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0929 Last edit: 2011-09-29 by unnownrelic Version info: First segment is current series, second segment is updated with each source book, third segment is re

WH40kRP Armory

The sections called Core Specific are from the core rulebook. Using Dark Heresy Errata 3.0. Abbreviation is DHC o The sections called Feral & Feudal Word Specific, Hive World Specific, Forge World Specific, Frontier World Speci The sections called Shadow Gear, Dark Tech, and Xenos Tech are from Radicals Handbook, note that many of the 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 The sections called Into the Storm and ITS are from Into the Storm. Prices are not listed because Rogue Traders d The sections called Reliquary are from Blood of Martyrs. Also contains new Ascended items from the Heresy Beget 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 Dea 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 man other systems. As such, many keywords will be listed twice: first as how they're used in the other three systems, an identically in Black Crusade as the older version, then it will be updated as any other keyword, and only have a sing

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

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

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 greater 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 p 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 cho Opponents suffer a -20 to Parry a weapon with this quality. Ignore one level of Unnatural Toughness per X. 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 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

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 t Power test using Opposed Willpower with the target. If the wielder is successful, deal an weapons cannnot be destroyed by a power weapon's field. Gyro-Stabilised (BCC) Never counts as further than Long Range (penalty still applies, as does normal maximum Hallucinogenic (X) (BCC) When hit by a weapon with this effect, you must make a Toughness test modified by -10 This effect lasts 1 round, plus 1 per degree of failure. Haywire (X) (DWC) Everything in X radius goes haywire. Roll on table 5-4 (page 143 in DW) to determine ef Haywire (X) (BCC) 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. Inaccurate (BCC) Gain no bonus for Aiming Maximal (BCC) A weapon with this quality has two firing modes: normal, and maximal. This must be cho If it has blast, it is improved by 2. This shot uses three times as much ammunition, and t Melta (BCC) Double penetration when firing at short range or closer. A roll of 91 or higher causes an overheat. When this happens, the wielder suffers energ Overheats (DWC) avoid this by dropping the weapon as a Free Action. Must spend a round cooling down. A roll of 91 or higher causes an overheat. When this happens, the wielder suffers a sing Overheats (BCC) the wielder must then make an Agility Test or drop the weapon. Must spend a round coo Power Field (DWC) When successfully using a weapon with this quality to Parry, there is a 75% chance the Power Field (BCC) When successfully using a weapon with this quality to Parry, or this weapon is parried b Weapons, Natural Weapon, or other Power Weapons. Primitive (DWC) All armor points are doubled against weapons with this quality, unless the armor is also Primitive (X) (BCC) Weapons with this quality treat any rolled damage above X as X. A 10/0 is still required Proven (X) (BCC) Treat any damage die roll lower than the rating as that rating. For example, if the weapo Razor Sharp (DWC) If an attack results in 2 or more degrees of success, double the weapon's penetration w Razor Sharp (BCC) If an attack results in 3 or more degrees of success, double the weapon's penetration w Recharge (BCC) May only fire every other round. Reliable (DWC) It a jam occurs, roll a 1d10. Only if that is a 10 did a jam actually happen. Reliable (BCC) Only jams on a roll of 100/00. Weapons with this quality that do not roll to hit never jam. Sanctified (BCC) Counts as Holy. For Astartes weapons, must be Exceptional or Master-Craft in order to Scatter (DWC) If fired at a foe within Point Blank Range, every 2 degrees of success indicates another Scatter (BCC) At Short Range or closer, gain +10 to hit. At Point Blank add 3 to damage. At Long Ran Shocking (DWC) If takes damage after AP and toughness, roll Toughness test +10 for every armor point Shocking (BCC) A target that takes a hit from a Shocking weapon must pass a +0 Toughness Test or be Smoke (DWC) When a hit is scored, creates a 3d10 meters in diameter cloud centered on impact. It las Smoke (X) (BCC) When a hit is scored (not necessarily on a living target), it creates a smoke screen X me Snare (DWC) On hit, make Ag test or immobilized. Once immobilized cant do anything except attempt Snare (X) (BCC) On hit, make Ag test modified by -10 per X or be immobilized. Once immobilized, you ca as the initial. Considered helpless until escape. Spray (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 Storm (BCC) This doubles the number of hits inflicted on the target and ammo expended. Tainted (BCC) Add the 10s digit of your Corruption Bonus to the weapon's damage. Tearing (BCC) Roll one extra die for damage, and discard the lowest of them. Toxic (DWC) Anyone that takes Damage from a Toxic weapon after Armor and Toughness must mak 1d10 impact damage with no reduction to the same location.

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) Craftsmanship Best Good Common Poor

Anyone that takes Damage from a Toxic weapon after Armor and Toughness must mak same location, of the same type. Some weapons may have additional effects, see their A weapon with this gains a +20 bonus to hit when fired and uses twice as much ammo. Lastly, reload time is doubled. When firing a weapon with this quality, the wielder must choose either a +10 bonus to h 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 n 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 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 special Cost Multiplier x10 x3 x1 x.5 Availability Drop 2 step drop 1 step Normal Increase 1 step

Melee: +10 WS to attack, +1 Damage and one Kustom Bit; Fields: Overload Melee: +5 WS to attack; Ranged: Rel +5 to BS and WS. Weigh .5kg more. F Everything: Normal; Fields: Overload Melee: -10 WS to attack; Ranged: Un Agility; Ork: Jams instantly for a non-O

Astartes Craftsmanship Master-Crafted Exceptional Common Black Crusade Craftsmanship Best Good Common Poor

Req. Multiplier x2/x1.5 x1.5 x1

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

Availability Modifier -20 -10 +0 +10

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; Fields: Overload Melee: -10 WS to use; Ranged: Unrel Fields: Overloads on 1-15

Go to tabs below for specific sections vvvvvvvvv

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-29 by unnownrelic ource book, third segment is release date in MMDD format.

ata 3.0. Abbreviation is DHC or DHE. Specific, Frontier World Specific, The Void Specific, The Holy Ordos Specific and War Zone Specific are from Inquisitors Hand ndbook, note that many of these items have vastly greater descriptions then are provided here. Abbreviation is RHB.

use Rogue Traders do not buy, but acquire. Using Rogue Trader Errata 1.1. Abbreviation is RTC or RTE. one Agents follow Acquisition rules (similar to RT). Abbreviation is ASC. ed because Rogue Traders do not buy, but acquire. Abbreviation is ITS. d 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 ighly 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.

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

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

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

d weapons only grant this bonus once. e individually. to all affected targets. it or be stunned for one round. Auditory protection grants +10 to resist stunning sound, but not the kinetic effect. If you take da

or 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 firs uffer X in Rending damage, with no reduction for Armor or Toughness.

of wounds or damage. If Horde, reduce magnitude by X per hit. duces their Magnitude by X. -10 WP or T test (target's choice) or be stunned for one round.

egree 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 prope T and DH: Hit body only, jams on 9 amage), 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 d y make a Focus Power Test (Opposed Willpower) as a Free Action. If successful, and scores more degrees of success than hi eals an additional 1d10E, ignoring armor or toughness. These weapons cannot be destroyed by a power weapon's field.

d primitive weapon. In the hands of a psyker, deals bonus damage and penetration equal to the psyker's Psy Rating and the d y make a Focus Power Test (Opposed Willpower) as a Free Action. If successful, and scores more degrees of success than hi 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 wie sy Rating. In addition, ignore the Primitive quality. In addition to the normal damage, the wielder may, as a Free Action, make a e wielder is successful, deal an additional 1d10E damage per Degree of Success, ignoring the victim's Armor and Toughness B . plies, 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 t

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

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 es 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-ha 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 apon. Must spend a round cooling down. Does not jam, and any effects that would cause it to instead cause an overheat. ry, there is a 75% chance the offending weapon will be destroyed. This does not affect Warp Weapons, Natural Weapon, or ot ry, or this weapon is parried by another, there is a 75% chance the offending weapon will be destroyed. This does not affect W

ality, unless the armor is also primitive. Non-Primitive armor doubles its AP before being reduced by Penetration. X 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.

ctually happen. hat do not roll to hit never jam. nal 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 dd 3 to damage. At Long Range or Extreme Range, subtract 3 damage, to a minimum of zero. est +10 for every armor point on location, fail means stunned for half damage in rounds ss a +0 Toughness Test or be stunned for a number of rounds equal to his degrees of failure. loud 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 zed. Once immobilized, you cannot do anything except attempt escape. To do so, you must pass a St or Ag test with the same

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

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

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

hoose 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

Unbalanced weapons may not be used to make Lightning Attacks.

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

e Lightning Attacks.

over. 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 Kustom 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: and 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 Ork: Jams 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

m and put "40kRP Armory" in the subject line, minus the quotes, if you want it to be shared with you, or if you ssage as spam. This will be the surest method to get the most recent version of the file; however, I'll still mediafire.com/?cvj9wt3s7eb83. Thanks for using this!

c are from Inquisitors Handbook. Abbreviation is IHB. breviation is RHB.

ess (2d10 bonus max). ess (2d10 bonus max). These additional

kinetic effect. If you take damage

ocked down.

mage, whichever comes first. If, while

If you do not have the proper talent, the

yker's Psy Rating and the damage type degrees of success than his opponent, power weapon's field.

yker's Psy Rating and the damage type degrees of success than his opponent, power weapon's field.

o additional effect. If the wielder is a ay, as a Free Action, make a Focus m's Armor and Toughness Bonus. Force

ng without Bracing to -20 nd sealed armor grant +20 to resist.

Additional effects replace if higher, or

, 1d10 to damage, and 2 to penetration.

rm, or a random arm if 2-handed. May n overheat. ded. Once the hit has been resolved, ad cause an overheat. pons, Natural Weapon, or other Power Weapons. yed. This does not affect Warp

y Penetration.

on at Long or Extreme range.

St or Ag test with the same modifiers

ake damage normally. Cover offers no

ed. Failure results in an immediate

1d10 damage with no reduction to the

succeeds by two or more degrees.

he 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)

5-2, with an addition of <1,000 for the second table, and a modification from Dark Heresy for the second as well.

for the second as well.

Acquisition, Influence, Renown, and Infamy


Acquisition Modifiers (9-35, 1-5)
Availability Modifier Ubiquitous Abundant Plentiful Common Average Scarce Rare Very Rare Extremely Rare Near Unique Unique 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

Scale Modifiers (9-35)


Scale Negligible Trivial Minor Standard Major Significant Vast

For combining acquisitions, use the rare availabilities, and take -5. Starships do not b Scale. Components use table below. When re vehicle, add an additional -10.

Duration Modifiers (1-6)


Duration Modifier A single mission An adventure Permanently Example 20 One to Two sessions 0 Entire Campaign -20 Forever

Component Modifiers (9-36)

Component War (Macrobatteries, lances, torps) Etheric (Auspex, vox-nets, comms) Power (Warp drive, generatorium, void shield Structure (Holds, observatories, armor, specia

Renown (5-2)
Renown Rating 0 - 19 20 - 39 40 - 59 60 - 79 80+ Renown Rank Initiate Respected Distinguished Famed Hero

Expanded Components Cost

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

Amount Modifiers (9-11)


Numbers Single Minor Significant Vast Legion Modifier 10 0 -10 -20 -40 Example 1 item 2-4 items 5-10 items 11-100 items 101-1000 items

Quality Modifiers (9-11)


Craftsmanship Poor Common Good Best

Impossible

-60 1001+ items

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 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 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 Modifiers (9-35)


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)


Modifier

Number Modifiers (1-7)


Numbers Modifier A single person A squad A platoon A company 0 -10 -20 -30

Macrobatteries, lances, torps) -30 c (Auspex, vox-nets, comms) -20 (Warp drive, generatorium, void shields) -10 ure (Holds, observatories, armor, special structures)0

anded Components Cost (1-6)


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

emental @ 1 SP, Essential Components emental @ 2 SP, Essential Components @ +1 emental @ 3 SP, Essential Components @ +2 emental @ 4 SP, Essential Components @ +3 emental @ 5 SP, Essential Components @ +4 emental @ 6 SP, Essential Components @ +5 otech Components ech Components

lity Modifiers (9-11)


Modifier 10 0 -10 -20 Example Bone Weapon Common Robes Heretek-Crafted weapon Finely-wrought weapon by a Dark Mechanicus Magos

tables 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

rs (1-7)
Example One Two to Five Ten to Thirty Fifty to One Hundred

Name

Class

Range

RoF

Dam

Pen

Clip

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

Rld

Special

Wt

Cost Availability

Pg.

Melee
Name Class Range Dam Pen

Melee Weapons
Weapons marked with * require two hands to use

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

Page 22

Melee
Special Wt Cost Availability Pg.

Page 23

Name

Class

Range

RoF

Dam

Pen

Clip

Rld

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

Special

Wt

Cost Availability

Upgrades & Ammo


Name

Weapon Upgrades & Ammo


Upgrades Ammo

Page 28

Upgrades & Ammo


Description

pon Upgrades & Ammo

Page 29

Upgrades & Ammo


Wt Cost Availability Pg. Used For

Page 30

Armor Type

Location(s) Covered

AP WT

Cost

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

Primitive Flak Armor Mesh Armor Carapace Armor Power Armor Force Field Exotic Armor Armor Upgrades

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

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

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

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

Availability

Pg.

pon Penetration is applied against damage with blast quality

bonus 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, s

reviously listed fields, see their specific entry for operation.

Name

Wt

Cost Availability

Pg. Info

Gear
Clothing & Personal Items Drugs & Consumables Tools

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

ght, meal, or trip in other cases.

IHB247 rial 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. Additi 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 Rogue Trader Specific Ascension Specific Into the Storm Specific Astartes Specific Rites of Battle Black Crusade

be further looked into. Additionally, a cybernetic increases nd is only counted once per location.

Name

Cost Availability

Pg.

Servitors and Familiars


Forge World Specific Servitors Familiars Upgrades Holy Ordos Specific Rogue Trader Specific Reliquary 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 ro

It is advised that you read the full description of the source material of any interesting item for a better und Keyword Reference Anti-Grav Engines Attack Bike Bomber Bullet Spray Breaching Vehicle (X) [Y] Ceramite Armor Combat Walker Command and Control Daemonic Possession Decoy Launchers Dirge Caster Dreadnought Drone Racks Drones Dreadclaw Assault

Drop Pod Assault

Enhanced Auspex Arrays Escape Pod Exposed Feral Machine Spirit Frag Assault Launchers Flyer Ground Vehicle Holofield

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 right. The bike's size increases one step, its Maneuverability decreases to 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 vehic 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 char 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 l The vehicle may fire all of its weapons as part of the same Half Action eac make one attack. The vehicle counts as having the Lightning Attack Talen Sophisticated electronic decoys combined with flares and chaff launchers 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 thre Carries two Gun Drones (see page 367 of Deathwatch Core) attached to t Dreadclaws are somewhat unique amongst vehicles, in that once they "lan the ground. Cannot maneuver, though provided that they are 500km above destination then scatter 2d10 meters. Once landed, the Dreadclaw may tak 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 la This vehicle has powerful auspex arrays to aid in combat. The crew of this gain a +20 to all Awareness Tests, and may make Awareness Tests at ran 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 appro 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) 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 gre 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 ground. If it ever becomes completely immobilized due to damage, count t This vehicle follows all rules for ground vehicles. All shooting attacks against a moving vehicle with this special rule suffer a

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

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 w 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 weapons at the closest enemy target, gaining a +10 to all Ballistic Skill che more degrees, it is caught in bloodlust and madness. It may not fire any w Auspexes, locator beacons, teleport homers, and similar wargear does not Jamming Beacon also interferes with other forms of teleportation, such as Pick One: Armor Plates (Facing Any, +3 AP to assigned facing); Red Pain A fully outfitted vehicles contains enough air, fuel, water, and provisions fo 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 pilo 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 als 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 b Drive Tests for Difficult Terrain gain a +10 bonus, and any failed Drive Tes 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 attempt an Awareness Test using the above mods. Passing this by one or Walkers are able to ignore penalties for moving through difficult terrain, an large and powerful. It is 14 meters tall and can walk over obstacles 5 mete When increasing the distance of a turn in space, the Piloting Test is alway The driver of this vehicle gains the Auto-Stabilised Trait for firing this vehic 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 r When used in this manner, designate a 20x20 meter area. Make one Ballis Walkers are able to ignore penalties for moving through difficult terrain, an

efleet Koronus.

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

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

the rules for a Skimmer) for up to 10 minutes before it must return to counting as a Flyer. It may do this once every hour. ows the bike to carry one passenger, and give the bike a passenger-operated Astartes Heavy Bolter or Astartes Multi-Melta wi erability decreases to +12, and it requires Respected Renown. y only be used to target ships or similarly large emplacements. If used on a vehicle or individual, it is likely they would be utterly rait for firing this vehicle's weapons. If this vehicle is moved in the same turn that it fired, it does not gain the usual bonus to hit ships. It takes X full rounds to burn through the hull. If Y is present, the pilot must test to attach to the side of a vessel with a + armor for atmospheric re-entry. Any melta weapon count their Penetration as 0 against this vehicle. ting the ability to charge, batter, and smash targets): Melee, 1d10I+SB, Pen 0, Unwieldy using it to use his Command skill to affect a number of squads, units, or other team equal to his Fellowship bonus. This effect aster Orator, and the like. Any character using this equipment also gains a +10 bonus to Command Skill tests. same Half Action each turn, and may do so even if in melee (though it must do so at different targets than those it is engaged Lightning Attack Talent. None can ride within the vehicle. Finally, ignore Jarring Blow and Staggered Critical Hits, as well as any s and chaff launchers make this vehicle harder to target. At any point during the pilot's turn, he may activate the decoy launche ting receives no bonus due to size to hit. May be used three times before needing replacement. arless Talent. n. Page 180 for Adeptus Astartes Dreadnoughts, and page 190 for Chaos Space Marine Dreadnoughts. its drones. It has three drone racks, with a total of 14 drones that may deploy (see page 367 in Deathwatch Core for Tau gun d ch Core) attached to the front. They may fire their weapons using their normal BS in addition to the vehicle's weapons. , in that once they "land," they do not move under their own power. Must be launched from a starship with drop pod bays and tr they are 500km above the ground, may change in flight location to any within 25km of original target. All shooting at the pod su he Dreadclaw may take off and operate as a skimmer, even exiting the atmosphere to return to space. It may behave like an A n that once they "land," they do not move under their own power. Must be launched from a starship with drop pod bays and tra ground. Cannot maneuver, though provided that they are 500km above the ground, may change in flight location to any within while in flight. When landing, pick your destination then scatter 2d10 meters. mbat. The crew of this vehicle suffers no penalties for darkness, foul weather, or other effects that would normally obscure visio wareness Tests at ranges of up to 5km (at GM's discretion, may be farther for a particularly large target). pod scatters like a missed grenade a total of 2d10 meters from the point at which the vehicle was destroyed, or the wreckage a pistol (or other appropriate side-arm for non-Tau escape pods). Tau pilot profile is on page 197 of Rites of Battle. vehicle by using a Called Shot Attack Action. If someone makes a Full Automatic Attack Action against the or passengers, if any) instead of the vehicle. as long as it is mobile. This does not stack with Dreadclaw Assault or Drop Pod Assault. single-shot scatter grenades employed to cover the vehicle's final assault (Facing Front, Range 10m, 2d10X, Pen 0, Clip 1). Fra ehicle, hitting everything within range. When they fire, they force automatic Pinning Tests from all eligible targets within range. t. When airborne, it must move at least half its cruising speed at all times lest it crash to the ue to damage, count the vehicle as destroyed instead as it crashes to the ground.

s special rule suffer a -20 to hit.

onus to all Ballistic Skill Tests when firing its missiles at an airborne target. using it to use his Command skill to affect a number of squads, units, or other team equal to his Fellowship bonus. This effect Any character using this equipment also gains a +20 to Command Skill tests and may re-roll any failed Command Skill tests. , all of the vehicle's weapons suffer a -30 to hit. All weapons may be used by any crew. e as the point of origin. The spray extends 40 meters past that point, following normal Flame rules. gaged in melee, at the beginning of each turn, the pilot must succeed a +0 Willpower Test. If successful, fight as normal. If fail to all Ballistic Skill checks. If there are no enemy targets, fire at the nearest friendly target. If there are no targets in range, spit . It may not fire any weapon. Instead, double move rate and make 1d5+2 melee attacks in close combat, instead of its normal milar wargear does not function within 15 meters of this vehicle. The etheric interference caused by a teleportation, such as daemonic summoning. ned facing); Red Paint Job (At the start of each Round, roll 1d10, adding the result to the vehicle's tactical movement). ater, and provisions for a full complement of crew and passengers to survive in relative comfort for a month in hostile environm he exposed sections of the vehicle can be sealed with thick transparent plates to protect the passengers. This feature does no of the land below, granting the operates a +20 to all Awareness and Scrutiny Tests, and allowing scans in the same manner as may fire all of the same type simultaneously, combining their damage. vehicle by using a Called Shot Attack Action. all be fired by the pilot as one shooting action, at targets no more than one AU apart. Roll for hits and damage separately with or that is blessed with an unusually cunning Machine Spirit. When firing the vehicle's weapons, the vehicle commander may fire Spirit's BS of 50. The attack does not benefit from any Talents or other attributes the pilot possesses (in effect, it is being fired g the vehicle's weapons, the vehicle automatically generates one roll on the vehicle critical hit chart against itself, unmodified b ger arrays, combined with sensitive chem-sniffers, allow a crew to track prey with unerring accuracy over vast distances. The of 500 meters that also grants a +20 to Tracking Tests made to search for, track, and identify prey. ritical Hit, halve the result, rounding up. This quality does not affect rolls on the Critical Hit charge generated by Righteous Fury hicle receives a +20 bonus. d any failed Drive Tests for Difficult Terrain may be re-rolled. ignore terrain that might otherwise hamper movement. If it ever becomes completely immobilized due to damage, count the ve tmosphere it may operate as a skimmer or flyer at the pilot's choice. It gains all the benefits and drawbacks of skimmers and fl odes: Active or Passive. It may be changed as a Free Action from one turn to the next. In Passive Mode, all tests of any sort to sort of test to detect the vehicle and all WS and BS Tests suffer a -30 (this applies to all senses, including augmented ones). Passing this by one or more degrees will alert the character that his sensors are being interfered with, but not its effects. ugh difficult terrain, and negotiate obstacles such as rock slides, tank traps, fallen trees, and shattered buildings without penalt over obstacles 5 meters high, or simply bulldoze through walls, forests, or medium-sized buildings without suffering negative ef Piloting Test is always +0, no matter how extreme the turn. In addition, may turn after moving 3 AU's rather than 4. rait for firing this vehicle's weapons. e system that give the pilot +20 BS when firing the vehicle's weaponry. Hit Chart. Warhound Titans have theirs on page 188 of Rites of Battle. the rules for a Skimmer) for up to 2 minutes before it must return to counting as a Flyer. It may do this once every hour. unt as a barrier with 25 AP that surrounds the vehicle in all directions at a 5 meter distance. To disable a void shield, attacks m on a void shield). Attacks from within the 5 meter projection distance ignore the void shield and directly affect the vehicle. Once cess means it will be restored in 1d5+5 rounds, -1 round per Degree of Success, to a minimum of 1 Round. area. Make one Ballistic Skill check against each target in this area - any success means a target takes one hit, which can be ugh difficult terrain, and negotiate obstacles such as rock slides, tank traps, fallen trees, and shattered buildings without penalt

this once every hour. er or Astartes Multi-Melta with a facing to the front and

s likely they would be utterly annihilated. gain the usual bonus to hit for full-auto fire. he side of a vessel with a +Y Pilot (Spacecraft) check.

ellowship bonus. This effect combines with Skill tests. ets than those it is engaged with). If in melee, it may spend an additional Half Action to d Critical Hits, as well as any that may specifically target a pilot. activate the decoy launchers as a Free

athwatch Core for Tau gun drones). vehicle's weapons. ip with drop pod bays and travel directly downward towards the target planet until they hit et. All shooting at the pod suffers a -30 while in flight. When landing, pick your ace. It may behave like an Assault Boat in the void. p with drop pod bays and travel directly n flight location to any within 25km of

would normally obscure vision. In addition, they arget). estroyed, or the wreckage at GM's discretion. The Pilot and Rites of Battle.

m, 2d10X, Pen 0, Clip 1). Frag launchers may be fired as a igible targets within range.

ellowship bonus. This effect combines with Fellowship-based Talents led Command Skill tests.

essful, fight as normal. If failed by three degrees or less, do not move, but fire all are no targets in range, spitefully destroy vegetation and buildings. If failed by three or mbat, instead of its normal amount.

tactical movement). a month in hostile environments. ngers. This feature does not negate Open-Topped. ans in the same manner as an Auspex up to 50km away.

nd damage separately with each weapon. vehicle commander may fire one additional weapon system. That weapon's firing is es (in effect, it is being fired by the Machine Spirit). against itself, unmodified by the Reinforced Hull rule. over vast distances. The

enerated by Righteous Fury.

due to damage, count the vehicle as destroyed instead as it crashes into the ground. awbacks of skimmers and flyers. Mode, all tests of any sort to detect and any BS Tests to hit suffer a -10 (senses ncluding augmented ones). Anyone attempting to locate the vehicle may h, but not its effects. red buildings without penalty. This walker is particularly without suffering negative effects. U's rather than 4.

this once every hour. able a void shield, attacks must deal 20 damage past 25 AP (this ectly affect the vehicle. Once a shield is brought down, it may be 1 Round. takes one hit, which can be dodged as normal. red buildings without penalty.

Name

Range

RoF

Dam

Pen

Clip

Rld

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 Dam Pen Special Notes

Primitive Weapons
Rites of Battle

Chain Weapons
Rites of Battle

Power Weapons
Rites of Battle

Special

Notes

Name

Pg. Tactical Speed Cruise Speed

Man.

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

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.

It is advised that you read the full description of the source material of any interesting item for a better und 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 Secondary Power Genetorium Self Propelled Warhead

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, w removed. Enough power must be supplied for them, but Space is already accoun 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 In When used as part of a planetary bombardment, double the affected area, add 20 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 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 launch Weapon may only be fired every other turn. For every five degrees of failure when firing, the vessel suffers a Critical Hit. If a s This vessel's conventional Speed may not be increased by any component. If it w 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. 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 (incl May be used to replace a Main Cargo Hold on a transport. Only one may be used 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 decr

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

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 no the 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 Go to tabs below for specific sections vvvvvvvvv

SP Modifier +2 +1 0 -1

Morale Modifier 1d5 +1 0 -1d5

ing 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.

suffer a -5 penalty.

mage to 1d10.

e-equipped with X Main Cargo Hold Component(s). Space has already been reduced to account for this, however, when the sh nding Bay Components, which occupy an equally distributed number of Port and Starboard weapon capacity slots. They may n t 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.

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

t by X for a successful check. heir 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. ave Components that increase it's Armor. reases its output by X. e 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 forw s. 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. atically 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 si

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. vo 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. r suffers a Critical Hit (including a 4 or 6 result on the chart), roll 1d10. On X or greater, it is ignored. ort. 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 ease Range by 2, but decrease damage to 1d10+1.

s Void Shields, one randomly selected Component on the target ship becomes Unpowered. This ignores Armor. vessels of frigate sized or smaller.

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

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

ical Hit as well.

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

hat add to this.

ctive against the planet.

ots, it may only fire forward.

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

r to the primary reactor.

ed. If X is included, multiply

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

Complications
Machine Spirit Oddities (8-1) Past Histories (8-2)

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

Purchaseable Background Packages

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

Name

Class

Space Speed Det.

Armor Man.

Hull

Dorsal Prow

Hulls
Transports Raiders Frigates Light Cruisers Cruisers Battlecruisers Grand Cruisers

Port

Star

Keel

Turret SP

Pg. Notes

Name

Appropriate Hulls

Power

Space

Essential Components
Power marked with * generates power

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

Notes

SP

Pg. Availability

Name

Appropriate Hulls

Power Space Str

Dam

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

Crit

Range SP

Pg. Availability

Notes

Name

Appropriate Hulls

Power

Space

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

Cargo Holds and Passenger Compartments Augments and Enhancements Additional Facilities

Notes

SP

Availability Pg.

Name

Appropriate Hulls

Power

Space

Special Components
Archeotech Xenotech

Notes

SP

Availability

Pg.

Name

Ship Upgrades
General

Notes

Availability/SP

Pg.

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

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

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

Updated the Voidsunder Lance Battery, Jovian-Pattern Nova Cannon, Plasma Ac 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 some confusion about which Jovian-Pattern bays are added with the Carrier Trait your GM what to do. Fixed a few typos and changes that I missed. Sorry! Also internal update, so this 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 cha Fixed the group expansion signs so that they line up properly with their correspon Various typo fixes. Special thanks to Zeal, Ira, and several others who I can't rem Added Black Crusade equipment. Special thanks to Anonymous for providing this that I didn't keep track of too. Please note, much of the Black Crusade gear is sub particularly the 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. Star unnownrelic@gmail.com and put "40kRP Armory" in the subject line, minus the qu If that's not in the subject, I'll probably filter your message as spam. This will be th version of the file; however, I'll still store it in my mediafire account for general sha

his version, as well as numerous typo fixes.

Nova Cannon, Plasma Accelerated Torpedo Tubes, Bombardment d the Mezoa-Pattern Theta-7 Drive as per the forums, and a couple ill release a 1.12.2.0 when official Errata is out. Also added Torpedo would seem I forgot about them all together. At present there is dded with the Carrier Trait, and I don't know either. For now, just ask

so internal update, so this wasn't published.

e Deathwatch Errata 1.1 in the "DW Optional" tab. mn, where applicable. Also fixed some mistakes! Also added a couple things, and general improvements. ise identical to 1.12.3.2 however. Internal update. more. Added Daemon Hunter equipment, as well as defining the n. Various other minor changes. operly with their corresponding row. Thanks to PullsyJr on FFG's forums! Internal update, unreleased. Additionally, determined eral others who I can't remember for pointing them out! Internal update, unreleased onymous for providing this information. Probably some typo fixes Black Crusade gear is subject to change, pending errata, ay or another.

dnt keep a record of. Started storing it in my dropbox. E-mail me at e subject line, minus the quotes, if you want it to be shared with you. ge as spam. This will be the surest method to get the most recent re account for general sharing.

Additionally, determined that the Carrier trait is meant for Jovian-Pattern LANDING Bays.

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