoS Days within 5m automatic Psychic Phenomena
Same as Adept, but +PBx2 Damage; First successful
Same as Novice, but +PB Damage ignores Armour &
Eye of Oblivion Half Action No Line of Sight Perception +PB Damage for 1+DoS Turns; Only on first attack attack against target ignores Force Fields/Psychic TNP89
Toughness Defenses
5m x PB "Locked" target must make test each time to use Same as Novice, but range is 20m x PB; 2d10 Warp Same as Adept, but no longer needs Line of Sight; Warp
Held in my Gaze Half Action Yes Opposed Willpower Psychic Power or Daemonic Trait; Daemons +1 Damage RT180
Line of Sight due to Warp Instability Instability Damage Instability Damage destroys immediately
30 Degree Cone; 1d10+4 E Damage, Pen 2; Agility Test Same as Novice, but acts as Flamer, +2 Damage for each Same as Adept, but acts as Heavy Flamer, +4 Damage
Immolate the Soul Half Action No 10m - ITS190
to avoid; +20% Toughness or 1 Fatigue (Navigator) 10 Corruption Points; No Fatigue for each 10 Corruption Points
Inward View 5 Minutes No Personal Willpower Removes 1 Fatigue, +10% Investigation for first use of Same as Novice, but Removes 2 Fatigue, +5% Same as Adept, but Removes 3 Fatigue, +10% TNP90
Skill within next Hour; Once per 24 Hours Navigation (Warp) within next Hour Navigation (Warp) within next Hour
Willpower, (-10xDoS)% Perception to Track Vessel
Obliterating the Immaterial Wake Half Action No Ship - -10% Perception to Track Vessel through the Warp; 1 through the Warp; Fail = Novice Level; Toughness or 1 Impossible to track Vessel; Toughness or Unconscious ITS190
Fatigue, Once per 24 Hours for 1d5+8 Hours
Fatigue
Target reduces Corruption Point gain by 1 (minimum 1); Same as Novice, but PB Targets; reduces Corruption
Pass Unscathed Half Action No 3m x PB -10% Willpower Lasts WB minutes; Toughness or gain 1 Fatigue Point gain by 2 (minimum 0) Same as Adept, but lasts WBx3 minutes TNP90
Same as Novice, but 2xTB Hours; However, if fails to -20% Willpower, Ignore Fatigue and Sleep for 1d5+1
Refresh and Revitalise Half Action No Personal Willpower -10% Willpower; 1 Fatigue removed per DoS for TB rest before duration expires, suffers Wounds = Days; Then, unconscious for same number of days - TB ITS190
Hours
Removed Fatigue (minimum 1)
Use Perception instead of Weapon Skill or Ballistic Skill; Same as Novice, but -10% Dodge & Parry against attacks
Seek the Path Half Action No Personal Perception Lasts 1+DoS turns from the Navigator Same as Adept, but -20% Dodge & Parry TNP90
Void Watcher Half Action No PB x VU's Perception Detect objects in Space Same as Novice, but PB x2 VU's; -10% Willpower to gain Same as Adept, but PB x5 VU's; +10% Willpower to gain RT181
information on the nature of the object information
Warp Vigil Full Action No Personal Perception Remainder of encounter, can take 1 additional reaction; Same as Novice, but Half Move as Free Action Same as Adept, but can affect any ally within PB metres TNP90
loses Half Action next round
Alternate Career Ranks
Alternate Career Rank Rank Required Career Brief Description Requirements/Effects Book/Page
Willpower 35+, Forbidden Lore (Mechanicus) +10, Forbidden Lord
Acolyte of Abraxas Rank 3+ Explorator Techno/Xenos/Mechanicus Hybrid Technology lover (Archeotech) +10, must have uncovered one Psychically Active artefact; TNP66
(Enemy (Adeptus Mechanicus) & Rival (Adeptus Mechanicus) Talent)
Augmenticist Rank 2+ Any, except Explorator, Missionary, Ork & Kroot Forsake the Limitations of the Flesh 1 Bionic Limb, 1 Implant System (1 of Good Quality) ITS74
Awakened Psyker Rank 3+ Any, except Astropath, Navigator, Ork & Kroot An unknown Psyker who has Awakened (who knew!) Willpower 35+; (1d5 Insanity & Corruption Points, Enemy (Ecclesiarchy) TNP68
Rival (Inquisition) Talent)
Beastmaster Rank 3+ Any Trains and Commands creatures Agility 35+, Intelligence 35+, Must have tamed a wild creature in the past FAC68
(without being fatally Mauled)
Bonetrader Rank 3+ Any, except Astropath, Navigator, Ork Trader of Psychically active items/bones/people Intelligence 35+, Willpower 35+, made at least one sale of Psychically TNP70
active artefact/person; (Profit by the Witch Talent)
Calixian Privateer Rank 2+ Rogue Trader Letter of Marque from Viable Patron Renowned Warrant Talent ITS76
Intelligence 35+, Willpower 30+, must be implanted with one Colchite
Colchite Servo-Master Rank 3+ Any Bonded Servitor/Vat Slave Master implant from Stryxis Trader to link them to one Servitor; (Mastermind TNP72
Trait, Servitor gains Hatred (Eldar) Talent)
Drusian Adherent Rank 1+ Any, except Astropath, Explorator, Ork & Kroot Unending Crusader in Drusus's Name No more than 10 Corruption Points ITS78
Navigators are the future of Humanity believer, hates Psykers with a Must have contact with the Elutrian Confederacy; (The Warp Unbound
Elutrian Devotee Rank 1+ Navigator passion (Nazi Navigator) Navigator Power, Rival (Astropaths) & Enemy (Inquisition) Talent) TNP76
Flight Marshal Rank 4+ Void-Master Finest Pilot in the Sky, Leader Pilot (Flyers) +10, Pilot (Spacecraft) +10, Command Skills ITS80
Genetor Rank 3+ Explorator Sees Flesh as Machine, rather than to be replaced Toughness 35+, Intelligence 40+, Autosanguine & Prosanguine Talents ITS82
Toughness 40+, Melee Weapon Training (Universal), True Grit & Die Hard
Gland Warrior Rank 4+ Arch-Militant Surgically enhanced Warrior/Murder Machine ITS84
Talents
Fellowship 30+, Intelligence or Willpower 40+, Must work directly for a
House Operative Rank 4+ Any, except Rogue Trader, Ork & Kroot Spy/Assassin/General Sneaky Git Political Body HA38
Legend of the Expanse Rank 6+ Any Career Rank says it all Two Characteristics 50+, Two Skills +20, Three Skills +10, Profit Factor 70+ ITS88
Manhunter Rank 1+ Any Bounty Hunter/General Murderer Must have murdered/imprisoned another for personal/financial gain HA40
Navis Scion Rank 1 Navigator Better trained Navigator (Silver Spoon in Mouth) Not a member of a Renegade House ITS90
Intelligence 35+, Toughness 35+, Has to study with Ascetics of Foulstone,
Order of the Hammer Initiate Rank 1+ Any, except Ork & Kroot Applied Knowledge Religious Order FAC78
make at least one Pilgrammige to Shrine of Hammer
Ork Kommando Rank 4+ Ork Sneaky, Sneaky, Death, Kaboom! Agility 35+, Perception 35+ ITS92
Alternate Career Ranks
Alternate Career Rank Rank Required Career Brief Description Requirements/Effects Book/Page
Ork Mekboy Rank 4+ Ork Bang, Wallop, Scrtttch, Zaaaaap, Kaboom! Intelligence 30+, Tech-Use Trained, 2 Exotic Weapon Proficiency Talents ITS94
Red Consecrator Rank 1+ Any, except Explorator, Astropath, Navigator, Ork Martial Religious Order Weapon Skill 35+, Fellowship 35+, Has to train with Blood Tears or another FAC76
& Kroot Red Consecrator
Reliquarist Rank 1+ Rogue Trader, Explorator, Missionary, Seneschal Relic Hunter, somewhat religious Intelligence 40+, Must have discovered at least one relic, researched it, FAC72
or Void-Master and determined place in Imperial Creed
Fellowship 35+, must have captured/looted another ship, perform one
Swashbuckler Rank 3+ Any Arrogant Dueler, really, really Arrogant memorable/chivalrous act that proves detrimental to his interests; (Enemy HA44
(Imperial Navy) Talent)
Torchbearer Rank 2+ Missionary Survivalist Missionary, somewhat Shunned, Fanatical Toughness 35+, Willpower 35+, At least one Sound Constitution Talent ITS98
Transubstantial Initiate Rank 1 Astropath Very Religious devotee of the God-Emperor No more than 5 Corruption Points, (-3% Weapon Skill & Ballisic Skill) ITS96
Witch Finder Rank 3+ Any non Psyker Psyker Hunter (but not always killer) Perception 40+, Defeated one hostile Psyker using non-lethal methods FAC70
Intelligence 40+, must have trained with the Order of Dusk; (Blind
Witness of Dusk Rank 1+ Astropath Renegade Astropaths who have seen to much Fighting, Dark Soul, Rival (Astropaths), Rival (Inquisition), Enemy TNP80
(Astropaths) Talent)
Xenographer Rank 2+ Any, except Ork & Kroot Scholastic seeker of Xenos Lore Direct contact/exposue to a Xenos Breed ITS100