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WH40kRP Armory V4.17.

0925 Last edit: 2012-01-21 by unnownrelic

Last edit: 2012-09-25 by eBarbarossa


Version info: First segment is current series, second segment is updated with each source book, third segment is re

The sections called Core Specific are from the core rulebook. Using Dark Heresy Errata 3.0. Abbreviation is DHC or
The sections called Feral & Feudal Word Specific, Hive World Specific, Forge World Specific, Frontier World Specifi
The sections called Shadow Gear, Dark Tech, and Xenos Tech are from Radicals Handbook, note that many of thes
The sections called Anathema are from Creatures Anathema. Abbreviation is CAN.
The sections called Rogue Trader are from Rogue Trader. Prices are not listed because Rogue Traders do not buy,
The sections called Ascension are from Ascension; prices are not listed because Throne Agents follow Acquisition r
The sections called Into the Storm and ITS are from Into the Storm. Prices are not listed because Rogue Traders do
The sections called Reliquary are from Blood of Martyrs. Also contains new Ascended items from the Heresy Beget
The sections called Astartes are from Deathwatch. Prices are listed, but are not to be confused with thrones. These
mind, all Astartes weapons count as one size class larger for Non-Astartes, and are highly taboo to use. Using Deat
appendix of this version, and they have been included, on another tab. Refer to "DW Optional" for said changes. Ab
The sections called Rites of Battle are from Rites of Battle. Abbreviation is ROB.
The sections called Malleus and Grey Knights are from Daemon Hunter. Abbreviation is DEM.
The sections called Black Crusade are from Black Crusade Core. Abbreviation is BCC. It should be noted that many
systems. As such, many keywords will be listed twice: first as how they're used in the other three systems, and seco
Black Crusade as the older version, then it will be updated as any other keyword, and only have a single version.
The sections called Judgement are from Book of Judgement. Abbreviation is BOJ.
The sections called Chapter Wargear are from First Founding. Abbreviation is 1ST.
The sections called Tools of the Trade are from Hostile Acquisitions. Abbreviation is HAC.
The sections called Disciples are from Disciples of the Dark Gods. Abbreviation is DDG.
The sections called Bestiary are from The Koronus Bestiary. Abbreviation is TKB.

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

Keyword Reference
Accurate (DWC) Grants an additional +10 when used with the aim action. On an aimed single shot with a
Accurate (BCC) Grants an additional +10 when used with the aim action. On an aimed single shot with a
d10s cannot generate Zealous Hatred.
Balanced (DWC) Grants a +10 to WS tests made to parry.
Balanced (BCC) Grants a +10 to WS tests made to parry. Multiple Balanced weapons only grant this bon
Blast (X) (DWC) Hits all targets in X radius. Roll for hit location and damage individually.
Blast (X) (BCC) Hits all targets in X radius. Roll damage once and apply it to all affected targets.
Concussive (DWC) Stuns a target. Take a toughness test at -10 per DoS on hit or be stunned for one round
than S bonus, get knocked down.
Concussive (BCC) Stuns a target. Take a Toughness test at -10 per X on hit or be stunned for one round pe
Customized (RTC) Reloading takes half listed time, half action is still half action
Crippling (X) (BCC) When a target suffers at least one wound from a weapon with this quality, they become
Crippled, a character takes more than a half action, they suffer X in Rending damage, w
Defensive (BCC) Weapon gains +15 to parry, but takes -10 to attacks
Devastating (X) (DWC) Reduce one additional point of Cohesion if hit, regardless of wounds or damage. If Hord
Devastating (X) (BCC) A Horde hit and damaged by a weapon with this quality reduces their Magnitude by X.
Disintegrate (DDG) A victim suffering critical damage from this weapon is completely destroyed.
Excruciating (DEM) Targets damaged by a weapon with this trait must pass a -10 WP or T test (target's choi
Fast (IHB) Opponents suffer a -20 to Parry a weapon with this quality.
Felling (X) (BCC) Ignore one level of Unnatural Toughness per X.
Flame (DWC) The wielder doesn't test BS, instead, all creatures in 30 degree arc test must Agility or ta
targets get +20 to avoid, or +30 if unbraced heavy. For RT and DH: Hit body only, jams o
Flame (BCC) If a target of a Flame attack is hit (even if they suffer no damage), they must pass an Ag
Flexible (BCC) Weapons with this quality cannot be parried.
Force (RTC) Count as Best Craftsmanship Mono weapons of a standard primitive weapon. In the han
changes to E. When a psyker damages an opponent, may make a Focus Power Test (O
for every degree of success, the force weapon's wielder deals an additional 1d10E, igno

Force (BCC) Any Melee weapon with the Primitive quality may be a Force weapon. This increases the
Psyker, add +1 to Damage and Penetration per point of Psy Rating. In addition, ignore th
Power test using Opposed Willpower with the target. If the wielder is successful, deal an
weapons cannnot be destroyed by a power weapon's field.
Gyro-Stabilised (BCC) Never counts as further than Long Range (penalty still applies, as does normal maximum
Hallucinogenic (X) (BCC) When hit by a weapon with this effect, you must make a Toughness test modified by -10
effect lasts 1 round, plus 1 per degree of failure.
Haywire (X) (DWC) Everything in X radius goes haywire. Roll on table 5-4 (page 143 in DW) to determine ef
Haywire (X) (BCC) Everything in X radius goes haywire. Roll on table 5-2 (page 151 in BCC) to determine e
ignore if lower, than the current effect.
Inaccurate (BCC) Gain no bonus for Aiming
Maximal (BCC) A weapon with this quality has two firing modes: normal, and maximal. This must be cho
If it has blast, it is improved by 2. This shot uses three times as much ammunition, and t
Melta (BCC) Double penetration when firing at short range or closer.
Overheats (DWC) A roll of 91 or higher causes an overheat. When this happens, the wielder suffers energy
avoid this by dropping the weapon as a Free Action. Must spend a round cooling down.
Overheats (BCC) A roll of 91 or higher causes an overheat. When this happens, the wielder suffers a sing
wielder must then make an Agility Test or drop the weapon. Must spend a round cooling
Power Field (DWC) When successfully using a weapon with this quality to Parry, there is a 75% chance the
Power Field (BCC) When successfully using a weapon with this quality to Parry, or this weapon is parried by
Weapons, Natural Weapon, or other Power Weapons.
Primitive (DWC) All armor points are doubled against weapons with this quality, unless the armor is also
Primitive (X) (BCC) Weapons with this quality treat any rolled damage above X as X. A 10/0 is still required t
Proven (X) (BCC) Treat any damage die roll lower than the rating as that rating. For example, if the weapo
Razor Sharp (DWC) If an attack results in 2 or more degrees of success, double the weapon's penetration wh
Razor Sharp (BCC) If an attack results in 3 or more degrees of success, double the weapon's penetration wh
Recharge (BCC) May only fire every other round.
Reliable (DWC) It a jam occurs, roll a 1d10. Only if that is a 10 did a jam actually happen.
Reliable (BCC) Only jams on a roll of 100/00. Weapons with this quality that do not roll to hit never jam.
Sanctified (BCC) Counts as Holy. For Astartes weapons, must be Exceptional or Master-Craft in order to
Scatter (DWC) If fired at a foe within Point Blank Range, every 2 degrees of success indicates another h
Scatter (BCC) At Short Range or closer, gain +10 to hit. At Point Blank add 3 to damage. At Long Rang
Shocking (DWC) If takes damage after AP and toughness, roll Toughness test +10 for every armor point o
Shocking (BCC) A target that takes a hit from a Shocking weapon must pass a +0 Toughness Test or be
Smoke (DWC) When a hit is scored, creates a 3d10 meters in diameter cloud centered on impact. It las
Smoke (X) (BCC) When a hit is scored (not necessarily on a living target), it creates a smoke screen X me
Snare (DWC) On hit, make Ag test or immobilized. Once immobilized cant do anything except attempt
Snare (X) (BCC) On hit, make Ag test modified by -10 per X or be immobilized. Once immobilized, you ca
the initial. Considered helpless until escape.
Spray (BCC) This weapon does not need a test to fire. All creatures in the weapon's range, in a 30 de
protection unless it conceals completely. Spray attacks always resolve against the body.
Storm (BCC) This doubles the number of hits inflicted on the target and ammo expended.
Tainted (BCC) Add the 10s digit of your Corruption Bonus to the weapon's damage.
Tearing (BCC) Roll one extra die for damage, and discard the lowest of them.
Toxic (DWC) Anyone that takes Damage from a Toxic weapon after Armor and Toughness must make
impact damage with no reduction to the same location.
Toxic (X) (BCC) Anyone that takes Damage from a Toxic weapon after Armor and Toughness must make
same location, of the same type. Some weapons may have additional effects, see their p
Twin-Linked (DWC) A weapon with this gains a +20 bonus to hit when fired and uses twice as much ammo. I
Lastly, reload time is doubled.
Twin-Linked (BCC) When firing a weapon with this quality, the wielder must choose either a +10 bonus to hi
each shot.
Unbalanced (DWC) Weapons with this quality suffer a -10 when used to parry.
Unbalanced (BCC) Weapons with this quality suffer a -10 when used to parry. Unbalanced weapons may no
Unreliable (BCC) Unreliable weapons jam on a roll of 91 or higher on all firing modes.
Unstable (RTC) When a weapon with this hits, on a 1 it inflicts half damage, on 2-9 it deals normal, and 1
Unwieldy (DWC) Weapons with this quality cannot be used to parry.
Unwieldy (BCC) Weapons with this quality cannot be used to parry or make Lightning Attacks.
Volatile (DWC) Automatically confirm Righteous Fury on a roll of 10 for damage.
Warp Weapon (BCC) These weapons ignore all AP generated from Armor or Cover. Force Fields and speciall

Craftsmanship Cost Multiplier Availability


Best x10 Drop 2 step Melee: +10 WS to attack, +1 Damage
and one Kustom Bit; Fields: Overload
Good x3 drop 1 step Melee: +5 WS to attack; Ranged: Reli
to BS and WS. Weigh .5kg more. Field
Common x1 Normal Everything: Normal;
Poor x.5 Increase 1 step Melee: -10 WS to attack;
Ork: Jams instantly for a non-Ork, wei

Astartes Craftsmanship Req. Multiplier Renown Required


Master-Crafted x2/x1.5 Distinguished Melee: +10 WS, +2 Damage; Ranged
amount; Fields: Overloads on 1
Exceptional x1.5 Respected Melee: +5 WS, +1 Damage;
combat; Fields: Overloads on 1-5
Common x1 None Everything: Normal;

Black Crusade Craftsmanship Availability Modifier


Best -20 Melee: +10 WS to use, +1 Damage; R
Overloads on a 1
Good -10 Melee: +5 WS to use; Ranged: Reliab
Fields: Overloads on 1-5
Common +0 Everything: Normal;
Poor +10 Melee: -10 WS to use;
Fields: Overloads on 1-15

Go to tabs below for specific sections


vvvvvvvvv

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

I've tried reaching unnownrelic for some time now, but he doesn't seem to be responding. I've added to his armory a
he comes back, I gladly transfer control of the armory back to him. Until then, if you have any corrections or request
21 by unnownrelic

25 by eBarbarossa
urce book, third segment is release date in MMDD format.

ta 3.0. Abbreviation is DHC or DHE.


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

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

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

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

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

d weapons only grant this bonus once.


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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

Unbalanced weapons may not be used to make Lightning Attacks.

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

e Lightning Attacks.

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

10 WS to attack, +1 Damage; Ranged: never jams; Armor: +1 AP; Ork: Same as good, with +1 damage
Kustom Bit; Fields: Overloads on a 1; Gear: Half Weight
5 WS to attack; Ranged: Reliable (or remove Unreliable); Armor: +1 AP against first hit per combat; Ork: +5
d WS. Weigh .5kg more. Fields: Overloads on 1-5; Gear: Two-Thirds Weight
ng: Normal; Fields: Overloads on 1-10
10 WS to attack; Ranged: Unreliable, if already Unreliable gun jams on every missed shot; Armor: -10 Agility;
ms instantly for a non-Ork, weighs .5KG less; Fields: Overloads on 1-20; Gear: Half-Again Weight

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

10 WS to use, +1 Damage; Ranged: never jams or overheats; Armor: Good benefits and +1 AP; Fields:
ds on a 1
5 WS to use; Ranged: Reliable (or remove Unreliable); Armor: Adds +5 to tests to a chosen Social Skill;
Overloads on 1-5
ng: Normal; Fields: Overloads on 1-10
10 WS to use; Ranged: Unreliable, if already Unreliable gun jams on every missed shot; Armor: -10 Agility;
Overloads on 1-15

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

ng. I've added to his armory and I plan on adding more in the future. All my changes are coloured in violet. If
ve any corrections or requests, you can reach me at wuerfelwerfer@mail.com. Cheers, eBarbarossa!
are from Inquisitors Handbook. Abbreviation is IHB.
eviation is RHB.

ss (2d10 bonus max).


ss (2d10 bonus max). These additional

netic effect. If you take damage greater

cked down.

age, whichever comes first. If, while


you do not have the proper talent, the

ker's Psy Rating and the damage type


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

o additional effect. If the wielder is a


, as a Free Action, make a Focus
s Armor and Toughness Bonus. Force

g without Bracing to -20


d sealed armor grant +20 to resist. This

Additional effects replace if higher, or

1d10 to damage, and 2 to penetration.

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


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

Penetration.

n at Long or Extreme range.


St or Ag test with the same modifiers as

ke damage normally. Cover offers no

d. Failure results in an immediate 1d10

d10 damage with no reduction to the

ucceeds by two or more degrees.

e weapon's RoF is always expended


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

Availability by Population

Availability, Population, and Time (RT)

Availability, Population, and Time (DH)


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

Acquisition Modifiers (9-35, 1-5) Scale Modifiers (9-35)


Availability Modifier Example Scale
Ubiquitous 70 Ration Pack Negligible
Abundant 50 Knife Trivial
Plentiful 30 Void Suit Minor
Common 20 Lasgun Standard
Average 10 Micro-Bead Major
Scarce 0 Demo Charge Significant
Rare -10 Krak Grenade Vast
Very Rare -20 Heavy Bolter
Extremely Rare -30 Digital Weapon
For combining acquisitions, use the rare
Near Unique -50 Tempest Bolt availabilities, and take -5. Starships do not
Unique -70 Archeotech Power Armor Scale. Components use table below. When re
vehicle, add an additional -10.
Duration Modifiers (1-6) Component Modifiers (9-36)
Duration Modifier Example Component
A single mission 20 One to Two sessions War (Macrobatteries, lances, torps)
An adventure 0 Entire Campaign Etheric (Auspex, vox-nets, comms)
Permanently -20 Forever Power (Warp drive, generatorium, vo
Structure (Holds, observatories, arm

Renown (5-2) Expanded Components Cost


Renown Rating Renown Rank Component
0 - 19 Initiate Supplemental @ 1 SP, Essential Components
20 - 39 Respected Supplemental @ 2 SP, Essential Components
40 - 59 Distinguished Supplemental @ 3 SP, Essential Components
60 - 79 Famed Supplemental @ 4 SP, Essential Components
80+ Hero Supplemental @ 5 SP, Essential Components
Supplemental @ 6 SP, Essential Components
Archeotech Components
Xenotech Components

Amount Modifiers (9-11) Quality Modifiers (9-11)


Numbers Modifier Example Craftsmanship
Single 10 1 item Poor
Minor 0 2-4 items Common
Significant -10 5-10 items Good
Vast -20 11-100 items Best
Legion -40 101-1000 items
Impossible -60 1001+ items
Based on Rogue Trader's tables 9-35 and 9-36, as well as Ascension's tables 1-5, 1-6, and 1-7. The renown table i
Expanded Components Cost 1-6 is from Battlefleet Koronus. Amount and Quality modifiers are from Black C

e Modifiers (9-35) Craftsmanship Modifiers (9-35)


Modifier Example Craftsmanship Modifier
30 Single Man Poor 10
20 Squad (3-5) Common 0
10 Platoon (10-30) Good -10
0 Company (50-100) Best -30
-10 Regiment (500-1,000)
-20 Division (2,000-5,000)
-30 Army (10,000+)

For combining acquisitions, use the rarer of the


abilities, and take -5. Starships do not benefit from
Components use table below. When requisitioning a
vehicle, add an additional -10.
mponent Modifiers (9-36) Number Modifiers (1-7)
Modifier Numbers Modifier
Macrobatteries, lances, torps) -30 A single person 0
(Auspex, vox-nets, comms) -20 A squad -10
(Warp drive, generatorium, vo -10 A platoon -20
ure (Holds, observatories, arm 0 A company -30

anded Components Cost (1-6)


Modifier
mental @ 1 SP, Essential Components Scarce
mental @ 2 SP, Essential Components @ +1 Rare
mental @ 3 SP, Essential Components @ +2 Very Rare
mental @ 4 SP, Essential Components @ +3 Extremely Rare
mental @ 5 SP, Essential Components @ +4 Near Unique
mental @ 6 SP, Essential Components @ +5 Unique
otech Components Extremely Rare
ech Components Near Unique

lity Modifiers (9-11)


Modifier Example
10 Bone Weapon
0 Common Robes
-10 Heretek-Crafted weapon
-20 Finely-wrought weapon by a Dark Mechanicus Magos
ables 1-5, 1-6, and 1-7. The renown table is 5-2 in Deathwatch Core.
ount and Quality modifiers are from Black Crusade table 9-11.

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

Example
One
Two to Five
Ten to Thirty
Fifty to One Hundred
Name Class Range RoF Dam Pen Clip

Ranged Weapons
Las

SP Weapons

Bolt Weapons

Melta Weapons

Plasma Weapon

Flame Weapons

Primitive Weapons

Launchers

Grenades & Explosives

Exotic Weapons
Rld Special Wt Cost Availability Pg.
Melee
Name Class Range Dam Pen

Melee Weapons
Weapons marked with * require two hands to use

Primitive Weapons

Chain Weapons

Power Weapons

Shock Weapons

Exotic Weapons

Force Weapons

Page 24
Melee
Special Wt Cost Availability Pg.

Page 25
Melee

Page 26
Melee

Page 27
Name Class Range RoF Dam Pen Clip Rld

Ranged Weapons
Las

SP Weapons

Bolt Weapons

Melta Weapons

Plasma Weapon

Flame Weapons

Launchers

Grenades & Explosives

Exotic Weapons

Melee Weapons
Weapons marked with * require two hands to use

Primitive Weapons

Chain Weapons

Power Weapons

Force Weapons
Special Wt Cost Availability
Upgrades & Ammo
Name

Weapon Upgrades & Ammo

Upgrades

Ammo

Page 31
Upgrades & Ammo
Description

Upgrades & Ammo

Page 32
Upgrades & Ammo
Wt Cost Availability Pg. Used For

Page 33
Armor Type Location(s) Covered AP WT Cost

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

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

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

Mesh Armor

Carapace Armor

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

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

Exotic Armor

Armor Upgrades
Availability Pg.

pon Penetration is applied

against damage with blast quality

onus to apply; Helmet not necessary

Deathwatch books, the AP column lists the field rating, which must be rolled under to be effective. For previously listed fields, se
eviously listed fields, see their specific entry for operation.
Name Wt Cost Availability Pg. Info

Gear
Clothing & Personal Items

Drugs & Consumables

Tools
Core Specific
Feral & Feudal World Specific
Hive World Specific
Forge World Specific
Frontier World Specific
The Void Specific
War Zone Specific
Holy Ordos Specific
Shadow Gear
Dark Tech Specific
Xenos Tech Specific
Reliquary
Malleus
Judgement
Ascension Specific
Disciples
Rogue Trader Specific
Into the Storm Specific
ITS Archeotech and Xenotech Specific (All automatically Good or better)
Tools of the Trade
Bestiary Stryxis Specific All Availabilities are one level easier if bought from the Stryxis themselves
Astartes Specific
Rites of Battle
Grey Knights
Black Crusade
Black Crusade Wargear
om the Stryxis themselves
Type Cost

Services and Goods


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

Provisions

Transportation

Inter-Stellar Transportation (cost per person per trip)


Berthing
Shipboard Meals

Medicae Care
Feral and Feudal World Specific
Hive World Specific

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

Assets
Imperial Navy Assets
Imperial Guard Assets
Inquisitorial Assets
Adeptus Astartes
Availability Pg. Effect

ht, meal, or trip in other cases.

IHB247
rial Creed) check and the material cost expenditure
Name Cost Availability Pg. Effect

Cybernetics
The difference in quality imposes many varied differences for each implant and should be further looked into. Additio
the toughness bonus in a location by two. This is added after Unnatural Toughness, and is only counted once per lo
Maximum Mechadendrites is TB

Core Specific
Forge World Specific
Dark Tech Specific
Xenos Tech Specific
Judgement Note: These this section lacks an availability and cost table, so such values are le
Ascension Specific
Rogue Trader Specific
Into the Storm Specific
Tools of the Trade
Bestiary Stryxis Specific All Availabilities are one level easier if bought from the Stryxis themselves
Astartes Specific
Rites of Battle
Black Crusade
be further looked into. Additionally, a cybernetic increases
d is only counted once per location.

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

e Stryxis themselves
Name Cost Availability Pg.

Servitors and Familiars


Forge World Specific
Servitors
Familiars
Upgrades 145
Holy Ordos Specific
Reliquary
Judgement
Rogue Trader Specific
Astartes Specific
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. Abbreviation is ITS.
The sections called Rites are from Rites of Battle. Abbreviation is ROB.
The sections called BFK are from Battlefleet Koronus. Abbreviation is BFK.

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

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

Keyword Reference
Anti-Grav Engines The vehicle may count as a Skimmer (and follow all the rules for a Skimme
Attack Bike The Bike can be upgraded to an Attack Bike. This allows the bike to carry o
The bike's size increases one step, its Maneuverability decreases to +12, a
Bomber This vehicle's payload is anti-ship weapons, and may only be used to targe
Bullet Spray The driver of this vehicle gains the Auto-Stabilised Trait for firing this vehic
Breaching Vehicle (X) [Y] This vehicle is designed to forcibly board enemy starships. It takes X full ro
Ceramite Armor This vehicle is equipped with heat-resistant ceramite armor for atmospheri
Combat Walker A walker always has a Basic Melee Attack (representing the ability to charg
Command and Control The special feature of this vehicle allows a character using it to use his Com
Fellowship-based Talents such as Iron Discipline, Master Orator, and the li
Daemonic Possession The vehicle may fire all of its weapons as part of the same Half Action each
make one attack. The vehicle counts as having the Lightning Attack Talent
Decoy Launchers Sophisticated electronic decoys combined with flares and chaff launchers m
Action. Until the beginning of his next turn, any shooting receives no bonus
Dirge Caster All followers of Chaos within 100 meters gain the Fearless Talent.
Dreadnought Uses special rules detailed in the appropriate section. Page 180 for Adeptu
Drone Racks The vehicle does not need to land in order to deploy its drones. It has three
Drones Carries two Gun Drones (see page 367 of Deathwatch Core) attached to th
Dreadclaw Assault Dreadclaws are somewhat unique amongst vehicles, in that once they "lan
the ground. Cannot maneuver, though provided that they are 500km above
then scatter 2d10 meters. Once landed, the Dreadclaw may take off and o
Drop Pod Assault Drop pods are somewhat unique amongst vehicles, in that once they "land
downward towards the target planet until they hit the ground. Cannot mane
original target. All shooting at the pod suffers a -30 while in flight. When lan
Enhanced Auspex Arrays 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
Escape Pod If the vehicle is destroyed, the pilots may eject. The pod scatters like a mis
Co-pilot are equipped with a micro-bead and a pulse pistol (or other approp
Exposed Enemies may target the crew and passengers of the vehicle by using a Ca
vehicle, every third hit is resolved against the rider (or passengers, if any) i
Feral Machine Spirit All shooting against this vehicle suffers a -10 penalty as long as it is mobile
Frag Assault Launchers This vehicle is armed with Frag Assault Launchers, single-shot scatter gren
Free Action, and fire in a 45 degree cone from the vehicle, hitting everythin
Flyer This aircraft uses aerodynamic principals to stay aloft. When airborne, it m
If it ever becomes completely immobilized due to damage, count the vehic
Ground Vehicle This vehicle follows all rules for ground vehicles.
Holofield All shooting attacks against a moving vehicle with this special rule suffer a
Hyperios The Hyperios variant of the Whirlwind gains a +20 bonus to all Ballistic Ski
Improved Command and Control The special feature of this vehicle allows a character using it to use his Com
such as Iron Discipline, Master Orator, and the like. Any character using th
Improvised Weapons When used against Average sized targets or smaller, all of the vehicle's we
Inferno Gun - Titanic Flame Weapon When firing, pick any point within the weapon's range as the point of origin
Insanity The mind of the pilot is twisted and warped. If not engaged in melee, at the
at the closest enemy target, gaining a +10 to all Ballistic Skill checks. If the
degrees, it is caught in bloodlust and madness. It may not fire any weapon
Jamming Beacon Auspexes, locator beacons, teleport homers, and similar wargear does not
Beacon also interferes with other forms of teleportation, such as daemonic
Kustom Bitz Pick One: Armor Plates (Facing Any, +3 AP to assigned facing); Red Paint
Life Support (Hephaestus) A fully outfitted vehicles contains enough air, fuel, water, and provisions fo
Life Support (Venator) When operating in a toxic or extreme environment, the exposed sections o
Long Range Auger Array These sophisticated augers provide a detailed view of the land below, gran
More Dakka Instead of firing its weapons separately, the operator may fire all of the sam
Open-Topped Enemies may target the crew and passengers of the vehicle by using a Ca
(Co-)Pilot Operated Linked Weaponry All weapons classified as "(Co-)Pilot-Operated" may all be fired by the pilot
Power of the Machine Spirit 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
Power Overload If four or more results of 90-100 are rolled when firing the vehicle's weapon
Predator Auspex Sophisticated onboard radar, sonar, and thermal auger arrays, combined w
Predator Auspex counts as an Auspex with a range of 500 meters that also
Reinforced Hull When a vehicles with a Reinforced Hull receives a Critical Hit, halve the re
Reliable Any Tech-Use Test made to repair or restore this vehicle receives a +20 bo
Siege Shield Drive Tests for Difficult Terrain gain a +10 bonus, and any failed Drive Tes
Skimmer This vehicle hovers over the battlefield, allowing it to ignore terrain that mig
Spacecraft This vehicle may exit the atmosphere. While in the atmosphere it may ope
Stealth Field Generator The vehicle has a Stealth Field. It operates in two modes: Active or Passiv
other than sight are unaffected). In Active Mode, any sort of test to detect t
an Awareness Test using the above mods. Passing this by one or more de
Super-Heavy Walker Walkers are able to ignore penalties for moving through difficult terrain, and
and powerful. It is 14 meters tall and can walk over obstacles 5 meters hig
Supremely Maneuverable When increasing the distance of a turn in space, the Piloting Test is always
Targeter Array The driver of this vehicle gains the Auto-Stabilised Trait for firing this vehic
Targeting Array The vehicle is equipped with a sophisticated guidance system that give the
Titanic Critical Hits This vehicle is so large as to require its own Critical Hit Chart. Warhound T
Vector Thrust Engines The aircraft may count as a Skimmer (and follows all the rules for a Skimm
Void Shields 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
Vulcan Mega-Bolter -- Area Saturation When used in this manner, designate a 20x20 meter area. Make one Ballis
Walker Walkers are able to ignore penalties for moving through difficult terrain, an

Go to tabs below for specific sections


vvvvvvvvv
fleet Koronus.

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

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

he 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 with
ty decreases to +12, and it requires Respected Renown.
only be used to target ships or similarly large emplacements. If used on a vehicle or individual, it is likely they would be utterly
ait 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 f
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 +Y
armor for atmospheric re-entry. Any melta weapon count their Penetration as 0 against this vehicle.
ing 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 c
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 w
ghtning Attack Talent. None can ride within the vehicle. Finally, ignore Jarring Blow and Staggered Critical Hits, as well as any
and chaff launchers make this vehicle harder to target. At any point during the pilot's turn, he may activate the decoy launchers
ing receives no bonus due to size to hit. May be used three times before needing replacement.
arless Talent.
. Page 180 for Adeptus Astartes Dreadnoughts, and page 190 for Chaos Space Marine Dreadnoughts.
ts 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
h 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 tra
hey are 500km above the ground, may change in flight location to any within 25km of original target. All shooting at the pod suf
w may take off and operate as a skimmer, even exiting the atmosphere to return to space. It may behave like an Assault Boat
n that once they "land," they do not move under their own power. Must be launched from a starship with drop pod bays and trav
ground. Cannot maneuver, though provided that they are 500km above the ground, may change in flight location to any within
hile 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 vision
wareness Tests at ranges of up to 5km (at GM's discretion, may be farther for a particularly large target).
od scatters like a missed grenade a total of 2d10 meters from the point at which the vehicle was destroyed, or the wreckage at
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
r passengers, if any) instead of the vehicle.
as long as it is mobile. This does not stack with Dreadclaw Assault or Drop Pod Assault.
ingle-shot scatter grenades employed to cover the vehicle's final assault (Facing Front, Range 10m, 2d10X, Pen 0, Clip 1). Frag
hicle, hitting everything within range. When they fire, they force automatic Pinning Tests from all eligible targets within range.
. When airborne, it must move at least half its cruising speed at all times lest it crash to the ground.
mage, count the vehicle as destroyed instead as it crashes to the ground.
s special rule suffer a -20 to hit.
nus 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 c
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 failed
stic Skill checks. If there are no enemy targets, fire at the nearest friendly target. If there are no targets in range, spitefully destr
y not fire any weapon. Instead, double move rate and make 1d5+2 melee attacks in close combat, instead of its normal amoun
milar wargear does not function within 15 meters of this vehicle. The etheric interference caused by a Jamming
on, 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).
ter, and provisions for a full complement of crew and passengers to survive in relative comfort for a month in hostile environme
he exposed sections of the vehicle can be sealed with thick transparent plates to protect the passengers. This feature does not
f 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 e
r 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 by
er 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.
itical 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 veh
mosphere it may operate as a skimmer or flyer at the pilot's choice. It gains all the benefits and drawbacks of skimmers and fly
des: 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 d
sort of test to detect the vehicle and all WS and BS Tests suffer a -30 (this applies to all senses, including augmented ones). A
his by one or more degrees will alert the character that his sensors are being interfered with, but not its effects.
gh difficult terrain, and negotiate obstacles such as rock slides, tank traps, fallen trees, and shattered buildings without penalty.
bstacles 5 meters high, or simply bulldoze through walls, forests, or medium-sized buildings without suffering negative effects.
Piloting Test is always +0, no matter how extreme the turn. In addition, may turn after moving 3 AU's rather than 4.
ait 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 mu
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 d
gh difficult terrain, and negotiate obstacles such as rock slides, tank traps, fallen trees, and shattered buildings without penalty.
his once every hour.
or Astartes Multi-Melta with a facing to the front and right.

likely they would be utterly annihilated.


gain the usual bonus to hit for full-auto fire.
e side of a vessel with a +Y Pilot (Spacecraft) check.

owship bonus. This effect combines with


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

hwatch Core for Tau gun drones).


ehicle's weapons.
p with drop pod bays and travel directly downward towards the target planet until they hit
. All shooting at the pod suffers a -30 while in flight. When landing, pick your destination
ehave like an Assault Boat in the void.
with drop pod bays and travel directly
flight location to any within 25km of

ould normally obscure vision. In addition, they


get).
stroyed, or the wreckage at GM's discretion. The Pilot and
ites of Battle.

2d10X, Pen 0, Clip 1). Frag launchers may be fired as a


gible targets within range.
owship bonus. This effect combines with Fellowship-based Talents
ed Command Skill tests.

sful, fight as normal. If failed by three degrees or less, do not move, but fire all weapons
ets in range, spitefully destroy vegetation and buildings. If failed by three or more
nstead of its normal amount.

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

d damage separately with each weapon.


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

nerated by Righteous Fury.

ue to damage, count the vehicle as destroyed instead as it crashes into the ground.
wbacks of skimmers and flyers.
ode, all tests of any sort to detect and any BS Tests to hit suffer a -10 (senses
luding augmented ones). Anyone attempting to locate the vehicle may attempt
its effects.
d buildings without penalty. This walker is particularly large
suffering negative effects.
s rather than 4.

his once every hour.


ble a void shield, attacks must deal 20 damage past 25 AP (this
ctly affect the vehicle. Once a shield is brought down, it may be
Round.
akes one hit, which can be dodged as normal.
ed buildings without penalty.
Name Range RoF Dam Pen Clip

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
Rld Special Notes
Name Pg. Tactical Speed Cruise Speed Man.

Vehicles

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

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

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

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

Walkers
ITS Specific
Rites of Battle, Imperial
Rites of Battle, Chaos
Structure Size Front Side Rear Hull
Crew Carrying Capacity Availability
Special Rules
Ships and Components
Contains all ship hulls and components from Rogue Trader. Using Rogue Trader Errata 1.1.
The sections called Core are from the Rogue Trader core rulebook. Abbreviation is RTC.
The sections called ITS are from Into the Storm. Abbreviation is ITS.
The sections called Expanse are from Lure of the Expanse. Abbreviation is LOE.
The sections called BFK are from Battlefleet Koronus. Abbreviation is BFK.
The sections called Tools of the Trade are from Hostile Acquisitions. Abbreviation is HAC.

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

Keyword Reference
Additional Plasma Conduits (X) The vessel has many heavy plasma conduits. Increase power generated by X. Ho
Advanced Cogitator Linkage Gain +5 to fire the ship's weaponry.
Ancient Grand Cruiser May not gain any components that increase armor.
Antiquated Communications All Command Tests made on a vessel with this quality suffer a -5 penalty.
Battlecruiser/Grand Cruiser May mount "Cruiser Only" components.
Beam Dispersion Effect When firing at targets over 20 VU's away, decrease damage to 1d10.
Broadside Must be equipped in a port or starboard slot.
Cargo Hauler/Galleon (X) Vessel designed for transporting goods. Hull comes pre-equipped with X Main Ca
Carrier (X) Comes pre-equipped with X number of Jovian-class Landing Bay Components, w
removed. Enough power must be supplied for them, but Space is already account
Core Architecture This component is always revealed with Active Augery.
Cramped The ship is very cramped, and there is little room for supplies. May only stock thre
Cursed All Navigation checks carried out by the Navigator suffer a -10.
Death from Above May only be mounted in Prow, Dorsal, or Keel slots. When in orbit, gain +20 to Int
used as part of a planetary bombardment, double the affected area, add 20 to the
Destructive If this weapon generates a Critical Hit, add 1 to the result.
Easy to Repair (X) When making Long-Term Repairs, increase the amount by X for a successful che
Enhanced Magnetic Coils Torpedoes launched from this tube gain +2 Speed for their first turn. They return t
Energy Field The security hatches must be open during the Strategic Turn it is used. If this Com
External Component doesn't require any hull space. Can only be destroyed or damaged by
Fast Ship Due to the ship's carefully balanced nature, it cannot have Components that incre
Fiery Temperament (X) Any plasma drive installed on a vessel with this trait increases its output by X.
Heavy Weapon May only be mounted in a Prow Weapon Slot unless the ship is a Grand Cruiser o
Hybrid Vessel May be equipped with Transport or Cruiser Components. If a Component exists in
Ionic Blast Never causes Critical Hits, nor do they deal damage to Hull Integrity. May only be
Inferno Whenever this weapon inflicts a Critical Hit, it is automatically Fire! Critical.
Inherent Warship (X) This ship comes pre-equipped with certain components which may not be remove
Jury-Rigged Reduce the speed of Attack Craft exiting the bay by 2 on the turn they are launche
Labor Intensive Weapon may only be fired every other turn.
Overheating Systems For every five degrees of failure when firing, the vessel suffers a Critical Hit. If a s
Oversized Monstrosity This vessel's conventional Speed may not be increased by any component. If it w
Penetrator Rounds (X) Ignore X armor when calculating damage done in a salvo involving this weapon.
Plasma Refinery This vessel comes pre-equipped with a unique component, the Plasma Refinery. T
Powered by the Stars Provided a vessel equipped with a Plasma Refinery harvests from a star once a y
Reliable Construction (X) If this component becomes damaged, depressurized, or suffers a Critical Hit (inclu
Retrofit May be used to replace a Main Cargo Hold on a transport. Only one may be used
Secondary Power Genetorium This vessel comes pre-equipped with a unique component, a Secondary Power G
Self Propelled Warhead Before firing this weapon, the option is available to increase Range by 2, but decr
Short the Flow For every five damage inflicted that exceeds the target's Void Shields, one random
Small Weapon May be installed on Dorsal and Keel Weapon Slots on vessels of frigate sized or s
Structural Impact Reduce Hull Integrity and Maneuverability permanently by 5.
Terminal Penetration (X) Re-roll damage dice lower than X. The re-roll stands.
Torpedo Specialist [X] 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.
Vaporization When this Weapon rolls a 1 or 2 on the Critical Hit Chart, it affects two componen
Versatile Gain +5 to the opposed Command Test made to resolve boarding actions.
Volatile If this Component is Damaged or Destroyed while Torpedoes are loaded in its tub

Craftsmanship, Components SP Modifier Morale Modifier


Best +2 1d5
Good, Choose either Power or Space +1 +1
Common 0 0
Poor -1 -1d5

Craftsmanship, Lance and Macrobattery SP Modifier Morale Modifier


Best, Choose Two +2 1d5
Good, Choose One +1 +1
Common 0 0
Poor, Choose Two -1 -1d5

Go to tabs below for specific sections


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

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

uffer a -5 penalty.

mage to 1d10.

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

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

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

by X for a successful check.


eir first turn. They return to normal after this.
Turn it is used. If this Component loses power while they are open, it becomes Depressurized as well.
destroyed or damaged by a Critical Hit.
ve Components that increase it's Armor.
eases its output by X.
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 forwa
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.
tically Fire! Critical.
which may not be removed, specified in the parenthesis. Space will have been accounted for, but power must be supplied.
n the turn they are launched. Any craft attempting to land in combat must make a check to land safely. Outside of combat, it sim

suffers a Critical Hit. If a specific Component is affected, it's automatically this Component.
by any component. If it would be, simply ignore the effect.
o involving this weapon.
ent, the Plasma Refinery. The use of this component is detailed on page 30 of Battlefleet Koronus.
vests from a star once a year, it gains +10 power.
suffers a Critical Hit (including a 4 or 6 result on the chart), roll 1d10. On X or greater, it is ignored.
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.
ase Range by 2, but decrease damage to 1d10+1.
Void Shields, one randomly selected Component on the target ship becomes Unpowered. This ignores Armor.
essels of frigate sized or smaller.

e Component that may not be removed. Space is already taken into account, but power must be provided. If X is included, mult
um number of torpedoes.
t, 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 an

Power Mod Space Mod


1* or -1 -1
1* or -1 -1
0 0
-2* or 1 +1

Strength Mod Damage Mod Crit Mod Range Mod Power Mod Space Mod
+1 +1 -1 +1 1* or -1 -1
0 +1 0 +1 1* or -1 -1
0 0 0 0 0 0
-1 -1 +1 -1 -2* or 1 +1
cal Hit as well.

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

at add to this.

tive against the planet. When

s, it may only fire forward.

must be supplied.
Outside of combat, it simply takes half an hour per squadron.
to the primary reactor.

d. If X is included, multiply

omatically destroyed and the ship suffers 2d5 damage directly to Hull Integrity.
Complications Based on Rogue Trader's tables 8-1 (RTC197) and 8-2 (RTC198), an

Machine Spirit Oddities (8-1)

Past Histories (8-2)

Purchaseable Background Packages


197) and 8-2 (RTC198), and the Background Packages from ITS153-155.
Name Class Space Speed Det. Armor Man. Hull Dorsal Prow

Hulls
Transports

Raiders

Frigates

Light Cruisers

Cruisers

Battlecruisers

Grand Cruisers
Port Star Keel Turret SP Pg. Notes
Name Appropriate Hulls Power Space

Essential Components
Components marked with * generates power
Plasma Drives

Warp Engines

Gellar Fields

Void Shields

Ship's Bridge

Life Sustainers

Crew Quarters

Auger Arrays
Notes
SP Pg. Availability
Name Appropriate Hulls Power Space Str Dam

Ship Weapons
Macrobatteries

Lances

Nova Cannons

Torpedoes and Torpedo Tubes

Landing Bays
Crit Range SP Pg. Availability Notes
Name Appropriate Hulls Power Space

Supplemental Components
May take more than one of any component unless marked with a *.
Cargo Holds and Passenger Compartments

Augments and Enhancements

Additional Facilities
Notes
SP Availability Pg.
Name Appropriate Hulls Power Space

Special Components
Archeotech

Xenotech
Notes
SP Availability Pg.
Name

Ship Upgrades
Core
ITS Specific
BFK
Tools of the Trade
Notes
Availability/SP Pg.
Changelog

1.12.0.0, 4/6/11 Changelog finally begun! Battlefleet Koronus added in this version, as well as num
1.12.1.0, 4/7/11
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
confusion about which Jovian-Pattern bays are added with the Carrier Trait, and I
GM what to do.
1.12.1.1, 4/13/11 Fixed a few typos and changes that I missed. Sorry! Also internal update, so this w
1.12.2.1, 5/15/11 Added the changes from the 1.1 errata for Deathwatch.
1.12.3.1, 5/15/11 Added the optional weapon rules from Appendix 1 of the Deathwatch Errata 1.1 in
1.12.3.2. 5/24/11 Added page numbers for everything in a separate column, where applicable. Also
3.10.0, 5/24/11 Changed the way the version is counted. This is otherwise identical to 1.12.3.2 ho
3.11.07xx, 07/xx/11 Changed the way the version is counted slightly once more. Added Daemon Hunt
abbreviations for books at the beginning of each section. Various other minor chan
3.11.0724, 7/24/11 Fixed the group expansion signs so that they line up properly with their correspon
forums! Internal update, unreleased. Additionally, determined that the Carrier trait
Bays.
3.11.08xx, 08/xx/11 Various typo fixes. Special thanks to Zeal, Ira, and several others who I can't reme
4.11.0827, 08/27/11 Added Black Crusade equipment. Special thanks to Anonymous for providing this
I didn't keep track of too. Please note, much of the Black Crusade gear is subject
weapons that are missing entries one way or another.
4.11.0829, 08/29/11 Fixed the long-las entry for Black Crusade. Didn't release.
4.11.0929, 09/12/11
A culmination of a bunch of random minor fixes that I didn’t keep a record of. Star
unnownrelic@gmail.com and put "40kRP Armory" in the subject line, minus the qu
If that's not in the subject, I'll probably filter your message as spam. This will be th
version of the file; however, I'll still store it in my mediafire account for general sha
4.11.1109, 11/09/11 A mess of tiny changes, all unrecorded. Still no BC errata unfortunately.
4.13.1205, 12/05/11 Added equipment from the Book of Judgement as well as First Founding. Some o
4.14.0121, 1/21/12 Added equipment and components from Hostile Acquisitions. Adds sub-groups in
was starting to get crowded. Still lacking BC errata, but it should be fine. Also, Nul
see anything like that anywhere.
4.16.0821, 8/21/12 Added weapons, armor and gear from Disciples of the Dark Gods to unnownrelic's
4.16.0824 Minor corrections, thanks to Gavinfoxx, Kiton and Fgdsfg from the FFG Forums.
4.17.0925 Added Ork, Rak'Gol and Stryxis equipment from The Kronus bestiary. Unsure abo
his version, as well as numerous typo fixes.

Nova Cannon, Plasma Accelerated Torpedo Tubes, Bombardment


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

o internal update, so this wasn't published.

e Deathwatch Errata 1.1 in the "DW Optional" tab.


mn, where applicable. Also fixed some mistakes! Also added a couple things, and general improvements.
se identical to 1.12.3.2 however. Internal update.
ore. Added Daemon Hunter equipment, as well as defining the
. Various other minor changes.
perly with their corresponding row. Thanks to PullsyJr on FFG's
mined that the Carrier trait is meant for Jovian-Pattern LANDING

ral others who I can't remember for pointing them out! Internal update, unreleased
nymous for providing this information. Probably some typo fixes that
k Crusade gear is subject to change, pending errata, particularly the

dn’t keep a record of. Started storing it in my dropbox. E-mail me at


subject line, minus the quotes, if you want it to be shared with you.
e as spam. This will be the surest method to get the most recent
re account for general sharing.
a unfortunately.
as First Founding. Some other small changes. STILL no errata for Black Crusade, somehow.
tions. Adds sub-groups in the starship components pages, since it
t should be fine. Also, Null Bays lack an entry, so let me know if you

Dark Gods to unnownrelic's armory. Minor typo fixes.


g from the FFG Forums.
onus bestiary. Unsure about Eldar and Sslyth.

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