40K RPG Character Sheet 6.3

195
40K character generator and character sheet This spreadsheet can be used to generate a new Rogue Trader, Dark Heresy or Deathwatc It currently supports material from the Dark Heresy (Core Rulebook, Inquisitors Handbook Rogue Trader (Core Rulebook, Into the Storm, Hostile Acquisi Tips: Always use the blank sheet to start a new character, not a previously used one as som I tend to save a blank character sheet (.rtc file) and load that in during testing to ensure the OpenOffice users should do a recalculate hard (Ctrl+Shift+F9) after opening the workbook LibreOffice users should note that the macros will work but there is problem with alignmen Instructions First fill in your basic character details on the Character Generation sheet. You can change Note: The implementation of Grey Knights falls somewhere between the Dark Heresy and D The light blue cells indicate areas to enter data. Some of these will become available or un Sample Data Entry Cell If your character has mutations then add them to the Mutations sheet. This is also used to To spend XP go to the Skills and Talents sheets. On the Skills sheet you can tick the available skill advances (shown with a blue background Some skills will already be ticked and have zero XP cost if they were acquired as part of yo On the Talents sheet you can see the talents for which you qualify. Tick the appropriate bo If the talent has an associated option the drop down menu to the right of the option will h Finally switch to the Shop sheet and mark the items you own and carry then move to the E The Advancement sheet is for adding in XP gained and levelling up. Select the next rank wh You can also increase your characteristics on this sheet, enter elite advances not available Note: When reaching a new rank you may find some previously chosen skills become avail To get around this problem, put the difference in the XP cost into the "other" cell in the XP If you are playing an Imperial Psyker, Adept, Sorceror or Librarian, the Powers sheet is use If you are playing Deathwatch and want to design your own Chapter using the rules from R All this data is consolidated on a choice of 3 printable character sheets. The Imperial or Mo The Talent Summary sheet can also be printed. It contains a summary of the talents descri Finally, the DW Mode sheet contains a summary of the Solo and Squad modes available to Characters can be saved and loaded from the Character Generation sheet. The save proce The save files will allow you to continue to develop your characters in future releases of th You can also adjust the behaviour of the workbook by adjusting the options on the Charac If you find errors in the spreadsheet or have enhancement requests, feel free to contact m The 40K setting and RPG design are © Black Industries, Fantasy Flight Games and Games W The programming and design of the sheet remain © Daryl Tose 2010-2012 (drt@blackmoo Visit the webpage below for links to the forum and to download the latest release. http://www.blackmoor.org.uk/40K.html

Transcript of 40K RPG Character Sheet 6.3

Page 1: 40K RPG Character Sheet 6.3

40K character generator and character sheet

This spreadsheet can be used to generate a new Rogue Trader, Dark Heresy or Deathwatch character and to advance an existing one when you gain experience.

It currently supports material from the Dark Heresy (Core Rulebook, Inquisitors Handbook, Radicals Handbook, Disciples of the Dark Gods, Blood of Martyrs and Ascension, Daemon Hunter, The Lathe Worlds),

Rogue Trader (Core Rulebook, Into the Storm, Hostile Acquisitions) and Deatchwatch (Core Rulebook, Rites of Battle, First Foundings)

Tips: Always use the blank sheet to start a new character, not a previously used one as some formulas are overridden when tick boxes are used.

I tend to save a blank character sheet (.rtc file) and load that in during testing to ensure the workbook is correctly reset.

OpenOffice users should do a recalculate hard (Ctrl+Shift+F9) after opening the workbook to ensure all dropdown menus are calculated correctly. Save the .xls file as an .ods and reload before starting data entry. Macros will NOT work.

LibreOffice users should note that the macros will work but there is problem with alignment of all the tick boxes on the skills sheet and recalculation speeds are so slow as to make the sheet unusable on all but the fastest machines.

Instructions

First fill in your basic character details on the Character Generation sheet. You can change the Orange Title from Rogue Trader to Dark Heresy or Deathwatch depending on your adventure setting.

Note: The implementation of Grey Knights falls somewhere between the Dark Heresy and Deathwatch rules. As such they have their own setting.

The light blue cells indicate areas to enter data. Some of these will become available or unavailable depending on other options chosen.

Sample Data Entry Cell

If your character has mutations then add them to the Mutations sheet. This is also used to add in malignancies (caused by corruption) and disorders (from insanity) as your character advances.

To spend XP go to the Skills and Talents sheets.

On the Skills sheet you can tick the available skill advances (shown with a blue background). If the text is greyed out then you have not met the prerequisites.

Some skills will already be ticked and have zero XP cost if they were acquired as part of your origin path or career. XP values can be adjusted if taken as an elite advance with a different XP cost.

On the Talents sheet you can see the talents for which you qualify. Tick the appropriate box, if it is highlighted in blue, to purchase the talent. You can adjust the xp cost if taken as an elite advance.

If the talent has an associated option the drop down menu to the right of the option will highlight in blue and you should select the appropriate option from that menu.

Finally switch to the Shop sheet and mark the items you own and carry then move to the Equipment sheet to equip your armour and weapons.

The Advancement sheet is for adding in XP gained and levelling up. Select the next rank when you have spent enough XP to cross a level boundary.

You can also increase your characteristics on this sheet, enter elite advances not available elsewhere and adjust values such as insanity, corruption and fate that change during game play.

Note: When reaching a new rank you may find some previously chosen skills become available at a lower cost (particularly in Deathwatch) and the sheet automatically assumes you have taken the lower cost option. This may mean your XP spent goes down!

To get around this problem, put the difference in the XP cost into the "other" cell in the XP spent summary. i.e. If the XP went down by 200, add 200 into the "other" cell.

If you are playing an Imperial Psyker, Adept, Sorceror or Librarian, the Powers sheet is used to select your psychic powers dependant on your Psy rating and talents or to buy Ascended powers.

If you are playing Deathwatch and want to design your own Chapter using the rules from Rites of Battle, this should be done on the "Chapter" sheet before creating your character.

All this data is consolidated on a choice of 3 printable character sheets. The Imperial or Modern style Character Sheets show all the information in differring formats and the Text CS can be used to export (cut and paste) to other applications using the stand book notation.

The Talent Summary sheet can also be printed. It contains a summary of the talents descriptions, influence talents and the combat rules, useful for new players. The Gear summary can also be printed if you have too much to fit on the character sheet.

Finally, the DW Mode sheet contains a summary of the Solo and Squad modes available to your character. It can be printed and turned to face the appropriate direction when in combat.

Characters can be saved and loaded from the Character Generation sheet. The save process creates a small .rtc file that can be loaded at a later time. To do this you must enable macros, however in OpenOffice or new versions of Office for Mac macros will not work.

The save files will allow you to continue to develop your characters in future releases of this spreadsheet without the need to re-enter all the details.

You can also adjust the behaviour of the workbook by adjusting the options on the Character Generation sheet, i.e. whether an expansion book is allowed. Note these options are not saved with the character.

If you find errors in the spreadsheet or have enhancement requests, feel free to contact me via email or the forum.

The 40K setting and RPG design are © Black Industries, Fantasy Flight Games and Games Workshop and are used with thanks by a fan.

The programming and design of the sheet remain © Daryl Tose 2010-2012 ([email protected])

Visit the webpage below for links to the forum and to download the latest release.

http://www.blackmoor.org.uk/40K.html

Page 2: 40K RPG Character Sheet 6.3

This spreadsheet can be used to generate a new Rogue Trader, Dark Heresy or Deathwatch character and to advance an existing one when you gain experience.

It currently supports material from the Dark Heresy (Core Rulebook, Inquisitors Handbook, Radicals Handbook, Disciples of the Dark Gods, Blood of Martyrs and Ascension, Daemon Hunter, The Lathe Worlds),

Rogue Trader (Core Rulebook, Into the Storm, Hostile Acquisitions) and Deatchwatch (Core Rulebook, Rites of Battle, First Foundings)

Tips: Always use the blank sheet to start a new character, not a previously used one as some formulas are overridden when tick boxes are used.

I tend to save a blank character sheet (.rtc file) and load that in during testing to ensure the workbook is correctly reset.

OpenOffice users should do a recalculate hard (Ctrl+Shift+F9) after opening the workbook to ensure all dropdown menus are calculated correctly. Save the .xls file as an .ods and reload before starting data entry. Macros will NOT work.

LibreOffice users should note that the macros will work but there is problem with alignment of all the tick boxes on the skills sheet and recalculation speeds are so slow as to make the sheet unusable on all but the fastest machines.

First fill in your basic character details on the Character Generation sheet. You can change the Orange Title from Rogue Trader to Dark Heresy or Deathwatch depending on your adventure setting.

Note: The implementation of Grey Knights falls somewhere between the Dark Heresy and Deathwatch rules. As such they have their own setting.

The light blue cells indicate areas to enter data. Some of these will become available or unavailable depending on other options chosen.

If your character has mutations then add them to the Mutations sheet. This is also used to add in malignancies (caused by corruption) and disorders (from insanity) as your character advances.

On the Skills sheet you can tick the available skill advances (shown with a blue background). If the text is greyed out then you have not met the prerequisites.

Some skills will already be ticked and have zero XP cost if they were acquired as part of your origin path or career. XP values can be adjusted if taken as an elite advance with a different XP cost.

On the Talents sheet you can see the talents for which you qualify. Tick the appropriate box, if it is highlighted in blue, to purchase the talent. You can adjust the xp cost if taken as an elite advance.

If the talent has an associated option the drop down menu to the right of the option will highlight in blue and you should select the appropriate option from that menu.

Finally switch to the Shop sheet and mark the items you own and carry then move to the Equipment sheet to equip your armour and weapons.

The Advancement sheet is for adding in XP gained and levelling up. Select the next rank when you have spent enough XP to cross a level boundary.

You can also increase your characteristics on this sheet, enter elite advances not available elsewhere and adjust values such as insanity, corruption and fate that change during game play.

Note: When reaching a new rank you may find some previously chosen skills become available at a lower cost (particularly in Deathwatch) and the sheet automatically assumes you have taken the lower cost option. This may mean your XP spent goes down!

To get around this problem, put the difference in the XP cost into the "other" cell in the XP spent summary. i.e. If the XP went down by 200, add 200 into the "other" cell.

If you are playing an Imperial Psyker, Adept, Sorceror or Librarian, the Powers sheet is used to select your psychic powers dependant on your Psy rating and talents or to buy Ascended powers.

If you are playing Deathwatch and want to design your own Chapter using the rules from Rites of Battle, this should be done on the "Chapter" sheet before creating your character.

All this data is consolidated on a choice of 3 printable character sheets. The Imperial or Modern style Character Sheets show all the information in differring formats and the Text CS can be used to export (cut and paste) to other applications using the stand book notation.

The Talent Summary sheet can also be printed. It contains a summary of the talents descriptions, influence talents and the combat rules, useful for new players. The Gear summary can also be printed if you have too much to fit on the character sheet.

Finally, the DW Mode sheet contains a summary of the Solo and Squad modes available to your character. It can be printed and turned to face the appropriate direction when in combat.

Characters can be saved and loaded from the Character Generation sheet. The save process creates a small .rtc file that can be loaded at a later time. To do this you must enable macros, however in OpenOffice or new versions of Office for Mac macros will not work.

The save files will allow you to continue to develop your characters in future releases of this spreadsheet without the need to re-enter all the details.

You can also adjust the behaviour of the workbook by adjusting the options on the Character Generation sheet, i.e. whether an expansion book is allowed. Note these options are not saved with the character.

If you find errors in the spreadsheet or have enhancement requests, feel free to contact me via email or the forum.

The 40K setting and RPG design are © Black Industries, Fantasy Flight Games and Games Workshop and are used with thanks by a fan.

The programming and design of the sheet remain © Daryl Tose 2010-2012 ([email protected])

Page 3: 40K RPG Character Sheet 6.3

It currently supports material from the Dark Heresy (Core Rulebook, Inquisitors Handbook, Radicals Handbook, Disciples of the Dark Gods, Blood of Martyrs and Ascension, Daemon Hunter, The Lathe Worlds),

OpenOffice users should do a recalculate hard (Ctrl+Shift+F9) after opening the workbook to ensure all dropdown menus are calculated correctly. Save the .xls file as an .ods and reload before starting data entry. Macros will NOT work.

LibreOffice users should note that the macros will work but there is problem with alignment of all the tick boxes on the skills sheet and recalculation speeds are so slow as to make the sheet unusable on all but the fastest machines.

First fill in your basic character details on the Character Generation sheet. You can change the Orange Title from Rogue Trader to Dark Heresy or Deathwatch depending on your adventure setting.

On the Talents sheet you can see the talents for which you qualify. Tick the appropriate box, if it is highlighted in blue, to purchase the talent. You can adjust the xp cost if taken as an elite advance.

Note: When reaching a new rank you may find some previously chosen skills become available at a lower cost (particularly in Deathwatch) and the sheet automatically assumes you have taken the lower cost option. This may mean your XP spent goes down!

All this data is consolidated on a choice of 3 printable character sheets. The Imperial or Modern style Character Sheets show all the information in differring formats and the Text CS can be used to export (cut and paste) to other applications using the stand book notation.

The Talent Summary sheet can also be printed. It contains a summary of the talents descriptions, influence talents and the combat rules, useful for new players. The Gear summary can also be printed if you have too much to fit on the character sheet.

Characters can be saved and loaded from the Character Generation sheet. The save process creates a small .rtc file that can be loaded at a later time. To do this you must enable macros, however in OpenOffice or new versions of Office for Mac macros will not work.

You can also adjust the behaviour of the workbook by adjusting the options on the Character Generation sheet, i.e. whether an expansion book is allowed. Note these options are not saved with the character.

Page 4: 40K RPG Character Sheet 6.3

Character Creation Version 6.3

Characteristics Rolled (2d10) Background Bonus Starting Value Options

Weapon Skill (WS) 25 25 Character Sheet Colouring Colour

Ballistic Skill (BS) 25 25 Allow Inquisitors Handbook Yes

Strength (S) 25 25 Allow Ascension Yes

Toughness (T) 25 25 1d5 2 Allow Into the Storm Yes

Agility (Ag) 25 25 1d10 10 Allow Into Hostile Acquisitions Yes

Intelligence (Int) 25 25 2d10 3 Allow Radicals Handbook Yes

Perception (Per) 25 25 1d100 99 Allow Blood of Martyrs Yes

Will Power (WP) 25 25 Allow Rites of Battle Yes

Fellowship (Fel) 25 25 Allow Daemon Hunter Yes

Allow First Founding Yes

Rolled Values Current Value XP to Spend Allow Lathe Worlds Yes

Character Name Wounds (1d5) 500 Use Errata weapon stats Yes

Player Fate (1d10)

Career Insanity House Rules

Corruption Rank 2 (Rogue Trader) XP starts at 7000

Ship Role Handedness Allow invalid backgrounds No

IH Background xp affects rank No

Allow Web enhancements Yes

Origin path Home World Birthright Lure of the void Trials and Travails Motivation Lineage Adjust for Power Armour Yes

Options +2 Psy Rating from Unnatural WP No

Allow free origin path choice No

Character Description

Rogue Trader

Random dice rolls

Page 5: 40K RPG Character Sheet 6.3

MutationsThe descriptions and effects of some of the mutations differ in the Rogue Trader and Dark Heresy settings. Ensure you select the version from your game setting.

Dice Rolls 1d10 1 1d5 3

2d10 18 1d100 81

Rogue Trader

Gained Mutations Adjustments

1-5 : Grotesque

6-10 : Tough Hide

11-15 : Misshapen

16-20 : Feels no pain

21-25 : Brute

26-30 : Nightsider

31-35 : Mental Regressive

36-40 : Malformed hands

41-45 : Tox blood

46-50 : Hulking

51-55 : Wyrdling

56-59 : Vile deformity

60-63 : Aberration

64-67 : Degenerate mind

68-70 : Ravaged body

71-74 : Clawed/Fanged

75-78 : Necrophage

79-81 : Corrupted Flesh

82-85 : Venomous

86-89 : Hideous strength

90-91 : Multiple appendages

92-93 : Worm

94 : Nightmarish

95 : Malleable

96 : Winged

97 : Corpulent

98 : Shadow Kin

99 : Corrosive bile

100 : Hellspawn

Navigator Mutations

1-15: Strangely Jointed

16-30: Elongated Form

31-45: Pale and Hairless

46-55: Dark Eyes

56-60: Withered Form

61-65: Bloated Form

66-70: Membranous Growth

71-80: Inhuman Visage

76-85: Fingers like Talons

81-85: Needle Teeth

86-90: Disturbing Grace

91-95: Strange Vitality

96-100: Unnatural Presence

Page 6: 40K RPG Character Sheet 6.3

Dark Heresy

Minor Mutations

1-20 : Grotesque

21-30 : Tough Hide

31-40 : Misshapen

41-50 : Feels No Pain

51-60 : Brute

61-70 : Nightsider

71-80 : Big Eyes

81-85 : Malformed hands

86-89 : Tox Blood

90-99 : Wyrdling

100 : Major Mutation

1-25 : Vile Deformity

26-35 : Aberration

36-40 : Degenerate Mind

41-50 : Ravaged Body

51-60 : Clawed/Fanged

61-65 : Necrophage

66-70 : Corrupted Flesh

71-75 : Vile Alacrity

76-80 : Hideous Strength

81-85 : Multiple Appendages

86-90 : Worm

91-92 : Nightmarish

93-94 : Malleable

95-96 : Winged

97-98 : Corpulent

99 : Corrosive Bile

100 : Hellspawn

Page 7: 40K RPG Character Sheet 6.3

Corruption and MalignanciesThe descriptions and effects of some of the mutations differ in the Rogue Trader and Dark Heresy settings. Ensure you select the version from your game setting.

Corruption levels Tested Characteristics

10

20

30

40

50

60

70

80

90

100 Retired

Gained Malignancies

Palsy

Dark Hearted

Ill-fortuned

Skin Affliction

Night Eyes

Morbid

Witch-Mark

Fell Obsession

Hatred

Irrational Nausea

Wasted Frame

Night Terrors

Poor Health

Distrustful

Malign Sight

Ashen Taste

Bloodlust

Blackouts

Strange Addiction

Page 8: 40K RPG Character Sheet 6.3
Page 9: 40K RPG Character Sheet 6.3

Insanity and Disorders

Insanity Mental Trauma Disorders

10

20

30

40

50

60

70

80

90

100 Retired

Brute

Clawed/Fanged

Feels no Pain

Nightsider

Tough Hide

Venomous

Regeneration

Sonar Sense

Sturdy

A Machine of Flesh

Page 10: 40K RPG Character Sheet 6.3

Skill sheet

Name Stat Basic Trained +10 +20 Specialism

Acrobatics Ag

Awareness Per

Barter Fel

Blather Fel

Carouse T

Charm Fel

Chem-Use Int

Ciphers Int

- Rogue Trader

- Mercenary Cant

- Nobilite Encoding

- Throne Agent

- Inquisition

- Astropath

- Underworld

Climb S

Command Fel

Commerce Fel

Common Lore Int

- Adeptus Arbites

- Adeptus Astartes

- Adeptus Astra Telepathica

- Adeptus Mechanicus

- Administratum

- Ecclesiarchy

- Imperial Creed

- Imperial Guard

- Imperial Navy

- Imperium

- Koronus Expanse

- Machine Cult

- Navis Nobilite

- Orks

- Rogue Traders

- Tech

- Underworld

- War

Concealment Ag

Contortionist Ag

Deceive Fel

Demolition Int

Diplomacy Fel

Disguise Fel

Dodge Ag

XP Spent on Skills0

Page 11: 40K RPG Character Sheet 6.3

Drive Ag

- Ground Vehicle

- Skimmer/Hover

- Walker

Evaluate Int

Forbidden Lore Int

- Adeptus Astartes

- Adeptus Mechanicus

- Archeotech

- Daemonology

- Heresy

- the Inquisition

- Mutants

- Navigators

- Pirates

- Psykers

- the Warp

- Xenos

- Ordos

- Officio Assassinorum

Gamble Int

Inquiry Fel

Interrogation WP

Intimidate S

Invocation WP

Lip Reading Per

Literacy Int

Logic Int

Medicae Int

Navigation Int

- Surface

- Stellar

- Warp

Performer Fel

- Dancer

- Musician

- Singer

- Storyteller

Pilot Ag

- Personal

- Flyers

- Space Craft

Psyniscience Per

Scholastic Lore Int

- Archaic

- Astromancy

- Beasts

- Bureaucracy

- Chymistry

- Codex Astartes

Page 12: 40K RPG Character Sheet 6.3

- Cryptology

- Drusian Chronicles

- Heraldry

- Imperial Warrants

- Imperial Creed

- Judgement

- Legend

- Navis Nobilite

- Numerology

- Occult

- Philosophy

- Tactica Imperialis

Scrutiny Per

Search Per

Secret Tongue Int

- Administratum

- Ecclesiarchy

- Military

- Navigator

- Throne Agent

- Rogue Trader

- Tech

- Underdeck

Security Ag

Shadowing Ag

Silent Move Ag

Sleight of Hand Ag

Speak Language Int

- Eldar

- Explorator Binary

- High Gothic

- Low Gothic

- Ork

- Kroot

- Stryxis

- Tau

- Hive Dialect

- Ship Dialect

- Techna-Lingua

- Trader's Cant

Survival Int

Swim S

Tactics Int

- Air Combat

- Armoured Tactics

- Assault Doctrine

- Defensive Doctrine

- Orbital Drop Procedures

- Recon and Stealth

- Void Combat

Page 13: 40K RPG Character Sheet 6.3

Tech-Use Int

Tracking Int

Trade

- Agri S

- Apothecary Int

- Archeologist Int

- Armourer Ag

- Artist Ag

- Astrographer Ag

- Chymist Int

- Cryptographer Int

- Explorator Int

- Linguist Int

- Remembrancer Ag or Int

- Scrimshawer Int

- Shipwright Int

- Soothsayer Fel

- Technomat Int

- Trader Fel

- Voidfarer Ag

- Smith S

- Tanner S

- Valet Fel

- Wright Int

Wrangling Int

Skill Mastery (Ascension only) Acquired

Athletic Mastery Acrobatics, Climb, Contortionist, Dodge, Swim

Commerce Mastery Barter, Evaluate

Common Lore Mastery Common Lore (all skill groups)

Cryptological Mastery Ciphers (all skill groups), Secret Tongue (all skill groups)

Decadent Mastery Carouse, Gamble, Performer (all skill groups)

Charismatic Mastery Blather, Charm, Command

Driving Mastery Driving (all skill groups)

Fieldcraft Mastery Navigation (surface), Survival, Tracking, Wrangling

Forbidden Lore Mastery Forbidden Lore (all skill groups)

Investigation Mastery Inquiry, Interrogation, Intimidate

Linguistic Mastery Lip Reading, Literacy, Speak Language (High/Low Gothic, Ship Dialect, Tribal Dialect)

Observation Mastery Awareness, Scrutiny, Search

Piloting Mastery Pilot (all skill groups), Navigation (Stellar)

Scholastic Lore Mastery Logic, Scholastic Lore (all skill groups)

Shadow Craft Mastery Deceive, Disguise, Security, Sleight of Hand

Stealth Mastery Concealment, Silent Move, Shadowing

Tech Lore Mastery Chem-Use, Demolition, Medicae, Tech-Use

Warp Lore Mastery Invocation, Psyniscience

Page 14: 40K RPG Character Sheet 6.3

XP to Spend

XP Value

500

Misc Bonus

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Acrobatics, Climb, Contortionist, Dodge, Swim

Ciphers (all skill groups), Secret Tongue (all skill groups)

Carouse, Gamble, Performer (all skill groups)

Navigation (surface), Survival, Tracking, Wrangling

Inquiry, Interrogation, Intimidate

Lip Reading, Literacy, Speak Language (High/Low Gothic, Ship Dialect, Tribal Dialect)

Pilot (all skill groups), Navigation (Stellar)

Logic, Scholastic Lore (all skill groups)

Deceive, Disguise, Security, Sleight of Hand

Concealment, Silent Move, Shadowing

Chem-Use, Demolition, Medicae, Tech-Use

Page 18: 40K RPG Character Sheet 6.3

Character Anonymous

Career None chosen, see Character Generation Sheet

Rank 1

Talent

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XP to Spend 500

#REF! #REF!

XP cost Bought

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FALSE

FALSE

Page 34: 40K RPG Character Sheet 6.3

KeyTalent available

Prerequisites not met

Talent possessed

Prerequisite

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Page 42: 40K RPG Character Sheet 6.3

Description

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Page 50: 40K RPG Character Sheet 6.3

ShoppingSelect the items you own (put the quantity in the owned column and adjust the number carried if you don't carry them all)

For ammo - the quantity reflects the number of clips owned.

Owned Carried Item

Backpack

Cameleoline Cloak

Charm

Chrono

Clip/Drop Harness

Clothing

Explosive collar

Filtration Plugs

Infra-Red Goggles

Photo-Visors/Contacts

Re-Breather

Recoil Glove

Respirator/Gas-Mask

Void Suit

Braid Cloak

Soul Mask

Hunting Must

Gloom Eye

Ocular Catechizer

Opus Machina

Aerial Pinions 4 line

Aerial Pinions 6 line

Redole Re-breather

Thermal Gloves

Jump Pack

Magboots

Selenite Void Suit

Selenite Void Suit with Impellor

Backpack or Field Sack

Dog Tags

Uniform

Spider Pads

Gil Filter

Holo Visor

Consecrated Scrolls

Grimoire of True Names

Litany Micro-Beads

Neural Scourge

Psyocculum

Soubrious Power Pack

Ulumeathi Plasma Siphon

Unguents or Warding

Night Cloak

Preysense Goggles

Page 51: 40K RPG Character Sheet 6.3

Shifting Fabric

Survival Suit

Blast Goggles

Rockhound Voidware Suit

Slip Suit

Targeting Monocle

Chalice of Vision

Adamantine Mantle

Devotion Chain

Tabard

Ornamental

DW/Squad Heraldry

Chapter Heraldry

Blood Drop Pendant

Golden Icons

Icon of Inspiration

Wings of Wrath

Purity Focus

Robe

Scholar's Robe

Robe of Secrets

Seeker's Robe

Wolf Pelt

Runic Totem

Bloodied Hunter

Sea Wolf

Sun Wolf

Tempest Amulet

Amulet of Might

Victory Scripture

Guardian Amulet

Cingulum

Adamantine Inlays

Honor Belis

Marks of Leadership

Heraldry Scroll

Harness

Jump Pack

Magboots

Psychic Hood

Back Banner

Charm

Chrono

Dilation Field

Amasec

De-Tox

Frenzon

Injector

Lho-sticks

Medikit

Page 52: 40K RPG Character Sheet 6.3

Obscura

Ration Packs

Recaf

Rotgut Booze

Sacred Machine Oil

Slaught

Spook

Stimm

Black Janix Venom

Morphia-V

Dusk Lotus (The Wrack)

Tox-Jack

Sump Vine Sap

Ars Imperialis Mortua

Powdered Maidensfoil

Tyche's Kiss

Ash Slug Secretion

Feral Healer's Kit

Feudal Healer's Kit

Sleep Dust

Sour Mud

Styckle Oil

Belly-Churn

Spirit Tonic

Styger Milk

Gorsk White Gyn

Quaddis Wine Sorrowful Vintage

Quaddis Wine Golden Tokay

Kataline Malmsey

Night Dust

Panimmune

Slam

Somna

Verita

The Tears of the Dragon

Dryas (per dose)

Polygum

Ration Grubs

Coral Paste

Ploin Juice

Civilian Relief Rations

Combat Ration Pack

Daily Prayers

Emergency Rations

Long Duration Ration Pack

Cast Spray

Counterseptic Drugs

Ghostfire Extract

Halo

Kick

Page 53: 40K RPG Character Sheet 6.3

Rainbow

Synth-Skin

Toxin Wands

Dreamjuice

Imperium's Fervour

Medkit(Advanced)

high provender

sacred unguents

Thosophit's Philtre

Tranq

Attention Spanner

Blush

Cold Fire

Ploin Juice

Raenka

Spur

Wideawake

White Void

Barrage

Burnscour Rain

Geist

Glimmer

Haze

Silver Anathema

Spinebark Sap

Tox-Mister

De-Tox

Deadlock (Toxin)

Delay Agent (Toxin)

Genophage (Toxin)

Injector

Narthecium

Pain Suppressant

Repair Cement

Resuscitex

Sacred Unguents

Auspex/Scanner

Auto Quill

Combi-tool

Data-slate

Demo Charge

Excruciator Kit

Glow-globe/Lamp pack

Grapnel

Lascutter

Magnoculars

Manacles

Micro-bead

Multikey

Navis Prima

Page 54: 40K RPG Character Sheet 6.3

Pict Recorder

Psy-Focus

Screamers

Stummers

Vox-caster

Writing Kit

Caltrop

Capsican Trap

Glo-slug of Dusk

Kill Stick

Powder Bomb

Skeleton Key

Skem Net

Smoke Flare

Spark Rocks

Spine Pick

Stink Bomb

Axe-Rake

Cognomen

Forgery Kit

Heretic's Wake Deck

Holo Wafer

Mantle Shrine

Penthrift Dreadfuls

Basic

Superior

Vox-Phonograph

Cylinder

Short-Range

Long-Range

Ward Accessor

Cogitator Emplaced

Cogitator Personal

Grey Device

Holo-Projector

Isotropic Fuel Rods

Greater Icon of Passage

Calixis Survival Kit

Beetle Tent 3 person

Beetle Tent 6 person

Beetle Tent Extra Armour

Camp Warders

Poi-Savant

Shade-Servitor

Sky Eye

Emergency Kit

Melta Gel

The 9-70 Entrenching Tool

Bedroll

Compass/Orienting Device

Page 55: 40K RPG Character Sheet 6.3

Hostile Weather Gear

Infantryman's Uplifting Primer

Infantry Lamp Pack

Mess Kit

Personal Grooming Kit

Sandbags

Tent

Tool Kit

Weapon/ Gear Storage

Weapon Maintenance Kit

Whistle

Core-Gel

Scatter-Caster

Null Box

Psy-Jammer Amulet

Psy-Tracker

Privacy Field

Line Ascender

Vox Tracker

Intrusion Spirit

Tracking Device

Vox Bug

Pict Fly

Pict-Caster

Almanac Astrae Divinitus

Arms Coffer

Calculance Array

Data-loom (Hadd-Pattern)

Diagnostor

Grav Chute

Lord-Captain's Baton

Mefonte's Orthodoxy

Multicompass

Renumeration Engine

Venom Ring

Murder Cogitator

Prognosticaon

Speculum Umbrae

Q'Orl Mind Grub

Badge of Office

Backpack Ammo/Power Pack

Cerebral Plug

Grav-Chute

Sentinel Array

Aquila Magnificus

Bloodlock Bolt

Bomb Spray

Concealed Holster

Det-Cord, Det-Tape

Disguise Kit

Page 56: 40K RPG Character Sheet 6.3

Emergency Hab

Firewater

Flak Spray

Flex Tent

Flip-Belt

Glidewing

Gravity Generator

Hab Base

Lingua-Vox Servitor

Long-Range Auspex

Nephitic Acid

Perimeter System

Physik kit

Plagueword Venom

Power Board

Promethium

Psycrystal

Skinplant

Stasis Pod

Travel Survival Kit

Screaming Tourniquet

Strait-Cape

Blacklight Projector

Blurshield

Caged Songbird

Carnelian Sievestone

Chronal Energizer

Holo-Suit

Stryxian Compact

Void Abacus

Warp Jump Pack

Aetherscrye Goggles

Beast Cage (Average)

Beast Cage (Hulking)

Beast Cage (Enormous)

Beast Cage (Massive)

Eldar Grav-platform

Elseways Charts

Occlusive Vault

Prognosticator

Voidbait (Augur)

Voidbait (Warp)

Chaplet Eccleisasticus

Cilice

Dialogous Staff

Eikon

Hospitaller Medicae Tools

Liber Heresius

Litanies of Faith

Pilgrim's Travel Staff

Page 57: 40K RPG Character Sheet 6.3

Psyocculum

Reliquary

Questing Pilgrim Badge

Seraphim Jump Pack

Ring of Suffrage

Rule of Sororitas

Simulacrum Imperialis

Witch Cage

Cluster Mine

Signum

Signum Link

Auspex

Cartograph

Codex Astartes

Combi-Tool

Data Slate

Demolition Charges

Elucidator

Lamp/Glow-Globe

Locus Seeker

Magnoculars

Melta Bomb

Multikey

Pict Recorder

Psy-Focus

Reductor

Restraints

Screamers

Stummers

Teleport Homer

Vox-Caster

Combat Webbing

Grapnel

Grav-Chute

Auto-Sense Goggles

Camo-Cloak

Cameleoline Tarpaulin

Clavis

Diagnosticator

Infiltriol Enamel

Grav-Flares

Luminator Signal Flare Capsules

Siege Auspex

Stalker Flares

Vivisection Cage

Chain of Zeal

Wings of Saronath

Blacksnow Charm

Augery Malifica

The Plecian Tome

Page 58: 40K RPG Character Sheet 6.3

Gang Leathers

Heavy Leathers

Quilted Vest

Beast Furs

Grox Hides

Chain Coat

Feudal Plate

Xeno Hides

Banded Armour

Bone

Bracers

Heavy Plate

Scale Armour

Scrag Furs

Silkmail

Mirker's Greaves

Iron Collar

Burnscour Beast Hide

Flak Helmet

Flak Gauntlets

Light Flak Coat

Flak Vest

Flak Jacket

Flak Cloak

Guard Flak Armour

Flak Greatcoat

Mask Bodyglove

Blur Suit

Flak Coat

Flak Armour

Mesh Cowl

Mesh Gloves

Xeno Mesh

Mesh Vest

Mesh Combat Cloak

Mesh-Weave Clothing

Hardened Body Glove

Volcanis Shroud

Carapace Helm

Carapace Vambraces

Carapace Greaves

Enforcer Light Carapace

Carapace Chest Plate

Storm Trooper Carapace

Pressure Carapace

Magistratum Carapace

Boarding Armour

Windrider Carapace

Cameleoline Combat Armour

Shock Carapace

Page 59: 40K RPG Character Sheet 6.3

Cadian Kasrkin Carapace

Judge's Carapace

Hospitaller Carapace

Sanctified Carapace

Scout Armour

Carapace Armour

Deathwatch Scout Armour

Crimson Armour

Light Power Armour

Power Armour

Dragon Scale

Lidhl Power Armour

Ignatus Power Armour

Heavy Power Armour

Sororitas Powered Armour

Malleus Power Armour

Malleus Terminator Armour

Grey Knight Power Armour

Grey Knight Terminator Armour

Nemesis Dreadknight

Astartes Power Armour

Artificer Armour

Terminator Armour

Armour of the Remorseless Crusader

Diagnostor Helmet

Mk I "Thunder" Armour

Mk II "Crusade" Armour

Mk III "Iron" Armour

Mk IV "Maximus" Armour

Mk V "Heresy" Armour

Mk VI "Corvus" Armour

Mk VIII "Errant" Armour

Amulet of Warding

Refractor Field

Refractor Charge Cell

Rosarius

Refraction Bracer

Refraction Field (Brontian Pattern)

Jokaerian Field

Refractor Field (Lathe)

Rosarius (Maccabien)

Icon of the Just (Daemonsbane)

Null Blocker (Lathe)

Archeotech Mirror Shield

Conversion Field (Locke)

Displacer Field (Mars)

Eldar Forceshield

Power Field (Personal) (Ryza)

Power Field (Vehicle/Emplacement)

Refractor Field (Mars)

Page 60: 40K RPG Character Sheet 6.3

Salvation Shield

Combat Shield

Storm Shield

Iron Halo

Levin Shield

Rosarius

Synskin

Great Wolf Pelt

Salamanders' Mantle

Mantle of the Fallen Wolf

Environmental body Glove

Slither Boots

Wind Armour

Armoured Bodyglove

Holo-Armour

Mecronid Armour

Eldar Raider Armour

Flexsteel

Thermal

Ard Hat

Boss Pole

Eavy Armour

Iron Gob

Squighide

Fetish Pouch

Kroot Leathers

Totem

Augmetic Engine-Plate

Voidsuit (Footfall)

Xenos Chitin Armour

Blessed Sackcloth Tunic

Sanctified Chain Coat

Shield Robes

Cloaks of St. Aspira

Mantle of Ophelia

Vindicare Spy Mask

Vindicare Stealth Suit

Laspistol

Las Carbine

Lasgun

Long Las

MP Lascannon

Civitas

Death Light

Drusus Prime

Dueling Las

Minerva -Aegis

Palantine

Series-S Venom

Steel Burner

Page 61: 40K RPG Character Sheet 6.3

D'laku Hellgun

Fury

Hellgun

Hellpistol

Laslock

Mark III

Mark IV

Multi-Laser

Roth Pattern

Stormfront

Twin Lasgun

Integrated Lathe-Laspistol

Integrated Lathe-Lasrifle

Integrated Lathe-Lasblaster

Digital Laser

Synapse Disruptor

Archeotech Laspistol

Belasco Dueling Pistol

Hellpistol (Lucius)

Hellgun (Lucius)

Las Gauntlets

Lascarbine (Locke)

Hellgun (Cadian)

Hellpistol (Cadian)

Assault Lasgun

Mark IV Dervish

Mezoa Lascutter

Lascannon

Retribution

Shotlas

Stutter-las

Autopistol

Stub Revolver

Stub Auto

Hand Cannon

Autogun

Hunting Rifle

Shotgun

Pump-Action Shotgun

Combat Shotgun

Heavy Stubber

Armageddon

Armsman-10

Blackhammer

Carnodon

VI Crank Cannon

Creed-9

Encarmine

Fate Bringer

Flametongue

Page 62: 40K RPG Character Sheet 6.3

Hack Shotgun

Hecuter

Mariette

Mercy Killer

Meat Hammer

Nomad

Phobos Stubber

Puritan-14

Ripper Clip

Salvation

Scalptaker

Slayer

Spectre

Steadholder

Stormchild

Talon Mark III

54 Tranter

Panoptic

Vanahein

Ironclaw

Naval Shotcannon

Irontalon

Shotgun Pistol

Alcher Mark IV

Assault Cannon

Autocannon

Doreas Pattern

Orthlak Mark IV

Integrated Catalytic Mass Driver

Integrated Heavy Catalytic Mass Driver

Catechist

Baraspian Palm Gun

Hell Rifle

Sting-Blunt

Heavy Stubber(Orthlack)

Heavy Stubber(Ursid)

Naval Pistol(Mars)

Assault Stubber

Civilian Firearm

Disposable Handgun

Ripper Pistol

Sniper Rifle

Auto-Carbine

Auto-Stubber

Boarding Gun

Harpoon Gun

Razorhail Gun

Shotgun (Persecutor)

Void Speargun

Astartes Assault Cannon

Page 63: 40K RPG Character Sheet 6.3

Astartes Shotgun

Raven Shotgun

Assault Shotgun

Bolt Pistol

Boltgun

Heavy Bolter

Angelus

Mauler

Spitfire

Garm Pattern

Scourge Boltgun

Sacristan Bolter

Boltgun(Locke)

Bolt Pistol(Ceres)

Storm Bolter(Mars)

Heavy Bolter(Solar)

Malleus Psycannon

Storm Bolter (Ryza)

Bolter Cane

Solo Boltgun

Bolt Carbine (Ceres)

Bolt Pistol (Footfall)

Boltgun (Footfall)

Boltgun (Archeotech)

Godwyn-De'az Bolter

Godwyn-De'az Storm Bolter

Astartes Storm Bolter

Astartes Bolt Pistol

Bolter (Godwyn)

Boltgun (Stalker)

Combi-Weapon

Astartes Heavy Bolter

Storm Bolter

Skapulan Bolter

Angelus Bolter

Gilded Boltgun

Bolter (Hesh)

Furious Vengeance

Guardian Bolt Pistol

Octavio's Burden

Redemption of St. Sulech

Urion's Doom

Inferno Pistol

Meltagun

Melta-Cutter

Multi-Melta

Ultimo

Thermal Lance

Inferno Pistol(Mars)

Meltagun(Mars)

Page 64: 40K RPG Character Sheet 6.3

Meltagun(Mezoa)

Thermal Lance(Mars)

Multi-Melta(Mars)

Hellax Infernus

Beamer Meltagun

Melta Cutter

Seraphim Inferno Pistol

Infernus Pistol

Meltagun (Vulkan)

Multi-Melta (Maxima)

Conflagration Infernus Pistol

Conflagration Meltagun

Firestorm Multi-Melta

Plasma Pistol

Plasma Gun

Kronos

Plasma Blaster

Plasma Cannon

Mark III Sunfury

Integrated Phased Plasma Rifle

Plasma Pistol(Ryza)

Plasma Gun(Mezoa)

Plasma Cannon(Ryza)

Plasma Pistol (Ryza)

Plasma Gun (Ryza)

Clovis Plasma Gun

Wrath Plasma Pistol

Astartes Plasma Cannon

Plasma Gun (Ragefire)

Astartes Plasma Pistol

Deathroar

Barrage Plasma Gun

Barrage Plasma Pistol

Plasma Gun 438

Hand Flamer

Flamer

Destroyer

Gas Torch

Tox Spray

Burst

Stingray

Heavy Flamer

Voss Pattern

Hand Flamer(Mezoa)

Flamer(Mezoa)

Heavy Flamer(Locke)

Assault Flamer

Flameburst

Seraphim Hand Flamer

Astartes Incinerator

Page 65: 40K RPG Character Sheet 6.3

Heavy Incinerator

Astartes Flamer

Astartes Hand Flamer

Astartes Heavy Flamer

Hellfire Flamer

Surtur's Breath

Balefire Gun

Immolation Rifle

Triflame Vambrace

Bolas

Hand Bow

Flintlock Pistol

Musket

Bow

Sling

Crossbow

Iocanthos Blunderbuss

Composite Bow

Deuce Pistol

Fedrid Rasor Disk

Flick Bow

Heavy Crossbow

Longbow

Siskan Musket

Vibe Spear

Volonx Bone Bolas

Volonx Thunderclap

Drive Nailer

Impaler

Scrap Cannon

Haywire Rifle

Blunderbuss

Hunting Quoit

Javelin

Grenade Launcher

RPG Launcher

Gorge GL

Disposable Launcher

Integrated Graviton Pulse Launcher

Grenade Launcher(Mezoa)

Grenade Launcher(Voss)

Missile Launcher(Locke)

Missile Launcher(Retobi)

Auto Launcher

Bola Launcher

Disposable Launcher (I)

Hunter-Killer Missile

Mole Mortar

Mortar (Voss)

Mortar (Locke)

Page 66: 40K RPG Character Sheet 6.3

Cyclone Launcher

Missile Launcher (Soundstrike)

Aux Grenade Launcher

Armoursbane Missile Launcher

Frag

Krak

Blind

Photon Flash

Hallucinogen

Fire Bomb

Choke Gas

Nail Bomb

Bilge Grenade

Frag Missile

Inferno/Thermal

Krak Missile

Mark III FG

Stun

Det-Cord and Tape

Fyceline

Limper Mine

Melta Bomb

Promethium

Haywire Grenade

Psyk-Out Grenade

Psykotroke Grenade

Rad Grenade

Anti-Plant

Filament

Plasma

Smoke

Virus

Ork Pulsa Mine

Bloodfire

Haywire

Howler

Kinetic

Minefield Round

Starflare

Scatter Round

Stunner

Tanglefoot

Toxin

Aetherflare

Microgrenade (Frag)

Microgrenade (Krak)

Rad

Scare

Web

Blind Grenade

Page 67: 40K RPG Character Sheet 6.3

Frag Grenade

Astartes Frag Missile

Incendiary Grenade

Incendiary Missile

Astartes Krak Grenade

Astartes Krak Missile

Nova Grenade

Plasma Grenade

Plasma Missile

Stasis Grenade

Stun Grenade

EMP Grenade

Photon Flash Grenade

Vortex Grenade

Anti-Plant Grenade

Anti-Plant Missile

Concussion Grenade

Concussion Missile

Cryo Grenade

Inhalation Grenade

Hopper Mine

Melta Bomb

Monoball Grenade

Needle Pistol

Web Pistol

Needle Rifle

Webber

Aegis-Redback

Galvian Needler

Hypo Pistol

Widower

Rad-Cleanser

Shock Blaster

Snare Gun

Empyrian Brain Mines

Tyranicus Heavy Webber

Crux Beam Gun

Dartcaster

Digi-laser

Digi-melta

Digi-needler

Digi-flamer

Graviton Gun

Kroot Rifle

Shuriken Catapult

Shuriken Pistol

Eldar Shuriken Pistol

Eldar Avenger Shuriken Catapult

Eldar Ranger Long Rifle

Enoulian Shard Pistol

Page 68: 40K RPG Character Sheet 6.3

Enoulian Shard Rifle

Ork Slugga

Ork Shoota

Ork Snazzgun

Callophean Psy-Engine

Morgauth Burn Caster

Xenarch Death-Arc

Digi-las

Digital Explosive

Purgatus Crossbow

Executor Pistol (Bolt)

Executor Pistol (Needle)

Exitus Pistol

Exitus Rifle

Meritech Cannon

Razorweb Launcher

Rocketfire Gun

Sonic Rifle

Web Gun

Heavy Webber

Assault Gauntlet

Entropic Accelerator

Lightning Cannon

Quill Blaster

Argonite Whistler

Dragon's Breath

Eldar Blaster

Eldar Deathspinner

Eldar Lasblaster

Eldar Sunrifle

Pulse Pistol

Pulse Rifle

Pulse Carbine

Larn Cutters

Splinter Pistol

Splinter Rifle

Xenos Flechette Blaster

Big Shoota

Burna

Deffgun

Rokkit Launcher

Bomb Squig

Sploding Squig

Stikkbomb

Stinkbomb

Kroot Hunting Rifle

Krootbow

Shardcaster

Firepike

Fusion Gun

Page 69: 40K RPG Character Sheet 6.3

Hawk's Talon

Shredder

Shuriken Cannon

Spinneret Rifle

Splinter Cannon

Terrorfex

Foul Sceptre

Kustom Blasta

Ripper Ray

Lightburner

Conversion Beamer

Astartes Psilencer

Astartes Psycannon

Gatling Psilencer

Heavy Psycannon

Digital Flamer

Digital Laser

Digital Melta

Sniper Rifle

Atomizer Cannon

Graviton Cannon

Mk.IX Ultra-Pattern Sharpshooter's Rifle

Seismic Escalation Detonator

Techxorcism Gun

Astartes Webber

Compact

Exterminator

Extra Grip

Fire Selector

Melee Attachment

Mono

Red-Dot Laser

Silencer

Telescopic Sight

Lathe Blade

Aux GL

Duplus Ammo Clips

Forearm Weapon Mounting

Targeter

Tripod and Bipods

Sanctified Weapon

Motion Predictor

Photo Sight

Preysense Sight

Omni-scope

Suspensors

Vox Operated

Spoor Targeter

Calamity Vent

Exterminator Cartridge

Page 70: 40K RPG Character Sheet 6.3

Tox Dispenser

Bigga Barrel

Bigga Klip

Kombi-Shoota

Kustom Job

Loudener

More Shooty

Red Light

Sparky Knobz

Spiky Bitz

Counterfeit Xenos Weapon

Loyalty Spirit (Vox)

Loyalty Spirit (Dermprint)

Loyalty Spirit (Genelock)

Loyalty Spirit (Arcane)

Maglev Impeller

Micro

Mono-sight

Pistol Grip

Pyre-lance Nozzle

Rangefinder

Stabiliser Harness

Starflare Vents

Whishper-bolt Discharger

Sarissa

Astartes Mono attachment

Astartes Chain attachment

Dipole Mag-lock

Arrows/ Quarrels

Shot

Bullets

Shells

Charge Pack (pistol)

Charge Pack (basic)

Charge Pack (heavy)

Fuel (pistol)

Fuel (basic)

Bolt Shells

Melta Canister (pistol)

Melta Canister (basic)

Overcharge Pack

Plasma Flask (pistol)

Plasma Flask (basic)

Exotic

Dumdum

Hot-shot Charge

Inferno Shells

Man-Stopper Bullets

Hellgun Backpack

Spitfire shells

Page 71: 40K RPG Character Sheet 6.3

Hypo-pistol ammo

Razor Darts

Dueling Las

Mariette cylinders

Hyper-Density Penetrators

Tempest Bolt Shells

Void Rounds

Blaze Shotgun Shells

Catechist Bolt

Blessed Ammunition

Psycannon Bolts

Purity Rounds

Cryptus Shotgun Shells

Psybolt Ammo

Psyflame Ammo

Backpack Ammo Pack

Amputator Shells

Bleeder Rounds

Expander Rounds

Explosive Arrows/Quarrels

Empyric null field generator

Morgauth ammo

Executioner Shotgun Shells

Exitus Rounds

Exitus Hellfire Rounds

Exitus Shield-Breaker Rounds

Exitus Turbo-Penetrator Rounds

Acid Shells

Airtorch Canister

Microburst Flask

Nephium Fuel Tank

Organgrinder Rounds

Snare Shells

Toxic Shot

Tracer Shells

Void Rounds

Bolt Shells, modified

Flachette Shells

Flachette Shells (Toxic)

Fyceline-tipped rounds

Gas Rounds

Micro-blast Needles

Incendiary Rounds

Shrieker Ammunition

Solid Slugs

Stun Shells

Toxic-saturated Promethium

Dragonfire Shells

Hellfire Rounds

Implosion Shells

Page 72: 40K RPG Character Sheet 6.3

Kraken Rounds

Metal Storm Rounds

Stalker Rounds

Vengeance Rounds

Witch Bolts

Breaching Rounds

Ignis Rounds

Penetrator Rounds

Razorweb Ammo

Shredder Rounds

Slug Rounds

Axe

Brass Knuckles

Club

Flail*

Great Weapon*

Groxwhip

Improvised

Hammer

Knife

Throwing Star/Knife

Shield

Spear*

Sword

Staff*

Unarmed

Bastard Sword

Buckler

Chain-Stick

Cutlass

Double Flail*

Long-Sabre*

Mirror Shield

Moon Blade

Punch Dagger

Sabre

Scythe*

Spetum*

Steam Drill*

Stiletto

Tower Shield(metal)

Tower Shield(wood)

Bolo Knife

Devil's Kiss

Emperor's Whisper

Punisher Baton

Render

Sigilite

Armoured Gauntlet

Boarding Pike*

Page 73: 40K RPG Character Sheet 6.3

Chimera Pistol Sword

Kraken Tooth Dagger

Man-Catcher

Naval Shield

Short Sword

Combat Knife

Guard Shield

Trophy Knife

Garrote

Sieve Blade

Percussion Mallet

Blackwing Halberd

Great Hammer*

Daggered Vambraces

Quicksilver Blade

Reliquary Blade

Sacred Incense

Truename Staff

Truncheon

Warhammer

Kineblades

Combat Shield

Falchion

Lacusta Hammer*

Memory Wire

Parrying Dagger

Swordstick Cane

Baptismal Mace

Daemon Pike*

Ecclesiarchy Corsesque*

Fire Lance*

Flame Hammer*

Mancatcher*

Praesidium Protectiva

Scoriada

Axe of Retribution*

Blade of Admonition*

Astartes Combat Knife

Ceremonial Sword

Sacris Claymore*

Astartes Combat Shield

Storm Shield

Sword of the Remorseless Crusader

Duelling Tulwar

Duty's End

The Corroded Falchion

Remembrance Shield

Salvation of Correus

Chainsword

Chain Axe

Page 74: 40K RPG Character Sheet 6.3

Chain Knife

Eviscerator*

Crimson Crown

Double-Edged Chainsword*

Drusian Chainsword

Chainsword (Hydraphur)

Chainsword (Eldar)

Astartes Chainsword

Witchbane

Jaw of Bloodcharn

The Krixian Chainglaive*

Power Blade

Power Sword

Serpintine

Energy Blade

Omnissian Axe

Power Fist

Power Longsword*

Witch Lance

Omnissian Rod

Venator Blade

Omnissian Axe(Sollex)

Power Axe(Mezoa)

Power Fist(Mezoa)

Power Maul(High)

Power Sword(Mordian)

Arbites Ultima-Pattern Power Maul (Low Power)

Arbites Ultima-Pattern Power Maul (High Power)

Daemonhammer

Power Stake

Burning Blade

Loi Pattern Power Axe*

Power Discus

Thunder Hammer*

Nemesis Force Sword

Nemesis Force Halberd

Nemesis Daemon Hammer

Nemesis Falchion

Nemesis Warding Stave

Nemesis Greatsword*

Nemesis Doomfist

Chainfist

Lightning Claw

Astartes Power Axe

Astartes Power Fist

Astartes Power Sword

Thunder Hammer

Omnissian Axe (Astartes)

Frost Blade

Deathwatch Relic Blade*

Page 75: 40K RPG Character Sheet 6.3

Artificer Omnissian Axe

Chogoris Lightning Blade

Cruciform of the Crusade

Duelling Tulwar

Glaive Encarmine

Honour Blades

The Needle of Truth

Power Lance

The Righteous Fist

Rune Staff

The Shadow in the Sky

Shard of Bekrin

Breaching Auger

Bulkhead Shears*

Crozius Arcanum

Executioner Axe*

Fist of Dragos

Power Claymore*

Power Falchion

Power Spear*

Skybolt

Teeth of The Blizzard

Shock Maul

Electro-Flail

Lightning Gauntlet

Lightning Chain*

Neural Whip

Officer's Cutlass

Shock-Staff

Integrated Coil-Whip

Shock Gauntlets

Concussion Mace

Shock Glove

Shock-Staff (I)

Shock Knuckles

Shock Stars

Suppression Shield

Stunsphere

Shock Net

Breacher

Vivisector

Bulkhead Cutters

Integrated Lathes Arc-Welder

Fractal Blade

Ghost Sword

Harlequin's Kiss

Ork Choppa

Ork Choppa (I)

Enoulian Whisper Line

Apostatic Matrix

Page 76: 40K RPG Character Sheet 6.3

Empyric Conduit Blade

Aether Lance

Draethri Pain Gauntlet

Scythian Fury Talon

Neuro-Gauntlet

Agonizer

Egerian Shard Glaive

Kroot Rifle (melee)

Eldar Powersword

Forearm Powerblade

Galthite Lacerator

Inertial Hammer*

Macro Hammer*

Null Rod

Soft Sword

Hawk's Talon (Melee)

Eldar Biting Blade

Eldar Mirrorswords

Dark Eldar Scissorhand

Nadueshi Twinblade

Stryxis Aetherlash

Stryxis Curseblade

Zaythan Warblade

Big Choppa*

Grabba Stick

Grotwhip

Power Klaw

Force Axe

Force Staff*

Force Sword

Naduesh Force Axe

Naduesh Force Staff

Naduesh Force Sword

Astartes Force Staff*

Astartes Force Sword

Bionic Left Arm (Good)

Bionic Right Arm (Good)

Bionic Left Arm (Common)

Bionic Right Arm (Common)

Bionic Left Arm (Poor)

Bionic Right Arm (Poor)

Bionic Locomotion (Good)

Bionic Locomotion (Common)

Bionic Locomotion (Poor)

Bionic Respiratory System (Good)

Bionic Respiratory System (Common)

Bionic Respiratory System (Poor)

Auger Arrays

Ballistic Mechadendrite

Cortex Implants

Page 77: 40K RPG Character Sheet 6.3

Cybernetic Senses

Manipulator Mechadendrite

Machinator Array

Medicae Mechadendrite

Mind Impulse Unit

Optical Mechadendrite

Utility Mechadendrite

Chem Implants Chem Glands

Chem Implants Injector Rig

Concealed Weapon Bionic (Poor)

Concealed Weapon Bionic (Common)

Concealed Weapon Bionic (Good)

Hermetic Infusion (Common)

Hermetic Infusion (Good)

Mining Helot Augmetics

The Rite of Setesh

Vehicle Interface Circuits

Alatus-Pattern Jump Pack

Enhanced Potentia Coil

Lathes Mechadendrite Stabilisers

Perinetus-Pattern Servo Harness

Servo-Claw

Psy-Jammer Implant

Augmented Senses

Baleful Eye

Bionic Heart

Calculus Logi Upgrade

Cranial Armor

Locator Matrix

Memorance Implant

MIU Weapon Interface

Respiratory Filter Implant

Scribe-tines

Subskin Armor

Synthetic Muscle Grafts

Synthetic Muscle Grafts (Best)

Voidskin

Volitor Implant

Vox Implant

Malygrisian Bioforging

Transgenic Grafting

Plasma Cutter Mechadendrite

Servo-Arm

Blackbone Bracing

Gastral Bionics

Internal Blade

Internal Power Cell

Pain Ward

Vitae Supplement

Aetheric Wave-spars

Page 78: 40K RPG Character Sheet 6.3

Thief's Light

Servo-limb

Weapon Bracing

Interkeratic Implants

Twitch-mask

Astartes Servo-Arm

Servo-Harness

Bionic Hand

Page 79: 40K RPG Character Sheet 6.3

Select the items you own (put the quantity in the owned column and adjust the number carried if you don't carry them all)

Total Weight of items carried

Description

Holds stuff up to 50kg

+20 to concealment; when standing still, wearer counts as one Range bracket further away when targeted

depending on charm, could lead to lucky moments at DM discretion

keeps time

+30 to climb tests to descend, cannot fall

shows stance and worth

Fit on Helpless or Unconscious target; can explode remotely up to 1k, kills wearer, deals 1d10X Blast(3), removal without the trigger is -20 Tech-use

+20 toughness to resist gasses

No penalties due to darkness, +20 to vision based percep tests at night. Advanced can look like simple glasses

gain dark sight trait, good quality make immune to flash grenades

immune to gases and can breath underwater. Canisters last an hour before being replaced, cost 25 thrones and are scarce

can fire basic weapon with one hand without penalty

+30 to toughness tests to resist gas, may re-roll if failed

full suit with rebreather, can survive in a vacuum

+10 on concealment test when in forest or jungle terrain, +1 AP(primitive)

cool oversized mask

-20 on perception test to detect wearer by smell, lasts 1d10 hours

Scarce on Volg, glow like a candle, counts as superior charm, +10 to avoid pinning

+10 to literacy, lore, and search where close examination is needed. Failure by 4 or more degrees, gain one fatigue, can record onto data slate

need common lore (machine cult) skill, +10 to fellowship on followers of machine cult

harness that allows traversing below ceilings, half normal speed

ag test to move normal speed

helmet that draws oxygen from water to stay under indefinitely. Expires after 10 years, no protection from airborne toxins, must keep gills wet

protect from cold, can use for +10 tech-use to power old data slates and such, can charge a lasgun charge pack for 1d5 shots

use pilot(jump pack) skill, softens falls, Flyer(12) trait for 1 minute, power lasts 1 hour or strain before replacing

halve movement and ag, in low or no grav no penalty as long as he can walk.

last 10 hours in space, internal vox-link, seal patching kit, compact grapnel, photo-visor, 3AP to body, arms, legs, 4AP to head, -10 to ag

propel through open space with movement of 6, don’t work in normal gravity

can serve as body bag

Name and Rank tags worn by soldiers

Suitably styled clothing

+30 to climb, +10 on scree, talus, or similar

synthetic gill to breath underwater, needs constant immersion

detects infra-red laser on gun that can only be seen in visor, kind of bulky

One off use to reroll on the Psychic Phenomena table

Research True Name (-20 forbidden lore Daemonology) to auto confirm Righteous fury. Lasts 2d10+Int bonus days

Tune into 1 of 3 channels to grant various effects (Chem Geld, Jaded or +10 vs mind control). Count as deafened.

Grants +20 to interrogation tests ro does 1d5 damage to target.

Able to see psychic effects with +10 Awareness test. Non psychic effects are at -20 to spot. Gain fatigue after 1 min.

Sanctified. Triggers warp instability.

Plasma weapons within 10m suffer -30 BS and lose volatile trait

When applied grants +20 vs Daemonic fear and +10 WP vs psychic effects. Lasts 1 month.

absorbs light and emits no heat, toughness test or suffer fatigue after every hour, +30 to concealment when in dark

no penalty in darkness, +20 to vision based percep tests at night

Page 80: 40K RPG Character Sheet 6.3

like Rorschach's mask from watchmen but colorful

+20 to toughness test against extreme weather

Protects eyes from shrapnel and bright light

Contains enough air for 15 hours of operations. Applies -5 to user's Agility. Gain Fly (3) in low or zero gravity.

Grants +10 to escape Grapple, and opponents take -10 to Grapple.

May be a kind of sight (details on pg 133). -30 Scrutiny to determine true purpose. Counts as weapon's sight.

Chapter Relic of the Blood Angels. Gain +10 to all WS, BS, and Skill Tests and Unnatural Perception for 1 Hour. Page 167 for more details.

Deathwatch Relic. Negates two points of AP from incoming attacks. Gain +10 to Opposed WS Tests to Feint, and if Defensive Stance is taken, foes suffer an additional -10 to hit.

Chapter Trapping. Grants +3 to WP Tests to resist Fear effects and Cohesion Damage

Chapter Trapping. 3 Varieties.

Grants +2 to Fel Tests.

Restores 1 bonus Cohesion per Primary Obj. Completed.

Adds 1 to Squad's effective rank for determining BT Solo Ability Effectiveness, but lose 1 Base Cohes

Chapter Trapping. May add +13 to tests when spending a Fate Point instead of +10.

Chapter Trapping. 3 Varieties.

Grants +3 to Command Tests.

Adds +1 Damage if making a Charge Attack.

Reduces total incoming Corruption Points by 1.

Chapter Trapping. 3 Varieties.

Grants +3 to one kind of S. Lore test. (Add manually on skills sheet)

Grants +3 to one kind of F. Lore test. (Add manually on skills sheet)

Grant's +3 to all Scrutiny Tests.

Chapter Trapping. Grants +2 to all Intimidate Tests.

Chapter Trapping. 3 Varieties.

Adds +1 to any RF Damage.

Adds +3 to any tests with a single Drive or Pilot Test. (Add manually to skills sheet)

Adds +3 to all Awareness Tests.

Chapter Trapping. 3 Varieties

Adds +2 S after all mods.

Adds +2 WS when fighting in single combat.

Counts as a charm

Chapter Trapping. 3 Varieties.

Adds +3 to Parry Tests.

Grants +3 on first WS attack roll in combat.

Grants +3 to any tests made to regain Cohesion or prevent its loss.

Chapter Trapping. Add +10 Kill Markers to any Assault Mission where it was displayed at least once in battle.

Grants +30 to Climb Tests, will not fall if failed.

May double base movement with short jump in any direction, ignoring obstacles. May have Flyer (12) for up to one minute

Reduce Ag by half when in use. Allows normal movement in low/zero-g.

Read page 171 for details.

Regain additional point of Cohesion when Kill-Team Leader spends a Fate Point to restore a point of Cohesion.

Acts as a charm.

Time piece.

Read page 172 for details.

alcohol drink

immediately removes all drug effects, stunned for 1d10-TB as you expel all you can inside you

become fearless and gain frenzy talent. Lasts 1d10 minutes

inject drugs, full action

cigs

+20 to medicae test, 6 doses of stimm and other supplies

Page 81: 40K RPG Character Sheet 6.3

illegal recreational drug

FOOD

basically tea

basic booze

full action to make a gun immune to jamming for its clip size. If already jammed it unjams but is no immune

increase Ag and Per by 3 for 2d10. afterwards test toughness or take -20 to ag and per for 1d5 hours

see pg149

lasts 3d10 rounds, ignore negative effects from damage and can not be stunned, wears off leaving -20 to str, toughness and ag

Instant, Toughness +10, Lethal, Roll on Hallucinogen effect table, pg 137

Instant, Toughness -20, Sedative, second dose kills

Swift, Toughness -10, Lethal (Toughness damage is permanent)

Instant, Toughness -10, Necrotic (1d10)

Slow, Toughness +0, Lethal

Instant, Toughness -30, Lethal

Swift, Toughness +0, Sedative

Slow, Toughness -30, Paralytic

Instant, Toughness +20, Paralytic and Necrotic (1d5)

+10 medicae test

+10 medicae test

10 toughness test or 1d10 minutes later fall into a deep sleep for 1d5-TB in hours

+10 medicae tests for disease and fevers, full action to stop blood loss

Apply to melee weapon or primitive firearm. Reroll any failed test to prevent breaking or jamming, lasts 1d10+4 attacks or 12 hours

Cheese that curdled in an animals stomach

+10 bonus on fear tests, -10 int, lasts 1d5 hours, addictive

+20 resistance to toxins, lasts 1d5 hours, toughness test or lose one point in toughness

-20 Carouse to drink

Imitation of the best wine in Calixis

The best wine in Calixis

Holy Grail of Wine

Send victims to sleep and causes insanity

+30 toughness to resist toxin and disease and carouse tests, lasts 1d5+1 hours, afterwards is fatigued.

x2 str and toughness for 1d5 rounds, afterwards permanently lose 1d5 str and ag

-10 medicae to use properly, 4 degrees in failure result in death, success means death-like trace for 1d10 days

-10 wp tests and -20 percep tests for 3d10 minutes, experiences visions and altered perception, after dose wp test or 1d5 insanity, if gained insanity then 20% chance of 1d5 corruption

-10 WP test or 1d10+10 insanity, gain fearless, permanently reduce fellowship by 1d10

lasts 3 days, +20 to survival in arid, half water needed, -10 str and percep, -5 fellowship, extended use cause damage

does too many things, pg 154 Inq Handbook

Enough nutrients for a day, bad for long term diet

covers ships on Spectorin to mask nature from dangerous wildlife, abundant on spectorin

Popular space juice

Barely keeps someone alive, literal brick of food

Standard Ration for battle

contains prayers on edible paper,

step above relief ration

like standard with higher energy

Spray on cast, reduces difficulty of medicae test to stop blood loss by one step

+20 to resist disease or infections for 6 hours

gives Fearless and frenzy talents and unnatural agility(x2). Lasts 2d10minutes. Take one point of damage

+10 to resist Fear and Pinning, -10 Perception, lasts 1d10 hours

removes fatigue and immune to fatigue for 2d10 rounds, afterwards 1d5 levels of fatigue

Page 82: 40K RPG Character Sheet 6.3

reroll any failed test to resist disease or toxin, stops blood loss, toughness or take 1d5 damage, ignore ap and TB

full action, stops blood loss

determine if someone is poisoned with perception test, 2 degrees of success identifies antidote

Grants +10 Int and -20 WP for half an hour. -10 Perception afterwards

For 24 hours reduce fear tests by 1 level, reduce insantity gained by 2 (min 1), -10 Per

+20 to Medicae Test, can be used without training in skill

High scale food

full action to apply to weapon, becomes immune to jamming, for 1 clip, if applied to jammed weapon, immediately unjams

Sophisticated liquor

numbing low-hive alcohol

Take -10 WP test to focus. If they pass, all Intelligence tests are at +30 for 3d10 Rounds. If they fail, -20 for 3d10 rounds as you focus on something irrelevant.

Red space wine. Causes drinker to glow faintly when drunk.

Gain Battle Rage Talent for 3d10 rounds per dose.

Requires -10 Carouse Test to avoid extreme drunkenness (fatigue)

Space Brandy

Dose lasts 2d10 minutes, during which user cannot be stunned and takes no Fatigue. Test for side affects afterwards.

Nullifies one level of Fatigue for 1d5 hours. After drug wears off, gain an additional level of Fatigue.

Gain +20 WP for 1d10 minutes per dose. If used more than twice a week, take -20 WP test or become addicted, requiring daily use.

Unnatural Strength, Perception and Toughness for 1d5 rounds. Permanently lose 1 point of Str, Per, T each round.

Poison deals 1d5 Strength and Toughness damage (Toughness -10 test to avoid). -10 Chem-Use to apply

Gain +2 Psy rating for 1d5+1 minutes. Cannot use fettered powers and add +10 to psychic phenomena results

Nacrotic, suffer 1d10 Per and WP lose for an hour and make Toughness test or fall unconscious

1d5 Int, Per and WP damage. Effects last until characteristic points are regained.

Poison deals 3d10 damage (-20 Toughness to avoid) ignoring armour and toughness

Poison - Suffer 1d10 Str damage + 1d10 for each degree of failure. Chem-Use -10 to apply to weapon.

Posion delivery system (hypo-spray). WS to "hit", can be dodged but not parried.

Ends and renders immune toxins, poison, gases, and other such effects for 1d10 rounds. Injected manually.

Take -10 Toughness Save or suffer 1d10 temporary S Damage, plus further 1d10 per DoF.

Delays the effect of any drug or toxin by 1d5 hours.

May not be requisitioned. Must be custom made. Attacks specific target only

May hold a single dose of drug that can be administered by a Full Action.

Grants +20 to Medicae Tests on Space Marines. Raises threshold of Lightly Wounded to 3 times patient's Toughness Bonus. Doubles amount healed by First-Aid.

Allows a character to ignore Critical Effects for 1d10 Rounds. May be used in Sacrament of Renewal to refill power Armour injectors with +10 Tech-Use Test.

Only for Reqs deemed excessive. Used to restore integrity of Power Armour. Takes one round.

Immediately wakes an unconscious character.

Makes weapon immune to Jamming for a number of shots equal to clip size. May be applied to Jammed weapon to Unjam it.

+20 to awareness, tech-use test to detect things not normally detected, gasses, biosigns, radiation. Range 50m

+10 to trade(copyist)

+10 to tech-use

hold digital info

3d10X+2xweight. Blast area is weight x5, for setting pg101

+20 to Interrogation

illuminate area of dozen or more meters, lasts 1d5 hours before needing recharge

fires grapple hook with 100m wire line attached, can be used as a crude one shot crossbow

can cut or weld 10cm a turn, altering time for thickness, not combat capable

binoculars with a cooler name

handcuffs

comm device with range of 1km, range can be reduced

+30 to security when opening locks

contain interstellar maps of safe warp trails, good craftsmanship is +10 to stellar tests, best give +20 stellar

Page 83: 40K RPG Character Sheet 6.3

video camera

+10 invocation tests for psykers

proximity alarm that detect motion or sound, to use, tech-use test, GM rolls in secret. Device has Per 75 for detecting. Makes noise up to 1km

opposite of screamer, nullifies sound, +30 to silent move test, last about 20 minutes, recharge takes about an hour

comm device to send signals over great distance, ordinary (+10) tech-use test

contains what would be expected

Covers 2x2m, if victim has no AP on feet, hit by toxic. Anyone walking takes difficult ag test, success halves movement, fail quarters. Remains until medical treatment

-10 ag test, failure sets off trap, 1d10E. Second ag test, failure means caught on fire

lights area of meters equal to the number of slugs put together

stepping into area, AG test or take 1d10+2R

Thrown weapon with range of 10m with smoke quality, caught in blast must test toughness or gain one level of fatigue. Lasts 2d10 rounds

used to open all doors in region

net with toxic and snare traits

thick black smoke covers 40m area, clears in 1d5 to 2d10 minutes

start fires even when wet, packing together may cause sparks

+10 to climb, or improvised weapon

Thrown weapon, 10m range, fills 8m diameter with gas, exposure takes toughness test each round or get one level of fatigue

+10 to Climb test and forcing doors and locks. Melee weapon for 1d10+2I or R with primitive and Unbalanced

hiver ID card

+10 to Trade(copyist) or tech-use to copy, forge, or fabricate (+20 when Good, +30 when Best Craftsmanship)

Heretical card game

Assassin "calling cards"

Portable shrine

anti Xenos propaganda

detects radiation, airborne toxins, and pollutants. Beeps when there is danger

detects radiation, airborne toxins, and pollutants. +10 tech-use to identify danger

plays video cylinder double price to record video and play video from other sources

Contains videos

data-slate sized

backpack sized

Blank Security Card

analyze and process vast data, +20 to tests. Failure leads to inaccuracies

+10 to test in analyzing data-slates

heretical prognostication device -30 test to locate, cant with tech priests around

Projection device

Concentrated Power Source that can last several weeks.

Set of Multikeys, +10 security tests to disable alarms and communicate to machine spirits

+10 to survival tests

Armoured tents AP 8 (primitive), minor camouflage

Armoured tents AP 8 (primitive), minor camouflage

Increase AP to 12

Advanced caltrops, bestial trait creature -20 WP or flee

+20 tech-use to use, detects if food is edible. Failure gives inconclusive

fans owner to resist heat

recon device that can scout radius up to 15km, Flyer(8) trait, -30 to detect, can withstand single point dmg before destruction

Contains useful survival gear

paste that can cut through metal

nasty improvised weapon

includes blankets

Page 84: 40K RPG Character Sheet 6.3

lasts 1d5+5 on standard charge, hold or attach to bayonet lug

can make pillow

fits two, waterproof, reflective on one side

for maintenance and routine repair

Surrogate for Electoo-inducers and MIU links, lasts 1 hour, 2 applications per pack

25m range binary white noise generator

portable stasis field in box, all time and motion in box stops creating psychic dead zone

+20 to resist psychic powers and +10 to resist possession, no effect on psychic attacks that inflict direct damage

5m radius area that blocks sound, vox, and pict-casting

full action to move ag bonus on a rope line, half action to disengage

2d5 rounds to assemble, needs strong enough signal, quality of direction depends on tech-use test

one time use of +30 to security or tech-use to beat lock or security system with port

tracking device size of coin, attaches to most anything, removed with relative ease

records and transmits sound to user up to 1km

broadcasts video and poor quality sound to pict-caster

Playback device

+10 to Navigation, pilot, scholastic lore(astromancy) or trade(astrographer) where info relevant

Gun carrying case

+10 to commerce skill tests

+10 to logic tests, can use to reduce research and investigation times at dms discretion

+20 to medicae or perception to detect ailment, success indicates proper treatment

slows falls, can hover for one minute, hour of use uses all the power

see page 145 of Rogue Trader

+10 to charm tests involving religious oratory or inspiration and an imperial audience

+10 to survival and navigation (land) tests

attempts to sleight of hand or other distraction suffer -30 where engine is used, needs techpriests to constantly attend

-20 to tests to detect user introducing poison into food or drink

tech use, retrieves specific info, then destroys whatever its connected to

1d10 Corruption, sacrifice 8 people, answers 8 questions about the future, pg 193 Radicals handbook for more

summon souls of the dead to answer questions, pg 195 Radicals handbook

Dominates Psyker's mind, causes insanity

Represents a Throne Agent's authority by the Holy Ordos

Worn like a backpack, can carry 25kg. Ammo store of 1 of the following: 300 las shots (150 for hell las); 80 plasma and melta charges; 200 bolt or SP rounds; or 60 shots of flame

Allows user to work with tech directly through his mind.

Worn like a backpack, uses anti-grav to slow descent.

Complex sensor array that must be used with a cerebral plug or other mind link device. Grants awareness bonuses.

10m tall beacon that summons calls local Minostorum vessels to come and bring the planet into the fold.

Complicated chest that uses a combination of the owner's blood with the right dosages of drugs to unlock.

Spray on explosives. Does 1d5+3X per kilogram used and a blast radius of 2 meters per kg.

Conceals gun. Common and good impose -20 to tests to discover, while best also allows the weapon to be drawn as a free action.

Inflicts 1d5X per KG, with 5 meters blast per kg. Best does 1d5+1.

Grants +20 to use disguise; Best grants +30 instead.

Page 85: 40K RPG Character Sheet 6.3

Tent for 3 people. Stiffens when exposed to water. Good and Best can hold 4 and 6 people, respectively.

Spontaneously ignites on contact with oxygen. Explodes for 1d10E per Kg, blast radius of 2m per Kg. Those caught in blast must make Agility Test or catch fire.

Makes any clothing act as guard flak for 3d10 rounds.

2 person tent, erected with a small electrical charge. Good and best hold 3 and 4, respectively.

Grants Hover (6), and +20 on Agility Tests. Requires Pilot (Personal) to use. All are good craftsmanship or better.

Grant Flyer (12), but require Pilot (Personal) and launch from 15 meters or higher. Best grants +10 to use.

Area of effect version of grav-plating. Turn an area into a certain value of gravity, usually Holy Terra standard.

pg 136 for info

Servo-Skull that translates. Counts as having all Speak Language skills as Basic Skills. Best quality can decipher Secret Tongues.

Counts as a regular auspex except it can scan up to 5km and through 1m thick walls. Good craftsmanship has 10km range; Best grants +30 to awareness tests.

Grey-green paste that eats up to 5cm of 1 square meter of adamantium in a single round, deals 2d10+10E damage. Becomes inert after this. Must be contained in pure silicate glass.

Creates a field that does 2d10+6E with Shocking to anyone who passes through it. Must have other pylons. Good and Best craftsmanship versions do an additional 1d10 damage.

Grants +10 to first-aid medicae. Best grants +20.

Weapon coated with this gains Toxic for 1d5 rounds. In addition, if target fails Toughness Test, suffers 1d10 Agility damage. No craftsmanship level.

Fancy hoverboard. Grants Flyer (15), requires Pilot (Personal)

Common Fuel. Explosion does 1d10E per Kg, with 4m blast per Kg. Agility Test of catch fire if caught in blast.

Glows when psychic powers are used or someone is being targeted by psychic powers within 5 meters.

Like an electroo, but just under the skin. Can be a chrono, lamplight, etc. Anything non-mechanical.

Will preserve one humanoid sized item as long as power is maintained.

Grants +10 to Survival tests. Good and best craftsmanship provide +20 instead.

High-Tech tourniquet. Grants +10 to medicae to stop blood loss. Good and best grant +20 instead.

Strait Jacket. Can be used with thrown weapon but gives inaccurate and snare. -10 on all tests to escape.

Bathes area in human visible spectrum in complete blackness. -40 to all vision based perception tests in area.

Imposes -20 penalty on all BS tests made to attack the wearer.

Warns of Gellar Field Failure 1d10 rounds prior to it happening. May also warn of a Daemon in 10 meters, though this is up to the GM

Filters a liquid into its purest form.

User may take two full actions per round (including two attacks). During the subsequent round, he may take no actions and suffers 1 level of fatigue.

Impose -20 to all BS and WS tests targeting user. Grants +30 to concealment if stationary, and forces a further -20 to all ranged attacks.

Contract in alien script signifying owner as a trusted trading partner of the Stryxis. Grants +20 to all Interaction tests with Stryxis.

Can integrate with ship's auspex and drive systems to allow the crew to plan short warp jumps without the aid of a navigator.

Allows user to move up to 4d10 meters. May cause corruption and insanity.

Can see into the warp but may gain insanity on double rolls (22,33,44...)

A cage used for holding creatures of average size

A cage used for holding creatures of hulking size

A cage used for holding creatures of enormous size

A cage used for holding creatures of massive size

Can carry heavy weapons that count as braced, even while moving.

-10 forbidden lore (warp) test to bypass astronimicon test and add 15 to navigation (warp) test.

Hidden items are harder to find (-40 on search tests)

May attempt psyniscience and navigation (warp) tests but suffer 1d5 insanity if you fail WP test.

Send false distress calls with Tech-Use -20 test to those in auger range.

Send false psychic distress calls with Tech-Use -20 test to those within 10 light years.

If openly displayed, may re-roll failed Charm Tests against Ecclesiarchy Member of equal or lower status (GM's discretion)

Grants +10 to WP to resist Fear, Charm, Intimidation, or other kinds of social manipulation. May cause fatigue

Fitted with a Laud hailer and audio recording device. Counts as a staff in combat. +10 to understand sounds at a distance.

Small portrait, usually of the Emperor.

Counts as a medi-kit with 2 doses of De-Tox and 2 doses of Stimm.

May only be issued to the most trusted of Witch Hunters. Provides a +20 on Research involving F. Lore (Cults, Heresy)

A complete copy provides +20 on Research involving C. Lore (Ecclesiarchy) and S. Lore (Imperial Creed). Abridged editions only provide +10.

Simple staff, usually with a hook on the top for hanging symbology.

Page 86: 40K RPG Character Sheet 6.3

A form of photo-visor. May visually detect psykers as if the user had Psyniscience +20. Requires a Full Action.

Some form of container for a relic or image.

Small badge for pilgrims representing a person or event.

Requires Pilot (Personal/Jump Pack) and Sororitas Power Armour. Flyer (12).

Designed to cause minor discomfort when twisted. Counts as a charm.

Grants +10 to all C. Lore Tests made on the subject of Ecclesiarchy, Heretics, Mutants, or the Adepta Sororitas.

If openly displayed, any characters in 20m that spend fate points recover them on an d10 8+. Characters with over 20 Corruption do not benefit.

Reduces wearer's effective Psy Rating by 4, and takes -40 to Invocation Tests. Wearer is considered Blind and Deaf.

Read page 173 for details.

Receive +5 to all BS tests while in Squad Mode with Marine carrying Signum. Tech-Use to add +10BS next round.

Join with marine carrying Signum in Squad Mode to gain the effect of Ganging Up, regardless of ranged or melee combat, gaining effect for both BS and WS.

+20 to awareness, tech-use test to detect things not normally detected, gasses, biosigns, radiation. Range 50m

Grants +10 to all Navigation (Surface) checks if connected to some form of data. May contain maps and 3d projectors.

The Codex Astartes, Pocket Edition.

Grants +10 to Tech-Use tests.

Holds data.

Does 3d10 Damage plus 2 Damage per extra KG and a radius of 3 meters per kilogram. Uses Demolition skill to plant or defuse.

Translates languages based on Low Gothic. May make -20 Logic Test to translate alien languages.

Provides light for dozens of meters. Lasts 1d5 hours.

Page 175 for Details.

High-tech binoculars.

Must be planted to be effective. Sticks to metallic surfaces with magnets. Anything that survives must make an Ag Save or be set on fire.

Grants +30 to Security Tests when trying to open locks.

Records video.

Gain +10 Bonus on making an Invocation test.

Reduces time to remove Progenoids gland to 1 Round per gland (2 for full recovery). May be used in melee with 1d10+2R Pen 10, don't add S Bonus.

Used to restrain targets. Strong enough to hold even an Ork.

proximity alarm that detect motion or sound, to use, tech-use test, GM rolls in secret. Device has Per 75 for detecting. Makes noise up to 1km

opposite of screamer, nullifies sound, +30 to silent move test, last about 20 minutes, recharge takes about an hour

Allow a teleportarium to focus in on an individual and his squad.

Long-range communicator. Requires tech-use test to communicate through interference.

A load bearing web vest. Page 144 has a list of suggestions that could be attached.

Fires a hooked or magnetic grapnel from a bolt pistol. It is connected to the launcher with a thin but strong 100m wire. May climb manually, or using an inbuilt motor.

May be utilized by Space Marine Scouts if a more subtle entry is needed. Allows a safe fall from any height.

Combines the effects of a photo-visor, preysense, has a pict-corder, 5x optical zoom, 5x micro-magnification, and color filters. Grants +20 to allied artillery BS checks.

Grants +20 to all Concealment checks. When stationary, count as one range bracket further.

A 5x5 meter sheet of cameleoline. May be hooked together to hide anything. Grants +30 to concealment checks.

Special vambrace worn by Deathwatch Keepers. Allows wearer to unseal, open, override, and generally pass through any lock and automated defense system.

A handheld cogitator device. Grants +20 to all Tech-Use tests to diagnose or repair malfunctioning equipment.

Masks smell with gaunt pheromones of Hive Fleet Dagon. More details on page 145.

Small flares that hover at high altitude and illuminate an area 10km in diameter for 2d10 minutes. They come in red, white, green, gold, and blue.

A small beacon that can either provide steady illumination or flash rapidly.

A powerful auspex that can scan through materials to find weak points. Generally only scans through 20m of solid material.

Invisible markers, only viewable through preysense and photo-sights, or through auto-senses.

A clawed arm mount. Grants +10 to Medicae, Intimidate, and Intimidate checks. May be used as a weapon that deals 1d5+5R with Tearing and Toxic.

Black Templar Relic. Must requisition with a 20 req or less weapon. Grants +10 to Fear and Pinning tests, and +1 to effective rank for BT Solo Ability.

Blood Angel Relic. Functions as jump pack, except it triples move rate. Grant +20 to Command and fellowship in dealings with Blood Angels.

Space Wolf Relic. Grants +5 strength when fighting Orkz, counts as a charm.

Deathwatch Relic. Acts like a regular auspex, but grants +30 to awareness tests to detect Daemons, but only +5 to detect others. Further abilities at GM's discretion.

Deathwatch Relic. May only be requisitioned by Techmarines. Grants +10 to F. Lore (Adeptus Mechanicus), and +2d10 to Tech-Use (roll each time).

Page 87: 40K RPG Character Sheet 6.3

AP 1 - Arms, Body, Legs

AP 2 - Arms, Body, Legs

AP 2 - Body

AP 2 - Body

AP 3 - Body

AP 3 - Arms, Body, Legs

AP 5 - All

AP 6 - Body

AP 3 - Arms, Body, Legs

AP 2 - Arms, Body, Legs

AP 1 - Arms, Body, Legs

AP 6 - All

AP 3 - Arms, Body, Legs

AP 2 - Body

AP 3 - Arms, Body, Legs

AP 4 - Legs

AP3 - Head (-10 Dodge, AP5 vs critical)

AP 6 - Body

AP 2 - Head

AP 2 - Arms

AP 2 - Arms, Body, Legs

AP 3 - Body

AP 3 - Arms, Body, Legs

AP 3 - All

AP 4 - All

AP 4 - Arms, Body

AP 2 - Body, Arms, Legs

AP 2 - All

AP 3 - Arms, Body, Legs

AP 4 - All

AP 3 - Head

AP 3 - Arms

AP 4 - Arms, Body, Legs

AP 4 - Body

AP 4 - All

AP 3 - Arms, Body, Legs

AP 3 - Arms, Body, Legs

AP 3 - All

AP 4 - Head

AP 5 - Arms

AP 5 - Legs

AP 5 - Arms, Body, Legs

AP 6 - Body

AP 6 - All

AP 6 - All, acts as void suit, 50% chance that punctures auto seal (100% if good or best quality)

AP 5 - All

AP 5 - Body, Head

AP 6 - Body

AP 5 - All

AP 6 - Body, Arms, Legs

Page 88: 40K RPG Character Sheet 6.3

AP 6 - All

AP 5 - All

AP 5(4) - All (Head)

AP 6 - All

AP 6 - Body, Arms

AP 6 - All

AP 7(5) - Body, Arms (Legs)

AP 6 - All

AP 7 - All

AP 8 - All

AP 8 - All

AP 6 - All

AP 8 - All

AP 9 - All

AP 7(8) - Arms, Legs, Head (Body)

AP 9 - All

AP 12 - All

AP 8(10) - Arms, Legs, Head (Body)

AP 14 - All

AP 15 - All

AP 8 and 10 - All

AP 12 - All

AP 14 - All

AP 12 - All

AP 8 - Head

AP 4, 6, 8 - Legs, Arm/Head, Body

AP 7 and 9 - All

AP 9 and 10 (6) - All

AP 7 and 9 - All

AP 8 and 9 - All

AP 8 and 9 - All

AP 8 and 11 - All

AP special - All

AP special - All

All

AP 30 - All

AP 30 - All

AP 70 - Psychic attacks only

AP 30 - All

AP 50 - All

AP 55 - All

AP 60 - All

AP 60 - Arm and Body

AP 50 - All

AP 55 - All

AP 75 - All

AP 80 - All

AP 80 - All

AP 30 - All

Page 89: 40K RPG Character Sheet 6.3

AP 70 - One location

AP 25 - Arm

AP 55 - Arm and Body

AP 50 - All

AP 55 - Arm and Body

AP 50 - All

AP 2 - All

AP 0 - +10 Fel with space marines, +20 loyalty

AP 0 - Cannot be set on fire

AP 0 - Add 2d10 requisition points and reduces renown restrictions

AP 1 - All

AP 3 - Legs

AP 3 - All

AP 3 - Arms, Body, Legs

AP 4 - All

AP 7 - All

AP 5 - All

AP 4 - Arms, Body, Legs

AP 3 - All

AP 2 - Head

Head

AP 4 - Body, Legs

AP 2 - Head

AP 3 - Body, Arms, Legs

AP 2 - All

AP 7 - All, AP 10 vs energy. Immune to flame weapons. -10 Ag and further -10 to fine manipulation (adjust manually)

AP 2 - All

AP 5 - Body, heretical.

AP 2 - Body

AP 4 - Arms, Body

AP 3 - Arms, Legs, Body

AP Adds 3 - All

Details on pg 147

Details on pg 147

30m S/-/- 1d10+2E 0 30 Full Reliable

60m S/2/- 1d10+2E 0 40 Full Reliable

100m S/3/- 1d10+3E 0 60 Full Reliable

150m S/-/- 1d10+3E 1 40 Full Accurate, Reliable

300m S/-/- 5d10+10E 10 5 2Full

25m S/2/- 1d10+1E 0 25 Full Reliable

80m S/3/- 1d10+5E 2 18 Full

100m S/2/- 1d10+3E 0 50 Full

30m S/-/- 1d10+4E 4 1 Full Accurate, Tearing

60m S/4/8 1d10+2E 0 40 Full Reliable

20m S/3/- 1d10+2E 0 20 Full Reliable

10m S/-/- 1d10+1E 0 15

30m S/-/- 1d10+4E 2 10 Full

Page 90: 40K RPG Character Sheet 6.3

100m S/3/5 1d10+3E 4 40 2Full

20m S/2/5 1d10+2E 0 30 Full Reliable

110m S/3/- 1d10+4E 3 40 3Full

35m S/2/- 1d10+3E 3 20 2Full

70m S/-/- 1d10+4E 0 1 Full Unreliable

100m S/3/- 1d10+3E 0 60 Full Reliable

70m S/2/- 1d10+3E 0 15 Full Accurate, Reliable

250m -/-/10 3d10+3E 4 60 3Full

120m S/2/- 1d10+2E 0 60 Full Reliable

100m S/3/- 1d10+3E 0 60 Full Reliable

100m S/2/- 1d10+4E 0 18 Full Tearing, Unreliable

40m S/2/- 1d10+5E 2 Tearing

100m S/2/- 1d10+5E 2 Tearing

80m S/-/4 1d10+5E 8 Tearing

4m S/-/- 1d10+3E 7 1 Special Reliable

40m S/-/- Special 0 10 2 Full

90m S/3/- 1d10+3E 2 70 Full Accurate, Reliable

45m S/-/- 1d10+5E 4 1 Full Accurate

35m S/2/- 1d10+4E 7 40 2Full

110m S/3/- 1d10+4E 7 30 2Full

50m S/4/- 1d10+4E 1 20 Full Reliable

60m S/2/- 1d10+3E 0 40 2Full Reliable

50m S/3/- 1d10+4E 7 30 2Full

20m S/2/- 1d10+4E 7 40 2Full

50m S/-/5 1d10+3E 0 120 2Full Reliable

25m S/4/- 1d10+3E 0 20 Full Reliable

5m S/-/- 2d10+3E 6 10 2Full

300m S/-/- 5d10+10E 10 6 2Full Proven(3)

90m S/-/- 1d10+3E 0 10 Full Accurate

20m S/3/- 1d10+4E 1 40 2 Full

35m S/-/5 1d10+2E 0 25 Full Inaccurate

30m S/-/6 1d10+2I 0 18 Full

30m S/-/- 1d10+3I 0 6 2Full Reliable

30m S/3/- 1d10+3I 0 9 Full

35m S/-/- 1D10+4i 2 5 2Full

90m S/3/10 1d10+3I 0 30 Full

150m S/-/- 1d10+3I 0 5 Full Accurate

30m S/-/- 1d10+4I 0 2 2Full Scatter, Reliable

30m S/-/- 1d10+4I 0 8 2Full Scatter, Reliable

30m S/3/- 1D10+4i 0 18 Full Scatter

120m -/-/10 1d10+4I 3 200 2Full

100m S/2/6 1D10+4i 0 15 Full Reliable

35m S/3/- 1d10+3I 0 13 Full

20m S/-/- 2d10I 0 1 2Full Inaccurate, Scatter

35m S/3/- 1d10+4I 2 6 Full Accurate

70m -/-/5 1d10+5I 0 100 3Full Unreliable

50m S/3/10 1d10+3I 0 35 Full

20m S/3/8 1d10I 0 24 Full

40m S/-/- 1d10+3I 2 5 2Full Accurate, Reliable

20m S/-/- 1d10+6I 0 2 2Full Primitive, Reliable

Page 91: 40K RPG Character Sheet 6.3

10m S/-/- 1d10+4I 0 1 2Full Inaccurate, Scatter, Tearing

30m S/3/6 1d10+3I 0 15 Full Reliable

20m S/-/- 2d5+3I 0 1 2Full

20m S/-/- 1d10+2I 0 1 2Full Inaccurate, Unreliable

30m S/-/- 2d5+6I 0 1 3Full Scatter, Tearing

250m S/-/- 1d10+5I 3 4 Full Accurate, Reliable

30m S/3/- 1d10+3I 0 9 Full

20m S/3/6 1d10+2I 0 14 Full

15m -/-/6 1d10+2I 0 12 Full Inaccurate, Unreliable

10m S/3/- 1d10I 0 7

30m S/-/- 1d10+3I 0 6 2Full Reliable

30m S/-/- 1d10+4I 0 6 3Full Scatter

80m S/3/10 1d10+3I 0 20(x3) Full (each)

100m S/-/- 1d10+4I 0 6 Full

35m S/-/- 1d10+4I 2 5 2Full

30m S/2/6 1d10+2I 0 18 Full

30m S/2/- 1d10+5I 2 7 Full Unreliable

35m S/2/- 1d10+3I 0 5(x2) 2Full Reliable

40m S/3/6 1d10+4I 0 15 Full Scatter

30m S/2/- 1d10+4I 0 12 Full Reliable, Scatter

40m S/3/- 2d10+4I 0 24 2Full Scatter, Unreliable

20m S/2/5 1d10+2I 0 15 Full Primitive, Reliable, Tearing

10m S/-/- 1d10+4I 0 1 Full Reliable, Scatter

60m S/-/10 1d10+3I 0 40 Full

120m -/-/10 3d10+5I 5 200 2Full Tearing, Unreliable

300m S/2/5 4d10+5I 4 20 2Full

30m S/3/- 1d10+3I 0 9 Half

30m S/-/6 1d10+4I 0 12 Full

120m s/-/5 1d10R 12

150m S/-/10 1d10+4R 12

40m S/-/- 1d10+4R 3 5 2Full Special

5m S/-/- 1d10R 0 2 Full

300m S/-/- 2d10+4R 7 Felling(2)

30m S/2/- 1d10R 0 5 Full, Shocking

120m -/-/10 1d10+5I 3 200 2Full

120m -/-/10 1d10+5I 3 40 Full

20m S/3/- 1d10+4I 0 6 Full Tearing

100m -/-/6 1d10+4I 3 200 2Full Storm

60m S/2/- 1d10+3I 0 6 Full

30m S/2/- 1d10+2I 0 8 2Full Inaccurate, Unreliable

30m S/2/- 1d10+3I 7 8 Full Tearing, Toxic

220m S/-/- 1d10+4I 0 6 Full Accurate

35m -/-/5 1d10+3I 0 20 Full Inaccurate

60m S/3/- 1d10+4I 0 20 2 Full Inaccurate, Tearing, Unreliable

30m S/3/- 1d10+5I 1 3 2 Full Inaccurate, Reliable, Scatter

60m S/-/- 1d10+4R 2 1 Full Snare, Tearing

35m S/-/- 1d10+2R 1 1 Full Scatter, Tearing

35m S/3/- 1d10+4I 0 20 Full Reliable, Scatter

10m S/-/- 1d10+2R 2 1 Full

150m -/-/10 2d10+12I 6 200 3Full Devastating(1), Tearing

Page 92: 40K RPG Character Sheet 6.3

30m S/2/- 1d10+9I 4 18 Full Reliable, Scatter

30m S/-/- 1d10+6I 0 18 Full Reliable, Scatter, Silent

30m S/3/5 1d10+10I 4 20 Full Reliable, Scatter

30m S/2/- 1d10+5X 4 8 Full Tearing

90m S/2/- 1d10+5X 4 24 Full Tearing

120m -/-/10 2d10X 5 60 2Full Tearing

100m S/-/- 2d10X 5 3 3Full Accurate, Tearing

30m S/3/- 1d10+5X 4 6 Full Reliable, Tearing

20m S/-/- 1d10+3X 0 3 Full Tearing, Unreliable

30m S/2/- 1d10+5X 4 8 Full Tearing

90m S/2/- 1d10+5X 4 24 Full Reliable, Tearing

30m S/2/- 1d10+6R 4 6 Full Tearing

90m S/2/4 1d10+5X 4 24 Full Tearing

30m S/2/- 1d10+5X 4 8 Full Tearing

90m S/2/4 1d10+5X 4 60 Full Storm, Tearing

120m -/-/10 2d10+2X 5 60 Full Tearing

120m S/-/5 2d10+5X 5 40 3Full Tearing, Reliable, Sanctified

90m S/2/4 1d10+5X 4 60 Full Storm, Tearing

30m S/-/- 1d10+5X 4 1 2Full Tearing

100m S/-/- 1d10+5X 4 8 Full Accurate, Tearing, Reliable

90m S/2/- 1d10+5X 4 12 2 Full Reliable, Tearing

25m S/2/- 1d10+4X 2 6 Full Tearing, Unreliable

80m S/3/- 1d10+4X 2 18 Full Tearing, Unreliable

120m S/3/- 1d10+9X 4 30 Full Reliable, Tearing

90m S/2/- 1d10+5X 4 30 Full Reliable, Tearing

90m S/2/- 1d10+5X 4 60 Full Reliable, Tearing, Storm

100m S/2/4 1d10+9X 5 60 2Full Storm, Tearing

30m S/2/- 1d10+9X 4 14 Full Tearing

100m S/3/- 1d10+9X 4 28 Full Tearing

200m S/-/- 1d10+9X 4 24 Full Accurate,Tearing

100m S/3/- 1d10+9X 4 28 Full Tearing

150m -/-/6 1d10+12X 5 60 Full Tearing

100m S/4/- 1d10+9X 4 60 2Full Storm,Tearing

120m S/2/4 2d10+9X 7 28 Full Accurate, Tearing, Special

50m S/3/- 1d10+9X 6 36 2Full Tearing

100m S/2/4 1d10+9X 4 30 Full Tearing

50m S/3/- 1d10+9X 4 28 Full Tearing Accurate, Reliable

100m S/2/4 2d10+5X 8 28 Full Tearing, Felling (1)

30m S/2/- 1d10+9X 4 14 Full Tearing, Accurate, Reliable

100m S/2/4 2d10+5X 5 28 Full Tearing

160m -/-/12 2d10+12X 6 60 Full Tearing

120m S/2/4 2d10+5X 5 60 2Full Storm, Tearing

10m S/-/- 2d10+4E 12 3 Full

20m S/-/- 2d10+4E 12 5 2Full

10m S/-/- 2d10+4E 10 5 3Full

60m S/-/- 4d10+12E 12 10 2Full Blast(1)

40m S/-/- 2d10+2E 8 5 2Full

10m S/-/- 2d10+4E 12 2 2Full

10m S/-/- 2d10+8E 13 3 Full

20m S/-/- 2d10+8E 13 5 2Full

Page 93: 40K RPG Character Sheet 6.3

20m S/-/- 2d10+8E 13 10 3Full

10m S/-/- 2d10+10E 12 2 2Full Accurate

60m S/3/- 4d10+5E 13 10 2Full Blast(1)

10m S/-/- 2d10+6E 14 5 2Full Sanctified

40m S/-/- 2d10+6E 12 6 2Full

5m S/-/- 3d10+8E 13 5 2 Full Inaccurate, Scatter

10m S/-/- 2d10+2E 10 6 Full Reliable

10m S/-/- 2d10+12E 12 4 Full

30m S/-/- 2d10+14E 12 6 2Full

60m S/-/- 2d10+16E 12 12 2Full Blast(1)

10m S/-/- 2d10+14E 14 2 Full

20m S/-/- 2d10+14E 4 2Full

100m S/2/- 2d10+20E 14 6 2Full Blast(2), Recharge, Volatile

30m S/-/- 1d10+6E 6 10 4Full Recharge, Overheats

90m S/2/- 1d10+6E 6 20 8Full Recharge, Overheats

30m S/-/- 1d10+6E 6 10 4Full Overheats, Recharge

60m S/-/- 2d10+6E 6 6 2Full Overheats, Recharge, Unreliable

120m S/-/- 2d10+10E 8 16 5Full Overheats, Recharge, Unreliable

80m S/2/- 1d10+10E 6 10 2Full Overheats, Recharge

100m S/2/4 2d10E 6

30m S/2/- 1d10+6E 6 10 3Full Overheat

90m S/2/- 1d10+7E 6 40 5Full Overheat

120m S/-/- 2d10+10E 8 16 5Full Blast(1), Overheat, Unreliable

30m S/2/- 1d10+6E 6 10 3Full Overheats

90m S/2/- 1d10+7E 7 40 5Full Overheats

60m S/3/5 1d10+5E 6 40 5Full Overheats

40m S/-/- 1d10+8E 6 8 3Full Overheats, Accurate

150m S/-/- 2d10+12E 10 16 5Full Blast(3),Volatile

100m S/2/- 1d10+12E 10 24 4Full Volatile

30m S/2/- 1d10+10E 8 12 3Full Volatile

40m S/-/- 2d10+13E 10 10 3Full Blast (1), Felling (1), Volatile

120m S/3/5 1d10+9E 10 30 4Full Overheats, Volatile

40m S/3/- 1d10+8E 9 3Full Overheats, Volatile

120m S/2/- 1d10+12E 9 40 4Full Volatile

10m S/-/- 1d10+4E 2 2 2Full Flame

20m S/-/- 1d10+4E 3 3 2Full Flame

15m S/-/- 1d10+5E 2 5 2Full Flame

5m S/-/- 1d10+1E 2 5 2Full Flame

10m S/-/- 1d10E 0 3 3Full Flame, Toxic

5m S/-/- 1d5E 0 1 2Full Flame, Primitive

15m S/-/- 1d10+3E 2 4 Full Flame

30m S/-/- 2d10+4E 4 10 2Full Flame

20m S/-/- 1d10+5E 2 3 2Full Flame, Toxic

10m S/-/- 1d10+4E 2 2 2Full Flame

20m S/-/- 1d10+4E 2 6 2Full Flame

30m S/-/- 2d10+4E 4 10 2Full Flame

10m S/-/- 1d10+4E 1 12 3Full Flame

40m S/-/- 1d10+4E 2 6 2 Full Flame, Recharge

10m S/-/- 1d10+4E 2 6 Full Flame

30m S/-/- 2d10+6E 6 10 2Full Flame, Sanctified

Page 94: 40K RPG Character Sheet 6.3

60m S/-/- 2d10+6E 6 20 2Full Flame, Sanctified

20m S/-/- 1d10+9E 4 6 2Full Flame

10m S/-/- 1d10+7E 4 4 2Full Flame

30m S/-/- 1d10+12E 6 10 2Full Flame

20m S/-/- 1d10+9E 5 6 2Full Flame, Tearing

40m S/-/- 1d10+12E 5 8 2Full Flame

20m S/-/- 1d10+9E 4 6 2Full Flame, Toxic

25m S/-/- 1d10+12E 2 5 Full Flame

30m S/-/- 2d10+4E 5 12 3Full Flame

10m S/-/- 0 1 Primitive, Snare, Inaccurate

15m S/-/- 1d10R 0 1 Full Primitive

15m S/-/- 1d10+2I 0 1 3Full Primitive, Unreliable, Inaccurate

30m S/-/- 1d10+2I 0 1 5Full Primitive, Unreliable, Inaccurate

30m S/-/- 1d10R 0 1 Half Primitive, Reliable

15m S/-/- 1d10-2I 0 1 Full Primitive

30m S/-/- 1d10R 0 1 2Full Primitive

10m S/-/- 1d10+1I 0 1 5Full Inaccurate, Primitive, Scatter, Unreliable

40m S/-/- 1d10+2R 1 1 Half Accurate, Primitive

15m S/2/- 1d10+2I 0 2 3Full Primitive, Unreliable

10m S/-/- 1d10R+SB 1 1 Primitive

15m S/-/- 1d10R 0 1 Full Primitive, Special

80m S/-/- 1d10+4R 2 1 4Full Primitive

50m S/-/- 1d10+2R 2 1 Half Primitive

40m S/-/- 1d10+3I 0 1 5Full Primitive

10m S/-/- 1d10+2+SB 1 1 Primitive, Snare, Special

8m S/-/- 1d5I 0 1 Primitive, Snare, Toxic

9m S/-/- 1d5+3X 0 1 Blast(2), Inaccurate, Primitive, Unstable

5m -/3/- 1d10+1R 4 15 3Full Primitive

30m S/-/- 1d10+5I 2 1 2Full Primitive, Unreliable

15m S/-/- 1d10+3R 0 1 3Full Scatter, Unreliable

10m 1/-/- 1d10+3I 2 6 Full

30m S/-/- 1d0+2I 0 1 2Full Primitive, Unreliable, Inaccurate

10m S/-/- 1d10R 0 1 Primitive

10m S/-/- 1d10R 0 1 Primitive

60m S/-/- * * 6 Full *

120m S/-/- * * 1 Full *

60m S/-/- * * 1 2Full Reliable*

250m S/-/- * * 1 Full *

20m S/-/- * Blast(6), Inaccurate

80m S/-/- * * 1 Half *

60m S/-/- * * 6 Full *, Inaccurate

250m S/-/- * * 1 Full *

200m S/-/- * * 5 2Full *

15m S/-/- * * 3 3Full

20m S/-/- 1d10I 0 6 Full Primitive, Snare

200m S/-/- 3d10+3X 4 1 N/A

350m S/-/- 3d10+6X 6 1 N/A

50-200m S/-/- 2d10+2X 2 1 Full Inaccurate, Shocking, Blast(4)

50-300m S/-/- 2d10X* 3* 1 Full Inaccurate, Blast (5)

50-300m S/-/- 2d10X* 3* 6 2Full Inaccurate, Blast (5)

Page 95: 40K RPG Character Sheet 6.3

300m S/2/- * * 12 3Full *

250m S/-/- * * 8 Full *

45m S/-/- * * 4 2Full *

200m S/-/- * * 1 2Full *

SBx3 2d10X 0 Blast (4)

SBx3 2d10+4X 6

SBx3 0 Smoke

SBx3 Special(pg137) 0

SBx3 Special(pg137) 0

SBx3 1d10+3E 6 Blast(3)

SBx3 Special 0 1 Blast(1d10+3)

SBx3 1d10+1X 0 1 Blast(2), Unreliable

SBx3 2d10X 0 Blast(4), Unreliable, Toxic

2d10X 4 Blast(6)

SBx3m S/-/- 1d10+3E 6 1 Blast(2)

3d10+10X 10 Blast(1)

SBx3m S/-/- 2d10X 0 1 Blast(5)

SBx3m S/-/- special 0 1 Blast(3)

1d5X per kg, radius is kgx2 in meters

1d10+5X per kg, radius is kgx5 in meters

4d10X in one meter, Pen 8

6d10E in 2 meters, Pen 12, ag test or catch fire

2d10E per kg, radius is kgx4, ag test or catch on fire

SBx3 Haywire(3)

SBx3m S/-/- 1d10X 0 Blast(3)

SBx3m S/-/- Special Blast(3)

SBx3m S/-/- 1d10E 0 Blast(2)

SBx3m S/-/- 3d10E* 0 Blast(3)

SBx3m S/-/- 4d10+4R 6 Blast(1), Tearing

SBx3m S/-/- 1d10+6 6 Blast(1)

SBx3m S/-/- 0 Smoke**

SBx3m S/-/- 3d10I 0 Toxic***

1d10E Blast 10, Unstable

SBx3m S/-/- Special 0

SBx3m S/-/- Special 0 Blast (2)

SBx3m S/-/- Special 0

SBx3m S/-/- Special 0 Blast (2)

* S/-/- 2d10X 1 Blast (1)

* S/-/- Special 0

* S/-/- 2d10X 0 Blast (4)

SBx3m S/-/- Special 0

SBx3m S/-/- Special 0 Blast (2), Snare

SBx3m S/-/- Special 0

Str*3m S/-/- 1d10+6E 0 Blast (4)

Str*3m S/4/- 2d10X 0 Blast (2)

Str*3m S/4/- 2d10+2X 5

Str*3m S/-/- 1d10E 0 Blast (10)

Str*3m S/-/-

Str*3m S/-/- Blast (4), Snare

SBx3 S/-/- Special 0 Smoke

Page 96: 40K RPG Character Sheet 6.3

SBx3 S/-/- 2d10X 0 Blast (5)

2d10X 4 Blast(5), Devastating (1)

SBx3 S/-/- 1d10+4E 0 Blast (3)

1d10+3E 0 Blast (5)

SBx3 S/-/- 3d10+4X 6

3d10+10X 8 Blast(1)

SBx3 S/-/- 1d10E 0 Blast (3)

SBx3 S/-/- 1d10+12E 8 Blast(1), Special, Volatile

2d10+12E 12 Blast (3), Special, Volatile

SBx3 S/-/- Special 0

SBx3 S/-/- Special 0 Blast(5)

SBx3 S/-/- Special 0 Haywire (3)

SBx3 S/-/- Special 0

SBx3 S/-/- Special 0

SBx3 S/-/- 3d10E 0 Blast (3)

5d10E 0 Blast (5)

SBx3 S/-/- 4d10I 3 Concussive, Blast (3)

6d10I 5 Concussive, Blast (5)

SBx3 S/-/- Special 3 Blast (3)

SBx3 S/-/- Special 0 Blast (5)

2m S/-/- 3d10+9I 3 Blast(10)

5m S/-/- 5d10+7E Blast(5)

SBx3 S/-/- 4d10+8R 8 Blast(3), Tearing

30m S/-/- 1d10R 0 6 Full Accurate, Toxic

30m S/-/- 0 1 Full Snare

180m S/-/- 1d10R 0 6 2Full Accurate, Toxic

50m S/-/- 0 1 Full Blast(5), Snare

80m S/-/- 0 4 3Full Blast(6), Snare

30m S/3/- 1d10-1R 0 7 Full Toxic

20m S/-/- 1d5+2R 2 3 2Full

35m S/-/- 1d10+3R 4 1 Full Accurate

30m S/-/- 2d10+2E 7 20 Blast(2), Recharge, Toxic

20m S/2/- 1d10+2E 4 7 Full Shock

30m 1/-/- 0 1 Full Snare

SBx3m S/-/- Special

75m S/-/- Special 0 1 2Full, Blast(4), Snare

80m S/3/- 2d10+5E 6 25 4Full Scatter

30m S/-/- 1d10R 0 1 Full Toxic

3m S/-/- 1d10+3E 7 1 Full Reliable

3m S/-/- 2d10+4E 12 1 Full

3m S/-/- 1d10R 0 1 Full Toxic

3m S/-/- 1d10+4E 2 1 Full Flame

30m S/-/- Special 3 2Full Blast(5)

110m S/2/- 1d10+5E 1 6 2Full

60m S/3/10 1d10+4R 6 100 2Full Reliable

30m S/3/5 1d10+2R 4 40 2Full Reliable

20m S/3/5 1d10+2R 4 40 2Full Reliable

80m S/3/10 1d10+4R 6 100 2Full Reliable, Tearing

200m S/-/- 1d10+3E 2 40 Full Accurate, Reliable

20m S/-/- 1d10+1R 0 20 Full Tearing

Page 97: 40K RPG Character Sheet 6.3

70m S/3/- 1d10+2R 0 40 2Full Tearing

20m S/3/- 1d10+4I 0 18 Full Inaccurate, Unreliable

60m S/3/10 1d10+4I 0 30 Full Inaccurate, Unreliable

100m S/2/- 2d10I or E 1d10 20 2Full Inaccurate, Overheats, Unreliable

100m See page191 Radicals handbook 0

20m S/3/- 1d10+4E 9 12 3Full Unstable

100m S/3/6 1d10+3E 0 100 Full Inaccurate, Shocking

3m S/-/- 2d5+5E 5 1 1d5 Hours

SBx3 S/-/- 3d10X 5 Blast (3)

50m S/-/- 1d10+5I 2 5 2Full Reliable, Sanctified

30m S/2/- 2d10+4X 5 16 Full Tearing

30m S/3/- 1d10+5R 3 16 Full Toxic

30m S/3/- 2d10+2I 9 5 Full Accurate

200m S/-/- 2d10+2I 9 10 Full Accurate

15m S/-/- 2d10+4X 4 6 3Full Blast (1)

10m S/-/- 2d10+4R 5 1 Full Blast (1), Tearing

80m S/-/- 1d10+5I 4 6 Full Tearing

30m S/2/- 1d10+3X 2 8 Full Tearing, Shocking

50m S/-/- None 0 1 Full Snare, Blast (2)

70m S/-/- None 0 3 Full Snare, Blast (5)

20m S/-/8 1d10+4I 2 24 4Full

40m S/-/- 3d10+4E 3 1 - Recharge, Toxic

60m S/-/- 2d5+4E 4 2 Full Overheats, Shocking

50m S/-/6 1d10R 2 50 2Full Tearing, Overheats

40m S/-/- 3d10E 6 8 2Full Recharge

30m S/-/- 2d10+2E 3 20 Full Flame

30m S/-/- 2d10+5E 8 24 Full

40m S/-/- 4d10+5R 2 30 2Full Reliable, Blast (2), Tearing

120m S/3/6 1d10+4E 4 90 Full Reliable, Blast (2), Tearing

90m S/4/8 1d10+6E 4 60 Full Reliable, Storm

40m S/2/- 2d10+2E 4 16 Half Gyro-Stabilised

150m S/2/4 2d10+3E 4 36 Half Gyro-Stabilised

60m S/-/3 2d10+2E 4 24 Full Gyro-Stabilised

20m S/-/- 4d10+6E 8 4 3Full Tearing

50m S/3/- 1d10+2R 3 120 2Full Toxic

80m S/3/5 1d10+2R 3 200 2Full Toxic

20m S/-/- 3d10R 2 40 2Full Tearing, Blast (2)

80m S/3/10 1d10+6I 1 40 Full Inaccurate, Unreliable

15m S/-/- 1d10+5E 3 8 2Full Inaccurate, Unreliable, Flame

90m S/4/8 1d10+10I 2 50 2Full Inaccurate, Unreliable, Unwieldy, Storm

120m S/-/- 3d10+5X 6 1 Half Inaccurate, Unreliable

3d10m S/-/- 4d10+5X 0 Accurate, Blast (1d5)

SBx3m S/-/- 2d10R 0 Blast (2)

SBx3m S/-/- 2d10+5X 2 Blast (1)

SBx3m S/-/- Special 0 Smoke

150m S/-/- 1d10+5E 3 8 Full Accurate

40m S/4/8 1d10+3R 3 20 2Full Tearing, Toxic

40m S/3/- 1d10+4R 4 60 6 Full Scatter, Tearing

60m S/-/- 2d10+10E 13 20 4 Full Reliable

20m S/-/- 2d10+6E 13 10 2 Full Reliable

Page 98: 40K RPG Character Sheet 6.3

100m S/3/10 2d10+2E 4 60 Full Reliable

60m S/-/- 3d10+5R 2 12 2 Full Reliable, Blast (4), Tearing

110m -/-/6 2d10+6R 3 200 3 Full Reliable

60m S/-/- 1d10+1R 10 1 Half Accurate, Tearing

110m -/-/10 1d10+5R 4 300 3 Full Toxic

40m S/-/- 1 Full

70m S/-/- 2d10+5E 10 Recharge, Shocking, Toxic

90m S/-/- 2d10+8E 8 7 4 Full Inaccurate, Overheats, Unreliable, Unstable

20m S/-/- 1d10+6X 4 15 Full Reliable, Tearing

80m S/-/- 1d10+4E 2 6 Full Overheats

100m S/-/- Varies Varies 4 2Full

100m -/-/4 1d10+10E 0 Sanctified

120m -/2/5 2d10+15 5 200 2Full Proven(4)

100m -/-/8 1d10+8E 0 Sanctified, Storm

120m S/-/- 2d10+15 5 40 2Full Proven(4), Blast(6)

4m S/-/- 2d10+2E 3 1 Special Flame

4m S/-/- 1d10+4E 7 1 Special Reliable

4m S/-/- 2d10+5E 12 1 Special

200m S/-/- 1d10R 0 6 2Full Accurate, Felling (1), Toxic

50m S/-/- 2d10+14E 8 25 3Full Blast(5),Devastating(4), Volatile

45m S/-/- Special 5 3Full Blast (5)

250m S/-/- 1d10+4R 0 5 Full Accurate, Felling (1), Toxic

100m S/-/- 3d10+14I per round 1Hour 3Full Blast(10)

80m S/3/- 1d10+4E 4 30 Full Shocking, Special

80m S/-/- 5 Full Blast (5), Snare

Halves weight but halves clip size and reduces damage by 1; -20 to skill test to find weapon

One shot flamer, attach to weapon with damage of at least 1d10 (no Pistols, no Flexible), lose Balanced

One hand without -20 penalty, range halved (use two-handed for full range)

Select between three different ammunition types, switch at the beginning of turn

weapon with melee attachment counts as spear

No longer primitive, +2 penetration; Power weapons only affected with field off

+10 to BS when fired on single shot; Counts as sight

Awareness test to detect shot at -20 penalty. Attempt at half normal distance to detect

Ignore penalties for long and extreme range with full action to aim; Counts as sight

Loses Primitive, +2 Dmg, +3Pen, +10 WS, immune to Power Field, AP 25 if attacked, Best Quality

Basic, 45m, S/-/-, Clip 1, Rld Full

Halves reload time

Can use pistol but keep a free hand, reduce range by 30%

Reduce difficulty of shots by one step

Increases accuracy; bipod 90-degree arc (half action to brace), tri-pod 180-arc (full action)

Adds Holy damage type, special against daemons and warp

+10 to BS test, only works on semi or full auto burst

No penalties due to darkness; Counts as sight

No penalties due to darkness, +20 to vision perception tests at night; Counts as sight

Combines red dot, telescopic, and preysense scopes; Counts as sight.

Halves weight, user gains auto-stabilized trait, always counts as braced, semi and full auto as half action

Fire, operate shot selector, switch firing modes by voice command

Prevents firing on an ally. No penalty for firing into melee. Counts as a sight.

When weapon overheats, roll a d10. 4+ vent operates, overheat nullified. 3 or lower, take hit to body with full damage and pen. Don't lose a round to cooling

Fired with half action, counts as hand flamer.

Page 99: 40K RPG Character Sheet 6.3

Free action to gain Toxic for one round. May use up to ten times before refilling.

Adds 10m to weapon range.

Doubles clip size.

Makes twin-linked or combi-weapons.

Grants Customised quality.

Inflicts -10 to all Pinning Tests.

Adds +1 to Damage and Pen.

Functions as Red-Dot Laser Sight.

Grants Shocking quality.

Makes Ork ranged weapons count as unbalanced swords in close combat. Ork melee weapons gain +1 damage.

Has flaws according to weapon rarity. Apply manually to base weapon stats.

Requires specific voice to activate.

Requires specific hand print to activate.

Requires specific gene code to activate.

Only works for specific user and cannot be bypassed.

Adds +1 to damage and +10 to range but adds 1 full round to reload time.

Reduces weight by 75% and damage by 2. Ammo rarity increases 2 steps.

See through sights using linked eye-peice. Can shoot around corners with half round aim.

May halve range to shoot 1-handed.

Add +10 to range but halves clip size.

Full round aiming removes penalties for long or extreme range up to 5 x normal range.

Counts as if having bulging biceps but suffer -10 on all movement tests.

Adds Flame quality, range reduce to 1/4, rate of fire S/-/- and Clip halved.

Reduce damage by 1 but harder to detect shots (-20 per).

A large spike. When mounted, acts as an Axe in close combat.

Basic ranged weapon can be used as a mono combat knife

Basic ranged weapon can be used as a non-balanced chain sword

Grants Quick Draw for upgraded weapon. If talent is already possessed, may ready as a Parry.

A clip (quiver)

A clip for a primitive weapon

A clip for an SP weapon

A clip for a shotgun weapon

A clip for a Las pistol

A clip for a Las Rifle

A clip for a heavy Las weapon

A clip for a flame pistol

A clip for a flame weapon

A clip for a Bolt weapon

A clip for a melta pistol

A clip for a melta gun

adds 1 to damage, halves clip size for Las weapons

A clip for a Plasma pistol

A clip for a Plasma gun

A clip for an exotic weapon

A clip for an SP weapon. +2 damage, double AP

A clip for a Las Weapon. +1 damage, Tearing, pen 4, loses Reliable, clip reduced to 1

A Clip for a shotgun. Ag test or catch fire, may set things other than people on fire

A Clip for an SP weapon. Set Penetration to 3

Holds Ammo for all Hellguns and Hellpistols. Must carry one if you use a hell gun or pistol.

A clip of special shotgun shells

Page 100: 40K RPG Character Sheet 6.3

A clip of special ammo for a dueling Las

Reduce range by half, +2 pen, gains tearing. If Shot +10 toughness test or knocked down.

Damage changes from X to E, gains shock quality

reliable quality in the void

can only fire on single shot, max range 15m or less, type becomes E, gains flame and primitive

can only be acquired by holy Ordos

deals holy, special against daemons and warp creatures, through holy Ordos only

only given to full inquisitorial rank, +5 to crit damage, double damage against psy rating, daemons, and warp entity after AP and TB, classed as holy

Haywire(2)

Weapon counts as sanctified and Daemonic/Warp creatures hit at short range test Toughness or blinded for 1d5 rounds

Sanctified, bypasses psychic protections, add psy rating to damage

Sanctified, bypasses psychic protections, -5 to Ag test per psy rating

80 shots Plasma/Melta/Las, 200 SP/Bolt, 60 Flame

+2 to damage

+3 damage to biological targets

+1 dmg and pen

-10 attack, dmg becomes E, loses primitive quality

Loses scatter, +4 to damage, +1 to pen; Shots that miss at short or standard range may re-roll, ignore cover. Single shot only

Any attempt to dodge is at -20. Can be programmed to self-destruct

Adds 1d10 to damage and inflicts RF on 9 or 10. Gains tearing.

Ignores daemonic, any protection from Psychic Powers and fields. If something with these is hit, they cease functioning for one round

Inflicts +2d10 damage and adds 5 to the pen. Ignores increases to toughness from unnatural toughness, but not daemonic.

Causes 2d10E, pen 0. Takes damage like Fire. If it hits armor, reduce location by 1, must be repaired to regain effectiveness.

Gain Scatter and Overheat, halve range.

Add -2 damage, +2 pen, +10 meters range, lose maximal and overheating. Add 1kg to weight.

Agility tests to avoid damage suffer -10, increase base damage by 2.

Target must take a Toughness Test with -10 per point of damage taken. Failure causes 2d5R damage with no reduction.

Decrease base damage by 2, gain Snare.

Gains toxic. If weapon jams, user takes 1d5 damage, no reduction.

Add 5 to BS tests when firing on full auto. Tests to hit user also gain +5.

Operated normally in the void. Suffer -1 Damage while in atmosphere.

Deals 1d10+5E tearing damage, Pen 4 . Increased range by 30m but weapon becomes unreliable

+10% range and pen 2

+10% range, pen 2 and toxic

Basic +1 damage, Heavy +3 damage

Treat like mini-grenades only affecting the targets hit

Needle weapon loses toxic and gains +4E damage, tearing.

Damage type changes to Energy.

Halve shot rate of weapon, gains toxic (3d10E damage)

Lose scatter, gain +1 damage and +2 pen.

Lose scatter, gain shocking.

Gain toxic quality.

Decrease base damage by 2. If within 2m of target, make Ag save or catch fire. May choose to target area with +20 test.

Ignores Natural Armor, inflicts RF on 9 and 10. Gain tearing. With Heavy Bolter, RoF changes to S/-/- and gains Blast (3). Add one additional power of magnitude damage on hordes.

If damage is taken, suffer 1d5 points of temporary Agility Damage.

Page 101: 40K RPG Character Sheet 6.3

Increase Pen to 8, increase range 50%.

Decrease Damage and Pen by 2, but gain Blast (2).

Awareness tests to hear suffer -30 and may only be attempted at half distance. Reduce damage by 2 unless used in Stalker Pattern Boltgun. If used in a Stalker, shot is impossible to hear.

Gain Felling (1) and increase Pen to 9. Detonate prematurely on roll of 91-100. Suffer explosive damage equal to weapon's damage at pen 5 to an arm. Also causes a jam.

Any creatures with Psy Rating that take damage reduce Psy rating by 1 for 1d10 rounds. May not push. Warp Instability must immediately check.

Changes the weapon's damage type to X and reduces its range by half.

Changes damage type to E. A target hit must pass an Agility Save or be set on fire in addition to normal damage.

Gives +5 to pen. Lose the scatter quality.

A webber loaded with this inflicts an additional -20 to escape. Furthermore, each attempt deals 2d10R, pen 8.

Gains +1 pen and tearing.

Lose Scatter, gain Tearing and Felling (1)

1d10+1I 0 Primitive, Unbalanced

1d5-1I 0 Primitive

1d10I 0 Primitive

1d10+2I 0 Flexible, Primitive

2d10R 2 Primitive, Unwieldy

1d10R 0 Primitive,Flexible,Tearing

1d10-2I 0 Primitive,Unbalanced

1d10+1I 0 Primitive, Unbalanced

1d5R 0 Primitive

1d5R 0 Primitive

1d5I 0 Defensive, Primitive

1d10R 0 Primitive

1d10R 0 Balanced, Primitive

1d10I 0 Balanced, Primitive

1d5-3 R 0 Primitive

1d10+1R 1 Primitive

1d5-2I 0 Balanced, Primitive

1d10+1I 0 Fast, Primitive, Toxic

1d10R 0 Primitive, Unbalanced

1d10I 0 Flexible, Primitive

1d10+2R 2 Balanced, Primitive

1d5-1I 0 Defensive, Primitive

1d10R 0 Fast, Primitive, Unwieldy

1d5+1R 2 Primitive

1d10R 0 Balanced, Primitive

1d10+2R 0 Primitive, Unwieldy

1d10R 2 Primitive, Unbalanced

2d10I 3 Primitive, Unbalanced, Unwieldy

1d5-1R 2 Fast, Primitive

1d5+2I 0 Defensive, Primitive

1d5+1I 0 Defensive, Primitive

2d5R 2

1d5R 3 Fast, Primitive

1d5+1R 2 Balanced

1d10I 0

1d5+1R 0 Primitive, Tearing

1d5R 3 Defensive

1d5I 0 Primitive

1d10+3X 2 Primitive

Page 102: 40K RPG Character Sheet 6.3

1d10+1R 2 Primitive

1d5+1R 1 Primitive

1d10I 0 Primitive, Snare, Unwieldy

1d5+2I 0 Defensive, Primitive

1d10-1R 0 Primitive

1d5+3R 0 Primitive

1d5I 0 Defensive, Primitive

1d5+1R 1 Balanced, Primitive

1d10R 0 Flexible, Primitive

1d10-1R 0 Primitive

1d10+2E 5 Unwieldy (can be thrown), double Str bonus

1d10R 4 Balanced

1d10+4R 2 Unwieldy

1d10R 0 Unwieldy

1d10+2R 0 Balanced

1d10+2R 3 Balanced, Sanctified

1d10+2I 0 Flexible, Sanctified

1d10I 0 Balanced, Sanctified

1d10I 0 Primitive

1d10+2I 1 Primitive

1d5R 2

1d5I 0 Primitive, Defense

1d5+3R 0 Primitive, Defense

1d10+2I 0 Primitive

1d5-1I 0 Primitive

1d5R 0 Defensive, Primitive

1d10R 0 Balanced, Primitive

1d10+1I 0 Unbalanced, Toxic

1d10R 2 Sanctified

1d10R 2 Unbalanced, Sanctified

1d10R 0 Special

2d10I 2 Unwieldy, Special

1d10I 0 Unwieldy, Special

1d5+2I 0 Defensive

0I 0 Primitive, Flexible

2d10R 8 Sanctified

2d10R 4 Balanced, Sanctified

1d10+2R 2

1d10+3R 2 Balanced

2d10+2R 2 Unbalanced

1d5+1I 0 Balanced

1d10I 0 Defensive

1d10+8R 6 Sanctified

1d10+2R 0 Balanced, std attack when in defensive stance

1d10I 0 Defensive

1d10+5R 3 Balanced, Devastating (1), Toxic

1d5+1I 0 Balanced

1d10+3R 2 Devastating (2)

1d10+2R 2 Balanced, Tearing

1d10+4R 2 Tearing

Page 103: 40K RPG Character Sheet 6.3

1d5+3R 2 Tearing

1d10+10R 5 Special, Tearing, Unwieldy

1d10+2R 2 Tearing

1d10+5R 2 Tearing

1d10+2R 2 Tearing, Balanced

1d10+3R 2 Tearing

1d10+4R 3 Balanced, Tearing

1d10+3R 4 Balanced, Tearing

1d10+5R 4 Balanced, Tearing

1d10+3R 4 Balanced, Tearing

1d10+8R 4 Tearing

1d10+3E 6 Power Field

1d10+5E 6 Balanced, Power Field

1d10+2E 6 Fast, Power Field

1d10+6E 7 Balanced, Power Field

2d5+5E 6 Power Field, Unwieldy

2d10E 8 Power Field, Unwieldy

1d10+6E 6 Power Field

1d10+4E 6 Power Field, Special

1d10+10E 7 Balanced, Flexible, Power Field

1d5+3R 4 Razor Sharp

2d10+4E 6 Power Field, Unbalanced

1d10+7E 7 Power Field, Unbalanced

2d10E 9 Power Field, Unwieldy

1d10+5E 4 Power Field, Shocking

1d10+5E 5 Power Field, Balanced

1d10I 0 Shocking

1d10+5I 5 Power Field

2d10+1I 8 Power Field, Sanctified, Unwieldy

1d10+7E 5 Power Field, Unbalanced, Sanctified

1d10+5E 4 Power Field, Balanced

1d10+7E 9 Power Field, Unbalanced

1d10+4E 5 Power Field

2d10+4E 10 Power Field, Unwieldy, Shocking

1d10+2E 2 Power Filed, Sanctified, Balanced

1d10+3E 2 Power Filed, Sanctified, Tearing

2d10+5E 2 Power Filed, Sanctified, Unwieldy

1d10+1E 2 Power Filed, Sanctified

1d10+1E 2 Power Filed, Sanctified, Balanced, Defensive

2d10+5E 2 Power Filed, Sanctified, Balanced

2d10+5E 2 Power Filed, Sanctified, Unwieldy

2d10E 10 Power Field, Tearing

1d10+6E 8 Power Field, Special, Tearing

1d10+8E 6 Power Field, Unbalanced

2d10E 9 Power Field, Unwieldy

1d10+6E 6 Balanced, Power Field

2d10+5E 8 Power Field, Concussive, Unwieldy

1d10+11E 6 Power Field, Unbalanced

1d10+11E 9 Balanced, Power Field, Tearing

2d10+7E 9 Power Field, Special

Page 104: 40K RPG Character Sheet 6.3

1d10+9E 7 Power Field, Unbalanced

1d10+7E 10 Power Field, Balanced

2d10+5I 0 Concussive, Unwieldy

2d10+2E 6 Power Field, Balanced

1d10+5E 6 Balanced, Power Field

1d10+5E 6 Balanced, Power Field (wielded as a pair)

1d10+7E 6 Balanced, Power Field

1d10+6E 7 Power Field

2d10E 9 Power Field, Unwieldy

1d10+1I 0 Balanced, Psy

1d10+5E 6 Balanced, Power Field

1d10+4E 5 Power Field, Unwieldy

2d10+11R 7 Tearing, Unwieldy, Power Field

2d10+13R 6 Tearing, Unwieldy

1d10+7E 7 Balanced, Power Field

1d10+13E 8 Power Field, Unwieldy, Felling(1)

2d10+4E 9 Power Field, Unwieldy

1d10+11E 8 Power Field, Unwieldy, Devastating(1)

1d10+4E 5 Power Field, Razor Sharp

1d10+6E 7 Power Field

1d10+4E 8 Power Field, Felling (2)

1d10+12E 9 Balanced, Power Field, Tearing

1d10I 0 Shocking

1d10+2I 0 Flexible, Shocking

1d10I 0 Primitive, Shocking

1d10+1I 0 Flexible, Primitive, Shocking

1d10+1E 0 Flexible, Shocking

1d10R 0 Shocking

1d5+1I 2 Shocking

1d10+5E 4 Flexible, Shocking

1d5E 0 Shocking

1d10+3I 4 Unwieldy, Volatile, Blast(1)

1d10I 0 Shocking

1d5+3I 0 Shocking

1d10I 0 Shocking

1d10I 0 Shocking

1d10E 0 Defensive, Recharge, Shocking

1d10I 0 Shocking, delivers shock regardless of damage

Shocking, Snare, delivers shock regardless of damage

1d10+5R 4 Special, Tearing, Unwieldy

1d5+5R 0 Tearing, Unwieldy

1d10+3R 6 Tearing, Unwieldy

1d10+5E (no str) Unwieldy

1d10+1R 7 Power Field, Balanced

1d10+3E 6 Power Field, Balanced

1d10+8R 10 Tearing

1d10+1R 2 Unbalanced

1d10+1R 2 Tearing, Unbalanced

1d10+1R 4 Flexible, Tearing

1d10I 0 Balanced, Shocking

Page 105: 40K RPG Character Sheet 6.3

1d10R 2 Balanced

2d5E 0 Unwieldy

1d10+2R 0 Shocking

1d5+3R 3 Toxic

1d10R 8 Tearing, Toxic

1d10+3E 6 Tearing, Shocking

1d10+4R 2 Tearing, Toxic

1d10R 0 Balanced

1d10+4E 8 Power Field, Balanced

1d10+1E 4 Power Field, Balanced, Defensive

1d10+6R 6 Tearing

1d10+7I 3 Unwieldy

1d10+7E 10 Power Field

1d10+5E 4 Power Field

1d10R 2 Balanced

1d10+3E Power Field, Unbalanced

1d10+6R 2 Tearing, Unbalanced

1d10+5E 8 Balanced, Power Field

3d5R 2 Tearing

1d10+6R 0 Balanced, Tearing

2d5R 0 Flexible

1d10-1R 2 Balanced

2d10+6E 6 Power Field, Tearing, Unbalanced

2d10R 2 Tearing, Unbalanced

1d5I 0 Snare

1d10+3R 0 Flexible, Tearing, Primitive

2d10E 10 Power Field, Tearing, Unwieldy

1d10+3R 2 Unbalanced, Force

1d10I 0 Balanced, Force

1d10+1R 2 Balanced, Force

1d10+3R 3 Force, Unbalanced

1d10I 2 Force

1d10+1R 2 Force, Balanced

1d10+1I 0 Balanced, Force

1d10+2R 2 Balanced, Force

+10 Ag for fine manipulation and +10 Str using arm

+10 Ag for fine manipulation and +10 Str using arm

Replaces missing arm

Replaces missing arm

Half Ag for fine manipulation and -10 WS/BS using arm

Half Ag for fine manipulation and -10 WS/BS using arm

Gain Sprint Talent and +20 to athletics tests to jump or leap

Replaces missing legs

Halve movement rate. Test Ag or fall at end of run action.

+20 Toughness vs airborne toxins and gas attacks. Counts as life support system

+20 Toughness vs airborne toxins and gas attacks

+20 Toughness vs airborne toxins and gas attacks. -20 Silent Move

acts as standard auspex, half action to concentrate

uses laspistol with compact upgrade, need talent to use

Replace/enhance brain. Gain Unnatural Intelligence x 2, 1d10 insanity and +10 to skill tests when processing large data pools

Page 106: 40K RPG Character Sheet 6.3

duplicate normal senses

+20 to str, can tether techpriest with clamps, counts as club

Enhanced mechanicus implants. +10 Str, +10 Toughness, -5 Ag, -5 Fel, cannot swim

+10 to medicae, can act as injector, half action to stop blood loss, eases amputation, 1d5R, +10 interrogation

interface with tech devices, +10 Tech-use, pilot, or drive when linked

+10 percep, microscopic to telescopic, see normally in darkness, +20 to vision based tests at night

+10 to tech-use, can blast smoke every 15m, -5 to weapon tests by all living creatures 2m away for one round, percep by sense of smell get +10

Choose up to three chemicals when implanted, toughness test and half action to excrete chem, failure adds fatigue, 4degrees means 1d10 toughness damage

Holds up to 10 doses of 4 chems, half action to inject and instantly takes effect, manual or remote trigger, critical hit poisons user, 2d10 damage negating AP

weapon takes unreliable, cant disarm, detailed inspection or auspex scan to locate

as poor, but not unreliable

weapon is best quality

+10 to resist toxins, disease, and radioactive substance, gains die hard talent

As common but +20 instead and gain regeneration talent

Extra limb with breacher, str and toughness +10, -10 ag, 1d10 insanity

Gain Machine(4) trait, without mind side effects, gain regeneration, halves WS, BS, and AG, 2d10 insanity, +5 to critical effects

+10 to pilot vehicles with interface, percep test to determine state of vehicle

Doubles movement or flyer(12) for 1 min, +10 parry

Boosts Luminen options, maglev and electircal succour as free action, reliable integrated weapons

Half action to brace, gains sturdy. No movement penalties in high/low/zero gravity.

Many customisable arms/tools for use in low/zero gravity. Thrusters grant flyer(6)

Melee 1d10+10R Pen 4 Tearing (no str). Lifting Str 50x2. -10 on manipulator tests.

+20 to resist psychic powers and +10 to resist possession, no effect on psychic attacks that inflict direct damage

Gives Heightened Senses talent for any one sense (add as elite advance)

can shoot hellpistol from eye with range 10m, can be fired when hands are full, acts as pistol in melee

+1AP to body, gain sprint talent

+10 to literacy, logic, or scholastic lore tests

+1 AP to head, stacks with armor

know magnetic north, present location, velocity, altitude, time of day and other info, need maps to be effective info

+10 trade (remembrancer) tests, or other tests in social situations where recorded info provides value, grants total recall talent

Remotely operate a single weapon, fire as free action with full bs skill, weapon has to be connected to MIU weapon interface

ignore toxic gases or atmospheric contaminants

+10 to investigation skill tests

+2 AP to arms, body, legs. Stacks with armor

+1 to str bonus

Unnatural Strength trait but -10 to ag

resist damage to void for d10+3 rounds past normal duration

hide certain info in artificial memory or prevent certain task, attempt to force info or task can knock out or kill user

built in microbead, often hardwired to ships vox frequency

Gain traits unnatural toughness x2, natural armor 2, mutant, void resistant: immune to cold and vacuum, still need air. Lose 1d5 points from ag, int

gain 1d10 insanity and one trait from alien species

Can cut through a meter of 20cm thick adamantine plating every minute; can function as a Ryza-Pattern Plasma Pistol without maximal.

Has strength of 65 with Unnatural Strength (x2). May anchor self as a free action. May be used as a weapon with a -10 WS check.

Grants bulging biceps and iron jaw talents, and +2 damage to unarmed attacks.

Ignores effects of poisoned food. Best quality can eat anything organic with no ill effects, though taste is still an issue.

Hidden blade. Good quality has toxic, best quality gains +2 damage and pen and power field.

Generates power. Can charge a basic las weapon charge pack after one full day.

Allows user to ignore involuntary actions caused by pain such as fire, stun, and critical damage.

Acts as emergency life support. Grants autosanguine.

Add 1 to psy rating when pushing.

Page 107: 40K RPG Character Sheet 6.3

Glow panels built into palm of hand.

Crude bionic limb used with heavy industrial tools.

Affixed weapon can be used in one hand without penalty.

Gain the dark sight trait and become immune to effects of photon flash grenades

Gain bonus to disguise checks depending on quality of implant (apply manually on skills sheet)

Has strength of 75 with Unnatural Strength (x2). May anchor self as a free action.

See page 177 for details.

Duplicates regular hand. Exceptional versions grant +10 to fine manipulation.

Page 108: 40K RPG Character Sheet 6.3

0.0 kg

Weight Cost Availability Proficient Category Type

1 10 Plentiful Yes Gear Clothing & Personal Items

0.5 500 Rare Yes Gear Clothing & Personal Items

Var Average Yes Gear Clothing & Personal Items

40 Abundant Yes Gear Clothing & Personal Items

2 25 Common Yes Gear Clothing & Personal Items

Var Abundant Yes Gear Clothing & Personal Items

1 55 Rare Yes Gear Clothing & Personal Items

15 Common Yes Gear Clothing & Personal Items

0.5 275 Rare Yes Gear Clothing & Personal Items

0.5 100 Scarce Yes Gear Clothing & Personal Items

1 50 Scarce Yes Gear Clothing & Personal Items

0.5 85 Rare Yes Gear Clothing & Personal Items

0.5 25 Average Yes Gear Clothing & Personal Items

8 100 Plentiful Yes Gear Clothing & Personal Items

2 80 Uncommon Yes Gear Clothing & Personal Items

1 200 Scarce Yes Gear Clothing & Personal Items

0.2 20 Rare Yes Gear Clothing & Personal Items

300 Very Rare Yes Gear Clothing & Personal Items

250 Scarce Yes Gear Clothing & Personal Items

0.5 1500 Tech Priest Only Yes Gear Clothing & Personal Items

10 300 Scarce Yes Gear Clothing & Personal Items

15 500 Rare Yes Gear Clothing & Personal Items

1 250 Rare Yes Gear Clothing & Personal Items

1 220 Scarce Yes Gear Clothing & Personal Items

25 2000 Rare Yes Gear Clothing & Personal Items

2 65 Average Yes Gear Clothing & Personal Items

20 600 Average Yes Gear Clothing & Personal Items

25 200 Scarce Yes Gear Clothing & Personal Items

2 5 Common Yes Gear Clothing & Personal Items

1 Plentiful Yes Gear Clothing & Personal Items

3 10 Common Yes Gear Clothing & Personal Items

1 150 Scarce Yes Gear Clothing & Personal Items

0.5 100 Scarce Yes Gear Clothing & Personal Items

0.5 250 Rare Yes Gear Clothing & Personal Items

1 100 Scarce Yes Gear Clothing & Personal Items

10 5000 Very Rare Yes Gear Clothing & Personal Items

100 Scarce Yes Gear Clothing & Personal Items

2 1700 Rare Yes Gear Clothing & Personal Items

1.5 1200 Rare Yes Gear Clothing & Personal Items

150 Very Rare Yes Gear Clothing & Personal Items

10 8000 Near Unique Yes Gear Clothing & Personal Items

50 Common Yes Gear Clothing & Personal Items

2 Average Yes Gear Clothing & Personal Items

0.5 Rare Yes Gear Clothing & Personal Items

You can filter the shop list using the categories below

Page 109: 40K RPG Character Sheet 6.3

Very Rare Yes Gear Clothing & Personal Items

Plentiful Yes Gear Clothing & Personal Items

0.5 Common Yes Gear Clothing & Personal Items

30 Scarce Yes Gear Clothing & Personal Items

7.5 Very Rare Yes Gear Clothing & Personal Items

0.02 Very Rare Yes Gear Clothing & Personal Items

5 70 Hero Yes Gear Clothing & Personal Items

15 50 Hero Yes Gear Clothing & Personal Items

Black Templars Yes Gear Clothing & Personal Items

Black Templars Yes Gear Clothing & Personal Items

Black Templars Yes Gear Clothing & Personal Items

Black Templars Yes Gear Clothing & Personal Items

Black Templars Yes Gear Clothing & Personal Items

Blood Angels Yes Gear Clothing & Personal Items

Blood Angels Yes Gear Clothing & Personal Items

Blood Angels Yes Gear Clothing & Personal Items

Blood Angels Yes Gear Clothing & Personal Items

Blood Angels Yes Gear Clothing & Personal Items

Dark Angels Yes Gear Clothing & Personal Items

Dark Angels Yes Gear Clothing & Personal Items

Dark Angels Yes Gear Clothing & Personal Items

Dark Angels Yes Gear Clothing & Personal Items

Space Wolves Yes Gear Clothing & Personal Items

Space Wolves Yes Gear Clothing & Personal Items

Space Wolves Yes Gear Clothing & Personal Items

Space Wolves Yes Gear Clothing & Personal Items

Space Wolves Yes Gear Clothing & Personal Items

Storm Wardens Yes Gear Clothing & Personal Items

Storm Wardens Yes Gear Clothing & Personal Items

Storm Wardens Yes Gear Clothing & Personal Items

Storm Wardens Yes Gear Clothing & Personal Items

Ultramarines Yes Gear Clothing & Personal Items

Ultramarines Yes Gear Clothing & Personal Items

Ultramarines Yes Gear Clothing & Personal Items

Ultramarines Yes Gear Clothing & Personal Items

Ultramarines Yes Gear Clothing & Personal Items

8 4 Yes Gear Clothing & Personal Items

50 15 Yes Gear Clothing & Personal Items

5 3 Yes Gear Clothing & Personal Items

15 25 Distinguished Yes Gear Clothing & Personal Items

5 15 Yes Gear Clothing & Personal Items

6 Yes Gear Clothing & Personal Items

1 Yes Gear Clothing & Personal Items

1 45 Famed Yes Gear Clothing & Personal Items

50 Scarce Yes Gear Drugs & Consumables

65 Rare Yes Gear Drugs & Consumables

95 Very Rare Yes Gear Drugs & Consumables

5 Abundant Yes Gear Drugs & Consumables

10 Common Yes Gear Drugs & Consumables

2 150 Common Yes Gear Drugs & Consumables

Page 110: 40K RPG Character Sheet 6.3

28 Rare Yes Gear Drugs & Consumables

10 Plentiful Yes Gear Drugs & Consumables

5 Abundant Yes Gear Drugs & Consumables

10 Abundant Yes Gear Drugs & Consumables

150 Very Rare Yes Gear Drugs & Consumables

75 Scarce Yes Gear Drugs & Consumables

395 Rare Yes Gear Drugs & Consumables

20 Average Yes Gear Drugs & Consumables

800 Rare Yes Gear Drugs & Consumables

550 Scarce Yes Gear Drugs & Consumables

1000 Rare Yes Gear Drugs & Consumables

10 Abundant Yes Gear Drugs & Consumables

50 Common Yes Gear Drugs & Consumables

5000 Very Rare Yes Gear Drugs & Consumables

200 Average Yes Gear Drugs & Consumables

450 Rare Yes Gear Drugs & Consumables

55 Average Yes Gear Drugs & Consumables

2 50 Average Yes Gear Drugs & Consumables

3 100 Scarce Yes Gear Drugs & Consumables

0.5 100 Rare Yes Gear Drugs & Consumables

3 45 Uncommon Yes Gear Drugs & Consumables

0.5 12 Scarce Yes Gear Drugs & Consumables

1 10 Average Yes Gear Drugs & Consumables

0.1 12 Common Yes Gear Drugs & Consumables

0.3 75 Very Rare Yes Gear Drugs & Consumables

5 Common Yes Gear Drugs & Consumables

250 Rare Yes Gear Drugs & Consumables

1000 Very Rare Yes Gear Drugs & Consumables

10000 Very Rare Yes Gear Drugs & Consumables

25 Very Rare Yes Gear Drugs & Consumables

40 Average Yes Gear Drugs & Consumables

100 Very Rare Yes Gear Drugs & Consumables

500 Scarce Yes Gear Drugs & Consumables

500 Very Rare Yes Gear Drugs & Consumables

6000 Very Rare Yes Gear Drugs & Consumables

200 Rare Yes Gear Drugs & Consumables

75 Very Rare Yes Gear Drugs & Consumables

15 Average Yes Gear Drugs & Consumables

1 225 Very Rare Yes Gear Drugs & Consumables

0.5 25 Scarce Yes Gear Drugs & Consumables

0.5 2 Plentiful Yes Gear Drugs & Consumables

1 2 Plentiful Yes Gear Drugs & Consumables

1 Average Yes Gear Drugs & Consumables

1 10 Average Yes Gear Drugs & Consumables

1 5 Common Yes Gear Drugs & Consumables

55 Scarce Yes Gear Drugs & Consumables

25 Common Yes Gear Drugs & Consumables

300 Very Rare Yes Gear Drugs & Consumables

100 Common Yes Gear Drugs & Consumables

75 Average Yes Gear Drugs & Consumables

Page 111: 40K RPG Character Sheet 6.3

75 Rare Yes Gear Drugs & Consumables

50 Average Yes Gear Drugs & Consumables

0.2 100 Scarce Yes Gear Drugs & Consumables

75 Scarce Yes Gear Drugs & Consumables

20 Scarce Yes Gear Drugs & Consumables

5 Rare Yes Gear Drugs & Consumables

Very Rare Yes Gear Drugs & Consumables

Very Rare Yes Gear Drugs & Consumables

Very Rare Yes Gear Drugs & Consumables

Abundant Yes Gear Drugs & Consumables

Very Rare Yes Gear Drugs & Consumables

Rare Yes Gear Drugs & Consumables

Rare Yes Gear Drugs & Consumables

Ubiquitous Yes Gear Drugs & Consumables

Scarce Yes Gear Drugs & Consumables

Scarce Yes Gear Drugs & Consumables

Plentiful Yes Gear Drugs & Consumables

Rare Yes Gear Drugs & Consumables

Rare Yes Gear Drugs & Consumables

Very Rare Yes Gear Drugs & Consumables

Very Rare Yes Gear Drugs & Consumables

Rare Yes Gear Drugs & Consumables

Rare Yes Gear Drugs & Consumables

Near Unique Yes Gear Drugs & Consumables

Extremely Rare Yes Gear Drugs & Consumables

Scarce Yes Gear Drugs & Consumables

10 Yes Gear Drugs & Consumables

10 Yes Gear Drugs & Consumables

6 Yes Gear Drugs & Consumables

N/A Yes Gear Drugs & Consumables

3 Yes Gear Drugs & Consumables

5 10 Yes Gear Drugs & Consumables

10 Yes Gear Drugs & Consumables

0.5 1 Yes Gear Drugs & Consumables

5 Yes Gear Drugs & Consumables

20 Yes Gear Drugs & Consumables

0.5 145 Scarce Yes Gear Tools

55 Scarce Yes Gear Tools

1 200 Rare Yes Gear Tools

0.5 25 Common Yes Gear Tools

1 250 Scarce Yes Gear Tools

1 375 Very Rare Yes Gear Tools

0.5 15 Abundant Yes Gear Tools

2 30 Common Yes Gear Tools

4 65 Average Yes Gear Tools

0.5 55 Average Yes Gear Tools

1 35 Plentiful Yes Gear Tools

20 Average Yes Gear Tools

150 Scarce Yes Gear Tools

Priceless Very Rare Yes Gear Tools

Page 112: 40K RPG Character Sheet 6.3

1 100 Average Yes Gear Tools

100 Rare Yes Gear Tools

2 140 Scarce Yes Gear Tools

2 25 Average Yes Gear Tools

4 300 Scarce Yes Gear Tools

2 20 Common Yes Gear Tools

0.1 6 Rare Yes Gear Tools

3 20 Uncommon Yes Gear Tools

0.1 8 Rare Yes Gear Tools

0.3 1 Common Yes Gear Tools

1.5 17 Uncommon Yes Gear Tools

0.1 24 Rare Yes Gear Tools

3 85 Rare Yes Gear Tools

0.4 12 Scarce Yes Gear Tools

1 2 Common Yes Gear Tools

1 25 Uncommon Yes Gear Tools

1 6 Common Yes Gear Tools

4 20 Abundant Yes Gear Tools

Varies Plentiful Yes Gear Tools

1 400 Scarce Yes Gear Tools

10 Scarce Yes Gear Tools

5 Scarce Yes Gear Tools

1 30 Abundant Yes Gear Tools

1 Average Yes Gear Tools

20 Common Yes Gear Tools

80 Average Yes Gear Tools

20 200 Average Yes Gear Tools

1 20 Common Yes Gear Tools

0.5 500 Rare Yes Gear Tools

15 3000 Rare Yes Gear Tools

25 Average Yes Gear Tools

100 4000 Average Yes Gear Tools

1.5 750 Average Yes Gear Tools

3 500 Rare Yes Gear Tools

40 3000 Scarce Yes Gear Tools

10 5000 Average Yes Gear Tools

0.5 12000 Tech Priest Only Yes Gear Tools

120 Average Yes Gear Tools

5 60 Common Yes Gear Tools

10 100 Scarce Yes Gear Tools

8 80 Rare Yes Gear Tools

4 310 Rare Yes Gear Tools

300 Rare Yes Gear Tools

3 400 Rare Yes Gear Tools

4 1500 Very Rare Yes Gear Tools

6 300 Common Yes Gear Tools

200 Rare Yes Gear Tools

2 15 Average Yes Gear Tools

4 8 Plentiful Yes Gear Tools

25 Scarce Yes Gear Tools

Page 113: 40K RPG Character Sheet 6.3

2 10 Common Yes Gear Tools

0.3 5 Plentiful Yes Gear Tools

1 10 Average Yes Gear Tools

0.5 5 Plentiful Yes Gear Tools

0.1 2 Common Yes Gear Tools

5 4 Plentiful Yes Gear Tools

9 40 Average Yes Gear Tools

1 15 Common Yes Gear Tools

1 5 Common Yes Gear Tools

1 20 Average Yes Gear Tools

5 Plentiful Yes Gear Tools

500 Rare Yes Gear Tools

10 450 Rare Yes Gear Tools

20 25000 Very Rare Yes Gear Tools

0.5 7000 Very Rare Yes Gear Tools

1.5 1000 Rare Yes Gear Tools

10 1250 Rare Yes Gear Tools

1 100 Scarce Yes Gear Tools

6 450 Scarce Yes Gear Tools

0.5 500 Very Rare Yes Gear Tools

0.5 200 Scarce Yes Gear Tools

500 Rare Yes Gear Tools

1000 Rare Yes Gear Tools

5 400 Scarce Yes Gear Tools

4 Extremely Rare Yes Gear Tools

6 Average Yes Gear Tools

120 Scarce Yes Gear Tools

13 Very Rare Yes Gear Tools

4 Very Rare Yes Gear Tools

15 Rare Yes Gear Tools

1 Very Rare Yes Gear Tools

2 Scarce Yes Gear Tools

4 Near Unique Yes Gear Tools

7 Very Rare Yes Gear Tools

Very Rare Yes Gear Tools

1.5 9000 Rare Yes Gear Tools

3 5000 Rare Yes Gear Tools

10 60000 Very Rare Yes Gear Tools

1 Special Special Yes Gear Tools

Near Unique Yes Gear Tools

15 Common Yes Gear Tools

Common Yes Gear Tools

20 Scarce Yes Gear Tools

12 Near Unique Yes Gear Tools

125 Very Rare Yes Gear Tools

25 Extremely Rare Yes Gear Tools

2 Very Rare Yes Gear Tools

2 Scarce Yes Gear Tools

1 Common Yes Gear Tools

5 Rare Yes Gear Tools

Page 114: 40K RPG Character Sheet 6.3

10 Scarce Yes Gear Tools

1 Rare Yes Gear Tools

4 Very Rare Yes Gear Tools

2 Scarce Yes Gear Tools

2 Extremely Rare Yes Gear Tools

25 Extremely Rare Yes Gear Tools

500 Very Rare Yes Gear Tools

Extremely Rare Yes Gear Tools

2.5 Very Rare Yes Gear Tools

175 Very Rare Yes Gear Tools

Very Rare Yes Gear Tools

175 Very Rare Yes Gear Tools

2 Common Yes Gear Tools

Rare Yes Gear Tools

15 Near Unique Yes Gear Tools

1 Abundant Yes Gear Tools

0.3 Near Unique Yes Gear Tools

Scarce Yes Gear Tools

250 Extremely Rare Yes Gear Tools

15 Rare Yes Gear Tools

2 Very Rare Yes Gear Tools

4 Scarce Yes Gear Tools

12 Extremely Rare Yes Gear Tools

3 Near Unique Yes Gear Tools

0.5 Extremely Rare Yes Gear Tools

1 Extremely Rare Yes Gear Tools

8 Unique Yes Gear Tools

2 Extremely Rare Yes Gear Tools

0.1 Extremely Rare Yes Gear Tools

65 Near Unique Yes Gear Tools

25 Unique Yes Gear Tools

1 Near Unique Yes Gear Tools

50 Common Yes Gear Tools

100 Scarce Yes Gear Tools

200 Rare Yes Gear Tools

400 Rare Yes Gear Tools

20 Unique Yes Gear Tools

1 Extremely Rare Yes Gear Tools

15 Near Unique Yes Gear Tools

150 Extremely Rare Yes Gear Tools

40 Rare Yes Gear Tools

75 Extremely Rare Yes Gear Tools

1 1000 Issued Only Yes Gear Tools

0.5 Varies Rare Yes Gear Tools

4 Issued Only Yes Gear Tools

Varies Common Yes Gear Tools

10 Issued Only Yes Gear Tools

10 Issued Only Yes Gear Tools

10 500 Uncommon Yes Gear Tools

3 15 Common Yes Gear Tools

Page 115: 40K RPG Character Sheet 6.3

2 3000 Very Rare Yes Gear Tools

1 Varies Common Yes Gear Tools

Varies Common Yes Gear Tools

15 5000 Very Rare Yes Gear Tools

10 Rare Yes Gear Tools

5 100 Rare Yes Gear Tools

10 Issued Only Yes Gear Tools

15 4000 Very Rare Yes Gear Tools

4 5 Yes Gear Tools

5 35 Distinguished Yes Gear Tools

0.5 20 Yes Gear Tools

0.5 12 Yes Gear Tools

0.5 5 Yes Gear Tools

0.5 Free Yes Gear Tools

1 15 Yes Gear Tools

0.5 5 Yes Gear Tools

1 10 Yes Gear Tools

1 25 Yes Gear Tools

0.5 1 Yes Gear Tools

30 Yes Gear Tools

0.5 3 Yes Gear Tools

12 25 Yes Gear Tools

15 Yes Gear Tools

1 5 Yes Gear Tools

15 Yes Gear Tools

4 8 Yes Gear Tools

4 10 Yes Gear Tools

1.5 5 Yes Gear Tools

2 5 Yes Gear Tools

10 Yes Gear Tools

0.5 10 Yes Gear Tools

3 Yes Gear Tools

3 Yes Gear Tools

5 Yes Gear Tools

10 Yes Gear Tools

20 Yes Gear Tools

5 Yes Gear Tools

DW Keepers Yes Gear Tools

25 Distinguished Yes Gear Tools

10 Distinguished Yes Gear Tools

7 Yes Gear Tools

5 Yes Gear Tools

13 Yes Gear Tools

8 Yes Gear Tools

35 Distinguished Yes Gear Tools

3 20 Distinguished Yes Gear Tools

45 45 Hero Yes Gear Tools

0.1 10 Distinguished Yes Gear Tools

1 20 Hero Yes Gear Tools

5 30 Hero Yes Gear Tools

Page 116: 40K RPG Character Sheet 6.3

5 25 Average Yes Armour Primitive

7 100 Common Yes Armour Primitive

2 10 Common Yes Armour Primitive

10 5 Average Yes Armour Primitive

14 60 Common Yes Armour Primitive

18 50 Average Yes Armour Primitive

30 120 Scarce Yes Armour Primitive

22 5000 Very Rare Yes Armour Primitive

12 50 Rare Yes Armour Primitive

12 20 Average Yes Armour Primitive

0.5 10 Plentiful Yes Armour Primitive

28 300 Scarce Yes Armour Primitive

15 1000 Very Rare Yes Armour Primitive

7 5 Common Yes Armour Primitive

5 150 Rare Yes Armour Primitive

8 50 Average Yes Armour Primitive

3 20 Common Yes Armour Primitive

20 Very Rare Yes Armour Primitive

2 25 Average Yes Armour Flak Armour

1 50 Average Yes Armour Flak Armour

4 80 Scarce Yes Armour Flak Armour

5 50 Average Yes Armour Flak Armour

6 100 Average Yes Armour Flak Armour

8 80 Scarce Yes Armour Flak Armour

11 300 Scarce Yes Armour Flak Armour

9 150 Average Yes Armour Flak Armour

6 650 Rare Yes Armour Flak Armour

7 750 Rare Yes Armour Flak Armour

5 Average Yes Armour Flak Armour

15 N/A Yes Armour Flak Armour

0.5 100 Rare Yes Armour Mesh Armour

0.5 120 Rare Yes Armour Mesh Armour

2 375 Rare Yes Armour Mesh Armour

1 150 Rare Yes Armour Mesh Armour

1.5 350 Very Rare Yes Armour Mesh Armour

1 Extremely Rare Yes Armour Mesh Armour

5 300 Rare Yes Armour Mesh Armour

20 350 Average Yes Armour Mesh Armour

2 250 Rare Yes Armour Carapace Armour

2 300 Rare Yes Armour Carapace Armour

3 375 Rare Yes Armour Carapace Armour

15 575 Rare Yes Armour Carapace Armour

7 600 Rare Yes Armour Carapace Armour

17 3750 Very Rare Yes Armour Carapace Armour

16 Very Rare Yes Armour Carapace Armour

16 1100 Rare Yes Armour Carapace Armour

17 1225 Rare Yes Armour Carapace Armour

6 800 Scarce Yes Armour Carapace Armour

17 1000 Very Rare Yes Armour Carapace Armour

19 5000 Very Rare Yes Armour Carapace Armour

Page 117: 40K RPG Character Sheet 6.3

15 Very Rare Yes Armour Carapace Armour

15.5 Very Rare Yes Armour Carapace Armour

20 10000 Very Rare Yes Armour Carapace Armour

18 6000 Very Rare Yes Armour Carapace Armour

30 N/A Yes Armour Carapace Armour

15 N/A Yes Armour Carapace Armour

30 N/A Yes Armour Carapace Armour

6 12500 Extremely Rare Yes Armour Carapace Armour

40 8500 Very Rare Yes Armour Power Armour

65 15000 Very Rare Yes Armour Power Armour

20 7500 Tech-Priest only Yes Armour Power Armour

40 8000 Very Rare Yes Armour Power Armour

65 Extremely Rare Yes Armour Power Armour

150 Extremely Rare Yes Armour Power Armour

35 20000 Very Rare Yes Armour Power Armour

180 25000 Near Unique Yes Armour Power Armour

400 Unique Yes Armour Power Armour

180 Rank 1 Yes Armour Power Armour

400 Rank 3 No Armour Power Armour

2000 Rank 8 No Armour Power Armour

180 N/A Yes Armour Power Armour

100 60 Hero Yes Armour Power Armour

400 100 Famed Yes Armour Power Armour

110 70 Hero Yes Armour Power Armour

30 15 Yes Armour Power Armour

250 N/A Yes Armour Power Armour

280 N/A Yes Armour Power Armour

300 N/A Yes Armour Power Armour

220 N/A Yes Armour Power Armour

200 N/A Yes Armour Power Armour

170 N/A Yes Armour Power Armour

190 N/A Yes Armour Power Armour

1 30000 Very Rare Yes Armour Force Field

1.5 20000 Very Rare Yes Armour Force Field

1000 Rare Yes Armour Force Field

2 25000 Rare Yes Armour Force Field

0.3 5000 Rare Yes Armour Force Field

0.4 15000 Very Rare Yes Armour Force Field

0.5 50000 Near Unique Yes Armour Force Field

0.5 Very Rare Yes Armour Force Field

0.5 Extremely Rare Yes Armour Force Field

0.5 Near Unique Yes Armour Force Field

0.5 Extremely Rare Yes Armour Force Field

1.5 Near Unique Yes Armour Force Field

1 Extremely Rare Yes Armour Force Field

2 Near Unique Yes Armour Force Field

0.2 Unique Yes Armour Force Field

50 Near Unique Yes Armour Force Field

500 Extremely Rare Yes Armour Force Field

2 Very Rare Yes Armour Force Field

Page 118: 40K RPG Character Sheet 6.3

0.05 Near Unique Yes Armour Force Field

3 20 Distinguished Yes Armour Force Field

10 35 Distinguished Yes Armour Force Field

0.5 40 Hero Yes Armour Force Field

10 50 Hero Yes Armour Force Field

Chaplains Yes Armour Force Field

2 2500 Very Rare Yes Armour Other Armour

2 10 Respected Yes Armour Other Armour

2 20 Respected Yes Armour Other Armour

2 20 Distinguished Yes Armour Other Armour

5 625 Rare Yes Armour Other Armour

6 500 Rare Yes Armour Other Armour

18 2200 Rare Yes Armour Other Armour

5 Rare Yes Armour Other Armour

4 Special Special Yes Armour Other Armour

2 15000 Very Rare Yes Armour Other Armour

4 Near Unique Yes Armour Other Armour

7 Very Rare Yes Armour Other Armour

12 Rare Yes Armour Other Armour

3 Scarce/Common Yes Armour Other Armour

5 Very Rare/Rare Yes Armour Other Armour

8 Very Rare/Rare Yes Armour Other Armour

5 Very Rare/Rare Yes Armour Other Armour

4 Scarce/Plentiful Yes Armour Other Armour

2 Extremely Rare/Rare Yes Armour Other Armour

4 Very Rare/Rare Yes Armour Other Armour

1 Near Unique/Extremely Rare Yes Armour Other Armour

20 Rare Yes Armour Other Armour

10 Scarce Yes Armour Other Armour

3 Near Unique Yes Armour Other Armour

4 500 Rare Yes Armour Other Armour

15 750 Rare Yes Armour Other Armour

2 5000 Very Rare Yes Armour Other Armour

4 Extremely Rare Yes Armour Other Armour

4 Near Unique Yes Armour Other Armour

2 Near Unique Yes Armour Other Armour

5 Near Unique Yes Armour Other Armour

1.5 50 Common No Pistol Las

3 75 Common No Basic Las

4 75 Common No Basic Las

4.5 100 Scarce No Basic Las

55 5000 Very Rare No Heavy Las

2 40 Common No Pistol Las

7.2 250 Very Rare No Basic Las

7 50 Common No Basic Las

1.7 220 Very Rare No Pistol Las

4.1 150 Scarce No Basic Las

1.1 100 Average No Pistol Las

0.5 120 Scarce No Pistol Las

2.5 100 Very Rare No Pistol Las

Page 119: 40K RPG Character Sheet 6.3

10 500 Scarce No Basic Las

1.5 100 Scarce No Pistol Las

6 180 Rare No Basic Las

4 140 Rare No Pistol Las

4 40 Plentiful No Basic Las

4 75 Average No Basic Las

1.75 150 Rare No Pistol Las

50 2000 Scarce No Heavy Las

4 175 Rare No Basic Las

5 85 Very Rare No Basic Las

7 220 Rare No Basic Las

2 150 Very Rare No Pistol Las

4.5 200 Very Rare No Basic Las

6 950 Extremely Rare No Basic Las

0.1 9000 Unique No Pistol Las

5 3500 Very Rare No Basic Las

4 Near Unique No Pistol Las

1.5 Very Rare No Pistol Las

4 Rare No Pistol Las

6 Rare No Basic Las

3 Very Rare No Pistol Las

2.5 Scarce No Basic Las

6 Rare No Basic Las

4 Rare No Pistol Las

4.5 Average No Basic Las

1.5 Scarce No Pistol Las

8 Rare No Heavy Las

75 30 Respected No Heavy Las

4 Very Rare No Basic Las

4 Scare No Basic Las

2 Average No Pistol Las

2.5 75 Common No Pistol SP

1 40 Plentiful No Pistol SP

1.5 50 Plentiful No Pistol SP

3 65 Average No Pistol SP

3.5 100 Average No Basic SP

5 100 Scarce No Basic SP

5 60 Common No Basic SP

5 75 Average No Basic SP

6.5 150 Scarce No Basic SP

35 750 Scarce No Heavy SP

8.5 100 Average No Basic SP

1.5 50 Plentiful No Pistol SP

4.7 250 Rare No Basic SP

2.5 200 Scarce No Pistol SP

38 500 Average No Heavy SP

3.6 115 Average No Basic SP

2 90 Average No Pistol SP

1.6 200 Rare No Pistol SP

2 140 Rare No Pistol SP

Page 120: 40K RPG Character Sheet 6.3

3 60 Common No Pistol SP

2 175 Average No Pistol SP

0.5 400 Rare No Pistol SP

1 10 Plentiful No Pistol SP

5 80 Scarce No Basic SP

10 2000 Very Rare No Basic SP

1.3 50 Plentiful No Pistol SP

1.7 100 Scarce No Pistol SP

3 40 Scarce No Pistol SP

0.7 80 Common No Pistol SP

2 40 Plentiful No Pistol SP

3.5 70 Average No Basic SP

6.5 375 Rare No Basic SP

5 60 Plentiful No Basic SP

3 65 Average No Pistol SP

2.3 70 Common No Pistol SP

3.5 95 Common No Pistol SP

2 225 Rare No Pistol SP

8 300 Average No Basic SP

6.5 80 Scarce No Basic SP

7 700 Scarce No Heavy SP

2 150 Rare No Pistol SP

1 60 Average No Pistol SP

3.5 95 Average No Basic SP

60 7000 Very Rare No Heavy SP

55 1000 Scarce No Heavy SP

1.5 150 Rare No Pistol SP

2.5 75 Scarce No Pistol SP

7 600 Very Rare No Basic SP

16 2800 Very Rare No Heavy SP

4 750 Rare No Basic SP

0.5 150 Rare No Pistol SP

10 Unique No Basic SP

1.5 350 Common No Pistol SP

35 Average No Heavy SP

35 Scarce No Heavy SP

3 Scarce No Pistol SP

21 Average No Heavy SP

3 Common No Basic SP

2 Ubiquitous No Pistol SP

4 Extremely Rare No Pistol SP

4 Rare No Basic SP

3 Scarce No Basic SP

4 Scarce No Basic SP

6 Scarce No Basic SP

5 Rare No Basic SP

5 Average No Basic SP

6 Rare No Basic SP

1.5 Average No Basic SP

80 30 Famed Unsure Mounted SP

Page 121: 40K RPG Character Sheet 6.3

12 5 No Basic SP

10 10 No Basic SP

10 7 No Basic SP

3.5 250 Rare No Pistol Bolt

7 500 Very Rare No Basic Bolt

40 2000 Very Rare No Heavy Bolt

11 2000 Very Rare No Basic Bolt

2.75 375 Very Rare No Pistol Bolt

3 75 Scarce No Pistol Bolt

4.5 350 Rare No Pistol Bolt

10 650 Very Rare No Basic Bolt

3.3 380 Rare No Pistol Bolt

7 Very Rare No Basic Bolt

3.5 Rare No Pistol Bolt

9 Extremely Rare No Basic Bolt

40 Very Rare No Heavy Bolt

20 Extremely Rare No Heavy Bolt

9 Extremely Rare No Basic Bolt

3 Very Rare No Pistol Bolt

7 Very Rare No Basic Bolt

5 Very Rare No Basic Bolt

4.5 Scarce No Pistol Bolt

8 Rare No Basic Bolt

10 Near Unique No Basic Bolt

6 1000 Very Rare No Basic Bolt

12 9000 Extremely Rare No Basic Bolt

26 Rank 1 No Basic Bolt

5.5 5 No Pistol Bolt

18 5 No Basic Bolt

17 15 Respected No Basic Bolt

25 15 Respected No Basic Bolt

68 20 No Heavy Bolt

26 20 Respected No Basic Bolt

16 75 Hero No Basic Bolt

16 25 Respected No Basic Bolt

20 20 Distinguished No Basic Bolt

15 * * No Basic Bolt

18 25 Hero No Basic Bolt

5.5 * Distinguished No Pistol Bolt

18 25 Distinguished No Basic Bolt

68 40 Famed No Heavy Bolt

26 35 Famed No Basic Bolt

2.5 7500 Very Rare No Pistol Melta

8 4000 Rare No Basic Melta

30 600 Scarce No Basic Melta

55 8500 Very Rare No Heavy Melta

10 2500 Very Rare No Basic Melta

14 3000 Rare No Heavy Melta

2.5 Very Rare No Pistol Melta

7.5 Rare No Basic Melta

Page 122: 40K RPG Character Sheet 6.3

8.5 Rare No Basic Melta

40 Rare No Heavy Melta

40 Very Rare No Heavy Melta

2 Unique No Pistol Melta

9 Very Rare No Basic Melta

8 Rare No Basic Melta

2 9000 Extremely Rare No Pistol Melta

5 35 Famed No Pistol Melta

14 20 Respected No Basic Melta

72 35 Respected No Heavy Melta

5 35 Distinguished No Pistol Melta

14 35 Distinguished No Basic Melta

70 65 Distinguished No Heavy Melta

4 4000 Very Rare No Pistol Plasma

11 3000 Very Rare No Basic Plasma

4 5000 Very Rare No Pistol Plasma

20 7500 Very Rare No Basic Plasma

38 8500 Very Rare No Heavy Plasma

12 3000 Very Rare No Basic Plasma

12 1200 Very Rare No Basic Plasma

4 Very Rare No Pistol Plasma

18 Very Rare No Basic Plasma

40 Very Rare No Heavy Plasma

4 Very Rare No Pistol Plasma

9 Very Rare No Basic Plasma

20 Extremely Rare No Basic Plasma

5 Extremely Rare No Pistol Plasma

70 30 Distinguished No Heavy Plasma

27 20 Respected No Basic Plasma

6 25 Respected No Pistol Plasma

7 70 Hero No Pistol Plasma

30 28 Distinguished No Basic Plasma

7 32 Famed No Pistol Plasma

30 25 Distinguished No Basic Plasma

3.5 200 Rare No Pistol Flame

6 300 Scarce No Basic Flame

2.1 750 Very Rare No Pistol Flame

20 150 Very Rare No Basic Flame

6 200 Rare No Basic Flame

3 50 Scarce No Basic Flame

3 100 Average No Basic Flame

45 1000 Rare No Heavy Flame

6 400 Very Rare No Basic Flame

3.5 Rare No Pistol Flame

6 Scarce No Basic Flame

20 Rare No Heavy Flame

6 Scarce No Basic Flame

7 Rare No Basic Flame

2 1000 Extremely Rare No Pistol Flame

65 Rank 3 No Heavy Flame

Page 123: 40K RPG Character Sheet 6.3

200 Rank 8 No Heavy Flame

15 10 No Basic Flame

6 10 No Pistol Flame

65 15 No Heavy Flame

15 25 No Basic Flame

15 25 No Heavy Flame

7 16 Respected No Basic Flame

5 15 No Basic Flame

13 45 Famed No Basic Flame

1.5 10 Average No Thrown Primitive

1 200 Rare No Pistol Primitive

4 10 Common No Pistol Primitive

7 30 Common No Basic Primitive

2 10 Common No Basic Primitive

0.5 10 Plentiful No Basic Primitive

3 10 Common No Basic Primitive

4 35 Rare No Basic Primitive

3 50 Uncommon No Basic Primitive

2 40 Common No Pistol Primitive

0.5 50 Average Unsure Exotic Primitive

1 30 Scarce No Pistol Primitive

5 75 Rare No Basic Primitive

3 20 Average No Basic Primitive

8 60 Scarce No Basic Primitive

2 14 Uncommon No Thrown Primitive

2 12 Rare No Thrown Primitive

1 45 Very Rare Unsure Exotic Primitive

7 50 Common No Basic Primitive

22 100 Scarce No Heavy Primitive

40 150 Very Rare No Heavy Primitive

5 400 Very Rare No Basic Primitive

4 Plentiful No Basic Primitive

0.5 Common No Thrown Primitive

0.5 Common No Thrown Primitive

9 500 Scarce No Basic Launcher

15 1200 Rare No Heavy Launcher

8 300 Average No Basic Launcher

35 3000 Scarce No Heavy Launcher

24 4700 Extremely Rare No Heavy Launcher

10 Scarce No Basic Launcher

12.5 Scarce No Basic Launcher

12 Scarce No Heavy Launcher

35 Rare No Heavy Launcher

30 Very Rare No Heavy Launcher

8.75 Scarce No Basic Launcher

10 Rare No Heavy Launcher

64 Very Rare No Heavy Launcher

50 Extremely Rare No Heavy Launcher

41 Rare No Heavy Launcher

48 Rare No Heavy Launcher

Page 124: 40K RPG Character Sheet 6.3

95 25 Famed No Basic Launcher

50 10 No Heavy Launcher

3 15 Respected No Basic Launcher

12 15 No Heavy Launcher

0.5 10 Common Yes Thrown Grenades & Explosives

0.5 50 Rare Yes Thrown Grenades & Explosives

0.5 25 Scarce Yes Thrown Grenades & Explosives

0.5 60 Scarce Yes Thrown Grenades & Explosives

0.5 40 Rare Yes Thrown Grenades & Explosives

0.5 5 Plentiful Yes Thrown Grenades & Explosives

0.5 40 Scarce Yes Thrown Grenades & Explosives

1 20 Average Yes Thrown Grenades & Explosives

0.5 20 Common Yes Thrown Grenades & Explosives

0.5 75 Average Yes Grenades & Explosives

0.6 60 Rare Yes Thrown Grenades & Explosives

1.5 150 Average Yes Grenades & Explosives

0.8 10 Scarce Yes Thrown Grenades & Explosives

0.2 40 Scarce Yes Thrown Grenades & Explosives

1 20 Common Yes Thrown Grenades & Explosives

1 70 Average Yes Thrown Grenades & Explosives

3 55 Scarce Yes Thrown Grenades & Explosives

4 100 Rare Yes Thrown Grenades & Explosives

1 60 Scarce Yes Thrown Grenades & Explosives

0.5 200 Very Rare Yes Thrown Grenades & Explosives

1 5000 Very Rare Yes Thrown Grenades & Explosives

1 500 Rare Yes Thrown Grenades & Explosives

1 500 Rare Yes Thrown Grenades & Explosives

0.5 Very Rare Yes Thrown Grenades & Explosives

0.5 Extremely Rare Yes Thrown Grenades & Explosives

4 Very Rare Yes Thrown Grenades & Explosives

0.5 Common Yes Thrown Grenades & Explosives

0.5 Extremely Rare Yes Thrown Grenades & Explosives

20 2000 Very Rare Yes Placed Grenades & Explosives

0.5 Rare Yes Thrown Grenades & Explosives

0.5 Near Unique Yes Thrown Grenades & Explosives

0.5 Scarce Yes Thrown Grenades & Explosives

0.5 Extremely Rare Yes Thrown Grenades & Explosives

2 Rare Yes Lau/Mor Grenades & Explosives

1 Scarce Yes Lau/Mor Grenades & Explosives

2 Very Rare Yes Lau/Mor Grenades & Explosives

0.5 Rare Yes Thrown Grenades & Explosives

0.5 Extremely Rare Yes Thrown Grenades & Explosives

0.5 Rare Yes Thrown Grenades & Explosives

1 Near Unique Yes Thrown Grenades & Explosives

0.5 Extremely Rare Yes Thrown Grenades & Explosives

0.5 Extremely Rare Yes Thrown Grenades & Explosives

1 Extremely Rare Yes Thrown Grenades & Explosives

1 Scarce Yes Thrown Grenades & Explosives

2 Scarce Yes Thrown Grenades & Explosives

0.8 10 Yes Thrown Grenades & Explosives

Page 125: 40K RPG Character Sheet 6.3

0.8 1 Yes Thrown Grenades & Explosives

2 5 Yes Grenades & Explosives

1 15 Yes Thrown Grenades & Explosives

2 15 Yes Grenades & Explosives

0.8 1 Yes Thrown Grenades & Explosives

2 5 Yes Grenades & Explosives

0.8 15 Yes Thrown Grenades & Explosives

2 20 Distinguished Yes Thrown Grenades & Explosives

3 25 Distinguished Yes Grenades & Explosives

1 N/A N/A Yes Thrown Grenades & Explosives

0.8 10 Yes Thrown Grenades & Explosives

0.5 30 Respected Yes Thrown Grenades & Explosives

0.5 5 Yes Thrown Grenades & Explosives

1 N/A N/A Yes Thrown Grenades & Explosives

0.5 18 Yes Thrown Grenades & Explosives

1 25 Yes Grenades & Explosives

0.5 18 Yes Thrown Grenades & Explosives

1 20 Yes Grenades & Explosives

0.5 18 Yes Thrown Grenades & Explosives

2 * Yes Thrown Grenades & Explosives

2 5 Yes Placed Grenades & Explosives

4 12 Yes Placed Grenades & Explosives

0.5 50 Distinguished Yes Thrown Grenades & Explosives

1.5 1250 Very Rare No Pistol Exotic

3.5 1200 Rare No Pistol Exotic

2 1000 Very Rare No Basic Exotic

8 1800 Rare No Basic Exotic

17 2000 Rare No Heavy Exotic

1 950 Very Rare No Pistol Exotic

1 1000 Scarce No Pistol Exotic

2 1000 Rare No Pistol Exotic

26 7000 Very Rare No Exotic Exotic

3 650 Rare No Exotic Exotic

3.5 100 Scarce No Basic Exotic

1 500 Very Rare No Thrown Exotic

12 2500 Rare No Heavy Exotic

4 Near Unique No Basic Exotic

2.5 Rare No Pistol Exotic

0.5 Extremely Rare No Pistol Exotic

0.5 Extremely Rare No Pistol Exotic

0.5 Extremely Rare No Pistol Exotic

0.5 Extremely Rare No Pistol Exotic

5 3500 Near Unique No Basic Exotic

6 Extremely Rare No Basic Exotic

2.5 Very Rare No Basic Exotic

1.2 Very Rare No Pistol Exotic

1.2 5000 Very Rare No Pistol Exotic

2.5 9500 Very Rare No Basic Exotic

2 8500 Very Rare No Basic Exotic

1 2000 Very Rare No Pistol Exotic

Page 126: 40K RPG Character Sheet 6.3

2 5500 Very Rare No Basic Exotic

2 100 Scarce No Pistol Exotic

4 200 Scarce No Basic Exotic

7 1500 Rare No Basic Exotic

15 41000 Very Rare No Basic Exotic

4 2750 Very Rare No Basic Exotic

10 2750 Very Rare No Basic Exotic

0.1 Extremely Rare No Pistol Exotic

0.1 Extremely Rare No Thrown Exotic

6.5 Very Rare No Basic Exotic

5.5 Near Unique No Pistol Exotic

5.5 Near Unique No Pistol Exotic

5 Near Unique No Pistol Exotic

9 Near Unique No Basic Exotic

0.5 Unique No Pistol Exotic

3 Extremely Rare No Basic Exotic

4 Very Rare No Basic Exotic

3.5 Rare No Basic Exotic

6 Rare No Basic Exotic

14 Rare No Heavy Exotic

3 Very Rare No Pistol Exotic

5 Near Unique No Basic Exotic

0.5 Near Unique No Basic Exotic

5 Near Unique No Basic Exotic

2 Near Unique No Pistol Exotic

4 Unique No Basic Exotic

1.2 Unique No Basic Exotic

4 Unique No Basic Exotic

3.5 Near Unique No Basic Exotic

4 Unique No Basic Exotic

3 Very Rare No Pistol Exotic

8 Very Rare No Basic Exotic

6 Very Rare No Basic Exotic

10 Near Unique No Basic Exotic

1 Extremely Rare No Pistol Exotic

2.5 Extremely Rare No Basic Exotic

2 Very Rare No Basic Exotic

6 Rare/Average No Basic Exotic

8 Very Rare/Scarce No Basic Exotic

45 Extremely Rare/Rare No Heavy Exotic

15 Very Rare/Scarce No Basic Exotic

5 Extremely Rare/Rare No Thrown Exotic

1 Extremely Rare/Rare No Thrown Exotic

1 Scarce/Common No Thrown Exotic

1.5 Rare/Average No Thrown Exotic

4 Extremely Rare No Basic Exotic

6 Near Unique No Basic Exotic

5 Very Rare No Basic Exotic

6 Unique No Basic Exotic

3 Near Unique No Basic Exotic

Page 127: 40K RPG Character Sheet 6.3

4 Unique No Basic Exotic

2 Near Unique No Basic Exotic

25 Extremely Rare No Basic Exotic

4 Unique No Basic Exotic

10 Near Unique No Basic Exotic

2 Near Unique No Basic Exotic

4 Near Unique No Basic Exotic

15 Very Rare No Basic Exotic

1 Rare No Basic Exotic

6 Rare No Basic Exotic

85 40 Hero No Heavy Exotic

60 Rank 7 No Heavy Exotic

50 Rank 5 No Heavy Exotic

240 Rank 8 No Heavy Exotic

190 Rank 8 No Heavy Exotic

0.1 35 Famed No Pistol Exotic

0.1 35 Famed No Pistol Exotic

0.1 35 Famed No Pistol Exotic

4 20 No Basic Exotic

80 50 Famed No Heavy Exotic

65 45 Distinguished No Heavy Exotic

4 25 No Basic Exotic

40 40 No Heavy Exotic

30 Respected No Basic Exotic

8 10 Distinguished No Basic Exotic

50 Average Yes Upgrades

1 35 Common Yes Upgrades

25 Plentiful Yes Upgrades

0.5 25 Scarce Yes Upgrades

2 25 Plentiful Yes Upgrades

0 40 Scarce Yes Upgrades Melee

0.5 50 Scarce Yes Upgrades Sight

0.5 10 Plentiful Yes Upgrades

1 35 Average Yes Upgrades Sight

0 2500 Very Rare Yes Upgrades Melee

2.5 250 Rare Yes Upgrades

0 10 Scarce Yes Upgrades

1 300 Scarce Yes Upgrades Pistol

1.5 2250 Rare Yes Upgrades

2 25 Average Yes Upgrades

0 500 Very Rare Yes Upgrades

0.5 Very Rare Yes Upgrades

0.5 Very Rare Yes Upgrades Sight

0.5 Very Rare Yes Upgrades Sight

2 Near Unique Yes Upgrades Sight

Extremely Rare Yes Upgrades

0.5 Rare Yes Upgrades

0 Very Rare Yes Upgrades

0.5 Very Rare Yes Upgrades

1 Common Yes Upgrades

Page 128: 40K RPG Character Sheet 6.3

0.75 Rare Yes Upgrades

2.5 Common Yes Upgrades

Abundant Yes Upgrades

0 Very Rare Yes Upgrades

0 Very Rare Yes Upgrades

2 Average Yes Upgrades

3 Common Yes Upgrades

1 Rare Yes Upgrades Sight

2 Scarce Yes Upgrades Melee

4 Abundant Yes Upgrades

Special Yes Upgrades

Scarce Yes Upgrades

Rare Yes Upgrades

Extremely Rare Yes Upgrades

Unique Yes Upgrades

2 Very Rare Yes Upgrades

Extremely Rare Yes Upgrades

1 Scarce Yes Upgrades Sight

0.5 Scarce Yes Upgrades

0.5 Rare Yes Upgrades

1.5 Rare Yes Upgrades

6 Scarce Yes Upgrades

0.5 Very Rare Yes Upgrades

0.5 Rare Yes Upgrades

2 50 Rare Yes Upgrades

2 7 Yes Upgrades Basic

8 9 Yes Upgrades Basic

0 5 Yes Upgrades

1/20 Common Yes Ammo

1/20 Common Yes Ammo

1/20 Plentiful Yes Ammo

1/20 Common Yes Ammo

10/clip Common Yes Ammo

15/clip Common Yes Ammo

30/clip Rare Yes Ammo

8/clip Scarce Yes Ammo

10/clip Scarce Yes Ammo

16/1 Rare Yes Ammo

20/clip Very Rare Yes Ammo

15/clip Rare Yes Ammo

15/1 Common Yes Ammo

24/clip Rare Yes Ammo

18/clip Rare Yes Ammo

20/1 Very Rare Yes Ammo

5/6 Scarce Yes Ammo

15/1 Scarce Yes Ammo

18/1 Rare Yes Ammo

5/6 Scarce Yes Ammo

10 Average Yes Ammo

5/3 Scarce Yes Ammo

Page 129: 40K RPG Character Sheet 6.3

8/1 Scarce Yes Ammo

15/1 Rare Yes Ammo

20/1 Rare Yes Ammo

100/1 Rare Yes Ammo

100/1 Rare Yes Ammo

250/1 Very Rare Yes Ammo

8/1 Scarce Yes Ammo

4/1 Common Yes Ammo

50/1 Rare Yes Ammo

50/1 Very Rare Yes Ammo

250/1 Very Rare Yes Ammo

300/20 Very Rare Yes Ammo

50/5 Rare Yes Ammo

100/1 Very Rare Yes Ammo

100/1 Very Rare Yes Ammo

25 Rare Yes Ammo

Extremely Rare Yes Ammo

Rare Yes Ammo

Scarce Yes Ammo

Scarce Yes Ammo

1 17000/1 Very Rare Yes Ammo

10/1 Scarce where weapon is found Yes Ammo

Very Rare Yes Ammo

Near Unique Yes Ammo

Near Unique Yes Ammo

Unique Yes Ammo

Unique Yes Ammo

Very Rare Yes Ammo

Extremely Rare Yes Ammo

Extremely Rare Yes Ammo

Very Rare Yes Ammo

Extremely Rare Yes Ammo

Rare Yes Ammo

Scarce Yes Ammo

Average Yes Ammo

Rare Yes Ammo

Rare Yes Ammo Shotgun

Rare Yes Ammo Shotgun

Very Rare Yes Ammo Shotgun

Very Rare Yes Ammo Shotgun

Special Yes Ammo Shotgun

Extremely Rare Yes Ammo Needle

Rare Yes Ammo

Unique Yes Ammo

Common Yes Ammo Shotgun

Scarce Yes Ammo

Rare Yes Ammo

28/clip Respected Yes Ammo

25/clip Yes Ammo

27/clip Respected Yes Ammo

Page 130: 40K RPG Character Sheet 6.3

15/clip Yes Ammo

15/clip Yes Ammo

5/clip Yes Ammo

25/clip Famed Yes Ammo

12/Clip Distinguished Yes Ammo

8/clip Distinguished Yes Ammo

10/clip Famed Yes Ammo

6/clip Distinguished Yes Ammo

6/clip Famed Yes Ammo

7/clip Distinguished Yes Ammo

4/clip Yes Ammo

4 20 Average No Melee Primitive

0.5 5 Plentiful No Melee Primitive

2 5 Abundant No Melee Primitive

4 20 Scarce No Melee Primitive

7 70 Scarce No Melee Primitive

4 Scarce No Melee Primitive

Common No Melee Primitive

4 10 Common No Melee Primitive

0.5 5 Abundant No Melee Primitive

0.5 5 Plentiful No Thrown Primitive

3 25 Average No Melee Primitive

3 15 Common No Melee Primitive

3 15 Common No Melee Primitive

3 10 Plentiful No Melee Primitive

Common No Melee Primitive

5 50 Average No Melee Primitive

1 30 Common No Melee Primitive

1 30 Scarce No Melee Primitive

3 10 Common No Melee Primitive

4 28 Scarce No Melee Primitive

3 70 Very Rare No Melee Primitive

3 60 Rare No Melee Primitive

3 25 Rare No Melee Primitive

0.5 4 Plentiful No Melee Primitive

2 15 Common No Melee Primitive

5 12 Uncommon No Melee Primitive

6 45 Rare No Melee Primitive

18 100 Very Rare No Melee Primitive

0.2 25 Uncommon No Melee Primitive

7 60 Rare No Melee Primitive

5 40 Uncommon No Melee Primitive

2 50 Rare No Melee Primitive

0.3 55 Rare No Melee Primitive

0.5 150 Very Rare No Melee Primitive

3 50 Average No Melee Primitive

1.2 50 Rare No Melee Primitive

0.75 85 Rare No Melee Primitive

0.5 35 Common No Melee Primitive

4 30 Common No Melee Primitive

Page 131: 40K RPG Character Sheet 6.3

3.5 130 Scarce No Melee Primitive

0.4 200 Rare No Melee Primitive

8 60 Scarce No Melee Primitive

9 75 Average No Melee Primitive

1.5 12 Common No Melee Primitive

0.8 40 Average No Melee Primitive

3.5 100 Scarce No Melee Primitive

0.3 700 Very Rare No Melee Primitive

0.5 200 Scarce No Melee Primitive

0.5 75 Scarce No Melee Primitive

4 3000 Rare No Melee Primitive

5 500 Rare No Melee Primitive

8 70 Common No Melee Primitive

1 100 Common No Melee Primitive

2 1000 Rare No Melee Primitive

3 3000 Very Rare No Melee Primitive

5 3000 Very Rare No Melee Primitive

4 2000 Very Rare No Melee Primitive

2 Plentiful No Melee Primitive

4.5 Scarce No Melee Primitive

0.5 Very Rare No Melee Primitive

1 Common No Melee Primitive

2 Average No Melee Primitive

5 Average No Melee Primitive

1 Rare No Melee Primitive

0.5 Average No Melee Primitive

2 Scarce No Melee Primitive

4.5 500 Scarce No Melee Primitive

4 1000 Rare No Melee Primitive

6 N/A Issued Only No Melee Primitive

4 550 Rare No Melee Primitive

8 800 Rare No Melee Primitive

4 200 Rare No Melee Primitive

14 7500 Very Rare No Melee Primitive

1 5 Scarce No Melee Primitive

8 Near Unique No Melee Primitive

6 Near Unique No Melee Primitive

2 3 No Melee Primitive

5 3 No Melee Primitive

10 3 No Melee Primitive

3 20 Distinguished No Melee Primitive

10 35 Distinguished No Melee Primitive

5 N/A N/A No Melee Primitive

7 No Melee Primitive

12 60 Hero No Melee Primitive

8 30 Hero No Melee Primitive

3 30 Famed No Melee Primitive

2 40 Hero No Melee Primitive

6 275 Rare No Melee Chain

13 450 Very Rare No Melee Chain

Page 132: 40K RPG Character Sheet 6.3

2.5 80 Scarce No Melee Chain

12 750 Scarce No Melee Chain

0.5 Very Rare No Thrown Chain

12 Average No Melee Chain

7 Average No Melee Chain

9 Scarce No Melee Chain

3 Near Unique No Melee Chain

10 5 No Melee Chain

8 10 Famed No Melee Chain

10 30 Famed No Melee Chain

18 35 Famed No Melee Chain

1.5 1750 Very Rare No Melee Power

3.5 2500 Very Rare No Melee Power

1.5 2500 Very Rare No Melee Power

1 5000 Very Rare No Melee Power

7 No Melee Power

12 3100 Very Rare No Melee Power

4.5 3500 Very Rare No Melee Power

5 2800 Very Rare No Melee Power

9 Adeptus Mechanicus only No Melee Power

0.5 2500 No Melee Power

8 Extremely Rare No Melee Power

6 Very Rare No Melee Power

13 Very Rare No Melee Power

3.5 Very Rare No Melee Power

3 Very Rare No Melee Power

3 Rare No Melee Power

3 Rare No Melee Power

5 Extremely Rare No Melee Power

1 Very Rare No Melee Power

3 Extremely Rare No Melee Power

9 Extremely Rare No Melee Power

0.2 Extremely Rare No Thrown Power

15 Very Rare No Melee Power

6 Rank 1 No Melee Power

9 Rank 3 No Melee Power

20 Rank 5 No Melee Power

5 Rank 6 No Melee Power

5 Rank 6 No Melee Power

1500 Rank 8 No Melee Power

1500 Rank 8 No Melee Power

48 40 Famed No Melee Power

30 30 or 45 Distinguished No Melee Power

10 20 Respected No Melee Power

25 30 Distinguished No Melee Power

5 20 Respected No Melee Power

18 30 Distinguished No Melee Power

14 30 Distinguished No Melee Power

10 60 Hero No Melee Power

25 50 Hero No Melee Power

Page 133: 40K RPG Character Sheet 6.3

10 25 Distinguished No Melee Power

3 20 Famed No Melee Power

30 30 Respected No Melee Power

7 25 Famed No Melee Power

8 20 Respected No Melee Power

8 20 Respected No Melee Power

5 30 Distinguished No Melee Power

9 10 No Melee Power

35 35 Famed No Melee Power

5 25 Respected No Melee Power

6 20 Respected No Melee Power

4 20 Distinguished No Melee Power

25 18 No Melee Power

10 17 No Melee Power

10 No Melee Power

22 25 Famed No Melee Power

25 35 Famed No Melee Power

18 15 Distinguished No Melee Power

7 25 Distinguished No Melee Power

8 15 Distinguished No Melee Power

15 50 Hero No Melee Power

10 75 Hero No Melee Power

2.5 150 Scarce No Melee Shock

4.5 375 Rare No Melee Shock

2 80 Scarce No Melee Shock

4 100 Very Rare No Melee Shock

4 500 Rare No Melee Shock

3 200 Scarce No Melee Shock

2 100 Average No Melee Shock

3 600 Very Rare No Melee Shock

1 100 Scarce No Melee Shock

15 200 Scarce No Melee Shock

1.5 Rare No Melee Shock

2 Rare No Melee Shock

1 Scarce No Melee Shock

0.2 Rare No Thrown Shock

5 Rare No Melee Shock

0.2 Rare No Melee Shock

1 Average No Melee Shock

18 750 Scarce No Exotic Exotic

1.5 650 Rare No Exotic Exotic

6 75 Average No Melee Exotic

2 1700 Very Rare No Melee Exotic

1 Extremely Rare No Melee Exotic

1 Extremely Rare No Melee Exotic

1 Extremely Rare No Melee Exotic

8 Scarce No Melee Exotic

5 600 Scarce No Melee Exotic

0.5 4500 Very Rare No Melee Exotic

4 30000 Very Rare No Melee Exotic

Page 134: 40K RPG Character Sheet 6.3

3 45000 Very Rare No Melee Exotic

3.5 50000 Very Rare No Melee Exotic

3 1500 Very Rare No Melee Exotic

1 1000 Very Rare No Melee Exotic

2.5 Extremely Rare No Melee Exotic

8 Very Rare No Melee Exotic

4 Extremely Rare No Melee Exotic

0 Extremely Rare No Melee Exotic

2 Near Unique No Melee Exotic

1.5 Very Rare No Melee Exotic

1 Near Unique No Melee Exotic

4 Near Unique No Melee Exotic

8 Extremely Rare No Melee Exotic

3 Near Unique No Melee Exotic

1.5 Rare No Melee Exotic

Unique No Melee Exotic

7 Unique No Melee Exotic

2 Unique No Melee Exotic

0.5 Near Unique No Melee Exotic

5 Rare No Melee Exotic

1 Near Unique No Melee Exotic

2 Extremely Rare No Melee Exotic

9 Very Rare No Melee Exotic

10 Rare/Average No Melee Exotic

5 Rare/Average No Melee Exotic

5 Rare/Average No Melee Exotic

17 Near Unique/Very Rare No Melee Exotic

4.5 4000 Very Rare No Melee Primitive

3 3500 Very Rare No Melee Primitive

3.5 3500 Very Rare No Melee Primitive

8 Near Unique No Melee Primitive

2 Near Unique No Melee Primitive

5 Near Unique No Melee Primitive

5 25 Respected No Melee Primitive

5 25 Respected No Melee Primitive

2000 Rare Yes Cybernetics

2000 Rare Yes Cybernetics

1000 Scarce Yes Cybernetics

1001 Scarce Yes Cybernetics

750 Scarce Yes Cybernetics

751 Scarce Yes Cybernetics

3000 Rare Yes Cybernetics

1500 Scarce Yes Cybernetics

1000 Scarce Yes Cybernetics

1600 Very Rare Yes Cybernetics

800 Rare Yes Cybernetics

600 Rare Yes Cybernetics

1000 Rare Yes Cybernetics

600 Adeptus Mechanicus only Yes Cybernetics Las

5000 Very Rare Yes Cybernetics

Page 135: 40K RPG Character Sheet 6.3

2250 Rare Yes Cybernetics

500 Adeptus Mechanicus only Yes Cybernetics Primitive Weapons

Talent Adeptus Mechanicus only Yes Cybernetics

500 Adeptus Mechanicus only Yes Cybernetics

1750 Rare Yes Cybernetics

400 Adeptus Mechanicus only Yes Cybernetics

500 Adeptus Mechanicus only Yes Cybernetics Primitive Weapons

5000* Very Rare Yes Cybernetics

750* Scarce Yes Cybernetics

150** Scarce Yes Cybernetics

300** Scarce Yes Cybernetics

750** Rare Yes Cybernetics

3000 Tech Priest Only Yes Cybernetics

17000 Tech Priest Only Yes Cybernetics

2000 Scarce Yes Cybernetics

100000 Very Rare Yes Cybernetics

2000 Rare Yes Cybernetics

3000 Adeptus Mechanicus only Yes Cybernetics

6000 Adeptus Mechanicus only Yes Cybernetics

300 Adeptus Mechanicus only Yes Cybernetics

1500 Adeptus Mechanicus only Yes Cybernetics

600 Adeptus Mechanicus only Yes Cybernetics

12000 Very Rare Yes Cybernetics

Rare Yes Cybernetics

Near Unique Yes Cybernetics

Rare Yes Cybernetics

Very Rare Yes Cybernetics

Scarce Yes Cybernetics

Rare Yes Cybernetics

Rare Yes Cybernetics

Rare Yes Cybernetics

Rare Yes Cybernetics

Scarce Yes Cybernetics

Very Rare Yes Cybernetics

Rare Yes Cybernetics

Very Rare Yes Cybernetics

Scarce Yes Cybernetics

Rare Yes Cybernetics

Scarce Yes Cybernetics

20000 Very Rare Yes Cybernetics

20000 Very Rare Yes Cybernetics

Adeptus Mechanicus Only Yes Cybernetics Plasma

Adeptus Mechanicus Only Yes Cybernetics Primitive

Very Rare Yes Cybernetics

Scarce Yes Cybernetics

Very Rare Yes Cybernetics

Very Rare Yes Cybernetics

Rare Yes Cybernetics

Rare Yes Cybernetics

Very Rare Yes Cybernetics

Page 136: 40K RPG Character Sheet 6.3

Scarce Yes Cybernetics

Scarce Yes Cybernetics

Rare Yes Cybernetics

Scarce Yes Cybernetics

Very Rare Yes Cybernetics

30 Yes Cybernetics Primitive

50 Famed Yes Cybernetics

10 Distinguished Yes Cybernetics

Page 137: 40K RPG Character Sheet 6.3

Setting

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Feral & Feudal World

Feral & Feudal World

Feral & Feudal World

Hive World

Hive World

Forge World

Frontier World

Frontier World

Frontier World

Frontier World

The Void

The Void

The Void

The Void

War Zone

War Zone

War Zone

Shadow Gear

Shadow Gear

Shadow Gear

Daemon Hunter

Daemon Hunter

Daemon Hunter

Daemon Hunter

Daemon Hunter

Daemon Hunter

Daemon Hunter

Daemon Hunter

Rogue Trader

Rogue Trader

You can filter the shop list using the categories below

Page 138: 40K RPG Character Sheet 6.3

Rogue Trader

Rogue Trader

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Core

Core

Core

Core

Core

Core

Page 139: 40K RPG Character Sheet 6.3

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Feral & Feudal World

Feral & Feudal World

Feral & Feudal World

Feral & Feudal World

Feral & Feudal World

Feral & Feudal World

Feral & Feudal World

Feral & Feudal World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Forge World

Frontier World

Frontier World

Frontier World

Frontier World

The Void

War Zone

War Zone

War Zone

War Zone

War Zone

War Zone

War Zone

War Zone

War Zone

War Zone

Page 140: 40K RPG Character Sheet 6.3

War Zone

War Zone

War Zone

Daemon Hunter

Daemon Hunter

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Page 141: 40K RPG Character Sheet 6.3

Core

Core

Core

Core

Core

Core

Feral & Feudal World

Feral & Feudal World

Feral & Feudal World

Feral & Feudal World

Feral & Feudal World

Feral & Feudal World

Feral & Feudal World

Feral & Feudal World

Feral & Feudal World

Feral & Feudal World

Feral & Feudal World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Forge World

Forge World

Forge World

Forge World

Forge World

Forge World

Frontier World

Frontier World

Frontier World

Frontier World

Frontier World

Frontier World

Frontier World

Frontier World

The Void

The Void

War Zone

War Zone

War Zone

Page 142: 40K RPG Character Sheet 6.3

War Zone

War Zone

War Zone

War Zone

War Zone

War Zone

War Zone

War Zone

War Zone

War Zone

War Zone

Lathe Worlds

Lathe Worlds

Holy Ordos

Holy Ordos

Holy Ordos

Shadow Gear

Shadow Gear

Shadow Gear

Shadow Gear

Shadow Gear

Shadow Gear

Shadow Gear

Shadow Gear

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Dark Tech

Dark Tech

Dark Tech

Xenos Tech

Ascension

Ascension

Ascension

Ascension

Ascension

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Page 143: 40K RPG Character Sheet 6.3

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Reliquary

Reliquary

Reliquary

Reliquary

Reliquary

Reliquary

Reliquary

Reliquary

Page 144: 40K RPG Character Sheet 6.3

Reliquary

Reliquary

Reliquary

Reliquary

Reliquary

Reliquary

Reliquary

Reliquary

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Page 145: 40K RPG Character Sheet 6.3

Core

Core

Core

Core

Core

Core

Core

Core

Feral & Feudal World

Feral & Feudal World

Feral & Feudal World

Feral & Feudal World

Feral & Feudal World

Feral & Feudal World

Feral & Feudal World

Hive World

Daemon Hunter

Rogue Trader

Core

Core

Core

Core

Core

Core

Core

War Zone

Shadow Gear

Shadow Gear

Rogue Trader

Astartes

Core

Core

Core

Core

Core

Hostile Acquisitions

Hive World

Hive World

Core

Core

Core

Core

Core

Core

Hostile Acquisitions

Hive World

The Void

War Zone

Shadow Gear

Shadow Gear

Page 146: 40K RPG Character Sheet 6.3

Ascension

Ascension

Reliquary

Reliquary

Astartes

Astartes

Rites of Battle

Lathe Worlds

Core

Core

Forge World

War Zone

Ascension

Into the Storm

Reliquary

Daemon Hunter

Daemon Hunter

Daemon Hunter

Daemon Hunter

Daemon Hunter

Astartes

Astartes

Astartes

Astartes

Astartes

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Forge World

War Zone

War Zone

Holy Ordos

Daemon Hunter

Daemon Hunter

Daemon Hunter

Ascension

Ascension

Ascension

Ascension

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Page 147: 40K RPG Character Sheet 6.3

Into the Storm

Astartes

Astartes

Astartes

Astartes

Rites of Battle

Core

First Founding

First Founding

First Founding

Frontier World

Frontier World

Frontier World

Rogue Trader

Xenos Tech

Xenos Tech

Into the Storm

Into the Storm

Into the Storm

ITS Ork

ITS Ork

ITS Ork

ITS Ork

ITS Ork

ITS Kroot

ITS Kroot

ITS Kroot

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Reliquary

Reliquary

Reliquary

Reliquary

Reliquary

Ascension

Ascension

Core

Core

Core

Core

Core

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Page 148: 40K RPG Character Sheet 6.3

Forge World

War Zone

War Zone

War Zone

War Zone

War Zone

War Zone

War Zone

War Zone

War Zone

War Zone

Lathe Worlds

Lathe Worlds

Lathe Worlds

Daemon Hunter

Daemon Hunter

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Ascension

Ascension

Into the Storm

Into the Storm

Into the Storm

Astartes

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Page 149: 40K RPG Character Sheet 6.3

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

Forge World

Forge World

The Void

The Void

The Void

The Void

War Zone

War Zone

War Zone

War Zone

War Zone

Lathe Worlds

Lathe Worlds

Holy Ordos

Daemon Hunter

Daemon Hunter

Daemon Hunter

Rogue Trader

Rogue Trader

Rogue Trader

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Into the Storm

Astartes

Page 150: 40K RPG Character Sheet 6.3

Astartes

First Founding

Rites of Battle

Core

Core

Core

Hive World

Hive World

Hive World

War Zone

War Zone

Holy Ordos

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Ascension

Ascension

Into the Storm

Into the Storm

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Reliquary

Reliquary

Daemon Hunter

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

First Founding

First Founding

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Core

Core

Hive World

War Zone

War Zone

War Zone

Rogue Trader

Rogue Trader

Page 151: 40K RPG Character Sheet 6.3

Rogue Trader

Rogue Trader

Rogue Trader

Ascension

Into the Storm

Hostile Acquisitions

Reliquary

Astartes

Astartes

Astartes

Rites of Battle

Rites of Battle

Rites of Battle

Core

Core

Forge World

War Zone

War Zone

War Zone

Lathe Worlds

Rogue Trader

Rogue Trader

Rogue Trader

Ascension

Ascension

Into the Storm

Into the Storm

Astartes

Astartes

Astartes

Astartes

Rites of Battle

Rites of Battle

Rites of Battle

Core

Core

Hive World

Hive World

Hive World

The Void

The Void

War Zone

War Zone

Rogue Trader

Rogue Trader

Rogue Trader

Into the Storm

Hostile Acquisitions

Reliquary

Daemon Hunter

Page 152: 40K RPG Character Sheet 6.3

Daemon Hunter

Astartes

Astartes

Astartes

First Founding

First Founding

Rites of Battle

Rites of Battle

Rites of Battle

Core

Core

Core

Core

Core

Core

Core

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Hive World

Hive World

Hive World

Shadow Gear

Into the Storm

Into the Storm

Into the Storm

Core

Core

Hive World

War Zone

Lathe Worlds

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Page 153: 40K RPG Character Sheet 6.3

Astartes

Astartes

Astartes

Rites of Battle

Core

Core

Core

Core

Core

Core

Hive World

Hive World

The Void

War Zone

War Zone

War Zone

War Zone

War Zone

War Zone

War Zone

War Zone

War Zone

War Zone

Lathe Worlds

Daemon Hunter

Daemon Hunter

Daemon Hunter

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Xenos Tech

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Astartes

Page 154: 40K RPG Character Sheet 6.3

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Core

Core

Core

Core

Hive World

Hive World

Hive World

Hive World

Forge World

Forge World

Shadow Gear

Daemon Hunter

Daemon Hunter

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Creatures Anathema

Creatures Anathema

Creatures Anathema

Creatures Anathema

Page 155: 40K RPG Character Sheet 6.3

Creatures Anathema

Creatures Anathema

Creatures Anathema

Creatures Anathema

Dark Tech

Xenos Tech

Xenos Tech

Ascension

Ascension

Ascension

Ascension

Ascension

Ascension

Ascension

ITS Imperial Exotic

ITS Imperial Exotic

ITS Imperial Exotic

ITS Imperial Exotic

ITS Imperial Exotic

ITS Imperial Exotic

ITS Archeotech Exotic

ITS Archeotech Exotic

ITS Archeotech Exotic

ITS Archeotech Exotic

ITS Xenotech Exotic

ITS Xenotech Exotic

ITS Xenotech Exotic

ITS Xenotech Exotic

ITS Xenotech Exotic

ITS Xenotech Exotic

ITS Xenotech Exotic

ITS Xenotech Exotic

ITS Xenotech Exotic

ITS Xenotech Exotic

ITS Xenotech Exotic

ITS Xenotech Exotic

ITS Xenotech Exotic

ITS Ork

ITS Ork

ITS Ork

ITS Ork

ITS Ork

ITS Ork

ITS Ork

ITS Ork

ITS Kroot

ITS Kroot

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Page 156: 40K RPG Character Sheet 6.3

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Astartes

Daemon Hunter

Daemon Hunter

Daemon Hunter

Daemon Hunter

Astartes

Astartes

Astartes

Astartes

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Core

Core

Core

Core

Core

Core

Core

Core

Core

Forge World

War Zone

War Zone

War Zone

War Zone

War Zone

Holy Ordos

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Ascension

Into the Storm

Into the Storm

Page 157: 40K RPG Character Sheet 6.3

Into the Storm

ITS Ork

ITS Ork

ITS Ork

ITS Ork

ITS Ork

ITS Ork

ITS Ork

ITS Ork

ITS Ork

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Reliquary

Astartes

Astartes

Astartes

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Hive World

Page 158: 40K RPG Character Sheet 6.3

Hive World

Hive World

Hive World

Hive World

Forge World

Forge World

The Void

The Void

Holy Ordos

Holy Ordos

Holy Ordos

Lathe Worlds

Daemon Hunter

Daemon Hunter

Daemon Hunter

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Dark Tech

Xenos Tech

Ascension

Ascension

Ascension

Ascension

Ascension

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Astartes

Astartes

Astartes

Page 159: 40K RPG Character Sheet 6.3

Astartes

Astartes

Astartes

Astartes

Astartes

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Feral and Feudal World

Hive World

Hive World

Hive World

Hive World

Hive World

Hive World

The Void

The Void

Page 160: 40K RPG Character Sheet 6.3

The Void

The Void

The Void

The Void

The Void

War Zone

War Zone

War Zone

Shadow Gear

Shadow Gear

Lathe Worlds

Daemon Hunter

Daemon Hunter

Daemon Hunter

Daemon Hunter

Daemon Hunter

Daemon Hunter

Daemon Hunter

Rogue Trader

Rogue Trader

Ascension

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Reliquary

Reliquary

Reliquary

Reliquary

Reliquary

Reliquary

Reliquary

Reliquary

Reliquary

Reliquary

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

First Founding

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Core

Core

Page 161: 40K RPG Character Sheet 6.3

Hive World

Holy Ordos

Into the Storm

Into the Storm

Into the Storm

Hostile Acquisitions

Hostile Acquisitions

Astartes

Rites of Battle

Rites of Battle

Rites of Battle

Core

Core

Hive World

Forge World

Forge World

War Zone

War Zone

Holy Ordos

Lathe Worlds

Lathe Worlds

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Ascension

Ascension

Ascension

Ascension

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Daemon Hunter

Daemon Hunter

Daemon Hunter

Daemon Hunter

Daemon Hunter

Daemon Hunter

Daemon Hunter

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Astartes

Page 162: 40K RPG Character Sheet 6.3

First Founding

First Founding

First Founding

First Founding

First Founding

First Founding

First Founding

First Founding

First Founding

First Founding

First Founding

First Founding

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Rites of Battle

Core

Core

Feral and Feudal World

Feral and Feudal World

The Void

The Void

The Void

Lathe Worlds

Shadow Gear

Daemon Hunter

Rogue Trader

Rogue Trader

Into the Storm

Into the Storm

Into the Storm

Hostile Acquisitions

Hostile Acquisitions

Forge World

Forge World

The Void

Lathe Worlds

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Creatures Anathema

Creatures Anathema

Dark Tech

Page 163: 40K RPG Character Sheet 6.3

Dark Tech

Xenos Tech

Xenos Tech

Xenos Tech

Ascension

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

ITS Ork

ITS Ork

ITS Ork

ITS Ork

Holy Ordos

Holy Ordos

Holy Ordos

Into the Storm

Into the Storm

Into the Storm

Astartes

Astartes

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Core

Page 164: 40K RPG Character Sheet 6.3

Core

Core

Core

Core

Core

Core

Core

Forge World

Forge World

Forge World

Forge World

Forge World

Forge World

Forge World

Forge World

Forge World

Lathe Worlds

Lathe Worlds

Lathe Worlds

Lathe Worlds

Lathe Worlds

Lathe Worlds

Holy Ordos

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Rogue Trader

Dark Tech

Xenos Tech

Ascension

Ascension

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Into the Storm

Hostile Acquisitions

Page 165: 40K RPG Character Sheet 6.3

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Hostile Acquisitions

Astartes

Astartes

Rites of Battle

Page 166: 40K RPG Character Sheet 6.3

EquipmentYou can select from a menu of items bought in the shop, or type in custom items

If the armour or weapon menus are empty - you need to buy gear in the shop then come back here

Armour Armour Type & Quality Type override AP

Common Head

Left Arm

Armour Weight Right Arm

Body

Force Field Left Leg

Right Leg

Name Class Damage Type

Weapon Usage

Shopping Show on character sheets Yes

0

Locations

Page 167: 40K RPG Character Sheet 6.3

Damage Bonus

Owned Equipped

0 Gear 0.0kg 0.0kg

0 Armour 0.0kg 0.0kg

Weapons 0.0kg 0.0kg

Ammo 0.0kg 0.0kg

Total 0.0kg 0.0kg

Pen Range RoF Clip Reload

Weight

Page 168: 40K RPG Character Sheet 6.3

Special Quality

Custom Gear Weight

Page 169: 40K RPG Character Sheet 6.3

Hand

Page 170: 40K RPG Character Sheet 6.3

Career Path

Rank Name Alternative

1

2

3

4

5

6

7

8

Ascension

9

10

11

12

13

14

15

16

Elite Advances Talent or Trait

Page 171: 40K RPG Character Sheet 6.3

Start Simple Intermediate Trained

Weapon Skill (WS) 25

Ballistic Skill (BS) 25

Strength (S) 25

Toughness (T) 25

Agility (Ag) 25

Intelligence (Int) 25

Perception (Per) 25

Will Power (WP) 25

Fellowship (Fel) 25

XP Spent

Current Rank 1 Career 4500

Characteristics 0

XP Gained 0 Skills 0

XP Start 5000 Talents 0

Background 0 Powers 0

XP Spent -4500 Other

XP to Spend 500 4500

XP cost Description

Advancement

Page 172: 40K RPG Character Sheet 6.3

Expert Heroic Master Total Unnatural

25

25

25

25

25

25

25

25

25

Adjustments Current Values

Fate

Insanity 0

Corruption

Profit Factor

Next Rank Initiative 2

7000 xp

Advancement

Page 173: 40K RPG Character Sheet 6.3

Unused by your character

Current Psy Rating 0 XP to Spend

Psy Rating Minor powers Discipline powers

1

2

3

4

5

6

Total from Psy Rating 0 0

Bonus from Talents 0 0

Total Available 0 0

Minor Powers

Disciplines

Page 174: 40K RPG Character Sheet 6.3
Page 175: 40K RPG Character Sheet 6.3

500

Discipline Ascension Powers Rank 1

0 0

Disciplines

Page 176: 40K RPG Character Sheet 6.3
Page 177: 40K RPG Character Sheet 6.3

XP spent on Ranks 0

Unused powers discount 0

XP Saved 0

Total XP Cost 0

Rank 2 Rank 3

XP spent on Ascension Ranks

0 0

Page 178: 40K RPG Character Sheet 6.3
Page 179: 40K RPG Character Sheet 6.3

Deathwatch ChapterThis sheets allows the creation of a new Space Marine Chapter

according to the rules in Rites of Battle.

Enable Custom Chapter No 1d10

1d100

Chapter History

Name

Why the Chapter was founded (1d10)

When the Chapter was founded (1d100)

Modifiers (1d100)

Advances (1d100)

Special Equipment (1d100)

Beliefs (1d100)

Current Status (1d10)

- Friends (1d100)

- Enemies (enter manually)

Gene-seed

Progenitor (1d100)

Purity (1d10)

Demeanour (1d10)

Mutation (1d100)

Deficiencies (Select Yes if deficient)

- Hyper-stimulated Omophagea

- Oversensitve Occulobe

- Mutated Catalepsean Node

- Oolitic Secretions

- Disturbing Voice

- Lost Zygote

- Doomed

Flaws

Chapter Flaw (1d10)

Missing Zygotes (1d100)

Missing Zygotes (1d100)

Founding Fathers

Figures of Legend (1d100)

Deeds of Legend (1d100)

Home World

Category (1d100)

Terrain (1d100)

Relationship (1d10)

Organisation

Successor (1d10)

Restricted Speciality (1d100)

Restricted Speciality (1d100)

Combat Doctrine (1d10)

Abilities

- Solo Mode (1d100)

- Squad Mode Attack Pattern (1d100)

Custom Chapter

Page 180: 40K RPG Character Sheet 6.3

- Squad Mode Defensive Stance (1d100)

House Rule Adjustments

You may add basic or advanced skills known by your chapter.

Page 181: 40K RPG Character Sheet 6.3

Warning - adverts may damage your health

Join the

Honoured SoulsFor the Emperor

6

80

Page 182: 40K RPG Character Sheet 6.3
Page 183: 40K RPG Character Sheet 6.3

Profit Factor

Awareness (Per)

5

Gear

Rogue Trader

Contortionist (Ag)

Deceive (Fel)

Disguise (Fel)

Barter (Fel)

Inquiry (Fel)

12

Scrutiny (Per)

Search (Per)

Silent Move (Ag)5

2

12

Strength (S)

2

Logic (Int) Will Power (WP)

12

12Dodge (Ag)

2Evaluate (Int)

Perception (Per)

Gamble (Int)

Swim (S)

Fellowship (Fel)

Skills

12

12

12

12

Agility (Ag)

5

Concealment (Ag)

12

12

12

12

5

Intelligence (Int)

Toughness (T)

Origin Path: → → →

12

52

Custom Gear

2

2

2

1212

5

5

1212

Charm (Fel)

12

12

Carouse (T)

Climb (S)

Command (Fel)

12

Intimidate (S)

Page 184: 40K RPG Character Sheet 6.3

Weapon Skill (WS)

5

Initiative

Shoc

k

Strength Bonus

2

Cha

inPush: 72kg

Pow

er

Fla

me

+2

500

Carry: 18kg

Lift: 36kg

Ballistic Skill (BS)

Run: 12m

XP Spent

Full Move: 4m

4500

Charge: 6m

Talents and Traits

Mel

ta

Las

Insanity

5

Head 1-10

(2)

Wounds ()

Right Arm 11-20

(2)

Left Arm 21-30 Body 31-70

(2)

Right Leg 71-85

(2) (2)

Thrown

Left Leg 86-100

(2)

MeleeArmour (Toughness)

Fatigue (2) Corruption

Pri

mit

ive

Half Move: 2m

Leap: 2m

Critical Damage

Basic

Weapon Training

Pla

sma

SP

Heavy

Bol

t

Pistol

12

Jump: 40cm

Fla

me

Pri

mit

ive

Lau

nche

r

2

Fate

Dodge

+2

Carried: 0kg

XP To Spend

Stable (0)

Page 185: 40K RPG Character Sheet 6.3

### ### ### ### 0 0 ### ### ### ### 0 0 ### ### ### ### 0 0 ### ### ### ### 0 0 ### ### ### ### 0 0 ### ### ### ### 0 0 ### ### ### ### 0 0 ### ### ### ### 0 0 ### ### ### ### 0 0

Push

Las

Lau

nch

erM

elta

SP Bo

lt

Movement

Pla

sma

Carry

Heavy

Base Jump

Reload18kg

BasicC

hai

n

Pri

mit

ive

Flam

e

72kg

Po

wer

Sho

ck

MeleeThrown

Body

31-70

Pri

mit

ive

Flam

e

Right Leg

71-85

Left Leg

86-100

Adv. Adv. Adv. Adv. Adv.

Special

Pen Lift

Reload12m

Clip

Pistol

Range ROF Clip

Class Damage

Class

36kg

6m

Full Move

2m

Type

Lifting

4m

Special

2m 40cm

Charge Run Base Leap

Name

Range ROF

ROF Clip Reload

Damage Pen

Special

Half Move

Pen

Name

Range

Type

Type

Damage

Special

Class

Name

Pen

Range ROF ReloadClip

Class Damage Type

Damage

Special

Range ROF

Class

Clip

Name

Reload

Reload

Name

Left Arm

21-30

Range

Pen

Pen

Type

Name Head

1-10

Special Right Arm

11-20

Class Damage

ROF Clip

WEAPONS Armour

(2)Type

(Toughness)

Talents and Traits

Adv.

2Adv.

25 2 5 2 5 5Adv.Adv.

5 52

Weapon Skill (WS) Ballistic Skill (BS) Strength (S) Toughness (T) Agility (Ag) Intelligence (Int) Perception (Per) Will Power (WP) Fellowship (Fel)

2 5 2 5 2 5 2

Profit Factor Maximum Used Total Damage Critical Fatigue Current Degree Current Degree

Rogue TraderCharacter Player

Career Path Rank XP to Spend 500 XP Spent

Money Fate Points Wounds Insanity Points Corruption Points

(2) (2)

(2)

(2) (2)

Initiative

Weight Carried

2

Handedness

Page 186: 40K RPG Character Sheet 6.3

### ### ### ### 0 0 ### ### ### ### 0 0 ### ### ### ### 0 0 ### ### ### ### 0 0 ### ### ### ### 0 0 ### ### ### ### 0 0 ### ### ### ### 0 0 ### ### ### ### 0 0 ### ### ### ### 0 0Adv.

2 5Adv.Adv.

5 2 5Adv.

5

Gear Custom Gear

Adv.Adv.Adv.Adv. Adv.

Intelligence (Int) Perception (Per) Will Power (WP)

2 5 2 52 5 2

Weapon Skill (WS) Ballistic Skill (BS) Strength (S) Toughness (T) Agility (Ag) Fellowship (Fel)

2 5 2 5 2

Swim (S) 12

Search (Per) 12

Silent Move (Ag) 12

Scrutiny (Per) 12

12

Intimidate (S) 12

12

Logic (Int)

Gamble (Int) 12

Inquiry (Fel) 12

Evaluate (Int)

Disguise (Fel) 12

Dodge (Ag) 12

DescriptionDeceive (Fel) 12

Contortionist (Ag)

12

12

Concealment (Ag) 12

Command (Fel)

Climb (S) 12

Barter (Fel) 12

Charm (Fel) 12

Carouse (T) 12

Awareness (Per) 12

+20% Total

Skills

Trained +10% +20% Total Trained +10%

Origin PathSkills

Page 187: 40K RPG Character Sheet 6.3

Talent SummaryTraits Description

Aim H/F

All out Attack Full

Dodge Reaction

Standard Attack Half

Multiple Attacks Full

Charge Full

Parry Reaction

Guarded Attack Full

Defensive Stance Full

Feint Half

Grapple Full

Knock-down Half

Starting and Equipment based Talents Description Stun Full

Move H/F

Manoeuvre Half

Disengage Full

Run Full

Tactical Advance Full

Stand / Mount Half

Jump / Leap Full

Semi-auto Fire Full

Full-auto Fire Full

Called Shot Full

Suppressing Fire Full

Brace Heavy Weapon Half

Reload See weapon

Use a Skill Varies

Use a fate point Free

Bought Talents XP Cost Description Delay Half

Focus Power Varies

Ready Half

Darkness -20 WS/-30 BS

Ganging up (2:1) +10 WS

Ganging up (3+:1) +20 WS

High Ground +10 WS

Fatigued -10 All skills

Target Stunned +20 WS/BS

Pinned -20 BS

Aim (Half) +10 WS/BS

Aim (Full) +20 WS/BS

Semi Auto +10 BS

Full Auto +20 BS

Called Shot -20 WS/BS

Suprise Attack +30 WS/BS

Shoot into Melee -20 BS

Point Blank (<2m) +30 BS

Short (<1/2 range) +10 BS

Long (>2x range) -10 BS

Extreme (>3x range) -30 BS

Recover from stun

Roll 10 for initiative

Re-roll a failed test

Add 1 degree of success

Gain +10 to a test (before rolling)

Remove 1d5 damage (not critical)

Influence Table Bonus Status

Academics -

Adeptus Arbites -

Adeptus Astartes -

Adeptus Mechanicus -

Adeptus Sororitas -

Adeptus Titanicus -

Administratum -

Astropaths -

Chartist Captains -

Cult (Specific)

-

-

-

-

Death Worlders -

Ecclesiarchy -

Enforcers -

Feral worlders -

Government -

Hivers -

Inquisition -

Imperial Navy -

Imperial Guard -

Mercantile -

Mercenaries -

Middle Classes -

Military -

Mutants -

Navigators -

Nobility -

Ordo Malleus -

Ordo Xenos -

Officio Assassinorum -

PDF -

Pilgrims -

Planet (Specific)

Elite Advances 0 Description -

-

-

-

Recidivist Organisation (Specific)

-

-

-

-

Rogue Trader -

the Insane -

Underworld -

Void born -

Workers -

Spend Fate points

Melee Actions

Attack Actions

Rules Summary

Move Actions

Ranged Actions

Other Actions

Combat Modifiers

Range Modifiers

Leg LegBodyArmHeadBody

Full Auto Hit Locations

First Hit, Second, Third, Fourth, Fifth, Rest

Head HeadArmBodyArmBody

Arm ArmBodyHeadBodyArm

Body BodyArmHeadArmBody

Page 188: 40K RPG Character Sheet 6.3

Gear Summary Total

A list of all the items you have purchased on the shop sheet. 0.0 kg

Owned Carried Item Description Wt. (kg)

Page 189: 40K RPG Character Sheet 6.3

Ch

ara

cter Nam

e:

Ab

ility

#N

/A 1 5 1 5 7 1

Ran

kE

ffectE

ffec

t

Eff

ect

Su

stain

ed

No

Yes

Yes

No

Yes

No

#N

/A

Su

stain

ed

Yes

No

No

No

Yes

Yes

#N

/A

Cost

3 1 1 3 1 1 #N

/A

Cost

3 1 2 2 3 1 #N

/A

Act

ion

Fre

e

Hal

f

Hal

f

Fre

e

Hal

f

Fre

e

#N

/A

Act

ion

Full

Rea

ctio

n

Full

Rea

ctio

n

Full

Full

#N

/A

Ch

ara

cter

Nam

e:

Att

ack

Pa

tter

ns

Bo

lter

Ass

ault

Fir

e fo

r E

ffec

t

Fir

e S

up

po

rt

Fu

rio

us

Ch

arge

Sq

uad

l A

dv

ance

Tan

k B

ust

er

#N

/A

Def

ensi

ve

Sta

nce

s

Dig

In

Go

to

Gro

un

d

Reg

rou

p

So

ak F

ire

Str

on

gp

oin

t

Tac

tica

l S

pac

ing

#N

/A

Men

tal Fortress

Ren

ewed

Vig

our

#N

/A

Once p

ersession at th

e start of a ro

und, ig

nore th

e status affects o

f a prev

ious critical h

it for

1 ro

unds.

5 9 10 11 12

Sq

uad

gai

ns

+2

0 B

S v

s ca

lled

tar

get

, m

ay r

e-ro

ll d

amag

e an

d u

se r

eact

ion

s fo

r ex

tra

stan

dar

d a

ttac

k

So

lo M

od

e

00

Once p

er day

increase u

nnatu

ral strength

multip

lier 1 step

for 1

rounds.

Once p

er gam

e session, re-ro

ll a failed W

P test to

resist psy

chic p

ow

ers or attem

pts to

subvert y

our w

ill.

Ch

ap

ter:P

layer N

am

e:

Once p

er gam

e session, in

crease movem

ent as if A

g b

onus w

ere 2 h

igher.

Once p

er gam

e session fo

r 1 ro

unds, w

hen

usin

g fate p

oin

ts, regain

spen

t fate po

int if y

ou

roll u

nder y

our ran

k o

n a d

10

Once p

er gam

e session fo

r 1 h

ours y

ou m

ay re-ro

ll failed to

ughness tests.

May

shar

e re

acti

ons

wit

h b

attl

e-bro

ther

s.

#N

/A

Char

ge

and m

ake

a st

andar

d a

ttac

k w

ith b

olt

er w

eapon

#N

/A

May

move

up t

o 2

m t

o f

ind c

over

when

hit

by a

ran

ged

att

ack, poss

ibly

avoid

ing e

xtr

a hit

s

Gai

n +

5 B

S w

ith

hea

vy

wea

po

n o

r ex

plo

siv

e, o

r m

ov

e 2

m c

lose

r to

tar

get

fo

r ea

ch m

emb

er o

f k

ill

team

May

move

up t

o 4

m a

s fr

ee a

ctio

n w

ithout

trig

ger

ing o

ver

wat

ch o

r su

ppre

ssiv

e fi

re.

Inst

ead o

f dodgin

g a

uto

fir

e, s

pre

ad h

its

amongst

val

id t

arget

s.

Space

Marin

e Im

plan

ts - Secon

dary H

eart/Ossm

od

ula/B

iscop

ea/Haem

astamen

: Un

natu

ral Tou

ghn

ess & Stren

gth Larram

an's O

rgan: N

o b

loo

d lo

ss Catalep

sean N

od

e: No

percep

tion

test pen

alties for stayin

g awak fo

r lo

ng p

eriod

s Preo

mn

or: +2

0 vs in

gested p

oiso

ns M

ulti-lu

ng: M

ay reroll failed

tou

ghn

ess tests for d

row

nin

g, gases or asp

hyxiatio

n. +3

0 vs gases. O

cculu

be an

d Lym

an's Ear: Yo

u gain

High

tened

senses (Sigh

t & H

earing) Su

s-an

Mem

bran

e: You

may en

ter susp

end

ed an

imatio

n. O

olo

tic Kid

ney: M

ay reroll failed

tou

ghn

ess tests to resist p

oiso

ns an

d to

xins. N

eurglo

ttis: May d

etect po

ison

s and

toxin

s by taste, gain

+10

on

tracking targets yo

u h

ave tasted.

Mu

crano

id: R

eroll to

ugh

ness tests fo

r temp

erature extrem

es. Bletch

er's Glan

d: Sp

it acid (R

ng 3

m, 1

d5

Pen

4 to

xic, po

ssible b

lind

ing) P

rogen

oid

s: Gen

e-seeds - m

ust b

e return

ed to

chap

ter if com

rade d

ies. Black C

arapce: En

emies

gain n

o b

on

us to

hit yo

u d

ue to

you

r po

wer arm

ou

r size increase.

Astarte

s Po

we

r armo

ur - +2

0 Stren

gth, H

ulkin

g, Dark sigh

t, imm

un

e to p

ho

to flash

and

stun

grenad

es, called sh

ots are h

alf action

, +10

bo

nu

s to Sigh

t/Hearin

g tests (add

man

ually), m

ay fire basic w

eapo

ns o

ne

han

ded

, delicate tasks are at -1

0 p

enalty

Burst o

f Speed

Em

pero

r's Grace

Extrem

e Enduran

ce

0Feat o

f Stren

gth

Sq

ua

d M

od

e

Use

your

reac

tions

this

round t

o m

ake

a st

andar

d a

ttac

k

Ignore

-20 p

enal

ty f

or

suppre

ssiv

e fi

re o

r over

wat

ch

Char

ge

enem

y a

nd m

ake

a st

andar

d a

ttac

k w

ith o

pti

on t

o r

e-ro

ll d

amag

e

May

use

rea

ctio

ns

to m

ake

a ta

ctic

al a

dvan

ce, re

tain

ing c

over

bonus

duri

ng m

ove

0

3 4

00

Pla

yer

Nam

e:

#N

/A

Ch

ap

ter:

Double

Arm

our

poin

ts o

f co

ver

if

stat

ionar

y

13 15 1614Cohesion: 6 7 81 2

Page 190: 40K RPG Character Sheet 6.3

Ammunition tracker

Weapon Ammo Type ReloadAmmo

Page 191: 40K RPG Character Sheet 6.3

Profile

WS BS S T Ag Int Per WP Fel

25 25 25 25 25 25 25 25 25

Movement: 2/4/6/12

Wounds:

Corruption Points:0

Insanity Points: 0

Fate Points:

Skills:

Talents:

Traits:

Armour:

Weapons:

Gear:

Page 192: 40K RPG Character Sheet 6.3

Version

1

2

3

4

5

6

6.01

6.02

6.03

6.04

6.05

6.06

6.1

6.2

6.21

6.3

Known

To do

Developer

Thanks

Page 193: 40K RPG Character Sheet 6.3

Notes

Basic 2-Page character sheet

Major revamp - added support for all origin paths with auto selection of traits/talents and skills

Added Tick boxes for talent selection, support for talent prerequisites, font changes for 2003 compatibility and an instructions sheet

First internet release of Dark Heresy additions following in-house testing.

Added Ascension and Inquisitors handbook support - redesign of all tables, removed support for all but the Old Gothic sheet

Added Daemon Hunter alternative ranks, backgrounds and gear. Added Grey Knight setting and new psychic discipline.

Fixed Dark Voyage skills (were appearing as traits), added missing Grey Knight gear to the shop and all weapon stats from Daemon Hunter

Fixed Compact weapon upgrade. Fixed Feared by the Warp prerequisites and added Talented[Pilot(personal)] to Strike Squad rank 8 talents. Added force fields to equipment sheet and character sheets.

Fixed strength bonus calculations for items like power fists when interacting with unnatural strength

Reduced Rank requirements on heavey weapons for Purgation Squad, fixed Gunmetal city starting traits. Fixed xp costs of Astropath Psychic Talents. Added +10 Ag bonus for Mk6 armour. Added Naduesh Force weapons.

Added Peer option to Product of Upbringing. Added support for Wyrdling Powers. Fixed bug with Psy Rating 4 major powers introduced in 6.0

Fixed bug in talent sheet to cope with updated Psychic Talent xp cost when formula is copied down by VB code. Made Right Place, Rigth time give +10 skill bonus.

Fixed bug with talent list when using open office , removed spurious skill from Rogue trader rank 5 list, Implemented changes to reload time based on rapid reload talent. Fixed pre-reqs for Host-Bound background. Ensured knife lists as a Melee weapon.

Fixed issue with some skills failing to display on character sheet. Added missing Psychic power to Scholar Materum. Improved handling of Wrydling Mutation.

Changed colour of weapon training tick boxes on modern CS. Adding missing entry for rapid reload (8 full). For forcefields, show body protection value.

Removed clipping of armour values on modern sheet. Renamed some duplicate weapon entries. Fixed Thunder hammer damage bonus. Ensure talents with (specific) entry are displayed with chosen value.

Added missing entry to Navigator mutations and updated load code. Fixed bonus granted by Nomadic House. Fixed Mind's Eye Opens for Nascent Psykers.

Added First Founding chapters, gear, specialisations, psychic powers

Implemented all origin path routes (optional) from Into the Storm. Added Hostile Acquisitions alternative ranks weapons, armour and gear. Fixed ink colour at the top of the character sheet (was same as background)!

Show The flesh is weak and physical perfection as machine (X) trait. Removed spurious dropdown menu for Child of Dynasty.

Fixed broken formula for xp costs of heightened senses (introduced in 6.2). Updated description of mechanicus implants, moving free bionics to a new trait given to Explorators. Removed bonus to damage from bionic arms.

Fixed circular references for faith talents. Added in toughness bonuses for various Astartes Cybernetics.

Added material from Lathe Worlds (Alternate ranks, Diplomacy skill, Gear)

Issues

If you gain access to a skill at a lower cost than you have already paid for the skill, you get it at the new lowest cost

If you gain a talent with the (Specific) or "Chosen" subtext during character creation, there is no way to enter the details for the specific entry

Calculation speed in older version of Excel (pre-2007) is slow

OpenOffice sometimes needs a forced recalculation for the drop down menus to update properly.

list

Port macros to OpenOffice/LibreOffice

Notes

The workbook is designed in such a way as to make adding new worlds or careers as easy as possible.

All input cells and drop down menus are configured in the "Menus" sheet.

To add a new Career, insert the entry in the Careers section on the Menu sheet, then add the Rank names and XP costs to the "Careers" and "Career Ranks" sheets. Ensure that the named ranges are extended and formulas are copied down.

Finally, add the talents and skills into the "Advances" Sheet, again ensuring to copy down the formulas in the grouped and hidden columns

My thanks go out to everyone who helped with testing this spreadsheet or has given me feedback, in particular to John (general testing), Zero (Mac support), Daltris (Logic errors), Nik (Version 5 functional testing) and Trent (Deathwatch Errata)

In release 5.8 I incorporated a full weapons and armour list from the excellent resource by unknownrelic. See the Forum for a link to the original download.

If you have enjoyed this spreadsheet and want to make a donatation visit my web page www.blackmoor.org.uk/40K.html

Page 194: 40K RPG Character Sheet 6.3

Added Tick boxes for talent selection, support for talent prerequisites, font changes for 2003 compatibility and an instructions sheet

Added Ascension and Inquisitors handbook support - redesign of all tables, removed support for all but the Old Gothic sheet

Added Daemon Hunter alternative ranks, backgrounds and gear. Added Grey Knight setting and new psychic discipline.

Fixed Dark Voyage skills (were appearing as traits), added missing Grey Knight gear to the shop and all weapon stats from Daemon Hunter

Fixed Compact weapon upgrade. Fixed Feared by the Warp prerequisites and added Talented[Pilot(personal)] to Strike Squad rank 8 talents. Added force fields to equipment sheet and character sheets.

Reduced Rank requirements on heavey weapons for Purgation Squad, fixed Gunmetal city starting traits. Fixed xp costs of Astropath Psychic Talents. Added +10 Ag bonus for Mk6 armour. Added Naduesh Force weapons.

Added Peer option to Product of Upbringing. Added support for Wyrdling Powers. Fixed bug with Psy Rating 4 major powers introduced in 6.0

Fixed bug in talent sheet to cope with updated Psychic Talent xp cost when formula is copied down by VB code. Made Right Place, Rigth time give +10 skill bonus.

Fixed bug with talent list when using open office , removed spurious skill from Rogue trader rank 5 list, Implemented changes to reload time based on rapid reload talent. Fixed pre-reqs for Host-Bound background. Ensured knife lists as a Melee weapon.

Fixed issue with some skills failing to display on character sheet. Added missing Psychic power to Scholar Materum. Improved handling of Wrydling Mutation.

Changed colour of weapon training tick boxes on modern CS. Adding missing entry for rapid reload (8 full). For forcefields, show body protection value.

Removed clipping of armour values on modern sheet. Renamed some duplicate weapon entries. Fixed Thunder hammer damage bonus. Ensure talents with (specific) entry are displayed with chosen value.

Added missing entry to Navigator mutations and updated load code. Fixed bonus granted by Nomadic House. Fixed Mind's Eye Opens for Nascent Psykers.

Implemented all origin path routes (optional) from Into the Storm. Added Hostile Acquisitions alternative ranks weapons, armour and gear. Fixed ink colour at the top of the character sheet (was same as background)!

Show The flesh is weak and physical perfection as machine (X) trait. Removed spurious dropdown menu for Child of Dynasty.

Fixed broken formula for xp costs of heightened senses (introduced in 6.2). Updated description of mechanicus implants, moving free bionics to a new trait given to Explorators. Removed bonus to damage from bionic arms.

If you gain access to a skill at a lower cost than you have already paid for the skill, you get it at the new lowest cost

If you gain a talent with the (Specific) or "Chosen" subtext during character creation, there is no way to enter the details for the specific entry

To add a new Career, insert the entry in the Careers section on the Menu sheet, then add the Rank names and XP costs to the "Careers" and "Career Ranks" sheets. Ensure that the named ranges are extended and formulas are copied down.

Finally, add the talents and skills into the "Advances" Sheet, again ensuring to copy down the formulas in the grouped and hidden columns

My thanks go out to everyone who helped with testing this spreadsheet or has given me feedback, in particular to John (general testing), Zero (Mac support), Daltris (Logic errors), Nik (Version 5 functional testing) and Trent (Deathwatch Errata)

In release 5.8 I incorporated a full weapons and armour list from the excellent resource by unknownrelic. See the Forum for a link to the original download.

www.blackmoor.org.uk/40K.html

Page 195: 40K RPG Character Sheet 6.3

Reduced Rank requirements on heavey weapons for Purgation Squad, fixed Gunmetal city starting traits. Fixed xp costs of Astropath Psychic Talents. Added +10 Ag bonus for Mk6 armour. Added Naduesh Force weapons.

Fixed bug with talent list when using open office , removed spurious skill from Rogue trader rank 5 list, Implemented changes to reload time based on rapid reload talent. Fixed pre-reqs for Host-Bound background. Ensured knife lists as a Melee weapon.

Implemented all origin path routes (optional) from Into the Storm. Added Hostile Acquisitions alternative ranks weapons, armour and gear. Fixed ink colour at the top of the character sheet (was same as background)!

Fixed broken formula for xp costs of heightened senses (introduced in 6.2). Updated description of mechanicus implants, moving free bionics to a new trait given to Explorators. Removed bonus to damage from bionic arms.

To add a new Career, insert the entry in the Careers section on the Menu sheet, then add the Rank names and XP costs to the "Careers" and "Career Ranks" sheets. Ensure that the named ranges are extended and formulas are copied down.

My thanks go out to everyone who helped with testing this spreadsheet or has given me feedback, in particular to John (general testing), Zero (Mac support), Daltris (Logic errors), Nik (Version 5 functional testing) and Trent (Deathwatch Errata)