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V1.12.2.

1 Last edit: 2011-5-15 by unnownrelic Version info: First segment is basic contents, second segment is updated with each book or major addition, third se Contains all items and other purchasables from Dark Heresy The sections called Core Specific are from the core rulebook. Using Dark Heresy Errata 3.0. 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 Rogue Trader are from Rogue Trader sans repetitive entries, prices are not listed because Rog The sections called Anathema are from Creatures Anathema 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 Non-Astartes, and are highly taboo to use. Using Deathwatch Errata 1.1. There are alternate weapon rules propose The sections called Rites of Battle are from Rites of Battle.

Armory

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

Keyword Reference Accurate +10 BS when used with aim action; on single shot, gain 1d10 extra damage for every 2 succes Balanced +10 to Parry Blast (x) x= radius of blast Stuns target with sound. Take a toughness test at -10 per DoS on hit or be stunned for one rou Concussive Customized Reloading takes half listed time, half action is still half action Defensive +15 to parry, -10 to attacks Devastating (X) Reduce one additional point of Cohesion if hit, regardless of wounds or damage. If Horde, redu Fast -20 to parry Felling (X) Ignore one level of Unnatural Toughness per X. Flame Don't test BS, all creatures in 30 arc test Ag or hit. If hit test Ag again or be set on fire. Cover ne Flexible cant be parried Count as Best Quality Mono weapon. When used by a psyker, gains bonus damage and pen e Force make an opposed WP test as a free action, dealing an additional 1d10E per DoS, ignoring arm Gyro-Stabilised Haywire (X) Inaccurate Overheats Power Field Primitive Proven (X) Razor Sharp Recharge Reliable Sanctified Scatter Shocking Smoke Snare

Never counts as further than Long Range (penalty still applies). Heavy Weapons with this Qual Everything in X radius goes haywire. Roll on table 5-4 (page 143 in DW) to determine effect. Le No bonus to aim action Roll of 91 or higher overheats, consult pg 129 When parrying a weapon with this quality, 75% to destroy AP doubled against primitive, unless armor is primitive Treat any damage die roll lower than the rating as that rating. For example, if the weapon has P Double pen of weapon if attack roll results in 2 DoS or more. Only fires every other round If would jam, roll 1d10 and on 10 jams Counts as Holy. Must be Good/Exceptional or Best/Master-Craft in order to have this. Has certa Point blank shot, each 2 degree is another hit. At long range AP is doubled If takes damage after AP and toughness, roll Toughness test +10 for every armor point on loca when hit is scored, creates 3d10 meters in diameter centered on impact, lasts 2d10 rounds or l on hit, make Ag test or immobilized. Once immobilized cant do anything except attempt escape

Storm Tearing Toxic Twin-Linked Unbalanced Unreliable Unstable Unwieldy Volatile Craftsmanship Best Good Common Poor

Shoots twice per shot: two hits per degrees of success on Semi/Auto, double ammo use; maxi Roll additional 1d10 for damage, discard lowest die Damage after AP and toughness make a toughness test -5 for every damage taken, failure dea +20 to hit, uses twice the ammunition, two or more degrees of success give additional hit, reloa -10 to parry Jam on 91 or higher when hit, roll 1d10. 1 is half damage, 2-9 normal, and 10 doubles damage Can not parry Automatically confirm Righteous Fury on a roll of 10 for damage. Cost Multiplier x10 x3 x1 x.5 Availability Drop 2 step drop 1 step Normal Increase 1 step

Melee: +10 WS, +1 Damage; Ranged: never Kustom Bit; Fields: Overloads on a 1; Gear: Melee: +5 WS; Ranged: Reliable (or remove and WS. Weigh .5kg more. Fields: Overloads Everything: Normal; Fields: Overloads on 1Melee: -10 WS; Ranged: Unreliable, if alread Jams instantly for a non-Ork, weighs .5KG les

Astartes Craftsmanship Master-Crafted Exceptional Common

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

Renown Required Distinguished Melee: +10 WS, +2 Damage; Ranged: never amount; Fields: Overloads on 1 Respected Melee: +5 WS, +1 Damage; Ranged: Reliabl combat; Fields: Overloads on 1-5 Everything: Normal; Fields: Overloads on 1None

Go to tabs below for specific sections vvvvvvvvv

k or major addition, third segment is updated with new errata, fourth is updated with typo fixes. The last two segments reset ea

ecific, Frontier World Specific, The Void Specific, The Holy Ordos Specific and War Zone Specific are from Inquisitors Handbo book, note that many of these items have vastly greater descriptions then are provided here are not listed because Rogue Traders do not buy, but acquire. Using Rogue Trader Errata 1.1.

e Agents follow Acquisition rules (similar to RT) because Rogue Traders do not buy, but acquire ems from the Heresy Begets Retribution Expansion onfused with thrones. These are requisition values. There may also be a Renown note. Keep in mind, all Astartes weapons cou nate weapon rules proposed in the appendix of this version, and they have NOT been used here. Refer to the errata for said c

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

damage for every 2 successes when using a basic weapon (2d10 max)

it or be stunned for one round. Auditory protection grants +10 to resist stunning. If you take damage greater than S bonus, get

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

n or be set on fire. Cover negated. Hit body only, jam on 9

s bonus damage and pen equal to psy rating. Whenever an opponent is damaged, psyker may 10E per DoS, ignoring armor or toughness

vy Weapons with this Quality reduce the penalty for firing without Bracing to -20 DW) to determine effect. Lessens by one step every round until it becomes insignificant.

xample, if the weapon has Proven (3), and a 1 or 2 is rolled, treat it as a 3.

order to have this. Has certain effects on some Daemonic and Warp Creatures.

r every armor point on location, fail means stunned for half damage in rounds pact, lasts 2d10 rounds or less hing except attempt escape, St or Ag test, helpless until free

to, double ammo use; maximum hits is double ROF

y damage taken, failure deals 1d10I with no reduction ess give additional hit, reload time doubled

1 Damage; Ranged: never jams; Armor: +1 AP; Ork: Same as good, with +1 damage and one s: Overloads on a 1; Gear: Half Weight nged: Reliable (or remove Unreliable); Armor: +1 AP against first hit per combat; Ork: +5 to BS kg more. Fields: Overloads on 1-5; Gear: Two-Thirds Weight al; Fields: Overloads on 1-10 anged: Unreliable, if already Unreliable gun jams on every missed shot; Armor: -10 Agility; Ork: a non-Ork, weighs .5KG less; Fields: Overloads on 1-20; Gear: Half-Again Weight

2 Damage; Ranged: never jams or overheats, +2 Damage; Armor: +1 AP, weighs half normal verloads on 1 Damage; Ranged: Reliable (or remove Unreliable), +1 Damage; Armor: +1 AP against first hit per verloads on 1-5 al; Fields: Overloads on 1-10

last two segments reset each book.

are from Inquisitors Handbook

d, all Astartes weapons count as one size class larger for Refer to the errata for said changes.

e greater than S bonus, get knocked down.

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, and Renown


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

Based on Rogue Trader's tables 9-35 and 9-36

Scale Modifiers (9-35)


Scale Negligible Trivial Minor Standard Major Significant Vast Modifier 30 20 10 0 -10 -20 -30

For combining acquisitions, use the rarer availabilities, and take -5. Starships do not b Scale. Components use table below. When req 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 shields Structure (Holds, observatories, armor, special

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

s tables 9-35 and 9-36, as well as Ascension's tables 1-5, 1-6, and 1-7. The renown table is 5-2 in Deathwatch Core. Expande

Craftsmanship Modifiers (9-35)


Example Single Man Squad (3-5) Platoon (10-30) Company (50-100) Regiment (500-1,000) Division (2,000-5,000) Army (10,000+) Craftsmanship Modifier Poor Common Good Best 10 0 -10 -30

uisitions, use the rarer of the -5. Starships do not benefit from table below. When requisitioning a dd an additional -10.

difiers (9-36)
Modifier -30 -20 -10 0

Number Modifiers (1-7)


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

ponents Cost (1-6)


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

Essential Components Essential Components @ +1 Essential Components @ +2 Essential Components @ +3 Essential Components @ +4 Essential Components @ +5

d 1-7. The renown table is 5-2 in Deathwatch Core. Expanded Components Cost 1-6 is from Battlefleet Koronus.

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

leet Koronus.

Name

Class

Range

RoF

Dam

Pen

Clip

Rld

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

Special

Wt

Cost

Availability

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 17

Melee
Special Wt Cost Availability

Page 18

Upgrades & Ammo


Name Description

Weapon Upgrades & Ammo


Upgrades Ammo

Page 19

Upgrades & Ammo


Wt Cost

Page 20

Upgrades & Ammo


Availability Used For

Page 21

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 Other Armor Armor Upgrades

Availability

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 quality

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

with blast quality

Name

Wt

Cost

Availability

Info

Gear
Clothing & Personal Items Drugs & Consumables Tools

Type

Cost

Availability

Services
Accommodation Provisions Transportation Inter-Stellar Transportation(per person)
Berthing(single night) Shipboard Meals(single meal)

Medicae Care
Feral and Feudal World Specific Hive World Specific

Other
Feral and Feudal World Specific Hive World Specific 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

Effect

ed) check and the material cost expenditure

Name

Cost

Availability

Effect

Cybernetics

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

rther looked into. Additionally, a cybernetic increases the counted once per location.

Name

Cost

Availability

Servitors and Familiars


Forge World Specific Servitors Upgrades Familiars Rogue Trader Specific Reliquary Page 122 Astartes Specific See page 376 of DW for details about the following Servitors. Rites of Battle

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 The sections called Rites are from Rites of Battle The sections called BFK are from Battlefleet Koronus

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

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 core rulebook The sections called ITS are from Into the Storm The sections called Expanse are from Lure of the Expanse The sections called BFK are from Battlefleet Koronus

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 Launch Bay Components, wh 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 unch Bay Components, which occupy an equally distributed number of Port and Starboard weapon capacity slots. They may no 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. acity 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.

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

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

Availability

Name

Appropriate Hulls

Power Space Str

Dam

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

Crit

Range SP

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

Name

Appropriate Hulls

Power

Space

Special Components
Archeotech Xenotech

Notes

SP

Availability

Name

Ship Upgrades
General

Notes

Availability/SP

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

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.

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.