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Advanced A BASIC RUNDOWN

If you want to craft anything, from the simplest stub

Crafting pistol to the mightiest battleship, you’re going to


need resources. Resources can be acquired a number
of ways, from surveying various worlds to space
“Everyone, you’ll want to see this! I rebuilt this from piracy, but the most common method will be the use
the images we obtained from the ship! I…sort of lost of harvesters attached to Colonies.
track of time while doing so.”
Now that you’ve got resources, it’s time to craft.
- Solar Auxilia Sub-Lieutenant Dan’yel Most wargear is made up of sub-components, which
“Wheels” Jackson crafts a Hand of the Gods from affect different aspects of the final product. For
Old Slann component shards example, a weapon’s scope will determine its range,
while a weapon’s barrel will determine its rate of fire.
n the age of the Dark Imperium, the Imperium
I Sanctus thrives under the rule of the Imperial Regent,
The quality of resources used will increase or
decrease these aspects, and more often than not, a
Roboute Guilliman, while the Imperium Nihilus simple Tech-Use, Trade-Armorer, or other GM-
suffers. In both cases, by either mandate or necessity, mandated test is sufficient to complete the sub-
the spirit of innovation has returned to the Imperium. component.
While Belisarius Cawl invents brand new vehicles
and weapons for the legions of the Primaris Space Once all sub-components are assembled, it comes
Marines, adepts of the Imperium Nihilus scrounge for time to craft the finished product. Once more, a Tech-
materials to improvise new weapons for immediate Use, Trade-Armorer, or other GM-mandated test is
survival. required, but this time the Degrees of Success are
quite important, because they affect the final phase –
The system here allows you to create new experimentation!
weapons, armor, wargear, vehicles, and even
starships from the ground up, using resources In the modern day of Warhammer, magi and ranking
acquired as one plays the game. It allows almost full adepts are given leeway to experiment on their
customization of whatever is crafted, boosted or constructions, hopefully to improve them, though
hindered by the quality of resources. Experimentation luck holds a definite factor, and things can turn out
then allows one to further tweak the parameters of an quite poorly. Once experimentation is complete, the
item to taste, though unlike assembly, experiments object is considered complete, and ready for use.
take a bit of luck as well as technical skill. Does Many relics or special wargear began life as a
some of this sound familiar? I used to play an MMO Magos’s experiment, the culmination of their life’s
called Star Wars Galaxies, and to date I have never work, and they are quite eager to see them put to use
seen a crafting system to rival the in-depth mechanics against the enemies of Mankind.
that game had. While porting it over 1 for 1 would be
In each of the following sections, we will go over
true suffering, a simplified variant of the system is
each in detail, with accompanying examples for those
more than enough to model and craft almost anything
(like myself) who learn by doing rather than reading.
in the 40k RPGs.
Beginning with personal wargear crafting, and the
explanation of the crafting system in detail, focus will
then shift to vehicle crafting, and finally to starship
crafting, which are more plug and play compared to
wargear crafting. With a little bit of time and
planning, you too can build your own gear, and
maybe, if lucky, eventually get a pattern named after
yourself!
WEAPON CRAFTING craft a Sub-Component, then a bonus Degree of
Success may be applied to Experimentations on
Almost every Imperial weapon is derived from the characteristics that component affects.
same source – the Standard Template Construct.
While complete constructors have been lost, printouts A Weapon Frame determines the weapon’s damage
and penetration.
of wargear yet survive. It is from these printouts that
the Mechanicum manufacture wargear, weapons, and Sub- Resources Needed
just about anything else. Component
Pistol Frame 20 Ferrous Metal, 10 Inert
Crafting Weapons is a four-step process, and will
Promethium
require resources either purchased or harvested. Basic Frame 40 Ferrous Metal, 20 Inert
STEP 1: DETERMINE TYPE OF WEAPON Promethium
Heavy Frame 60 Ferrous Metal, 30 Inert
The first step is to determine what type of weapon Promethium
one wishes to craft. The statline of that weapon is
taken as a base. A Weapon Barrel determines the weapon’s Rate of
Fire.
EXAMPLE Sub- Resources Needed
Magos Reductor Haddon has decided to craft a Component
new Photon Thruster for himself. He has Pistol Barrel 5 Non-Ferrous Metal, 3
Crystalline Gemstone
collected the following resources:
Basic Barrel 10 Non-Ferrous Metal, 5
50 Ferrous Metal (Quality 10) Crystalline Gemstone
50 Non-Ferrous Metal (Quality 9) Heavy Barrel 15 Non-Ferrous Metal, 8
50 Inert Promethium (Quality 2) Crystalline Gemstone
50 Reactive Gas (Quality 4)
50 Crystalline Gemstone (Quality 9) A Weapon Scope determines the weapon’s Range.
Atomantic Core (grants the Volatile Quality) Sub- Resources Needed
Component
The Photon Thruster template used as a base
Pistol Scope 5 Crystalline Gemstone, 3 Non-
has the following profile (Basic, 300m, S/2/-,
Ferrous Metal, 3 Inert
2d10+8E, Pen 5, Felling (4), Proven (3), Promethium
Overheats, Lance, Integrated) Basic Scope 10 Crystalline Gemstone, 5 Non-
Ferrous Metal, 5 Inert
STEP 2: CRAFT SUB-COMPONENTS Promethium
Heavy Scope 15 Crystalline Gemstone, 8 Non-
Weapons use sub-components to affect their Ferrous Metal, 8 Inert
characteristics. Each subcomponent must be crafted Promethium
to complete a weapon. This is by far the hardest part.

A Ranged Weapon requires a Frame, Barrel, Scope, A Weapon Stock determines the weapon’s Reload.
Stock, Ranged Weapon Core, and may contain an Sub- Resources Needed
Optional Component, a special slot that allows a Component
player to insert anything, pending GM approval, to Pistol Stock 5 Organic OR Inert Promethium,
grant a weapon a special quality. When crafting a 3 Non-Ferrous Metal
ranged weapon, all components must match the Basic Stock 10 Organic OR Inert Promethium,
weapon’s Type. For example, crafting a Basic 5 Non-Ferrous Metal
Weapon requires all Basic Sub-Components. One Heavy Stock 15 Organic OR Inert Promethium,
cannot substitute Pistol or Heavy Sub-Components. 8 Non-Ferrous Metal
Crafting each component requires a Tech Use, Trade-
Armorer, or other GM-mandated test. If the crafter
scores 5 or more Degrees of Success on the test to
A Ranged Weapon Core determines the weapon’s A Melee Weapon is comparatively simpler, requiring
Mag Size, Type of weapon, and Quality. only a Blade Assembly, Solidifying Agent, Melee
Weapon Core, and an Optional Component. If the
Sub- Resources Needed crafter scores 5 or more Degrees of Success on the
Component test to craft a Sub-Component, then a bonus Degree
SP Core 25 Ferrous Metal, 20 Non-Ferrous
of Success may be applied to Experimentations on
Metal, 5 Reactive Gas
characteristics that component affects.
Las Core 10 Ferrous Metal, 10 Non-Ferrous
Metal, 20 Inert Promethium, 5 A Melee Blade Assembly determines the weapon’s
Inert Gas, 5 Crystalline Gemstone Damage.
Bolt Core 15 Ferrous Metal, 15 Non-Ferrous
Metal, 20 Reactive Gas Sub- Resources Needed
Flame Core 10 Ferrous Metal, 10 Non-Ferrous Component
Metal, 25 Liquid Promethium, 5 Blade 20 Ferrous Metal, 10 Inert
Inert Promethium Assembly Promethium, 10 Reactive Gas
Volkite Core 10 Ferrous Metal, 10 Non-Ferrous
Metal, 25 Reactive Gas, 5 A Melee Solidifying Agent determines the weapon’s
Crystalline Gemstone
Penetration.
Plasma Core 10 Ferrous Metal, 10 Non-Ferrous
Metal, 25 Inert Gas, 5 Crystalline Sub- Resources Needed
Gemstone Component
Melta Core 10 Ferrous Metal, 10 Non-Ferrous Power 20 Inert Promethium, 10 Inert
Metal, 25 Reactive Gas, 5 Liquid Assembly Gas, 10 Organic
Promethium
Arc Core 5 Ferrous Metal, 10 Non-Ferrous
A Melee Weapon Core determines the weapon’s
Metal, 20 Amorphous Gemstone,
Class and Quality.
5 Inert Promethium, 5 Reactive
Gas, 5 Organic Sub- Resources Needed
Rad Core 10 Ferrous Metal, 10 Non-Ferrous Component
Metal, 25 Radioactive, 5 Inert Low-Tech 25 Ferrous Metal
Promethium Core
Galvanic 5 Ferrous Metal, 10 Non-Ferrous Shock Core 20 Non-Ferrous Metal, 15 Ferrous
Core Metal, 20 Amorphous Gemstone, Metal, 5 Inert Promethium, 5
5 Inert Promethium, 5 Inert Gas, Inert Gas, 5 Organic
5 Organic Chain Core 20 Liquid Promethium, 15
Photon Core 10 Ferrous Metal, 10 Non-Ferrous Ferrous Metal, 10 Non-Ferrous
Metal, 25 Crystalline Gemstone, Metal, 5 Reactive Gas
5 Reactive Gas Power Core 15 Reactive Gas, 10 Ferrous
Exotic Core GM-Determined on a Case by Metal, 10 Non-Ferrous Metal, 10
Case Basis Inert Petrochemical, 5
Amorphous Gemstone
Exotic Core GM-Determined on a case-by-
case basis

The resources used in weapons affect it in a number


of ways. Take the material most used in the
component, and apply the bonus that the component
grants. For example, the material most used in a
ranged weapon’s Scope is Crystalline Gemstone. The
Crystalline Gemstone’s quality would thus affect the
weapon’s Range (and nothing else). Similarly, a
Melee Blade Assembly uses Ferrous Metal the most,
and therefore the quality of the Ferrous Metal would
improve or penalize damage according to the table.
Resource Effect STEP 3: CRAFT THE FINISHED PRODUCT
Quality
1 Lose 25% Range, 25% Mag Size, +2 This is a simple step, and requires a Tech Use, Trade-
Reload, -4 Damage, -2 Penetration, Armorer, or other GM-mandated test. Bonuses that
Removal of Semi or Full-Auto fire affect crafting, such as a Rogue Trader Laboratorium
rate, whichever is higher, depending starship component, will affect this test. Count the
on component. Poor Quality. Degrees of Success that have been achieved crafting
2-3 Lose 10% Range, 10% Mag Size, +1 the finished product – they are needed for the next
Reload, -2 Damage, -1 Penetration, -1 step.
Semi RoF and -1 Full RoF if capable,
depending on component. Poor
Quality.
EXAMPLE
4-7 Average, no bonus. Common Quality. Magos Reductor Haddon makes his Trade
8-9 Gain 10% Range, 10% Mag Size, -1 (Armorer) test to put everything together, and
Reload, +2 Damage, +1 Penetration,
scores three degrees of success. Nice!
+1 Semi RoF and +1 Full RoF if
capable OR addition of new firing The gun is technically complete, but Haddon notes
mode equal to next lowest fire mode some places that can be improved with just a little
+1, depending on component. Good
bit of tweaking…
Quality.
10 Gain 25% Range, 25% Mag Size, -2
Reload, +4 Damage, +2 Penetration, STEP 4: EXPERIMENT!
+2 Semi RoF and +2 Full RoF if Experimentation is frowned upon by most Magi at
capable OR addition of new firing
the best of times, and punishable at the worst, that is,
mode equal to next lowest fire mode
until Guilliman returned and gave them a stern glare.
+2, depending on component. Best
Quality. Many lower-ranked Magi now experiment at his
command, unlocking lost secrets of science and
technology.
EXAMPLE
To experiment, select a characteristic of the weapon
Magos Reductor Haddon has crafted a Basic to improve, and spend a Fate Point. Then, roll 1d10
Frame, Basic Barrel, Basic Scope, Basic Stock, on the table appropriate to the type of weapon one is
and Photon Weapon Core. His weapon will gain crafting. One Degree of Success can be used to alter
the following bonuses due to resources. the roll in any direction per Degree of Success used.
Once Degrees of Success are spent, they're spent for
Basic Frame (+4 Damage bonus due to Ferrous all Experimentations. One can experiment until they
Metal Quality 10) are satisfied, or out of Fate Points. Note that the
Basic Barrel (+1 Penetration bonus due to Non- Reload Characteristic of a weapon cannot be reduced
Ferrous Metal Quality 9) to below half – it will always take SOME time to
Basic Scope (+10% Range bonus due to reload a weapon.
Crystalline Gemstone Quality 9)
Basic Stock (+1 Reload penalty when not Experimentation Effect
Integrated due to Inert Promethium Quality 2) Result
Photon Weapon Core (+10% Mag Size bonus 1 Lose 10% Range, 10% Mag
when not Integrated due to Crystalline Gemstone Size, +2 Reload, -2 Damage, -
Quality 9) 2 Penetration, -2 Semi RoF, -
2 Full RoF, depending on
Gain the Volatile Quality (due to Atomantic Core
component.
Optional Component)
2-3 Lose 5% Range, 5% Mag
The weapon, once complete, will have the Size, +1 Reload, -1 Damage, -
following profile (Basic, 330m, S/2/-, 2d10+12E, 1 Penetration, -1 Semi RoF, -
1 Full RoF, depending on
Pen 6, Felling (4), Proven (3), Overheats, Lance,
component.
Integrated, Volatile, +10% Mag Size and +1
4-7 No bonus.
Reload when not Integrated).
8-9 Gain 5% Range, 5% Mag ARMOR CRAFTING
Size, -1 Reload, +1 Damage,
+1 Penetration, +1 Semi RoF, Armor and weapons are in an eternal race to
+1 Full RoF if capable, withstand one another, and it is usually the guns that
depending on component. win out. Armorsmiths therefore build to a specific
10 Gain 10% Range, 10% Mag task rather than taking a generalist approach, since
Size, -2 Reload, +2 Damage,
trying to defend against everything will introduce so
+2 Penetration, +2 Semi RoF,
many weaknesses that eventually mean you defend
+2 Full RoF if capable,
depending on component. nothing.

Creating a set of Armor requires, at a minimum, an


Armor Frame, and Armor Cores. Armor can
EXAMPLE optionally be equipped with a Power Bit, a Bio-
Enhancement Cartridge, and an Optional Component.
Magos Reductor Haddon begins to experiment, in
the style of Belisarius Cawl. He decides to Crafting a set of Armor requires four steps.
experiment on Damage, spending one fate point
STEP 1: CRAFT THE ARMOR FRAME
and rolling an 8. He spends two of his Degrees of
Success to make it a 10. He spends another Fate The Armor Frame determines how many Armor
Point to experiment on Penetration, and rolls a 1. Cores can fit within the Armor. A Light Armor
He spends his final Degree of Success to Frame can hold three Armor Cores. A Heavy Armor
somewhat unfuck his terrible mistake, making it a Frame can hold four Armor Cores.
2. It could have gone worse.
Sub- Resources Needed
The final weapon profile is thus listed. Component
Light Armor 30 Sedimentary Ore, 20 Organic,
Haddon-Pattern Photon Thruster
Frame 10 Inert Promethium, 10 Ferrous
(Basic, 330m, S/2/-, 2d10+14E, Pen 5, Felling (4), Metal, 10 Non-Ferrous Metal, 10
Proven (3), Overheats, Lance, Integrated, Volatile Amorphous Gemstone
+10% Mag Size and +1 Reload when not Heavy Armor 50 Igneous Ore, 30 Inert
Integrated). Frame Promethium, 30 Ferrous Metal,
30 Non-Ferrous Metal, 20
Organic, 20 Crystalline Gemstone

The quality of resources will affect the final quality


of the armor. Note that any increases to armor points
due to quality will be applied after crafting the
finished product.

Resource Effect
Quality
1-3 Poor Quality
4-7 Common Quality
8-9 Good Quality
10 Best Quality

EXAMPLE
Magos Reductor Haddon wants to craft a suitably
ornate set of armor for his Lord Marshal, Jerichus
Rubrum. He has collected all the necessary
resources, and spared no expense to find Quality
10 Igneous Ore for a Heavy Armor Frame. The
Armor, once completed, will be Best Quality.
STEP 2: CRAFT THE CORES bonus to Strength and a power pack that powers the
armor if Light Power Armor. Power Armor type is
Armor Cores are fitted into the Armor Frame, and determined in Step 3.
provide varying levels of defense. When calculating
an armor’s protection due to its Cores, round all A Bio-Enhancement Cartridge grants the armor an
values half up from zero. If a majority of Cores in auspex, photo-visor, recoil glove system, magnetized
armor are Flak, the armor gains +1 armor points boots, a vox link, and all other benefits of power
against non-centered blasts. Blackstone Cores reduce armor such as Bio-Monitors, Injectors, and an
psychic damage by the wearer’s Willpower Bonus, Osmotic Gill.
the effect stacking for each core. If the crafter scores
5 or more Degrees of Success on the test to craft an Sub-Component Resources Needed
Armor Core, then a bonus Degree of Success may be Armor Power Pack 10 Non-Ferrous Metal, 5
Amorphous Gemstone, 5
applied to Experimentations on the Armor.
Inert Promethium, 5 Inert
Sub- Armor Resources Needed Gas, 5 Organic
Component Granted Bio-Enhancement 15 Organic, 10 Inert
Flak Core +1 10 Inert Promethium, 5 Cartridge Promethium, 5 Amorphous
Organic Gemstone
Carapace +1.5 10 Ferrous Metal, 5 Inert
Core Promethium EXAMPLE
Ceramite +2.5 10 Igneous Ore, 5
Core Ferrous Metal Magos Reductor Haddon is about to begin
Auramite +3 10 Non-Ferrous Metal, 5 crafting Ceramite Cores with the resources he
Core Igneous Ore, 5 Ferrous has, when he detects someone standing behind
Metal him. Custodian Tribune Anton Tiberius taps his
Blackstone +1 10 Blackstone, 5 Igneous
guardian spear, and holds out a package. The
Core Ore, 5 Crystalline
Gemstone Tribune and the Lord Marshal are quite friendly,
and the Tribune grants the Lord Marshal the right
Armor Cores are affected by the quality of resources to incorporate Auramite within his armor. Using
used, according to the table below. Note that as the Quality 10 Non-Ferrous Metal resources from
Blackstone does not have a Quality, Blackstone the Tribune, Haddon creates three Auramite
Cores will only ever count as Average, granting no Cores at 3.5 AP each, and adds one core of
bonus to the Core’s armor granted. Blackstone he kept from the Solaris Crusade.

Resource Effect The Armor’s final AP value from cores will thus
Quality be 3.5+3.5+3.5+1, for 11.5, rounded up to 12.
1 Armor Core loses 0.5 AP. Magos Reductor Haddon wants this armor to be
2-3 Armor Core loses 0.25 AP.
the best he can, so he crafts an Armor Power Bit
4-7 Average, no bonus.
and a Bio-Enhancement Cartridge for the armor.
8-9 Armor Core gains 0.25 AP.
10 Armor Core gains 0.5 AP. As an optional component, he slots in his Lord
Marshal’s Rosarius, a symbol of his faith, and a
A Heavy Armor Frame may include two special protective field in itself.
components, the Armor Power Pack, and the Bio-
Enhancement Cartridge. Both of these, though STEP 3: CRAFT THE FINISHED PRODUCT
crafted, do not benefit from resource quality. Light This is a simple step, and requires a Tech Use, Trade-
and Heavy Armor Frames may also contain an Armorer, or other GM-mandated test. Bonuses that
Optional Component that may add additional affect crafting, such as a Rogue Trader Laboratorium
qualities. starship component, will affect this test. Count the
An Armor Power Pack determines if the armor is Degrees of Success that have been achieved crafting
Power Armor or not, granting the Hulking size trait, the finished product – they are needed for the next
the Sturdy trait, a +20 bonus to Strength, and a power step.
pack that powers the armor if Power Armor, or a +10
If an Armor Power Pack was used, and the Armor
EXAMPLE
grants seven or fewer Armor points before
accounting for quality, then the armor is considered Like a Magos possessed, Magos Reductor Haddon
Light Power Armor. If the armor grants eight or more spends a Fate Point and rolls to experiment on the
Armor points before accounting for quality, then the armor. He rolls a 4, and puts all four Degrees of
armor is considered Power Armor. success into the roll, boosting it to an 8. The
armor gains 1 AP. Haddon feels quite lucky,
EXAMPLE however, and tries some more experimentation,
knowing full well if he screws up, he can’t go
Magos Reductor Haddon makes his Trade
back. Fortunately, he rolls a 9. The armor gains 1
(Armorer) test to put everything together, and
AP, and Haddon is out of Fate Points. Haddon
scores four degrees of success. Nice! As this armor
then presents the gold-tinged black and red armor
gains 12 Armor from cores, this armor is classified
to his Lord Marshal for review.
as Power Armor, and gains the appropriate
benefits. The armor’s value is then improved to 13 Haddon-Pattern Artificer Plate (Power Armor,
due to the Best-Quality Frame. grants Armor 15, grants standard Power Armor
benefits, possesses a built-in PR50 Defensive
Haddon still wants to go further beyond…
Field that does not overload in normal conditions,
reduces damage from psychic powers by wearer’s
STEP 4: EXPERIMENT!
Willpower Bonus, and grants +10 to followers of
Armorsmiths adjust and alter their masterworks, the Imperial Creed.)
usually in subtle ways. A rearranging of plates here, a
layering in a joint there, and the armor is improved.

To experiment, spend a Fate Point. Then, roll 1d10


on the table. One Degree of Success can be used to
alter the roll in any direction per Degree of Success
used. Once Degrees of Success are spent, they're
spent for all Experimentations. One can experiment
until they are satisfied, or out of Fate Points.

Experimentation Effect
Result
1 Final Armor loses 2 AP.
2-3 Final Armor loses 1 AP.
4-7 Average, no bonus. Common
Quality.
8-9 Final Armor gains 1 AP.
10 Final Armor gains 2 AP.
SHIELD CRAFTING Stasis Core 30 Inert Gas, 20 Amorphous
Gemstone, 20 Igneous Ore,
Defensive fields make or break heroes of the 10 Non-Ferrous Metal
Imperium. A fighter with a shield and faith in its An Emitter Assembly determines the shield’s PR. A
potency will charge into harm, confident that his Light Emitter grants a PR20 field, a Medium Emitter
shield will save him. Shields can absorb hits that can grants a PR35 field, and a Heavy Emitter grants a
lay low even vehicles, so a shield is a force multiplier PR50 defensive field.
that should not be discounted.
Sub-Component Resources Needed
Creating a defensive field requires a Field Core, an Light Emitter 15 Crystalline Gemstone, 10
Emitter Assembly, and a Projector Plate. Sedimentary Ore, 5 Non-
Ferrous Metal
Crafting a defensive field is a three-step process. Medium Emitter 25 Crystalline Gemstone, 15
Sedimentary Ore, 10 Non-
STEP 1: CRAFT SUBCOMPONENTS Ferrous Metal
Heavy Emitter 35 Crystalline Gemstone, 20
Shields are composed of a Field Core, which Sedimentary Ore, 15 Non-
determines the type of shield they project, and any Ferrous Metal
special abilities the shield might have. They also
require an Emitter Assembly, and a Projector Plate. If A Projector Plate alters the shield’s Overload.
the crafter scores 5 or more Degrees of Success on
the test to craft a Field Core, then a bonus Degree of Sub-Component Resources Needed
Success may be applied to Experimentations on the Projector Plate 15 Crystalline Gemstone, 10
completed Shield. Igneous Ore, 5 Non-Ferrous
Metal
A Field Core determines the Type of Shield, and its
Quality. A Refractor Core has no special qualities. A Shield Components are affected by the quality of
Conversion Core releases a flash of light equivalent resources used, according to the table below.
to a photon flash grenade centered on the wearer, if
more than 12 damage is blocked at once. A Displacer Resource Effect
Core scatters the user 2d10 meters from their starting Quality
point if a hit is shielded. A Stasis Core adds +15 to a 1 Protection Rating reduced by 10,
defensive field’s PR, but if the field successfully Overload increased by 10. Poor
Quality.
blocks an attack, the user’s Weapon Skill, Ballistic
2-3 Protection Rating reduced by 5,
Skill, and Agility, and Movement are set to 0 until Overload increased by 5. Poor
the end of their next turn. Quality.
4-7 Average, no bonus. Common Quality.
Shields crafted with Refractor Cores, Conversion
8-9 Protection Rating increased by 5.
Cores, and Displacer Cores may possess a maximum
Field ignores first Overload. Good
PR of 60, while shields crafted with Stasis Cores may Quality.
possess a maximum PR of 80. 10 Protection Rating increased by 10.
Field does not overload. Best Quality.
Sub-Component Resources Needed
Refractor Core 30 Amorphous Gemstone,
20 Ferrous Metal, 20 EXAMPLE
Sedimentary Ore, 10 Non-
Ferrous Metal Magos Reductor Haddon is at it again, and this
Conversion Core 30 Amorphous Gemstone, time he wants a new shield. He has acquired tons
20 Ferrous Metal, 20 of crystal, including Quality 10 Amorphous
Igneous Ore, 10 Non- Gemstone and Quality 9 Crystalline Gemstone
Ferrous Metal from before, in addition to all the other resources
Displacer Core 30 Reactive Gas, 20 he needs. He creates a Refractor Core, which will
Amorphous Gemstone, 20 be Best Quality due to the gemstone. He crafts a
Igneous Ore, 10 Non- Heavy Emitter, which will gain 5 PR due to
Ferrous Metal Quality 9 Crystalline Gemstone, for a total of 55
Protection Rating. He then crafts a Projector
Plate, allowing the field to ignore its first
Overload result, normal or otherwise, due to
Quality 9 Crystalline Gemstone.
STEP 2: CRAFT THE FINISHED PRODUCT
EXAMPLE
This is a simple step, and requires a Tech Use, Trade-
Magos Reductor Haddon, always on the lookout for
Armorer, or other GM-mandated test. Bonuses that
a better shield, decides to experiment. He rolls a
affect crafting, such as a Rogue Trader Laboratorium
1d10, and scores a 2. Concerned, he spends his 2
starship component, will affect this test. Count the
Degrees of Success to increase that to a 4. This
Degrees of Success that have been achieved crafting
experiment didn’t pan out too well. Haddon tries
the finished product – they are needed for the next
again with his second and last fate point, and…rolls
step.
a 1.

EXAMPLE He stares at the shield he created in shame, then


shrugs. Not all experiments end in success. He was
Magos Reductor Haddon makes his Trade always better at destroying than protecting anyway.
(Armorer) test to put everything together, and He tosses it in a drawer and decides to level a
scores two degrees of success. Nice! fortress to calm down.
Haddon think’s there’s room for improvement… Haddon-Pattern Heavy Refractor Field (PR45,
Overloads on a 1, ignores first overload result)
STEP 3: EXPERIMENT!

With subtle alterations, a shield’s efficiency and


protective rating can be increased, every little bit
helping thanks to all the garbage being spit out of the
Great Rift.

To experiment, select a characteristic of the shield to


improve, and spend a Fate Point. Then, roll 1d10 on
the table. One Degree of Success can be used to alter
the roll in any direction per Degree of Success used.
Once Degrees of Success are spent, they're spent for
all Experimentations. One can experiment until they
are satisfied, or out of Fate Points. Note that
experimentation cannot improve a shield’s Protection
Rating beyond its PR maximum. If Overload was
experimented upon, round up to the nearest whole
number at the conclusion of experimentation.

Experimentation Effect
Result
1 Protection Rating reduced by
5. Overload increased by 5.
2-3 Protection Rating reduced by
3. Overload increased by 2.5.
4-7 Average, no bonus. Common
Quality.
8-9 Protection Rating increased
by 3. Overload decreased by
2.5.
10 Protection Rating increased
by 5. Overload decreased by
5.
VEHICLE CRAFTING mount up to one Hull Weapon, one Turret Weapon,
Two Sponson weapons, and one Pintle weapon. They
Every vehicle had to have started somewhere, and are Massive size.
most started as a standard template pattern. However, Superheavy Chassis like the Baneblade, Astraeus, or
there are many cases of vehicles being improvised or Imperial Knights, possess a mighty 120 Structural
invented, such as the Land Raider Ares of the Dark Integrity, and may mount up one Turret Weapon, one
Angels, the Primaris skimmers of Belisarius Cawl, Hull Weapon, one additional Turret or Hull Weapon,
and the conversion of former Destroyer Tank Hunters Two to Six Sponsons, and one Pintle Weapon. They
into the Thunderer Siege Tank. are Immense size, and gain the Super-Heavy trait.

Crafting a vehicle is a three-step process.

STEP 1: CRAFT THE CHASSIS AND SUB-


COMPONENTS

The most important parts of a vehicle are its Chassis


and its Motive System. The Motive System
determines the vehicle’s type. The Chassis
determines what sub-components the vehicle can
equip. A Chassis can support its class of Armor or Sub-Component Resources Needed
lower, and its class of Maneuver System only. If a Superlight Chassis 300 Ferrous Metal, 100
lower class of Armor is mounted (for example, Non-Ferrous Metal, 100
Medium Armor on a Large Chassis), a lower Inert Promethium, 25
Maneuver System may be used as well (for example, Amorphous Gemstone
a Medium Maneuver System with Medium Armor on Light Chassis 400 Ferrous Metal, 150
a Large Chassis). Finally, a vehicle may also have an Non-Ferrous Metal, 150
Optional Component, which may add additional Inert Promethium, 25
Amorphous Gemstone
qualities and is dependent on the GM. If the crafter
Medium Chassis 500 Ferrous Metal, 200
scores 5 or more Degrees of Success on the test to Non-Ferrous Metal, 200
craft a Sub-Component, then a bonus Degree of Inert Promethium, 25
Success may be applied to Experimentations on Amorphous Gemstone
characteristics that component affects. Heavy Chassis 600 Ferrous Metal, 250
Non-Ferrous Metal, 250
A Vehicle Chassis determines its Structural Integrity, Inert Promethium, 25
Armament slots, and Size. Vehicles may be equipped Amorphous Gemstone
with purchased or crafted weapons. Weapon Superheavy 800 Ferrous Metal, 300
configurations are subject to GM approval, and may Chassis Non-Ferrous Metal, 300
potentially deviate from weapon arrangements below Inert Promethium, 25
in specialist cases (like crafting certain walkers). Amorphous Gemstone
Vehicle Armor determines how much a vehicle can
Superlight Chassis are small one-man vehicles like resist incoming damage, and nominally covers all
Bikes or Jetbikes. They have 15 Structural Integrity, facings equally. Vehicle armor has a “Shuffle” value,
may mount Superlight Components, and mount up to indicating that value may be “shuffled” from one
one Hull weapon. They are Hulking size. facing to another. For example, a Shuffle value of 5
Light Chassis comprise scout vehicles such as the means that one can remove up to 5 armor from one
Sentinel or Ironstrider. They have 20 Structural facing, and add the same value of armor to another
Integrity, and may mount up to one Hull weapon and facing.
one Pintle weapon. They are Enormous size.
Medium Chassis, equivalent to the Chimera or Superlight Armor provides 15 Armor, and Shuffle 3.
Hellhound, have 30 Structural Integrity, may mount Light Armor provides 20 Armor, and Shuffle 5.
up to one Hull weapon, one Turret weapon, and one Medium Armor provides 25 Armor, and Shuffle 5.
Pintle weapon. They are Massive size. Heavy Armor provides 30 Armor, and Shuffle 10.
Heavy Chassis, like the mighty Leman Russ or Space Superheavy Armor provides 35 Armor, and Shuffle
Marine Sicaran, have 45 Structural Integrity, may 10.
Sub-Component Resources Needed Jet Engines grant a Tactical Speed of 30m, a Cruising
Superlight Armor 50 Sedimentary Ore, 25 Speed of 1500kph, and the Flyer Trait.
Ferrous Metal Void Engines grant a Tactical Speed of 30m, a
Light Armor 100 Sedimentary Ore, 50 Cruising Speed of 2500kph, and the Spacecraft Trait.
Ferrous Metal
Medium Armor 200 Sedimentary Ore, 50 Sub-Component Resources Needed
Igneous Ore, 50 Ferrous Skimmer Plates 100 Non-Ferrous Metal, 50
Metal Reactive Gas, 25 Inert
Heavy Armor 300 Sedimentary Ore, 75 Promethium
Igneous Ore, 50 Ferrous Axled Wheels 100 Inert Promethium, 50
Metal Ferrous Metal, 25 Liquid
Superheavy Armor 400 Sedimentary Ore, 100 Promethium
Igneous Ore, 50 Ferrous Ground Treads 100 Ferrous Metal, 50 Inert
Metal Promethium, 25
Sedimentary Ore
Vehicle Maneuver Systems grant a bonus or penalty Walker Struts 100 Ferrous Metal, 50 Inert
to a vehicle based on its Chassis size. No matter how Gas, 25 Non-Ferrous Metal
hard you try, a larger vehicle will be quite ungainly. Jet Engine 100 Reactive Gas, 50 Non-
Ferrous Metal, 25 Liquid
Superlight Maneuver Systems provides +20 Promethium
Maneuver. Void Engine 100 Radioactive, 50 Ferrous
Light Maneuver Systems provides +10 Maneuver. Metal, 25 Reactive Gas
Medium Maneuver Systems provides +0 Maneuver.
Heavy Maneuver Systems provides -10 Maneuver. Vehicle Components are affected by the quality of
Superheavy Maneuver Systems provides -20 resources used, according to the table below.
Maneuver.
Resource Effect
Sub-Component Resources Needed Quality
Superlight 25 Inert Gas, 10 Ferrous 1 -10 Hull, -5 Armor, -50% Base
Maneuver Systems Metal Tactical Speed, -20% Base Cruising
Light Maneuver 50 Inert Gas, 25 Ferrous Speed, -10 Maneuver, depending on
Systems Metal component.
Medium Maneuver 100 Inert Gas, 50 Reactive 2-3 -5 Hull, -3 Armor, -25% Base Tactical
Systems Gas, 25 Ferrous Metal Speed, -10% Base Cruising Speed, -5
Heavy Maneuver 150 Inert Gas, 75 Reactive Maneuver, depending on component.
Systems Gas, 25 Ferrous Metal 4-7 Average, no bonus. Common Quality.
Superheavy 200 Inert Gas, 100 Reactive 8-9 +5 Hull, +3 Armor, +25% Base
Maneuver Systems Gas, 25 Ferrous Metal Tactical Speed, -10% Base Cruising
Speed, +5 Maneuver, depending on
component.
Vehicle Motive Systems determine its method of
10 +10 Hull, +5 Armor, +50% Base
movement. While some vehicles traverse on insectoid
Tactical Speed, +20% Base Cruising
legs, others roll into battle on wheels or treads, or Speed, +10 Maneuver, depending on
even float on skimmer plates. component.
Skimmer Plates grant a Tactical Speed of 30m, a
Cruising Speed of 300kph, and the Skimmer Trait.
Axled Wheels grant a Tactical Speed of 25m, a
Cruising Speed of 100kph, and the Wheeled Vehicle
Trait.
Ground Treads grant a Tactical Speed of 10m, a
Cruising Speed of 60kph, and the Tracked Vehicle
Trait.
Walker Struts grant a Tactical Speed of 10m, a
Cruising Speed of 50kph, and the Walker Trait.
EXAMPLE EXAMPLE
Lady Karina of the Squat New Homeworlds Lady Karina makes her Trade (Armorer) test to
decides to try her hand at creating a vehicle to put everything together, and scores four degrees
guard the colonies she is establishing, much to of success. Excited, Lady Karina can’t wait to
the horror of the Engineer’s Guild engineers see what she can do next.
accompanying her.
STEP 3: EXPERIMENT!
Lady Karina begins by collecting a number of
resources she feels she needs, including, but not Be it tiny adjustments to the engine, replacing motive
limited to: sigils with more efficient ones, or recalculating
weight ratios, a vehicle can be customized by its
Ferrous Metal (Quality 9) builder to better fit tasks at hand.
Non-Ferrous Metal (Quality 9)
Sedimentary Ore (Quality 8) To experiment, spend a Fate Point. Then, roll 1d10
Inert Gas (Quality 6) on the table. One Degree of Success can be used to
alter the roll in any direction per Degree of Success
She decides to start with a Large Chassis, which used. Once Degrees of Success are spent, they're
due to the Quality 9 Ferrous Metal she uses, spent for all Experimentations. One can experiment
gains +5 Hull Integrity. Surprisingly, she opts to until they are satisfied, or out of Fate Points.
mount Medium Armor on the vehicle, which
gains +3 Armor due to the quality of materials. Experimentation Effect
Normally 28/28/28 FSR, Medium Armor has a Result
shuffle value of 5. She opts to move some of the 1 -5 Hull, -3 Armor, -25%
armor around, removing four points from the Tactical Speed, -10% Base
Rear armor, and reassigning two points to the Cruising Speed, -5 Maneuver
Front armor, and the two remaining points to 2-3 -3 Hull, -2 Armor, -10% Base
Tactical Speed, -5% Base
the Side armor. Due to the lower class of armor
Cruising Speed, -3 Maneuver
mounted, she can then mount a Medium 4-7 Average, no bonus.
Maneuver System, which gains no bonus or 8-9 +3 Hull, +2 Armor, +10%
penalty from average-quality Inert Gas. Finally, Base Tactical Speed, +5%
reasoning that a defense vehicle should be able Base Cruising Speed, +3
to respond rapidly to trouble situations, she Maneuver
creates a set of Skimmer Plates for it, the 10 +5 Hull, +3 Armor, +25%
Quality 9 Non-Ferrous Metal improving the Base Tactical Speed, +10%
plates’ Tactical Speed from 30m to 38m, and its Base Cruising Speed, +5
Cruising speed from 300kph to 330kph. She Maneuver
notes the vehicle will have plenty of weapon
space, including a turret mount, hull mount, and EXAMPLE
a pair of sponson mounts. Lady Karina decides to experiment with the
vehicle’s Hull, spending a fate point and rolling a
STEP 2: CRAFT THE FINISHED PRODUCT
7. She decides to assign three of the Degrees of
This is a simple step, and requires a Tech Use, Trade- Success to make it a 10, increasing the Hull by a
Armorer, or other GM-mandated test. Bonuses that further 5. Then, surprisingly, she decides to stop.
affect crafting, such as a Rogue Trader Laboratorium The Squat engineers look to one another – perhaps
starship component, will affect this test. Count the she is learning her limits? No, she just ran off to
Degrees of Success that have been achieved crafting joyride the vehicle. Exasperated, they run off to
the finished product – they are needed for the next catch her. They’ll worry about weapons later.
step.
Karina-Pattern Judicator Defense Tank
Armor 30/30/26 Tactical Speed 38m (Skimmer)
Hull 55 Cruising Speed 330kph
Maneuver +0 Size: Massive
VOIDSHIP CRAFTING Cruiser Chassis 15000 Ferrous Metal, 7500
Non-Ferrous Metal, 4500
Unlike the situation on the ground, innovation has Igneous Ore, 3000 Inert
been alive and well in the voidship basilicas for Promethium, 3000
millennia. Patterns such as the Fast Battleship, Heavy Amorphous Gemstone
Cruiser, or Heavy Frigate are clear but utilized Battlecruiser 16000 Ferrous Metal, 8000
Chassis Non-Ferrous Metal, 5000
deviations from standard template, and sometimes
Igneous Ore, 2500 Inert
these new hulls spread and become widely used.
Promethium, 2500
To craft a Voidship, there is a four-step process. Amorphous Gemstone
Grand Cruiser 17500 Ferrous Metal, 9000
STEP 1: CRAFT THE CHASSIS Chassis Non-Ferrous Metal, 6000
Igneous Ore, 3000 Inert
The Chassis of a Voidship is a blank slate from Promethium, 3000
which a voidship is built. A Chassis possesses a Amorphous Gemstone
number of Slots, which can then be filled with Battleship Chassis 20000 Ferrous Metal, 10000
Components. The larger a Chassis, the more slots it Non-Ferrous Metal, 7500
can take. Even the smallest chassis requires Igneous Ore, 5000 Inert
thousands of resources, however, and it is not for the Promethium, 5000
faint of heart to attempt voidship construction. Amorphous Gemstone

A Transport Chassis has 32 slots, and comes pre- Voidship Chassis are affected by the quality of
equipped with a Cargo Bay, the space required resources used, according to the table below.
already taken into account.
A Raider Chassis has 42 slots, and cannot equip Port Resource Effect
and Starboard Weapon Mounts. Quality
1 Frame loses 2 Slots.
A Frigate Chassis has 45 slots.
2-3 Frame loses 1 Slot.
A Light Cruiser Chassis has 50 slots.
4-7 Average, no bonus.
A Cruiser has Chassis has 55 slots. 8-9 Frame gains 1 Slot.
A Battlecruiser Chassis has 57 slots. 10 Frame gains 2 Slots.
A Grand Cruiser Chassis has 65 slots.
A Battleship Chassis has 70 slots.
EXAMPLE
Sub-Component Resources Needed The trumpets blare and the lesser Crypteks kneel.
Transport Chassis 8000 Ferrous Metal, 4000 Nemesor Settra, the Imperishable, rises up,
Non-Ferrous Metal, 2500 spreading his wings, the glowing plasma casting
Igneous Ore, 1750 Inert the room in a dull orange glow. The Nemesor
Promethium, 1750 raises a claw, and the Crypteks turn. The
Amorphous Gemstone dactyline Nemesor announces grand plans to
Raider Chassis 6000 Ferrous Metal, 3000
conquer worlds in the Solaris Expanse, but first,
Non-Ferrous Metal, 2000
he needs a battleship. The finest materials are
Igneous Ore, 1500 Inert
Promethium, 1500 brought forth, including Quality 10 Ferrous
Amorphous Gemstone Metal. The word of Settra is law, and a might
Frigate Chassis 10000 Ferrous Metal, 5000 battleship frame is produced. The Battleship will
Non-Ferrous Metal, 3000 have an additional 2 slots thanks to the materials,
Igneous Ore, 2000 Inert for a total of 72 slots. Descending on plasma-
Promethium, 2000 fueled wings, the Nemesor begins to plan out his
Amorphous Gemstone vessel…
Light Cruiser 10000 Ferrous Metal, 5000
Chassis Non-Ferrous Metal, 3000
Igneous Ore, 2000 Inert
Promethium, 2000
Amorphous Gemstone
STEP 2: CRAFT THE COMPONENTS Turret Mount 100 Reactive Gas, 50 Inert
Gas, 25 Ferrous Metal
Once a Chassis is constructed, it must be filled with Component Mount 50 Inert Promethium, 25
components, which increase or improve the Inert Gas
voidship’s characteristics. Each crafted component Weapon Mount 100 Non-Ferrous Metal, 50
will increase a specific characteristic. Each Inert Promethium
component takes up one slot in the Voidship Chassis STEP 3: CRAFT THE FINISHED PRODUCT
unless otherwise stated. These components are not
affected by resource quality. If the crafter scores 5 or This is a simple step, and requires a Tech Use, Trade-
more Degrees of Success on the test to craft at least Armorer, or other GM-mandated test. Bonuses that
one Sub-Component in a given category, then a affect crafting, such as a Rogue Trader Laboratorium
single bonus Degree of Success overall may be starship component, will affect this test. Count the
applied to Experimentations on characteristics that Degrees of Success that have been achieved crafting
component affects. the finished product – they are needed for the next
step.
Every Plasma Coupling improves Speed by 1.
Every Retrothruster Set improves Maneuver by +5. EXAMPLE
Every Augur Projector improves Detection by +5.
Every Armor Layer improves Armor by +2. Nemesor Settra orders it so, and it is so. The
Every Structural Segment improves Hull by +5. Crypteks pass their Trade (Shipwright) test by two
Every Turret Mount improves Turret Rating by +1. degrees, an acceptable level to the Nemesor.
Every Component Mount improves Space by +5. Settra, however, insists on putting the finishing
Every Weapon Mount grants a Prow Slot (1 slot), touches…
Dorsal Slot (2 slots), a Port and Starboard Slot (2
slots), or Keel Slot (3 slots.)
STEP 4: EXPERIMENT!
Sub-Component Resources Needed
Plasma Coupling 50 Reactive Gas, 25 Non- Be it tiny adjustments to the engine, replacing motive
Ferrous Metal, 25 Liquid sigils with more efficient ones, or recalculating
Promethium weight ratios, a vehicle can be customized by its
Retrothruster Set 100 Liquid Promethium, 50 builder to better fit tasks at hand.
Ferrous Metal, 50
Sedimentary Ore To experiment, spend a Fate Point. Then, roll 1d10
Augur Projector 100 Radioactive, 50 on the table. One Degree of Success can be used to
Crystalline Gemstone, 25 alter the roll in any direction per Degree of Success
Non-Ferrous Metal used. Once Degrees of Success are spent, they're
Armor Layer 50 Igneous Ore, 25 Ferrous spent for all Experimentations. One can experiment
Metal until they are satisfied, or out of Fate Points.
Structural Segment 50 Sedimentary Ore, 25
Non-Ferrous Metal Experimentation Effect
Result
1 -2 Speed, -5 Maneuver, -4
EXAMPLE Armor, -5 Detection, -10 Hull
Integrity, -5 Space, -2 Turret
Nemesor Settra, the Imperishable, begins to plan
Rating
out his voidship, an icon of power for his
2-3 -1 Speed, -3 Maneuver, -2
eventual conquests. He has 72 slots to work with, Armor, -3 Detection, -5 Hull
and ultimately selects the following Integrity, -3 Space, -1 Turret
configuration. Rating
4-7 Average, no bonus.
5 Plasma Coupling, 1 Retrothruster Set, 2 Augur
8-9 +1 Speed, +3 Maneuver, +2
Projectors, 10 Armor layers, 20 Structural Armor, +3 Detection, +5 Hull
Segments, 4 Turret Mounts, 20 Component Integrity, +3 Space, +1 Turret
Mounts, 1 Prow Weapon Mount, 3 Keel Weapon Rating
Mounts.
10 +2 Speed, +5 Maneuver, +4 STEP 1: CRAFT THE ASSEMBLY AND COMPONENTS
Armor, +5 Detection, +10
Hull Integrity, +5 Space, +2 There are three main voidship weapon components
Turret Rating that are truly customizable – the Macrocannon, the
Lance, and the Nova Cannon. Torpedo Launchers
and Launch Bays simply don’t have the variability
that direct-fire weapons do, so there is little point in
EXAMPLE deviating from the standard template.

The Nemesor begins to rearrange and alter the When crafting a Voidship Weapon, there are a
vessel as he deems fit. Settra first rolls 1d10, and number of sub-components to consider. However,
focuses on the armor. He rolls a 9, and he boosts most of these are shared between weapons.
that to a 10 with one Degree of Success, granting
A Macrocannon requires a Macrocannon Assembly,
his vessel 4 additional Armor. He then rolls once
Weapon Frame, Battery Mount, Rangefinder, Power
again, altering the vessel’s speed. Shockingly, he
Distributor, Superstructure, and may include an
rolls a 9 once more, and he spends the second
optional component. A Lance requires a Lance
Degree of Success on improving this to a 10 as
Assembly, Weapon Frame, Battery Mount,
well. The voidship now has an extra 2 speed!
Rangefinder, Power Distributor, Superstructure, and
The Crypteks suitably cowed at such a terrifying
may include an optional component. A Nova Cannon
vessel, Nemesor Settra nods, and makes a plan to
requires a Nova Cannon Assembly, Weapon Frame,
visit Ad and Paqt, the reclusive Keepers of
Rangefinder, Power Distributor, Superstructure, and
Abbasid, for their mastery of void weapons are
may include an optional component. If the crafter
second to none…
scores 5 or more Degrees of Success on the test to
The Settra-Class Tombship, Imperishable Glory craft a Sub-Component, then a bonus Degree of
Speed: 7 Maneuverability: +5 Success may be applied to Experimentations on
Detection: +10 Hull Integrity: 100 characteristics that component affects.
Armor: 24 Turret Rating: 4
The Assembly determines the type of Weapon, as
Space: 100 Weapon Slots: 1 Prow, 3 Keel
well as its Quality. It assigns base stats to a weapon,
which are then modified by the subcomponents.

Macrocannon (Power 4, Space 3, Str 4, Dam 1d10+4,


Crit 5, Range 5)
Lance (Power 10, Space 5, Str 1, Dam 1d10+3, Crit
3, Range 6)
Nova Cannon (Power 5, Space 7, Dam 2d5+5, Range
6-36)

Sub-Component Resources Needed


Macrocannon 200 Ferrous Metal, 100
Assembly Non-Ferrous Metal, 50
VOIDSHIP WEAPON CRAFTING Liquid Promethium
Lance Assembly 200 Inert Gas, 100
Voidship Weapons have been changed, altered, and Crystalline Gemstone, 50
refined through the millennia, and it is a rite of Non-Ferrous Metal
passage for aspiring void-deacons to design their own Nova Cannon 200 Reactive Gas, 100
weapons batteries and bring it to the review of their Assembly Igneous Oure, 50 Non-
Ferrous Metal
peers. Some eventually go on to see use in the sector
and Segmentum battlefleets. Others are filed away,
The Weapon Frame affects the Damage and Crit of
never to be seen again, and their creators forgotten.
the weapon.
Crafting Voidship Weapons is a three-step process.
Sub-Component Resources Needed Maximum Range, depending on
Weapon Frame 100 Ferrous Metal, 50 component. Poor Quality
Igneous Ore, 25 Amorphous 2-3 +1 Power, +1 Space, -1 Strength, -1
Gemstone Damage, +1 Crit, -2 Maximum
Range, depending on component.
The Battery Mount determines the Strength of the Poor Quality
weapon. 4-7 Average, no bonus. Common Quality.
8-9 -1 Power, -1 Space, +1 Strength, +1
Sub-Component Resources Needed Damage, -1 Crit, +2 Maximum
Battery Mount 100 Igneous Ore, 50 Range, depending on component.
Sedimentary Ore, 25 Good Quality.
Ferrous Metal 10 -2 Power, -2 Space, +2 Strength if
The Rangefinder determines the type of weapon, as Macrocannon, +1 Strength and
well as its Quality. Additional hits on 2 DoS instead of 3
if Lance, +2 Damage, -2 Crit, +4
Sub-Component Resources Needed Maximum Range, depending on
Rangefinder 100 Crystalline Gemstone, component. Best Quality.
50 Inert Promethium, 25
Non-Ferrous Metal EXAMPLE
The Power Distributor determines the power the Nemesor Settra has met with Ad and his husband Paqt. The
weapon consumes. two Phaerons are quite angry at yet ANOTHER intrusion
into their home, and promise to make whatever Settra wants
Sub-Component Resources Needed as long as he will go away. Settra agrees to the terms,
Power Distributor 100 Radioactive, 50 Liquid deeming their world undesirable, and the Keepers of
Promethium, 25 Non-
Abbasid begin their work. Ad notes that on hand, they
Ferrous Metal
possess resources of the following Qualities.
The Superstructure determines the space the weapon Ferrous Metal (Quality 8)
takes up. Igneous Ore (Quality 8)
Crystalline Gemstone (Quality 9)
Sub-Component Resources Needed
Radioactive (Quality 3)
Superstructure 100 Sedimentary Ore, 50
Ferrous Metal Sedimentary Ore (Quality 6)

Taking this into account, Paqt begins to craft a


The Broadside Upgrade is a craftable Optional macrocannon for the Nemesor’s vessel. A Macrocannon
Component for Macrocannons and Lances that grants Assembly is constructed, at Good Quality due to the Quality
+2 Strength, +2 Space, +2 Power, and the Broadside 8 Ferrous Metal. The Weapon Frame also uses Ferrous
trait Metal, and gains +1 Damage and -1 Crit as a result. Quality
Sub-Component Resources Needed 8 Igneous Ore placed in the Battery Mount improves the
Broadside Upgrade 100 Ferrous Metal, 50 weapon’s Strength by +1. Due to Quality 9 Crystalline
Nonferrous Metal, 50 Gemstones in the Rangefinder, the weapon’s Range is
Reactive Gas improved by 2. The Quality 3 Radioactive is subpar,
however, and the weapon system draws +1 additional
Voidship Weapons are affected by the quality of power. The Quality 6 Sedimentary Ore is thoroughly
resources used, according to the table below. Note average, and thus there is no bonus to the Space. Ad and
that a weapon’s Strength cannot be reduced below 1. Paqt tune the weapon to be a Lightning Arc, granting it +10
BS and the ability to ignore holo- and shadow-fields.
Resource Effect
Quality The macrocannon’s statline is thus:
1 +2 Power, +2 Space, -2 Strength if (Power 5, Space 3, Str 5, Dam 1d10+5, Crit 4, Range 6, +10
Macrocannon, -1 Strength and BS, Ignores Holo- and Shadow Fields)
Additional hits on 4 DoS instead of 3
if Lance, -2 Damage, +2 Crit, -4
4-7 Average, no bonus.
8-9 -1 Power, -1 Space, +1
Strength, +1 Damage, -1 Crit,
+2 Maximum Range,
depending on component.
Good Quality.
10 -2 Power, -2 Space, +2
Strength if Macrocannon, +1
Strength and Additional hits
on 2 DoS instead of 3 if
Lance, +2 Damage, -2 Crit,
+4 Maximum Range,
depending on component.
STEP 2: CRAFT THE FINISHED PRODUCT

This is a simple step, and requires a Tech Use, Trade- EXAMPLE


Armorer, or other GM-mandated test. Bonuses that
affect crafting, such as a Rogue Trader Laboratorium Nemesor Settra demands the strength be raised
starship component, will affect this test. Count the even higher, and the exasperated Phaerons
Degrees of Success that have been achieved crafting comply, rolling a 1d10 and scoring a 7. They
the finished product – they are needed for the next spend their one Degree of Success increasing
step. that to an 8, improving the weapon’s strength by
1. Settra then commands that the weapon’s
EXAMPLE maximum range be increased. The Phaerons try
their best, and roll 1d10, scoring a 5. Try as they
Ad and Paqt have completed their work, with one might, they cannot improve the range any
Degree of Success on the Trade (Shipwright) test. further. Nemesor Settra takes the weapon and
others like it back to outfit his vessel. Ad and
Nemesor Settra, however, just HAS to intercede,
Paqt sigh in relief, and prepare to resume their
and put his own mark on things.
quiet lives.
STEP 3: EXPERIMENT!
The Macrocannon’s final statline is thus:
An aspiring Shipwright can tune their creations to (Power 5, Space 3, Str 6, Dam 1d10+5, Crit 4,
their liking, and bring out their destructive power. Range 6, +10 BS, Ignores Holo- and Shadow
Fields)
To experiment, spend a Fate Point. Then, roll 1d10
on the table. One Degree of Success can be used to
alter the roll in any direction per Degree of Success
used. Once Degrees of Success are spent, they're
spent for all Experimentations. One can experiment
until they are satisfied, or out of Fate Points.

Experimentation Effect
Result
1 +2 Power, +2 Space, -2
Strength if Macrocannon, -1
Strength and Additional hits
on 4 DoS instead of 3 if
Lance, -2 Damage, +2 Crit, -4
Maximum Range, depending
on component.
2-3 +1 Power, +1 Space, -1
Strength, -1 Damage, +1 Crit,
-2 Maximum Range,
depending on component.
REFERENCE TABLES Vehicle Sub- What it Affects
Component
Here is a set of easy reference tables for determining Chassis Structural Integrity,
which components offer which bonuses for personal Armament Slots, Size
wargear. One might find these helpful when planning Armor Armor
out potential projects. Maneuver System Maneuver
Motive System Tactical Speed, Cruising
Ranged Weapon What it Affects Speed, Vehicle Trait
Sub-Component Optional Grants additional qualities
Weapon Frame Damage, Penetration Component based on GM ruling
Weapon Barrel Rate of Fire
Weapon Scope Range
Weapon Stock Reload Voidship Sub- What it Affects
Ranged Weapon Mag Size, Type, Quality Component
Core Chassis Component Slots
Optional Grants additional qualities Plasma Coupling Speed
Component based on GM ruling Retrothruster Set Maneuver
Augur Projector Detection
Armor Layer Armor
Structural Segment Hull Integrity
Melee Weapon What it Affects Turret Mount Turret Rating
Sub-Component Component Mount Space
Melee Blade Damage Weapon Mount Weapon Slot
Melee Solidifying Penetration Optional Grants additional qualities
Agent Component based on GM ruling
Melee Weapon Class, Quality
Core
Optional Grants additional qualities Voidship Weapon What it Affects
Component based on GM ruling Sub-Component
Assembly Type of Weapon, Base Stats
Weapon Frame Damage, Crit
Armor Sub- What it Affects Battery Mount Strength
Component Rangefinder Range
Armor Frame Number of Cores Power Distributor Power Used
Armor Core Armor Points and Special Superstructure Space Used
Qualities Broadside Upgrade Optional Component,
Armor Power Pack Power Armor Bonuses upgrade to Broadside
Bio-Enhancement Armor Special Abilities Optional Grants additional qualities
Cartridge Component based on GM ruling
Optional Grants additional qualities
Component based on GM ruling

Shield Sub- What it Affects


Component
Field Core Number of Cores
Emitter Assembly Armor Points and Special
Qualities
Projector Plate Power Armor Bonuses
Optional Grants additional qualities
Component based on GM ruling
AMMUNITION
Yes, that new gun you crafted is very nice, but it
doesn’t do much without ammunition, now does it?
Inevitably, you are going to want to craft some
ammunition for it. Ammunition is split by damage
type and weapon class. Resource Cost is per
magazine of ammunition. This is a simplification,
and in the case of certain weapons, the GM may
require different materials, rare materials, or other
components. Ammunition is crafted with a standard HYBRID WEAPONS
Tech Use, Trade (Armorer), or other GM-defined
task, and the quality of resources and Degrees of Now we have a conundrum. We have many weapons
Success have no effect on ammunition. which are self-explanatory – plasma, volkite, power
swords, all clear. But what happens when you have
Weapon Resource Cost hybrid weapons, which possess both ranged and
Magazine melee components such as the Custodes Guardian
Energy / Pistol 3 Non-Ferrous Metal, 3 Spear? Worse, what if you have a weapon that is both
Reactive Gas, 3 Liquid melee, ranged, armor, and shield, such as the Arc
Promethium
Lance? Things rapidly get out of hand. Therefore, we
Energy / Basic 5 Non-Ferrous Metal, 5
can use the following axioms when dealing with
Reactive Gas, 5 Liquid
Promethium Hybrid Weapons.
Energy / Heavy 8 Non-Ferrous Metal, 8 If a weapon is a hybrid melee / ranged weapon, the
Reactive Gas, 8 Liquid
weapon is initially crafted as if it was a Ranged
Promethium
Explosive / Pistol 3 Ferrous Metal, 3 Liquid Weapon. It will require a Frame, Barrel, Scope, and
Promethium, 3 Reactive Gas Stock. The Frame will affect Damage and Penetration
Explosive / Basic 5 Ferrous Metal, 5 Liquid of both the Ranged and Melee profiles. It will require
Promethium, 5 Reactive Gas both a Ranged Weapon Core for the ranged
Explosive / Heavy 5 Ferrous Metal, 5 Liquid component, and a Melee Weapon Core for the melee
Promethium, 5 Reactive Gas component. It remains capable of containing one
Impact / Pistol 3 Non-Ferrous Metal, 3 Optional Component. Armor or Defensive Fields
Reactive Gas granted by Hybrid Weapons are not improved by
Impact / Basic 5 Non-Ferrous Metal, 5 resource quality, remaining at “default” for the
Reactive Gas weapon’s original profile. GM-approved Optional
Impact / Heavy 8 Non-Ferrous Metal, 8 Components, however, may affect these.
Reactive Gas
Rending / Pistol 3 Non-Ferrous Metal, 3 Hybrid Weapon What it Affects
Ferrous Metal, 3 Reactive Sub-Component
Gas Weapon Frame Damage (Ranged, Melee),
Rending / Basic 5 Non-Ferrous Metal, 5 Penetration (Ranged, Melee)
Ferrous Metal, 5 Reactive Weapon Barrel Rate of Fire (Ranged)
Gas Weapon Scope Range (Ranged)
Rending / Heavy 5 Non-Ferrous Metal, 5 Weapon Stock Reload (Ranged)
Ferrous Metal, 5 Reactive Ranged Weapon Mag Size, Type, Quality
Gas Core (Ranged)
Melee Weapon Class, Quality (Melee)
Core
Optional Grants additional qualities
Component based on GM ruling
Resource
Crystalline Gemstone Tough, rigid
Gemstone gemstones useful
for industrial

Management
purposes.
Igneous Ore Low-Grade Concentrated
Ore mineral veins
compressed by
“Human behavior is economic behavior. The solidification of
particulars may vary, but competition for limited molten rock, useful
resources remains a constant.” for structures.
Sedimentary Low-Grade Trace mineral veins
- Ancient axiom of unknown provenance Ore Ore deposited over
commonly expressed within the House of Korst’la time, useful for
structures.
T he galaxy has a wealth of resources for those fast
enough and wealthy enough to exploit them. It may
Organic Organic A catch-all term for
material such as
be the Forge Worlds and Hive Worlds of the bone, wood, or
Imperium that churn out endless war materiel, and it other once-living
may be the Chartist Fleets that handle travel, but who material.
is it that acquires the resources needed in the first Ferrous Metal Metal Iron-based metals,
place? The galaxy is full of guilds and charters that magnetic, strong
grant groups the rights to worlds, and the resources once processed.
within. Laying in the ground, they are no use to Non-Ferrous Metal Metals that contain
anyone. But once extracted, high-quality resources Metal no iron, like copper
can turn a beggar into a magnate. or gold, useful for
electronic systems.
RESOURCES Radioactive Radioactive Materials that
decay over time,
There are twelve main types of resources, and a releasing high
special thirteenth, Blackstone. Every resource has a amounts of energy.
type, and a description associated with it. The Blackstone Blackstone The legendary
(Special) material that,
following descriptions are just examples – a GM
depending on
should feel encouraged to make up new and exotic polarization, can
types for new and exotic worlds! enhance or nullify
the Warp.
Resource Type Description
All resources are graded on a 1 to 10 scale, with
Inert Chemical Safe to handle, this
Promethium is used to create various effects dependent on the resource used. If a
various plastics. component requires various resources, only the
Liquid Chemical An active form of resource of the highest concentration imparts its
Promethium promethium, used quality bonus. This makes not only the rarest, highest
as combustive fuel. quality resources valuable, but lesser-quality filler
Inert Gas Gas Gases that do not resources as well. For example, if a component
undergo chemical requires 10 Ferrous Metal and 5 Inert Promethium,
reaction, useful for then only the Ferrous Metal will impart its bonus to
welding and the finished component. Blackstone, however, does
preservatives. not have a quality – it is in a class all its own.
Reactive Gas Gas Gases useful for
chemical reactions, It is up to the GM to populate a world with resources
such as plasma as they deem fit – it would not make sense to find
generation. organic materials on a dead world, or igneous ore on
Amorphous Gemstone Easily shaped a world that is not tectonically active. A GM should
Gemstone gemstone, such as also be careful if allowing the purchase of resources –
glass or obsidian.
not many will sell beyond average quality resources,
as everyone will keep the best stuff for themselves!
RESOURCE HARVESTING
The most common (and cheapest) way is to actively
harvest resources from worlds. While this is
somewhat difficult in the Imperium’s borders, where
the Administratum and all sorts of guilds and
conclaves want their share, it’s far easier on the
fringes.

The main way to find resources is to use a special


tool called a Survey Auspex. Once a deposit of
resources is found on a world, one must place
Harvesters to extract the resources. Over time, the
Harvesters will provide the owner Resources, for use
RESOURCE AVAILABILITY in crafting.

Sure, you’re eager to get crafting, but you can’t find SURVEY AUGUR
any resources. Maybe luck hasn’t been on your side, A Survey Augur is a tool used to detect
maybe you need a little bit of filler materials to finish concentrations of resources in a wide area. More
a project. The following is a set of availabilities for sensitive to resource signatures than conventional
materials available for purchase. Common Ores and auspexes, and capable of surveying a wide range of
Metals, for instance, are far easier to find than, say, many square kilometers at a time, the Survey Augur
specialized gases or gemstones. Some of these are speeds up searches considerably.
based off equivalents in DH1 IHB, others are
extrapolated from sources like codexes. To operate a Survey Augur requires a Routine (+20)
Tech Use test. Success on the test determines if there
Resource Availability is the presence of a Resource, which is either
Inert Promethium Rare determined by or randomly generated by the GM,
Liquid Promethium Very Rare should they deem the area rich in resources. The
Inert Gas Rare Survey Augur is also capable of sampling the
Reactive Gas Very Rare resources to determine their quality. The user of the
Amorphous Gemstone Extremely Rare Survey Augur acquires 50 units of the Resource, plus
Crystalline Gemstone Extremely Rare
5 times the number of Degrees of Success on the test.
Igneous Ore Rare
For example, if three Degrees of Success are scored
Sedimentary Ore Scarce
Organic Common on the test, then the GM determines if there are any
Ferrous Metal Scarce resources in that area. If
Non-Ferrous Metal Rare there are, then the user of
Radioactive Very Rare the Survey Augur
Blackstone Unique acquires 50 + (5 * 3), or
The following table is used for assigning quality to 65 Resources. Once an
resources when purchasing. area is sampled, it cannot
be sampled again, since
Resource Quality Modifier all immediate surface
Quality Equivalent deposits are collected by
1–3 Poor +10
the Survey Augur. An
4–7 Common 0
area may be surveyed
8–9 Good -10
10 Best -30 multiple times,
When purchasing resources in mass qualities, use the potentially yielding
Scale Modifiers in Rogue Trader. It is Trivial, for multiple types of
example, to acquire about 3-5 units of resources, resources, until there is
while it is a Major issue to acquire almost a thousand nothing left to discover.
units of resources.
Name BER Upkeep Availability Secondly, Harvesters are big targets, and plenty of
Survey - - Common Rogue Traders and Charter Companies have
Augur bankrupted themselves trying, and failing, to create
Personal 10 0.5 Average unbreakable security measures. There is no way
Harvester around it – Harvesters require loyal and armed
Medium 25 0.75 Rare household guards to watch over them, and dedicated
Harvester tech-adepts to maintain and run them. Every
Heavy 50 1 Extremely Rare
Harvester has an Upkeep characteristic – how much
Harvester
it reduces Profit Factor by when deployed, rounded
Elite 100 1 Unique
Harvester down in cases of decimals. Lower-quality Harvester
networks are cheaper to acquire, guard, and maintain,
but do not produce as many resources. There is no
HARVESTERS way around this maintenance cost – it’s not as simple
Harvesters are the true way to extract resources from as merely locking the hopper. Even the most arcane
a planet. Once a resource has been found on a planet, of locks can be broken, and reavers will always seek
and the resource is deemed rich enough that to plunder an unguarded harvester network. Only
extraction is necessary, a Harvester network is manpower, a resource the Imperium possesses in
deployed. These massive structures, constructed in abundance, is capable of thwarting these attacks.
great foundries on the largest Forge Worlds,
endlessly dig into a world, vast fields of metal A clever Peer of the Imperium will carefully balance
churning away, storing resources in great hoppers what he is capable of purchasing and maintaining,
until ready for pickup by a Peer of the Imperium. alongside the amount of resources he will expect to
Every Harvester has a Base Extraction Rate (BER) need. It is a fool who tries to acquire everything.
that determines how many resources it generates for Instead, the wisest of industry magnates choose to
its owner at the completion of a mission. specialize, and take only the best they find. As one
upgrades their endeavors, and resources flow in,
There is, however, a catch. There always is. First, these can be turned into riches, one way or another.
Harvesters are unbelievably maintenance-intensive,
and can break down in uncontrolled areas. A
Harvester placed on a world without either a Colony
or an Outpost owned by the Peer suffers a 50%
reduction in its BER. One must strategically decide
where to place their Harvesters, as well as their
Colonies.

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