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WH40kRP Armory

V4.14.0121
Last edit: 2012-01-21 by unnownrelic
Version info: First segment is current series, second segment is updated with each source book, third segment is re

The sections called Core Specific are from the core rulebook. Using Dark Heresy Errata 3.0. Abbreviation is DHC or
The sections called Feral & Feudal Word Specific, Hive World Specific, Forge World Specific, Frontier World Specifi
The sections called Shadow Gear, Dark Tech, and Xenos Tech are from Radicals Handbook, note that many of thes
The sections called Anathema are from Creatures Anathema. Abbreviation is CAN.
The sections called Rogue Trader are from Rogue Trader. Prices are not listed because Rogue Traders do not buy,
The sections called Ascension are from Ascension; prices are not listed because Throne Agents follow Acquisition ru
The sections called Into the Storm and ITS are from Into the Storm. Prices are not listed because Rogue Traders do
The sections called Reliquary are from Blood of Martyrs. Also contains new Ascended items from the Heresy Begets
The sections called Astartes are from Deathwatch. Prices are listed, but are not to be confused with thrones. These
mind, all Astartes weapons count as one size class larger for Non-Astartes, and are highly taboo to use. Using Deat
appendix of this version, and they have been included, on another tab. Refer to "DW Optional" for said changes. Ab

The sections called Rites of Battle are from Rites of Battle. Abbreviation is ROB.
The sections called Malleus and Grey Knights are from Daemon Hunter. Abbreviation is DEM.
The sections called Black Crusade are from Black Crusade Core. Abbreviation is BCC. It should be noted that many
systems. As such, many keywords will be listed twice: first as how they're used in the other three systems, and seco
Black Crusade as the older version, then it will be updated as any other keyword, and only have a single version.
The sections called Judgement are from Book of Judgement. Abbreviation is BOJ.
The sections called Chapter Wargear are from First Founding. Abbreviation is 1ST.
The sections called Tools of the Trade are from Hostile Acquisitions. Abbreviation is HAC.

It is advised that you read the full description of the source material of any interesting item for a better unde

Keyword Reference
Accurate (DWC)
Accurate (BCC)
Balanced (DWC)
Balanced (BCC)
Blast (X) (DWC)
Blast (X) (BCC)
Concussive (DWC)
Concussive (BCC)
Customized (RTC)
Crippling (X) (BCC)
Defensive (BCC)
Devastating (X) (DWC)
Devastating (X) (BCC)
Excruciating (DEM)
Fast (IHB)
Felling (X) (BCC)

Grants an additional +10 when used with the aim action. On an aimed single shot with a
Grants an additional +10 when used with the aim action. On an aimed single shot with a
d10s cannot generate Zealous Hatred.
Grants a +10 to WS tests made to parry.
Grants a +10 to WS tests made to parry. Multiple Balanced weapons only grant this bon
Hits all targets in X radius. Roll for hit location and damage individually.
Hits all targets in X radius. Roll damage once and apply it to all affected targets.
Stuns a target. Take a toughness test at -10 per DoS on hit or be stunned for one round.
than S bonus, get knocked down.
Stuns a target. Take a Toughness test at -10 per X on hit or be stunned for one round pe
Reloading takes half listed time, half action is still half action
When a target suffers at least one wound from a weapon with this quality, they become "
Crippled, a character takes more than a half action, they suffer X in Rending damage, w
Weapon gains +15 to parry, but takes -10 to attacks
Reduce one additional point of Cohesion if hit, regardless of wounds or damage. If Hord
A Horde hit and damaged by a weapon with this quality reduces their Magnitude by X.
Targets damaged by a weapon with this trait must pass a -10 WP or T test (target's choic
Opponents suffer a -20 to Parry a weapon with this quality.
Ignore one level of Unnatural Toughness per X.

Flame (DWC)
Flame (BCC)
Flexible (BCC)
Force (RTC)

The wielder doesn't test BS, instead, all creatures in 30 degree arc test must Agility or ta
targets get +20 to avoid, or +30 if unbraced heavy. For RT and DH: Hit body only, jams o
If a target of a Flame attack is hit (even if they suffer no damage), they must pass an Ag
Weapons with this quality cannot be parried.
Count as Best Craftsmanship Mono weapons of a standard primitive weapon. In the han
changes to E. When a psyker damages an opponent, may make a Focus Power Test (O
for every degree of success, the force weapon's wielder deals an additional 1d10E, igno

Force (BCC)

Any Melee weapon with the Primitive quality may be a Force weapon. This increases the
Psyker, add +1 to Damage and Penetration per point of Psy Rating. In addition, ignore th
test using Opposed Willpower with the target. If the wielder is successful, deal an additio
weapons cannnot be destroyed by a power weapon's field.

Gyro-Stabilised (BCC)
Hallucinogenic (X) (BCC)

Never counts as further than Long Range (penalty still applies, as does normal maximum
When hit by a weapon with this effect, you must make a Toughness test modified by -10
effect lasts 1 round, plus 1 per degree of failure.
Everything in X radius goes haywire. Roll on table 5-4 (page 143 in DW) to determine ef
Everything in X radius goes haywire. Roll on table 5-2 (page 151 in BCC) to determine e
ignore if lower, than the current effect.
Gain no bonus for Aiming
A weapon with this quality has two firing modes: normal, and maximal. This must be cho
it has blast, it is improved by 2. This shot uses three times as much ammunition, and tem
Double penetration when firing at short range or closer.
A roll of 91 or higher causes an overheat. When this happens, the wielder suffers energy
avoid this by dropping the weapon as a Free Action. Must spend a round cooling down. D
A roll of 91 or higher causes an overheat. When this happens, the wielder suffers a singl
wielder must then make an Agility Test or drop the weapon. Must spend a round cooling
When successfully using a weapon with this quality to Parry, there is a 75% chance the o
When successfully using a weapon with this quality to Parry, or this weapon is parried by
Natural Weapon, or other Power Weapons.
All armor points are doubled against weapons with this quality, unless the armor is also p
Weapons with this quality treat any rolled damage above X as X. A 10/0 is still required t
Treat any damage die roll lower than the rating as that rating. For example, if the weapo
If an attack results in 2 or more degrees of success, double the weapon's penetration wh
If an attack results in 3 or more degrees of success, double the weapon's penetration wh
May only fire every other round.
It a jam occurs, roll a 1d10. Only if that is a 10 did a jam actually happen.
Only jams on a roll of 100/00. Weapons with this quality that do not roll to hit never jam.
Counts as Holy. For Astartes weapons, must be Exceptional or Master-Craft in order to h
If fired at a foe within Point Blank Range, every 2 degrees of success indicates another h
At Short Range or closer, gain +10 to hit. At Point Blank add 3 to damage. At Long Rang
If takes damage after AP and toughness, roll Toughness test +10 for every armor point o
A target that takes a hit from a Shocking weapon must pass a +0 Toughness Test or be s
When a hit is scored, creates a 3d10 meters in diameter cloud centered on impact. It las
When a hit is scored (not necessarily on a living target), it creates a smoke screen X me
On hit, make Ag test or immobilized. Once immobilized cant do anything except attempt
On hit, make Ag test modified by -10 per X or be immobilized. Once immobilized, you ca
the initial. Considered helpless until escape.
This weapon does not need a test to fire. All creatures in the weapon's range, in a 30 de
protection unless it conceals completely. Spray attacks always resolve against the body.

Haywire (X) (DWC)


Haywire (X) (BCC)
Inaccurate (BCC)
Maximal (BCC)
Melta (BCC)
Overheats (DWC)
Overheats (BCC)
Power Field (DWC)
Power Field (BCC)
Primitive (DWC)
Primitive (X) (BCC)
Proven (X) (BCC)
Razor Sharp (DWC)
Razor Sharp (BCC)
Recharge (BCC)
Reliable (DWC)
Reliable (BCC)
Sanctified (BCC)
Scatter (DWC)
Scatter (BCC)
Shocking (DWC)
Shocking (BCC)
Smoke (DWC)
Smoke (X) (BCC)
Snare (DWC)
Snare (X) (BCC)
Spray (BCC)

Storm (BCC)
Tainted (BCC)
Tearing (BCC)
Toxic (DWC)
Toxic (X) (BCC)
Twin-Linked (DWC)
Twin-Linked (BCC)
Unbalanced (DWC)
Unbalanced (BCC)
Unreliable (BCC)
Unstable (RTC)
Unwieldy (DWC)
Unwieldy (BCC)
Volatile (DWC)
Warp Weapon (BCC)

This weapon does not need a test to fire. All creatures in the weapon's range, in a 30 de
protection unless it conceals completely. Spray attacks always resolve against the body.
This doubles the number of hits inflicted on the target and ammo expended.
Add the 10s digit of your Corruption Bonus to the weapon's damage.
Roll one extra die for damage, and discard the lowest of them.
Anyone that takes Damage from a Toxic weapon after Armor and Toughness must make
impact damage with no reduction to the same location.
Anyone that takes Damage from a Toxic weapon after Armor and Toughness must make
same location, of the same type. Some weapons may have additional effects, see their p
A weapon with this gains a +20 bonus to hit when fired and uses twice as much ammo. I
reload time is doubled.
When firing a weapon with this quality, the wielder must choose either a +10 bonus to hit
each shot.
Weapons with this quality suffer a -10 when used to parry.
Weapons with this quality suffer a -10 when used to parry. Unbalanced weapons may no
Unreliable weapons jam on a roll of 91 or higher on all firing modes.
When a weapon with this hits, on a 1 it inflicts half damage, on 2-9 it deals normal, and 1
Weapons with this quality cannot be used to parry.
Weapons with this quality cannot be used to parry or make Lightning Attacks.
Automatically confirm Righteous Fury on a roll of 10 for damage.
These weapons ignore all AP generated from Armor or Cover. Force Fields and specially

Craftsmanship
Best

Cost Multiplier
x10

Availability
Drop 2 step

Good

x3

drop 1 step

Common
Poor

x1
x.5

Normal
Increase 1 step

Astartes Craftsmanship
Master-Crafted

Req. Multiplier
x2/x1.5

Exceptional

x1.5

Common

x1

Renown Required
Distinguished
Melee: +10 WS, +2 Damage; Ranged
amount; Fields: Overloads on 1
Respected
Melee: +5 WS, +1 Damage;
combat; Fields: Overloads on 1-5
None
Everything: Normal;

Black Crusade Craftsmanship


Best

Availability Modifier
-20

Good

-10

Common
Poor

+0
+10

Go to tabs below for specific sections

Melee: +10 WS to attack, +1 Damage


one Kustom Bit; Fields: Overloads on

Melee: +5 WS to attack; Ranged: Reli


to BS and WS. Weigh .5kg more. Field
Everything: Normal;
Melee: -10 WS to attack;
Ork: Jams instantly for a non-Ork, wei

Melee: +10 WS to use, +1 Damage; R


Overloads on a 1

Melee: +5 WS to use; Ranged: Reliab


Fields: Overloads on 1-5
Everything: Normal;
Melee: -10 WS to use;
Fields: Overloads on 1-15

vvvvvvvvv

Good news! Started storing this in my dropbox. E-mail me at unnownrelic@gmail.com and put "40kRP Armory" in th
want to contact me about it at all. If that's not in the subject, I'll probably filter your message as spam. This will be the
it in my mediafire account for general sharing. The folder for that is http://www.mediafire.com/?cvj9wt3s7eb83. Than

21 by unnownrelic
urce book, third segment is release date in MMDD format.

a 3.0. Abbreviation is DHC or DHE.


pecific, Frontier World Specific, The Void Specific, The Holy Ordos Specific and War Zone Specific are from Inquisitors Handbo
dbook, note that many of these items have vastly greater descriptions then are provided here. Abbreviation is RHB.

se Rogue Traders do not buy, but acquire. Using Rogue Trader Errata 1.1. Abbreviation is RTC or RTE.
ne Agents follow Acquisition rules (similar to RT). Abbreviation is ASC.
ed because Rogue Traders do not buy, but acquire. Abbreviation is ITS.
items from the Heresy Begets Retribution Expansion. Abbreviation is BOM and HBR.
confused with thrones. These are requisition values. There may also be a Renown note. Keep in
ghly taboo to use. Using Deathwatch Errata 1.1. There are alternate weapon rules proposed in the
Optional" for said changes. Abbreviation is DWC or DWE.

. It should be noted that many of Black Crusade's weapon Keywords vary greatly from all the other
other three systems, and second how it's used in Black Crusade. If a keyword works identically in
only have a single version.

esting item for a better understanding of what it is. This Document is only a quick reference

n an aimed single shot with a basic weapon, gain 1d10 extra damage for every 2 degrees of success (2d10 bonus max).
n an aimed single shot with a basic weapon, gain 1d10 extra damage for every 2 degrees of success (2d10 bonus max). These

d weapons only grant this bonus once.


individually.
o all affected targets.
t or be stunned for one round. Auditory protection grants +10 to resist stunning sound, but not the kinetic effect. If you take dam

r be stunned for one round per degree of failure. If you take damage greater than S bonus, get knocked down.

with this quality, they become "crippled" for the remainder of the encounter, or until healed of all damage, whichever comes first.
uffer X in Rending damage, with no reduction for Armor or Toughness.

of wounds or damage. If Horde, reduce magnitude by X per hit.


uces their Magnitude by X.
10 WP or T test (target's choice) or be stunned for one round.

gree arc test must Agility or take a hit. If hit, test Agility again or be set on fire. This ignores cover. If you do not have the proper
and DH: Hit body only, jams on 9
mage), they must pass an Agility Test or be set on fire.

d primitive weapon. In the hands of a psyker, deals bonus damage and penetration equal to the psyker's Psy Rating and the da
make a Focus Power Test (Opposed Willpower) as a Free Action. If successful, and scores more degrees of success than his
eals an additional 1d10E, ignoring armor or toughness. These weapons cannot be destroyed by a power weapon's field.

ce weapon. This increases the availability to Extremely Rare. If wielded by a non-psyker, this has no additional effect. If the wiel
y Rating. In addition, ignore the Primitive quality. In addition to the normal damage, the wielder may, as a Free Action, make a F
is successful, deal an additional 1d10E damage per Degree of Success, ignoring the victim's Armor and Toughness Bonus. Fo

lies, as does normal maximum range). Heavy Weapons with this Quality reduce the penalty for firing without Bracing to -20
oughness test modified by -10 times X, or suffer a delusion on table 5-1 (Page 150). Respirators and sealed armor grant +20 to

e 143 in DW) to determine effect. Lessens by one step every round until it becomes insignificant.
e 151 in BCC) to determine effect. Lessens by one step every round until it becomes insignificant. Additional effects replace if h

nd maximal. This must be chosen at the beginning of the round. On Maximal, it adds 10m to range, 1d10 to damage, and 2 to p
as much ammunition, and temporarily adds the Recharge quality if it isn't already present.

ens, the wielder suffers energy damage equal to the weapon's damage with pen 0 to the wielding arm, or a random arm if 2-han
spend a round cooling down. Does not jam, and any effects that would cause it to instead cause an overheat.
ens, the wielder suffers a single hit from the weapon to the wielding arm, or a random arm if 2-handed. Once the hit has been re
. Must spend a round cooling down. Does not jam, and any effects that would cause it to instead cause an overheat.
y, there is a 75% chance the offending weapon will be destroyed. This does not affect Warp Weapons, Natural Weapon, or othe
y, or this weapon is parried by another, there is a 75% chance the offending weapon will be destroyed. This does not affect War

ality, unless the armor is also primitive. Non-Primitive armor doubles its AP before being reduced by Penetration.
as X. A 10/0 is still required to trigger Zealous Hatred. This works, effectively, as an anti-Proven.
ng. For example, if the weapon has Proven (3), and a 1 or 2 is rolled, treat it as a 3.
e the weapon's penetration when resolving the hit.
e the weapon's penetration when resolving the hit.

tually happen.
at do not roll to hit never jam.
al or Master-Craft in order to have this. Has certain effects on some Daemonic and Warp Creatures.
of success indicates another hit. However, double all armor point against hits from a scatter weapon at Long or Extreme range.
d 3 to damage. At Long Range or Extreme Range, subtract 3 damage, to a minimum of zero.
st +10 for every armor point on location, fail means stunned for half damage in rounds
s a +0 Toughness Test or be stunned for a number of rounds equal to his degrees of failure.
oud centered on impact. It lasts 2d10 rounds or less
creates a smoke screen X meters in diameter. It lasts for 1d10+10 rounds, or less in adverse weather.
nt do anything except attempt escape, St or Ag test, helpless until free
ed. Once immobilized, you cannot do anything except attempt escape. To do so, you must pass a St or Ag test with the same m

he weapon's range, in a 30 degree arc, must make an Agility check or be struck by the attack and take damage normally. Cover
ays resolve against the body. They Jam if the firer rolls 9 on any damage dice (before bonuses).

ammo expended.

or and Toughness must make a Toughness test with a -5 penalty for every point of damage suffered. Failure results in an imme

or and Toughness must make a Toughness test with a -10 per X. Failure results in an immediate 1d10 damage with no reductio
e additional effects, see their profiles for more info.
uses twice as much ammo. In addition, the weapon may score one additional hit if the attack roll succeeds by two or more deg

oose either a +10 bonus to hit, or an additional hit if they score at least one successful hit. Twice the weapon's RoF is always ex

Unbalanced weapons may not be used to make Lightning Attacks.

, on 2-9 it deals normal, and 10 it deals double.


Lightning Attacks.

ver. Force Fields and specially warded armor work as normal.

10 WS to attack, +1 Damage; Ranged: never jams; Armor: +1 AP; Ork: Same as good, with +1 damage and
om Bit; Fields: Overloads on a 1; Gear: Half Weight

5 WS to attack; Ranged: Reliable (or remove Unreliable); Armor: +1 AP against first hit per combat; Ork: +5
d WS. Weigh .5kg more. Fields: Overloads on 1-5; Gear: Two-Thirds Weight
ng: Normal; Fields: Overloads on 1-10
10 WS to attack; Ranged: Unreliable, if already Unreliable gun jams on every missed shot; Armor: -10 Agility;
ms instantly for a non-Ork, weighs .5KG less; Fields: Overloads on 1-20; Gear: Half-Again Weight

10 WS, +2 Damage; Ranged: never jams or overheats, +2 Damage; Armor: +1 AP, weighs half normal
Fields: Overloads on 1

5 WS, +1 Damage; Ranged: Reliable (or remove Unreliable), +1 Damage; Armor: +1 AP against first hit per
Fields: Overloads on 1-5
ng: Normal; Fields: Overloads on 1-10

10 WS to use, +1 Damage; Ranged: never jams or overheats; Armor: Good benefits and +1 AP; Fields:
ds on a 1

5 WS to use; Ranged: Reliable (or remove Unreliable); Armor: Adds +5 to tests to a chosen Social Skill;
Overloads on 1-5
ng: Normal; Fields: Overloads on 1-10
10 WS to use; Ranged: Unreliable, if already Unreliable gun jams on every missed shot; Armor: -10 Agility;
Overloads on 1-15

and put "40kRP Armory" in the subject line, minus the quotes, if you want it to be shared with you, or if you
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are from Inquisitors Handbook. Abbreviation is IHB.


eviation is RHB.

s (2d10 bonus max).


s (2d10 bonus max). These additional

netic effect. If you take damage greater

ked down.

age, whichever comes first. If, while

you do not have the proper talent, the

ker's Psy Rating and the damage type


egrees of success than his opponent,
wer weapon's field.

additional effect. If the wielder is a


as a Free Action, make a Focus Power
r and Toughness Bonus. Force

g without Bracing to -20


sealed armor grant +20 to resist. This

Additional effects replace if higher, or

1d10 to damage, and 2 to penetration. If

m, or a random arm if 2-handed. May


overheat.
d. Once the hit has been resolved, the
use an overheat.
ns, Natural Weapon, or other Power Weapons.
ed. This does not affect Warp Weapons,

Penetration.

at Long or Extreme range.

t or Ag test with the same modifiers as

ke damage normally. Cover offers no

. Failure results in an immediate 1d10

10 damage with no reduction to the

ucceeds by two or more degrees. Lastly,


weapon's RoF is always expended

Availability

Based on Rogue Trader's tables 5-1 and 5-2, with an addition of <1,000 for the

Availability by Population
Availability, Population, and Time (RT)
Availability, Population, and Time (DH)

-2, with an addition of <1,000 for the second table, and a modification from Dark Heresy for the second as well.

r the second as well.

Acquisition, Influence, Renown, and Infamy


Acquisition Modifiers (9-35, 1-5)

Scale Modifiers (9-35)

Availability
Ubiquitous
Abundant
Plentiful
Common
Average
Scarce
Rare
Very Rare
Extremely Rare
Near Unique
Unique

Scale
Negligible
Trivial
Minor
Standard
Major
Significant
Vast

Modifier
70
50
30
20
10
0
-10
-20
-30
-50
-70

Example
Ration Pack
Knife
Void Suit
Lasgun
Micro-Bead
Demo Charge
Krak Grenade
Heavy Bolter
Digital Weapon
Tempest Bolt
Archeotech Power Armor

For combining acquisitions, use the rare


availabilities, and take -5. Starships do not
Scale. Components use table below. When re
vehicle, add an additional -10.

Duration Modifiers (1-6)

Component Modifiers (9-36)

Duration
Modifier
A single mission
An adventure
Permanently

Component
War (Macrobatteries, lances, torps)
Etheric (Auspex, vox-nets, comms)
Power (Warp drive, generatorium, vo
Structure (Holds, observatories, arm

Example
20 One to Two sessions
0 Entire Campaign
-20 Forever

Renown (5-2)

Expanded Components Cost

Renown Rating
0 - 19
20 - 39
40 - 59
60 - 79
80+

Component
Supplemental @ 1 SP, Essential Components
Supplemental @ 2 SP, Essential Components
Supplemental @ 3 SP, Essential Components
Supplemental @ 4 SP, Essential Components
Supplemental @ 5 SP, Essential Components
Supplemental @ 6 SP, Essential Components
Archeotech Components
Xenotech Components

Renown Rank
Initiate
Respected
Distinguished
Famed
Hero

Amount Modifiers (9-11)

Quality Modifiers (9-11)

Numbers
Single
Minor
Significant

Craftsmanship
Poor
Common
Good

Modifier

Example
10 1 item
0 2-4 items
-10 5-10 items

Vast
Legion
Impossible

-20 11-100 items


-40 101-1000 items
-60 1001+ items

Best

Based on Rogue Trader's tables 9-35 and 9-36, as well as Ascension's tables 1-5, 1-6, and 1-7. The renown table i
Expanded Components Cost 1-6 is from Battlefleet Koronus. Amount and Quality modifiers are from Black C

e Modifiers (9-35)
Modifier
30
20
10
0
-10
-20
-30

Craftsmanship Modifiers (9-35)


Example
Single Man
Squad (3-5)
Platoon (10-30)
Company (50-100)
Regiment (500-1,000)
Division (2,000-5,000)
Army (10,000+)

Craftsmanship Modifier
Poor
Common
Good
Best

10
0
-10
-30

For combining acquisitions, use the rarer of the


abilities, and take -5. Starships do not benefit from
Components use table below. When requisitioning a
vehicle, add an additional -10.

mponent Modifiers (9-36)

Number Modifiers (1-7)

Modifier

Macrobatteries, lances, torps)


(Auspex, vox-nets, comms)
(Warp drive, generatorium, vo
ure (Holds, observatories, arm

-30
-20
-10
0

Numbers
A single person
A squad
A platoon
A company

anded Components Cost (1-6)

mental @ 1 SP, Essential Components


mental @ 2 SP, Essential Components @ +1
mental @ 3 SP, Essential Components @ +2
mental @ 4 SP, Essential Components @ +3
mental @ 5 SP, Essential Components @ +4
mental @ 6 SP, Essential Components @ +5
otech Components
ch Components

lity Modifiers (9-11)


Modifier

Example
10 Bone Weapon
0 Common Robes
-10 Heretek-Crafted weapon

Modifier
Scarce
Rare
Very Rare
Extremely Rare
Near Unique
Unique
Extremely Rare
Near Unique

Modifier
0
-10
-20
-30

-20 Finely-wrought weapon by a Dark Mechanicus Magos

ables 1-5, 1-6, and 1-7. The renown table is 5-2 in Deathwatch Core.
ount and Quality modifiers are from Black Crusade table 9-11.

Modifiers (9-35)
Example
Corpse Starch Ration Pack
Typical Clothing
Finely Crafted, Forge World Bolter
Exquisite Power Sword w/ Noble Family Crest

Example
One
Two to Five
Ten to Thirty
Fifty to One Hundred

Name

Class

Ranged Weapons
Las
SP Weapons
Bolt Weapons
Melta Weapons
Plasma Weapon
Flame Weapons
Primitive Weapons
Launchers
Grenades & Explosives
Exotic Weapons

Range

RoF

Dam

Pen

Clip

Rld

Special

Wt

Cost Availability

Pg.

Melee
Name

Class

Range

Melee Weapons
Weapons marked with * require two hands to use

Primitive Weapons
Chain Weapons
Power Weapons
Shock Weapons
Exotic Weapons
Force Weapons

Page 26

Dam

Pen

Melee
Special

Wt

Cost Availability

Page 27

Pg.

Melee

Page 28

Name

Class

Ranged Weapons
Las
SP Weapons
Bolt Weapons
Melta Weapons
Plasma Weapon
Flame Weapons
Launchers
Grenades & Explosives
Exotic Weapons

Melee Weapons
Weapons marked with * require two hands to use

Primitive Weapons
Chain Weapons
Power Weapons
Force Weapons

Range

RoF

Dam

Pen

Clip

Rld

Special

Wt

Cost Availability

Upgrades & Ammo


Name

Weapon Upgrades & Ammo


Upgrades
Ammo

Page 33

Upgrades & Ammo


Description

Upgrades & Ammo

Page 34

Upgrades & Ammo


Wt

Cost Availability

Pg. Used For

Page 35

Armor Type

Location(s) Covered

AP WT

Cost

Armor
Armor with AP > 7 inflict a -30 penalty to Silent Move and Conceal

Primitive

Primitive AP are halved before non-Primitive weapon Penetration is applied

Flak Armor

When not on the center of the blast, flak has AP5 against damage with blast quality

Mesh Armor
Carapace Armor
Power Armor

Must be wearing Body, Arms, Legs for Strength bonus to apply; Helmet not necess

Force Field

For fields in Ascension, all Rogue Trader and all Deathwatch books, the AP column

Exotic Armor
Armor Upgrades

Availability

Pg.

pon Penetration is applied

against damage with blast quality

onus to apply; Helmet not necessary

Deathwatch books, the AP column lists the field rating, which must be rolled under to be effective. For previously listed fields, se

viously listed fields, see their specific entry for operation.

Name

Gear
Clothing & Personal Items
Drugs & Consumables
Tools

Wt

Cost Availability

Pg. Info

Type

Cost

Services and Goods


In most cases, these are costs per week in the case of individual hires, or per night, meal, or trip in other cases.

Accommodation
Provisions
Transportation
Inter-Stellar Transportation (cost per person per trip)
Berthing
Shipboard Meals

Medicae Care
Feral and Feudal World Specific
Hive World Specific

Other
Feral and Feudal World Specific
Hive World Specific
IHB Material Costs
Availability Estimated
Ecclesiarchal Services
Clerics may carry out the task with a C. Lore (Imperial Creed) check and the material

Assets
Imperial Navy Assets
Imperial Guard Assets
Inquisitorial Assets
Adeptus Astartes

Availability

Pg.

Effect

ht, meal, or trip in other cases.

IHB247
ial Creed) check and the material cost expenditure

Name

Cost Availability

Pg. Effect

Cybernetics

The difference in quality imposes many varied differences for each implant and should be further looked into. Additio
the toughness bonus in a location by two. This is added after Unnatural Toughness, and is only counted once per lo
Maximum Mechadendrites is TB
Core Specific
Forge World Specific
Dark Tech Specific
Xenos Tech Specific
Judgement
Ascension Specific
Rogue Trader Specific
Into the Storm Specific
Tools of the Trade
Astartes Specific
Rites of Battle
Black Crusade

Note: These this section lacks an availability and cost table, so such values are le

be further looked into. Additionally, a cybernetic increases


d is only counted once per location.

table, so such values are left blank at this time.

Name

Cost Availability

Pg.

Servitors and Familiars


Forge World Specific
Servitors
Familiars
Upgrades
Holy Ordos Specific
Reliquary
Judgement
Rogue Trader Specific
Astartes Specific
Rites of Battle

145

Vehicles
Contains all vehicles using the rules as presented in Into the Storm, Rites of Battle, and Battlefleet Koronus.
The sections called ITS are from Into the Storm. Abbreviation is ITS.
The sections called Rites are from Rites of Battle. Abbreviation is ROB.
The sections called BFK are from Battlefleet Koronus. Abbreviation is BFK.

For reference, one AU (Aerial Unit) is equal to 100 meters. If a conversion is needed, simply divide it by 100 and rou

It is advised that you read the full description of the source material of any interesting item for a better unde
Keyword Reference
Anti-Grav Engines
Attack Bike
Bomber
Bullet Spray
Breaching Vehicle (X) [Y]
Ceramite Armor
Combat Walker
Command and Control

The vehicle may count as a Skimmer (and follow all the rules for a Skimme

The Bike can be upgraded to an Attack Bike. This allows the bike to carry o
The bike's size increases one step, its Maneuverability decreases to +12, a
This vehicle's payload is anti-ship weapons, and may only be used to targe
The driver of this vehicle gains the Auto-Stabilised Trait for firing this vehicl
This vehicle is designed to forcibly board enemy starships. It takes X full ro
This vehicle is equipped with heat-resistant ceramite armor for atmospheri
A walker always has a Basic Melee Attack (representing the ability to charg

The special feature of this vehicle allows a character using it to use his Co
Fellowship-based Talents such as Iron Discipline, Master Orator, and the li

Daemonic Possession

The vehicle may fire all of its weapons as part of the same Half Action each
make one attack. The vehicle counts as having the Lightning Attack Talent

Decoy Launchers

Sophisticated electronic decoys combined with flares and chaff launchers m


Action. Until the beginning of his next turn, any shooting receives no bonus
All followers of Chaos within 100 meters gain the Fearless Talent.
Uses special rules detailed in the appropriate section. Page 180 for Adeptu
The vehicle does not need to land in order to deploy its drones. It has three
Carries two Gun Drones (see page 367 of Deathwatch Core) attached to th

Dirge Caster
Dreadnought
Drone Racks
Drones
Dreadclaw Assault

Drop Pod Assault

Enhanced Auspex Arrays


Escape Pod
Exposed
Feral Machine Spirit
Frag Assault Launchers
Flyer

Dreadclaws are somewhat unique amongst vehicles, in that once they "lan
the ground. Cannot maneuver, though provided that they are 500km above
then scatter 2d10 meters. Once landed, the Dreadclaw may take off and o

Drop pods are somewhat unique amongst vehicles, in that once they "land
downward towards the target planet until they hit the ground. Cannot mane
original target. All shooting at the pod suffers a -30 while in flight. When lan
This vehicle has powerful auspex arrays to aid in combat. The crew of this
a +20 to all Awareness Tests, and may make Awareness Tests at ranges o

If the vehicle is destroyed, the pilots may eject. The pod scatters like a mis
Co-pilot are equipped with a micro-bead and a pulse pistol (or other approp
Enemies may target the crew and passengers of the vehicle by using a Ca
vehicle, every third hit is resolved against the rider (or passengers, if any) i
All shooting against this vehicle suffers a -10 penalty as long as it is mobile

This vehicle is armed with Frag Assault Launchers, single-shot scatter gren
Free Action, and fire in a 45 degree cone from the vehicle, hitting everythin

This aircraft uses aerodynamic principals to stay aloft. When airborne, it m


If it ever becomes completely immobilized due to damage, count the vehic

Ground Vehicle
Holofield
Hyperios
Improved Command and Control
Improvised Weapons
Inferno Gun - Titanic Flame Weapon
Insanity

Jamming Beacon
Kustom Bitz
Life Support (Hephaestus)
Life Support (Venator)
Long Range Auger Array
More Dakka
Open-Topped
(Co-)Pilot Operated Linked Weaponry
Power of the Machine Spirit
Power Overload
Predator Auspex
Reinforced Hull
Reliable
Siege Shield
Skimmer
Spacecraft
Stealth Field Generator

Super-Heavy Walker
Supremely Maneuverable
Targeter Array
Targeting Array
Titanic Critical Hits
Vector Thrust Engines
Void Shields

Vulcan Mega-Bolter -- Area Saturation


Walker
Go to tabs below for specific sections
vvvvvvvvv

This vehicle follows all rules for ground vehicles.


All shooting attacks against a moving vehicle with this special rule suffer a
The Hyperios variant of the Whirlwind gains a +20 bonus to all Ballistic Ski

The special feature of this vehicle allows a character using it to use his Co
such as Iron Discipline, Master Orator, and the like. Any character using th
When used against Average sized targets or smaller, all of the vehicle's we
When firing, pick any point within the weapon's range as the point of origin

The mind of the pilot is twisted and warped. If not engaged in melee, at the
the closest enemy target, gaining a +10 to all Ballistic Skill checks. If there
is caught in bloodlust and madness. It may not fire any weapon. Instead, d
Auspexes, locator beacons, teleport homers, and similar wargear does not
Beacon also interferes with other forms of teleportation, such as daemonic
Pick One: Armor Plates (Facing Any, +3 AP to assigned facing); Red Paint
A fully outfitted vehicles contains enough air, fuel, water, and provisions for
When operating in a toxic or extreme environment, the exposed sections o
These sophisticated augers provide a detailed view of the land below, gran
Instead of firing its weapons separately, the operator may fire all of the sam
Enemies may target the crew and passengers of the vehicle by using a Ca
All weapons classified as "(Co-)Pilot-Operated" may all be fired by the pilot

The vehicle is equipped with a complex core-cogitator that is blessed with


directed by the pilot character, but uses the Machine Spirit's BS of 50. The
If four or more results of 90-100 are rolled when firing the vehicle's weapon

Sophisticated onboard radar, sonar, and thermal auger arrays, combined w


Predator Auspex counts as an Auspex with a range of 500 meters that also
When a vehicles with a Reinforced Hull receives a Critical Hit, halve the re
Any Tech-Use Test made to repair or restore this vehicle receives a +20 bo
Drive Tests for Difficult Terrain gain a +10 bonus, and any failed Drive Test
This vehicle hovers over the battlefield, allowing it to ignore terrain that mig
This vehicle may exit the atmosphere. While in the atmosphere it may ope

The vehicle has a Stealth Field. It operates in two modes: Active or Passiv
other than sight are unaffected). In Active Mode, any sort of test to detect t
an Awareness Test using the above mods. Passing this by one or more de

Walkers are able to ignore penalties for moving through difficult terrain, and
and powerful. It is 14 meters tall and can walk over obstacles 5 meters hig
When increasing the distance of a turn in space, the Piloting Test is always
The driver of this vehicle gains the Auto-Stabilised Trait for firing this vehicl
The vehicle is equipped with a sophisticated guidance system that give the
This vehicle is so large as to require its own Critical Hit Chart. Warhound T
The aircraft may count as a Skimmer (and follows all the rules for a Skimm

Void shields are near impenetrable barriers. They count as a barrier with 2
damage is cumulative, but penetration has no effect on a void shield). Atta
restored with a successful -10 Tech-Use Test. A success means it will be re
When used in this manner, designate a 20x20 meter area. Make one Ballis
Walkers are able to ignore penalties for moving through difficult terrain, and

and Battlefleet Koronus.

, simply divide it by 100 and round up to the next whole number.

eresting item for a better understanding of what it is. This Document is only a quick reference

follow all the rules for a Skimmer) for up to 10 minutes before it must return to counting as a Flyer. It may do this once every ho

e. This allows the bike to carry one passenger, and give the bike a passenger-operated Astartes Heavy Bolter or Astartes Multieuverability decreases to +12, and it requires Respected Renown.
, and may only be used to target ships or similarly large emplacements. If used on a vehicle or individual, it is likely they would
abilised Trait for firing this vehicle's weapons. If this vehicle is moved in the same turn that it fired, it does not gain the usual bon
nemy starships. It takes X full rounds to burn through the hull. If Y is present, the pilot must test to attach to the side of a vessel
ceramite armor for atmospheric re-entry. Any melta weapon count their Penetration as 0 against this vehicle.
representing the ability to charge, batter, and smash targets): Melee, 1d10I+SB, Pen 0, Unwieldy

character using it to use his Command skill to affect a number of squads, units, or other team equal to his Fellowship bonus. Th
ipline, Master Orator, and the like. Any character using this equipment also gains a +10 bonus to Command Skill tests.

art of the same Half Action each turn, and may do so even if in melee (though it must do so at different targets than those it is e
ving the Lightning Attack Talent. None can ride within the vehicle. Finally, ignore Jarring Blow and Staggered Critical Hits, as we

with flares and chaff launchers make this vehicle harder to target. At any point during the pilot's turn, he may activate the decoy
any shooting receives no bonus due to size to hit. May be used three times before needing replacement.
ain the Fearless Talent.
te section. Page 180 for Adeptus Astartes Dreadnoughts, and page 190 for Chaos Space Marine Dreadnoughts.
to deploy its drones. It has three drone racks, with a total of 14 drones that may deploy (see page 367 in Deathwatch Core for T
Deathwatch Core) attached to the front. They may fire their weapons using their normal BS in addition to the vehicle's weapons

vehicles, in that once they "land," they do not move under their own power. Must be launched from a starship with drop pod ba
ided that they are 500km above the ground, may change in flight location to any within 25km of original target. All shooting at th
e Dreadclaw may take off and operate as a skimmer, even exiting the atmosphere to return to space. It may behave like an Ass

vehicles, in that once they "land," they do not move under their own power. Must be launched from a starship with drop pod bay
ey hit the ground. Cannot maneuver, though provided that they are 500km above the ground, may change in flight location to a
rs a -30 while in flight. When landing, pick your destination then scatter 2d10 meters.
aid in combat. The crew of this vehicle suffers no penalties for darkness, foul weather, or other effects that would normally obsc
ke Awareness Tests at ranges of up to 5km (at GM's discretion, may be farther for a particularly large target).

ect. The pod scatters like a missed grenade a total of 2d10 meters from the point at which the vehicle was destroyed, or the wr
d a pulse pistol (or other appropriate side-arm for non-Tau escape pods). Tau pilot profile is on page 197 of Rites of Battle.
ers of the vehicle by using a Called Shot Attack Action. If someone makes a Full Automatic Attack Action against the
he rider (or passengers, if any) instead of the vehicle.
0 penalty as long as it is mobile. This does not stack with Dreadclaw Assault or Drop Pod Assault.

unchers, single-shot scatter grenades employed to cover the vehicle's final assault (Facing Front, Range 10m, 2d10X, Pen 0, C
om the vehicle, hitting everything within range. When they fire, they force automatic Pinning Tests from all eligible targets within

o stay aloft. When airborne, it must move at least half its cruising speed at all times lest it crash to the ground.
due to damage, count the vehicle as destroyed instead as it crashes to the ground.

le with this special rule suffer a -20 to hit.


s a +20 bonus to all Ballistic Skill Tests when firing its missiles at an airborne target.

character using it to use his Command skill to affect a number of squads, units, or other team equal to his Fellowship bonus. Th
the like. Any character using this equipment also gains a +20 to Command Skill tests and may re-roll any failed Command Skill
or smaller, all of the vehicle's weapons suffer a -30 to hit. All weapons may be used by any crew.
on's range as the point of origin. The spray extends 40 meters past that point, following normal Flame rules.

. If not engaged in melee, at the beginning of each turn, the pilot must succeed a +0 Willpower Test. If successful, fight as norm
all Ballistic Skill checks. If there are no enemy targets, fire at the nearest friendly target. If there are no targets in range, spiteful
not fire any weapon. Instead, double move rate and make 1d5+2 melee attacks in close combat, instead of its normal amount.
s, and similar wargear does not function within 15 meters of this vehicle. The etheric interference caused by a Jamming
eleportation, such as daemonic summoning.
to assigned facing); Red Paint Job (At the start of each Round, roll 1d10, adding the result to the vehicle's tactical movement).
r, fuel, water, and provisions for a full complement of crew and passengers to survive in relative comfort for a month in hostile e
onment, the exposed sections of the vehicle can be sealed with thick transparent plates to protect the passengers. This feature
led view of the land below, granting the operates a +20 to all Awareness and Scrutiny Tests, and allowing scans in the same ma
operator may fire all of the same type simultaneously, combining their damage.
ers of the vehicle by using a Called Shot Attack Action.
ted" may all be fired by the pilot as one shooting action, at targets no more than one AU apart. Roll for hits and damage separa

e-cogitator that is blessed with an unusually cunning Machine Spirit. When firing the vehicle's weapons, the vehicle commande
Machine Spirit's BS of 50. The attack does not benefit from any Talents or other attributes the pilot possesses (in effect, it is be
when firing the vehicle's weapons, the vehicle automatically generates one roll on the vehicle critical hit chart against itself, unm

ermal auger arrays, combined with sensitive chem-sniffers, allow a crew to track prey with unerring accuracy over vast distance
a range of 500 meters that also grants a +20 to Tracking Tests made to search for, track, and identify prey.
eives a Critical Hit, halve the result, rounding up. This quality does not affect rolls on the Critical Hit charge generated by Righte
e this vehicle receives a +20 bonus.
onus, and any failed Drive Tests for Difficult Terrain may be re-rolled.
wing it to ignore terrain that might otherwise hamper movement. If it ever becomes completely immobilized due to damage, cou
e in the atmosphere it may operate as a skimmer or flyer at the pilot's choice. It gains all the benefits and drawbacks of skimme

in two modes: Active or Passive. It may be changed as a Free Action from one turn to the next. In Passive Mode, all tests of an
Mode, any sort of test to detect the vehicle and all WS and BS Tests suffer a -30 (this applies to all senses, including augmented
Passing this by one or more degrees will alert the character that his sensors are being interfered with, but not its effects.

ving through difficult terrain, and negotiate obstacles such as rock slides, tank traps, fallen trees, and shattered buildings withou
alk over obstacles 5 meters high, or simply bulldoze through walls, forests, or medium-sized buildings without suffering negative
pace, the Piloting Test is always +0, no matter how extreme the turn. In addition, may turn after moving 3 AU's rather than 4.
abilised Trait for firing this vehicle's weapons.
d guidance system that give the pilot +20 BS when firing the vehicle's weaponry.
n Critical Hit Chart. Warhound Titans have theirs on page 188 of Rites of Battle.
follows all the rules for a Skimmer) for up to 2 minutes before it must return to counting as a Flyer. It may do this once every ho

. They count as a barrier with 25 AP that surrounds the vehicle in all directions at a 5 meter distance. To disable a void shield, a
no effect on a void shield). Attacks from within the 5 meter projection distance ignore the void shield and directly affect the vehi
st. A success means it will be restored in 1d5+5 rounds, -1 round per Degree of Success, to a minimum of 1 Round.
x20 meter area. Make one Ballistic Skill check against each target in this area - any success means a target takes one hit, whic
ving through difficult terrain, and negotiate obstacles such as rock slides, tank traps, fallen trees, and shattered buildings withou

may do this once every hour.

avy Bolter or Astartes Multi-Melta with a facing to the front and right.

idual, it is likely they would be utterly annihilated.


does not gain the usual bonus to hit for full-auto fire.
tach to the side of a vessel with a +Y Pilot (Spacecraft) check.

to his Fellowship bonus. This effect combines with


ommand Skill tests.

ent targets than those it is engaged with). If in melee, it may spend an additional Half Action to
aggered Critical Hits, as well as any that may specifically target a pilot.

he may activate the decoy launchers as a Free


ment.

eadnoughts.
67 in Deathwatch Core for Tau gun drones).
on to the vehicle's weapons.

a starship with drop pod bays and travel directly downward towards the target planet until they hit
inal target. All shooting at the pod suffers a -30 while in flight. When landing, pick your destination
. It may behave like an Assault Boat in the void.

starship with drop pod bays and travel directly


hange in flight location to any within 25km of

cts that would normally obscure vision. In addition, they gain


e target).

le was destroyed, or the wreckage at GM's discretion. The Pilot and


e 197 of Rites of Battle.
ction against the

ange 10m, 2d10X, Pen 0, Clip 1). Frag launchers may be fired as a
om all eligible targets within range.

to his Fellowship bonus. This effect combines with Fellowship-based Talents


ll any failed Command Skill tests.

If successful, fight as normal. If failed by three degrees or less, do not move, but fire all weapons at
no targets in range, spitefully destroy vegetation and buildings. If failed by three or more degrees, it
stead of its normal amount.
used by a Jamming

ehicle's tactical movement).


mfort for a month in hostile environments.
e passengers. This feature does not negate Open-Topped.
owing scans in the same manner as an Auspex up to 50km away.

or hits and damage separately with each weapon.

ons, the vehicle commander may fire one additional weapon system. That weapon's firing is
possesses (in effect, it is being fired by the Machine Spirit).
hit chart against itself, unmodified by the Reinforced Hull rule.

accuracy over vast distances. The


fy prey.
charge generated by Righteous Fury.

obilized due to damage, count the vehicle as destroyed instead as it crashes into the ground.
s and drawbacks of skimmers and flyers.

Passive Mode, all tests of any sort to detect and any BS Tests to hit suffer a -10 (senses
enses, including augmented ones). Anyone attempting to locate the vehicle may attempt
h, but not its effects.

d shattered buildings without penalty. This walker is particularly large


gs without suffering negative effects.
ing 3 AU's rather than 4.

may do this once every hour.

. To disable a void shield, attacks must deal 20 damage past 25 AP (this


and directly affect the vehicle. Once a shield is brought down, it may be
mum of 1 Round.
a target takes one hit, which can be dodged as normal.
d shattered buildings without penalty.

Name

Range

RoF

Dam

Pen

Pen

Special

Notes

Vehicle Weapons
Las
Into the Storm Specific
Rites of Battle
BFK

SP Weapons
Into the Storm Specific
Rites of Battle
BFK

Bolt Weapons
Into the Storm Specific
Rites of Battle
BFK

Melta Weapons
Rites of Battle

Plasma Weapon
Rites of Battle
BFK

Flame Weapons
Rites of Battle

Launchers
Into the Storm Specific
Rites of Battle
BFK

Exotic Weapons
Into the Storm Specific
Rites of Battle
BFK

Vehicle Melee Weapons


Name

Primitive Weapons

Dam

Clip

Rites of Battle

Chain Weapons
Rites of Battle

Power Weapons
Rites of Battle

Rld

Special

Notes

Name

Vehicles
Spacecraft
ITS Specific
Rites of Battle, Imperial
Rites of Battle, Chaos
Rites of Battle, Tau
BFK

Flyers
ITS Specific
Rites of Battle, Chaos
Rites of Battle, Tau

Skimmers
ITS Specific
Rites of Battle, Imperial
Rites of Battle, Tau

Ground Vehicles
ITS Specific
Rites of Battle, Imperial
Rites of Battle, Chaos

Walkers
ITS Specific
Rites of Battle, Imperial
Rites of Battle, Chaos

Pg. Tactical Speed Cruise Speed

Man.

Structure

Size

Front

Side

Rear

Hull

Crew

Carrying Capacity

Availability

Special Rules

Ships and Components


Contains all ship hulls and components from Rogue Trader. Using Rogue Trader Errata 1.1.
The sections called Core are from the Rogue Trader core rulebook. Abbreviation is RTC.
The sections called ITS are from Into the Storm. Abbreviation is ITS.
The sections called Expanse are from Lure of the Expanse. Abbreviation is LOE.
The sections called BFK are from Battlefleet Koronus. Abbreviation is BFK.
The sections called Tools of the Trade are from Hostile Acquisitions. Abbreviation is HAC.

It is advised that you read the full description of the source material of any interesting item for a better unde
Keyword Reference
Additional Plasma Conduits (X)
Advanced Cogitator Linkage
Ancient Grand Cruiser
Antiquated Communications
Battlecruiser/Grand Cruiser
Beam Dispersion Effect
Broadside
Cargo Hauler/Galleon (X)
Carrier (X)
Core Architecture
Cramped
Cursed
Death from Above
Destructive
Easy to Repair (X)
Enhanced Magnetic Coils
Energy Field
External
Fast Ship
Fiery Temperament (X)
Heavy Weapon
Hybrid Vessel
Ionic Blast
Inferno
Inherent Warship (X)
Jury-Rigged
Labor Intensive
Overheating Systems
Oversized Monstrosity
Penetrator Rounds (X)
Plasma Refinery
Powered by the Stars
Reliable Construction (X)
Retrofit

The vessel has many heavy plasma conduits. Increase power generated by X. Ho
Gain +5 to fire the ship's weaponry.
May not gain any components that increase armor.
All Command Tests made on a vessel with this quality suffer a -5 penalty.
May mount "Cruiser Only" components.
When firing at targets over 20 VU's away, decrease damage to 1d10.
Must be equipped in a port or starboard slot.
Vessel designed for transporting goods. Hull comes pre-equipped with X Main Ca
Comes pre-equipped with X number of Jovian-class Landing Bay Components, wh
removed. Enough power must be supplied for them, but Space is already account
This component is always revealed with Active Augery.
The ship is very cramped, and there is little room for supplies. May only stock thre
All Navigation checks carried out by the Navigator suffer a -10.
May only be mounted in Prow, Dorsal, or Keel slots. When in orbit, gain +20 to Int
used as part of a planetary bombardment, double the affected area, add 20 to the
If this weapon generates a Critical Hit, add 1 to the result.
When making Long-Term Repairs, increase the amount by X for a successful che
Torpedoes launched from this tube gain +2 Speed for their first turn. They return t
The security hatches must be open during the Strategic Turn it is used. If this Com
Component doesn't require any hull space. Can only be destroyed or damaged by
Due to the ship's carefully balanced nature, it cannot have Components that incre
Any plasma drive installed on a vessel with this trait increases its output by X.
May only be mounted in a Prow Weapon Slot unless the ship is a Grand Cruiser o
May be equipped with Transport or Cruiser Components. If a Component exists in
Never causes Critical Hits, nor do they deal damage to Hull Integrity. May only be
Whenever this weapon inflicts a Critical Hit, it is automatically Fire! Critical.
This ship comes pre-equipped with certain components which may not be remove
Reduce the speed of Attack Craft exiting the bay by 2 on the turn they are launche
Weapon may only be fired every other turn.
For every five degrees of failure when firing, the vessel suffers a Critical Hit. If a sp
This vessel's conventional Speed may not be increased by any component. If it wo
Ignore X armor when calculating damage done in a salvo involving this weapon.
This vessel comes pre-equipped with a unique component, the Plasma Refinery. T
Provided a vessel equipped with a Plasma Refinery harvests from a star once a y
If this component becomes damaged, depressurized, or suffers a Critical Hit (inclu
May be used to replace a Main Cargo Hold on a transport. Only one may be used

Secondary Power Genetorium


Self Propelled Warhead
Short the Flow
Small Weapon
Structural Impact
Terminal Penetration (X)
Torpedo Specialist [X]
Vaporization
Versatile
Volatile

This vessel comes pre-equipped with a unique component, a Secondary Power G


Before firing this weapon, the option is available to increase Range by 2, but decre
For every five damage inflicted that exceeds the target's Void Shields, one random
May be installed on Dorsal and Keel Weapon Slots on vessels of frigate sized or s
Reduce Hull Integrity and Maneuverability permanently by 5.
Re-roll damage dice lower than X. The re-roll stands.
A Prow slot is occupied by a Voss-Pattern Torpedo Tube Component that may not
munitions storage by this value to determine maximum number of torpedoes.
When this Weapon rolls a 1 or 2 on the Critical Hit Chart, it affects two componen
Gain +5 to the opposed Command Test made to resolve boarding actions.
If this Component is Damaged or Destroyed while Torpedoes are loaded in its tub

Craftsmanship, Components
Best
Good, Choose either Power or Space
Common
Poor

SP Modifier
+2
+1
0
-1

Morale Modifier
1d5
+1
0
-1d5

Craftsmanship, Lance and Macrobattery


Best, Choose Two
Good, Choose One
Common
Poor, Choose Two

SP Modifier
+2
+1
0
-1

Morale Modifier
1d5
+1
0
-1d5

Go to tabs below for specific sections


vvvvvvvvv

ng item for a better understanding of what it is. This Document is only a quick reference

power generated by X. However, with every Critical Hit suffered, there is a 25% chance of the Fire! Critical Hit as well.

uffer a -5 penalty.

mage to 1d10.

equipped with X Main Cargo Hold Component(s). Space has already been reduced to account for this, however, when the ship
ding Bay Components, which occupy an equally distributed number of Port and Starboard weapon capacity slots. They may no
Space is already accounted for.

pplies. May only stock three months worth of supplies instead of six, before including any components that add to this.

en in orbit, gain +20 to Intimidate ground targets. Gain 50 Achievement points if used in a Military Objective against the planet.
fected area, add 20 to the damage done to large units, and 10 to individuals and vehicles.

by X for a successful check.


eir first turn. They return to normal after this.
Turn it is used. If this Component loses power while they are open, it becomes Depressurized as well.
destroyed or damaged by a Critical Hit.
ve Components that increase it's Armor.
eases its output by X.
ship is a Grand Cruiser or larger, in which case it may be mounted in a Dorsal Slot as well. In Prow slots, it may only fire forwa
. If a Component exists in both varieties, the Cruiser variant must be chosen.
Hull Integrity. May only be combined in a salvo with weapons that share this quality.
ically Fire! Critical.
which may not be removed, specified in the parenthesis. Space will have been accounted for, but power must be supplied.
n the turn they are launched. Any craft attempting to land in combat must make a check to land safely. Outside of combat, it sim

suffers a Critical Hit. If a specific Component is affected, it's automatically this Component.
by any component. If it would be, simply ignore the effect.
o involving this weapon.
ent, the Plasma Refinery. The use of this component is detailed on page 30 of Battlefleet Koronus.
vests from a star once a year, it gains +10 power.
suffers a Critical Hit (including a 4 or 6 result on the chart), roll 1d10. On X or greater, it is ignored.
rt. Only one may be used, and it does not take a Weapon Capacity slot.

ent, a Secondary Power Genetorium. Space has already been accounted for, and it provides +10 power to the primary reactor.
ase Range by 2, but decrease damage to 1d10+1.
Void Shields, one randomly selected Component on the target ship becomes Unpowered. This ignores Armor.
essels of frigate sized or smaller.

Component that may not be removed. Space is already taken into account, but power must be provided. If X is included, multi
number of torpedoes.
t, it affects two components instead of one
boarding actions.
does are loaded in its tubes, there is a 10% chance of it exploding. If this occurs, the Component is automatically destroyed an

Power Mod
1* or -1
1* or -1
0
-2* or 1

Space Mod
-1
-1
0
+1

Strength Mod
+1
0
0
-1

Damage Mod
+1
+1
0
-1

Crit Mod
-1
0
0
+1

Range Mod
+1
+1
0
-1

Power Mod
1* or -1
1* or -1
0
-2* or 1

Space Mod
-1
-1
0
+1

al Hit as well.

however, when the ship is constructed it must be able to provide Power for each Component.
city slots. They may not be

at add to this.

ive against the planet. When

s, it may only fire forward.

must be supplied.
utside of combat, it simply takes half an hour per squadron.

o the primary reactor.

d. If X is included, multiply the

matically destroyed and the ship suffers 2d5 damage directly to Hull Integrity.

Complications

Based on Rogue Trader's tables 8-1 (RTC197) and 8-2 (RTC198), an

Machine Spirit Oddities (8-1)


Past Histories (8-2)
Purchaseable Background Packages

197) and 8-2 (RTC198), and the Background Packages from ITS153-155.

Name

Class

Hulls
Transports
Raiders
Frigates
Light Cruisers
Cruisers
Battlecruisers
Grand Cruisers

Space Speed Det.

Armor Man.

Hull

Dorsal Prow

Port

Star

Keel

Turret SP

Pg. Notes

Name

Appropriate Hulls

Essential Components
Components marked with * generates power

Plasma Drives
Warp Engines
Gellar Fields
Void Shields
Ship's Bridge
Life Sustainers
Crew Quarters
Auger Arrays

Power

Space

Notes

SP

Pg. Availability

Name

Appropriate Hulls

Ship Weapons
Macrobatteries
Lances
Nova Cannons
Torpedoes and Torpedo Tubes
Landing Bays

Power Space Str

Dam

Crit

Range SP

Pg. Availability

Notes

Name

Appropriate Hulls

Power

Supplemental Components
May take more than one of any component unless marked with a *.

Cargo Holds and Passenger Compartments


Augments and Enhancements
Additional Facilities

Space

Notes

SP

Availability

Pg.

Name

Appropriate Hulls

Special Components
Archeotech
Xenotech

Power

Space

Notes

SP

Availability

Pg.

Name

Ship Upgrades
Core
ITS Specific
BFK
Tools of the Trade

Notes

Availability/SP

Pg.

Changelog
1.12.0.0, 4/6/11
1.12.1.0, 4/7/11

1.12.1.1, 4/13/11
1.12.2.1, 5/15/11
1.12.3.1, 5/15/11
1.12.3.2. 5/24/11
3.10.0, 5/24/11
3.11.07xx, 07/xx/11
3.11.0724, 7/24/11

3.11.08xx, 08/xx/11
4.11.0827, 08/27/11

4.11.0829, 08/29/11
4.11.0929, 09/12/11

4.11.1109, 11/09/11
4.13.1205, 12/05/11
4.14.0121, 1/21/12

Changelog finally begun! Battlefleet Koronus added in this version, as well as num

Updated the Voidsunder Lance Battery, Jovian-Pattern Nova Cannon, Plasma Acc
Cannons with their soon-to-be errata values, and added the Mezoa-Pattern Theta
other fixes that FFG Devs have said will be in Errata. Will release a 1.12.2.0 when
Guidance Systems under the Ship Upgrades tab, as it would seem I forgot about
confusion about which Jovian-Pattern bays are added with the Carrier Trait, and I
GM what to do.
Fixed a few typos and changes that I missed. Sorry! Also internal update, so this w
Added the changes from the 1.1 errata for Deathwatch.
Added the optional weapon rules from Appendix 1 of the Deathwatch Errata 1.1 in
Added page numbers for everything in a separate column, where applicable. Also
Changed the way the version is counted. This is otherwise identical to 1.12.3.2 ho

Changed the way the version is counted slightly once more. Added Daemon Hunt
abbreviations for books at the beginning of each section. Various other minor chan

Fixed the group expansion signs so that they line up properly with their correspon
forums! Internal update, unreleased. Additionally, determined that the Carrier trait
Bays.
Various typo fixes. Special thanks to Zeal, Ira, and several others who I can't reme
Added Black Crusade equipment. Special thanks to Anonymous for providing this
I didn't keep track of too. Please note, much of the Black Crusade gear is subject
weapons that are missing entries one way or another.
Fixed the long-las entry for Black Crusade. Didn't release.

A culmination of a bunch of random minor fixes that I didnt keep a record of. Start
unnownrelic@gmail.com and put "40kRP Armory" in the subject line, minus the qu
that's not in the subject, I'll probably filter your message as spam. This will be the
version of the file; however, I'll still store it in my mediafire account for general sha
A mess of tiny changes, all unrecorded. Still no BC errata unfortunately.
Added equipment from the Book of Judgement as well as First Founding. Some o

Added equipment and components from Hostile Acquisitions. Adds sub-groups in


was starting to get crowded. Still lacking BC errata, but it should be fine. Also, Nul
see anything like that anywhere.

his version, as well as numerous typo fixes.

Nova Cannon, Plasma Accelerated Torpedo Tubes, Bombardment


the Mezoa-Pattern Theta-7 Drive as per the forums, and a couple
ll release a 1.12.2.0 when official Errata is out. Also added Torpedo
ould seem I forgot about them all together. At present there is some
ith the Carrier Trait, and I don't know either. For now, just ask your

o internal update, so this wasn't published.

Deathwatch Errata 1.1 in the "DW Optional" tab.


mn, where applicable. Also fixed some mistakes! Also added a couple things, and general improvements.
se identical to 1.12.3.2 however. Internal update.

ore. Added Daemon Hunter equipment, as well as defining the


. Various other minor changes.

perly with their corresponding row. Thanks to PullsyJr on FFG's


mined that the Carrier trait is meant for Jovian-Pattern LANDING

ral others who I can't remember for pointing them out! Internal update, unreleased

nymous for providing this information. Probably some typo fixes that
k Crusade gear is subject to change, pending errata, particularly the

dnt keep a record of. Started storing it in my dropbox. E-mail me at


subject line, minus the quotes, if you want it to be shared with you. If
as spam. This will be the surest method to get the most recent
e account for general sharing.
a unfortunately.
s First Founding. Some other small changes. STILL no errata for Black Crusade, somehow.

ions. Adds sub-groups in the starship components pages, since it


t should be fine. Also, Null Bays lack an entry, so let me know if you

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