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Rogue Trader Combined Spreadsheet

The document provides instructions for finding and buying items in 4 steps: 1) Use Table 1 to determine availability modifiers based on population, 2) Use Table 2 to see how long it takes to acquire an item based on availability and population, 3) Modify the time from step 2 using modifiers in Table 3 based on craftsmanship, 4) Make an acquisition test using modifiers from Table 4 that combine availability, scale, and craftsmanship. Tables are provided with modifiers for determining availability, time to acquire, and test modifiers for acquisition.
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0% found this document useful (0 votes)
1K views35 pages

Rogue Trader Combined Spreadsheet

The document provides instructions for finding and buying items in 4 steps: 1) Use Table 1 to determine availability modifiers based on population, 2) Use Table 2 to see how long it takes to acquire an item based on availability and population, 3) Modify the time from step 2 using modifiers in Table 3 based on craftsmanship, 4) Make an acquisition test using modifiers from Table 4 that combine availability, scale, and craftsmanship. Tables are provided with modifiers for determining availability, time to acquire, and test modifiers for acquisition.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as XLSX, PDF, TXT or read online on Scribd
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INSTRUCTIONS ON FINDING & BUYING

1. Commerce or Inquiry Test using Table 1, modified by Availability & Population


2. If Successful, use Table 2 to see how long it takes for Seller to Aquire (Ask GM if Needed)
3. Modify the Result of 2 by Table 3
4. Make an Acquisition Test using the Modifiers in Table 4
Availability + Scale + Craftsmanship = Acquisition Test Modifier
Availability + Craftsmanship = Acquisition Test Modifier (Near Unique/Unique) (Ask GM)
Commerce vs Commerce/Scrutiny - +/-2 Profit Factor for this Acquisition per DoS/DoF
Test for Weapons/Armour with Upgrade = Lowest Availability Base, then -5 for each addition
Roll Equal or Under Modified Profit Factor to Gain Item

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

Customised 1/2 Time needed to Reload RT115


Defensive +15% Weapon Skill to Parry; -10% Weapon Skill to Attack RT115
Felling (X) Ignores (X) levels of Unnatural Toughness TSR108
Flame Agility or Catch on Fire; +20/30% to Agility if not Trained; Jam on 9 RT115
Flexible Cannot be Parried RT115
+PR Damage & Penetration; Willpower (Opposed) +1d10 E x DoS, Ignore
Force ITS127
Armour & Toughness

Gyro-Stabilised Never more than Long Range; Heavy Weapon -20% without Bracing ITS121

Inaccurate No bonus from Aim Action RT116

Overheats 91 or Higher; Wielder takes Damage equal to Weapon to Arm, 0 RT116


Penetration; Can drop as Free Action; Needs 1 Round to Cool

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

If at least 1 Damage, Toughness with +10% for each AP on location; If


Shocking RT116
Failed, Stunned for 1/2 Damage Rounds
Smoke 3d10m Smokescreen; Lasts 2d10 Rounds RT116
On hit, Agility; If snared no other actions except try to escape, using
Snare RT116
Strength or Agility; Helpless until Escape

Storm Maximum Number of Hits = Double RoF, Doubles Ammunition used RT117

Tearing +1d10 Damage, discard lowest 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

Unbalanced -10% Weapon Skill to Parry RT117


Unreliable Jam on 91%+ RT117

Unstable On Hit, 1d10; 1 Half Damage, 2-9 Normal Damage, 10 Double Damage RT117

Unwieldy Cannot be used to Parry RT117


Warp Ignores Armour RT365
Witch-Edge If Secret of Seers Talent, +SBx2 Damage, PR Penetration TNP123
Weapons
Weapon Name Class Range (S/M/L/E) RoF Damage Pen Clip Reload Weight Availability Special Book/Page
RANGED WEAPONS
Las Weapons
Archeotech Laspistol Pistol 45/180/270/360m S/3/- 1d10+3 E 2 70 Full 4kg Near Unique Accurate, Reliable RT120
Belasco Dueling Pistol Pistol 22.5/90/135/180m S/-/- 1d10+5 E 4 1 Full 1.5kg Very Rare Accurate RT119
Clovis "Twist" Pistol Pistol 10/40/60/80m S/-/- 1d10+4 E 0 1 Full 0.5kg Average Unreliable FAC80
Hellpistol (Lucius Pattern) Pistol 17.5/70/105/140m S/2/- 1d10+4 E 7 40 2 Full 4kg Rare - RT119
Las Gauntlets Pistol 25/100/150/200m S/4/- 1d10+4 E 1 20 Full 3kg Very Rare Reliable RT120
Laspistol Pistol 15/60/90/120m S/-/- 1d10+2 E 0 30 Full 1.5kg Common Reliable RT119
Mark IV "Dervish" Pistol 12.5/50/75/100m S/4/- 1d10+3 E 0 20 Full 1.5kg Scarce Reliable ITS111
Stutter-Las Pistol 17.5/70/105/140m S/-/5 1d10+2 E 0 25 Full 2kg Average Inaccurate HA48
Assault Lasgun Basic 25/100/150/200m S/-/5 1d10+3 E 0 120 2 Full 4.5kg Average Reliable ITS111
Hellgun (Lucius Pattern) Basic 55/220/330/440m S/3/- 1d10+4 E 7 30 2 Full 6kg Rare - RT119
Lascarbine (Locke Pattern) Basic 30/120/180/240m S/2/- 1d10+3 E 0 40 2 Full 2.5kg Scarce Reliable, -10% One-Handed RT120
Lasgun Basic 50/200/300/400m S/3/- 1d10+3 E 0 60 Full 4kg Common Reliable RT119
Long-Las Basic 75/300/450/600m S/-/- 1d10+3 E 1 40 Full 4.5kg Scarce Accurate, Reliable RT120
Long-Las (Retribution Pattern) Basic 45/180/270/360m S/-/- 1d10+3 E 0 10 Full 4kg Very Rare Accurate, -30% Awareness to Detect, 30 Seconds to pack into case HA48
Persuader Lasgun (Chargepack) Basic 20/80/120/160m S/3/10 1d10+2 E 0 30 Full 3.5kg Scarce Unaccurate FAC80
Persuader Lasgun (Drumpack) Basic 20/80/120/160m S/3/10 1d10+2 E 0 50 Full 3.5kg Rare Unaccurate FAC80
Shotlas Basic 10/20/40m S/3/- 1d10+4 E 1 40 2 Full 4kg Scarce +3 Damage Point Blank HA48
Lascannon (Man Portable) Heavy 150/600/900/1200m S/-/- 5d10+10 E 10 5 2 Full 55kg Very Rare - RT120
Lascutter (Mezoa Pattern) Heavy 2.5/10/15/20m S/-/- 2d10+3 E 6 10 2 Full 8kg Rare - ITS111
Solid Projectile (SP) Weapons
Disposable Handgun Pistol 15/60/90/120m S/2/- 1d10+2 I 0 8 2 Full 2kg Ubiquitous Inaccurate, Unreliable ITS111
Hand Cannon Pistol 17.5/70/105/140m S/-/- 1d10+4 I 2 5 2 Full 3kg Average Two-Handed, -10% One-Handed RT120
Naval Pistol (Mars Pattern) Pistol 10/40/60/80m S/3/- 1d10+4 I 0 6 Full 3kg Scarce Tearing RT121
Ripper Pistol Pistol 15/60/90/120m S/2/- 1d10+3 I 7 8 Full 4kg Extremely Rare Tearing, Toxic ITS112
Shogun Pistol Pistol 5/20/30/40m S/-/- 1d10+4 I 0 1 Full 1kg Average Reliable, Scatter RT121
Stub Automatic Pistol 15/60/90/120m S/3/- 1d10+3 I 0 9 Full 1.5kg Plentiful - RT121
Stub Revolver Pistol 15/60/90/120m S/-/- 1d10+3 I 0 6 2 Full 1kg Plentiful Reliable RT121
Volcano Autopistol Pistol 15/60/90/120m S/2/6 1d10+2 I 0 18 Full 3kg Scarce Reliable FAC81
Auto-Carbine (Zayth Pattern) Basic 17.5/70/105/140m -/-/5 1d10+3 I 0 20 Full 3kg Scarce Inaccurate, Pistol Grip, -10% Perception to notice HA49
Autogun Basic 45/180/270/360m S/3/10 1d10+3 I 0 30 Full 3.5kg Average - RT120
Autopistol Basic 15/60/90/120m S/-/6 1d10+2 I 0 18 Full 2.5kg Common - RT120
Auto-Stubber (Wrath Pattern) Basic 30/120/180/240m S/3/- 1d10+4 I 0 20 2 Full 4kg Scarce Inaccurate, Tearing, Unreliable, Special Ammo losed Tearing HA49
Boarding Gun (Lathe Pattern) Basic 15/60/90/120m S/3/- 1d10+5 I 1 3 2 Full 6kg Scarce Inaccurate, Reliable, Scatter, SB4 or -20% Ballistic Skill HA49
Civilian Firearm Basic 30/120/180/240m S/2/- 1d10+3 I 0 6 Full 3kg Common - ITS111
Grox Gun Basic 55/220/330/440m S/-/- 1d10+4 I 4 5 2 Full 6kg Common Unreliable FAC81
Harpoon Gun Basic 30/120/180/240m S/-/- 1d10+4 R 2 1 Full 5kg Rare Snare, Tearing HA50
Pump-Action Shotgun Basic 15/60/90/120m S/-/- 1d10+4 I 0 8 2 Full 5kg Average Scatter RT121
Razorhail Gun Basic 17.5/70/105/140m S/-/- 1d10+2 R 1 1 Full 5kg Average Scatter, Tearing HA50
Shotgun Basic 15/60/90/120m S/-/- 1d10+4 I 0 2 2 Full 5kg Common Scatter RT121
Shotgun (Lucius Pattern) Basic 15/60/90/120m S/3/- 1d10+5 I 0 8 2 Full 5.5kg Scarce Scatter, Unreliable FAC81
Shotgun (Persecutor Pattern) Basic 17.5/70/105/140m S/3/- 1d10+4 I 0 20 Full 6kg Rare Reliable, Scatter HA50
Sniper Rifle (Absolution Pattern) Basic 110/440/660/880m S/-/- 1d10+4 I 0 6 Full 4kg Rare Accurate, -20% Awareness to Detect ITS111
Void Speargun Basic 5/20/30/40m S/-/- 1d10+2 R 2 1 Full 1.5kg Average - ITS112
Assault Stubber Heavy 50/200/300/400m -/-/6 1d10+4 I 3 200 2 Full 21kg Average Storm ITS111
Autocannon (M34) Heavy 150/600/900/1200m S/3/- 3d10+8 I 6 20 2 Full 40kg Very Rare Reliable FAC82
Heavy Stubber (Orthlack Pattern) Heavy 60/240/360/480m -/-/10 1d10+5 I 3 200 2 Full 35kg Average - RT121
Heavy Stubber (Ursid Pattern) Heavy 60/240/360/480m -/-/10 1d10+5 I 3 40 Full 35kg Scarce - RT121
Naval Shotcannon Heavy 20/80/120/160m S/3/- 2d10+4 I 0 24 2 Full 7kg Scarce Scatter, Unreliable RT121
Bolt Weapons
Bolt Pistol (Footfall Pattern) Pistol 12.5/50/75/100m S/2/- 1d10+4 X 2 6 Full 4.5kg Scarce Tearing, Unreliable HA50
Bolt Piston (Ceres Pattern) Pistol 15/60/90/120m S/2/- 1d10+5 X 4 8 Full 3.5kg Rare Tearing RT122
Bolter Cane Pistol 15/60/90/120m S/-/- 1d10+5 X 4 1 2 Full 3kg Very Rare Tearing ITS112
Sacristan Bolt Pistol Pistol 15/60/90/120m S/2/- 1d10+6 X 4 6 Full 3.5kg Very Rare Tearing, Reliable, SB4 or -10% BS FAC82
Bolt Carbine (Ceres Pattern) Basic 45/180/270/360m S/2/- 1d10+5 X 4 12 2 Full 5kg Very Rare Reliable, Tearing HA50

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

Parrying Dagger Melee - - 1d5+SB R 0 - - 0.5kg Average Primitive, Defensive +5 ITS122


Shield Melee - - 1d5+SB I 0 - - 3kg Common Defensive, Primitive, 2AP Body & Arm RT133
Soul Blade Melee - - 2d10+SB R 2 - - 5.5kg Near Unique Primitive, Unbalanced, Sanctified, 2 Handed, +CP Damage FAC87
Spear Melee - - 1d10+SB R 0 - - 3kg Common Primitive RT133
Staff Melee - - 1d10+SB I 0 - - 3kg Plentiful Balanced, Primitive RT133
Sword Melee - - 1d10+SB I 0 - - 3kg Common Balanced, Primitive RT133
Swordstick Cane Melee - - 1d10+SB R 0 - - 2kg Scarce Balanced, Primitive ITS122
Truncheon Melee - - 1d10+SB I 0 - - 2kg Plentiful Primitive RT133
Warhammer Melee - - 1d10+2+SB I 1 - - 4.5kg Scarce Primitive RT133
ORK WEAPONS (Never Unreliable in Ork Hands) (Never Tearing in any other hands)
Ork Slugga Pistol 10/40/60/80m S/3/- 1d10+4 I 0 18 Full 2kg Scarce/Common Inaccurate, Unreliable RT129
Grot Blasta Basic 15/60/90/120m S/-/- 1d10+3 I 0 5 2 Full 7kg Common Inaccurate, Unreliable KB68
Ork Big Shoota Basic 40/160/240/320m S/3/10 1d10+6 I 1 40 Full 6kg Rare/Average Inaccurate, Unreliable ITS142
Ork Burna Basic 7.5/30/45/60m S/-/- 1d10+5 E 3 8 2 Full 8kg Very Rare/Scarce Inaccurate, Unreliable, Flame ITS142
Ork Kustom Blasta Basic 45/180/270/360m S/-/- 2d10+8 E 8 7 4 Full 15kg Very Rare Inaccurate, Overheats, Unreliable, Unstable, Includes 1 Upgrade HA54
Ork Rokkit Launcher Basic 60/240/360/480m S/-/- 3d10+5 X 6 1 Half 15kg Very Rare/Scarce Inaccurate, Unreliable ITS142
Ork Scorcha Basic 20m S/-/- 1d10+4 E 2 6 Full 8kg Rare/Average Flame, Unreliable KB69
Ork Shoota Basic 30/120/180/240m S/3/10 1d10+4 I 0 30 Full 4kg Scarce/Common Inaccurate, Unreliable RT129
Ork Deffgun Heavy 45/180/270/360m S/4/8 1d10+10 I 2 50 2 Full 45kg Extremely Rare/Rare Inaccurate, Unreliable, Storm ITS142
Ork Shokk Attack Gun Heavy 100/400/600/800m S/-/- 3d10 X 1d10 8 2 Full 40kg Near Unique Blast (3), Inaccurate, Overheat, Unreliable, Unstable, Misfire KB69
Grot Prod Melee - - 1d5+3+SB I 0 - - 2kg Rare/Average Shocking KB70
Ork Big Choppa Melee - - 2d10+SB R 2 - - 10kg Rare/Average Tearing, Unbalanced, 2 Handed ITS144
Ork Choppa Melee - - 1d10+1+SB R 2 - - 8kg Scarce/Common Unbalanced RT132
Ork Copper Channelling Rod Melee - - 1d10+2+SB I 0 - - 5kg Scarce Primitive, -30% Willpower to avoid 'Eadbang TNP131
Ork Grabba Stik Melee 2m - 1d5+SB R 0 - - 5kg Rare/Average Snare ITS144
Ork Grotwhip Melee 3m - 1d10+3+SB R 0 - - 5kg Rare/Average Flexible, Tearing, Primitive ITS144
Ork Power Klaw Melee - - 2d10+(SBx2) E 10 - - 17kg Near Unique/Very Rare Power Field, Tearing, Unwieldy ITS144
Ork Scorcha Melee - - 1d10+5 E 5 - - 8kg Rare/Average Unwieldy KB70
Ork Tankhammer Melee - - 2d10+3+SB X 7 - - 10kg Rare/Average Unbalanced, Blast (1d5-3), One Use Weapon KB70
Ork Tusk Squigknife Melee - - 1d5+1+SB R 2 - - 2kg Rare Primitive, Tearing, Psy Focus, +5% Willpower (Opposed) TNP131
Ork Bomb Squig Thrown 3d10m S/-/- 4d10+5 X 0 - - 5kg Extremely Rare/Rare Accurate, Blast (1d5) ITS143
Ork 'Sploding Squig Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- 2d10 R 0 - - 1kg Extremely Rare/Rare Blast (2), Wrangling Test Gain Pen 3 ITS143
Ork Stikkbomb Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- 2d10+5 X 2 - - 1kg Scarce/Common Blast (2) ITS143
Smoke, -20% Toughness or Stunned 1d5 rounds; -10% Tests on success,
Ork Stinkbomb Thrown SBx1.5/SBx6/SBx9/SBx12 S/-/- Special 0 - - 1.5kg Rare/Average ITS143
Does not Affect Orks
Armour
Armour Name Locations Covered AP Weight Availability Special Book/Page
Primitive Armour
Burnscour Beast Hide Body 6 20kg Very Rare Primitive RT138
Feudal World Plate All 5 30kg Scarce Primitive RT138
Grox Hide/Chainmail Arms, Body, Legs 3 15kg Common Primitive RT138
Heavy Leather/Furs Arms, Body, Legs 2 7kg Common Primitive RT138
Flak Armour
Flak Helmet Head 2 2kg Average AP5 against Blast () Weapons RT138
Flak Cloak Arms, Body, Legs 3 8kg Scarce AP5 against Blast () Weapons RT138
Flak Coat Arms, Body, Legs 3 5kg Average AP5 against Blast () Weapons RT138
Guard Flak Armour All 4 11kg Scarce AP5 against Blast () Weapons RT138
Mesh Armour
Mesh Combat Cloak Arms, Body, Legs 4 1.5kg Very Rare - RT138
Mesh Cowl Head 3 0.5kg Rare - RT138
Mesh Vest Body 4 2kg Rare - RT138
Mesh-Weave Clothing Arms, Body, Legs 3 1kg Extremely Rare - HA62
Xeno Mesh Arms, Body, Legs 3 2kg Rare - RT138
Carapace Armour
Carapace Helm Head 4 2kg Rare - RT139
Enforcer Light Carapace All 5 15kg Rare - RT139
Carapace Chestplate Body 6 7kg Rare - RT139
Storm Trooper Carapace All 6 15kg Very Rare - RT139
Pressure Carapace All 6 16kg Very Rare 6+ on 1d10; No Puncture in Void Combat HA62
Other Armour
Advanced Helmet Systems - - - Very Rare See RT138 RT138
Armoured Bodyglove Arms, Body, Legs 3 5kg Rare -20% Penalty to Find if under clothes RT138
-10% Agility, -10% Fine Manipulation, Immune to Flame, AP10 vs Energy,
Augmetic Engine-Plate All 7 20kg Rare HA61
+30% Resist Adverse Environmental Conditions
Eldar Raider All 5 4kg Near Unique Always has Mono Knife ITS130
Flexsteel Suit Arms, Body, Legs 4 7kg Very Rare - ITS130
Mirror Armour Arms, Body, Legs 5 15kg Very Rare +5 AP against E Damage, -30% Concealment & Silent Move ITS130
Resciscum Exploration Suit All 4 22kg Rare -10% Climb, Swim, Weapon Skill, Ballistic Skill and Agility SOI94
Thermal All 3 12kg Rare Inbuilt Rebreather ITS130
Voidsuit (Footfall Pattern) All 2 10kg Scarce - HA61
Xenos Chitin Armour All 5 3kg Near Unique Made from Tyranids; Ordos Xenos Kill on Sight HA62
Power Armour
Artificer Armour All 10 70kg Extremely Rare +20% Strength, Size Increased by 1, Lasts 24 hours FAC94
Artificer Armour (Consecrated) All 10 75gm Near Unique +20% Strength, Size Increased by 1, Lasts 24 hours FAC94
+20% Strength, Unnatural Strength (x2) & Sturdy, Size Increased by 1,
Delphis Mark II "Prensio" Lifter Armour All 9 155kg Extremely Rare SOI93
-40% Agility, -20% Weapon Skill & Ballistic Skill, No Run Action
Engine Armour All 6 45kg Extremely Rare +30% Strength, Size Increased by 1, -20% Agility & Perception FAC95
Heavy Power Armour (Military) All 9 150kg Extremely Rare +20% Strength, Size Increased by 1, -20% Agility, ITs129 ITS129
Light Power Armour (Civilian) All 7 40kg Extremely Rare +10% Strength, Lasts 1d5 hours RT139
Power Armour (Civilian) All 8 65kg Extremely Rare +20% Strength, Size Increased by 1, Lasts 1d5 hours RT139
Force Fields
Archeotch Mirror Shield Arm (One), Body 60 1.5kg Near Unique Spend Reaction Agility Test to reflect E Damage back ITS130
Conversion Field (Locke Pattern) All 50 1kg Extremely Rare Blocking more than 12 Damage, Photon Flash ITS131
Dark Eldar Clone Field All - 0.5kg Unique Re-roll one Dodge per round, Extra Dodge; Only works on Sight TSR115
Dark Eldar Shadow Field All 80 0.5kg Unique On fail, fails forever. -30% Tech-Use to restore (1 hour) TSR115
Displacer Field (Mars Pattern) All 55 2kg Near Unique Random Direction, 2d10 Meters, ITS131 ITS131
Power Field (Ryza Pattern) All 80 50kg Extremely Rare -40% Stealth Tests, 1 hour per powerpack ITS131
Refractor Field All 30 2kg Very Rare - ITS131
Salvation Shield One Body Part 70 - Near Unique - ITS131
Eldar Armour
Dark Eldar Xenohide Tunic Body 3 1kg Rare - TSR114
Dark Eldar Xenohide Cloak All 2 3kg Very Rare - TSR114
Dark Eldar Ghostplate Armour All 6 2kg Unique Protection 20, overloads on doubles TSR115
Dark Eldar Kabalite Armour All 4 5kg Extremely Rare Toughness or Willpower, Gain 1 Fatigue on fail TSR114
Dark Eldar Wychsuit All 2 0.5kg Very Rare - TSR114
Eldar Rune Armour All 6 6kg Near Unique -30% Focus (Willpower), Reduce Damage by PR + DoS TNP124
Eldar Void Armour All 4 12kg Very Rare Sealed Environment, Dark Sight, Flyer (12), +10% Pilot (Personal) TNP124
Eldar Ghosthelm Head 6 1kg Unique -30% Willpower, Unaffected by Psychic Phenomena/Warp TNP124
Eldar Force Shield All 75 0.2kg Unique - ITS131
Ork Armour (Never Counts as Primitive when Worn by an Ork)
'Ard Hat Head 2 3kg Scarce/Common - ITS145
Boss Pole Head - 5kg Very Rare/Rare +10% Command Tests with other Orks ITS145
'Eavy Armour Body, Legs 4 8kg Very Rare/Scarce - ITS145
Iron Gob Head 2 5kg Very Rare/Scarce +10% Intimidation Tests, stacks with other Head Armour ITS145
Squighide Arms, Body, Legs 3 4kg Scarce/Plentiful Primitive ITS145
Upgrades
Upgrade Name Useability Weight Availability Special Book/Page
Weapon Upgrades
Adamantine Hilt Guard Any Melee Weapon with a Hilt +1kg Rare +2 DoS to Disarm Attempts, +2AP on Arm FAC91
Blessed Edge Any Melee Weapon with an Edge - Very Rare Sanctified Quality FAC91
Calamity Vents Any Overheats Weapon +0.5kg Very Rare On Overheat, 4+ to Ignore the Overheat Damage ITS127
Compact Pistol or Basic; Las, SP, Flame, Bolt or Plasma x1/2 Average -20% to Find; 1/2 Clip Size; -1 Damage RT133
Consecreated Filter Canister Pistol, Basic or Heavy; Flame +1kg Rare Cleansing Fire & Sanctified Qualities for 1d5 Rounds FAC91
Discharge Pack Any Melee Weapon +1kg Scarce Shocking Quality for 1d5 Rounds FAC92
Exterminator Cartridge Any Pistol or Basic Weapon +1kg Common Half Action, One Shot, Hand Flamer ITS127
Fire Selector Pistol or Basic; SP or Bolt +1kg Scarce 3 Different Clips, Choose at start of turn RT133
Forearm Weapon Mounting Pistol; Primitive, Las, SP, Bolt or Melta +1kg Scarce -30% Weapon Range RT133
Loyalty Spirit (Arcane) Any Non Primitive Ranged Weapon; Xenos Weapons must be by same Species - Unique Only Functions in Owners Hands; Not Bypassable HA57
Loyalty Spirit (Dermprint) Any Non Primitive Ranged Weapon; Xenos Weapons must be by same Species - Rare Only Functions in Owners Hands; -20% Tech-Use or -30% Security HA57
Loyalty Spirit (Genelock) Any Non Primitive Ranged Weapon; Xenos Weapons must be by same Species - Extremely Rare Only Functions in Owners Hands; -40% Tech-Use or -50% Security HA57
Loyalty Spirit (Vox) Any Non Primitive Ranged Weapon; Xenos Weapons must be by same Species - Scarce Only Functions in Owners Hands; -10% Tech-Use or -20% Security HA57
Maglev Impeller Any SP Weapon +2kg Very Rare +10m Range, +1 Damage; +1 Full Action to Reload HA58
Melee Attachment Any Basic +2kg Plentiful Spear in Melee RT133
Micro Pistol or Basic; Las, SP, Flame, Bolt or Plasma x1/4 Extremely Rare Basic becomes Pistol; -30% to Find; 2 Steps Rarer for Ammunition HA58
Mono Any Primitive Melee Weapon - Scarce Removes Primitive, +2 Pen RT134
Mono-Sight Basic; Las, SP, Bolt, Primitive or Plasma +1kg Scarce Aim and Fire at Targets you cannot directly see HA58
Motion Predictor Any Non Primitive Ranged Weapon with SA/FA Fire +0.5kg Very Rare +10% BS on SA/FA RT134
Omni-Scope Basic; Las, SP, Bolt, Primitive or Plasma +2kg Near Unique Preysense, Red-Dot & Telescopic Sight all-in-one RT134
Photo-Scope Basic; Las, SP, Bolt, Primitive or Plasma +0.5kg Very Rare No Penalties due to Darkness RT134
Pistol Grip Any Basic (within reason - GM's choice) +0.5kg Scarce Fire One Handed, no penalty; 1/2 Range HA58
Preysense Scope Basic; Las, SP, Bolt, Primitive or Plasma +0.5kg Very Rare No Penalties due to Darkness, +20% to Perception Tests at Night RT134
Psyocculum Pistol, Basic & Heavy; Las, SP, Bolt, Primitive or Plasma +1.5kg Extremely Rare +10% Ballistic Skill to hit Psykers and Daemons FAC92
Pyre-Lance Nozzle Any Melta Weapon +0.5kg Rare +10m Range, 1/2 Clip Size HA58
Rangefinder Basic; Las, SP, Bolt, Primitive or Plasma +1.5kg Rare Ignore Penalties for Long/Extreme Range; Max Range x5 (Extreme) HA58
Red-Dot Laser Sight Pistol or Basic; Las, SP, Bolt, Primitive or Plasma +0.5kg Scarce +10% BS when fired SS RT134
Silencer Stub Revolver, Stub Automatic, Hand Cannon, Autopistol, Autogun +0.5kg Plentiful -20% on tests to hear the weapon fired RT134
Stabiliser Harness Any Heavy Weapon +6kg Scarce Bulging Biceps Talent, No Disarmed; -10% Movement Tests HA58
Starflare Vents Any Plasma Weapon +0.5kg Very Rare 1/4 Range, RoF S/-/-, 1/2 Clip Size, Flame Quality HA58
Suspensors Any Heavy Weapon x1/2 Extremely Rare Always counts as Braced. Half Action to SA/FA RT134
Telescopic Sight Basic; Las, SP, Bolt, Primitive or Plasma +1kg Average Ignore Penalties for Long/Extreme Range if Full Action to Aim RT134
Tox Dispenser Any Primitive or Chain Melee Weapon +0.75kg Rare Free Action, Toxic Quality for 1 Round. 10 Uses before refill ITS127
Vox Operated Any Pistol, Basic, Grenade or Heavy Weapon +0.5kg Rare Fire the Weapon using voice commands RT135
Whisper-Bolt Discharger Pistol or Basic; Las +0.5kg Rare -20% on tests to hear the weapon fired, -1 Damage HA60
Unusual Ammunition
Acid Shells Shotguns, Bolt Weapons (excluding Heavy) - Very Rare 2d10 E Damage, 0 Penetration, -1 AP on Target for each hit ITS128
Airtorch Canister Inferno Pistols & Meltaguns - Extremely Rare Scatter, Overheats, 1/2 Weapon Range ITS128
Amputator Shells Stub Revolver, Stub Automatic, Hand Cannon, Autopistol, Autogun, Shotguns - Extremely Rare +2 Damage RT136
Bleeder Rounds Stub Revolver, Stub Automatic, Hand Cannon, Autopistol, Autogun - Rare +3 Damage to Living Organic Targets RT136
Blessed Ammunition Any Ranged Weapon with ammunition that can be Consecreated - Extremely Rare Sanctified FAC92
Bolt Shells Any Shotguns Rare 1d10+5 X Damage, 4 Penetration, +30m Range; Unreliable, No Scatter
- HA60
Capacitor Rounds Shotguns, Bolt Pistol & Boltgun - Rare Shocking Quality, -4 Damage FAC92
Dragonfire Bolts Bolt Pistol, Boltgun, Heavy Bolter - Very Rare Blast (2) Quality, -1 Damage, +20% Agility or Catch Fire FAC92
DumDum Bullets Stub Revolver, Stub Automatic, Hand Cannon - Scarce +2 Damage, Double AP on Victim RT136
Expander Rounds Stub Revolver, Stub Automatic, Autopistol, Autogun - Scarce +1 Damage, +1 Penetration RT136
Explosive Arrows/Quarrels Bow, Crossbow, Hand Bow - Scarce -10% BS, No longer Primitive, X Type Damage RT136
Flechette Shells Any Shotguns - Rare +10% Range, 2 Penetration HA60
Flechette Shells (Toxic) Any Shotguns - Very Rare +10% Range, 2 Penetration, HA60
Fyceline-tipped Rounds Stub Revolver, Stub Automatic, Hand Cannon, Autopistol, Autogun - Very Rare Damage Type X, Basic +1 Damage, Heavy +3 Damage HA60
Gas Rounds Any Shotguns - Special Depends what Grenade Gas is used HA60
Hellfire Bolts Bolt Pistol, Boltgun, Heavy Bolter - Extremely Rare Toxic, Penetration -2, -30% Toughness to resist Toxic FAC92
High Explosive Rounds Autocannon - Scarce Blast (1) Quality, -2 Penetration FAC92
Hot-Shot Charge Pack Laspistol, Lascarbine, Lasgun, Long-Las - Scarce +1 Damage, +4 Penetration, Tearing, Clip reduced to 1 RT136
Incendiary Rounds Stub Revolver, Stub Automatic, Hand Cannon, Autopistol, Autogun - Rare Damage Type E HA61
Inferno Shells Shotguns, Bolt Weapons - Rare Agility Test or Catch on Fire RT137
Kraken Rounds Any Solid Projectile or Bolt Weapon - Extremely Rare +4 Penetration, -1 Damage FAC93
Man-Stopper Bullets Stub Revolver, Stub Automatic, Hand Cannon, Autopistol, Autogun - Scarce Penetration increased to 3 RT137
Micro-Blast Needles Dartcasters, Needle Pistols, Needle Rifles - Extremely Rare Lose Toxic, +4 Damage, Damage Type X, Tearing HA60
-2 Damage, +2 Penetration, +10 Meters Weapon Range, No Overheat, no
Microburst Flask Plasma Pistols & Guns +1kg Extremely Rare
Maximal ITS128
Nephium Fuel Tank Any Flame Weapon - Very Rare -10% AG to avoid, +1 Damage ITS128
-10% Toughness per 1 Damage if takes Damage, 2d5 Damage if failed test,
Organ Grinder Rounds Hand Cannons, Heavy Stubbers, Any Bolt Weapon - Extremely Rare
No Reduction ITS128
Overcharge Pack Pistol or Basic; Las +0.5kg Common +1 Damage, 1/2 Clip Size RT134
Purgatus Stake-Bolts Crossbows - Extremely Rare Sanctified, Willpower or roll Perils of Warp FAC93
Pyre Rounds Any Solid Projectile Weapon - Near Unique Cleansing Fire & Sanctified Qualities, See Book for Additional FAC93
Shrieker Ammunition Shuriken Weapons - Unique Toxic Quality (3d10 X), 1/2 RoF HA61
Snare Shells Shotguns and Shotcannons - Rare -2 Damage, Snare Quality ITS128
Solid Slugs Any Shotguns - Common Lose Scatter, +1 Damage, +2 Penetration HA61
Stun Shells Any Shotguns - Scarce Lose Scatter, Shocking HA61
Tempest Bolt Shells Bolt Pistol, Boltgun, Heavy Bolter - Near Unique Damage Type E, Shocking, +3 Damage against Machines RT137
Toxic Shot Any Solid Projectile or Flame Weapon - Scarce Toxic, On Jam 1d5 damage to wielder, No Reduction ITS128
Toxin-Saturated Promethium Any Flame Weapon - Rare Toxic HA61
Tracer Shells Any Solid Projectile or Bolt Weapon - Average +5% BS on Full Auto, +5% BS to hit user on same turn ITS129
Vengeance Rounds Bolt Pistol, Boltgun, Heavy Bolter - Very Rare Unstable & Overheat Quality, +3 Damage & Penetration FAC93
Void Rounds Any Solid Projectile Weapon - Rare -1 Damage in normal environments, no penalties in Void ITS129
Armour Upgrades
Advanced Materials Any Primitive Armour - Very Rare Removes Primitive HA63
Concealed Weapon Any Suit of Armour that Covers all Locations + Weapon Special See HA63 (Complicated) HA63
Deflective Construction Any non-Primitive Armour +1kg Scarce +2AP against Damage Type E or R HA63
Impact Gel Cells Any non-Primitive Armour +0.5kg Rare +2AP against Damage Type I HA63
Lathe-Wrought Any Carapace or Power Armour x1/2 Near Unique +1AP, Pen value of attack 1/2, Doesn't Count for Tests HA63
Lumen-Heraldry Any Armour - Scarce +10% Intimidate & Command, -30% Concealment, 5 Days Power HA63
Nightshroud Layer Any Suit of Armour that Covers all Locations (not Power Armour) +2kg Scarce +30% Concealment in Dark; Toughness each hour or Fatigue HA63
Power Assisted Any non-Primitive Armour that Covers all Locations (not Power Armour) +15kg Very Rare +10% Strength, 1d5 hours Power HA64
Reflec Coating Any non-Primitive Armour - Rare +2AP against Damage Type E HA64
Servo-Manipulators Any Armour that imposes penalty to Fine Manipulation +1kg Rare Removes penalty to Fine Manipulation HA64
Tool Mount Any Armour - Common Tool or Compact/Micro weapon fitted on outside of Armour HA64
Ork Kustom Bitz
Bigga Barrel Any Ork Ranged Weapon +2.5kg Common +10m Weapon Range ITS144
Bigga Klip Any Ork Ranged Weapon x1 1/2 Abundant Double Weapons Clip Size ITS144
Blasta Any Ork Ranged Weapon the does Impact Damage Mekboy; Trade (Armourer) 1d10 Penetration, Damage Type E, Overheats Quality HA59
Ekstra Barrulz Any Ork Ranged Weapon capable of Full Auto Fire Mekboy; Trade (Armourer) Storm, Inaccurate, -5% Ballistic Skill if Inaccurate HA59
Ekstra Kaboom Any Ork Ranged Weapon Mekboy; Trade (Armourer) Damage Type X, Tearing HA59
Ekstra Rippy Any Ork Melee Weapon Mekboy; Trade (Armourer) +1 Damage, Tearing; +3 Damage if already Tearing; Unwieldy HA59
Kombi-Shoota Any Ork Ranged Weapon Per Link Very Rare Combine Weapon with another Weapon ITS144
Kustom Job Any Ork Ranged Weapon - Very Rare Kustomized Quality ITS144
Loudener Any Ork Ranged Weapon capable of Suppressive Fire +2kg Average -10% Pinning Tests ITS145
More Dakka Any Ork Ranged Weapon capable of Semi or Full Auto Fire Mekboy; Trade (Armourer) +1 DoS on success; x2 Ammunition used HA59
Upgrades
Upgrade Name Useability Weight Availability Special Book/Page
More Shooty Any Ork Basic or Heavy Ranged Weapon +3kg Common +1 Damage and Penetration ITS145
Red Light Any Ork Ranged Weapon +1kg Rare +10% BS when fired SS ITS145
Skatta Kannon Any Ork Ranged Weapon the does Impact Damage Mekboy; Trade (Armourer) 1/2 Range, Damage Type R, Scatter HA59
Sparky Knobz Any Ork Melee Weapon +2kg Scarce Shocking Quality ITS145
Spikey Bitz Any Ork Weapon +4kg Abundant +1 Damage ITS145
Melee, Power Field, +2 Damage & Penetration; Ranged, +1d10 Damage,
Zappy Gubbinz Any Ork Weapon Mekboy; Trade (Armourer) HA59
Damage Type E, Overheats, Unstable
Gear
Gear Name Weight Availability Special Book/Page
Clothing & General Equipment
Aetherscrye Goggles 1kg Near Unique No Penalties for Darkness, Smoke etc; Psyniscience untrained or +10%, HA64
Roll Double +1IP
Backpack 1kg Plentiful 50kg Weight Limit RT139
Beast Cage (Average) 50kg Common Contains Beasts (Best Quality has Stasis Field) HA65
Beast Cage (Enormous) 200kg Rare Contains Beasts (Best Quality has Stasis Field) HA65
Beast Cage (Hulking) 100kg Scarce Contains Beasts (Best Quality has Stasis Field) HA65
Beast Cage (Massive) 400kg Rare Contains Beasts (Best Quality has Stasis Field) HA65

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

Allows survivability in Vacuum, Rebreather lasts 10 hours, Vox-link,


Void Suit (Selenite Pattern) 25kg Scarce Grapnel, Photo Visor, 3AP to Body, Arms and Legs, 4AP to Head, -10% RT141
Agility whilst worn, Movement 6 in Zero/Low Gravity 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

Raenka - Scarce High Quality Brandy ITS134


Ration Packs - Ubiquitous Will keep you alive, but not pleasant RT142
Recaf - Abundant Coffee (but worse) RT142

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

Lasts 2d10 minutes, cannot be Stunned or Fatigued; -20% Toughness and


Spur (Drug) - Scarce Agility for 1 hour, 1 level of Fatigue for every 2 they would have suffered; ITS134
Use more than 5 times per week, -20% Willpower or become addicted

Ignore negative effects (including Characteristic, Stunning, Critical


Stimm (Drug) - Average Damage) for 3d10 rounds, -20% to STR, TOU & AG for 1 hour RT143

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

Protects against Sleight of Hand Tests (-10%), Fits 2 Basic or 4 Pistol, 4


Arms Coffer 6kg Average RT143
Basic Ammo or 8 Pistol Ammo
Ashen Skull 1kg Extremely Rare +10% Willpower Opposed vs Psychic Techniques FAC97

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

Diagnostor 4kg Common +20% Medicae/Perception to determine Ailments RT144


Digesta Emporia Calixia 1.5kg Average +10% Commerce Tests; 1 FP, auto pass Scrutiny 1d5 DoS FAC98
Disguise Kit 5kg Rare +20% Disguise Test, Best Quality +30% ITS135
Pure Faith Talent; Fear Rating of Psyker/Daemon is (1); Lose Trait within
Drusine Incense 0.5kg Rare FAC99
the cloud; 1d10 +20 minutes

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(ish) travel on liquid surfaces, up to 250kg supported; Agility to move


Hydromotion Boots (Tenvis Pattern) 4kg Very Rare faster than Full Move, 2 DoF means falling, 4 DoF completely inversted SOI95
(and thus submerged); -10% Silent Move & Concealment

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

1m x 1m x 10m (width, length, height) volume; Gravity between 0.1x &


Portable Gravity Adjustment Panels 50kg + Average 10x Terran Gravity; Single remote keyed to up to 10 panels; One full round SOI95
to activate
Power Board 15kg Near Unique Gain Flyer (15), requires Pilot (Personal) to use ITS137
1d10 E Damage per kilogram, Blast Radius 4 meters per kilogram; Agility
Promethium 1kg Abundant ITS137
Test or catch on fire
Implanted in Skin, give off light if Psychic Power used within 5 meters or
Psy-Crystal 0.3kg Near Unique ITS137
targeting individual
Psy-Focus - Rare +10% Invocation Skill Test RT146

Compact form, 3m x 3m x 1m (width, length, height) volume; Much larger


Rapid Deployment Shelter (Synofod Patte 200kg + Scarce when activated; 30minutes to activate, Tech Use (-5 x DoS); 15AP Cover, SOI96
Tech Use 30AP Cover 1d5 Rounds; 1d10 Months without resupply

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

+10% Interact with Machine Spirits; +10% Tech-


Mind Impulse Unit (MIU) Rare Spine (Internal) Willpower Test, -10% Interact with Machine Spirits +10% Tech-Use, Pilot & Drive if MIU compatible Use, Pilot, Drive, Logic, Inquiry, Ballistic Skill if MIU RT150
compatible

MIU Weapon Interface Rare Shoulder (External) Not Applicable Fire Additional Ranged Weapon as Free Action Fire Additional Ranged Weapon as Free Action RT151

+10% Perception, Telescopic Sight, No Darkness


Optical Mechadendrite Very Rare Eye (Internal) Not Applicable Not Applicable RT151
Penalties, +20% Perception at Night

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

Can use "Cruiser Only" Components; -10% Navigation; No additional


Repulsive Ancient Cruiser 7.40km 1.50km 39.0 MTonnes 134,000 2.4 Gravities 5 +10 +8 85 19 3 90 69 2 Port, 2 Starboard, 1 Prow, 1 Dorsal Armour BK20

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

+5% Command to deal with Attack Craft, Ready New Squadrons


Flight Command Bridge Light Cruisers, Cruisers 2 2 - - - - - Scarce BK32
automatically succeeds; Extra Stuff whilst doing Trade Objectives (x0.5)

+10% Ballistic Skill against Planetary Targets; Ground Forces count as


Invasion Bridge Cruisers 4 3 - - - - - Scarce BK32
Multicompass
Life Sustainers M-1.r Life Sustainer Transports, Raiders, Frigates 3 1 - - - - - Scarce Increase Morale Losses by 1 RT200
M-1.r Life Sustainer Light Cruisers, Cruisers 4 2 - - - - - Scarce Increase Morale Losses by 1 RT200
Vitae Pattern Life Sustainer Transports, Raiders, Frigates 4 2 - - - - - Scarce - RT200
Vitae Pattern Life Sustainer Light Cruisers, Cruisers 5 3 - - - - - Scarce - RT200
When activated; Increase Morale by 10, Crew Rating downgraded one
Euphoric Life Sustainer Transports, Raiders, Frigates 4 2 +1 - - - - Rare level; On deactivation -10 Morale for 1 Day; -10% Command for Hit & HA71
Run Actions against the Vessel

When activated; Increase Morale by 10, Crew Rating downgraded one


Euphoric Life Sustainer Light Cruisers, Cruisers 5 3 +1 - - - - Rare level; On deactivation -10 Morale for 1 Day; -10% Command for Hit & HA71
Run Actions against the Vessel

Increase Morale Permanently by 1; Reduce Crew Population/Morale


Clemency Pattern Life Sustainer Transports, Raiders, Frigates 4 4 - - - - - Scarce BK32
Loss from depressurisation by 4 (minimum 0)

Increase Morale Permanently by 1; Reduce Crew Population/Morale


Clemency Pattern Life Sustainer Light Cruisers, Cruisers 5 5 - - - - - Scarce Loss from depressurisation by 4 (minimum 0) 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

Decrease Morale Permanently by 3; Reduce Crew Population Loss from


Bilge-Rat Quarters Transports, Raiders, Frigates 1 2 - - - - - Scarce BK33
depressuration by 2 (Minimum 0)

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

External Component, +5 Manoeuvre to avoid Celestial Phenomena, -2


R-50 Auspex Multi-band All Ships 4 - - - - - - Scarce RT202
Detection, Extra Stuff whilst doing Exploration Objectives

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

Mezoa Lance All Ships 9 4 3 1 1d10+5 4 2/4/8 Very Rare - BK35


Mezoa Lance Battery Light Cruisers, Cruisers 13 6 3 2 1d10+5 4 2/4/8 Very Rare - BK35
Prow Weapon Capacity unless Grand Cruiser/Battlecruiser; Otherwise,
Voidsunder Lance Battery Light Cruisers, Cruisers 15 8 3 3 1d10+4 3 3/6/12 Very Rare Dorsal Slot as well BK35

-2VU for Attack Craft on first turn; +10% Pilot+Manoeuvrability to land


safely, 3 DoF make another attempt, 4 DoF crashed and Component
Landing Bays Hold Langing Bay Transports 1 - 2 2 Special Special Special Rare BK36
considered Damaged; Replaces Main Cargo Hold; -5 Hull Integrity, -5
Manoeuvrability
Jovian Pattern Escort Bay Light Cruisers, Cruisers 1 4 1 1 Special Special Special Scarce Port or Starboard Weapon Capacity Only BK36
Jovian Pattern Landing Bay Cruisers 1 6 2 2 Special Special Special Rare Port or Starboard Weapon Capacity Only BK36
Port or Starboard Weapon Capacity Only; If ever losed power, becomes
Lathe-Pattern Landing Bay Cruisers 1 5 2 2 Special Special Special Rare BK36
Depressurised

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)

If Damaged/Destroyed whilst Torpedoes loaded, 10% Component


Gryphonne Pattern Torpedo Tubes Raiders, Frigates, Light Cruisers, Cruisers 2 6 1 4 Special Special Special Scarce BK37
Destroyed, 2d5 Hull Integrity Damage; 24 Torpedoes (4 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)

If Damaged/Destroyed whilst Torpedoes loaded, 10% Component


Voss Pattern Torpedo Tubes All Ships 1 5 1 2 Special Special Special Scarce BK37
Destroyed, 2d5 Hull Integrity Damage; 12 Torpedoes (2 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

Increase Morale Permanently by 1, +5% Intimidate on Extended


Brig All Ships 1 1 1 - - - - Scarce Actions; Extra Stuff involving Prisoners (x0.5) BK37

Hold Additional Components up to Space limit; Replace Destroyed


Ship's Stores Light Cruisers, Cruisers 1 5 2 - - - - Rare Components with Extended Repair BK37

Hold Additional Components up to Space limit; Replace Destroyed


Ship's Stores Transports, Grand Cruisers 1 10 2 - - - - Rare BK37
Components with Extended Repair
Augments & Enhancements Augmented Retro Thrusters Raiders, Frigates 3 - 2 - - - - Rare +5% Manoeuvrability, External Component RT203
Augmented Retro Thrusters Transports, Light Cruisers 4 - 2 - - - - Rare +5% Manoeuvrability, External Component RT203
Augmented Retro Thrusters Cruisers 5 - 2 - - - - Rare +5% Manoeuvrability, External Component RT203
Reinforced Interior Bulkheads Transports, Raiders, Frigates - 2 2 - - - - Rare +3 Hull Integrity RT203
Reinforced Interior Bulkheads Light Cruisers, Cruisers - 3 2 - - - - Rare +3 Hull Integrity RT203
Armour Plating Transports, Raiders, Frigates - 1 2 - - - - Rare +1 Armour, -2 Manoeuvrability RT204
Armour Plating Light Cruisers, Cruisers - 2 2 - - - - Rare +1 Armour, -2 Manoeuvrability RT204
Armoured Prow Cruisers - 4 2 - - - - Rare +4 Armour in Fore Arc; +1d10 Damage whilst Ramming RT204
+10% Command whilst Defending Boarding/Hit & Run Actions; Critical
Tenebro-Maze Transports, Raiders, Frigates 1 2 2 - - - - Rare RT205
Hits on Components chosen by Ship Controller
+10% Command whilst Defending Boarding/Hit & Run Actions; Critical
Tenebro-Maze Light Cruisers, Cruisers 2 3 2 - - - - Rare RT205
Hits on Components chosen by Ship Controller
Variable Figurehead All Ships 1 - 2 - - - - Rare External Component, 5 Different Design Patterns HA72
Auxiliary Plasma Banks Transports, Raiders, Frigates 8 Generated 5 1 - - - - Scarce If Damaged, 1d5 Hull Integrity Damage, Plasma Drives on Fire ITS159
Auxiliary Plasma Banks Light Cruisers, Cruisers 10 Generated 6 1 - - - - Scarce If Damaged, 1d5 Hull Integrity Damage, Plasma Drives on Fire ITS159
Extra Stuff whilst doing Military Objectives; May use Drop Pods (Holds
Drop Pod Launch Bays All Ships 1 3 2 - - - - Rare 20), Launch 10 every 30 Minutes ITS159

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

Only work on Stationary Vessels inside Solar System; 2 hours to deploy,


Lux Net All Ships 10 Generated 2 2 - - - - Rare 10 hours to retract; If move whilst deployed, then Destroyed; +1 DoS for BK38
Extended Repairs

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

Increase Morale Permanently by 1; x2 Time Ship can remain in Void


Additional Facilities Extended Supply Vaults All Ships 1 4 2 - - - - Rare without Crew/Morale Loss; +1 Hull Integrity when making Repairs RT205

Crew Reclamation Facility All Ships 1 1 1 - - - - Scarce Reduce Crew Losses by 3 (Minimum 1); Increase Morale Losses by 1 RT205

Extra Stuff whilst doing Military Objectives (x0.5); +1 Damage to


Munitorium Transports, Raiders, Frigates 2 3 2 - - - - Rare Macrobatteries; If Component Damaged, Explodes (2d5 Hull Integrity, RT205
Another Component on Fire)

Extra Stuff whilst doing Military Objectives (x0.5); +1 Damage to


Munitorium Light Cruisers, Cruisers 3 4 2 - - - - Rare Macrobatteries; If Component Damaged, Explodes (2d5 Hull Integrity, RT205
Another Component on Fire)
Increase Morale Permanently by 3; Extra Stuff whilst doing Creed
Temple-Shrine to the God Emperor All Ships 1 1 1 - - - - Scarce Objectives (x2) RT205

Librarium Vault All Ships 1 1 1 - - - - Scarce +10% Investigation on Ship RT205


Trophy Room All Ships 1 1 1 - - - - Scarce Extra Stuff whilst doing Exploration/Trade/Criminal Objectives RT206
Extra Stuff whilst doing Exploration Objectives; Increase Morale
Observation Dome All Ships - 1 1 - - - - Scarce RT206
Permanently by 1
Starship Components
Type Name Hull Types Power Space Ship Points Strength Damage Crit Rating Range Availability Special Book/Page
+20% Hit & Run Action; When determining Critical Hit, can choose any
Murder Servitors All Ships 1 1 2 - - - - Rare RT206
result between 1 & 6

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

Cannot be installed on Grand Cruisers; Pilot (Spacecraft) +


Plasma Scoop Light Cruisers, Cruisers 3 4 3 - - - - Very Rare Manoeuvrability; Success = extra month of supplies, 1d5 Hull Integrity BK40
Damage per DoF
Pilot's Chamber All Ships 1 1 1 - - - - Scarce +2 Attack Craft Rating BK40
-10% Tech-Use per week spent Salvaging; Success allows removal of
Salvage Systems Transport, Light Cruisers, Cruisers 5 3 3 - - - - Very Rare scanned Component, Failure means Component is lost; -5 BK40
Manoeuvrability
Small Craft Repair Deck Light Cruisers, Cruisers 2 2 1 - - - - Scarce -10% Tech-Use; 2 Craft per DoS recovered BK40

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

When Crippled, Weapon Components or Speed unaffected; If Damaged


Emergency Energy Reserves Light Cruisers, Cruisers 3 2 2 - - - - Extremely Rare 25% of Explosion, 1d5 Hull Integrity Damage, Another Component set HA73
on Fire
-30 Detection for 2 Rounds (All Vessels); 24 Hours between each use;
Graviton Flare Raiders, Frigates 2 - 3 - - - - Extremely Rare External Component HA73

Cogitator Interlink All Ships 1 1 2 - - - - Extremely Rare +5 Crew Rating ITS161

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

Can never become Unpowered; If Destroyed 2d5 additional Hull


Macrobatteries Shard Cannon Battery All Ships - 3 2 4 1d10+2 3 3/6/12 Near Unique RT208
Integrity Damage
Dark Cannon All Ships 3 2 3 3 1d10+1 6 3/6/12 Near Unique If Hit, -15% Ballistic Skill during following Round HA74
Energy Drain Matrix All Ships 3 1 2 4 - - 2/4/8 Near Unique If Hit, -1 Speed or -5 Manoeuvrability per Attack; Lasts 2 Rounds HA74
+20% Navigation (Warp); x1/2 Time Taken; Can never become
Augments & Enhancements Runecaster All Ships - 1 2 - - - - Near Unique RT208
Unpowered
Micro Laser Defence Grid All Ships 2 - 2 - - - - Near Unique +2 Turret Rating; External Component RT208
Gravity Sails Transports, Raiders, Frigates 3 - 3 - - - - Near Unique +1 Speed, +5 Manoeuvrability; External Component RT208
Gravity Sails Light Cruisers, Cruisers 5 - 3 - - - - Near Unique +1 Speed, +5 Manoeuvrability; External Component RT208
-10 Tech-Use changed Hull Colours/Markings; -20% Tech-Use to
Chameleon Hull All Ships 1 - 2 - - - - Near Unique Program additional Patterns; External Component HA74

Reduce Hull Integrity Damage by 1-3 against Slow Moving Ordinance;


Grav Repulsors All Ships 1-3 - 3 - - - - Near Unique External Component HA74

+20% Silent Running Action, -20% Active/Focused Augury; -20% Ballistic


Shadowfield All Ships 8 4 4 - - - - Near Unique Skill; -30% Hit & Run Action; Cannot work at the same time as Void HA75
Shields
Pskyer 2d5 Damage, reduced by Toughness, 1d5-1 Fatigue; -10% Focus
Warp Disrupter All Ships 3 - 2 - - - - Near Unique HA75
Power; -10% x DoS for Warp Communication
Lightly Damaged Patients Pass Medicae 1/hour; Heavily/Critically
Additional Facilities Recovery Chambers All Ships 3 1 3 - - - - Near Unique Damaged Patients Pass Medicae 1/day; Next Game Session, if Fate Point HA74
spent 1-2 has no effect

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

+20% Tech-Use, opposed by Detection + Scrutiny;


+20% Tech-Use, opposed by Detection + Scrutiny; +20% Tech-Use, opposed by Detection + Scrutiny; +20% Tech-Use, opposed by Detection + Scrutiny;
Replaces Drive Signature with another Vessel;
Mimic Drive Very Rare Replaces Drive Signature with another Vessel; Replaces Drive Signature with another Vessel; Replaces Drive Signature with another Vessel; HA77
-10% for specific Vessel; 2 Vessels pre-
Never for specific Vessel -20% for specific Vessel -10% for specific Vessel
programmed

+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

Reduce Warp Travel times by 1d5 Days; Extra Stuff


Reduce Warp Travel times by 1d5 Days; Extra Stuff Reduce Warp Travel times by 1d5+5 Days; Extra Reduce Warp Travel times by 1d5+5 Days; Extra
Starchart Collection Extremely Rare whilst doing Exploration Stuff (x0.5); -10 Warp ITS164
whilst doing Exploration Stuff (x0.5) Stuff whilst doing Exploration Stuff (x0.5) Stuff whilst doing Exploration Stuff
Encounters

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

Only -1d5-1 Crew Population on Depressurised;


Only -1d5 Crew Population on Depressurised; Only -1d5-1 Crew Population on Depressurised;
Command for Firefighting Attempts; +10% Tech-
Superior Damage Control Very Rare Not Applicable Command for Firefighting Attempts; +10% Tech- Command for Firefighting Attempts; +10% Tech- HA78
Use for Extended Repairs; Automatically Seal &
Use for Extended Repairs Use for Extended Repairs
Vent when consumed by Fire

+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

Seeking - - - - - - Extremely Rare +30 Torpedo Rating BK9


Short Burn - - - - - - Rare Speed 15, Maximum Range 30; +15 Torpedo Rating BK9
Standard - - - - - - - +20 Torpedo Rating BK9
Imperial Craft Fury Interceptor +10 10 20 - - - - Reduce Losses by 1; +5 Upkeep Bonus BK14
Starhawk Bomber +0 6 10 - - - - Reduce Losses by 1; +5 Upkeep Bonus BK14
Shark Assualt Boat +5 10 8 - - - - - BK14
Chaos Craft Swiftdeath Fighter +10 11 30 - - - - Increase Losses by 1; -5 Upkeep Bonus BK14
Doomfire Bomber +0 7 15 - - - - Increase Losses by 1; -5 Upkeep Bonus BK14
Dreadclaw Assualt Boat +5 11 15 - - - - - BK14
Eldar Craft Darkstar Fighter +15 12 12 - - - - No Penalties for being 1/2 Strength BK14
Eagle Bomber +6 9 6 - - - - No Penalties for being 1/2 Strength BK14
Rak'Gol Craft Bloodflayer +8(+4) 9 15 - - - - Multipurpose Craft BK14
Ork Craft Fighta-Bommerz +8(+5) 8 25 - - - - Multipurpose Craft BK14
Assault Boats +8 10 15 - - - - - BK14
Combat Actions
Action Length Sub-Type Description Book/Page
Personal Combat Actions
Aim Half/Full Concentration +10% to Hit (Half), +20% to Hit (Full); Next Action must be an Attack; Lost if RT238
Reaction before Attack
All Out Attack Full Attack, Melee +20% Weapon Skill; Cannot Dodge or Parry until next turn RT238

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

Opposed Weapon Skill Test; If Successful, next attack cannot be Dodged or


Feint Half Melee RT239
Parried; Next Action must be an Attack
Focus Power Varies Varies Manifests Psychic Powers in Combat RT239
94-100 = Jam; 1 + DoS Hits up to FA RoF; +20% Ballistic Skill if no Move; If
Full-Auto Burst Full Attack, Ranged RT239
Move up to AGB metres, -10% Ballistic Skill
Grapple Half/Full Attack, Melee See Page 240 (too many rules!) RT240
Guarded Attack Full Attack, Concentration, Melee -10% Weapon Skill, +10% Dodge & Parry until Next Turn RT241
Jump/Leap Full Movement See Page 266 RT241

Opposed Strength Test; If Successful Target knocked Prone; If 2+ DoS Target


Knockdown Half Attack, Melee takes 1d5-3+SB Damage & 1 Level of Fatigue; If Target Successful 2+ DoS, RT241
Attacker knocked Prone; Half Action move before, +10% Strength

Opposed Weapon Skill Test; If successful, move Target 1 metre in any


Manoeuvre Half Melee, Movement RT241
direction desired; Can follow up as well
Move Half/Full Movement Move AGB in Metres (Half), AGBx2 in Metres (Full) RT241
Multiple Attacks Full Attack, Melee or Ranged Swift Attack (2) or Lightning Attack (3) RT241
45 Degree Arc Kill Zone, SA, FA or Suppressing Fire; -20% Pinning; Lost if
Overwatch Full Attack, Concentration, Ranged RT242
Action/Reaction before Attack
Parry Reaction Defence, Melee Weapon Skill; Need to match DoS of Attack to Parry RT242
Ready Half Miscellaneous Draw/Stow an Item/Weapon properly; Free Action if dropped RT242
Reload Varies Miscellaneous Reloads the Weapon specified RT242
Run Full Movement Move AGBx6; -20% Ballistic Skill to Hit, +20% Weapon Skill to Hit RT242
94-100 = Jam; 1 + 2DoS Hits up to SA RoF; +10% Ballistic Skill if no Move; If
Semi-Auto Burst Full Attack, Ranged RT242
Move up to AGB metres, Ballistic Skill
Stand/Mount Half Movement If Prone, Stand; If Standing, Mount Beast/Vehicle RT243
Standard Attack Half Attack, Melee or Ranged One Single Attack; If unarmed, can Grapple RT243
-20% Weapon Skill; If successful 1d10+SB vs 1d10+TB+Head AP; If successful,
Stun Full Attack, Melee RT243
Stunned for 1 Round per difference & 1 Fatigue
45 Degree Arc Kill Zone, FA only;-20% Ballistic Skill to Hit; -20% Pinning; 94-100
Suppressing Fire Full Attack, Ranged RT243
= Jam
Tactical Advance Full Concentration, Movement Move up to AGBx2; Keep original Cover bonus RT243
Use a Skill Varies Concentration, Miscellaneous Use a Skill RT243
Personal Combat Circumstances
Cover - - Gives additional AP; Any damage that exceeds Cover AP, Cover AP -1 RT246
Darkness - - -20% Weapon Skill, -30% Ballistic Skill, +20% Concealment RT247
Difficult Terrain; -10% Weapon Skill & Dodge
Difficult Terrain - - RT247
Arduous Terrain; -30% Weapon Skill & Dodge
-20% Ballistic Skill; If Stunned, Helpless or Unaware, no penalty; If Miss within
Engaged in Melee - - RT247
20%, hit someone else in Combat
Fatigued - - -10% on All Tests RT248
Fog, Mist, Shadow or Smoke - - -20% Ballistic Skill, +10% Concealment RT248
Ganging Up - - Outnumber 2:1, +10% Weapon Skill; 3:1, +20% Weapon Skill RT248
Helpless - - Automatic Success; Roll extra D10 and add Damage RT248
Higher Ground - - +10% Weapon Skill RT248
Missing - - On Thrown Weapon, if Missed, Scatter RT248
If Suppressive Fired upon, -20% Willpower, on failure becomes Pinned; Half
Pinning - - Action & -20% Ballistic Skill, Must reach cover; +30% on test if no longer fired RT248
upon
+10% Weapon Skill, -10% Ballistic Skill to Hit; -10% Weapon Skill & -20% Dodge
Prone - - RT249
whilst Prone; Free Action to drop prone

3/45/180/270/360m
Range - - Point Blank (+30%)/Short (+10%)/Normal/Long (-10%)/ Extreme (-30%) RT249

Miniscule (-30%), Puny (-20%), Scrawny (-10%), Average, Hulking (+10%),


Size - - Enormous (+20%), Massive (+30%), Immense (+40%), Monumental (+50%), RT249
Titanic (+60%)
Stunned - - +20% Ballistic Skill & Weapon Skill to hit Target RT249
Unaware - - +30% Ballistic Skill & Weapon Skill to hit Target RT249
Weapon Jam - - 96-100 = Jam always; Ballistic Skill to Clear, Full Action RT249
Weather - - -20% Ballistic Skill & Weapon Skill Tests in Harsh Weather RT249
Combat Actions
Action Length Sub-Type Description Book/Page
Spaceship Combat Actions

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

Scrutiny + Detection; If successful, learn information about Celestial Bodies,


Active Augury Extended Technological Phenomena & Ships within 20VU's; Detects Silent Running; +5VU's x DoS RT216

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

Scruitiny + Detection; Basic = Essential Components except Auger Arrays &


Focused Augury Extended Technological Void Shields; 1 DoS = All Weapon Components; 2 DoS = Auger Arrays, Void RT217
Shields & Combat Components; 3+ DoS = All Components; 20 VU Range

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

End Move Turn within 1 VU of another Vessel; -20% Pilot (Spacecraft) +


Manoeuvrability to Ram; Damage, 1d5 (Transports & Raiders), 1d10 (Frigates),
Ramming Shooting Attack 2d5 (Light Cruisers), 2d10 (Cruisers) + Prow Armour; Ramming Ship takes 1d5 RT215
+ Armour Damage

End Move Turn within 1 VU of another Vessel; -20% Pilot (Spacecraft) +


Manoeuvrability to entangle together and Board; Opposed Command, +10%
Boarding Shooting Attack for each 10 difference in Crew Population & Hull Integrity; +10% per Turret RT215
rating; Damage is 1d5 Crew Population & Morale or 1 Hull Integrity per DoS;
Loser rolls 1d10 compared to Morale, Surrender on Loss

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

Delude Power required; -30% Willpower, Ship counts as having a Tenebro-


Dark Labyrinth Extended Astropathic TNP99
Maze for 1 (+DoS) Turns; 1d5-1 Fatigue to Astropath
Divination Discipline required; -20% Psyniscience Focus Power, +1d5 DoS to
Divining the Way Extended Astropathic ITS201
Manoeuvre Action; Once per Combat
Telekenisis Discipline required; -60% Willpower Focus Power, one Vessel
Flash Fire Extended Astropathic within 6 VU's; 1 (+DoS) random component on Fire; 1d5-1 Fatigue to TNP99
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

Telekenisis Discipline required; -60% Willpower Focus Power; Counts as having


Psychic Deflection Extended Astropathic 1 (+DoS) extra Void Shield against one shot; 1d5-1 Fatigue to Astropath TNP99

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

Send Astropathic messages to other Astropaths; -20% Penalty per range


Astral Telepathy Basic Varies No Varies Soul Bound - Willpower bracket (RT163); +10% Psyniscience to receive in meditative state, RT162
Psyniscience to receive in ordinary life, -20% Psyniscience if distracted

Single Telepathic connection to another character at Unfettered Strength


Short Range Telepathy Communication Half Action Yes 10m x PR - 100 Willpower (but no Psychic Phenomena) RT165

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

Takes 5 Rounds if the Opposed Willpower is successful (RT164); If failed, 1


Mind Probe Communication Full Action Yes 1m x PR - 200 Opposed Willpower Fatigue per DoF; -20% Willpower to perform Probe without targets RT164
knowledge, Fettered Strength only
Mind's Eye Communication Half Action Yes Personal - 200 Willpower Increase range of all Telepathic Communication by 10 RT163
Terrify Communication Full Action Yes 5m x PR Mind Probe 200 Willpower Target affected by Fear (1) Trait; +1 Fear per 3 PR used RT165
1d10+PR I Damage; Not Reduced by Armour or Toughness; 1d5 IP on failed
Chaos Mind Communication Half Action No 1m x PR Terrify 300 Opposed Willpower test; Daemons/Untouchables immune ITS193

Create permanent Fettered Strength telepathic connection to another being;


Mental Bond Communication - No 1km x PR Mind Link 300 Willpower -10% Willpower Focus Power, takes 1d5 hours; Only maintain 1 Mental Bond; RT162
1d10 IP if target dies; -20% Willpower to break Link

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

1d10+PR I Damage, Shocking; -5%xPR Toughness to resist, Stunned for Half


Psychic Scream Communication Half Action No 5m x PR Mind Probe 300 Willpower RT164
PR
Affected target finds Psyker deserving of respect and friendship; +30%
Delude Domination Half Action Yes 1m x PR - 100 Opposed Willpower RT165
Interaction with target
PR number of targets; Immediate overcome Pinning, +10% Willpower for
Inspire Domination Half Action Yes 2m x PR - 100 Willpower RT166
Fear

Success = Opposed Willpower needed to affect mind, +20% if already


Mind Ward Domination Half Action Yes Personal - 100 Willpower required; 1 DoS = PR2 or less negated, 2 DoS = PR3 or less negated, 3 DoS = ITS194
PR4 or less negated, 4 DoS = PR5 or less negated, immune to Fear

Affect PR number of Animals; Follow Psychic Simple Commands; If


Beastmaster Domination Half Action Yes 5m x PR - 200 Opposed Willpower commanded to act contrary to nature, +10% Opposed Willpower to break RT165
free
Affected target must follow commands; Commands must be able to be done
Compel Domination Half Action No 5m x PR Delude 200 Opposed Willpower in 1 round; Potentially Suicidal acts +20% Willpower RT165

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

As long as power is maintained, can divide actions between Psyker and


Dominate Domination Half Action Yes 5m x PR Sensory Deprivation 300 Opposed Willpower target; -10% Penalty to all tests (except Opposed Willpower); Can be RT165
maintained for a number of rounds equal to Effective PR
Dominate Minimum level takes 2d5 Rounds; 1 Fatigue for Psyker on Failure; +10%
Reprogram Domination Full Action Yes 1m Mind Probe 500 Opposed Willpower Willpower per 2 PR; (RT167) for additional information RT166
Psychic Disciplines
Technique Name Technique Tree Focus Time Sustain Range Prerequisite XP Value Focus Characteristic Description Book/Page
-10% Willpower for Psyker; Mind leaves body and takes over another; -10%
Puppet Master Domination Full Action Yes 1km x PR Dominate 500 Opposed Willpower Penalty to all tests; If target killed 1d5 Wounds & 1d10 IP; 1d5 Fatigue to RT166
sever link
DIVINATION DISCIPLINE

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

Discern the touch of the Empyrean on people/things; 1DoS = Contact with


Warp/Powers within PR Hours; 2 DoS = Exact Nature of Contact within PR
Detect Taint Emperor's Tarot Half Action No 1m x PR - 100 Psyniscience ITS195
Hours; 3 DoS = Detect touch of Warp; 4 DoS = Nature of relationship with
Warp; 5 DoS = Detect Dark Pacts, Possession

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

Gain impressions/feelings from an object/general area by being in contact


Psychometry Emperor's Tarot Half Action Yes 1m x PR Augury 200 Psyniscience with it; 10 Rounds per insight, - PR for each level (5PR = 5 Rounds per insight) RT170

+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

Ballistic Skill; 1d10+2+(PRx2) I Damage; 3 DoS knocks target back 1d5metres


Force Bolt Telekinetic Force Half Action No 10m x PR - 100 Willpower and knocked prone RT171

In situations which require fine dexterity, use Willpower instead of another


Precision Telekinesis Telekinetic Force Half Action Yes 5m x PR - 100 Willpower Characteristic; PR counts as SB; Takes Benefits/Penalties as usual if using a RT171
weapon
1d10+PR R Damage, not reduced by Armour or Toughness, Shocking; Only
Death Grip Telekinetic Force Half Action No 1m x PR Telekinetic Crush 200 Opposed Willpower works on living beings & animals ITS195

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

Opposed Willpower against Toughness; 1d10+(PRx2) I Damage; Cannot be


Telekinetic Crush Telekinetic Force Half Action No 10m x PR - 200 Opposed Willpower dodged, can Grapple with WB = SB RT171
Psychic Disciplines
Technique Name Technique Tree Focus Time Sustain Range Prerequisite XP Value Focus Characteristic Description Book/Page
Telekinetic Shield Telekinetic Force Half Action Yes Personal Telekinetic Crush 200 Willpower AP = PR; Stacks with other Armour, works against Warp Weapon RT172
Weapon Skill; can be parried, not destroyed by Power Field; 1d10+(PRx3) R
Telekinetic Weapon Telekinetic Force Half Action Yes Personal Force Bolt 200 Willpower RT172
Damage, PR Pen
Precision Telekinesis Only protects 90 Degrees arc; AP = PR; Effective against both Physical and
Psycho-Kinetic Shield Telekinetic Force Full Action Yes Personal/2m 300 Willpower ITS196
Psycho-Kinetic Mist Psychic attacks
PR number of Force Shards; -10% Weapon Skill & Ballistic Skill against Psyker,
Precision Telekinesis Willpower to hit targets; 1d10+(PRx2) R Damage, PR Pen; Each DoS = another
Force Shards Telekinetic Force Half Action Yes 5m x PR Telekinetic Weapon 400 Willpower RT172
Hit

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

Personal Willpower to hit targets; PR number of targets; 2d10+(PRx3) I Damage; No


Storm of Force Telekinetic Force Full Action Yes 5m x PR Radius Telekinetic Weapon 500 Willpower target hit more than once per round RT172

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

Immune to any effects that penalise Willpower, cannot gain Corruption


Soul of Adamantium Warp Manipulation Half Action Yes Personal - 200 Willpower Points and Warp Weapons treat Psyker as Holy ITS199

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

PRxDoS Damage to Daemonic creatures, not reduced by Armour; Psykers


Seal the Breach Warp Manipulation Half Action Yes 5m x PR - 300 Opposed Willpower suffer -10% x DoS to manifest Powers instead ITS199

Soul of Adamantium
Warp Weapon Warp Manipulation Full Action Yes Personal Sanctuary 300 Willpower Affects one weapon held by Psyker, Warp Weapon ITS199

1d10 x DoS R Damage, not reduced by Armour or Toughness; 5 DoS = Instant


Banishment Warp Manipulation Full Action No 5m x PR Seal the Breach 500 Opposed Willpower Destruction; Only works on Warp Entities ITS198

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

Willing character enters trance for up to PR Days; Target doesn't need to


Breathe, Eat, Ignores environmental effects and Blood Loss; Each DoS
Embrace of Emptiness Cryokinesis Half Action No 1m x PR - 100 Willpower TNP93
doubles the maximum duration; Toughness to resist, 1 Fatigue and 1/2
Movement for next round

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

Line of Sight, Ignores Cover; 1d5+PR E Damage, Pen 6, 1 Fatigue; -5(xDoS)%


The Void's Touch Cryokinesis Half Action No 5m x PR - 200 Willpower Dodge if still in contact with surface; Toughness or 1/2 Movement next round TNP94
if damaged
1 (+2DoS) Psychic Bolts, Max = PR; Targets may Dodge; 1d10+PR E Damage,
Breathstealing Barrage Cryokinesis Full Action No 10m x PR The Void's Touch 300 Willpower Pen 4 (+Fatigue); Toughness or 1 Fatigue if damaged TNP94

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

No need for Air or Warmth, immune to suffocation & vacuum; Resistance


Void Substantiation Cryokinesis Half Action Yes 1m x PR Black Sleep 400 Willpower (Cold & Poison); Melee Attack against Psyker -5% (-5% x DoS) Toughness. TNP95
-10% Penalty on attack and 1 Fatigue
10m x PR
Freeze the Soul Cryokinesis Full Action No 2m x PR Radius Breathstealing Barrage 400 Willpower 2d10+PR+(Fatigue) E Damage, Pen 6, Snare; Can be dodged TNP95

SOUL WARD DISCIPINE


The Emperor's Guidance Basic Full Action Yes 10m x PR - - Psyniscience +10% Willpower to allies (not Psyker); 3 DoS = reroll Fear Tests TNP96
Psychic Disciplines
Technique Name Technique Tree Focus Time Sustain Range Prerequisite XP Value Focus Characteristic Description Book/Page
Intelligence 15+ needed on Target; Stunned for 1 Round (+3DoS); Psyker has
Know Thy Place Divine Grace Full Action No 10m x PR - 100 Opposed Willpower TNP96
Fear (2); Once per encounter on any given person
-(PRx3)% to Weapon Skill, Ballistic Skill & Dodge; Line of Sight; Target can try
Heresy's Price Divine Grace Full Action Yes 5m x PR - 100 Opposed Willpower TNP97
to break free each round

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

PR Number of Allies affected; +5%(+5%xDoS) Weapon Skill & Ballistic Skill


Chorus of the Righteous Divine Grace Half Action Yes 2m x PR Know Thy Place 200 Willpower TNP97
(Maximum +30%)

PR Number of Allies affected; +5%(+5%xDoS) Intelligence & Perception


Strength of Truth Divine Grace Half Action Yes 2m x PR Chorus of the Righteous 300 Willpower (Maximum +30%); Spend Fate Point to restore another characters Fate Point 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

PR Number of Allies affected; +5%(+5%xDoS) Strength & Toughness


Glory of the Just Divine Grace Full Action Yes 2m x PR Strength of Truth 400 Willpower (Maximum +30%); -40% Willpower to recover Fate Point spent by other TNP98
Characters; 1 Fatigue per Round
Target other than Psyker, 1+3DoS; Ignore Critical Damage (except Death/Loss
Call of Faith Divine Grace Half Action Yes 2m x PR Enduring Faith 400 Willpower of Limb) TNP98
Navigator Powers
Power Name Time Sustain Range Characteristic Novice Adept (+10%) Master (+20%) Book/Page
Perception to notice the Navigator, affects
A Cloud in the Warp Half Action Yes Personal Willpower Daemons/Warp Entities; Cannot use other powers Same as Novice, but -10% Perception Same as Adept, but WB metres around Navigator RT179
whilst maintaining

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

Draw 3 Secrets from the future; Spend one for +10% to


any test in the following round; Spend either of the
Foreshadowing Half Action No Personal Perception others, roll 1d10 per secret; 7,8,9,10 rolled -10% Same as Novice, but 9,10 rolled Same as Adept, but can use Secrets up to 5 rounds after RT179
instead; Use more than once per hour, 1d5 IP

Determine if target holds taint of Warp; Psy Rating,


Same as Novice, but detect Major Disturbances in Warp Same as Adept, but can detect use of Psychic Powers
Gaze into the Abyss Half Action No Personal Perception more than 20 Corruption Points etc; People with Dark RT179
up to PB VU's 10m x PB
Pacts get Opposed Willpower

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)

1d10+(1d10xDoS)+2xWB E Damage, not reduced by


1d10+(1d10xDoS)+2xWB E Damage, not reduced by
Scourge of the Red Tide 1d10+(1d10xDoS)+WB E Damage, not reduced by Armour; Can damage non-living beings and inanimate
Half Action No 15m Opposed Willpower Armour; No bonus for looking away; Navigator suffers ITS191
(Navigator Gaze) Armour objects; Navigator suffers 1 Wound & Fatigue; 1 DoF = 2
Wounds 1d5 Wounds; 1 DoF = 1d10 Fatigue

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

-20% Perception, take IB and divide the points between


-10% Perception, IBx5 to Manoeuvre or Ballistic Skill for Same as Adept, but lasts 1d5 Strategic Turns; 2 Fatigue,
Stacking the Deck Half Action No Ship Perception one Action Speed and/or Armour; 1 DoF = 2 Fatigue; Lasts 1 1 DoF = 4 Fatigue ITS192
Strategic Turn
1d10 R Damage, not reduced by Armour; Knocks target Same as Adept, but 2d10+DoS R Damage; Target must
Stripping the Husk Half Action No 100m Opposed Willpower Same as Novice, but 1d10+DoS R Damage ITS191
prone make a Pinning test
Stupefy the Soul Same as Novice, but -10% Fear on Target; Fail = 2
Half Action No 15m Opposed Willpower 1d5+4 Fatigue on target, reduced by Targets TB Same as Adept, but -20% Fear; 2 Fatigue ITS192
(Navigator Gaze) Fatigue
Navigator Powers
Power Name Time Sustain Range Characteristic Novice Adept (+10%) Master (+20%) Book/Page
Move to any point within range as long as you could
have walked, climbed or swam normally; 1 Fatigue; Fails
The Course Untravelled Half Action No Perception (m) -10% Willpower = Stunned 1 Round; 3DoS Fail = Stunned 1d10 Rounds & Same as Novice, but Willpower; Perception x2(m) Range As Adept, but Free Action/Reaction RT180
1 IP

1d10+WB E Damage, not reduced by Armour or


The Lidless Stare Toughness; Stunned 1 Round; 1 Fatigue on Navigator, 1 Same as Novice, but 2d10+WB E Damage, not reduced Same as Adept, but -10% Toughness or be slain (Int 20+
(Navigator Gaze) Full Action No 15m Opposed Willpower DoS Fail = 2 Fatigue; Affects Friends & Foes, Targets get by Armour of Toughness; Stunned 1d5 Rounds; 1d5 IP Only); 1d10 IP if successful RT180
+30% Willpower if forewarned

AB x2 for Initiative, additional Half Action that turn, 1


Tides of Time and Space Free Action No Personal Perception Fatigue; Fail = 1/2 AB and only take Half Action; 3 DoS Same as Novice, but AB x3 Same as Adept, but AB x4; additional 2 Half Actions/1 RT181
Full Action
Fail = Disappears for 1d5 Rounds;
Track Warp trail through space; No older than PW Same as Novice, but PB Months; Can track ships in the
Tracks in the Stars Half Action No Personal Perception Same as Adept, but PB Years RT181
Weeks Warp
As per Adept, but roll twice on Warp Travel
Vision of Hell Half Action No 15m Opposed Willpower Roll on Hallucinogen table; 1 Fatigue for Navigator Same as Novice, but +20 on Roll & 2IP; Fail = 1IP Hallucinations at +50; Fail = Navigator Hallucinogen TNP90
(Navigator Gaze)
Effects

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)

Acquisitionist Rank 3+ Seneschal Black Market/Cold Trader/Underworld - ITS72


Fellowship 35+, Willpower 35+, Must spend time studying teachings of
Adherent of Aleynikov Rank 1+ Any, except Ork & Kroot Follower of Nadine Aleynikov FAC74
Nadine Aleynikov
Tech-Use Trained, Experimented with Technology without sanction of the
Arch-Heretek Rank 2+ Any, except Navigators, Astropaths, Missionaries, Enemy of the Adeptus Mechanicus (Heresy!) Adeptus Mechanicus/Broke Laws of Cult Mechanicus; (Enemy HA32
Orks & Kroot
(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)

Either Barter, Commerce or Forbidden Lore (Xenos) Skill, Actively


Cold Trade Broker Rank 2+ Any Trader of Xenos Artefacts participated in the Xenos Artefact Trade, (Cold Trader Trait, Enemy HA34
(Inquisition) Talent)
Follower of the teachings of Saint Numeri IV on how to "redeem" Willpower 30+, must be an initiate with Vigil of the Fourth Cipher;
Defender of the Fourth Cipher Rank 2+ Missionary, Arch-Militant TNP74
heretics (Unfaltering Redemption Talent)

Drusian Adherent Rank 1+ Any, except Astropath, Explorator, Ork & Kroot Unending Crusader in Drusus's Name No more than 10 Corruption Points ITS78

Either Barter, Blather, Charm, Commerce or Scrutiny Skill or Enemy


Drusian Charlatan Rank 1+ Any, except Exploorator, Ork & Kroot Profit worth abusing Common Folk for their faith (Ecclesiarchy) or Rival (Ecclesiarchy) Talent, Fellowship 35+; (Enemy HA36
(Ecclesiarchy) Talent)

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

Agility 40+, Perception 35+, trained by the Psylakis Brotherhood/secret


Psylakis Warder Rank 4+ Any, except Astropath, Navigator, Ork Mindlinked Bodyguard for a Psyker/Navigator TNP78
rite to create link; (Mindlinked Trait)
Insanity Points 15+, must have captured/looted another ship, killed one
Reaver Rank 2+ Any, except Ork & Kroot Think Firefly Reaver but 40kified opponent in cold blood; (1d10+5 Insanity Points, Enemy (Rogue Traders, HA42
Nobility, Imperial Navy) Talents)

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

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