Beruflich Dokumente
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This spreadsheet can be used to generate a new Rogue Trader, Dark Heresy or Deathwatch character and to ad
It currently supports material from the Dark Heresy (Core Rulebook, Inquisitors Handbook, Radicals Handbook,
Rogue Trader (Core Rulebook, Into the Storm, Hostile Acquisitions) and Deatchwatc
Tips: Always use the blank sheet to start a new character, not a previously used one as some formulas are overr
I tend to save a blank character sheet (.rtc file) and load that in during testing to ensure the workbook is correct
OpenOffice users should do a recalculate hard (Ctrl+Shift+F9) after opening the workbook to ensure all dropdow
LibreOffice users should note that the macros will work but there is problem with alignment of all the tick boxes
Instructions
First fill in your basic character details on the Character Generation sheet. You can change the Orange Title from
Note: The implementation of Grey Knights falls somewhere between the Dark Heresy and Deathwatch rules. As
The light blue cells indicate areas to enter data. Some of these will become available or unavailable depending o
Sample Data Entry Cell
If your character has mutations then add them to the Mutations sheet. This is also used to add in malignancies
The Advancement sheet is for adding in XP gained and levelling up. Select the next rank when you have spent e
You can also increase your characteristics on this sheet, enter elite advances not available elsewhere and adjust
Note: When reaching a new rank you may find some previously chosen skills become available at a lower cost (p
To get around this problem, put the difference in the XP cost into the "other" cell in the XP spent summary. i.e. If
If you are playing an Imperial Psyker, Adept, Sorceror or Librarian, the Powers sheet is used to select your psych
If you are playing Deathwatch and want to design your own Chapter using the rules from Rites of Battle, this sho
All this data is consolidated on a choice of 3 printable character sheets. The Imperial or Modern style Character
The Talent Summary sheet can also be printed. It contains a summary of the talents descriptions, influence tale
Finally, the DW Mode sheet contains a summary of the Solo and Squad modes available to your character. It can
Characters can be saved and loaded from the Character Generation sheet. The save process creates a small .rtc
The save files will allow you to continue to develop your characters in future releases of this spreadsheet witho
You can also adjust the behaviour of the workbook by adjusting the options on the Character Generation sheet
If you find errors in the spreadsheet or have enhancement requests, feel free to contact me via email or the for
The 40K setting and RPG design are © Black Industries, Fantasy Flight Games and Games Workshop and are use
The programming and design of the sheet remain © Daryl Tose 2010-2012 (drt@blackmoor.org.uk)
Visit the webpage below for links to the forum and to download the latest release.
http://www.blackmoor.org.uk/40K.html
atch character and to advance an existing one when you gain experience.
ook, Radicals Handbook, Disciples of the Dark Gods, Blood of Martyrs and Ascension, Daemon Hunter, The Lathe Worlds, The Book of Ju
isitions) and Deatchwatch (Core Rulebook, Rites of Battle, First Foundings)
nge the Orange Title from Rogue Trader to Dark Heresy or Deathwatch depending on your adventure setting.
nd Deathwatch rules. As such they have their own setting.
unavailable depending on other options chosen.
d to add in malignancies (caused by corruption) and disorders (from insanity) as your character advances.
und). If the text is greyed out then you have not met the prerequisites.
your origin path or career. XP values can be adjusted if taken as an elite advance with a different XP cost.
box, if it is highlighted in blue, to purchase the talent. You can adjust the xp cost if taken as an elite advance.
ll highlight in blue and you should select the appropriate option from that menu.
he Equipment sheet to equip your armour and weapons.
used to select your psychic powers dependant on your Psy rating and talents or to buy Ascended powers.
m Rites of Battle, this should be done on the "Chapter" sheet before creating your character.
Modern style Character Sheets show all the information in differring formats and the Text CS can be used to export (cut and paste) to o
scriptions, influence talents and the combat rules, useful for new players. The Gear summary can also be printed if you have too much
e to your character. It can be printed and turned to face the appropriate direction when in combat.
ocess creates a small .rtc file that can be loaded at a later time. To do this you must enable macros, however in OpenOffice or new vers
f this spreadsheet without the need to re-enter all the details.
racter Generation sheet, i.e. whether an expansion book is allowed. Note these options are not saved with the character.
t me via email or the forum.
es Workshop and are used with thanks by a fan.
moor.org.uk)
, The Lathe Worlds, The Book of Judgement),
ken the lower cost option. This may mean your XP spent goes down!
used to export (cut and paste) to other applications using the stand book notation.
o be printed if you have too much to fit on the character sheet.
owever in OpenOffice or new versions of Office for Mac macros will not work.
Character Description
Mutations
The descriptions and effects of some of the mutations differ in the Rogue Trader and Dark Heresy settings. Ensure you select the version from your gam
Dice Rolls 1d10 1 1d5 3
2d10 11 1d100 35
Rogue Trader
Gained Mutations Adjustments
1-5 : Grotesque
6-10 : Tough Hide
11-15 : Misshapen
16-20 : Feels no pain
21-25 : Brute
26-30 : Nightsider
31-35 : Mental Regressive
36-40 : Malformed hands
41-45 : Tox blood
46-50 : Hulking
51-55 : Wyrdling
56-59 : Vile deformity
60-63 : Aberration
64-67 : Degenerate mind
68-70 : Ravaged body
71-74 : Clawed/Fanged
75-78 : Necrophage
79-81 : Corrupted Flesh
82-85 : Venomous
86-89 : Hideous strength
90-91 : Multiple appendages
92-93 : Worm
94 : Nightmarish
95 : Malleable
96 : Winged
97 : Corpulent
98 : Shadow Kin
99 : Corrosive bile
100 : Hellspawn
Navigator Mutations
1-15: Strangely Jointed
16-30: Elongated Form
31-45: Pale and Hairless
46-55: Dark Eyes
56-60: Withered Form
61-65: Bloated Form
66-70: Membranous Growth
71-80: Inhuman Visage
76-85: Fingers like Talons
81-85: Needle Teeth
86-90: Disturbing Grace
91-95: Strange Vitality
96-100: Unnatural Presence
Dark Heresy
Minor Mutations
1-20 : Grotesque
21-30 : Tough Hide
31-40 : Misshapen
41-50 : Feels No Pain
51-60 : Brute
61-70 : Nightsider
71-80 : Big Eyes
81-85 : Malformed hands
86-89 : Tox Blood
90-99 : Wyrdling
100 : Major Mutation
1-25 : Vile Deformity
26-35 : Aberration
36-40 : Degenerate Mind
41-50 : Ravaged Body
51-60 : Clawed/Fanged
61-65 : Necrophage
66-70 : Corrupted Flesh
71-75 : Vile Alacrity
76-80 : Hideous Strength
81-85 : Multiple Appendages
86-90 : Worm
91-92 : Nightmarish
93-94 : Malleable
95-96 : Winged
97-98 : Corpulent
99 : Corrosive Bile
100 : Hellspawn
Corruption and Malignancies
re you select the version from your game setting.
Gained Malignancies
Palsy
Dark Hearted
Ill-fortuned
Skin Affliction
Night Eyes
Morbid
Witch-Mark
Fell Obsession
Hatred
Irrational Nausea
Wasted Frame
Night Terrors
Poor Health
Distrustful
Malign Sight
Ashen Taste
Bloodlust
Blackouts
Strange Addiction
Insanity and Disorders
A Machine of Flesh
Brute
Clawed/Fanged
Feels no Pain
Nightsider
Tough Hide
Venomous
Regeneration
Sonar Sense
Sturdy
Skill sheet XP Spent on Skills
0
ation, Intimidate
eracy, Speak Language (High/Low Gothic, Ship Dia
Talent
XP to Spend 500
Err:502 Err:502
XP cost Bought
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Key
Talent available
Prerequisites not met
Talent possessed
Prerequisite
Description
0 Proficient with all (non exotic) basic weapons
0 Battle Rage, Berserk Charge, Frenzy, Furious Assault
0 Assassin's Strike, Blade Master, Combat Master, Counter Attack, Wall of Steel
0 Ferric Lure, Ferric Summons
0 Foresight, Total Recall
0 Crippling Strike, Crushing Blow, Precise Blow, Sure Strike
0 Energy Cache, Luminen Blast, Luminen Charge, Luminen Shock
0 Enhanced Bionic Frame, Machinator Array, Mechadendrite Use, The Flesh is Weak
0 Maglev Grace, Maglev Transcendence
0 Ambidextrous, Two weapon (Ballistic), Dual Shot, Independent Targeting, Gunslinger
0 Proficient with all (non exotic) heavy weapons
0 Air of Authority, Iron Discipline, Into the Jaws of Hell, Master Orator
0 Quick Draw, Paranoia, Rapid Reaction, Leap Up, Light Sleeper, Lightning Reflexes
0 Die Hard, Hardy, Iron Jaw, Resistance (Cold, Heat, Poison), True Grit
0 Binary Chatter, Elctro Graf Use, Gun Blessing, Technical Knock
0 Proficient with all (non exotic) melee weapons
0 Mental Fortress, Resistance (Psychic), Strong Minded
0 Crack Shot, Deadeye shot, Marksman, Mighty Shot, Sharpshooter
0 Proficient with all (non exotic) pistol weapons
0 Autosanguine, Chem Geld, Orthoproxy, Prosanguine, Rite of pure thought
0 Ambidextrous, Two weapon (Melee), Dual Strike, Lightning Attack, Swif Attack
0 Armour of Contempt, Fearless, Insanely Faithful, Jaded, Resistance (Fear), Unshakable Faith
0 Proficient with all (non exotic) thrown weapons
0 Hatred (all), Inspire Wrath, Litany of Hate
0 Disarm, Unarmed Master, Unarmed Warrior, Takedown, Street Fighting
0 Deflect Shot, Hard Target, Step Aside
akable Faith
Shopping
Select the items you own (put the quantity in the owned column and adjust the number carried if you don't carry them all)
For ammo - the quantity reflects the number of clips owned.
Description
Holds stuff up to 50kg
+20 to concealment; when standing still, wearer counts as one Range bracket further away when targeted
depending on charm, could lead to lucky moments at DM discretion
keeps time
+30 to climb tests to descend, cannot fall
shows stance and worth
Fit on Helpless or Unconscious target; can explode remotely up to 1k, kills wearer, deals 1d10X Blast(3), removal without the trigger is -20 Tech-use
+20 toughness to resist gasses
No penalties due to darkness, +20 to vision based percep tests at night. Advanced can look like simple glasses
gain dark sight trait, good quality make immune to flash grenades
immune to gases and can breath underwater. Canisters last an hour before being replaced, cost 25 thrones and are scarce
can fire basic weapon with one hand without penalty
+30 to toughness tests to resist gas, may re-roll if failed
full suit with rebreather, can survive in a vacuum
+10 on concealment test when in forest or jungle terrain, +1 AP(primitive)
cool oversized mask
-20 on perception test to detect wearer by smell, lasts 1d10 hours
Scarce on Volg, glow like a candle, counts as superior charm, +10 to avoid pinning
+10 to literacy, lore, and search where close examination is needed. Failure by 4 or more degrees, gain one fatigue, can record onto data slate
need common lore (machine cult) skill, +10 to fellowship on followers of machine cult
harness that allows traversing below ceilings, half normal speed
ag test to move normal speed
helmet that draws oxygen from water to stay under indefinitely. Expires afer 10 years, no protection from airborne toxins, must keep gills wet
protect from cold, can use for +10 tech-use to power old data slates and such, can charge a lasgun charge pack for 1d5 shots
use pilot(jump pack) skill, sofens falls, Flyer(12) trait for 1 minute, power lasts 1 hour or strain before replacing
halve movement and ag, in low or no grav no penalty as long as he can walk.
last 10 hours in space, internal vox-link, seal patching kit, compact grapnel, photo-visor, 3AP to body, arms, legs, 4AP to head, -10 to ag
propel through open space with movement of 6, don’t work in normal gravity
can serve as body bag
Name and Rank tags worn by soldiers
Suitably styled clothing
+30 to climb, +10 on scree, talus, or similar
synthetic gill to breath underwater, needs constant immersion
detects infra-red laser on gun that can only be seen in visor, kind of bulky
One off use to reroll on the Psychic Phenomena table
Research True Name (-20 forbidden lore Daemonology) to auto confirm Righteous fury. Lasts 2d10+Int bonus days
Tune into 1 of 3 channels to grant various effects (Chem Geld, Jaded or +10 vs mind control). Count as deafened.
Grants +20 to interrogation tests ro does 1d5 damage to target.
Able to see psychic effects with +10 Awareness test. Non psychic effects are at -20 to spot. Gain fatigue afer 1 min.
Sanctified. Triggers warp instability.
Plasma weapons within 10m suffer -30 BS and lose volatile trait
When applied grants +20 vs Daemonic fear and +10 WP vs psychic effects. Lasts 1 month.
absorbs light and emits no heat, toughness test or suffer fatigue afer every hour, +30 to concealment when in dark
no penalty in darkness, +20 to vision based percep tests at night
like Rorschach's mask from watchmen but colorful
+20 to toughness test against extreme weather
Protects eyes from shrapnel and bright light
Contains enough air for 15 hours of operations. Applies -5 to user's Agility. Gain Fly (3) in low or zero gravity.
Grants +10 to escape Grapple, and opponents take -10 to Grapple.
May be a kind of sight (details on pg 133). -30 Scrutiny to determine true purpose. Counts as weapon's sight.
Chapter Relic of the Blood Angels. Gain +10 to all WS, BS, and Skill Tests and Unnatural Perception for 1 Hour. Page 167 for more details.
Deathwatch Relic. Negates two points of AP from incoming attacks. Gain +10 to Opposed WS Tests to Feint, and if Defensive Stance is taken, foes suffer an additional -10 to hit.
Chapter Trapping. Grants +3 to WP Tests to resist Fear effects and Cohesion Damage
Chapter Trapping. 3 Varieties.
Grants +2 to Fel Tests.
Restores 1 bonus Cohesion per Primary Obj. Completed.
Adds 1 to Squad's effective rank for determining BT Solo Ability Effectiveness, but lose 1 Base Cohes
Chapter Trapping. May add +13 to tests when spending a Fate Point instead of +10.
Chapter Trapping. 3 Varieties.
Grants +3 to Command Tests.
Adds +1 Damage if making a Charge Attack.
Reduces total incoming Corruption Points by 1.
Chapter Trapping. 3 Varieties.
Grants +3 to one kind of S. Lore test. (Add manually on skills sheet)
Grants +3 to one kind of F. Lore test. (Add manually on skills sheet)
Grant's +3 to all Scrutiny Tests.
Chapter Trapping. Grants +2 to all Intimidate Tests.
Chapter Trapping. 3 Varieties.
Adds +1 to any RF Damage.
Adds +3 to any tests with a single Drive or Pilot Test. (Add manually to skills sheet)
Adds +3 to all Awareness Tests.
Chapter Trapping. 3 Varieties
Adds +2 S afer all mods.
Adds +2 WS when fighting in single combat.
Counts as a charm
Chapter Trapping. 3 Varieties.
Adds +3 to Parry Tests.
Grants +3 on first WS attack roll in combat.
Grants +3 to any tests made to regain Cohesion or prevent its loss.
Chapter Trapping. Add +10 Kill Markers to any Assault Mission where it was displayed at least once in battle.
Grants +3 WS against a specific enemy type
Used to create an Ossific relic. Successes on Difficult (-10) Trade (Remembrancer) determines WS bonus
Grants +30 to Climb Tests, will not fall if failed.
May double base movement with short jump in any direction, ignoring obstacles. May have Flyer (12) for up to one minute
Reduce Ag by half when in use. Allows normal movement in low/zero-g.
Read page 171 for details.
Regain additional point of Cohesion when Kill-Team Leader spends a Fate Point to restore a point of Cohesion.
Acts as a charm.
Time piece.
Read page 172 for details.
alcohol drink
immediately removes all drug effects, stunned for 1d10-TB as you expel all you can inside you
become fearless and gain frenzy talent. Lasts 1d10 minutes
inject drugs, full action
cigs
+20 to medicae test (may treat as basic if untrained), 6 doses of stimm and other supplies
illegal recreational drug
FOOD
basically tea
basic booze
full action to make a gun immune to jamming for its clip size. If already jammed it unjams but is no immune
increase Ag and Per by 3 for 2d10. aferwards test toughness or take -20 to ag and per for 1d5 hours
see pg149
lasts 3d10 rounds, ignore negative effects from damage and can not be stunned, wears off leaving -20 to str, toughness and ag
Instant, Toughness +10, Lethal, Roll on Hallucinogen effect table, pg 137
Instant, Toughness -20, Sedative, second dose kills
Swif, Toughness -10, Lethal (Toughness damage is permanent)
Instant, Toughness -10, Necrotic (1d10)
Slow, Toughness +0, Lethal
Instant, Toughness -30, Lethal
Swif, Toughness +0, Sedative
Slow, Toughness -30, Paralytic
Instant, Toughness +20, Paralytic and Necrotic (1d5)
+10 medicae test
+10 medicae test
10 toughness test or 1d10 minutes later fall into a deep sleep for 1d5-TB in hours
+10 medicae tests for disease and fevers, full action to stop blood loss
Apply to melee weapon or primitive firearm. Reroll any failed test to prevent breaking or jamming, lasts 1d10+4 attacks or 12 hours
Cheese that curdled in an animals stomach
+10 bonus on fear tests, -10 int, lasts 1d5 hours, addictive
+20 resistance to toxins, lasts 1d5 hours, toughness test or lose one point in toughness
-20 Carouse to drink
Imitation of the best wine in Calixis
The best wine in Calixis
Holy Grail of Wine
Send victims to sleep and causes insanity
+30 toughness to resist toxin and disease and carouse tests, lasts 1d5+1 hours, aferwards is fatigued.
x2 str and toughness for 1d5 rounds, aferwards permanently lose 1d5 str and ag
-10 medicae to use properly, 4 degrees in failure result in death, success means death-like trace for 1d10 days
-10 wp tests and -20 percep tests for 3d10 minutes, experiences visions and altered perception, afer dose wp test or 1d5 insanity, if gained insanity then 20% chance of 1d5 corruption
-10 WP test or 1d10+10 insanity, gain fearless, permanently reduce fellowship by 1d10
lasts 3 days, +20 to survival in arid, half water needed, -10 str and percep, -5 fellowship, extended use cause damage
does too many things, pg 154 Inq Handbook
Enough nutrients for a day, bad for long term diet
covers ships on Spectorin to mask nature from dangerous wildlife, abundant on spectorin
Popular space juice
Barely keeps someone alive, literal brick of food
Standard Ration for battle
contains prayers on edible paper,
step above relief ration
like standard with higher energy
Spray on cast, reduces difficulty of medicae test to stop blood loss by one step
+20 to resist disease or infections for 6 hours
gives Fearless and frenzy talents and unnatural agility(x2). Lasts 2d10minutes. Take one point of damage
+10 to resist Fear and Pinning, -10 Perception, lasts 1d10 hours
removes fatigue and immune to fatigue for 2d10 rounds, aferwards 1d5 levels of fatigue
reroll any failed test to resist disease or toxin, stops blood loss, toughness or take 1d5 damage, ignore ap and TB
full action, stops blood loss
determine if someone is poisoned with perception test, 2 degrees of success identifies antidote
Grants +10 Int and -20 WP for half an hour. -10 Perception aferwards
For 24 hours reduce fear tests by 1 level, reduce insantity gained by 2 (min 1), -10 Per
Gain Decadence Trait and +30 to T tests vs poisons. Suffer Migraine 3 hours later
Ignore moral dictates (+10 WP to ignore base instincts).
Neurological drugs at -30 for 2d5 hours, target suffer -20 to WP tests
Repeated use grants resitance to cold and heat and 1 point of fatigue
Grants +20 to awareness for 1d5 hours
Adds +2 AP to affected skin and +10 to T tests
Grants +30 to WP tests and +10 vs interrogation for 1d5+3 hours. -10 T test or fatigued when it wears off.
Apply -30 to tracking attempts based on scent and concealment and shadowing skills (animals) for 1d10 hours.
Grant +30 to Ag tests for 1d5 hours. -20 WP test to avoid violence if suprised.
Feel relaxed for 1d5 hours. +30 WP to do something they prefer not to.
Suffer -50 to resist interrogation for 3d5-Toughness bonus hours
Ignore fatigue for 2d5 hours, gain +40 to T tests and resitance to interrogation.
+20 to Medicae Test, can be used without training in skill
High scale food
full action to apply to weapon, becomes immune to jamming, for 1 clip, if applied to jammed weapon, immediately unjams
Sophisticated liquor
numbing low-hive alcohol
Take -10 WP test to focus. If they pass, all Intelligence tests are at +30 for 3d10 Rounds. If they fail, -20 for 3d10 rounds as you focus on something irrelevant.
Red space wine. Causes drinker to glow faintly when drunk.
Gain Battle Rage Talent for 3d10 rounds per dose.
Requires -10 Carouse Test to avoid extreme drunkenness (fatigue)
Space Brandy
Dose lasts 2d10 minutes, during which user cannot be stunned and takes no Fatigue. Test for side affects aferwards.
Nullifies one level of Fatigue for 1d5 hours. Afer drug wears off, gain an additional level of Fatigue.
Gain +20 WP for 1d10 minutes per dose. If used more than twice a week, take -20 WP test or become addicted, requiring daily use.
Unnatural Strength, Perception and Toughness for 1d5 rounds. Permanently lose 1 point of Str, Per, T each round.
Poison deals 1d5 Strength and Toughness damage (Toughness -10 test to avoid). -10 Chem-Use to apply
Gain +2 Psy rating for 1d5+1 minutes. Cannot use fettered powers and add +10 to psychic phenomena results
Nacrotic, suffer 1d10 Per and WP lose for an hour and make Toughness test or fall unconscious
1d5 Int, Per and WP damage. Effects last until characteristic points are regained.
Poison deals 3d10 damage (-20 Toughness to avoid) ignoring armour and toughness
Poison - Suffer 1d10 Str damage + 1d10 for each degree of failure. Chem-Use -10 to apply to weapon.
Posion delivery system (hypo-spray). WS to "hit", can be dodged but not parried.
Ends and renders immune toxins, poison, gases, and other such effects for 1d10 rounds. Injected manually.
Take -10 Toughness Save or suffer 1d10 temporary S Damage, plus further 1d10 per DoF.
Delays the effect of any drug or toxin by 1d5 hours.
May not be requisitioned. Must be custom made. Attacks specific target only
May hold a single dose of drug that can be administered by a Full Action.
Grants +20 to Medicae Tests on Space Marines. Raises threshold of Lightly Wounded to 3 times patient's Toughness Bonus. Doubles amount healed by First-Aid.
Allows a character to ignore Critical Effects for 1d10 Rounds. May be used in Sacrament of Renewal to refill power Armour injectors with +10 Tech-Use Test.
Only for Reqs deemed excessive. Used to restore integrity of Power Armour. Takes one round.
Immediately wakes an unconscious character.
Makes weapon immune to Jamming for a number of shots equal to clip size. May be applied to Jammed weapon to Unjam it.
+20 to awareness, tech-use test to detect things not normally detected, gasses, biosigns, radiation. Range 50m
+10 to trade(copyist)
+10 to tech-use
hold digital info
3d10X+2xweight. Blast area is weight x5, for setting pg101
+20 to Interrogation
illuminate area of dozen or more meters, lasts 1d5 hours before needing recharge
fires grapple hook with 100m wire line attached, can be used as a crude one shot crossbow
can cut or weld 10cm a turn, altering time for thickness, not combat capable
binoculars with a cooler name
handcuffs
comm device with range of 1km, range can be reduced
+30 to security when opening locks
contain interstellar maps of safe warp trails, good crafsmanship is +10 to stellar tests, best give +20 stellar
video camera
+10 invocation tests for psykers
proximity alarm that detect motion or sound, to use, tech-use test, GM rolls in secret. Device has Per 75 for detecting. Makes noise up to 1km
opposite of screamer, nullifies sound, +30 to silent move test, last about 20 minutes, recharge takes about an hour
comm device to send signals over great distance, ordinary (+10) tech-use test
contains what would be expected
Covers 2x2m, if victim has no AP on feet, hit by toxic. Anyone walking takes difficult ag test, success halves movement, fail quarters. Remains until medical treatment
-10 ag test, failure sets off trap, 1d10E. Second ag test, failure means caught on fire
lights area of meters equal to the number of slugs put together
stepping into area, AG test or take 1d10+2R
Thrown weapon with range of 10m with smoke quality, caught in blast must test toughness or gain one level of fatigue. Lasts 2d10 rounds
used to open all doors in region
net with toxic and snare traits
thick black smoke covers 40m area, clears in 1d5 to 2d10 minutes
start fires even when wet, packing together may cause sparks
+10 to climb, or improvised weapon
Thrown weapon, 10m range, fills 8m diameter with gas, exposure takes toughness test each round or get one level of fatigue
+10 to Climb test and forcing doors and locks. Melee weapon for 1d10+2I or R with primitive and Unbalanced
hiver ID card
+10 to Trade(copyist) or tech-use to copy, forge, or fabricate (+20 when Good, +30 when Best Crafsmanship)
Heretical card game
Assassin "calling cards"
Portable shrine
anti Xenos propaganda
detects radiation, airborne toxins, and pollutants. Beeps when there is danger
detects radiation, airborne toxins, and pollutants. +10 tech-use to identify danger
plays video cylinder double price to record video and play video from other sources
Contains videos
data-slate sized
backpack sized
Blank Security Card
analyze and process vast data, +20 to tests. Failure leads to inaccuracies
+10 to test in analyzing data-slates
heretical prognostication device -30 test to locate, cant with tech priests around
Projection device
Concentrated Power Source that can last several weeks.
Set of Multikeys, +10 security tests to disable alarms and communicate to machine spirits
+10 to survival tests
Armoured tents AP 8 (primitive), minor camouflage
Armoured tents AP 8 (primitive), minor camouflage
Increase AP to 12
Advanced caltrops, bestial trait creature -20 WP or flee
+20 tech-use to use, detects if food is edible. Failure gives inconclusive
fans owner to resist heat
recon device that can scout radius up to 15km, Flyer(8) trait, -30 to detect, can withstand single point dmg before destruction
Contains useful survival gear
paste that can cut through metal
nasty improvised weapon
includes blankets
Surrogate for Electoo-inducers and MIU links, lasts 1 hour, 2 applications per pack
25m range binary white noise generator
portable stasis field in box, all time and motion in box stops creating psychic dead zone
+20 to resist psychic powers and +10 to resist possession, no effect on psychic attacks that inflict direct damage
Creates a field that does 2d10+6E with Shocking to anyone who passes through it. Must have other pylons. Good and Best crafsmanship versions do an additional 1d10 damage.
Grants +10 to first-aid medicae. Best grants +20.
Weapon coated with this gains Toxic for 1d5 rounds. In addition, if target fails Toughness Test, suffers 1d10 Agility damage. No crafsmanship level.
Fancy hoverboard. Grants Flyer (15), requires Pilot (Personal)
Common Fuel. Explosion does 1d10E per Kg, with 4m blast per Kg. Agility Test of catch fire if caught in blast.
Glows when psychic powers are used or someone is being targeted by psychic powers within 5 meters.
Like an electroo, but just under the skin. Can be a chrono, lamplight, etc. Anything non-mechanical.
Will preserve one humanoid sized item as long as power is maintained.
Grants +10 to Survival tests. Good and best crafsmanship provide +20 instead.
High-Tech tourniquet. Grants +10 to medicae to stop blood loss. Good and best grant +20 instead.
Strait Jacket. Can be used with thrown weapon but gives inaccurate and snare. -10 on all tests to escape.
Bathes area in human visible spectrum in complete blackness. -40 to all vision based perception tests in area.
Imposes -20 penalty on all BS tests made to attack the wearer.
Warns of Gellar Field Failure 1d10 rounds prior to it happening. May also warn of a Daemon in 10 meters, though this is up to the GM
Filters a liquid into its purest form.
User may take two full actions per round (including two attacks). During the subsequent round, he may take no actions and suffers 1 level of fatigue.
Impose -20 to all BS and WS tests targeting user. Grants +30 to concealment if stationary, and forces a further -20 to all ranged attacks.
Contract in alien script signifying owner as a trusted trading partner of the Stryxis. Grants +20 to all Interaction tests with Stryxis.
Can integrate with ship's auspex and drive systems to allow the crew to plan short warp jumps without the aid of a navigator.
Allows user to move up to 4d10 meters. May cause corruption and insanity.
Can see into the warp but may gain insanity on double rolls (22,33,44...)
A cage used for holding creatures of average size
A cage used for holding creatures of hulking size
A cage used for holding creatures of enormous size
A cage used for holding creatures of massive size
Can carry heavy weapons that count as braced, even while moving.
-10 forbidden lore (warp) test to bypass astronimicon test and add 15 to navigation (warp) test.
Hidden items are harder to find (-40 on search tests)
May attempt psyniscience and navigation (warp) tests but suffer 1d5 insanity if you fail WP test.
Send false distress calls with Tech-Use -20 test to those in auger range.
Send false psychic distress calls with Tech-Use -20 test to those within 10 light years.
If openly displayed, may re-roll failed Charm Tests against Ecclesiarchy Member of equal or lower status (GM's discretion)
Grants +10 to WP to resist Fear, Charm, Intimidation, or other kinds of social manipulation. May cause fatigue
Fitted with a Laud hailer and audio recording device. Counts as a staff in combat. +10 to understand sounds at a distance.
Small portrait, usually of the Emperor.
Counts as a medi-kit with 2 doses of De-Tox and 2 doses of Stimm.
May only be issued to the most trusted of Witch Hunters. Provides a +20 on Research involving F. Lore (Cults, Heresy)
A complete copy provides +20 on Research involving C. Lore (Ecclesiarchy) and S. Lore (Imperial Creed). Abridged editions only provide +10.
Simple staff, usually with a hook on the top for hanging symbology.
A form of photo-visor. May visually detect psykers as if the user had Psyniscience +20. Requires a Full Action.
Some form of container for a relic or image.
Small badge for pilgrims representing a person or event.
Requires Pilot (Personal/Jump Pack) and Sororitas Power Armour. Flyer (12).
Designed to cause minor discomfort when twisted. Counts as a charm.
Grants +10 to all C. Lore Tests made on the subject of Ecclesiarchy, Heretics, Mutants, or the Adepta Sororitas.
If openly displayed, any characters in 20m that spend fate points recover them on an d10 8+. Characters with over 20 Corruption do not benefit.
Reduces wearer's effective Psy Rating by 4, and takes -40 to Invocation Tests. Wearer is considered Blind and Deaf.
Read page 173 for details.
Receive +5 to all BS tests while in Squad Mode with Marine carrying Signum. Tech-Use to add +10BS next round.
Join with marine carrying Signum in Squad Mode to gain the effect of Ganging Up, regardless of ranged or melee combat, gaining effect for both BS and WS.
+20 to awareness, tech-use test to detect things not normally detected, gasses, biosigns, radiation. Range 50m
Grants +10 to all Navigation (Surface) checks if connected to some form of data. May contain maps and 3d projectors.
The Codex Astartes, Pocket Edition.
Grants +10 to Tech-Use tests.
Holds data.
Does 3d10 Damage plus 2 Damage per extra KG and a radius of 3 meters per kilogram. Uses Demolition skill to plant or defuse.
Translates languages based on Low Gothic. May make -20 Logic Test to translate alien languages.
Provides light for dozens of meters. Lasts 1d5 hours.
Page 175 for Details.
High-tech binoculars.
Must be planted to be effective. Sticks to metallic surfaces with magnets. Anything that survives must make an Ag Save or be set on fire.
Grants +30 to Security Tests when trying to open locks.
Records video.
Gain +10 Bonus on making an Invocation test.
Reduces time to remove Progenoids gland to 1 Round per gland (2 for full recovery). May be used in melee with 1d10+2R Pen 10, don't add S Bonus.
Used to restrain targets. Strong enough to hold even an Ork.
proximity alarm that detect motion or sound, to use, tech-use test, GM rolls in secret. Device has Per 75 for detecting. Makes noise up to 1km
opposite of screamer, nullifies sound, +30 to silent move test, last about 20 minutes, recharge takes about an hour
Allow a teleportarium to focus in on an individual and his squad.
Long-range communicator. Requires tech-use test to communicate through interference.
A load bearing web vest. Page 144 has a list of suggestions that could be attached.
Fires a hooked or magnetic grapnel from a bolt pistol. It is connected to the launcher with a thin but strong 100m wire. May climb manually, or using an inbuilt motor.
May be utilized by Space Marine Scouts if a more subtle entry is needed. Allows a safe fall from any height.
Combines the effects of a photo-visor, preysense, has a pict-corder, 5x optical zoom, 5x micro-magnification, and color filters. Grants +20 to allied artillery BS checks.
Grants +20 to all Concealment checks. When stationary, count as one range bracket further.
A 5x5 meter sheet of cameleoline. May be hooked together to hide anything. Grants +30 to concealment checks.
Special vambrace worn by Deathwatch Keepers. Allows wearer to unseal, open, override, and generally pass through any lock and automated defense system.
A handheld cogitator device. Grants +20 to all Tech-Use tests to diagnose or repair malfunctioning equipment.
Masks smell with gaunt pheromones of Hive Fleet Dagon. More details on page 145.
Small flares that hover at high altitude and illuminate an area 10km in diameter for 2d10 minutes. They come in red, white, green, gold, and blue.
A small beacon that can either provide steady illumination or flash rapidly.
A powerful auspex that can scan through materials to find weak points. Generally only scans through 20m of solid material.
Invisible markers, only viewable through preysense and photo-sights, or through auto-senses.
A clawed arm mount. Grants +10 to Medicae, Intimidate, and Intimidate checks. May be used as a weapon that deals 1d5+5R with Tearing and Toxic.
Black Templar Relic. Must requisition with a 20 req or less weapon. Grants +10 to Fear and Pinning tests, and +1 to effective rank for BT Solo Ability.
Blood Angel Relic. Functions as jump pack, except it triples move rate. Grant +20 to Command and fellowship in dealings with Blood Angels.
Space Wolf Relic. Grants +5 strength when fighting Orkz, counts as a charm.
Deathwatch Relic. Acts like a regular auspex, but grants +30 to awareness tests to detect Daemons, but only +5 to detect others. Further abilities at GM's discretion.
Deathwatch Relic. May only be requisitioned by Techmarines. Grants +10 to F. Lore (Adeptus Mechanicus), and +2d10 to Tech-Use (roll each time).
AP 1 - Arms, Body, Legs
AP 2 - Arms, Body, Legs
AP 2 - Body
AP 2 - Body
AP 3 - Body
AP 3 - Arms, Body, Legs
AP 5 - All
AP 6 - Body
AP 3 - Arms, Body, Legs
AP 2 - Arms, Body, Legs
AP 1 - Arms, Body, Legs
AP 6 - All
AP 3 - Arms, Body, Legs
AP 2 - Body
AP 3 - Arms, Body, Legs
AP 4 - Legs
AP3 - Head (-10 Dodge, AP5 vs critical)
AP 6 - Body
AP 2 - Head
AP 2 - Arms
AP 2 - Arms, Body, Legs
AP 3 - Body
AP 3 - Arms, Body, Legs
AP 3 - All
AP 4 - All
AP 4 - Arms, Body
AP 2 - Body, Arms, Legs
AP 2 - All
AP 3 - Arms, Body, Legs
AP 4 - All
AP 3 - Head
AP 3 - Arms
AP 4 - Arms, Body, Legs
AP 4 - Body
AP 4 - All
AP 3 - Arms, Body, Legs
AP 3 - Arms, Body, Legs
AP 3 - All
AP 4 - Head
AP 5 - Arms
AP 5 - Legs
AP 5 - Arms, Body, Legs
AP 6 - Body
AP 6 - All
AP 6 - All, acts as void suit, 50% chance that punctures auto seal (100% if good or best quality)
AP 5 - All
AP 5 - Body, Head
AP 6 - Body
AP 5 - All
AP 6 - Body, Arms, Legs
AP 6 - All
AP 5 - All
AP 5(4) - All (Head)
AP 6 - All
AP 6 - All
AP 5 - Head, Arms, Body
AP 6 - All
AP 2 - Arms, Body
AP 4 - Head
AP 6 - Body, Arms
AP 6 - All
AP 7(5) - Body, Arms (Legs)
AP 6 - All
AP 7 - All
AP 8 - All
AP 8 - All
AP 6 - All
AP 8 - All
AP 9 - All
AP 7(8) - Arms, Legs, Head (Body)
AP 9 - All
AP 12 - All
AP 8(10) - Arms, Legs, Head (Body)
AP 14 - All
AP 15 - All
AP 8 and 10 - All
AP 12 - All
AP 14 - All
AP 12 - All
AP 8 - Head
AP 4, 6, 8 - Legs, Arm/Head, Body
AP 7 and 9 - All
AP 9 and 10 (6) - All
AP 7 and 9 - All
AP 8 and 9 - All
AP 8 and 9 - All
AP 8 and 11 - All
AP special - All
AP special - All
All
AP 30 - All
AP 30 - All
AP 70 - Psychic attacks only
AP 30 - All
AP 50 - All
AP 55 - All
AP 60 - All
AP 60 - Arm and Body
AP 50 - All
AP 55 - All
AP 75 - All
AP 80 - All
AP 80 - All
AP 30 - All
AP 70 - One location
AP 25 - Arm
AP 55 - Arm and Body
AP 50 - All
AP 55 - Arm and Body
AP 50 - All
AP 2 - All
AP 0 - +10 Fel with space marines, +20 loyalty
AP 0 - Cannot be set on fire
AP 0 - Add 2d10 requisition points and reduces renown restrictions
AP 1 - All
AP 3 - Legs
AP 3 - All
AP 3 - Arms, Body, Legs
AP 4 - All
AP 7 - All
AP 5 - All
AP 4 - Arms, Body, Legs
AP 3 - All
AP 2 - Head
Head
AP 4 - Body, Legs
AP 2 - Head
AP 3 - Body, Arms, Legs
AP 2 - All
AP 7 - All, AP 10 vs energy. Immune to flame weapons. -10 Ag and further -10 to fine manipulation (adjust manually)
AP 2 - All
AP 5 - Body, heretical.
AP 2 - Body
AP 4 - Arms, Body
AP 3 - Arms, Legs, Body
AP Adds 3 - All
AP Adds 1 - All
AP Adds 1 - Head, Arms
Details on pg 147
Details on pg 147
30m S/-/- 1d10+2E 0 30 Full Reliable
60m S/2/- 1d10+2E 0 40 Full Reliable
100m S/3/- 1d10+3E 0 60 Full Reliable
150m S/-/- 1d10+3E 1 40 Full Accurate, Reliable
300m S/-/- 5d10+10E 10 5 2Full
25m S/2/- 1d10+1E 0 25 Full Reliable
80m S/3/- 1d10+5E 2 18 Full
100m S/2/- 1d10+3E 0 50 Full
30m S/-/- 1d10+4E 4 1 Full Accurate, Tearing
60m S/4/8 1d10+2E 0 40 Full Reliable
20m S/3/- 1d10+2E 0 20 Full Reliable
10m S/-/- 1d10+1E 0 15
30m S/-/- 1d10+4E 2 10 Full
100m S/3/5 1d10+3E 4 40 2Full
20m S/2/5 1d10+2E 0 30 Full Reliable
110m S/3/- 1d10+4E 3 40 3Full
35m S/2/- 1d10+3E 3 20 2Full
70m S/-/- 1d10+4E 0 1 Full Unreliable
100m S/3/- 1d10+3E 0 60 Full Reliable
70m S/2/- 1d10+3E 0 15 Full Accurate, Reliable
250m -/-/10 3d10+3E 4 60 3Full
120m S/2/- 1d10+2E 0 60 Full Reliable
100m S/3/- 1d10+3E 0 60 Full Reliable
100m S/2/- 1d10+4E 0 18 Full Tearing, Unreliable
40m S/2/- 1d10+5E 2 Tearing
100m S/2/- 1d10+5E 2 Tearing
80m S/-/4 1d10+5E 8 Tearing
4m S/-/- 1d10+3E 7 1 Special Reliable
40m S/-/- Special 0 10 2 Full
90m S/3/- 1d10+3E 2 70 Full Accurate, Reliable
45m S/-/- 1d10+5E 4 1 Full Accurate
35m S/2/- 1d10+4E 7 40 2Full
110m S/3/- 1d10+4E 7 30 2Full
50m S/4/- 1d10+4E 1 20 Full Reliable
60m S/2/- 1d10+3E 0 40 2Full Reliable
50m S/3/- 1d10+4E 7 30 2Full
20m S/2/- 1d10+4E 7 40 2Full
50m S/-/5 1d10+3E 0 120 2Full Reliable
25m S/4/- 1d10+3E 0 20 Full Reliable
5m S/-/- 2d10+3E 6 10 2Full
300m S/-/- 5d10+10E 10 6 2Full Proven(3)
90m S/-/- 1d10+3E 0 10 Full Accurate
20m S/3/- 1d10+4E 1 40 2 Full
35m S/-/5 1d10+2E 0 25 Full Inaccurate
30m S/-/6 1d10+2I 0 18 Full
30m S/-/- 1d10+3I 0 6 2Full Reliable
30m S/3/- 1d10+3I 0 9 Full
35m S/-/- 1D10+4i 2 5 2Full
90m S/3/10 1d10+3I 0 30 Full
150m S/-/- 1d10+3I 0 5 Full Accurate
30m S/-/- 1d10+4I 0 2 2Full Scatter, Reliable
30m S/-/- 1d10+4I 0 8 2Full Scatter, Reliable
30m S/3/- 1D10+4i 0 18 Full Scatter
120m -/-/10 1d10+4I 3 200 2Full
100m S/2/6 1D10+4i 0 15 Full Reliable
35m S/3/- 1d10+3I 0 13 Full
20m S/-/- 2d10I 0 1 2Full Inaccurate, Scatter
35m S/3/- 1d10+4I 2 6 Full Accurate
70m -/-/5 1d10+5I 0 100 3Full Unreliable
50m S/3/10 1d10+3I 0 35 Full
20m S/3/8 1d10I 0 24 Full
40m S/-/- 1d10+3I 2 5 2Full Accurate, Reliable
20m S/-/- 1d10+6I 0 2 2Full Primitive, Reliable
10m S/-/- 1d10+4I 0 1 2Full Inaccurate, Scatter, Tearing
30m S/3/6 1d10+3I 0 15 Full Reliable
20m S/-/- 2d5+3I 0 1 2Full
20m S/-/- 1d10+2I 0 1 2Full Inaccurate, Unreliable
30m S/-/- 2d5+6I 0 1 3Full Scatter, Tearing
250m S/-/- 1d10+5I 3 4 Full Accurate, Reliable
30m S/3/- 1d10+3I 0 9 Full
20m S/3/6 1d10+2I 0 14 Full
15m -/-/6 1d10+2I 0 12 Full Inaccurate, Unreliable
10m S/3/- 1d10I 0 7
30m S/-/- 1d10+3I 0 6 2Full Reliable
30m S/-/- 1d10+4I 0 6 3Full Scatter
80m S/3/10 1d10+3I 0 20(x3) Full (each)
100m S/-/- 1d10+4I 0 6 Full
35m S/-/- 1d10+4I 2 5 2Full
30m S/2/6 1d10+2I 0 18 Full
30m S/2/- 1d10+5I 2 7 Full Unreliable
35m S/2/- 1d10+3I 0 5(x2) 2Full Reliable
40m S/3/6 1d10+4I 0 15 Full Scatter
30m S/2/- 1d10+4I 0 12 Full Reliable, Scatter
40m S/3/- 2d10+4I 0 24 2Full Scatter, Unreliable
20m S/2/5 1d10+2I 0 15 Full Primitive, Reliable, Tearing
10m S/-/- 1d10+4I 0 1 Full Reliable, Scatter
60m S/-/10 1d10+3I 0 40 Full
120m -/-/10 3d10+5I 5 200 2Full Tearing, Unreliable
300m S/2/5 4d10+5I 4 20 2Full
30m S/3/- 1d10+3I 0 9 Half
30m S/-/6 1d10+4I 0 12 Full
120m s/-/5 1d10R 12
150m S/-/10 1d10+4R 12
40m S/-/- 1d10+4R 3 5 2Full Special
5m S/-/- 1d10R 0 2 Full
300m S/-/- 2d10+4R 7 Felling(2)
30m S/2/- 1d10R 0 5 Full, Shocking
30m S/3/- 1d10+3I 0 11 Full Reliable
20m S/-/- 1d10+2I 6 4 2 Full Unreliable, Unstable
30m S/-/- 1d10+4I 3 5 2 Full
150m S/2/- 1d10+3I 2 5 Full Accurate
30m S/2/- 1d10+9I 0 14 2 Full Reliable, Scatter
120m -/-/8 1d10+4I 3 50 Full Reliable
120m -/-/10 1d10+5I 3 200 2Full
120m -/-/10 1d10+5I 3 40 Full
20m S/3/- 1d10+4I 0 6 Full Tearing
100m -/-/6 1d10+4I 3 200 2Full Storm
60m S/2/- 1d10+3I 0 6 Full
30m S/2/- 1d10+2I 0 8 2Full Inaccurate, Unreliable
30m S/2/- 1d10+3I 7 8 Full Tearing, Toxic
220m S/-/- 1d10+4I 0 6 Full Accurate
35m -/-/5 1d10+3I 0 20 Full Inaccurate
60m S/3/- 1d10+4I 0 20 2 Full Inaccurate, Tearing, Unreliable
30m S/3/- 1d10+5I 1 3 2 Full Inaccurate, Reliable, Scatter
60m S/-/- 1d10+4R 2 1 Full Snare, Tearing
35m S/-/- 1d10+2R 1 1 Full Scatter, Tearing
35m S/3/- 1d10+4I 0 20 Full Reliable, Scatter
10m S/-/- 1d10+2R 2 1 Full
150m -/-/10 2d10+12I 6 200 3Full Devastating(1), Tearing
30m S/2/- 1d10+9I 4 18 Full Reliable, Scatter
30m S/-/- 1d10+6I 0 18 Full Reliable, Scatter, Silent
30m S/3/5 1d10+10I 4 20 Full Reliable, Scatter
30m S/2/- 1d10+5X 4 8 Full Tearing
90m S/2/- 1d10+5X 4 24 Full Tearing
120m -/-/10 2d10X 5 60 2Full Tearing
100m S/-/- 2d10X 5 3 3Full Accurate, Tearing
30m S/3/- 1d10+5X 4 6 Full Reliable, Tearing
20m S/-/- 1d10+3X 0 3 Full Tearing, Unreliable
30m S/2/- 1d10+5X 4 8 Full Tearing
90m S/2/- 1d10+5X 4 24 Full Reliable, Tearing
30m S/2/- 1d10+6R 4 6 Full Tearing
90m S/2/4 1d10+5X 4 24 Full Tearing
30m S/2/- 1d10+5X 4 8 Full Tearing
90m S/2/4 1d10+5X 4 60 Full Storm, Tearing
120m -/-/10 2d10+2X 5 60 Full Tearing
120m S/-/5 2d10+5X 5 40 3Full Tearing, Reliable, Sanctified
90m S/2/4 1d10+5X 4 60 Full Storm, Tearing
30m S/-/- 1d10+5X 4 1 2Full Tearing
100m S/-/- 1d10+5X 4 8 Full Accurate, Tearing, Reliable
90m S/2/- 1d10+5X 4 12 2 Full Reliable, Tearing
25m S/2/- 1d10+4X 2 6 Full Tearing, Unreliable
80m S/3/- 1d10+4X 2 18 Full Tearing, Unreliable
120m S/3/- 1d10+9X 4 30 Full Reliable, Tearing
90m S/2/- 1d10+5X 4 30 Full Reliable, Tearing
90m S/2/- 1d10+5X 4 60 Full Reliable, Tearing, Storm
100m S/2/4 1d10+9X 5 60 2Full Storm, Tearing
30m S/2/- 1d10+9X 4 14 Full Tearing
100m S/3/- 1d10+9X 4 28 Full Tearing
200m S/-/- 1d10+9X 4 24 Full Accurate,Tearing
100m S/3/- 1d10+9X 4 28 Full Tearing
150m -/-/6 1d10+12X 5 60 Full Tearing
100m S/4/- 1d10+9X 4 60 2Full Storm,Tearing
120m S/2/4 2d10+9X 7 28 Full Accurate, Tearing, Special
50m S/3/- 1d10+9X 6 36 2Full Tearing
100m S/2/4 1d10+9X 4 30 Full Tearing
50m S/3/- 1d10+9X 4 28 Full Tearing Accurate, Reliable
100m S/2/4 2d10+5X 8 28 Full Tearing, Felling (1)
30m S/2/- 1d10+9X 4 14 Full Tearing, Accurate, Reliable
100m S/2/4 2d10+5X 5 28 Full Tearing
160m -/-/12 2d10+12X 6 60 Full Tearing
120m S/2/4 2d10+5X 5 60 2Full Storm, Tearing
10m S/-/- 2d10+4E 12 3 Full
20m S/-/- 2d10+4E 12 5 2Full
10m S/-/- 2d10+4E 10 5 3Full
60m S/-/- 4d10+12E 12 10 2Full Blast(1)
40m S/-/- 2d10+2E 8 5 2Full
10m S/-/- 2d10+4E 12 2 2Full
10m S/-/- 2d10+8E 13 3 Full
20m S/-/- 2d10+8E 13 5 2Full
20m S/-/- 2d10+8E 13 10 3Full
10m S/-/- 2d10+10E 12 2 2Full Accurate
60m S/3/- 4d10+5E 13 10 2Full Blast(1)
10m S/-/- 2d10+6E 14 5 2Full Sanctified
40m S/-/- 2d10+6E 12 6 2Full
5m S/-/- 3d10+8E 13 5 2 Full Inaccurate, Scatter
10m S/-/- 2d10+2E 10 6 Full Reliable
10m S/-/- 2d10+12E 12 4 Full
30m S/-/- 2d10+14E 12 6 2Full
60m S/-/- 2d10+16E 12 12 2Full Blast(1)
10m S/-/- 2d10+14E 14 2 Full
20m S/-/- 2d10+14E 4 2Full
100m S/2/- 2d10+20E 14 6 2Full Blast(2), Recharge, Volatile
30m S/-/- 1d10+6E 6 10 4Full Recharge, Overheats
90m S/2/- 1d10+6E 6 20 8Full Recharge, Overheats
30m S/-/- 1d10+6E 6 10 4Full Overheats, Recharge
60m S/-/- 2d10+6E 6 6 2Full Overheats, Recharge, Unreliable
120m S/-/- 2d10+10E 8 16 5Full Overheats, Recharge, Unreliable
80m S/2/- 1d10+10E 6 10 2Full Overheats, Recharge
100m S/2/4 2d10E 6
30m S/2/- 1d10+6E 6 10 3Full Overheat
90m S/2/- 1d10+7E 6 40 5Full Overheat
120m S/-/- 2d10+10E 8 16 5Full Blast(1), Overheat, Unreliable
30m S/2/- 1d10+6E 6 10 3Full Overheats
90m S/2/- 1d10+7E 7 40 5Full Overheats
60m S/3/5 1d10+5E 6 40 5Full Overheats
40m S/-/- 1d10+8E 6 8 3Full Overheats, Accurate
150m S/-/- 2d10+12E 10 16 5Full Blast(3),Volatile
100m S/2/- 1d10+12E 10 24 4Full Volatile
30m S/2/- 1d10+10E 8 12 3Full Volatile
40m S/-/- 2d10+13E 10 10 3Full Blast (1), Felling (1), Volatile
120m S/3/5 1d10+9E 10 30 4Full Overheats, Volatile
40m S/3/- 1d10+8E 9 3Full Overheats, Volatile
120m S/2/- 1d10+12E 9 40 4Full Volatile
10m S/-/- 1d10+4E 2 2 2Full Flame
20m S/-/- 1d10+4E 3 3 2Full Flame
15m S/-/- 1d10+5E 2 5 2Full Flame
5m S/-/- 1d10+1E 2 5 2Full Flame
10m S/-/- 1d10E 0 3 3Full Flame, Toxic
5m S/-/- 1d5E 0 1 2Full Flame, Primitive
15m S/-/- 1d10+3E 2 4 Full Flame
30m S/-/- 2d10+4E 4 10 2Full Flame
20m S/-/- 1d10+5E 2 3 2Full Flame, Toxic
10m S/-/- 1d10+4E 2 2 2Full Flame
20m S/-/- 1d10+4E 2 6 2Full Flame
30m S/-/- 2d10+4E 4 10 2Full Flame
10m S/-/- 1d10+4E 1 12 3Full Flame
40m S/-/- 1d10+4E 2 6 2 Full Flame, Recharge
10m S/-/- 1d10+4E 2 6 Full Flame
30m S/-/- 2d10+6E 6 10 2Full Flame, Sanctified
60m S/-/- 2d10+6E 6 20 2Full Flame, Sanctified
20m S/-/- 1d10+9E 4 6 2Full Flame
10m S/-/- 1d10+7E 4 4 2Full Flame
30m S/-/- 1d10+12E 6 10 2Full Flame
20m S/-/- 1d10+9E 5 6 2Full Flame, Tearing
40m S/-/- 1d10+12E 5 8 2Full Flame
20m S/-/- 1d10+9E 4 6 2Full Flame, Toxic
25m S/-/- 1d10+12E 2 5 Full Flame
30m S/-/- 2d10+4E 5 12 3Full Flame
10m S/-/- 0 1 Primitive, Snare, Inaccurate
15m S/-/- 1d10R 0 1 Full Primitive
15m S/-/- 1d10+2I 0 1 3Full Primitive, Unreliable, Inaccurate
30m S/-/- 1d10+2I 0 1 5Full Primitive, Unreliable, Inaccurate
30m S/-/- 1d10R 0 1 Half Primitive, Reliable
15m S/-/- 1d10-2I 0 1 Full Primitive
30m S/-/- 1d10R 0 1 2Full Primitive
10m S/-/- 1d10+1I 0 1 5Full Inaccurate, Primitive, Scatter, Unreliable
40m S/-/- 1d10+2R 1 1 Half Accurate, Primitive
15m S/2/- 1d10+2I 0 2 3Full Primitive, Unreliable
10m S/-/- 1d10R+SB 1 1 Primitive
15m S/-/- 1d10R 0 1 Full Primitive, Special
80m S/-/- 1d10+4R 2 1 4Full Primitive
50m S/-/- 1d10+2R 2 1 Half Primitive
40m S/-/- 1d10+3I 0 1 5Full Primitive
10m S/-/- 1d10+2+SB 1 1 Primitive, Snare, Special
8m S/-/- 1d5I 0 1 Primitive, Snare, Toxic
9m S/-/- 1d5+3X 0 1 Blast(2), Inaccurate, Primitive, Unstable
5m -/3/- 1d10+1R 4 15 3Full Primitive
30m S/-/- 1d10+5I 2 1 2Full Primitive, Unreliable
15m S/-/- 1d10+3R 0 1 3Full Scatter, Unreliable
10m 1/-/- 1d10+3I 2 6 Full
30m S/-/- 1d0+2I 0 1 2Full Primitive, Unreliable, Inaccurate
10m S/-/- 1d10R 0 1 Primitive
10m S/-/- 1d10R 0 1 Primitive
60m S/-/- * * 6 Full *
120m S/-/- * * 1 Full *
60m S/-/- * * 1 2Full Reliable*
250m S/-/- * * 1 Full *
20m S/-/- * Blast(6), Inaccurate
80m S/-/- * * 1 Half *
60m S/-/- * * 6 Full *, Inaccurate
250m S/-/- * * 1 Full *
200m S/-/- * * 5 2Full *
15m S/-/- * * 3 3Full
20m S/-/- 1d10I 0 6 Full Primitive, Snare
200m S/-/- 3d10+3X 4 1 N/A
350m S/-/- 3d10+6X 6 1 N/A
50-200m S/-/- 2d10+2X 2 1 Full Inaccurate, Shocking, Blast(4)
50-300m S/-/- 2d10X* 3* 1 Full Inaccurate, Blast (5)
50-300m S/-/- 2d10X* 3* 6 2Full Inaccurate, Blast (5)
300m S/2/- * * 12 3Full *
250m S/-/- * * 8 Full *
45m S/-/- * * 4 2Full *
200m S/-/- * * 1 2Full *
SBx3 2d10X 0 Blast (4)
SBx3 2d10+4X 6
SBx3 0 Smoke
SBx3 Special(pg137) 0
SBx3 Special(pg137) 0
SBx3 1d10+3E 6 Blast(3)
SBx3 Special 0 1 Blast(1d10+3)
SBx3 1d10+1X 0 1 Blast(2), Unreliable
SBx3 2d10X 0 Blast(4), Unreliable, Toxic
2d10X 4 Blast(6)
SBx3m S/-/- 1d10+3E 6 1 Blast(2)
3d10+10X 10 Blast(1)
SBx3m S/-/- 2d10X 0 1 Blast(5)
SBx3m S/-/- special 0 1 Blast(3)
1d5X per kg, radius is kgx2 in meters
1d10+5X per kg, radius is kgx5 in meters
4d10X in one meter, Pen 8
6d10E in 2 meters, Pen 12, ag test or catch fire
2d10E per kg, radius is kgx4, ag test or catch on fire
SBx3 Haywire(3)
SBx3m S/-/- 1d10X 0 Blast(3)
SBx3m S/-/- Special Blast(3)
SBx3m S/-/- 1d10E 0 Blast(2)
SBx3m S/-/- 3d10E* 0 Blast(3)
SBx3m S/-/- 4d10+4R 6 Blast(1), Tearing
SBx3m S/-/- 1d10+6 6 Blast(1)
SBx3m S/-/- 0 Smoke**
SBx3m S/-/- 3d10I 0 Toxic***
1d10E Blast 10, Unstable
SBx3m S/-/- Special 0
SBx3m S/-/- Special 0 Blast (2)
SBx3m S/-/- Special 0
SBx3m S/-/- Special 0 Blast (2)
* S/-/- 2d10X 1 Blast (1)
* S/-/- Special 0
* S/-/- 2d10X 0 Blast (4)
SBx3m S/-/- Special 0
SBx3m S/-/- Special 0 Blast (2), Snare
SBx3m S/-/- Special 0
Str*3m S/-/- 1d10+6E 0 Blast (4)
Str*3m S/4/- 2d10X 0 Blast (2)
Str*3m S/4/- 2d10+2X 5
Str*3m S/-/- 1d10E 0 Blast (10)
Str*3m S/-/-
Str*3m S/-/- Blast (4), Snare
SBx3 S/-/- Special 0 Smoke
SBx3 S/-/- 2d10X 0 Blast (5)
2d10X 4 Blast(5), Devastating (1)
SBx3 S/-/- 1d10+4E 0 Blast (3)
1d10+3E 0 Blast (5)
SBx3 S/-/- 3d10+4X 6
3d10+10X 8 Blast(1)
SBx3 S/-/- 1d10E 0 Blast (3)
SBx3 S/-/- 1d10+12E 8 Blast(1), Special, Volatile
2d10+12E 12 Blast (3), Special, Volatile
SBx3 S/-/- Special 0
SBx3 S/-/- Special 0 Blast(5)
SBx3 S/-/- Special 0 Haywire (3)
SBx3 S/-/- Special 0
SBx3 S/-/- Special 0
SBx3 S/-/- 3d10E 0 Blast (3)
5d10E 0 Blast (5)
SBx3 S/-/- 4d10I 3 Concussive, Blast (3)
6d10I 5 Concussive, Blast (5)
SBx3 S/-/- Special 3 Blast (3)
SBx3 S/-/- Special 0 Blast (5)
2m S/-/- 3d10+9I 3 Blast(10)
5m S/-/- 5d10+7E Blast(5)
SBx3 S/-/- 4d10+8R 8 Blast(3), Tearing
30m S/-/- 1d10R 0 6 Full Accurate, Toxic
30m S/-/- 0 1 Full Snare
180m S/-/- 1d10R 0 6 2Full Accurate, Toxic
50m S/-/- 0 1 Full Blast(5), Snare
80m S/-/- 0 4 3Full Blast(6), Snare
30m S/3/- 1d10-1R 0 7 Full Toxic
20m S/-/- 1d5+2R 2 3 2Full
35m S/-/- 1d10+3R 4 1 Full Accurate
30m S/-/- 2d10+2E 7 20 Blast(2), Recharge, Toxic
20m S/2/- 1d10+2E 4 7 Full Shock
30m 1/-/- 0 1 Full Snare
SBx3m S/-/- Special
75m S/-/- Special 0 1 2Full, Blast(4), Snare
80m S/3/- 2d10+5E 6 25 4Full Scatter
30m S/-/- 1d10R 0 1 Full Toxic
3m S/-/- 1d10+3E 7 1 Full Reliable
3m S/-/- 2d10+4E 12 1 Full
3m S/-/- 1d10R 0 1 Full Toxic
3m S/-/- 1d10+4E 2 1 Full Flame
30m S/-/- Special 3 2Full Blast(5)
110m S/2/- 1d10+5E 1 6 2Full
60m S/3/10 1d10+4R 6 100 2Full Reliable
30m S/3/5 1d10+2R 4 40 2Full Reliable
20m S/3/5 1d10+2R 4 40 2Full Reliable
80m S/3/10 1d10+4R 6 100 2Full Reliable, Tearing
200m S/-/- 1d10+3E 2 40 Full Accurate, Reliable
20m S/-/- 1d10+1R 0 20 Full Tearing
70m S/3/- 1d10+2R 0 40 2Full Tearing
20m S/3/- 1d10+4I 0 18 Full Inaccurate, Unreliable
60m S/3/10 1d10+4I 0 30 Full Inaccurate, Unreliable
100m S/2/- 2d10I or E 1d10 20 2Full Inaccurate, Overheats, Unreliable
100m See page191 Radicals handbook 0
20m S/3/- 1d10+4E 9 12 3Full Unstable
100m S/3/6 1d10+3E 0 100 Full Inaccurate, Shocking
3m S/-/- 2d5+5E 5 1 1d5 Hours
SBx3 S/-/- 3d10X 5 Blast (3)
50m S/-/- 1d10+5I 2 5 2Full Reliable, Sanctified
30m S/2/- 2d10+4X 5 16 Full Tearing
30m S/3/- 1d10+5R 3 16 Full Toxic
30m S/3/- 2d10+2I 9 5 Full Accurate
200m S/-/- 2d10+2I 9 10 Full Accurate
15m S/-/- 2d10+4X 4 6 3Full Blast (1)
10m S/-/- 2d10+4R 5 1 Full Blast (1), Tearing
80m S/-/- 1d10+5I 4 6 Full Tearing
30m S/2/- 1d10+3X 2 8 Full Tearing, Shocking
50m S/-/- None 0 1 Full Snare, Blast (2)
70m S/-/- None 0 3 Full Snare, Blast (5)
20m S/-/8 1d10+4I 2 24 4Full
40m S/-/- 3d10+4E 3 1 - Recharge, Toxic
60m S/-/- 2d5+4E 4 2 Full Overheats, Shocking
50m S/-/6 1d10R 2 50 2Full Tearing, Overheats
40m S/-/- 3d10E 6 8 2Full Recharge
30m S/-/- 2d10+2E 3 20 Full Flame
30m S/-/- 2d10+5E 8 24 Full
40m S/-/- 4d10+5R 2 30 2Full Reliable, Blast (2), Tearing
120m S/3/6 1d10+4E 4 90 Full Reliable, Blast (2), Tearing
90m S/4/8 1d10+6E 4 60 Full Reliable, Storm
40m S/2/- 2d10+2E 4 16 Half Gyro-Stabilised
150m S/2/4 2d10+3E 4 36 Half Gyro-Stabilised
60m S/-/3 2d10+2E 4 24 Full Gyro-Stabilised
20m S/-/- 4d10+6E 8 4 3Full Tearing
50m S/3/- 1d10+2R 3 120 2Full Toxic
80m S/3/5 1d10+2R 3 200 2Full Toxic
20m S/-/- 3d10R 2 40 2Full Tearing, Blast (2)
80m S/3/10 1d10+6I 1 40 Full Inaccurate, Unreliable
15m S/-/- 1d10+5E 3 8 2Full Inaccurate, Unreliable, Flame
90m S/4/8 1d10+10I 2 50 2Full Inaccurate, Unreliable, Unwieldy, Storm
120m S/-/- 3d10+5X 6 1 Half Inaccurate, Unreliable
3d10m S/-/- 4d10+5X 0 Accurate, Blast (1d5)
SBx3m S/-/- 2d10R 0 Blast (2)
SBx3m S/-/- 2d10+5X 2 Blast (1)
SBx3m S/-/- Special 0 Smoke
150m S/-/- 1d10+5E 3 8 Full Accurate
40m S/4/8 1d10+3R 3 20 2Full Tearing, Toxic
40m S/3/- 1d10+4R 4 60 6 Full Scatter, Tearing
60m S/-/- 2d10+10E 13 20 4 Full Reliable
20m S/-/- 2d10+6E 13 10 2 Full Reliable
100m S/3/10 2d10+2E 4 60 Full Reliable
60m S/-/- 3d10+5R 2 12 2 Full Reliable, Blast (4), Tearing
110m -/-/6 2d10+6R 3 200 3 Full Reliable
60m S/-/- 1d10+1R 10 1 Half Accurate, Tearing
110m -/-/10 1d10+5R 4 300 3 Full Toxic
40m S/-/- 1 Full
70m S/-/- 2d10+5E 10 Recharge, Shocking, Toxic
90m S/-/- 2d10+8E 8 7 4 Full Inaccurate, Overheats, Unreliable, Unstable
20m S/-/- 1d10+6X 4 15 Full Reliable, Tearing
80m S/-/- 1d10+4E 2 6 Full Overheats
100m S/-/- Varies Varies 4 2Full
100m -/-/4 1d10+10E 0 Sanctified
120m -/2/5 2d10+15 5 200 2Full Proven(4)
100m -/-/8 1d10+8E 0 Sanctified, Storm
120m S/-/- 2d10+15 5 40 2Full Proven(4), Blast(6)
4m S/-/- 2d10+2E 3 1 Special Flame
4m S/-/- 1d10+4E 7 1 Special Reliable
4m S/-/- 2d10+5E 12 1 Special
200m S/-/- 1d10R 0 6 2Full Accurate, Felling (1), Toxic
50m S/-/- 2d10+14E 8 25 3Full Blast(5),Devastating(4), Volatile
45m S/-/- Special 5 3Full Blast (5)
250m S/-/- 1d10+4R 0 5 Full Accurate, Felling (1), Toxic
100m S/-/- 3d10+14I per round 1Hour 3Full Blast(10)
80m S/3/- 1d10+4E 4 30 Full Shocking, Special
80m S/-/- 5 Full Blast (5), Snare
Halves weight but halves clip size and reduces damage by 1; -20 to skill test to find weapon
One shot flamer, attach to weapon with damage of at least 1d10 (no Pistols, no Flexible), lose Balanced
One hand without -20 penalty, range halved (use two-handed for full range)
Select between three different ammunition types, switch at the beginning of turn
weapon with melee attachment counts as spear
No longer primitive, +2 penetration; Power weapons only affected with field off
+10 to BS when fired on single shot; Counts as sight
Awareness test to detect shot at -20 penalty. Attempt at half normal distance to detect
Ignore penalties for long and extreme range with full action to aim; Counts as sight
Loses Primitive, +2 Dmg, +3Pen, +10 WS, immune to Power Field, AP 25 if attacked, Best Quality
Basic, 45m, S/-/-, Clip 1, Rld Full
Halves reload time
Can use pistol but keep a free hand, reduce range by 30%
Reduce difficulty of shots by one step
Increases accuracy; bipod 90-degree arc (half action to brace), tri-pod 180-arc (full action)
Adds Holy damage type, special against daemons and warp
+10 to BS test, only works on semi or full auto burst
No penalties due to darkness; Counts as sight
No penalties due to darkness, +20 to vision perception tests at night; Counts as sight
Combines red dot, telescopic, and preysense scopes; Counts as sight.
Halves weight, user gains auto-stabilized trait, always counts as braced, semi and full auto as half action
Fire, operate shot selector, switch firing modes by voice command
Prevents firing on an ally. No penalty for firing into melee. Counts as a sight.
When weapon overheats, roll a d10. 4+ vent operates, overheat nullified. 3 or lower, take hit to body with full damage and pen. Don't lose a round to cooling
Fired with half action, counts as hand flamer.
Free action to gain Toxic for one round. May use up to ten times before refilling.
Adds 10m to weapon range.
Doubles clip size.
Makes twin-linked or combi-weapons.
Grants Customised quality.
Inflicts -10 to all Pinning Tests.
Adds +1 to Damage and Pen.
Functions as Red-Dot Laser Sight.
Grants Shocking quality.
Makes Ork ranged weapons count as unbalanced swords in close combat. Ork melee weapons gain +1 damage.
Has flaws according to weapon rarity. Apply manually to base weapon stats.
Requires specific voice to activate.
Requires specific hand print to activate.
Requires specific gene code to activate.
Only works for specific user and cannot be bypassed.
Adds +1 to damage and +10 to range but adds 1 full round to reload time.
Reduces weight by 75% and damage by 2. Ammo rarity increases 2 steps.
See through sights using linked eye-peice. Can shoot around corners with half round aim.
May halve range to shoot 1-handed.
Add +10 to range but halves clip size.
Full round aiming removes penalties for long or extreme range up to 5 x normal range.
Counts as if having bulging biceps but suffer -10 on all movement tests.
Adds Flame quality, range reduce to 1/4, rate of fire S/-/- and Clip halved.
Reduce damage by 1 but harder to detect shots (-20 per).
A large spike. When mounted, acts as an Axe in close combat.
Basic ranged weapon can be used as a mono combat knife
Basic ranged weapon can be used as a non-balanced chain sword
Grants Quick Draw for upgraded weapon. If talent is already possessed, may ready as a Parry.
A clip (quiver)
A clip for a primitive weapon
A clip for an SP weapon
A clip for a shotgun weapon
A clip for a Las pistol
A clip for a Las Rifle
A clip for a heavy Las weapon
A clip for a flame pistol
A clip for a flame weapon
A clip for a Bolt weapon
A clip for a melta pistol
A clip for a melta gun
adds 1 to damage, halves clip size for Las weapons
A clip for a Plasma pistol
A clip for a Plasma gun
A clip for an exotic weapon
A clip for an SP weapon. +2 damage, double AP
A clip for a Las Weapon. +1 damage, Tearing, pen 4, loses Reliable, clip reduced to 1
A Clip for a shotgun. Ag test or catch fire, may set things other than people on fire
A Clip for an SP weapon. Set Penetration to 3
Holds Ammo for all Hellguns and Hellpistols. Must carry one if you use a hell gun or pistol.
A clip of special shotgun shells
Reduce range by half, +2 pen, gains tearing. If Shot +10 toughness test or knocked down.
Damage changes from X to E, gains shock quality
reliable quality in the void
can only fire on single shot, max range 15m or less, type becomes E, gains flame and primitive
can only be acquired by holy Ordos
deals holy, special against daemons and warp creatures, through holy Ordos only
only given to full inquisitorial rank, +5 to crit damage, double damage against psy rating, daemons, and warp entity afer AP and TB, classed as holy
Haywire(2)
Weapon counts as sanctified and Daemonic/Warp creatures hit at short range test Toughness or blinded for 1d5 rounds
Sanctified, bypasses psychic protections, add psy rating to damage
Sanctified, bypasses psychic protections, -5 to Ag test per psy rating
80 shots Plasma/Melta/Las, 200 SP/Bolt, 60 Flame
+2 to damage
+3 damage to biological targets
+1 dmg and pen
-10 attack, dmg becomes E, loses primitive quality
Loses scatter, +4 to damage, +1 to pen; Shots that miss at short or standard range may re-roll, ignore cover. Single shot only
Any attempt to dodge is at -20. Can be programmed to self-destruct
Adds 1d10 to damage and inflicts RF on 9 or 10. Gains tearing.
Ignores daemonic, any protection from Psychic Powers and fields. If something with these is hit, they cease functioning for one round
Inflicts +2d10 damage and adds 5 to the pen. Ignores increases to toughness from unnatural toughness, but not daemonic.
Causes 2d10E, pen 0. Takes damage like Fire. If it hits armor, reduce location by 1, must be repaired to regain effectiveness.
Gain Scatter and Overheat, halve range.
Add -2 damage, +2 pen, +10 meters range, lose maximal and overheating. Add 1kg to weight.
Agility tests to avoid damage suffer -10, increase base damage by 2.
Target must take a Toughness Test with -10 per point of damage taken. Failure causes 2d5R damage with no reduction.
Decrease base damage by 2, gain Snare.
Gains toxic. If weapon jams, user takes 1d5 damage, no reduction.
Add 5 to BS tests when firing on full auto. Tests to hit user also gain +5.
Operated normally in the void. Suffer -1 Damage while in atmosphere.
Deals 1d10+5E tearing damage, Pen 4 . Increased range by 30m but weapon becomes unreliable
+10% range and pen 2
+10% range, pen 2 and toxic
Basic +1 damage, Heavy +3 damage
Treat like mini-grenades only affecting the targets hit
Needle weapon loses toxic and gains +4E damage, tearing.
Damage type changes to Energy.
Halve shot rate of weapon, gains toxic (3d10E damage)
Lose scatter, gain +1 damage and +2 pen.
Lose scatter, gain shocking.
Gain toxic quality.
Decrease base damage by 2. If within 2m of target, make Ag save or catch fire. May choose to target area with +20 test.
Ignores Natural Armor, inflicts RF on 9 and 10. Gain tearing. With Heavy Bolter, RoF changes to S/-/- and gains Blast (3). Add one additional power of magnitude damage on hordes.
If damage is taken, suffer 1d5 points of temporary Agility Damage.
Increase Pen to 8, increase range 50%.
Decrease Damage and Pen by 2, but gain Blast (2).
Awareness tests to hear suffer -30 and may only be attempted at half distance. Reduce damage by 2 unless used in Stalker Pattern Boltgun. If used in a Stalker, shot is impossible to hear.
Gain Felling (1) and increase Pen to 9. Detonate prematurely on roll of 91-100. Suffer explosive damage equal to weapon's damage at pen 5 to an arm. Also causes a jam.
Any creatures with Psy Rating that take damage reduce Psy rating by 1 for 1d10 rounds. May not push. Warp Instability must immediately check.
Changes the weapon's damage type to X and reduces its range by half.
Changes damage type to E. A target hit must pass an Agility Save or be set on fire in addition to normal damage.
Gives +5 to pen. Lose the scatter quality.
A webber loaded with this inflicts an additional -20 to escape. Furthermore, each attempt deals 2d10R, pen 8.
Gains +1 pen and tearing.
Lose Scatter, gain Tearing and Felling (1)
1d10+1I 0 Primitive, Unbalanced
1d5-1I 0 Primitive
1d10I 0 Primitive
1d10+2I 0 Flexible, Primitive
2d10R 2 Primitive, Unwieldy
1d10R 0 Primitive,Flexible,Tearing
1d10-2I 0 Primitive,Unbalanced
1d10+1I 0 Primitive, Unbalanced
1d5R 0 Primitive
1d5R 0 Primitive
1d5I 0 Defensive, Primitive
1d10R 0 Primitive
1d10R 0 Balanced, Primitive
1d10I 0 Balanced, Primitive
1d5-3 R 0 Primitive
1d10+1R 1 Primitive
1d5-2I 0 Balanced, Primitive
1d10+1I 0 Fast, Primitive, Toxic
1d10R 0 Primitive, Unbalanced
1d10I 0 Flexible, Primitive
1d10+2R 2 Balanced, Primitive
1d5-1I 0 Defensive, Primitive
1d10R 0 Fast, Primitive, Unwieldy
1d5+1R 2 Primitive
1d10R 0 Balanced, Primitive
1d10+2R 0 Primitive, Unwieldy
1d10R 2 Primitive, Unbalanced
2d10I 3 Primitive, Unbalanced, Unwieldy
1d5-1R 2 Fast, Primitive
1d5+2I 0 Defensive, Primitive
1d5+1I 0 Defensive, Primitive
2d5R 2
1d5R 3 Fast, Primitive
1d5+1R 2 Balanced
1d10I 0
1d5+1R 0 Primitive, Tearing
1d5R 3 Defensive
1d5I 0 Primitive
1d10+3X 2 Primitive
1d10+1R 2 Primitive
1d5+1R 1 Primitive
1d10I 0 Primitive, Snare, Unwieldy
1d5+2I 0 Defensive, Primitive
1d10-1R 0 Primitive
1d5+3R 0 Primitive
1d5I 0 Defensive, Primitive
1d5+1R 1 Balanced, Primitive
1d10R 0 Flexible, Primitive
1d10-1R 0 Primitive
1d10+2E 5 Unwieldy (can be thrown), double Str bonus
1d10R 4 Balanced
1d10+4R 2 Unwieldy
1d10R 0 Unwieldy
1d10+2R 0 Balanced
1d10+2R 3 Balanced, Sanctified
1d10+2I 0 Flexible, Sanctified
1d10I 0 Balanced, Sanctified
1d10-1I 0 Primitive
1d5-1R 0 Primitive, Unbalanced
1d10I 0 +5 Parry
1d10I 0 Defensive
1d10I 0 Defensive, Primitive
1d10I 0 Primitive
1d10+2I 1 Primitive
1d5R 2
1d5I 0 Primitive, Defense
1d5+3R 0 Primitive, Defense
1d10+2I 0 Primitive
1d5-1I 0 Primitive
1d5R 0 Defensive, Primitive
1d10R 0 Balanced, Primitive
1d10+1I 0 Unbalanced, Toxic
1d10R 2 Sanctified
1d10R 2 Unbalanced, Sanctified
1d10R 0 Special
2d10I 2 Unwieldy, Special
1d10I 0 Unwieldy, Special
1d5+2I 0 Defensive
0I 0 Primitive, Flexible
2d10R 8 Sanctified
2d10R 4 Balanced, Sanctified
1d10+2R 2
1d10+3R 2 Balanced
2d10+2R 2 Unbalanced
1d5+1I 0 Balanced
1d10I 0 Defensive
1d10+8R 6 Sanctified
1d10+2R 0 Balanced, std attack when in defensive stance
1d10I 0 Defensive
1d10+5R 3 Balanced, Devastating (1), Toxic
1d5+1I 0 Balanced
1d10+3R 2 Devastating (2)
1d10+2R 2 Balanced, Tearing
1d10+4R 2 Tearing
1d5+3R 2 Tearing
1d10+10R 5 Special, Tearing, Unwieldy
1d10+2R 2 Tearing
1d10+5R 2 Tearing
1d10+2R 2 Tearing, Balanced
1d10+3R 2 Tearing
1d10+4R 3 Balanced, Tearing
1d10+3R 4 Balanced, Tearing
1d10+5R 4 Balanced, Tearing
1d10+3R 4 Balanced, Tearing
1d10+8R 4 Tearing
1d10+3E 6 Power Field
1d10+5E 6 Balanced, Power Field
1d10+2E 6 Fast, Power Field
1d10+6E 7 Balanced, Power Field
2d5+5E 6 Power Field, Unwieldy
2d10E 8 Power Field, Unwieldy
1d10+6E 6 Power Field
1d10+4E 6 Power Field, Special
1d10+10E 7 Balanced, Flexible, Power Field
1d5+3R 4 Razor Sharp
2d10+4E 6 Power Field, Unbalanced
1d10+7E 7 Power Field, Unbalanced
2d10E 9 Power Field, Unwieldy
1d10+5E 4 Power Field, Shocking
1d10+5E 5 Power Field, Balanced
1d10I 0 Shocking
1d10+5I 5 Power Field
2d10+1I 8 Power Field, Sanctified, Unwieldy
1d10+7E 5 Power Field, Unbalanced, Sanctified
1d10+5E 4 Power Field, Balanced
1d10+7E 9 Power Field, Unbalanced
1d10+4E 5 Power Field
2d10+4E 10 Power Field, Unwieldy, Shocking
1d10+2E 2 Power Field, Sanctified, Balanced
1d10+3E 2 Power Field, Sanctified, Tearing
2d10+5E 2 Power Field, Sanctified, Unwieldy
1d10+1E 2 Power Field, Sanctified
1d10+1E 2 Power Field, Sanctified, Balanced, Defensive
2d10+5E 2 Power Field, Sanctified, Balanced
2d10+5E 2 Power Field, Sanctified, Unwieldy
1d10+4E 4 Power Field
2d10I 6 Power Field, Unwieldy, -20 WS, double manage vs walls/doors
2d10I 5 Power Field, Unwieldy, Shocking, Fear(1)
1d10+5I 5 Power Field
1d10+4E 6 Power Field, Unwieldy, Unstable, Overheats
2d10E 10 Power Field, Tearing
1d10+6E 8 Power Field, Special, Tearing
1d10+8E 6 Power Field, Unbalanced
2d10E 9 Power Field, Unwieldy
1d10+6E 6 Balanced, Power Field
2d10+5E 8 Power Field, Concussive, Unwieldy
1d10+11E 6 Power Field, Unbalanced
1d10+11E 9 Balanced, Power Field, Tearing
2d10+7E 9 Power Field, Special
1d10+9E 7 Power Field, Unbalanced
1d10+7E 10 Power Field, Balanced
2d10+5I 0 Concussive, Unwieldy
2d10+2E 6 Power Field, Balanced
1d10+5E 6 Balanced, Power Field
1d10+5E 6 Balanced, Power Field (wielded as a pair)
1d10+7E 6 Balanced, Power Field
1d10+6E 7 Power Field
2d10E 9 Power Field, Unwieldy
1d10+1I 0 Balanced, Psy
1d10+5E 6 Balanced, Power Field
1d10+4E 5 Power Field, Unwieldy
2d10+11R 7 Tearing, Unwieldy, Power Field
2d10+13R 6 Tearing, Unwieldy
1d10+7E 7 Balanced, Power Field
1d10+13E 8 Power Field, Unwieldy, Felling(1)
2d10+4E 9 Power Field, Unwieldy
1d10+11E 8 Power Field, Unwieldy, Devastating(1)
1d10+4E 5 Power Field, Razor Sharp
1d10+6E 7 Power Field
1d10+4E 8 Power Field, Felling (2)
1d10+12E 9 Balanced, Power Field, Tearing
1d10I 0 Shocking
1d10+2I 0 Flexible, Shocking
1d10I 0 Primitive, Shocking
1d10+1I 0 Flexible, Primitive, Shocking
1d10+1E 0 Flexible, Shocking
1d10R 0 Shocking
1d5+1I 2 Shocking
1d10+5E 4 Flexible, Shocking
1d5E 0 Shocking
1d10+3I 4 Unwieldy, Volatile, Blast(1)
Shocking
Shocking
Balanced, Shocking
1d10-1I Shocking
1d5-2E Shocking
1d10I 0 Shocking
1d5+3I 0 Shocking
1d10I 0 Shocking
1d10I 0 Shocking
1d10E 0 Defensive, Recharge, Shocking
1d10I 0 Shocking, delivers shock regardless of damage
Shocking, Snare, delivers shock regardless of damage
1d10+5R 4 Special, Tearing, Unwieldy
1d5+5R 0 Tearing, Unwieldy
1d10+3R 6 Tearing, Unwieldy
1d10+5E (no str) Unwieldy
1d10+1R 7 Power Field, Balanced
1d10+3E 6 Power Field, Balanced
1d10+8R 10 Tearing
1d10+1R 2 Unbalanced
1d10+1R 2 Tearing, Unbalanced
1d10+1R 4 Flexible, Tearing
1d10I 0 Balanced, Shocking
1d10R 2 Balanced
2d5E 0 Unwieldy
1d10+2R 0 Shocking
1d5+3R 3 Toxic
1d10R 8 Tearing, Toxic
1d10+3E 6 Tearing, Shocking
1d10+4R 2 Tearing, Toxic
1d10R 0 Balanced
1d10+4E 8 Power Field, Balanced
1d10+1E 4 Power Field, Balanced, Defensive
1d10+6R 6 Tearing
1d10+7I 3 Unwieldy
1d10+7E 10 Power Field
1d10+5E 4 Power Field
1d10R 2 Balanced
1d10+3E Power Field, Unbalanced
1d10+6R 2 Tearing, Unbalanced
1d10+5E 8 Balanced, Power Field
3d5R 2 Tearing
1d10+6R 0 Balanced, Tearing
2d5R 0 Flexible
1d10-1R 2 Balanced
2d10+6E 6 Power Field, Tearing, Unbalanced
2d10R 2 Tearing, Unbalanced
1d5I 0 Snare
1d10+3R 0 Flexible, Tearing, Primitive
2d10E 10 Power Field, Tearing, Unwieldy
1d10+3R 2 Unbalanced, Force
1d10I 0 Balanced, Force
1d10+1R 2 Balanced, Force
1d10+3R 3 Force, Unbalanced
1d10I 2 Force
1d10+1R 2 Force, Balanced
1d10+1I 0 Balanced, Force
1d10+2R 2 Balanced, Force
+10 Ag for fine manipulation and +10 Str using arm
+10 Ag for fine manipulation and +10 Str using arm
Replaces missing arm
Replaces missing arm
Half Ag for fine manipulation and -10 WS/BS using arm
Half Ag for fine manipulation and -10 WS/BS using arm
Gain Sprint Talent and +20 to athletics tests to jump or leap
Replaces missing legs
Halve movement rate. Test Ag or fall at end of run action.
+20 Toughness vs airborne toxins and gas attacks. Counts as life support system
+20 Toughness vs airborne toxins and gas attacks
+20 Toughness vs airborne toxins and gas attacks. -20 Silent Move
acts as standard auspex, half action to concentrate
uses laspistol with compact upgrade, need talent to use
Replace/enhance brain. Gain Unnatural Intelligence x 2, 1d10 insanity and +10 to skill tests when processing large data pools
duplicate normal senses
+20 to str, can tether techpriest with clamps, counts as club
Enhanced mechanicus implants. +10 Str, +10 Toughness, -5 Ag, -5 Fel, cannot swim
+10 to medicae, can act as injector, half action to stop blood loss, eases amputation, 1d5R, +10 interrogation
interface with tech devices, +10 Tech-use, pilot, or drive when linked
+10 percep, microscopic to telescopic, see normally in darkness, +20 to vision based tests at night
+10 to tech-use, can blast smoke every 15m, -5 to weapon tests by all living creatures 2m away for one round, percep by sense of smell get +10
Choose up to three chemicals when implanted, toughness test and half action to excrete chem, failure adds fatigue, 4degrees means 1d10 toughness damage
Holds up to 10 doses of 4 chems, half action to inject and instantly takes effect, manual or remote trigger, critical hit poisons user, 2d10 damage negating AP
weapon takes unreliable, cant disarm, detailed inspection or auspex scan to locate
as poor, but not unreliable
weapon is best quality
+10 to resist toxins, disease, and radioactive substance, gains die hard talent
As common but +20 instead and gain regeneration talent
Extra limb with breacher, str and toughness +10, -10 ag, 1d10 insanity
Gain Machine(4) trait, without mind side effects, gain regeneration, halves WS, BS, and AG, 2d10 insanity, +5 to critical effects
+10 to pilot vehicles with interface, percep test to determine state of vehicle
Doubles movement or flyer(12) for 1 min, +10 parry
Boosts Luminen options, maglev and electircal succour as free action, reliable integrated weapons
Half action to brace, gains sturdy. No movement penalties in high/low/zero gravity.
Many customisable arms/tools for use in low/zero gravity. Thrusters grant flyer(6)
Melee 1d10+10R Pen 4 Tearing (no str). Lifing Str 50x2. -10 on manipulator tests.
+20 to resist psychic powers and +10 to resist possession, no effect on psychic attacks that inflict direct damage
May use a slinet tech-use test to command Cyber-Mastiff/Hawk. May also download special commands.
Gain unnatural strength (x3) for grappling and +2 dmg on melee attacks with arm
Gain unnatural strength (x3) for grappling and +2 dmg on melee attacks with arm
Gain heightened sense (Smell) and Talented (tracking).
Gain +20 raising to +30 to disguise checks. Suffer fatigue and pain and possibly damage.
Gives Heightened Senses talent for any one sense (add as elite advance)
can shoot hellpistol from eye with range 10m, can be fired when hands are full, acts as pistol in melee
+1AP to body, gain sprint talent
+10 to literacy, logic, or scholastic lore tests
+1 AP to head, stacks with armor
know magnetic north, present location, velocity, altitude, time of day and other info, need maps to be effective info
+10 trade (remembrancer) tests, or other tests in social situations where recorded info provides value, grants total recall talent
Remotely operate a single weapon, fire as free action with full bs skill, weapon has to be connected to MIU weapon interface
ignore toxic gases or atmospheric contaminants
+10 to investigation skill tests
+2 AP to arms, body, legs. Stacks with armor
+1 to str bonus
Unnatural Strength trait but -10 to ag
resist damage to void for d10+3 rounds past normal duration
hide certain info in artificial memory or prevent certain task, attempt to force info or task can knock out or kill user
built in microbead, ofen hardwired to ships vox frequency
Gain traits unnatural toughness x2, natural armor 2, mutant, void resistant: immune to cold and vacuum, still need air. Lose 1d5 points from ag, int
gain 1d10 insanity and one trait from alien species
Can cut through a meter of 20cm thick adamantine plating every minute; can function as a Ryza-Pattern Plasma Pistol without maximal.
Has strength of 65 with Unnatural Strength (x2). May anchor self as a free action. May be used as a weapon with a -10 WS check.
Grants bulging biceps and iron jaw talents, and +2 damage to unarmed attacks.
Ignores effects of poisoned food. Best quality can eat anything organic with no ill effects, though taste is still an issue.
Hidden blade. Good quality has toxic, best quality gains +2 damage and pen and power field.
Generates power. Can charge a basic las weapon charge pack afer one full day.
Allows user to ignore involuntary actions caused by pain such as fire, stun, and critical damage.
Acts as emergency life support. Grants autosanguine.
Add 1 to psy rating when pushing.
Glow panels built into palm of hand.
Crude bionic limb used with heavy industrial tools.
Affixed weapon can be used in one hand without penalty.
Gain the dark sight trait and become immune to effects of photon flash grenades
Gain bonus to disguise checks depending on quality of implant (apply manually on skills sheet)
Has strength of 75 with Unnatural Strength (x2). May anchor self as a free action.
See page 177 for details.
Duplicates regular hand. Exceptional versions grant +10 to fine manipulation.
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Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Astartes
Daemon Hunter
Daemon Hunter
Daemon Hunter
Daemon Hunter
Astartes
Astartes
Astartes
Astartes
Rites of Battle
Rites of Battle
Rites of Battle
Rites of Battle
Rites of Battle
Rites of Battle
Core
Core
Core
Core
Core
Core
Core
Core
Core
Forge World
War Zone
War Zone
War Zone
War Zone
War Zone
Holy Ordos
Rogue Trader
Rogue Trader
Rogue Trader
Rogue Trader
Rogue Trader
Rogue Trader
Ascension
Into the Storm
Into the Storm
Into the Storm
ITS Ork
ITS Ork
ITS Ork
ITS Ork
ITS Ork
ITS Ork
ITS Ork
ITS Ork
ITS Ork
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Reliquary
Astartes
Astartes
Astartes
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Hive World
Hive World
Hive World
Hive World
Hive World
Forge World
Forge World
The Void
The Void
Holy Ordos
Holy Ordos
Holy Ordos
Lathe Worlds
Daemon Hunter
Daemon Hunter
Daemon Hunter
Rogue Trader
Rogue Trader
Rogue Trader
Rogue Trader
Rogue Trader
Dark Tech
Xenos Tech
Ascension
Ascension
Ascension
Ascension
Ascension
Into the Storm
Into the Storm
Into the Storm
Into the Storm
Into the Storm
Into the Storm
Into the Storm
Into the Storm
Into the Storm
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Astartes
Astartes
Astartes
Astartes
Astartes
Astartes
Astartes
Astartes
Rites of Battle
Rites of Battle
Rites of Battle
Rites of Battle
Rites of Battle
Rites of Battle
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Feral and Feudal World
Feral and Feudal World
Feral and Feudal World
Feral and Feudal World
Feral and Feudal World
Feral and Feudal World
Feral and Feudal World
Feral and Feudal World
Feral and Feudal World
Feral and Feudal World
Feral and Feudal World
Feral and Feudal World
Feral and Feudal World
Feral and Feudal World
Feral and Feudal World
Feral and Feudal World
Hive World
Hive World
Hive World
Hive World
Hive World
Hive World
The Void
The Void
The Void
The Void
The Void
The Void
The Void
War Zone
War Zone
War Zone
Shadow Gear
Shadow Gear
Lathe Worlds
Daemon Hunter
Daemon Hunter
Daemon Hunter
Daemon Hunter
Daemon Hunter
Daemon Hunter
Daemon Hunter
Book of Judgement
Book of Judgement
Book of Judgement
Book of Judgement
Book of Judgement
Rogue Trader
Rogue Trader
Ascension
Into the Storm
Into the Storm
Into the Storm
Into the Storm
Into the Storm
Into the Storm
Reliquary
Reliquary
Reliquary
Reliquary
Reliquary
Reliquary
Reliquary
Reliquary
Reliquary
Reliquary
Astartes
Astartes
Astartes
Astartes
Astartes
Astartes
First Founding
Rites of Battle
Rites of Battle
Rites of Battle
Rites of Battle
Core
Core
Hive World
Holy Ordos
Into the Storm
Into the Storm
Into the Storm
Hostile Acquisitions
Hostile Acquisitions
Astartes
Rites of Battle
Rites of Battle
Rites of Battle
Core
Core
Hive World
Forge World
Forge World
War Zone
War Zone
Holy Ordos
Lathe Worlds
Lathe Worlds
Rogue Trader
Rogue Trader
Rogue Trader
Rogue Trader
Rogue Trader
Ascension
Ascension
Ascension
Ascension
Into the Storm
Into the Storm
Into the Storm
Into the Storm
Daemon Hunter
Daemon Hunter
Daemon Hunter
Daemon Hunter
Daemon Hunter
Daemon Hunter
Daemon Hunter
Book of Judgement
Book of Judgement
Book of Judgement
Book of Judgement
Book of Judgement
Astartes
Astartes
Astartes
Astartes
Astartes
Astartes
Astartes
Astartes
Astartes
First Founding
First Founding
First Founding
First Founding
First Founding
First Founding
First Founding
First Founding
First Founding
First Founding
First Founding
First Founding
Rites of Battle
Rites of Battle
Rites of Battle
Rites of Battle
Rites of Battle
Rites of Battle
Rites of Battle
Rites of Battle
Rites of Battle
Rites of Battle
Core
Core
Feral and Feudal World
Feral and Feudal World
The Void
The Void
The Void
Lathe Worlds
Shadow Gear
Daemon Hunter
Book of Judgement
Book of Judgement
Book of Judgement
Book of Judgement
Book of Judgement
Rogue Trader
Rogue Trader
Into the Storm
Into the Storm
Into the Storm
Hostile Acquisitions
Hostile Acquisitions
Forge World
Forge World
The Void
Lathe Worlds
Rogue Trader
Rogue Trader
Rogue Trader
Rogue Trader
Creatures Anathema
Creatures Anathema
Dark Tech
Dark Tech
Xenos Tech
Xenos Tech
Xenos Tech
Ascension
Into the Storm
Into the Storm
Into the Storm
Into the Storm
Into the Storm
Into the Storm
Into the Storm
Into the Storm
Into the Storm
Into the Storm
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
ITS Ork
ITS Ork
ITS Ork
ITS Ork
Holy Ordos
Holy Ordos
Holy Ordos
Into the Storm
Into the Storm
Into the Storm
Astartes
Astartes
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Core
Forge World
Forge World
Forge World
Forge World
Forge World
Forge World
Forge World
Forge World
Forge World
Lathe Worlds
Lathe Worlds
Lathe Worlds
Lathe Worlds
Lathe Worlds
Lathe Worlds
Holy Ordos
Book of Judgement
Book of Judgement
Book of Judgement
Book of Judgement
Book of Judgement
Rogue Trader
Rogue Trader
Rogue Trader
Rogue Trader
Rogue Trader
Rogue Trader
Rogue Trader
Rogue Trader
Rogue Trader
Rogue Trader
Rogue Trader
Rogue Trader
Rogue Trader
Rogue Trader
Rogue Trader
Rogue Trader
Dark Tech
Xenos Tech
Ascension
Ascension
Into the Storm
Into the Storm
Into the Storm
Into the Storm
Into the Storm
Into the Storm
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Hostile Acquisitions
Astartes
Astartes
Rites of Battle
Equipment
You can select from a menu of items bought in the shop, or type in custom items
If the armour or weapon menus are empty - you need to buy gear in the shop then come back here
Locations
Armour Armour Type & Quality Type override AP Damage Bonus
Common Head
Left Arm 0
Armour Weight Right Arm 0
Body
Force Field Left Leg
Right Leg
0
Damage Bonus Weight
Owned Equipped
Gear 0.0kg 0.0kg
Armour 0.0kg 0.0kg
Weapons 0.0kg 0.0kg
Ammo 0.0kg 0.0kg
Total 0.0kg 0.0kg
Hand
0
0
0
0
0
0
0
0
Upgrades
0
0
0
0
0
0
0
0
Weights
Machine & Natural AP
0
Shop Entry
#N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A
1 2 3 4 5 6 7 8
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
onus from Implants
Melee Lookup 0
te RoF 0
#VALUE! #VALUE! 0
#VALUE! #VALUE! 0
#VALUE! #VALUE! 0
#VALUE! #VALUE! 0
#VALUE! #VALUE! 0
#VALUE! #VALUE! 0
#VALUE! #VALUE! 0
#VALUE! #VALUE! 0
Ranged Lookup 0
0
0
0
0
0
0
0
0
#N/A #N/A
9 10 Combined
0 0 Total
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
Add on quality and upgrades
#VALUE! #VALUE! #VALUE!
#VALUE! #VALUE! #VALUE!
#VALUE! #VALUE! #VALUE!
#VALUE! #VALUE! #VALUE!
#VALUE! #VALUE! #VALUE!
#VALUE! #VALUE! #VALUE!
#VALUE! #VALUE! #VALUE!
#VALUE! #VALUE! #VALUE!
-
2 5 6 7
Melee Ranged Qlty Hand Force Class Damage Type Pen
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
0 0 0 0 0
These values are looked up from the
Trained
Rapid Reload table #N/A
4 Full 8 Full
2 Full 5 Full
2 Full 4 Full
Full 3 Full
Full 2 Full
Half Full
Half
-
3 4 8 9 10 3
Range RoF Clip Reload Special Wt Reload
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
#N/A
e values are looked up from the fixed weapon table
Career Path
XP Spent
Current Rank 1 Career 4500
Characteristics 0
XP Gained 0 Skills 0
XP Start 5000 Talents 0
Background 0 Powers 0
XP Spent -4500 Other
XP to Spend 500 4500
XP cost Description
Advancement
Expert Heroic Master Total Unnatural
✘ ✘ 25
✘ ✘ 25
✘ ✘ 25
✘ ✘ 25
✘ ✘ 25
✘ ✘ 25
✘ ✘ 25
✘ ✘ 25
✘ ✘ 25
0
Unused by your character
Current Psy Rating 0 XP to Spend
Disciplines
Minor Powers
500
0 0
Disciplines
XP spent on Ranks 0
Unused powers discount 0
XP Saved 0
Total XP Cost 0
Rank 2 Rank 3
Join the
Obsidian Warriors
Be the best
9
11
Rogue Trader
Origin Path: → → →
Skills Gear
Strength (S)
2 5
££££
Toughness (T)
2 5
££££
Agility (Ag)
Awareness (Per) 12
2 5
Barter (Fel) 12 ££££
Carouse (T) 12
Charm (Fel) 12 Intelligence (Int)
Climb (S) 12
Command (Fel)
Concealment (Ag)
12
12
2 5
Contortionist (Ag) 12 ££££
Deceive (Fel) 12
Disguise (Fel) 12 Perception (Per) Custom Gear
Dodge (Ag) 12
Evaluate (Int)
Gamble (Int)
12
12
2 5
Inquiry (Fel) 12 ££££
Intimidate (S) 12
Logic (Int) 12 Will Power (WP)
Scrutiny (Per) 12
Search (Per)
Silent Move (Ag)
12
12
2 5
Swim (S) 12 ££££
Fellowship (Fel)
2 5
££££
Profit Factor
Wounds () Insanity Fatigue (2) Corruption Critical Damage
Fate
Primitive
Launcher
Plasma
Flame
Melta
Bolt
Las
SP
Ballistic Skill (BS)
Basic
2 5 Pistol
Heavy
££££
Dodge
12
Half Move: 2m
Full Move: 4m
Charge: 6m
Run: 12m
Leap: 2m
Jump: 40cm
XP To Spend
500
XP Spent
4500
Carried: 0kg
Carry: 18kg
Lift: 36kg
Push: 72kg
Strength Bonus
+2
Initiative
+2
Weapon Skill (WS)
2 5
Primitive
Flame
Shock
Power
Chain
££££
Thrown
Armour (Toughness) Melee
Head 1-10 Right Arm 11-20 Left Arm 21-30 Body 31-70 Right Leg 71-85Left Leg 86-100
Weapon Skill (WS) Ballistic Skill (BS) Strength (S) Toughness (T) Agility (Ag) Intelligence (Int) Perception (Per) Will Power (WP) Fellowship (Fel)
25 25 2 5 2 5 2 5 2 5 2 5 2 5 2 5
0 0 0 0 Adv. 0 0 0 0 Adv. 0 0 0 0 Adv. 0 0 0 0 Adv. 0 0 0 0 Adv. 0 0 0 0 Adv. 0 0 0 0 Adv. 0 0 0 0 Adv. 0 0 0 0 Adv.
Name (2)
Class Damage Type Pen
Right Leg Left Leg
Range ROF Clip Reload 71-85 86-100
Special
(2) (2)
Name
Power
Flame
Flame
Shock
Melta
Plasma
Primitive
Launcher
Primitive
Chain
Bolt
Class Damage Type Pen
Las
SP
Name Lifing
Class Damage Type Pen Carry Lif Push
Range ROF Clip Reload
18kg 36kg 72kg
Special
Origin Path
Skills Skills
Trained +10% +20% Total Trained +10% +20% Total
Awareness (Per) 12
Barter (Fel) 12
Carouse (T) 12
Charm (Fel) 12
Climb (S) 12
Command (Fel) 12
Concealment (Ag) 12
Contortionist (Ag) 12
Deceive (Fel) 12 Description
Disguise (Fel) 12
Dodge (Ag) 12
Evaluate (Int) 12
Gamble (Int) 12
Inquiry (Fel) 12
Intimidate (S) 12
Logic (Int) 12
Scrutiny (Per) 12
Search (Per) 12
Silent Move (Ag) 12
Swim (S) 12
Weapon Skill (WS) Ballistic Skill (BS) Strength (S) Toughness (T) Agility (Ag) Intelligence (Int) Perception (Per) Will Power (WP) Fellowship (Fel)
25 25 2 5 2 5 2 5 2 5 2 5 2 5 2 5
0 0 0 0 Adv. 0 0 0 0 Adv. 0 0 0 0 Adv. 0 0 0 0 Adv. 0 0 0 0 Adv. 0 0 0 0 Adv. 0 0 0 0 Adv. 0 0 0 0 Adv. 0 0 0 0 Adv.
Melee Actions
Charge Full
Parry Reaction
Guarded Attack Full
Defensive Stance Full
Feint Half
Grapple Full
Knock-down Half
Starting and Equipment based Talents Description Stun Full
Move Actions
Move H/F
Manoeuvre Half
Disengage Full
Run Full
Tactical Advance Full
Stand / Mount Half
Jump / Leap Full
Ranged Actions
Semi-auto Fire Full
Full-auto Fire Full
Called Shot Full
Suppressing Fire Full
Brace Heavy Weapon Half
Other Actions
Reload See weapon
Use a Skill Varies
Use a fate point Free
Bought Talents XP Cost Description Delay Half
Focus Power Varies
Ready Half
Combat Modifiers
Darkness -20 WS/-30 BS
Ganging up (2:1) +10 WS
Ganging up (3+:1) +20 WS
High Ground +10 WS
Fatigued -10 All skills
Target Stunned +20 WS/BS
Pinned -20 BS
Aim (Half) +10 WS/BS
Aim (Full) +20 WS/BS
Semi Auto +10 BS
Full Auto +20 BS
Called Shot -20 WS/BS
Suprise Attack +30 WS/BS
Shoot into Melee -20 BS
Range Modifiers
Point Blank (<2m) +30 BS
Short (<1/2 range) +10 BS
Long (>2x range) -10 BS
Extreme (>3x range) -30 BS
Preomnor: +20 vs ingested poisons Multi-lung: May reroll failed toughness tests for drowning, gases or asphyxiation. +30 vs gases. Occulube and Lyman's Ear: You gain Hightened senses (Sight & Hearing) Sus-an Membrane: You may
suspended animation. Oolotic Kidney: May reroll failed toughness tests to resist poisons and toxins. Neurglottis: May detect poisons and toxins by taste, gain +10 on tracking targets you have tasted. Mucranoid: Reroll toughness tests
temperature extremes. Bletcher's Gland: Spit acid (Rng 3m, 1d5 Pen 4 toxic, possible blinding) Progenoids: Gene-seeds - must be returned to chapter if comrade dies. Black Carapce: Enemies gain no bonus to hit you due to your pow
armour size increase.
Astartes Power armour - +20 Strength, Hulking, Dark sight, immune to photo flash and stun grenades, called shots are half action, +10 bonus to Sight/Hearing tests (add manually), may fire basic weapons one handed, d
8
Squad gains +20 BS vs called target, may re-roll damage and use reactions for extra standard attack Yes 3 Full Strongpoint
Instead of dodging auto fre, spread hits amongst valid targets. No 2 Reaction Soak Fire
4
May move up to 4m as free action without triggering overwatch or suppressive fre. No 2 Full Regroup
May move up to 2m to fnd cover when hit by a ranged attack, possibly avoiding extra hits No 1 Reaction Go to Ground
3
Charge enemy and make a standard attack with option to re-roll damage No 3 Free Furious Charge
Ignore -20 penalty for suppressive fre or overwatch Yes 1 Half Fire Support
Use your reactions this round to make a standard attack Yes 1 Half Fire for Efect
Charge and make a standard attack with bolter weapon No 3 Free Bolter Assault
Efect Sustained Cost Action Attack Patterns
Chapter: 0 Player Name: 0 Character Name:
0
Squad Mode
Ammunition tracker
Movement: 2/4/6/12
Wounds:
Corruption Points:0
Insanity Points: 0
Fate Points:
Skills:
Talents:
Traits:
Armour:
Weapons:
Gear:
Version
1
2
3
4
5
6
6.01
6.02
6.03
6.04
6.05
6.06
6.1
6.2
6.21
6.3
6.31
6.32
6.4
6.41
6.42
6.43
6.44
6.45
6.46
Known
Developer
Thanks
Notes
Basic 2-Page character sheet
Major revamp - added support for all origin paths with auto selection of traits/talents and skills
Added Tick boxes for talent selection, support for talent prerequisites, font changes for 2003 compatibility and an instructi
First internet release of Dark Heresy additions following in-house testing.
Added Ascension and Inquisitors handbook support - redesign of all tables, removed support for all but the Old Gothic she
Added Daemon Hunter alternative ranks, backgrounds and gear. Added Grey Knight setting and new psychic discipline.
Fixed Dark Voyage skills (were appearing as traits), added missing Grey Knight gear to the shop and all weapon stats from D
Fixed Compact weapon upgrade. Fixed Feared by the Warp prerequisites and added Talented[Pilot(personal)] to Strike Squ
Fixed strength bonus calculations for items like power fists when interacting with unnatural strength
Reduced Rank requirements on heavey weapons for Purgation Squad, fixed Gunmetal city starting traits. Fixed xp costs of A
Added Peer option to Product of Upbringing. Added support for Wyrdling Powers. Fixed bug with Psy Rating 4 major powe
Fixed bug in talent sheet to cope with updated Psychic Talent xp cost when formula is copied down by VB code. Made Righ
Fixed bug with talent list when using open office , removed spurious skill from Rogue trader rank 5 list, Implemented chang
Fixed issue with some skills failing to display on character sheet. Added missing Psychic power to Scholar Materum. Improv
Changed colour of weapon training tick boxes on modern CS. Adding missing entry for rapid reload (8 full). For forcefields,
Removed clipping of armour values on modern sheet. Renamed some duplicate weapon entries. Fixed Thunder hammer d
Added missing entry to Navigator mutations and updated load code. Fixed bonus granted by Nomadic House. Fixed Mind's
Added First Founding chapters, gear, specialisations, psychic powers
Implemented all origin path routes (optional) from Into the Storm. Added Hostile Acquisitions alternative ranks weapons, a
Show The flesh is weak and physical perfection as machine (X) trait. Removed spurious dropdown menu for Child of Dynas
Fixed broken formula for xp costs of heightened senses (introduced in 6.2). Updated description of mechanicus implants, m
Fixed circular references for faith talents. Added in toughness bonuses for various Astartes Cybernetics.
Added material from Lathe Worlds (Alternate ranks, Diplomacy skill, Gear)
Fixed spelling mistakes (Artificer, Power Filed), auto corrected when loading .rtc files. Added ability to equip Luminen weap
Fixed Psy rating lookup when using psy rating + 1 talents. Ensure Macros copy formulas, not hard code them as this doesn'
Removed penalty to Ag for Brute mutation in RT setting. Auto apply clumsy (-10 to Ag skills), Added Shock Maul stats. Fixed
Fixed some Hive-World shop items.
Added Backgrounds, Alternate Ranks and Gear from the Book of Judgement
Added missing skills for Malygrisian Tech Heresy. Fixed starting talents for Tranch War Veteran. Added missing cybernetics f
Security Skill (Rogue Trader rank 6) was listed was Scrutiny. Fixed bug when reloading ammo, the shop entry was not reduc
Added specialisms of Cult Briefing talent to the advancement sheet. Fixed Psychic power lookup area.
Ensure all Xenos have Non-Imperial and Speak not unto the alien traits. Updated for Errata 1.4
Added extra space for skill processing
Updated Ork stats according to Rogue Trader 1.4 Errata (WS 25, BS 15, Str 35), fixed cost of Ork Freebooter Forbiden Lore X
Fixed fire rate on Godwyn-De'az Storm Bolter. Added missing armour from Book of Judgement to shop. Fixed bug in some c
Issues
If you gain access to a skill at a lower cost than you have already paid for the skill, you get it at the new lowest cost
If you gain a talent with the (Specific) or "Chosen" subtext during character creation, there is no way to enter the details fo
Calculation speed in older version of Excel (pre-2007) is slow
OpenOffice sometimes needs a forced recalculation for the drop down menus to update properly.
Notes
The workbook is designed in such a way as to make adding new worlds or careers as easy as possible.
All input cells and drop down menus are configured in the "Menus" sheet.
To add a new Career, insert the entry in the Careers section on the Menu sheet, then add the Rank names and XP costs to
Finally, add the talents and skills into the "Advances" Sheet, again ensuring to copy down the formulas in the grouped and
My thanks go out to everyone who helped with testing this spreadsheet or has given me feedback, in particular to John (ge
In release 5.8 I incorporated a full weapons and armour list from the excellent resource by unknownrelic. See the Forum fo
If you have enjoyed this spreadsheet and want to make a donatation visit my web page www.blackmoor.org.uk/4
mpatibility and an instructions sheet
ng traits. Fixed xp costs of Astropath Psychic Talents. Added +10 Ag bonus for Mk6 armour. Added Naduesh Force weapons.
h Psy Rating 4 major powers introduced in 6.0
wn by VB code. Made Right Place, Rigth time give +10 skill bonus.
k 5 list, Implemented changes to reload time based on rapid reload talent. Fixed pre-reqs for Host-Bound background. Ensured knife list
o Scholar Materum. Improved handling of Wrydling Mutation.
oad (8 full). For forcefields, show body protection value.
. Fixed Thunder hammer damage bonus. Ensure talents with (specific) entry are displayed with chosen value.
madic House. Fixed Mind's Eye Opens for Nascent Psykers.
ternative ranks weapons, armour and gear. Fixed ink colour at the top of the character sheet (was same as background)!
wn menu for Child of Dynasty.
of mechanicus implants, moving free bionics to a new trait given to Explorators. Removed bonus to damage from bionic arms.
ity to equip Luminen weapons and shields as well as Baleful Eye. Ensure weapon stats for Storm Shield display correctly.
d code them as this doesn't work for foreign language versions of Excel. Fixed display of Diplomacy skill. Fixed Machine(6)
ded Shock Maul stats. Fixed power armour penalty to concealment and silent move skills tests. Fixed drop downs for Proven to be Pure
Added missing cybernetics from Book of Judgement. Extended size of dropdown menu for Alternative ranks. Fixed typo in shop (Hunting
e shop entry was not reducing correctly.
Freebooter Forbiden Lore Xenos, Adjust Ork weapons for weapon quality using different look up table
o shop. Fixed bug in some checks for prerequisites involving talents
ank names and XP costs to the "Careers" and "Career Ranks" sheets. Ensure that the named ranges are extended and formulas are copi
rmulas in the grouped and hidden columns
ck, in particular to John (general testing), Zero (Mac support), Daltris (Logic errors), Nik (Version 5 functional testing) and Trent (Deathw
ownrelic. See the Forum for a link to the original download.
www.blackmoor.org.uk/40K.html
duesh Force weapons.
me as background)!
ld display correctly.
ill. Fixed Machine(6)
drop downs for Proven to be Pure and Perilous Choice