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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.
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
all Astartes weapons count as one size class larger for Refer to the errata for said changes. are from Inquisitors Handbook d. . get knocked down. e greater than S bonus.last two segments reset each book.
and Time (RT) Availability. and Time (DH) . with an addition of <1.000 for the Availability by Population Availability. Population.Availability Based on Rogue Trader's tables 5-1 and 5-2. Population.
and a modification from Dark Heresy for the second as well.5-2. with an addition of <1. .000 for the second table.
.for the second as well.
Essential Components Supplemental @ 6 SP. add an additional -10. Essential Components Supplemental @ 4 SP. Influence. 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. generatorium. special Renown (5-2) Renown Rating 0 . Essential Components Supplemental @ 3 SP. Essential Components Archeotech Components Xenotech Components . void shields Structure (Holds. Essential Components Supplemental @ 5 SP. observatories. lances. use the rarer availabilities. and Renown Acquisition Modifiers (9-35. and take -5. armor. Essential Components Supplemental @ 2 SP. torps) Etheric (Auspex. When req vehicle. 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. Starships do not b Scale. Components use table below.39 40 .19 20 . vox-nets.Acquisition. comms) Power (Warp drive.59 60 .79 80+ Renown Rank Initiate Respected Distinguished Famed Hero Expanded Components Cost ( Component Supplemental @ 1 SP.
as well as Ascension's tables 1-5. 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 . Starships do not benefit from table below.000-5. Expande Craftsmanship Modifiers (9-35) Example Single Man Squad (3-5) Platoon (10-30) Company (50-100) Regiment (500-1.000) Division (2. 1-6.000+) Craftsmanship Modifier Poor Common Good Best 10 0 -10 -30 uisitions.000) Army (10.s tables 9-35 and 9-36. The renown table is 5-2 in Deathwatch Core. use the rarer of the -5. When requisitioning a dd an additional -10. and 1-7.
The renown table is 5-2 in Deathwatch Core. 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 . Expanded Components Cost 1-6 is from Battlefleet Koronus.d 1-7.
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 .
flak has AP5 against damage with blast quality Must be wearing Body. Legs for Strength bonus to apply. Arms. Helmet not necessary .Availability Primitive AP are halved before non-Primitive weapon Penetration is applied When not on the center of the blast.
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. 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 . Additi toughness bonus in a location by two. This is added after Unnatural Toughness.
rther looked into. a cybernetic increases the counted once per location. . Additionally.
Rites of Battle .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.
If it ever becomes completely immobilized due to damage. hitting everythin This aircraft uses aerodynamic principals to stay aloft. Uses special rules detailed in the appropriate section. in that once they "land downward towards the target planet until they hit the ground. 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. though provided that they are 500km above destination then scatter 2d10 meters. 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. This allows the bike to carry right. The bike's size increases one step. The vehicle counts as having the Lightning Attack Talen Sophisticated electronic decoys combined with flares and chaff launchers Action. 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. All shooting attacks against a moving vehicle with this special rule suffer a . All shooting at the pod suffers a -30 while in flight. the Dreadclaw may tak Drop pods are somewhat unique amongst vehicles. and the l The vehicle may fire all of its weapons as part of the same Half Action eac make one attack. Cannot mane original target. 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. in that once they "lan the ground. Master Orator. Rites of Battle. It has thre Carries two Gun Drones (see page 367 of Deathwatch Core) attached to t Dreadclaws are somewhat unique amongst vehicles.Vehicles Contains all vehicles using the rules as presented in Into the Storm. 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. the pilots may eject. every third hit is resolved against the rider (or passengers. The crew of this gain a +20 to all Awareness Tests. 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. count t This vehicle follows all rules for ground vehicles. and may make Awareness Tests at ran If the vehicle is destroyed. it m ground. and Battlefleet Koronus. Cannot maneuver. and fire in a 45 degree cone from the vehicle. one AU (Aerial Unit) is equal to 100 meters. its Maneuverability decreases to This vehicle's payload is anti-ship weapons. When airborne. single-shot scatter gre Free Action. Once landed. When la This vehicle has powerful auspex arrays to aid in combat. Until the beginning of his next turn. If a conversion is needed. Page 180 for Adeptu The vehicle does not need to land in order to deploy its drones. any shooting receives no bonus All followers of Chaos within 100 meters gain the Fearless Talent.
an . sonar. Master Orator. Red Pain A fully outfitted vehicles contains enough air. 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. but uses the Machine Spirit's BS of 50. Passing this by one or Walkers are able to ignore penalties for moving through difficult terrain. In Active Mode. and the like. such as Pick One: Armor Plates (Facing Any. gran Instead of firing its weapons separately. and provisions fo When operating in a toxic or extreme environment. and any failed Drive Tes This vehicle hovers over the battlefield. It may not fire any w Auspexes. fuel. pick any point within the weapon's range as the point of origin The mind of the pilot is twisted and warped. 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. It operates in two modes: Active or Passiv other than sight are unaffected). 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.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. They count as a barrier with 2 damage is cumulative. it is caught in bloodlust and madness. teleport homers. an large and powerful. designate a 20x20 meter area. Any character using th When used against Average sized targets or smaller. 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. water.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 -. The If four or more results of 90-100 are rolled when firing the vehicle's weapon Sophisticated onboard radar. allowing it to ignore terrain that mig This vehicle may exit the atmosphere. but penetration has no effect on a void shield). gaining a +10 to all Ballistic Skill che more degrees. at the weapons at the closest enemy target. If not engaged in melee.Hyperios Improved Command and Control Improvised Weapons Inferno Gun . Make one Ballis Walkers are able to ignore penalties for moving through difficult terrain. and thermal auger arrays. +3 AP to assigned facing). and similar wargear does not Jamming Beacon also interferes with other forms of teleportation. It is 14 meters tall and can walk over obstacles 5 mete When increasing the distance of a turn in space. any sort of test to detect attempt an Awareness Test using the above mods. the exposed sections o These sophisticated augers provide a detailed view of the land below. While in the atmosphere it may ope The vehicle has a Stealth Field. all of the vehicle's w When firing. locator beacons. Warhound T The aircraft may count as a Skimmer (and follows all the rules for a Skimm Void shields are near impenetrable barriers. Atta restored with a successful -10 Tech-Use Test. A success means it will be r When used in this manner.
may change in flight location to any within while in flight." they do not move under their own power. divide it by 100 and round up to the next whole number. 2d10X. y only be used to target ships or similarly large emplacements. None can ride within the vehicle. Any character using this equipment also gains a +10 bonus to Command Skill tests. its drones. If Y is present. units. count the vehicle as destroyed instead as it crashes to the ground. and may do so even if in melee (though it must do so at different targets than those it is engaged Lightning Attack Talent. as well as any s and chaff launchers make this vehicle harder to target. This does not stack with Dreadclaw Assault or Drop Pod Assault. ows the bike to carry one passenger. single-shot scatter grenades employed to cover the vehicle's final assault (Facing Front. t. arless Talent. It may behave like an A n that once they "land. Cannot maneuver. it is likely they would be utterly rait for firing this vehicle's weapons. . n. and page 190 for Chaos Space Marine Dreadnoughts. . or other team equal to his Fellowship bonus. They may fire their weapons using their normal BS in addition to the vehicle's weapons. Any melta weapon count their Penetration as 0 against this vehicle.efleet Koronus. ting the ability to charge. Range 10m. If someone makes a Full Automatic Attack Action against the or passengers. foul weather. It has three drone racks. it must move at least half its cruising speed at all times lest it crash to the ue to damage. It may do this once every hour. Clip 1). May be used three times before needing replacement. All shooting at the pod su he Dreadclaw may take off and operate as a skimmer. hitting everything within range. Must be launched from a starship with drop pod bays and tr they are 500km above the ground. It takes X full rounds to burn through the hull. 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. if any) instead of the vehicle. as long as it is mobile. and the like. and it requires Respected Renown." they do not move under their own power. Tau pilot profile is on page 197 of Rites of Battle. When landing. batter. they force automatic Pinning Tests from all eligible targets within range. At any point during the pilot's turn. Unwieldy using it to use his Command skill to affect a number of squads. The crew of this vehicle suffers no penalties for darkness. This effect aster Orator. 1d10I+SB. the pilot must test to attach to the side of a vessel with a + armor for atmospheric re-entry. mbat. and give the bike a passenger-operated Astartes Heavy Bolter or Astartes Multi-Melta wi erability decreases to +12. same Half Action each turn. even exiting the atmosphere to return to space. may change in flight location to any within 25km of original target. 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. If used on a vehicle or individual. When they fire. in that once they "land. may be farther for a particularly large target). Must be launched from a starship with drop pod bays and tra ground. he may activate the decoy launche ting receives no bonus due to size to hit. Pen 0. though provided that they are 500km above the ground. item for a better understanding of what it is. vehicle by using a Called Shot Attack Action. or the wreckage a pistol (or other appropriate side-arm for non-Tau escape pods). Fra ehicle. pod scatters like a missed grenade a total of 2d10 meters from the point at which the vehicle was destroyed. If this vehicle is moved in the same turn that it fired. or other effects that would normally obscure visio wareness Tests at ranges of up to 5km (at GM's discretion. When airborne. Page 180 for Adeptus Astartes Dreadnoughts. s special rule suffer a -20 to hit. ignore Jarring Blow and Staggered Critical Hits. Pen 0. pick your destination then scatter 2d10 meters. it does not gain the usual bonus to hit ships. Finally. and smash targets): Melee.
or simply bulldoze through walls. To disable a void shield. ugh difficult terrain. It gains all the benefits and drawbacks of skimmers and fl odes: Active or Passive. following normal Flame rules. -1 round per Degree of Success. combining their damage. Make one Ballistic Skill check against each target in this area . double move rate and make 1d5+2 melee attacks in close combat. When firing the vehicle's weapons. count the ve tmosphere it may operate as a skimmer or flyer at the pilot's choice. and shattered buildings without penalt over obstacles 5 meters high. If there are no enemy targets. which can be ugh difficult terrain. roll 1d10. Instead. vehicle by using a Called Shot Attack Action. Red Paint Job (At the start of each Round. the rules for a Skimmer) for up to 2 minutes before it must return to counting as a Flyer. adding the result to the vehicle's tactical movement). ater. ignore terrain that might otherwise hamper movement. 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. fight as normal. the pilot must succeed a +0 Willpower Test. granting the operates a +20 to all Awareness and Scrutiny Tests. and shattered buildings without penalt . units. rounding up. In addition.onus to all Ballistic Skill Tests when firing its missiles at an airborne target. ned facing). halve the result. fallen trees. Once cess means it will be restored in 1d5+5 rounds. Passing this by one or more degrees will alert the character that his sensors are being interfered with. Roll for hits and damage separately with or that is blessed with an unusually cunning Machine Spirit. If it ever becomes completely immobilized due to damage. In Passive Mode. tank traps. the vehicle automatically generates one roll on the vehicle critical hit chart against itself. unmodified b ger arrays. or medium-sized buildings without suffering negative ef Piloting Test is always +0. instead of its normal milar wargear does not function within 15 meters of this vehicle. ritical Hit. at targets no more than one AU apart. it is being fired g the vehicle's weapons. attacks m on a void shield). no matter how extreme the turn. The of 500 meters that also grants a +20 to Tracking Tests made to search for. at the beginning of each turn. to a minimum of 1 Round. fire at the nearest friendly target. forests. rait for firing this vehicle's weapons. and negotiate obstacles such as rock slides. It may do this once every hour. If there are no targets in range. using it to use his Command skill to affect a number of squads. area. such as daemonic summoning. Attacks from within the 5 meter projection distance ignore the void shield and directly affect the vehicle. The spray extends 40 meters past that point. Hit Chart. e system that give the pilot +20 BS when firing the vehicle's weaponry. This effect Any character using this equipment also gains a +20 to Command Skill tests and may re-roll any failed Command Skill tests. but not its effects. e as the point of origin. including augmented ones). gaged in melee. fallen trees. all of the vehicle's weapons suffer a -30 to hit. and identify prey. This quality does not affect rolls on the Critical Hit charge generated by Righteous Fury hicle receives a +20 bonus. spit . . unt as a barrier with 25 AP that surrounds the vehicle in all directions at a 5 meter distance. may turn after moving 3 AU's rather than 4. and negotiate obstacles such as rock slides. It may be changed as a Free Action from one turn to the next. If successful. or other team equal to his Fellowship bonus. tank traps. If fail to all Ballistic Skill checks. and allowing scans in the same manner as may fire all of the same type simultaneously. allow a crew to track prey with unerring accuracy over vast distances. track. 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. d any failed Drive Tests for Difficult Terrain may be re-rolled. The attack does not benefit from any Talents or other attributes the pilot possesses (in effect. It may not fire any weapon. The etheric interference caused by a teleportation. All weapons may be used by any crew. Warhound Titans have theirs on page 188 of Rites of Battle. the vehicle commander may fire Spirit's BS of 50. This feature does no of the land below.any success means a target takes one hit. all be fired by the pilot as one shooting action. combined with sensitive chem-sniffers.
The Pilot and Rites of Battle. vehicle's weapons. gain the usual bonus to hit for full-auto fire. or the wreckage at GM's discretion. 2d10X. Pen 0. they arget). as well as any that may specifically target a pilot. activate the decoy launchers as a Free athwatch Core for Tau gun drones).this once every hour. m. . it may spend an additional Half Action to d Critical Hits. Frag launchers may be fired as a igible targets within range. If in melee. In addition. er or Astartes Multi-Melta with a facing to the front and s likely they would be utterly annihilated. ets than those it is engaged with). When landing. Clip 1). he side of a vessel with a +Y Pilot (Spacecraft) check. pick your ace. It may behave like an Assault Boat in the void. ip with drop pod bays and travel directly downward towards the target planet until they hit et. ellowship bonus. estroyed. p with drop pod bays and travel directly n flight location to any within 25km of would normally obscure vision. This effect combines with Skill tests. All shooting at the pod suffers a -30 while in flight.
nd damage separately with each weapon. unmodified by the Reinforced Hull rule. red buildings without penalty. but fire all are no targets in range. That weapon's firing is es (in effect. attacks must deal 20 damage past 25 AP (this ectly affect the vehicle. count the vehicle as destroyed instead as it crashes into the ground. tactical movement). which can be dodged as normal. over vast distances. due to damage. red buildings without penalty. This effect combines with Fellowship-based Talents led Command Skill tests. a month in hostile environments. it is being fired by the Machine Spirit). U's rather than 4. If failed by three or mbat. instead of its normal amount. all tests of any sort to detect and any BS Tests to hit suffer a -10 (senses ncluding augmented ones). This feature does not negate Open-Topped. takes one hit. against itself. . ans in the same manner as an Auspex up to 50km away. Once a shield is brought down.ellowship bonus. essful. This walker is particularly without suffering negative effects. vehicle commander may fire one additional weapon system. Anyone attempting to locate the vehicle may h. awbacks of skimmers and flyers. Mode. but not its effects. it may be 1 Round. The enerated by Righteous Fury. this once every hour. ngers. If failed by three degrees or less. spitefully destroy vegetation and buildings. do not move. fight as normal. able a void shield.
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 .
Chaos Rites of Battle. Tau Ground Vehicles ITS Specific Rites of Battle.Name Tactical Speed Cruise Speed Man. Imperial Rites of Battle. Chaos Walkers ITS Specific Rites of Battle. Vehicles Spacecraft ITS Specific Rites of Battle. Tau Skimmers ITS Specific Rites of Battle. Imperial Rites of Battle. Tau BFK Flyers ITS Specific Rites of Battle. Chaos . Chaos Rites of Battle. Imperial Rites of Battle. Imperial Rites of Battle.
Structure Size Front Side Rear Hull .
Crew Carrying Capacity Availability .
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
ent. it si suffers a Critical Hit. On X or greater. add 20 to the damage done to large units. a Secondary Power Genetorium. specified in the parenthesis. with every Critical Hit suffered. If it would be. suffer a -5 penalty. simply ignore the effect. If a specific Component is affected. This Document is only a quick reference power generated by X. ave Components that increase it's Armor. Space has already been reduced to account for this. before including any components that add to this. t by X for a successful check. it's automatically this Component. reases its output by X. Gain 50 Achievement points if used in a Military Objective against the planet e the affected area. ent. Only one may be used. May only stock three months worth of supplies instead of six. mage to 1d10. e-equipped with X Main Cargo Hold Component(s). which occupy an equally distributed number of Port and Starboard weapon capacity slots. and it does not take a Weapon Capacity slot. and 10 to individuals and vehicles. The use of this component is detailed on page 30 of Battlefleet Koronus. there is a 25% chance of the Fire! Critical Hit as well. In Prow slots. If this Component loses power while they are open. Space has already been accounted for. Turn it is used.ing item for a better understanding of what it is. gain +20 to Intimidate ground targets. roll 1d10. vo involving this weapon. by any component. which may not be removed. ort. Outside of combat. pplies. however. the Cruiser variant must be chosen. However. . atically Fire! Critical. They return to normal after this. heir first turn. e ship is a Grand Cruiser or larger. it may only fire forw s. They may no t Space is already accounted for. r suffers a Critical Hit (including a 4 or 6 result on the chart). but power must be supplied. vests from a star once a year. but decrease damage to 1d10+1. when the sh unch Bay Components. If a Component exists in both varieties. it gains +10 power. Hull Integrity. n the turn they are launched. it becomes Depressurized as well. Space will have been accounted for. in which case it may be mounted in a Dorsal Slot as well. the Plasma Refinery. hen in orbit. Any craft attempting to land in combat must make a check to land safely. and it provides +10 power to the primary reactor ease Range by 2. May only be combined in a salvo with weapons that share this quality. destroyed or damaged by a Critical Hit. it is ignored.
This ignores Armor. If X is included. If this occurs. Space is already taken into account. it affects two components instead of one e boarding actions. rt. edoes are loaded in its tubes. 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 . mu um number of torpedoes. but power must be provided. one randomly selected Component on the target ship becomes Unpowered. e Component that may not be removed. vessels of frigate sized or smaller. there is a 10% chance of it exploding.s Void Shields.
however. . They may not be hat add to this. it may only fire forward. Outside of combat. r to the primary reactor. when the ship is constructed it must be able to provide Power for each Component. . ctive against the planet. acity slots.ical Hit as well. er must be supplied. it simply takes half an hour per squadron. ots.
. If X is included. multiply tomatically destroyed and the ship suffers 2d5 damage directly to Hull Integrity.ed.
Name Class Space Speed Det. Hull Dorsal Prow Hulls Transports Raiders Frigates Light Cruisers Cruisers Battlecruisers Grand Cruisers . Armor Man.
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 .
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 .
SP Availability .
Name Appropriate Hulls Power Space Special Components Archeotech Xenotech .
SP Availability .
Name Ship Upgrades General .
12.1 errata for Deathwatch.0.Changelog 1.0. 4/6/11 1. 5/15/11 Updated the Voidsunder Lance Battery.1. Fixed a few typos and changes that I missed. 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. Plasma Ac Cannons with their soon-to-be errata values. Jovian-Pattern Nova Cannon. 4/7/11 Changelog finally begun! Battlefleet Koronus added in this version.0 when Guidance Systems under the Ship Upgrades tab.2. and added the Mezoa-Pattern Theta other fixes that FFG Devs have said will be in Errata.12. 4/13/11 184.108.40.206.1. Will release a 1.0.12. . as well as num 1.12. Sorry! Also internal update.1. so this Added the changes from the 1.
and I don't know either. just ask so internal update.12. . For now. Plasma Accelerated Torpedo Tubes.his version. so this wasn't published.0 when official Errata is out.2. Also added Torpedo would seem I forgot about them all together. At present there is dded with the Carrier Trait. Nova Cannon. Bombardment d the Mezoa-Pattern Theta-7 Drive as per the forums. and a couple ill release a 1. as well as numerous typo fixes.
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