Warhammer 40k Roleplay Armory v4.11.0929

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WH40kRP Armory V4.11.0929 Last edit: 2011-09-29 by Version info: First segment is current series, second segment is updated with The sections called Core Specific are from the core rulebook. Using Dark Here The sections called Feral & Feudal Word Specific, Hive World Specific, Forge The sections called Shadow Gear, Dark Tech, and Xenos Tech are from Radicals The sections called Anathema are from Creatures Anathema. Abbreviation is CAN The sections called Rogue Trader are from Rogue Trader. Prices are not listed The sections called Ascension are from Ascension; prices are not listed becau The sections called Into the Storm and ITS are from Into the Storm. Prices ar The sections called Reliquary are from Blood of Martyrs. Also contains new As The sections called Rites of Battle are from Rites of Battle. Abbreviation is The sections called Malleus and Grey Knights are from Daemon Hunter. Abbrevia It is advised that you read the full description of the source material of an Keyword Reference Accurate (DWC) Grants an additional +10 when used with the aim action. Accurate (BCC) Balanced (DWC) Grants a +10 to WS tests made to parry. Balanced (BCC) Grants a +10 to WS tests made to parry. Multiple Balance Blast (X) (DWC) Hits all targets in X radius. Roll for hit location and Blast (X) (BCC) Hits all targets in X radius. Roll damage once and apply Concussive (DWC) Concussive (BCC) Stuns a target. Take a Toughness test at -10 per X on hi Customized (RTC) Reloading takes half listed time, half action is still h Crippling (X) (BCC) Defensive (BCC) Weapon gains +15 to parry, but takes -10 to attacks Devastating (X) (DWC) Reduce one additional point of Cohesion if hit, regardle Devastating (X) (BCC) A Horde hit and damaged by a weapon with this quality re Excruciating (DEM) Targets damaged by a weapon with this trait must pass a Fast (IHB) Opponents suffer a -20 to Parry a weapon with this quali Felling (X) (BCC) Ignore one level of Unnatural Toughness per X. Flame (DWC) Flame (BCC) If a target of a Flame attack is hit (even if they suffe The sections called Astartes are from Deathwatch. Prices are listed, but are may also be a Renown note. Keep in mind, all Astartes weapons count as one si Deathwatch Errata 1.1. There are alternate weapon rules proposed in the appen The sections called Black Crusade are from Black Crusade Core. Abbreviation i vary greatly from all the other systems. As such, many keywords will be liste second how it's used in Black Crusade. If a keyword works identically in Blac Grants an additional +10 when used with the aim action. (2d10 bonus max). These additional d10s cannot generate Stuns a target. Take a toughness test at -10 per DoS on kinetic effect. If you take damage greater than S bonus, damage, whichever comes first. If, while Crippled, a cha Toughness. The wielder doesn't test BS, instead, all creatures in 3 ignores cover. If you do not have the proper talent, the

description

Near complete inventory of all the items available for purchase in Fantasy Flight RPGs Dark Heresy, Rogue Trader, Deathwatch and Black Crusade

Transcript of Warhammer 40k Roleplay Armory v4.11.0929

WH40kRP Armory V4.11.0929 Last edit: 2011-09-29 by unnownrelicVersion info: First segment is current series, second segment is updated with each source book, third segment is release date in MMDD format.

The sections called Core Specific are from the core rulebook. Using Dark Heresy Errata 3.0. Abbreviation is DHC or DHE.

The sections called Feral & Feudal Word Specific, Hive World Specific, Forge World Specific, Frontier World Specific, The Void Specific, The Holy Ordos Specific and War Zone Specific are from Inquisitors Handbook. Abbreviation is IHB.The sections called Shadow Gear, Dark Tech, and Xenos Tech are from Radicals Handbook, note that many of these items have vastly greater descriptions then are provided here. Abbreviation is RHB.The sections called Anathema are from Creatures Anathema. Abbreviation is CAN.The sections called Rogue Trader are from Rogue Trader. Prices are not listed because Rogue Traders do not buy, but acquire. Using Rogue Trader Errata 1.1. Abbreviation is RTC or RTE.The sections called Ascension are from Ascension; prices are not listed because Throne Agents follow Acquisition rules (similar to RT). Abbreviation is ASC.The sections called Into the Storm and ITS are from Into the Storm. Prices are not listed because Rogue Traders do not buy, but acquire. Abbreviation is ITS.The sections called Reliquary are from Blood of Martyrs. Also contains new Ascended items from the Heresy Begets Retribution Expansion. Abbreviation is BOM and HBR.

The sections called Rites of Battle are from Rites of Battle. Abbreviation is ROB.The sections called Malleus and Grey Knights are from Daemon Hunter. Abbreviation is DEM.

It is advised that you read the full description of the source material of any interesting item for a better understanding of what it is. This Document is only a quick reference

Keyword ReferenceAccurate (DWC) Grants an additional +10 when used with the aim action. On an aimed single shot with a basic weapon, gain 1d10 extra damage for every 2 degrees of success (2d10 bonus max).Accurate (BCC)

Balanced (DWC) Grants a +10 to WS tests made to parry.Balanced (BCC) Grants a +10 to WS tests made to parry. Multiple Balanced weapons only grant this bonus once.Blast (X) (DWC) Hits all targets in X radius. Roll for hit location and damage individually.Blast (X) (BCC) Hits all targets in X radius. Roll damage once and apply it to all affected targets.Concussive (DWC)

Concussive (BCC) Stuns a target. Take a Toughness test at -10 per X on hit or be stunned for one round per degree of failure. If you take damage greater than S bonus, get knocked down.Customized (RTC) Reloading takes half listed time, half action is still half actionCrippling (X) (BCC)

Defensive (BCC) Weapon gains +15 to parry, but takes -10 to attacksDevastating (X) (DWC) Reduce one additional point of Cohesion if hit, regardless of wounds or damage. If Horde, reduce magnitude by X per hit.Devastating (X) (BCC) A Horde hit and damaged by a weapon with this quality reduces their Magnitude by X.Excruciating (DEM) Targets damaged by a weapon with this trait must pass a -10 WP or T test (target's choice) or be stunned for one round.Fast (IHB) Opponents suffer a -20 to Parry a weapon with this quality.Felling (X) (BCC) Ignore one level of Unnatural Toughness per X. Flame (DWC)

Flame (BCC) If a target of a Flame attack is hit (even if they suffer no damage), they must pass an Agility Test or be set on fire.

The sections called Astartes are from Deathwatch. Prices are listed, but are not to be confused with thrones. These are requisition values. There may also be a Renown note. Keep in mind, all Astartes weapons count as one size class larger for Non-Astartes, and are highly taboo to use. Using Deathwatch Errata 1.1. There are alternate weapon rules proposed in the appendix of this version, and they have been included, on another tab. Refer to "DW Optional" for said changes. Abbreviation is DWC or DWE.

The sections called Black Crusade are from Black Crusade Core. Abbreviation is BCC. It should be noted that many of Black Crusade's weapon Keywords vary greatly from all the other systems. As such, many keywords will be listed twice: first as how they're used in the other three systems, and second how it's used in Black Crusade. If a keyword works identically in Black Crusade as the older version, then it will be updated as any other keyword, and only have a single version.

Grants an additional +10 when used with the aim action. On an aimed single shot with a basic weapon, gain 1d10 extra damage for every 2 degrees of success (2d10 bonus max). These additional d10s cannot generate Zealous Hatred.

Stuns a target. Take a toughness test at -10 per DoS on hit or be stunned for one round. Auditory protection grants +10 to resist stunning sound, but not the kinetic effect. If you take damage greater than S bonus, get knocked down.

When a target suffers at least one wound from a weapon with this quality, they become "crippled" for the remainder of the encounter, or until healed of all damage, whichever comes first. If, while Crippled, a character takes more than a half action, they suffer X in Rending damage, with no reduction for Armor or Toughness.

The wielder doesn't test BS, instead, all creatures in 30 degree arc test must Agility or take a hit. If hit, test Agility again or be set on fire. This ignores cover. If you do not have the proper talent, the targets get +20 to avoid, or +30 if unbraced heavy. For RT and DH: Hit body only, jams on 9

Flexible (BCC) Weapons with this quality cannot be parried.Force (RTC)

Force (BCC)

Gyro-Stabilised (BCC) Never counts as further than Long Range (penalty still applies, as does normal maximum range). Heavy Weapons with this Quality reduce the penalty for firing without Bracing to -20Hallucinogenic (X) (BCC)

Haywire (X) (DWC) Everything in X radius goes haywire. Roll on table 5-4 (page 143 in DW) to determine effect. Lessens by one step every round until it becomes insignificant.Haywire (X) (BCC)

Inaccurate (BCC) Gain no bonus for AimingMaximal (BCC)

Melta (BCC) Double penetration when firing at short range or closer.Overheats (DWC)

Overheats (BCC)

Power Field (DWC) When successfully using a weapon with this quality to Parry, there is a 75% chance the offending weapon will be destroyed. This does not affect Warp Weapons, Natural Weapon, or other Power Weapons.Power Field (BCC)

Primitive (DWC) All armor points are doubled against weapons with this quality, unless the armor is also primitive. Non-Primitive armor doubles its AP before being reduced by Penetration.Primitive (X) (BCC) Weapons with this quality treat any rolled damage above X as X. A 10/0 is still required to trigger Zealous Hatred. This works, effectively, as an anti-Proven.Proven (X) (BCC) Treat any damage die roll lower than the rating as that rating. For example, if the weapon has Proven (3), and a 1 or 2 is rolled, treat it as a 3.Razor Sharp (DWC) If an attack results in 2 or more degrees of success, double the weapon's penetration when resolving the hit.Razor Sharp (BCC) If an attack results in 3 or more degrees of success, double the weapon's penetration when resolving the hit.Recharge (BCC) May only fire every other round.Reliable (DWC) It a jam occurs, roll a 1d10. Only if that is a 10 did a jam actually happen.Reliable (BCC) Only jams on a roll of 100/00. Weapons with this quality that do not roll to hit never jam.Sanctified (BCC) Counts as Holy. For Astartes weapons, must be Exceptional or Master-Craft in order to have this. Has certain effects on some Daemonic and Warp Creatures.Scatter (DWC) If fired at a foe within Point Blank Range, every 2 degrees of success indicates another hit. However, double all armor point against hits from a scatter weapon at Long or Extreme range.Scatter (BCC) At Short Range or closer, gain +10 to hit. At Point Blank add 3 to damage. At Long Range or Extreme Range, subtract 3 damage, to a minimum of zero. Shocking (DWC) If takes damage after AP and toughness, roll Toughness test +10 for every armor point on location, fail means stunned for half damage in roundsShocking (BCC) A target that takes a hit from a Shocking weapon must pass a +0 Toughness Test or be stunned for a number of rounds equal to his degrees of failure.Smoke (DWC) When a hit is scored, creates a 3d10 meters in diameter cloud centered on impact. It lasts 2d10 rounds or lessSmoke (X) (BCC) When a hit is scored (not necessarily on a living target), it creates a smoke screen X meters in diameter. It lasts for 1d10+10 rounds, or less in adverse weather. Snare (DWC) On hit, make Ag test or immobilized. Once immobilized cant do anything except attempt escape, St or Ag test, helpless until freeSnare (X) (BCC)

Spray (BCC)

Storm (BCC) This doubles the number of hits inflicted on the target and ammo expended. Tainted (BCC) Add the 10s digit of your Corruption Bonus to the weapon's damage.

Count as Best Craftsmanship Mono weapons of a standard primitive weapon. In the hands of a psyker, deals bonus damage and penetration equal to the psyker's Psy Rating and the damage type changes to E. When a psyker damages an opponent, may make a Focus Power Test (Opposed Willpower) as a Free Action. If successful, and scores more degrees of success than his opponent, for every degree of success, the force weapon's wielder deals an additional 1d10E, ignoring armor or toughness. These weapons cannot be destroyed by a power weapon's field.

Any Melee weapon with the Primitive quality may be a Force weapon. This increases the availability to Extremely Rare. If wielded by a non-psyker, this has no additional effect. If the wielder is a Psyker, add +1 to Damage and Penetration per point of Psy Rating. In addition, ignore the Primitive quality. In addition to the normal damage, the wielder may, as a Free Action, make a Focus Power test using Opposed Willpower with the target. If the wielder is successful, deal an additional 1d10E damage per Degree of Success, ignoring the victim's Armor and Toughness Bonus. Force weapons cannnot be destroyed by a power weapon's field.

When hit by a weapon with this effect, you must make a Toughness test modified by -10 times X, or suffer a delusion on table 5-1 (Page 150). Respirators and sealed armor grant +20 to resist. This effect lasts 1 round, plus 1 per degree of failure.

Everything in X radius goes haywire. Roll on table 5-2 (page 151 in BCC) to determine effect. Lessens by one step every round until it becomes insignificant. Additional effects replace if higher, or ignore if lower, than the current effect.

A weapon with this quality has two firing modes: normal, and maximal. This must be chosen at the beginning of the round. On Maximal, it adds 10m to range, 1d10 to damage, and 2 to penetration. If it has blast, it is improved by 2. This shot uses three times as much ammunition, and temporarily adds the Recharge quality if it isn't already present.

A roll of 91 or higher causes an overheat. When this happens, the wielder suffers energy damage equal to the weapon's damage with pen 0 to the wielding arm, or a random arm if 2-handed. May avoid this by dropping the weapon as a Free Action. Must spend a round cooling down. Does not jam, and any effects that would cause it to instead cause an overheat.

A roll of 91 or higher causes an overheat. When this happens, the wielder suffers a single hit from the weapon to the wielding arm, or a random arm if 2-handed. Once the hit has been resolved, the wielder must then make an Agility Test or drop the weapon. Must spend a round cooling down. Does not jam, and any effects that would cause it to instead cause an overheat.

When successfully using a weapon with this quality to Parry, or this weapon is parried by another, there is a 75% chance the offending weapon will be destroyed. This does not affect Warp Weapons, Natural Weapon, or other Power Weapons.

On hit, make Ag test modified by -10 per X or be immobilized. Once immobilized, you cannot do anything except attempt escape. To do so, you must pass a St or Ag test with the same modifiers as the initial. Considered helpless until escape.

This weapon does not need a test to fire. All creatures in the weapon's range, in a 30 degree arc, must make an Agility check or be struck by the attack and take damage normally. Cover offers no protection unless it conceals completely. Spray attacks always resolve against the body. They Jam if the firer rolls 9 on any damage dice (before bonuses).

Tearing (BCC) Roll one extra die for damage, and discard the lowest of them.Toxic (DWC)

Toxic (X) (BCC)

Twin-Linked (DWC)

Twin-Linked (BCC)

Unbalanced (DWC) Weapons with this quality suffer a -10 when used to parry.Unbalanced (BCC) Weapons with this quality suffer a -10 when used to parry. Unbalanced weapons may not be used to make Lightning Attacks.Unreliable (BCC) Unreliable weapons jam on a roll of 91 or higher on all firing modes.Unstable (RTC) When a weapon with this hits, on a 1 it inflicts half damage, on 2-9 it deals normal, and 10 it deals double.Unwieldy (DWC) Weapons with this quality cannot be used to parry.Unwieldy (BCC) Weapons with this quality cannot be used to parry or make Lightning Attacks.Volatile (DWC) Automatically confirm Righteous Fury on a roll of 10 for damage. Warp Weapon (BCC) These weapons ignore all AP generated from Armor or Cover. Force Fields and specially warded armor work as normal.

Craftsmanship Cost Multiplier AvailabilityBest x10 Drop 2 step

Good x3 drop 1 step

Common x1 NormalPoor x.5 Increase 1 step

Astartes Craftsmanship Req. Multiplier Renown RequiredMaster-Crafted x2/x1.5 Distinguished

Exceptional x1.5 Respected

Common x1 None

Black Crusade Craftsmanship Availability ModifierBest -20

Good -10

Common +0Poor +10

Go to tabs below for specific sectionsvvvvvvvvv

Anyone that takes Damage from a Toxic weapon after Armor and Toughness must make a Toughness test with a -5 penalty for every point of damage suffered. Failure results in an immediate 1d10 impact damage with no reduction to the same location.

Anyone that takes Damage from a Toxic weapon after Armor and Toughness must make a Toughness test with a -10 per X. Failure results in an immediate 1d10 damage with no reduction to the same location, of the same type. Some weapons may have additional effects, see their profiles for more info.

A weapon with this gains a +20 bonus to hit when fired and uses twice as much ammo. In addition, the weapon may score one additional hit if the attack roll succeeds by two or more degrees. Lastly, reload time is doubled.

When firing a weapon with this quality, the wielder must choose either a +10 bonus to hit, or an additional hit if they score at least one successful hit. Twice the weapon's RoF is always expended each shot.

Melee: +10 WS to attack, +1 Damage; Ranged: never jams; Armor: +1 AP; Ork: Same as good, with +1 damage and one Kustom Bit; Fields: Overloads on a 1; Gear: Half Weight

Melee: +5 WS to attack; Ranged: Reliable (or remove Unreliable); Armor: +1 AP against first hit per combat; Ork: +5 to BS and WS. Weigh .5kg more. Fields: Overloads on 1-5; Gear: Two-Thirds Weight

Everything: Normal;

Melee: -10 WS to attack; Ork: Jams instantly for a non-Ork, weighs .5KG less;

Melee: +10 WS, +2 Damage; Ranged: never jams or overheats, +2 Damage; Armor: +1 AP, weighs half normal amount; Fields: Overloads on 1

Melee: +5 WS, +1 Damage; combat; Fields: Overloads on 1-5Everything: Normal;

Melee: +10 WS to use, +1 Damage; Ranged: never jams or overheats; Armor: Good benefits and +1 AP; Fields: Overloads on a 1

Melee: +5 WS to use; Ranged: Reliable (or remove Unreliable); Armor: Adds +5 to tests to a chosen Social Skill; Fields: Overloads on 1-5

Everything: Normal;

Melee: -10 WS to use; Fields: Overloads on 1-15

Good news! Started storing this in my dropbox. E-mail me at [email protected] and put "40kRP Armory" in the subject line, minus the quotes, if you want it to be shared with you, or if you want to contact me about it at all. If that's not in the subject, I'll probably filter your message as spam. This will be the surest method to get the most recent version of the file; however, I'll still store it in my mediafire account for general sharing. The folder for that is http://www.mediafire.com/?cvj9wt3s7eb83. Thanks for using this!

Last edit: 2011-09-29 by unnownrelicVersion info: First segment is current series, second segment is updated with each source book, third segment is release date in MMDD format.

The sections called Core Specific are from the core rulebook. Using Dark Heresy Errata 3.0. Abbreviation is DHC or DHE.

The sections called Feral & Feudal Word Specific, Hive World Specific, Forge World Specific, Frontier World Specific, The Void Specific, The Holy Ordos Specific and War Zone Specific are from Inquisitors Handbook. Abbreviation is IHB.The sections called Shadow Gear, Dark Tech, and Xenos Tech are from Radicals Handbook, note that many of these items have vastly greater descriptions then are provided here. Abbreviation is RHB.

The sections called Rogue Trader are from Rogue Trader. Prices are not listed because Rogue Traders do not buy, but acquire. Using Rogue Trader Errata 1.1. Abbreviation is RTC or RTE.The sections called Ascension are from Ascension; prices are not listed because Throne Agents follow Acquisition rules (similar to RT). Abbreviation is ASC.The sections called Into the Storm and ITS are from Into the Storm. Prices are not listed because Rogue Traders do not buy, but acquire. Abbreviation is ITS.The sections called Reliquary are from Blood of Martyrs. Also contains new Ascended items from the Heresy Begets Retribution Expansion. Abbreviation is BOM and HBR.

It is advised that you read the full description of the source material of any interesting item for a better understanding of what it is. This Document is only a quick reference

Grants an additional +10 when used with the aim action. On an aimed single shot with a basic weapon, gain 1d10 extra damage for every 2 degrees of success (2d10 bonus max).

Grants a +10 to WS tests made to parry. Multiple Balanced weapons only grant this bonus once.Hits all targets in X radius. Roll for hit location and damage individually.Hits all targets in X radius. Roll damage once and apply it to all affected targets.

Stuns a target. Take a Toughness test at -10 per X on hit or be stunned for one round per degree of failure. If you take damage greater than S bonus, get knocked down.

Reduce one additional point of Cohesion if hit, regardless of wounds or damage. If Horde, reduce magnitude by X per hit.A Horde hit and damaged by a weapon with this quality reduces their Magnitude by X.Targets damaged by a weapon with this trait must pass a -10 WP or T test (target's choice) or be stunned for one round.

If a target of a Flame attack is hit (even if they suffer no damage), they must pass an Agility Test or be set on fire.

The sections called Astartes are from Deathwatch. Prices are listed, but are not to be confused with thrones. These are requisition values. There may also be a Renown note. Keep in mind, all Astartes weapons count as one size class larger for Non-Astartes, and are highly taboo to use. Using Deathwatch Errata 1.1. There are alternate weapon rules proposed in the appendix of this version, and they have been included, on another tab. Refer to "DW Optional" for said changes. Abbreviation is DWC or DWE.

The sections called Black Crusade are from Black Crusade Core. Abbreviation is BCC. It should be noted that many of Black Crusade's weapon Keywords vary greatly from all the other systems. As such, many keywords will be listed twice: first as how they're used in the other three systems, and second how it's used in Black Crusade. If a keyword works identically in Black Crusade as the older version, then it will be updated as any other keyword, and only have a single version.

Grants an additional +10 when used with the aim action. On an aimed single shot with a basic weapon, gain 1d10 extra damage for every 2 degrees of success (2d10 bonus max). These additional

Stuns a target. Take a toughness test at -10 per DoS on hit or be stunned for one round. Auditory protection grants +10 to resist stunning sound, but not the kinetic effect. If you take damage greater

When a target suffers at least one wound from a weapon with this quality, they become "crippled" for the remainder of the encounter, or until healed of all damage, whichever comes first. If, while Crippled, a character takes more than a half action, they suffer X in Rending damage, with no reduction for Armor or Toughness.

The wielder doesn't test BS, instead, all creatures in 30 degree arc test must Agility or take a hit. If hit, test Agility again or be set on fire. This ignores cover. If you do not have the proper talent, the targets get +20 to avoid, or +30 if unbraced heavy. For RT and DH: Hit body only, jams on 9

Never counts as further than Long Range (penalty still applies, as does normal maximum range). Heavy Weapons with this Quality reduce the penalty for firing without Bracing to -20

Everything in X radius goes haywire. Roll on table 5-4 (page 143 in DW) to determine effect. Lessens by one step every round until it becomes insignificant.

When successfully using a weapon with this quality to Parry, there is a 75% chance the offending weapon will be destroyed. This does not affect Warp Weapons, Natural Weapon, or other Power Weapons.

All armor points are doubled against weapons with this quality, unless the armor is also primitive. Non-Primitive armor doubles its AP before being reduced by Penetration.Weapons with this quality treat any rolled damage above X as X. A 10/0 is still required to trigger Zealous Hatred. This works, effectively, as an anti-Proven.Treat any damage die roll lower than the rating as that rating. For example, if the weapon has Proven (3), and a 1 or 2 is rolled, treat it as a 3.If an attack results in 2 or more degrees of success, double the weapon's penetration when resolving the hit.If an attack results in 3 or more degrees of success, double the weapon's penetration when resolving the hit.

It a jam occurs, roll a 1d10. Only if that is a 10 did a jam actually happen.Only jams on a roll of 100/00. Weapons with this quality that do not roll to hit never jam.Counts as Holy. For Astartes weapons, must be Exceptional or Master-Craft in order to have this. Has certain effects on some Daemonic and Warp Creatures.If fired at a foe within Point Blank Range, every 2 degrees of success indicates another hit. However, double all armor point against hits from a scatter weapon at Long or Extreme range.At Short Range or closer, gain +10 to hit. At Point Blank add 3 to damage. At Long Range or Extreme Range, subtract 3 damage, to a minimum of zero. If takes damage after AP and toughness, roll Toughness test +10 for every armor point on location, fail means stunned for half damage in roundsA target that takes a hit from a Shocking weapon must pass a +0 Toughness Test or be stunned for a number of rounds equal to his degrees of failure.When a hit is scored, creates a 3d10 meters in diameter cloud centered on impact. It lasts 2d10 rounds or lessWhen a hit is scored (not necessarily on a living target), it creates a smoke screen X meters in diameter. It lasts for 1d10+10 rounds, or less in adverse weather. On hit, make Ag test or immobilized. Once immobilized cant do anything except attempt escape, St or Ag test, helpless until free

This doubles the number of hits inflicted on the target and ammo expended.

Count as Best Craftsmanship Mono weapons of a standard primitive weapon. In the hands of a psyker, deals bonus damage and penetration equal to the psyker's Psy Rating and the damage type changes to E. When a psyker damages an opponent, may make a Focus Power Test (Opposed Willpower) as a Free Action. If successful, and scores more degrees of success than his opponent, for every degree of success, the force weapon's wielder deals an additional 1d10E, ignoring armor or toughness. These weapons cannot be destroyed by a power weapon's field.

Any Melee weapon with the Primitive quality may be a Force weapon. This increases the availability to Extremely Rare. If wielded by a non-psyker, this has no additional effect. If the wielder is a Psyker, add +1 to Damage and Penetration per point of Psy Rating. In addition, ignore the Primitive quality. In addition to the normal damage, the wielder may, as a Free Action, make a Focus Power test using Opposed Willpower with the target. If the wielder is successful, deal an additional 1d10E damage per Degree of Success, ignoring the victim's Armor and Toughness Bonus. Force weapons cannnot be destroyed by a power weapon's field.

When hit by a weapon with this effect, you must make a Toughness test modified by -10 times X, or suffer a delusion on table 5-1 (Page 150). Respirators and sealed armor grant +20 to resist. This

Everything in X radius goes haywire. Roll on table 5-2 (page 151 in BCC) to determine effect. Lessens by one step every round until it becomes insignificant. Additional effects replace if higher, or

A weapon with this quality has two firing modes: normal, and maximal. This must be chosen at the beginning of the round. On Maximal, it adds 10m to range, 1d10 to damage, and 2 to penetration. If it has blast, it is improved by 2. This shot uses three times as much ammunition, and temporarily adds the Recharge quality if it isn't already present.

A roll of 91 or higher causes an overheat. When this happens, the wielder suffers energy damage equal to the weapon's damage with pen 0 to the wielding arm, or a random arm if 2-handed. May avoid this by dropping the weapon as a Free Action. Must spend a round cooling down. Does not jam, and any effects that would cause it to instead cause an overheat.

A roll of 91 or higher causes an overheat. When this happens, the wielder suffers a single hit from the weapon to the wielding arm, or a random arm if 2-handed. Once the hit has been resolved, the wielder must then make an Agility Test or drop the weapon. Must spend a round cooling down. Does not jam, and any effects that would cause it to instead cause an overheat.

When successfully using a weapon with this quality to Parry, or this weapon is parried by another, there is a 75% chance the offending weapon will be destroyed. This does not affect Warp

On hit, make Ag test modified by -10 per X or be immobilized. Once immobilized, you cannot do anything except attempt escape. To do so, you must pass a St or Ag test with the same modifiers as

This weapon does not need a test to fire. All creatures in the weapon's range, in a 30 degree arc, must make an Agility check or be struck by the attack and take damage normally. Cover offers no protection unless it conceals completely. Spray attacks always resolve against the body. They Jam if the firer rolls 9 on any damage dice (before bonuses).

Weapons with this quality suffer a -10 when used to parry. Unbalanced weapons may not be used to make Lightning Attacks.

When a weapon with this hits, on a 1 it inflicts half damage, on 2-9 it deals normal, and 10 it deals double.

Weapons with this quality cannot be used to parry or make Lightning Attacks.

These weapons ignore all AP generated from Armor or Cover. Force Fields and specially warded armor work as normal.

Anyone that takes Damage from a Toxic weapon after Armor and Toughness must make a Toughness test with a -5 penalty for every point of damage suffered. Failure results in an immediate 1d10

Anyone that takes Damage from a Toxic weapon after Armor and Toughness must make a Toughness test with a -10 per X. Failure results in an immediate 1d10 damage with no reduction to the same location, of the same type. Some weapons may have additional effects, see their profiles for more info.

A weapon with this gains a +20 bonus to hit when fired and uses twice as much ammo. In addition, the weapon may score one additional hit if the attack roll succeeds by two or more degrees.

When firing a weapon with this quality, the wielder must choose either a +10 bonus to hit, or an additional hit if they score at least one successful hit. Twice the weapon's RoF is always expended

+10 WS to attack, +1 Damage; Ranged: never jams; Armor: +1 AP; Ork: Same as good, with +1 damage and one Kustom Bit; Fields: Overloads on a 1; Gear: Half Weight

: +5 WS to attack; Ranged: Reliable (or remove Unreliable); Armor: +1 AP against first hit per combat; Ork: +5 to BS and WS. Weigh .5kg more. Fields: Overloads on 1-5; Gear: Two-Thirds Weight

Everything: Normal; Fields: Overloads on 1-10

: -10 WS to attack; Ranged: Unreliable, if already Unreliable gun jams on every missed shot; Armor: -10 Agility; Jams instantly for a non-Ork, weighs .5KG less; Fields: Overloads on 1-20; Gear: Half-Again Weight

+10 WS, +2 Damage; Ranged: never jams or overheats, +2 Damage; Armor: +1 AP, weighs half normal Fields: Overloads on 1

: +5 WS, +1 Damage; Ranged: Reliable (or remove Unreliable), +1 Damage; Armor: +1 AP against first hit per Fields: Overloads on 1-5

Everything: Normal; Fields: Overloads on 1-10

+10 WS to use, +1 Damage; Ranged: never jams or overheats; Armor: Good benefits and +1 AP; Fields: Overloads on a 1

: +5 WS to use; Ranged: Reliable (or remove Unreliable); Armor: Adds +5 to tests to a chosen Social Skill; Overloads on 1-5

Everything: Normal; Fields: Overloads on 1-10

: -10 WS to use; Ranged: Unreliable, if already Unreliable gun jams on every missed shot; Armor: -10 Agility; Overloads on 1-15

Good news! Started storing this in my dropbox. E-mail me at [email protected] and put "40kRP Armory" in the subject line, minus the quotes, if you want it to be shared with you, or if you want to contact me about it at all. If that's not in the subject, I'll probably filter your message as spam. This will be the surest method to get the most recent version of the file; however, I'll still store it in my mediafire account for general sharing. The folder for that is http://www.mediafire.com/?cvj9wt3s7eb83. Thanks for using this!

The sections called Feral & Feudal Word Specific, Hive World Specific, Forge World Specific, Frontier World Specific, The Void Specific, The Holy Ordos Specific and War Zone Specific are from Inquisitors Handbook. Abbreviation is IHB.The sections called Shadow Gear, Dark Tech, and Xenos Tech are from Radicals Handbook, note that many of these items have vastly greater descriptions then are provided here. Abbreviation is RHB.

Grants an additional +10 when used with the aim action. On an aimed single shot with a basic weapon, gain 1d10 extra damage for every 2 degrees of success (2d10 bonus max).

Stuns a target. Take a Toughness test at -10 per X on hit or be stunned for one round per degree of failure. If you take damage greater than S bonus, get knocked down.

Grants an additional +10 when used with the aim action. On an aimed single shot with a basic weapon, gain 1d10 extra damage for every 2 degrees of success (2d10 bonus max). These additional

Stuns a target. Take a toughness test at -10 per DoS on hit or be stunned for one round. Auditory protection grants +10 to resist stunning sound, but not the kinetic effect. If you take damage greater

When a target suffers at least one wound from a weapon with this quality, they become "crippled" for the remainder of the encounter, or until healed of all damage, whichever comes first. If, while

The wielder doesn't test BS, instead, all creatures in 30 degree arc test must Agility or take a hit. If hit, test Agility again or be set on fire. This ignores cover. If you do not have the proper talent, the

Never counts as further than Long Range (penalty still applies, as does normal maximum range). Heavy Weapons with this Quality reduce the penalty for firing without Bracing to -20

When successfully using a weapon with this quality to Parry, there is a 75% chance the offending weapon will be destroyed. This does not affect Warp Weapons, Natural Weapon, or other Power Weapons.

All armor points are doubled against weapons with this quality, unless the armor is also primitive. Non-Primitive armor doubles its AP before being reduced by Penetration.

If fired at a foe within Point Blank Range, every 2 degrees of success indicates another hit. However, double all armor point against hits from a scatter weapon at Long or Extreme range.

Count as Best Craftsmanship Mono weapons of a standard primitive weapon. In the hands of a psyker, deals bonus damage and penetration equal to the psyker's Psy Rating and the damage type changes to E. When a psyker damages an opponent, may make a Focus Power Test (Opposed Willpower) as a Free Action. If successful, and scores more degrees of success than his opponent, for every degree of success, the force weapon's wielder deals an additional 1d10E, ignoring armor or toughness. These weapons cannot be destroyed by a power weapon's field.

Any Melee weapon with the Primitive quality may be a Force weapon. This increases the availability to Extremely Rare. If wielded by a non-psyker, this has no additional effect. If the wielder is a Psyker, add +1 to Damage and Penetration per point of Psy Rating. In addition, ignore the Primitive quality. In addition to the normal damage, the wielder may, as a Free Action, make a Focus Power test using Opposed Willpower with the target. If the wielder is successful, deal an additional 1d10E damage per Degree of Success, ignoring the victim's Armor and Toughness Bonus. Force

When hit by a weapon with this effect, you must make a Toughness test modified by -10 times X, or suffer a delusion on table 5-1 (Page 150). Respirators and sealed armor grant +20 to resist. This

Everything in X radius goes haywire. Roll on table 5-2 (page 151 in BCC) to determine effect. Lessens by one step every round until it becomes insignificant. Additional effects replace if higher, or

A weapon with this quality has two firing modes: normal, and maximal. This must be chosen at the beginning of the round. On Maximal, it adds 10m to range, 1d10 to damage, and 2 to penetration.

A roll of 91 or higher causes an overheat. When this happens, the wielder suffers energy damage equal to the weapon's damage with pen 0 to the wielding arm, or a random arm if 2-handed. May avoid this by dropping the weapon as a Free Action. Must spend a round cooling down. Does not jam, and any effects that would cause it to instead cause an overheat.

A roll of 91 or higher causes an overheat. When this happens, the wielder suffers a single hit from the weapon to the wielding arm, or a random arm if 2-handed. Once the hit has been resolved, the wielder must then make an Agility Test or drop the weapon. Must spend a round cooling down. Does not jam, and any effects that would cause it to instead cause an overheat.

When successfully using a weapon with this quality to Parry, or this weapon is parried by another, there is a 75% chance the offending weapon will be destroyed. This does not affect Warp

On hit, make Ag test modified by -10 per X or be immobilized. Once immobilized, you cannot do anything except attempt escape. To do so, you must pass a St or Ag test with the same modifiers as

This weapon does not need a test to fire. All creatures in the weapon's range, in a 30 degree arc, must make an Agility check or be struck by the attack and take damage normally. Cover offers no

Anyone that takes Damage from a Toxic weapon after Armor and Toughness must make a Toughness test with a -5 penalty for every point of damage suffered. Failure results in an immediate 1d10

Anyone that takes Damage from a Toxic weapon after Armor and Toughness must make a Toughness test with a -10 per X. Failure results in an immediate 1d10 damage with no reduction to the

A weapon with this gains a +20 bonus to hit when fired and uses twice as much ammo. In addition, the weapon may score one additional hit if the attack roll succeeds by two or more degrees.

When firing a weapon with this quality, the wielder must choose either a +10 bonus to hit, or an additional hit if they score at least one successful hit. Twice the weapon's RoF is always expended

Availability Based on Rogue Trader's tables 5-1 and 5-2, with an addition of <1,000 for the second table, and a modification from Dark Heresy for the second as well.

Availability by Population

Availability, Population, and Time (RT)

Availability, Population, and Time (DH)

Based on Rogue Trader's tables 5-1 and 5-2, with an addition of <1,000 for the second table, and a modification from Dark Heresy for the second as well.

Based on Rogue Trader's tables 5-1 and 5-2, with an addition of <1,000 for the second table, and a modification from Dark Heresy for the second as well.

Acquisition, Influence, Renown, and Infamy

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

Availability Modifier Example ScaleUbiquitous 70 Ration Pack NegligibleAbundant 50 Knife TrivialPlentiful 30 Void Suit MinorCommon 20 Lasgun StandardAverage 10 Micro-Bead MajorScarce 0 Demo Charge SignificantRare -10 Krak Grenade VastVery Rare -20 Heavy BolterExtremely Rare -30 Digital WeaponNear Unique -50 Tempest BoltUnique -70 Archeotech Power Armor

Duration Modifiers (1-6) Component Modifiers (9-36)

Duration Modifier Example ComponentA single mission 20 One to Two sessions War (Macrobatteries, lances, torps)An adventure 0 Entire Campaign Etheric (Auspex, vox-nets, comms)Permanently -20 Forever Power (Warp drive, generatorium, vo

Structure (Holds, observatories, arm

Renown (5-2) Expanded Components Cost (1-6)

Renown Rating Renown Rank Component0 - 19 Initiate Supplemental @ 1 SP, Essential Components20 - 39 Respected Supplemental @ 2 SP, Essential Components @ +140 - 59 Distinguished Supplemental @ 3 SP, Essential Components @ +260 - 79 Famed Supplemental @ 4 SP, Essential Components @ +380+ Hero Supplemental @ 5 SP, Essential Components @ +4

Supplemental @ 6 SP, Essential Components @ +5Archeotech ComponentsXenotech Components

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

Numbers Modifier Example CraftsmanshipSingle 10 1 item PoorMinor 0 2-4 items CommonSignificant -10 5-10 items GoodVast -20 11-100 items BestLegion -40 101-1000 itemsImpossible -60 1001+ items

For combining acquisitions, use the rarer of the availabilities, and take -5. Starships do not benefit from

Scale. Components use table below. When requisitioning a vehicle, add an additional -10.

Scale Modifiers (9-35) Craftsmanship Modifiers (9-35)

Modifier Example Craftsmanship Modifier30 Single Man Poor 1020 Squad (3-5) Common 010 Platoon (10-30) Good -10

0 Company (50-100) Best -30-10 Regiment (500-1,000)-20 Division (2,000-5,000)-30 Army (10,000+)

Component Modifiers (9-36) Number Modifiers (1-7)

Modifier Numbers ModifierWar (Macrobatteries, lances, torps) -30 A single person 0Etheric (Auspex, vox-nets, comms) -20 A squad -10Power (Warp drive, generatorium, vo -10 A platoon -20Structure (Holds, observatories, arm 0 A company -30

Expanded Components Cost (1-6)

ModifierSupplemental @ 1 SP, Essential Components ScarceSupplemental @ 2 SP, Essential Components @ +1 RareSupplemental @ 3 SP, Essential Components @ +2 Very RareSupplemental @ 4 SP, Essential Components @ +3 Extremely RareSupplemental @ 5 SP, Essential Components @ +4 Near UniqueSupplemental @ 6 SP, Essential Components @ +5 UniqueArcheotech Components Extremely RareXenotech Components Near Unique

Quality Modifiers (9-11)

Modifier Example10 Bone Weapon

0 Common Robes-10 Heretek-Crafted weapon-20 Finely-wrought weapon by a Dark Mechanicus Magos

Based on Rogue Trader's tables 9-35 and 9-36, as well as Ascension's tables 1-5, 1-6, and 1-7. The renown table is 5-2 in Deathwatch Core. Expanded Components Cost 1-6 is from Battlefleet Koronus. Amount and Quality modifiers are from Black Crusade table 9-11.

For combining acquisitions, use the rarer of the availabilities, and take -5. Starships do not benefit from

Scale. Components use table below. When requisitioning a vehicle, add an additional -10.

Craftsmanship Modifiers (9-35)

ExampleCorpse Starch Ration PackTypical ClothingFinely Crafted, Forge World BolterExquisite Power Sword w/ Noble Family Crest

ExampleOneTwo to FiveTen to ThirtyFifty to One Hundred

Based on Rogue Trader's tables 9-35 and 9-36, as well as Ascension's tables 1-5, 1-6, and 1-7. The renown table is 5-2 in Deathwatch Core. Expanded Components Cost 1-6 is from Battlefleet Koronus. Amount and Quality modifiers are from Black Crusade table 9-11.

Name Class Range RoF Dam Pen Clip

Ranged WeaponsLas

SP Weapons

Bolt Weapons

Melta Weapons

Plasma Weapon

Flame Weapons

Primitive Weapons

Launchers

Grenades & Explosives

Exotic Weapons

Rld Special Wt Cost Availability Pg.

Melee

Page 20

Name Class Range Dam Pen

Melee WeaponsWeapons marked with * require two hands to use

Primitive Weapons

Chain Weapons

Power Weapons

Shock Weapons

Exotic Weapons

Force Weapons

Melee

Page 21

Special Wt Cost Availability Pg.

Melee

Page 22

Name Class Range RoF Dam Pen Clip Rld

Ranged WeaponsLas

SP Weapons

Bolt Weapons

Melta Weapons

Plasma Weapon

Flame Weapons

Launchers

Grenades & Explosives

Exotic Weapons

Melee WeaponsWeapons marked with * require two hands to use

Primitive Weapons

Chain Weapons

Power Weapons

Force Weapons

Special Wt Cost Availability

Upgrades & Ammo

Page 26

Name

Weapon Upgrades & Ammo

Upgrades

Ammo

Upgrades & Ammo

Page 27

Description

Weapon Upgrades & Ammo

Upgrades & Ammo

Page 28

Wt Cost Availability Pg. Used For

Armor Type Location(s) Covered AP WT Cost

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

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

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

Mesh Armor

Carapace Armor

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

Force Field For fields in Ascension, all Rogue Trader and all Deathwatch books, the AP column lists the field rating, which must be rolled under to be effective. For previously listed fields, see their specific entry for operation.

Exotic Armor

Armor Upgrades

Availability Pg.

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

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

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

For fields in Ascension, all Rogue Trader and all Deathwatch books, the AP column lists the field rating, which must be rolled under to be effective. For previously listed fields, see their specific entry for operation.

For fields in Ascension, all Rogue Trader and all Deathwatch books, the AP column lists the field rating, which must be rolled under to be effective. For previously listed fields, see their specific entry for operation.

Name Wt Cost Availability Pg. Info

Gear

Clothing & Personal Items

Drugs & Consumables

Tools

Type Cost

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

Provisions

Transportation

Inter-Stellar Transportation (cost per person per trip)BerthingShipboard Meals

Medicae CareFeral and Feudal World SpecificHive World Specific

OtherFeral and Feudal World SpecificHive World SpecificIHB Material Costs Availability EstimatedEcclesiarchal Services Clerics may carry out the task with a C. Lore (Imperial Creed) check and the material cost expenditure

AssetsImperial Navy AssetsImperial Guard AssetsInquisitorial AssetsAdeptus Astartes

Availability Pg. Effect

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

IHB247Clerics may carry out the task with a C. Lore (Imperial Creed) check and the material cost expenditure

Name Cost Availability Pg. Effect

Cybernetics

Maximum Mechadendrites is TB

Core SpecificForge World SpecificDark Tech SpecificXenos Tech SpecificRogue Trader SpecificAscension SpecificInto the Storm SpecificAstartes SpecificRites of BattleBlack Crusade

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

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

Name Cost Availability Pg.

Servitors and FamiliarsForge World SpecificServitorsFamiliarsUpgrades 145Holy Ordos SpecificRogue Trader SpecificReliquaryAstartes SpecificRites of Battle

VehiclesContains all vehicles using the rules as presented in Into the Storm, Rites of Battle, and Battlefleet Koronus.The sections called ITS are from Into the Storm. Abbreviation is ITS.The sections called Rites are from Rites of Battle. Abbreviation is ROB.The sections called BFK are from Battlefleet Koronus. Abbreviation is BFK.

For reference, one AU (Aerial Unit) is equal to 100 meters. If a conversion is needed, simply divide it by 100 and round up to the next whole number.

It is advised that you read the full description of the source material of any interesting item for a better understanding of what it is. This Document is only a quick reference

Keyword ReferenceAnti-Grav Engines The vehicle may count as a Skimmer (and follow all the rules for a Skimmer) for up to 10 minutes before it must return to counting as a Flyer. It may do this once every hour.Attack Bike

Bomber This vehicle's payload is anti-ship weapons, and may only be used to target ships or similarly large emplacements. If used on a vehicle or individual, it is likely they would be utterly annihilated. Bullet Spray The driver of this vehicle gains the Auto-Stabilised Trait for firing this vehicle's weapons. If this vehicle is moved in the same turn that it fired, it does not gain the usual bonus to hit for full-auto fire.Breaching Vehicle (X) [Y] This vehicle is designed to forcibly board enemy starships. It takes X full rounds to burn through the hull. If Y is present, the pilot must test to attach to the side of a vessel with a +Y Pilot (Spacecraft) check. Ceramite Armor This vehicle is equipped with heat-resistant ceramite armor for atmospheric re-entry. Any melta weapon count their Penetration as 0 against this vehicle.Combat Walker A walker always has a Basic Melee Attack (representing the ability to charge, batter, and smash targets): Melee, 1d10I+SB, Pen 0, UnwieldyCommand and Control

Daemonic Possession

Decoy Launchers

Dirge Caster All followers of Chaos within 100 meters gain the Fearless Talent.Dreadnought Uses special rules detailed in the appropriate section. Page 180 for Adeptus Astartes Dreadnoughts, and page 190 for Chaos Space Marine Dreadnoughts.Drone Racks The vehicle does not need to land in order to deploy its drones. It has three drone racks, with a total of 14 drones that may deploy (see page 367 in Deathwatch Core for Tau gun drones).Drones Carries two Gun Drones (see page 367 of Deathwatch Core) attached to the front. They may fire their weapons using their normal BS in addition to the vehicle's weapons.Dreadclaw Assault

Drop Pod Assault

Enhanced Auspex Arrays

Escape Pod

Exposed

Feral Machine Spirit All shooting against this vehicle suffers a -10 penalty as long as it is mobile. This does not stack with Dreadclaw Assault or Drop Pod Assault.Frag Assault Launchers

Flyer

The Bike can be upgraded to an Attack Bike. This allows the bike to carry one passenger, and give the bike a passenger-operated Astartes Heavy Bolter or Astartes Multi-Melta with a facing to the front and right. The bike's size increases one step, its Maneuverability decreases to +12, and it requires Respected Renown.

The special feature of this vehicle allows a character using it to use his Command skill to affect a number of squads, units, or other team equal to his Fellowship bonus. This effect combines with Fellowship-based Talents such as Iron Discipline, Master Orator, and the like. Any character using this equipment also gains a +10 bonus to Command Skill tests.

The vehicle may fire all of its weapons as part of the same Half Action each turn, and may do so even if in melee (though it must do so at different targets than those it is engaged with). If in melee, it may spend an additional Half Action to make one attack. The vehicle counts as having the Lightning Attack Talent. None can ride within the vehicle. Finally, ignore Jarring Blow and Staggered Critical Hits, as well as any that may specifically target a pilot.

Sophisticated electronic decoys combined with flares and chaff launchers make this vehicle harder to target. At any point during the pilot's turn, he may activate the decoy launchers as a Free Action. Until the beginning of his next turn, any shooting receives no bonus due to size to hit. May be used three times before needing replacement.

Dreadclaws are somewhat unique amongst vehicles, in that once they "land," they do not move under their own power. Must be launched from a starship with drop pod bays and travel directly downward towards the target planet until they hit the ground. Cannot maneuver, though provided that they are 500km above the ground, may change in flight location to any within 25km of original target. All shooting at the pod suffers a -30 while in flight. When landing, pick your destination then scatter 2d10 meters. Once landed, the Dreadclaw may take off and operate as a skimmer, even exiting the atmosphere to return to space. It may behave like an Assault Boat in the void.

Drop pods are somewhat unique amongst vehicles, in that once they "land," they do not move under their own power. Must be launched from a starship with drop pod bays and travel directly downward towards the target planet until they hit the ground. Cannot maneuver, though provided that they are 500km above the ground, may change in flight location to any within 25km of original target. All shooting at the pod suffers a -30 while in flight. When landing, pick your destination then scatter 2d10 meters.

This vehicle has powerful auspex arrays to aid in combat. The crew of this vehicle suffers no penalties for darkness, foul weather, or other effects that would normally obscure vision. In addition, they gain a +20 to all Awareness Tests, and may make Awareness Tests at ranges of up to 5km (at GM's discretion, may be farther for a particularly large target).

If the vehicle is destroyed, the pilots may eject. The pod scatters like a missed grenade a total of 2d10 meters from the point at which the vehicle was destroyed, or the wreckage at GM's discretion. The Pilot and Co-pilot are equipped with a micro-bead and a pulse pistol (or other appropriate side-arm for non-Tau escape pods). Tau pilot profile is on page 197 of Rites of Battle.

Enemies may target the crew and passengers of the vehicle by using a Called Shot Attack Action. If someone makes a Full Automatic Attack Action against the vehicle, every third hit is resolved against the rider (or passengers, if any) instead of the vehicle.

This vehicle is armed with Frag Assault Launchers, single-shot scatter grenades employed to cover the vehicle's final assault (Facing Front, Range 10m, 2d10X, Pen 0, Clip 1). Frag launchers may be fired as a Free Action, and fire in a 45 degree cone from the vehicle, hitting everything within range. When they fire, they force automatic Pinning Tests from all eligible targets within range.

This aircraft uses aerodynamic principals to stay aloft. When airborne, it must move at least half its cruising speed at all times lest it crash to the ground. If it ever becomes completely immobilized due to damage, count the vehicle as destroyed instead as it crashes to the ground.

Ground Vehicle This vehicle follows all rules for ground vehicles.Holofield All shooting attacks against a moving vehicle with this special rule suffer a -20 to hit.Hyperios The Hyperios variant of the Whirlwind gains a +20 bonus to all Ballistic Skill Tests when firing its missiles at an airborne target.Improved Command and Control

Improvised Weapons When used against Average sized targets or smaller, all of the vehicle's weapons suffer a -30 to hit. All weapons may be used by any crew. Inferno Gun - Titanic Flame Weapon When firing, pick any point within the weapon's range as the point of origin. The spray extends 40 meters past that point, following normal Flame rules.Insanity

Jamming Beacon

Kustom Bitz Pick One: Armor Plates (Facing Any, +3 AP to assigned facing); Red Paint Job (At the start of each Round, roll 1d10, adding the result to the vehicle's tactical movement). Life Support (Hephaestus) A fully outfitted vehicles contains enough air, fuel, water, and provisions for a full complement of crew and passengers to survive in relative comfort for a month in hostile environments.Life Support (Venator) When operating in a toxic or extreme environment, the exposed sections of the vehicle can be sealed with thick transparent plates to protect the passengers. This feature does not negate Open-Topped. Long Range Auger Array These sophisticated augers provide a detailed view of the land below, granting the operates a +20 to all Awareness and Scrutiny Tests, and allowing scans in the same manner as an Auspex up to 50km away.More Dakka Instead of firing its weapons separately, the operator may fire all of the same type simultaneously, combining their damage.Open-Topped Enemies may target the crew and passengers of the vehicle by using a Called Shot Attack Action. (Co-)Pilot Operated Linked Weaponry All weapons classified as "(Co-)Pilot-Operated" may all be fired by the pilot as one shooting action, at targets no more than one AU apart. Roll for hits and damage separately with each weapon.Power of the Machine Spirit

Power Overload If four or more results of 90-100 are rolled when firing the vehicle's weapons, the vehicle automatically generates one roll on the vehicle critical hit chart against itself, unmodified by the Reinforced Hull rule.Predator Auspex

Reinforced Hull When a vehicles with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality does not affect rolls on the Critical Hit charge generated by Righteous Fury.Reliable Any Tech-Use Test made to repair or restore this vehicle receives a +20 bonus.Siege Shield Drive Tests for Difficult Terrain gain a +10 bonus, and any failed Drive Tests for Difficult Terrain may be re-rolled.Skimmer This vehicle hovers over the battlefield, allowing it to ignore terrain that might otherwise hamper movement. If it ever becomes completely immobilized due to damage, count the vehicle as destroyed instead as it crashes into the ground. Spacecraft This vehicle may exit the atmosphere. While in the atmosphere it may operate as a skimmer or flyer at the pilot's choice. It gains all the benefits and drawbacks of skimmers and flyers. Stealth Field Generator

Super-Heavy Walker

Supremely Maneuverable When increasing the distance of a turn in space, the Piloting Test is always +0, no matter how extreme the turn. In addition, may turn after moving 3 AU's rather than 4. Targeter Array The driver of this vehicle gains the Auto-Stabilised Trait for firing this vehicle's weapons.Targeting Array The vehicle is equipped with a sophisticated guidance system that give the pilot +20 BS when firing the vehicle's weaponry.Titanic Critical Hits This vehicle is so large as to require its own Critical Hit Chart. Warhound Titans have theirs on page 188 of Rites of Battle.Vector Thrust Engines The aircraft may count as a Skimmer (and follows all the rules for a Skimmer) for up to 2 minutes before it must return to counting as a Flyer. It may do this once every hour.Void Shields

Vulcan Mega-Bolter -- Area Saturation When used in this manner, designate a 20x20 meter area. Make one Ballistic Skill check against each target in this area - any success means a target takes one hit, which can be dodged as normal.Walker Walkers are able to ignore penalties for moving through difficult terrain, and negotiate obstacles such as rock slides, tank traps, fallen trees, and shattered buildings without penalty.

Go to tabs below for specific sectionsvvvvvvvvv

The special feature of this vehicle allows a character using it to use his Command skill to affect a number of squads, units, or other team equal to his Fellowship bonus. This effect combines with Fellowship-based Talents such as Iron Discipline, Master Orator, and the like. Any character using this equipment also gains a +20 to Command Skill tests and may re-roll any failed Command Skill tests.

The mind of the pilot is twisted and warped. If not engaged in melee, at the beginning of each turn, the pilot must succeed a +0 Willpower Test. If successful, fight as normal. If failed by three degrees or less, do not move, but fire all weapons at the closest enemy target, gaining a +10 to all Ballistic Skill checks. If there are no enemy targets, fire at the nearest friendly target. If there are no targets in range, spitefully destroy vegetation and buildings. If failed by three or more degrees, it is caught in bloodlust and madness. It may not fire any weapon. Instead, double move rate and make 1d5+2 melee attacks in close combat, instead of its normal amount.

Auspexes, locator beacons, teleport homers, and similar wargear does not function within 15 meters of this vehicle. The etheric interference caused by a Jamming Beacon also interferes with other forms of teleportation, such as daemonic summoning.

The vehicle is equipped with a complex core-cogitator that is blessed with an unusually cunning Machine Spirit. When firing the vehicle's weapons, the vehicle commander may fire one additional weapon system. That weapon's firing is directed by the pilot character, but uses the Machine Spirit's BS of 50. The attack does not benefit from any Talents or other attributes the pilot possesses (in effect, it is being fired by the Machine Spirit).

Sophisticated onboard radar, sonar, and thermal auger arrays, combined with sensitive chem-sniffers, allow a crew to track prey with unerring accuracy over vast distances. The Predator Auspex counts as an Auspex with a range of 500 meters that also grants a +20 to Tracking Tests made to search for, track, and identify prey.

The vehicle has a Stealth Field. It operates in two modes: Active or Passive. It may be changed as a Free Action from one turn to the next. In Passive Mode, all tests of any sort to detect and any BS Tests to hit suffer a -10 (senses other than sight are unaffected). In Active Mode, any sort of test to detect the vehicle and all WS and BS Tests suffer a -30 (this applies to all senses, including augmented ones). Anyone attempting to locate the vehicle may attempt an Awareness Test using the above mods. Passing this by one or more degrees will alert the character that his sensors are being interfered with, but not its effects.

Walkers are able to ignore penalties for moving through difficult terrain, and negotiate obstacles such as rock slides, tank traps, fallen trees, and shattered buildings without penalty. This walker is particularly large and powerful. It is 14 meters tall and can walk over obstacles 5 meters high, or simply bulldoze through walls, forests, or medium-sized buildings without suffering negative effects.

Void shields are near impenetrable barriers. They count as a barrier with 25 AP that surrounds the vehicle in all directions at a 5 meter distance. To disable a void shield, attacks must deal 20 damage past 25 AP (this damage is cumulative, but penetration has no effect on a void shield). Attacks from within the 5 meter projection distance ignore the void shield and directly affect the vehicle. Once a shield is brought down, it may be restored with a successful -10 Tech-Use Test. A success means it will be restored in 1d5+5 rounds, -1 round per Degree of Success, to a minimum of 1 Round.

Contains all vehicles using the rules as presented in Into the Storm, Rites of Battle, and Battlefleet Koronus.

For reference, one AU (Aerial Unit) is equal to 100 meters. If a conversion is needed, simply divide it by 100 and round up to the next whole number.

It is advised that you read the full description of the source material of any interesting item for a better understanding of what it is. This Document is only a quick reference

The vehicle may count as a Skimmer (and follow all the rules for a Skimmer) for up to 10 minutes before it must return to counting as a Flyer. It may do this once every hour.

This vehicle's payload is anti-ship weapons, and may only be used to target ships or similarly large emplacements. If used on a vehicle or individual, it is likely they would be utterly annihilated. The driver of this vehicle gains the Auto-Stabilised Trait for firing this vehicle's weapons. If this vehicle is moved in the same turn that it fired, it does not gain the usual bonus to hit for full-auto fire.This vehicle is designed to forcibly board enemy starships. It takes X full rounds to burn through the hull. If Y is present, the pilot must test to attach to the side of a vessel with a +Y Pilot (Spacecraft) check. This vehicle is equipped with heat-resistant ceramite armor for atmospheric re-entry. Any melta weapon count their Penetration as 0 against this vehicle.A walker always has a Basic Melee Attack (representing the ability to charge, batter, and smash targets): Melee, 1d10I+SB, Pen 0, Unwieldy

All followers of Chaos within 100 meters gain the Fearless Talent.Uses special rules detailed in the appropriate section. Page 180 for Adeptus Astartes Dreadnoughts, and page 190 for Chaos Space Marine Dreadnoughts.The vehicle does not need to land in order to deploy its drones. It has three drone racks, with a total of 14 drones that may deploy (see page 367 in Deathwatch Core for Tau gun drones).Carries two Gun Drones (see page 367 of Deathwatch Core) attached to the front. They may fire their weapons using their normal BS in addition to the vehicle's weapons.

All shooting against this vehicle suffers a -10 penalty as long as it is mobile. This does not stack with Dreadclaw Assault or Drop Pod Assault.

The Bike can be upgraded to an Attack Bike. This allows the bike to carry one passenger, and give the bike a passenger-operated Astartes Heavy Bolter or Astartes Multi-Melta with a facing to the front and right. The bike's size increases one step, its Maneuverability decreases to +12, and it requires Respected Renown.

The special feature of this vehicle allows a character using it to use his Command skill to affect a number of squads, units, or other team equal to his Fellowship bonus. This effect combines with Fellowship-based Talents such as Iron Discipline, Master Orator, and the like. Any character using this equipment also gains a +10 bonus to Command Skill tests.

The vehicle may fire all of its weapons as part of the same Half Action each turn, and may do so even if in melee (though it must do so at different targets than those it is engaged with). If in melee, it may spend an additional Half Action to make one attack. The vehicle counts as having the Lightning Attack Talent. None can ride within the vehicle. Finally, ignore Jarring Blow and Staggered Critical Hits, as well as any that may specifically target a pilot.

Sophisticated electronic decoys combined with flares and chaff launchers make this vehicle harder to target. At any point during the pilot's turn, he may activate the decoy launchers as a Free Action. Until the beginning of his next turn, any shooting receives no bonus due to size to hit. May be used three times before needing replacement.

Dreadclaws are somewhat unique amongst vehicles, in that once they "land," they do not move under their own power. Must be launched from a starship with drop pod bays and travel directly downward towards the target planet until they hit the ground. Cannot maneuver, though provided that they are 500km above the ground, may change in flight location to any within 25km of original target. All shooting at the pod suffers a -30 while in flight. When landing, pick your destination then scatter 2d10 meters. Once landed, the Dreadclaw may take off and operate as a skimmer, even exiting the atmosphere to return to space. It may behave like an Assault Boat in the void.

Drop pods are somewhat unique amongst vehicles, in that once they "land," they do not move under their own power. Must be launched from a starship with drop pod bays and travel directly downward towards the target planet until they hit the ground. Cannot maneuver, though provided that they are 500km above the ground, may change in flight location to any within 25km of original target. All shooting at the pod suffers a -30 while in flight. When landing, pick your destination then scatter 2d10 meters.

This vehicle has powerful auspex arrays to aid in combat. The crew of this vehicle suffers no penalties for darkness, foul weather, or other effects that would normally obscure vision. In addition, they gain a +20 to all Awareness Tests, and may make Awareness Tests at ranges of up to 5km (at GM's discretion, may be farther for a particularly large target).

If the vehicle is destroyed, the pilots may eject. The pod scatters like a missed grenade a total of 2d10 meters from the point at which the vehicle was destroyed, or the wreckage at GM's discretion. The Pilot and Co-pilot are equipped with a micro-bead and a pulse pistol (or other appropriate side-arm for non-Tau escape pods). Tau pilot profile is on page 197 of Rites of Battle.

Enemies may target the crew and passengers of the vehicle by using a Called Shot Attack Action. If someone makes a Full Automatic Attack Action against the vehicle, every third hit is resolved against the rider (or passengers, if any) instead of the vehicle.

This vehicle is armed with Frag Assault Launchers, single-shot scatter grenades employed to cover the vehicle's final assault (Facing Front, Range 10m, 2d10X, Pen 0, Clip 1). Frag launchers may be fired as a Free Action, and fire in a 45 degree cone from the vehicle, hitting everything within range. When they fire, they force automatic Pinning Tests from all eligible targets within range.

This aircraft uses aerodynamic principals to stay aloft. When airborne, it must move at least half its cruising speed at all times lest it crash to the ground. If it ever becomes completely immobilized due to damage, count the vehicle as destroyed instead as it crashes to the ground.

All shooting attacks against a moving vehicle with this special rule suffer a -20 to hit.The Hyperios variant of the Whirlwind gains a +20 bonus to all Ballistic Skill Tests when firing its missiles at an airborne target.

When used against Average sized targets or smaller, all of the vehicle's weapons suffer a -30 to hit. All weapons may be used by any crew. When firing, pick any point within the weapon's range as the point of origin. The spray extends 40 meters past that point, following normal Flame rules.

Pick One: Armor Plates (Facing Any, +3 AP to assigned facing); Red Paint Job (At the start of each Round, roll 1d10, adding the result to the vehicle's tactical movement). A fully outfitted vehicles contains enough air, fuel, water, and provisions for a full complement of crew and passengers to survive in relative comfort for a month in hostile environments.When operating in a toxic or extreme environment, the exposed sections of the vehicle can be sealed with thick transparent plates to protect the passengers. This feature does not negate Open-Topped. These sophisticated augers provide a detailed view of the land below, granting the operates a +20 to all Awareness and Scrutiny Tests, and allowing scans in the same manner as an Auspex up to 50km away.Instead of firing its weapons separately, the operator may fire all of the same type simultaneously, combining their damage.Enemies may target the crew and passengers of the vehicle by using a Called Shot Attack Action. All weapons classified as "(Co-)Pilot-Operated" may all be fired by the pilot as one shooting action, at targets no more than one AU apart. Roll for hits and damage separately with each weapon.

If four or more results of 90-100 are rolled when firing the vehicle's weapons, the vehicle automatically generates one roll on the vehicle critical hit chart against itself, unmodified by the Reinforced Hull rule.

When a vehicles with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality does not affect rolls on the Critical Hit charge generated by Righteous Fury.Any Tech-Use Test made to repair or restore this vehicle receives a +20 bonus.Drive Tests for Difficult Terrain gain a +10 bonus, and any failed Drive Tests for Difficult Terrain may be re-rolled.This vehicle hovers over the battlefield, allowing it to ignore terrain that might otherwise hamper movement. If it ever becomes completely immobilized due to damage, count the vehicle as destroyed instead as it crashes into the ground. This vehicle may exit the atmosphere. While in the atmosphere it may operate as a skimmer or flyer at the pilot's choice. It gains all the benefits and drawbacks of skimmers and flyers.

When increasing the distance of a turn in space, the Piloting Test is always +0, no matter how extreme the turn. In addition, may turn after moving 3 AU's rather than 4. The driver of this vehicle gains the Auto-Stabilised Trait for firing this vehicle's weapons.The vehicle is equipped with a sophisticated guidance system that give the pilot +20 BS when firing the vehicle's weaponry.This vehicle is so large as to require its own Critical Hit Chart. Warhound Titans have theirs on page 188 of Rites of Battle.The aircraft may count as a Skimmer (and follows all the rules for a Skimmer) for up to 2 minutes before it must return to counting as a Flyer. It may do this once every hour.

When used in this manner, designate a 20x20 meter area. Make one Ballistic Skill check against each target in this area - any success means a target takes one hit, which can be dodged as normal.Walkers are able to ignore penalties for moving through difficult terrain, and negotiate obstacles such as rock slides, tank traps, fallen trees, and shattered buildings without penalty.

The special feature of this vehicle allows a character using it to use his Command skill to affect a number of squads, units, or other team equal to his Fellowship bonus. This effect combines with Fellowship-based Talents such as Iron Discipline, Master Orator, and the like. Any character using this equipment also gains a +20 to Command Skill tests and may re-roll any failed Command Skill tests.

The mind of the pilot is twisted and warped. If not engaged in melee, at the beginning of each turn, the pilot must succeed a +0 Willpower Test. If successful, fight as normal. If failed by three degrees or less, do not move, but fire all weapons at the closest enemy target, gaining a +10 to all Ballistic Skill checks. If there are no enemy targets, fire at the nearest friendly target. If there are no targets in range, spitefully destroy vegetation and buildings. If failed by three or more degrees, it is caught in bloodlust and madness. It may not fire any weapon. Instead, double move rate and make 1d5+2 melee attacks in close combat, instead of its normal amount.

Auspexes, locator beacons, teleport homers, and similar wargear does not function within 15 meters of this vehicle. The etheric interference caused by a Jamming Beacon also interferes with other forms of teleportation, such as daemonic summoning.

The vehicle is equipped with a complex core-cogitator that is blessed with an unusually cunning Machine Spirit. When firing the vehicle's weapons, the vehicle commander may fire one additional weapon system. That weapon's firing is directed by the pilot character, but uses the Machine Spirit's BS of 50. The attack does not benefit from any Talents or other attributes the pilot possesses (in effect, it is being fired by the Machine Spirit).

Sophisticated onboard radar, sonar, and thermal auger arrays, combined with sensitive chem-sniffers, allow a crew to track prey with unerring accuracy over vast distances. The Predator Auspex counts as an Auspex with a range of 500 meters that also grants a +20 to Tracking Tests made to search for, track, and identify prey.

The vehicle has a Stealth Field. It operates in two modes: Active or Passive. It may be changed as a Free Action from one turn to the next. In Passive Mode, all tests of any sort to detect and any BS Tests to hit suffer a -10 (senses other than sight are unaffected). In Active Mode, any sort of test to detect the vehicle and all WS and BS Tests suffer a -30 (this applies to all senses, including augmented ones). Anyone attempting to locate the vehicle may attempt an Awareness Test using the above mods. Passing this by one or more degrees will alert the character that his sensors are being interfered with, but not its effects.

Walkers are able to ignore penalties for moving through difficult terrain, and negotiate obstacles such as rock slides, tank traps, fallen trees, and shattered buildings without penalty. This walker is particularly large and powerful. It is 14 meters tall and can walk over obstacles 5 meters high, or simply bulldoze through walls, forests, or medium-sized buildings without suffering negative effects.

Void shields are near impenetrable barriers. They count as a barrier with 25 AP that surrounds the vehicle in all directions at a 5 meter distance. To disable a void shield, attacks must deal 20 damage past 25 AP (this damage is cumulative, but penetration has no effect on a void shield). Attacks from within the 5 meter projection distance ignore the void shield and directly affect the vehicle. Once a shield is brought down, it may be restored with a successful -10 Tech-Use Test. A success means it will be restored in 1d5+5 rounds, -1 round per Degree of Success, to a minimum of 1 Round.

The vehicle may count as a Skimmer (and follow all the rules for a Skimmer) for up to 10 minutes before it must return to counting as a Flyer. It may do this once every hour.

This vehicle's payload is anti-ship weapons, and may only be used to target ships or similarly large emplacements. If used on a vehicle or individual, it is likely they would be utterly annihilated. The driver of this vehicle gains the Auto-Stabilised Trait for firing this vehicle's weapons. If this vehicle is moved in the same turn that it fired, it does not gain the usual bonus to hit for full-auto fire.This vehicle is designed to forcibly board enemy starships. It takes X full rounds to burn through the hull. If Y is present, the pilot must test to attach to the side of a vessel with a +Y Pilot (Spacecraft) check.

The vehicle does not need to land in order to deploy its drones. It has three drone racks, with a total of 14 drones that may deploy (see page 367 in Deathwatch Core for Tau gun drones).Carries two Gun Drones (see page 367 of Deathwatch Core) attached to the front. They may fire their weapons using their normal BS in addition to the vehicle's weapons.

The Bike can be upgraded to an Attack Bike. This allows the bike to carry one passenger, and give the bike a passenger-operated Astartes Heavy Bolter or Astartes Multi-Melta with a facing to the front and right.

The special feature of this vehicle allows a character using it to use his Command skill to affect a number of squads, units, or other team equal to his Fellowship bonus. This effect combines with Fellowship-based Talents such as Iron Discipline, Master Orator, and the like. Any character using this equipment also gains a +10 bonus to Command Skill tests.

The vehicle may fire all of its weapons as part of the same Half Action each turn, and may do so even if in melee (though it must do so at different targets than those it is engaged with). If in melee, it may spend an additional Half Action to make one attack. The vehicle counts as having the Lightning Attack Talent. None can ride within the vehicle. Finally, ignore Jarring Blow and Staggered Critical Hits, as well as any that may specifically target a pilot.

Sophisticated electronic decoys combined with flares and chaff launchers make this vehicle harder to target. At any point during the pilot's turn, he may activate the decoy launchers as a Free

Dreadclaws are somewhat unique amongst vehicles, in that once they "land," they do not move under their own power. Must be launched from a starship with drop pod bays and travel directly downward towards the target planet until they hit the ground. Cannot maneuver, though provided that they are 500km above the ground, may change in flight location to any within 25km of original target. All shooting at the pod suffers a -30 while in flight. When landing, pick your destination then scatter 2d10 meters. Once landed, the Dreadclaw may take off and operate as a skimmer, even exiting the atmosphere to return to space. It may behave like an Assault Boat in the void.

Drop pods are somewhat unique amongst vehicles, in that once they "land," they do not move under their own power. Must be launched from a starship with drop pod bays and travel directly downward towards the target planet until they hit the ground. Cannot maneuver, though provided that they are 500km above the ground, may change in flight location to any within 25km of

This vehicle has powerful auspex arrays to aid in combat. The crew of this vehicle suffers no penalties for darkness, foul weather, or other effects that would normally obscure vision. In addition, they gain a +20 to all Awareness Tests, and may make Awareness Tests at ranges of up to 5km (at GM's discretion, may be farther for a particularly large target).

If the vehicle is destroyed, the pilots may eject. The pod scatters like a missed grenade a total of 2d10 meters from the point at which the vehicle was destroyed, or the wreckage at GM's discretion. The Pilot and Co-pilot are equipped with a micro-bead and a pulse pistol (or other appropriate side-arm for non-Tau escape pods). Tau pilot profile is on page 197 of Rites of Battle.

This vehicle is armed with Frag Assault Launchers, single-shot scatter grenades employed to cover the vehicle's final assault (Facing Front, Range 10m, 2d10X, Pen 0, Clip 1). Frag launchers may be fired as a Free Action, and fire in a 45 degree cone from the vehicle, hitting everything within range. When they fire, they force automatic Pinning Tests from all eligible targets within range.

Pick One: Armor Plates (Facing Any, +3 AP to assigned facing); Red Paint Job (At the start of each Round, roll 1d10, adding the result to the vehicle's tactical movement). A fully outfitted vehicles contains enough air, fuel, water, and provisions for a full complement of crew and passengers to survive in relative comfort for a month in hostile environments.When operating in a toxic or extreme environment, the exposed sections of the vehicle can be sealed with thick transparent plates to protect the passengers. This feature does not negate Open-Topped. These sophisticated augers provide a detailed view of the land below, granting the operates a +20 to all Awareness and Scrutiny Tests, and allowing scans in the same manner as an Auspex up to 50km away.

All weapons classified as "(Co-)Pilot-Operated" may all be fired by the pilot as one shooting action, at targets no more than one AU apart. Roll for hits and damage separately with each weapon.

If four or more results of 90-100 are rolled when firing the vehicle's weapons, the vehicle automatically generates one roll on the vehicle critical hit chart against itself, unmodified by the Reinforced Hull rule.

When a vehicles with a Reinforced Hull receives a Critical Hit, halve the result, rounding up. This quality does not affect rolls on the Critical Hit charge generated by Righteous Fury.

This vehicle hovers over the battlefield, allowing it to ignore terrain that might otherwise hamper movement. If it ever becomes completely immobilized due to damage, count the vehicle as destroyed instead as it crashes into the ground. This vehicle may exit the atmosphere. While in the atmosphere it may operate as a skimmer or flyer at the pilot's choice. It gains all the benefits and drawbacks of skimmers and flyers.

When increasing the distance of a turn in space, the Piloting Test is always +0, no matter how extreme the turn. In addition, may turn after moving 3 AU's rather than 4.

The aircraft may count as a Skimmer (and follows all the rules for a Skimmer) for up to 2 minutes before it must return to counting as a Flyer. It may do this once every hour.

When used in this manner, designate a 20x20 meter area. Make one Ballistic Skill check against each target in this area - any success means a target takes one hit, which can be dodged as normal.Walkers are able to ignore penalties for moving through difficult terrain, and negotiate obstacles such as rock slides, tank traps, fallen trees, and shattered buildings without penalty.

The special feature of this vehicle allows a character using it to use his Command skill to affect a number of squads, units, or other team equal to his Fellowship bonus. This effect combines with Fellowship-based Talents such as Iron Discipline, Master Orator, and the like. Any character using this equipment also gains a +20 to Command Skill tests and may re-roll any failed Command Skill tests.

The mind of the pilot is twisted and warped. If not engaged in melee, at the beginning of each turn, the pilot must succeed a +0 Willpower Test. If successful, fight as normal. If failed by three degrees or less, do not move, but fire all weapons at the closest enemy target, gaining a +10 to all Ballistic Skill checks. If there are no enemy targets, fire at the nearest friendly target. If there are no targets in range, spitefully destroy vegetation and buildings. If failed by three or more degrees, it is caught in bloodlust and madness. It may not fire any weapon. Instead, double move rate and make 1d5+2 melee attacks in close combat, instead of its normal amount.

The vehicle is equipped with a complex core-cogitator that is blessed with an unusually cunning Machine Spirit. When firing the vehicle's weapons, the vehicle commander may fire one additional weapon system. That weapon's firing is directed by the pilot character, but uses the Machine Spirit's BS of 50. The attack does not benefit from any Talents or other attributes the pilot possesses (in effect, it is being fired by the Machine Spirit).

Sophisticated onboard radar, sonar, and thermal auger arrays, combined with sensitive chem-sniffers, allow a crew to track prey with unerring accuracy over vast distances. The

The vehicle has a Stealth Field. It operates in two modes: Active or Passive. It may be changed as a Free Action from one turn to the next. In Passive Mode, all tests of any sort to detect and any BS Tests to hit suffer a -10 (senses other than sight are unaffected). In Active Mode, any sort of test to detect the vehicle and all WS and BS Tests suffer a -30 (this applies to all senses, including augmented ones). Anyone attempting to locate the vehicle may attempt an Awareness Test using the above mods. Passing this by one or more degrees will alert the character that his sensors are being interfered with, but not its effects.

Walkers are able to ignore penalties for moving through difficult terrain, and negotiate obstacles such as rock slides, tank traps, fallen trees, and shattered buildings without penalty. This walker is particularly large and powerful. It is 14 meters tall and can walk over obstacles 5 meters high, or simply bulldoze through walls, forests, or medium-sized buildings without suffering negative effects.

Void shields are near impenetrable barriers. They count as a barrier with 25 AP that surrounds the vehicle in all directions at a 5 meter distance. To disable a void shield, attacks must deal 20 damage past 25 AP (this damage is cumulative, but penetration has no effect on a void shield). Attacks from within the 5 meter projection distance ignore the void shield and directly affect the vehicle. Once a shield is brought down, it may be restored with a successful -10 Tech-Use Test. A success means it will be restored in 1d5+5 rounds, -1 round per Degree of Success, to a minimum of 1 Round.

Name Range RoF Dam Pen Clip

Vehicle WeaponsLasInto the Storm SpecificRites of BattleBFK

SP WeaponsInto the Storm SpecificRites of BattleBFK

Bolt WeaponsInto the Storm SpecificRites of BattleBFK

Melta WeaponsRites of Battle

Plasma WeaponRites of BattleBFK

Flame WeaponsRites of Battle

LaunchersInto the Storm SpecificRites of BattleBFK

Exotic WeaponsInto the Storm SpecificRites of BattleBFK

Vehicle Melee WeaponsName Dam Pen Special Notes

Primitive Weapons

Rites of Battle

Chain WeaponsRites of Battle

Power WeaponsRites of Battle

Rld Special Notes

Name Pg. Tactical Speed Cruise Speed Man.

Vehicles

SpacecraftITS SpecificRites of Battle, ImperialRites of Battle, ChaosRites of Battle, TauBFK

FlyersITS SpecificRites of Battle, ChaosRites of Battle, Tau

SkimmersITS SpecificRites of Battle, ImperialRites of Battle, Tau

Ground VehiclesITS SpecificRites of Battle, ImperialRites of Battle, Chaos

WalkersITS SpecificRites of Battle, ImperialRites of Battle, Chaos

Structure Size Front Side Rear Hull

Crew Carrying Capacity Availability

Special Rules

Ships and ComponentsContains all ship hulls and components from Rogue Trader. Using Rogue Trader Errata 1.1.The sections called Core are from the Rogue Trader core rulebook. Abbreviation is RTC.The sections called ITS are from Into the Storm. Abbreviation is ITS.The sections called Expanse are from Lure of the Expanse. Abbreviation is LOE.The sections called BFK are from Battlefleet Koronus. Abbreviation is BFK.

It is advised that you read the full description of the source material of any interesting item for a better understanding of what it is. This Document is only a quick reference

Keyword ReferenceAdditional Plasma Conduits (X) The vessel has many heavy plasma conduits. Increase power generated by X. However, with every Critical Hit suffered, there is a 25% chance of the Fire! Critical Hit as well.Advanced Cogitator Linkage Gain +5 to fire the ship's weaponry.Ancient Grand Cruiser May not gain any components that increase armor.Antiquated Communications All Command Tests made on a vessel with this quality suffer a -5 penalty.Battlecruiser/Grand Cruiser May mount "Cruiser Only" components.Beam Dispersion Effect When firing at targets over 20 VU's away, decrease damage to 1d10. Broadside Must be equipped in a port or starboard slot. Cargo Hauler/Galleon (X) Vessel designed for transporting goods. Hull comes pre-equipped with X Main Cargo Hold Component(s). Space has already been reduced to account for this, however, when the ship is constructed it must be able to provide Power for each Component.Carrier (X)

Core Architecture This component is always revealed with Active Augery.Cramped The ship is very cramped, and there is little room for supplies. May only stock three months worth of supplies instead of six, before including any components that add to this. Cursed All Navigation checks carried out by the Navigator suffer a -10. Death from Above

Destructive If this weapon generates a Critical Hit, add 1 to the result. Easy to Repair (X) When making Long-Term Repairs, increase the amount by X for a successful check. Enhanced Magnetic Coils Torpedoes launched from this tube gain +2 Speed for their first turn. They return to normal after this.Energy Field The security hatches must be open during the Strategic Turn it is used. If this Component loses power while they are open, it becomes Depressurized as well.External Component doesn't require any hull space. Can only be destroyed or damaged by a Critical Hit.Fast Ship Due to the ship's carefully balanced nature, it cannot have Components that increase it's Armor. Fiery Temperament (X) Any plasma drive installed on a vessel with this trait increases its output by X. Heavy Weapon May only be mounted in a Prow Weapon Slot unless the ship is a Grand Cruiser or larger, in which case it may be mounted in a Dorsal Slot as well. In Prow slots, it may only fire forward.Hybrid Vessel May be equipped with Transport or Cruiser Components. If a Component exists in both varieties, the Cruiser variant must be chosen.Ionic Blast Never causes Critical Hits, nor do they deal damage to Hull Integrity. May only be combined in a salvo with weapons that share this quality.Inferno Whenever this weapon inflicts a Critical Hit, it is automatically Fire! Critical.Inherent Warship (X) This ship comes pre-equipped with certain components which may not be removed, specified in the parenthesis. Space will have been accounted for, but power must be supplied.Jury-Rigged Reduce the speed of Attack Craft exiting the bay by 2 on the turn they are launched. Any craft attempting to land in combat must make a check to land safely. Outside of combat, it simply takes half an hour per squadron. Labor Intensive Weapon may only be fired every other turn.Overheating Systems For every five degrees of failure when firing, the vessel suffers a Critical Hit. If a specific Component is affected, it's automatically this Component.Oversized Monstrosity This vessel's conventional Speed may not be increased by any component. If it would be, simply ignore the effect.Penetrator Rounds (X) Ignore X armor when calculating damage done in a salvo involving this weapon. Plasma Refinery This vessel comes pre-equipped with a unique component, the Plasma Refinery. The use of this component is detailed on page 30 of Battlefleet Koronus. Powered by the Stars Provided a vessel equipped with a Plasma Refinery harvests from a star once a year, it gains +10 power.Reliable Construction (X) If this component becomes damaged, depressurized, or suffers a Critical Hit (including a 4 or 6 result on the chart), roll 1d10. On X or greater, it is ignored. Retrofit May be used to replace a Main Cargo Hold on a transport. Only one may be used, and it does not take a Weapon Capacity slot.Secondary Power Genetorium This vessel comes pre-equipped with a unique component, a Secondary Power Genetorium. Space has already been accounted for, and it provides +10 power to the primary reactor.

Comes pre-equipped with X number of Jovian-class Landing Bay Components, which occupy an equally distributed number of Port and Starboard weapon capacity slots. They may not be removed. Enough power must be supplied for them, but Space is already accounted for.

May only be mounted in Prow, Dorsal, or Keel slots. When in orbit, gain +20 to Intimidate ground targets. Gain 50 Achievement points if used in a Military Objective against the planet. When used as part of a planetary bombardment, double the affected area, add 20 to the damage done to large units, and 10 to individuals and vehicles.

Self Propelled Warhead Before firing this weapon, the option is available to increase Range by 2, but decrease damage to 1d10+1.Short the Flow For every five damage inflicted that exceeds the target's Void Shields, one randomly selected Component on the target ship becomes Unpowered. This ignores Armor.Small Weapon May be installed on Dorsal and Keel Weapon Slots on vessels of frigate sized or smaller.Structural Impact Reduce Hull Integrity and Maneuverability permanently by 5.Terminal Penetration (X) Re-roll damage dice lower than X. The re-roll stands.Torpedo Specialist [X]

Vaporization When this Weapon rolls a 1 or 2 on the Critical Hit Chart, it affects two components instead of oneVersatile Gain +5 to the opposed Command Test made to resolve boarding actions.Volatile If this Component is Damaged or Destroyed while Torpedoes are loaded in its tubes, there is a 10% chance of it exploding. If this occurs, the Component is automatically destroyed and the ship suffers 2d5 damage directly to Hull Integrity.

Craftsmanship, Components SP Modifier Morale ModifierBest +2 1d5Good, Choose either Power or Space +1 +1Common 0 0Poor -1 -1d5

Craftsmanship, Lance and Macrobattery SP Modifier Morale ModifierBest, Choose Two +2 1d5Good, Choose One +1 +1Common 0 0Poor, Choose Two -1 -1d5

Go to tabs below for specific sectionsvvvvvvvvv

A Prow slot is occupied by a Voss-Pattern Torpedo Tube Component that may not be removed. Space is already taken into account, but power must be provided. If X is included, multiply the munitions storage by this value to determine maximum number of torpedoes.

It is advised that you read the full description of the source material of any interesting item for a better understanding of what it is. This Document is only a quick reference

The vessel has many heavy plasma conduits. Increase power generated by X. However, with every Critical Hit suffered, there is a 25% chance of the Fire! Critical Hit as well.

All Command Tests made on a vessel with this quality suffer a -5 penalty.

When firing at targets over 20 VU's away, decrease damage to 1d10.

Vessel designed for transporting goods. Hull comes pre-equipped with X Main Cargo Hold Component(s). Space has already been reduced to account for this, however, when the ship is constructed it must be able to provide Power for each Component.

The ship is very cramped, and there is little room for supplies. May only stock three months worth of supplies instead of six, before including any components that add to this.

When making Long-Term Repairs, increase the amount by X for a successful check. Torpedoes launched from this tube gain +2 Speed for their first turn. They return to normal after this.The security hatches must be open during the Strategic Turn it is used. If this Component loses power while they are open, it becomes Depressurized as well.Component doesn't require any hull space. Can only be destroyed or damaged by a Critical Hit.Due to the ship's carefully balanced nature, it cannot have Components that increase it's Armor. Any plasma drive installed on a vessel with this trait increases its output by X. May only be mounted in a Prow Weapon Slot unless the ship is a Grand Cruiser or larger, in which case it may be mounted in a Dorsal Slot as well. In Prow slots, it may only fire forward.May be equipped with Transport or Cruiser Components. If a Component exists in both varieties, the Cruiser variant must be chosen.Never causes Critical Hits, nor do they deal damage to Hull Integrity. May only be combined in a salvo with weapons that share this quality.Whenever this weapon inflicts a Critical Hit, it is automatically Fire! Critical.This ship comes pre-equipped with certain components which may not be removed, specified in the parenthesis. Space will have been accounted for, but power must be supplied.Reduce the speed of Attack Craft exiting the bay by 2 on the turn they are launched. Any craft attempting to land in combat must make a check to land safely. Outside of combat, it simply takes half an hour per squadron.

For every five degrees of failure when firing, the vessel suffers a Critical Hit. If a specific Component is affected, it's automatically this Component.This vessel's conventional Speed may not be increased by any component. If it would be, simply ignore the effect.Ignore X armor when calculating damage done in a salvo involving this weapon. This vessel comes pre-equipped with a unique component, the Plasma Refinery. The use of this component is detailed on page 30 of Battlefleet Koronus. Provided a vessel equipped with a Plasma Refinery harvests from a star once a year, it gains +10 power.If this component becomes damaged, depressurized, or suffers a Critical Hit (including a 4 or 6 result on the chart), roll 1d10. On X or greater, it is ignored. May be used to replace a Main Cargo Hold on a transport. Only one may be used, and it does not take a Weapon Capacity slot.This vessel comes pre-equipped with a unique component, a Secondary Power Genetorium. Space has already been accounted for, and it provides +10 power to the primary reactor.

Comes pre-equipped with X number of Jovian-class Landing Bay Components, which occupy an equally distributed number of Port and Starboard weapon capacity slots. They may not be removed. Enough power must be supplied for them, but Space is already accounted for.

May only be mounted in Prow, Dorsal, or Keel slots. When in orbit, gain +20 to Intimidate ground targets. Gain 50 Achievement points if used in a Military Objective against the planet. When used as part of a planetary bombardment, double the affected area, add 20 to the damage done to large units, and 10 to individuals and vehicles.

Before firing this weapon, the option is available to increase Range by 2, but decrease damage to 1d10+1.For every five damage inflicted that exceeds the target's Void Shields, one randomly selected Component on the target ship becomes Unpowered. This ignores Armor.May be installed on Dorsal and Keel Weapon Slots on vessels of frigate sized or smaller.

When this Weapon rolls a 1 or 2 on the Critical Hit Chart, it affects two components instead of oneGain +5 to the opposed Command Test made to resolve boarding actions.If this Component is Damaged or Destroyed while Torpedoes are loaded in its tubes, there is a 10% chance of it exploding. If this occurs, the Component is automatically destroyed and the ship suffers 2d5 damage directly to Hull Integrity.

Power Mod Space Mod

1* or -1 -11* or -1 -10 0

-2* or 1 +1

Strength Mod Damage Mod Crit Mod Range Mod Power Mod Space Mod+1 +1 -1 +1 1* or -1 -10 +1 0 +1 1* or -1 -10 0 0 0 0 0-1 -1 +1 -1 -2* or 1 +1

A Prow slot is occupied by a Voss-Pattern Torpedo Tube Component that may not be removed. Space is already taken into account, but power must be provided. If X is included, multiply the munitions storage by this value to determine maximum number of torpedoes.

The vessel has many heavy plasma conduits. Increase power generated by X. However, with every Critical Hit suffered, there is a 25% chance of the Fire! Critical Hit as well.

Vessel designed for transporting goods. Hull comes pre-equipped with X Main Cargo Hold Component(s). Space has already been reduced to account for this, however, when the ship is constructed it must be able to provide Power for each Component.

The ship is very cramped, and there is little room for supplies. May only stock three months worth of supplies instead of six, before including any components that add to this.

May only be mounted in a Prow Weapon Slot unless the ship is a Grand Cruiser or larger, in which case it may be mounted in a Dorsal Slot as well. In Prow slots, it may only fire forward.

This ship comes pre-equipped with certain components which may not be removed, specified in the parenthesis. Space will have been accounted for, but power must be supplied.Reduce the speed of Attack Craft exiting the bay by 2 on the turn they are launched. Any craft attempting to land in combat must make a check to land safely. Outside of combat, it simply takes half an hour per squadron.

This vessel comes pre-equipped with a unique component, a Secondary Power Genetorium. Space has already been accounted for, and it provides +10 power to the primary reactor.

Comes pre-equipped with X number of Jovian-class Landing Bay Components, which occupy an equally distributed number of Port and Starboard weapon capacity slots. They may not be

May only be mounted in Prow, Dorsal, or Keel slots. When in orbit, gain +20 to Intimidate ground targets. Gain 50 Achievement points if used in a Military Objective against the planet. When

If this Component is Damaged or Destroyed while Torpedoes are loaded in its tubes, there is a 10% chance of it exploding. If this occurs, the Component is automatically destroyed and the ship suffers 2d5 damage directly to Hull Integrity.

A Prow slot is occupied by a Voss-Pattern Torpedo Tube Component that may not be removed. Space is already taken into account, but power must be provided. If X is included, multiply

Complications Based on Rogue Trader's tables 8-1 (RTC197) and 8-2 (RTC198), and the Background Packages from ITS153-155.

Machine Spirit Oddities (8-1)

Past Histories (8-2)

Purchaseable Background Packages

Based on Rogue Trader's tables 8-1 (RTC197) and 8-2 (RTC198), and the Background Packages from ITS153-155.

Name Class Space Speed Det. Armor Man. Hull Dorsal Prow

HullsTransports

Raiders

Frigates

Light Cruisers

Cruisers

Battlecruisers

Grand Cruisers

Port Star Keel Turret SP Pg. Notes

Name Appropriate Hulls Power Space

Essential ComponentsPower marked with * generates power

Plasma Drives

Warp Engines

Gellar Fields

Void Shields

Ship's Bridge

Life Sustainers

Crew Quarters

Auger Arrays

Notes

SP Pg. Availability

Name Appropriate Hulls Power Space Str Dam

Ship WeaponsMacrobatteries

Lances

Nova Cannons

Torpedoes and Torpedo Tubes

Landing Bays

Crit Range SP Pg. Availability Notes

Name Appropriate Hulls Power Space

Supplemental ComponentsMay take more than one of any component unless marked with a *.

Cargo Holds and Passenger Compartments

Augments and Enhancements

Additional Facilities

Notes

SP Availability Pg.

Name Appropriate Hulls Power Space

Special Components

Archeotech

Xenotech

Notes

SP Availability Pg.

Name

Ship UpgradesGeneral

Notes

Availability/SP Pg.

Changelog

1.12.0.0, 4/6/11 Changelog finally begun! Battlefleet Koronus added in this version, as well as numerous typo fixes. 1.12.1.0, 4/7/11

1.12.1.1, 4/13/11 Fixed a few typos and changes that I missed. Sorry! Also internal update, so this wasn't published. 1.12.2.1, 5/15/11 Added the changes from the 1.1 errata for Deathwatch. 1.12.3.1, 5/15/11 Added the optional weapon rules from Appendix 1 of the Deathwatch Errata 1.1 in the "DW Optional" tab.1.12.3.2. 5/24/11 Added page numbers for everything in a separate column, where applicable. Also fixed some mistakes! Also added a couple things, and general improvements. 3.10.0, 5/24/11 Changed the way the version is counted. This is otherwise identical to 1.12.3.2 however. Internal update.3.11.07xx, 07/xx/11

3.11.0724, 7/24/11 Fixed the group expansion signs so that they line up properly with their corresponding row. Thanks to PullsyJr on FFG's forums! Internal update, unreleased. Additionally, determined that the Carrier trait is meant for Jovian-Pattern LANDING Bays. 3.11.08xx, 08/xx/11 Various typo fixes. Special thanks to Zeal, Ira, and several others who I can't remember for pointing them out! Internal update, unreleased4.11.0827, 08/27/11

4.11.0829, 08/29/11 Fixed the long-las entry for Black Crusade. Didn't release.4.11.0929, 09/12/11

Updated the Voidsunder Lance Battery, Jovian-Pattern Nova Cannon, Plasma Accelerated Torpedo Tubes, Bombardment Cannons with their soon-to-be errata values, and added the Mezoa-Pattern Theta-7 Drive as per the forums, and a couple other fixes that FFG Devs have said will be in Errata. Will release a 1.12.2.0 when official Errata is out. Also added Torpedo Guidance Systems under the Ship Upgrades tab, as it would seem I forgot about them all together. At present there is some confusion about which Jovian-Pattern bays are added with the Carrier Trait, and I don't know either. For now, just ask your GM what to do.

Changed the way the version is counted slightly once more. Added Daemon Hunter equipment, as well as defining the abbreviations for books at the beginning of each section. Various other minor changes.

Added Black Crusade equipment. Special thanks to Anonymous for providing this information. Probably some typo fixes that I didn't keep track of too. Please note, much of the Black Crusade gear is subject to change, pending errata, particularly the weapons that are missing entries one way or another.

A culmination of a bunch of random minor fixes that I didn’t keep a record of. Started storing it in my dropbox. E-mail me at [email protected] and put "40kRP Armory" in the subject line, minus the quotes, if you want it to be shared with you. If that's not in the subject, I'll probably filter your message as spam. This will be the surest method to get the most recent version of the file; however, I'll still store it in my mediafire account for general sharing.

Changelog finally begun! Battlefleet Koronus added in this version, as well as numerous typo fixes.

Fixed a few typos and changes that I missed. Sorry! Also internal update, so this wasn't published.

Added the optional weapon rules from Appendix 1 of the Deathwatch Errata 1.1 in the "DW Optional" tab.Added page numbers for everything in a separate column, where applicable. Also fixed some mistakes! Also added a couple things, and general improvements. Changed the way the version is counted. This is otherwise identical to 1.12.3.2 however. Internal update.

Fixed the group expansion signs so that they line up properly with their corresponding row. Thanks to PullsyJr on FFG's forums! Internal update, unreleased. Additionally, determined that the Carrier trait is meant for Jovian-Pattern LANDING Bays. Various typo fixes. Special thanks to Zeal, Ira, and several others who I can't remember for pointing them out! Internal update, unreleased

Updated the Voidsunder Lance Battery, Jovian-Pattern Nova Cannon, Plasma Accelerated Torpedo Tubes, Bombardment Cannons with their soon-to-be errata values, and added the Mezoa-Pattern Theta-7 Drive as per the forums, and a couple other fixes that FFG Devs have said will be in Errata. Will release a 1.12.2.0 when official Errata is out. Also added Torpedo Guidance Systems under the Ship Upgrades tab, as it would seem I forgot about them all together. At present there is some confusion about which Jovian-Pattern bays are added with the Carrier Trait, and I don't know either. For now, just ask your

Changed the way the version is counted slightly once more. Added Daemon Hunter equipment, as well as defining the abbreviations for books at the beginning of each section. Various other minor changes.

Added Black Crusade equipment. Special thanks to Anonymous for providing this information. Probably some typo fixes that I didn't keep track of too. Please note, much of the Black Crusade gear is subject to change, pending errata, particularly the

A culmination of a bunch of random minor fixes that I didn’t keep a record of. Started storing it in my dropbox. E-mail me at [email protected] and put "40kRP Armory" in the subject line, minus the quotes, if you want it to be shared with you. If that's not in the subject, I'll probably filter your message as spam. This will be the surest method to get the most recent version of the file; however, I'll still store it in my mediafire account for general sharing.

Fixed the group expansion signs so that they line up properly with their corresponding row. Thanks to PullsyJr on FFG's forums! Internal update, unreleased. Additionally, determined that the Carrier trait is meant for Jovian-Pattern LANDING Bays.